Ouch indeed, you take 7 Poison dmg and are poisoned for an hour.
Inside the bag you find a small bottle of poison with an image of a poisonous centipede on it. and a long wooden box with six black tulips in it, and a scroll with the spell Illusory Script.
Dice will take the poison, scroll, and 1 tulip before putting everything back the way he found it and heading back to his room. He will then spend the next hour licking his ouchy finger and examining the tulip.
You spend some time resting to recover from your poison. Checking out the flower you see that it isn't fully black, just a very deep purple. You hear people occasionally out in the hallway, coming and going from their rooms.
*I'll say breakfast and snooping took an hour and then you rested for an hour so its about 10am now.**
Assuming Dice did not detect anything special / evil / magical about the flower, he will toss it in the fireplace and burn it so that it is not just laying around for someone to find. He will then apply the poison to his 20 crossbow bolts and attempt to dispose of that jar in the fireplace as well, attempting to smash the bottle before letting the glass melt and brake further in the cinders and heat. The spell scroll he will keep in an interior pocket of his cloak that is positioned under his arm next to where he keeps his sleep scoll.
Dice will then leave his room and head downstairs with the intention of exploring the area a bit before the match starts.
You are fairly confident that the flower and bottle are sufficiently disposed of in the fire, and head out of your room. You head back downstairs to the hallway you were led down last night. There are 2 doors on the left, two on the right, and where the hall curves over towards the courtyard, there is another door.
You walk along the hall, pressing your ear up against the doors, and testing the handles to see which are locked.
The two doors on your right are larger and heartier then your bedroom doors. You hear a sounds of talking in a language you don't understand, as well as growling, grunting and scratching as if there were several people and animals in here. You can't tell if its one large room, or two connected rooms, but the sounds are the same at both doors.
The first door on the left is just like your bedroom door, it is locked, and you don't hear anyone.
The second door on your left is similar as well, it is locked but you can hear movement inside.
The door at the end of the hall has a small window you can look through and you see it leads to another hall, similar to the one you're in.
A wave of heat, the product of the blazing hearth, hits you when you enter this chamber. A wolf pelt lies atop the bed, and a satchel lies on the floor beside it. Otherwise, this chamber resembles your own.
You find a travelers pack tucked underneath the bed.
Dice would try to quickly sift through it for anything of value or importance.
As you unclasp the bag a small needle trap springs and stabs you in the finger, give me a Con Save.
Ouch...
Con Save 3
***DAMN IT! welp, it was fun while it lasted... I assume I get knocked unconcious and guards find me and I get kicked out of the tourney :(***
Ouch indeed, you take 7 Poison dmg and are poisoned for an hour.
Inside the bag you find a small bottle of poison with an image of a poisonous centipede on it. and a long wooden box with six black tulips in it, and a scroll with the spell Illusory Script.
Dice will take the poison, scroll, and 1 tulip before putting everything back the way he found it and heading back to his room. He will then spend the next hour licking his ouchy finger and examining the tulip.
You spend some time resting to recover from your poison. Checking out the flower you see that it isn't fully black, just a very deep purple. You hear people occasionally out in the hallway, coming and going from their rooms.
*I'll say breakfast and snooping took an hour and then you rested for an hour so its about 10am now.**
Assuming Dice did not detect anything special / evil / magical about the flower, he will toss it in the fireplace and burn it so that it is not just laying around for someone to find. He will then apply the poison to his 20 crossbow bolts and attempt to dispose of that jar in the fireplace as well, attempting to smash the bottle before letting the glass melt and brake further in the cinders and heat. The spell scroll he will keep in an interior pocket of his cloak that is positioned under his arm next to where he keeps his sleep scoll.
Dice will then leave his room and head downstairs with the intention of exploring the area a bit before the match starts.
You are fairly confident that the flower and bottle are sufficiently disposed of in the fire, and head out of your room. You head back downstairs to the hallway you were led down last night. There are 2 doors on the left, two on the right, and where the hall curves over towards the courtyard, there is another door.
Dice will casually walk down the hall checking to see which doors are locked and listening at each of the doors to see if anyone is inside.
You walk along the hall, pressing your ear up against the doors, and testing the handles to see which are locked.
The two doors on your right are larger and heartier then your bedroom doors. You hear a sounds of talking in a language you don't understand, as well as growling, grunting and scratching as if there were several people and animals in here. You can't tell if its one large room, or two connected rooms, but the sounds are the same at both doors.
The first door on the left is just like your bedroom door, it is locked, and you don't hear anyone.
The second door on your left is similar as well, it is locked but you can hear movement inside.
The door at the end of the hall has a small window you can look through and you see it leads to another hall, similar to the one you're in.
Dice was told that places he shouldn't go are locked... so assuming the heavier doors are not locked, he will walk in the first door on the right.
sorry i typed it out, then edited it out by accident. the doors on your right are locked too
Is the door at the end of the hall locked?
nope
Let's check the locked empty room really quick.
Thieves tools: Unable to parse dice roll.
Dice will quickly and quietly shut the door behind him and move to the satchel.. he will this time inspect it for traps before looking through it.
Perception 9
The bag doesn't appear to be trapped so you carefully open it up.
Inside you find a strange viney bag, a pouch full of rune stones, and 10 gold.
Dice will quickly examine the bag in an attempt to decide if he should take it 8 <-- perception
**the viney one**