This post has potentially manipulated dice roll results.
Seeing nothing of interest in this room, Sniv shrugs and glances across the hallway to the last room on the right side of the hallway. Heading over to the door, he puts his ear up next to the door to see if there are sounds of any monsters on the other side. If he doesn't hear any, Sniv will attempt to open the door.
Sniv can't hear anything from the other door however, when he tried to open it, he found it was locked. Strangely, something about this door felt... off. He wasn't sure what it was but for some reason the door was making him uncomfortable even though it looks like any other door and there is nothing visibly weird about it.
Sniv shivers when he looks at the door, and although he couldn't quite place what it was, he wanted a second opinion before he tried anything, "Komos!" He called down to the right. If the tinkerer comes, then Sniv adds, "Something about this door feels off, I can't quite place it, and I was hoping you would take a look. It's also locked, so hopefully, you can unlock it with a little help." As he says the last bit, he pats the younger kobold on the shoulder and offers some of nature's blessings.
Rollback Post to RevisionRollBack
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Being called over Komos approaches the door and gives it a good look over to see if he can figure out what’s strange about it ((investigation 12)). He then pulls out his picks, and with the blessings does his best to get the door open ((25)).
The lock stands no chance against Komos' skills. Opening the door, you find a well-lit room that has white walls with thick decorative wooden paneling on the lower quarter of the wall. The room has a window on the front wall but you can see nothing but fog outside. A small but luxurious round carpet is kept in the middle of the room. There are two extravagant chairs placed at two sides of the carpet, facing each other though not directly. Both are angeled slightly toward the window. The carpet has designs quilted into it's red furry fabric. The designs are abstract and drawn in black and white. A golden border is around the carpet. On the same wall that holds the door you just opened, is a red brick fire place. It faces the window as well. On the right wall of the room is a single brown wood door that is half-open. You see a dark closet on the other side. It's somewhat empty, save for three pairs of shirts and shoes. A small desk is placed in the upper-right corner. A shelf full of books is placed against the left wall. Two light fixtures are attached to the ceiling which illuminates this room. In spite of the general coziness of the furniture and decor of the room, it gives off an unexplained sense of wrongness. Komos feels like he can almost figure out why the room is giving off an uneasy feeling but he just can't put his finger on it.
This post has potentially manipulated dice roll results.
Unable to tell what is making him uncomfortable, Sniv creeps into the room slowly and glances nervously to either side. If he doesn't see an immediate danger, he heads to the desk and will check what's on it and in the drawers.
The drawers have writing materials like pens, ink bottles and paper. However, all the pages in all the paper in it is blank. It's like the drawer was kept there at top condition for someone to write and work but was never used. The books in the bookshelf are common books found in most cities. However it is a bit odd that there is no theme. Usually bookshelves tend to have one type of book more and one type less based on the owner's preferences. However this bookshelf has one or two books on every category. It gives no clues as to the preference of whoever stocked the shelf.
Komos then realizes what is wrong with this room. Firstly, this room seems like it does not belong. The whole town and this building is left like everyone vanished overnight. The building itself is wooden. However this room seems like the cozy room of someone who was unaffected. Moreover the walls are made bricks while the rest of the building is made of wood. Finally there is the fireplace. Given how it's constructed, it should be visible from the other side but it isn't. It's like the door that led to the room wasn't part of the building but rather a portal to some place else entirely. The architecture of the room just doesn't make sense given where in the house it is.
Komos pokes his head out and back into the room a couple times, getting the feel for the differences and really letting it sink in. He then says, “Well… Though something is very wrong in this town in general, this room seems even more odd than the rest.” He then goes on to explain his thoughts and conclusions regarding the city, and this room.
This post has potentially manipulated dice roll results.
"That's... disturbing." Says Varn, though he seems intrigued. He walks to the right side of the room, and stands in front of the wooden door, studying it. Does it look like the doors of the rest of the restaurant, or is it truly a different door? "Do you think this door will lead us further into this place then, back to the restaurant, or someplace else entirely?" Then, he attempts to open the door... if it isn't locked.
Would a check be needed? I assume Int, though I'm not sure which. 7 for all Int checks, except for +2 if it's History.
((I thought I posted a reply to this yesterday. Guess I didn't?))
The door to the right side of the room was already half open so no chance of it being locked. Pushing it open all the way through, it seemed to just lead to the closet where there were three shirts, three pairs of shoes but no pants for some reason. Walking into the closet doesn't seem to do anything either. It looks like a normal door.
((Ah, I totally misread your description. I thought "other side" meant the other side of the room.))
Varn turns to the others, not sure why he checked the closet. Well, at least now he knows nothing is inside. "Do you think this room has always been here? An owner of a restaurant probably didn't have the means to build such a special room in a house that's completely different from the outside... right? Perhaps this is where the two creatures we fought came from?" Varn indicates the two chairs present. Two chairs in an unnatural room, two unnatural creatures...
Sniv scratches his head. Now that Komos mentioned it this room did seem very out of place. When Varn suggests that the room is where the creatures are from though, Sniv shakes his head, "Those creatures were reckless and dangerous. They left behind a wake of destruction. This room is too organized for that." Not finding anything interesting in the desk, Sniv thinks aloud, "Perhaps this was like a bunker of some kind in case of a disaster, but the owner never made it here." Meanwhile, he starts to move the carpet out of the way to see if there is anything under it. He also says, "But I don't think this room is that far away from the town itself because outside the window, there is still fog. That means that we are probably still in the same town. Otherwise, there wouldn't be fog outside the window."
Rollback Post to RevisionRollBack
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
((Sorry for the long gap in posting. Had a stressful few weeks. I'm back now. Should have probably told you guys sooner. That was my bad.))
Sniv tries to take a look out the window. Strange. The window doesn't open. Pressing his face against the glass, he can see only the white fog outside and nothing else.
Thinking it a bit odd that the window doesn't open, Sniv retreats back a bit into the room and makes a mental note of the fact that there is only white fog outside. With that, he turns back to his allies and offers, "Perhaps we should head back. Maybe something else in this place will give us a clue as to what this is."
So... what are you guys going to do now?
Seeing nothing of interest in this room, Sniv shrugs and glances across the hallway to the last room on the right side of the hallway. Heading over to the door, he puts his ear up next to the door to see if there are sounds of any monsters on the other side. If he doesn't hear any, Sniv will attempt to open the door.
Perception: 6
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Sniv can't hear anything from the other door however, when he tried to open it, he found it was locked. Strangely, something about this door felt... off. He wasn't sure what it was but for some reason the door was making him uncomfortable even though it looks like any other door and there is nothing visibly weird about it.
Sniv shivers when he looks at the door, and although he couldn't quite place what it was, he wanted a second opinion before he tried anything, "Komos!" He called down to the right. If the tinkerer comes, then Sniv adds, "Something about this door feels off, I can't quite place it, and I was hoping you would take a look. It's also locked, so hopefully, you can unlock it with a little help." As he says the last bit, he pats the younger kobold on the shoulder and offers some of nature's blessings.
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
(Hello? Komos? You going to pick the lock anytime soon?)
Being called over Komos approaches the door and gives it a good look over to see if he can figure out what’s strange about it ((investigation 12)). He then pulls out his picks, and with the blessings does his best to get the door open ((25)).
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
The lock stands no chance against Komos' skills. Opening the door, you find a well-lit room that has white walls with thick decorative wooden paneling on the lower quarter of the wall. The room has a window on the front wall but you can see nothing but fog outside. A small but luxurious round carpet is kept in the middle of the room. There are two extravagant chairs placed at two sides of the carpet, facing each other though not directly. Both are angeled slightly toward the window. The carpet has designs quilted into it's red furry fabric. The designs are abstract and drawn in black and white. A golden border is around the carpet. On the same wall that holds the door you just opened, is a red brick fire place. It faces the window as well. On the right wall of the room is a single brown wood door that is half-open. You see a dark closet on the other side. It's somewhat empty, save for three pairs of shirts and shoes. A small desk is placed in the upper-right corner. A shelf full of books is placed against the left wall. Two light fixtures are attached to the ceiling which illuminates this room. In spite of the general coziness of the furniture and decor of the room, it gives off an unexplained sense of wrongness. Komos feels like he can almost figure out why the room is giving off an uneasy feeling but he just can't put his finger on it.
Unable to tell what is making him uncomfortable, Sniv creeps into the room slowly and glances nervously to either side. If he doesn't see an immediate danger, he heads to the desk and will check what's on it and in the drawers.
Perception: 15
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
As Sniv checks the desk Komos heads over to have a look at the bookshelf to see what there is to learn. ((Investigation 18))
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
The drawers have writing materials like pens, ink bottles and paper. However, all the pages in all the paper in it is blank. It's like the drawer was kept there at top condition for someone to write and work but was never used. The books in the bookshelf are common books found in most cities. However it is a bit odd that there is no theme. Usually bookshelves tend to have one type of book more and one type less based on the owner's preferences. However this bookshelf has one or two books on every category. It gives no clues as to the preference of whoever stocked the shelf.
Komos then realizes what is wrong with this room. Firstly, this room seems like it does not belong. The whole town and this building is left like everyone vanished overnight. The building itself is wooden. However this room seems like the cozy room of someone who was unaffected. Moreover the walls are made bricks while the rest of the building is made of wood. Finally there is the fireplace. Given how it's constructed, it should be visible from the other side but it isn't. It's like the door that led to the room wasn't part of the building but rather a portal to some place else entirely. The architecture of the room just doesn't make sense given where in the house it is.
Komos pokes his head out and back into the room a couple times, getting the feel for the differences and really letting it sink in. He then says, “Well… Though something is very wrong in this town in general, this room seems even more odd than the rest.” He then goes on to explain his thoughts and conclusions regarding the city, and this room.
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
"That's... disturbing." Says Varn, though he seems intrigued. He walks to the right side of the room, and stands in front of the wooden door, studying it. Does it look like the doors of the rest of the restaurant, or is it truly a different door? "Do you think this door will lead us further into this place then, back to the restaurant, or someplace else entirely?" Then, he attempts to open the door... if it isn't locked.
Would a check be needed? I assume Int, though I'm not sure which. 7 for all Int checks, except for +2 if it's History.
Varielky
((I thought I posted a reply to this yesterday. Guess I didn't?))
The door to the right side of the room was already half open so no chance of it being locked. Pushing it open all the way through, it seemed to just lead to the closet where there were three shirts, three pairs of shoes but no pants for some reason. Walking into the closet doesn't seem to do anything either. It looks like a normal door.
((Ah, I totally misread your description. I thought "other side" meant the other side of the room.))
Varn turns to the others, not sure why he checked the closet. Well, at least now he knows nothing is inside. "Do you think this room has always been here? An owner of a restaurant probably didn't have the means to build such a special room in a house that's completely different from the outside... right? Perhaps this is where the two creatures we fought came from?" Varn indicates the two chairs present. Two chairs in an unnatural room, two unnatural creatures...
Varielky
Sniv scratches his head. Now that Komos mentioned it this room did seem very out of place. When Varn suggests that the room is where the creatures are from though, Sniv shakes his head, "Those creatures were reckless and dangerous. They left behind a wake of destruction. This room is too organized for that." Not finding anything interesting in the desk, Sniv thinks aloud, "Perhaps this was like a bunker of some kind in case of a disaster, but the owner never made it here." Meanwhile, he starts to move the carpet out of the way to see if there is anything under it. He also says, "But I don't think this room is that far away from the town itself because outside the window, there is still fog. That means that we are probably still in the same town. Otherwise, there wouldn't be fog outside the window."
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Under the carpet, Sniv finds nothing.
Sniv shrugs and goes to take a look out the window while he waits for his friends to reply.
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
((Sorry for the long gap in posting. Had a stressful few weeks. I'm back now. Should have probably told you guys sooner. That was my bad.))
Sniv tries to take a look out the window. Strange. The window doesn't open. Pressing his face against the glass, he can see only the white fog outside and nothing else.
(OOC: Glad you're back!)
Thinking it a bit odd that the window doesn't open, Sniv retreats back a bit into the room and makes a mental note of the fact that there is only white fog outside. With that, he turns back to his allies and offers, "Perhaps we should head back. Maybe something else in this place will give us a clue as to what this is."
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
((Waiting on Komos and Varn to do something)