Max leads the way down the tunnel, which is quite slippery; those trying to stay upright as they descend find it very hard going, while those who embrace the inner child and slide on their behind find it both easy and fun.
Getting back out this way is going to take climbing gear or a lot of effort.
The slippery tunnel opens into an upside-down room, the contents of which are coated in frost. Across from the tunnel is a wooden door that’s flush with the ceiling, which used to be the floor. The door is ajar, and flanking it are two identical stone statues that hang down like stalactites. Across from the statues are sconces with upside-down flames burning in them.
The sconces provide the room with ample lighting, while the doorway is now a 4ft high barrier thanks to the room's upside-down nature.
This post has potentially manipulated dice roll results.
"That was fun!" boasts Max as they make their way down the slide. "I've never really seen a room like this before. I don't mind trying to get a look by peeking through the door."
Max looks through the room to find something to stand on since he is a little shorter than 4'.
Perception 20
(If something is to be found, I rolled for Dex just in case to stand on it but could do another roll if needed, DM)
This post has potentially manipulated dice roll results.
Carric slides gracefully down the slick surface right behind Max, showing no concern about any potential danger and enjoying the ride. He initially appears a bit puzzled at the upside down room, but quickly readjusts his perspective. As Max looks for something to stand on, Carric attempts to get a look past the door in a different way. He leaps up into the air, attempting to grab the door frame and pull himself up. If he's unable to do that, he tries to grab one of the hanging statues and pull himself up to get a look that way.
Hoisting his thick robes around himself, Virjor carefully steps forward and immediately loses his footing...hurtling face-first and crashes into the sturdy form of Thirteen, who is stood motionless at the bottom of the tunnel scanning for threats presumably.
Shortly afterwards Lucius slides down the tunnel with great dexterity and saunters up to the now disheveled form of Virjor as he tries to get up and compose himself. Feeling slightly befuddled he also take the opportunity to look around.
The statues depict long-faced humanoids but don't seem to hold any secrets for you.
Max looks around for something to help him over the door east, but by the time he has found a small stool the rest of the party have caught up and he gets a boost to peer over the partition.
Beyond the door is a corridor about thirty feet long with a door off to the north and another south. The far end of the corridor looks like it used to lead to a stairwell, but is now completely blocked with ice and rubble.
This post has potentially manipulated dice roll results.
"Thanks, friends!" says Max. Looking like he is taking point, he takes a look at the northern door to see if it is unlocked and where it may lead. He has his thieves' tools ready if the lock needs to be "persuaded" open
Max finds the northern door unlocked and slips in, vaulting the door's archway with a bit of help. The room beyond contains shattered and jumbled equipment, much of it near two heavy wooden worktables—one on its side, the other upside down.
As you enter, Eerie suddenly takes on a surprised look and glances around you all. She mouths the word 'sorry' and turns to leave, shaping into a small white squirrel before darting back up the icy slope and away.
Thirteen follows Max through the Northern door, hears the 'sorry' from Eerie and her hasty departure in her rodent size form. He attempts to follow her, "Eerie!! Whatever is wrong we can help!" But she slinks off quicker than he can follow.
Virjor plaintively looks after the scampering form of Eerie and tries to follow, but slips in the tunnel.
Looking sad, he announces: "Well, it seems we will be unable to follow our friend on this occasion. However, I'm sure we'll see her again and we can ask what happened. In the meantime I suggest we continue on our undertaking."
Virjor & Lucius scan the room looking for anything that may provide a clue as to what has happened in the room: Investigation (with Adv): 23
Virjor can't determine exactly what was the original purpose of this room, but it seems to have been a workshop of some sort. The upside-down nature of each area seen so far suggests that the entire structure is upside-down, and the small amount seen above ground from the outside means that the majority of the spire has been driven into the earth.
This would mean that either the tower fell from a great height and drove itself into the ground, or something VERY large forced it down.
Searching the rubble, Virjor finds a small iron key, of the type that might be used for a chest or drawer.
This post has potentially manipulated dice roll results.
Max also frowns as he sees his friend Eerie depart. Once he sees Virjor find the key, he says, “Hmm, let me take a look to see if I can find what that belongs to.” He makes a quick scan of the room.
This post has potentially manipulated dice roll results.
Carric regards Eerie's departure with a wistful look upon his face. He has enjoyed the druid's company over the time of their adventures, but he knows that all things that arise must in time pass. He idly wonders if their paths will cross again, but does not appear sad.
After a moment, he joins the others in their seach, looking for anything else of note or perhaps for how the key might be used.
Carric in Max both search the workshop thoroughly but find nothing that might take the small iron key; it must be used in a different room or area.
The upside-down spire is almost silent except for the occasional howl of wind coming down the tunnel through which you entered. If there is a clue as to the wizard that you chased here, it is not in this room.
Frustrated at the lack of clues, Virjor says: "This is getting us nowhere chaps, let's start trying doors!" and he strides off purposely to try the door to the East (and if that's locked...sighs and marches back into the corridor and tries the door to the south)
"Hmm, this looks promising," muses Max with a hand on his chin. "Anyone want to investigate this tunnel with me?"
Max leads the way down the tunnel, which is quite slippery; those trying to stay upright as they descend find it very hard going, while those who embrace the inner child and slide on their behind find it both easy and fun.
Getting back out this way is going to take climbing gear or a lot of effort.
The slippery tunnel opens into an upside-down room, the contents of which are coated in frost. Across from the tunnel is a wooden door that’s flush with the ceiling, which used to be the floor. The door is ajar, and flanking it are two identical stone statues that hang down like stalactites. Across from the statues are sconces with upside-down flames burning in them.
The sconces provide the room with ample lighting, while the doorway is now a 4ft high barrier thanks to the room's upside-down nature.
"That was fun!" boasts Max as they make their way down the slide. "I've never really seen a room like this before. I don't mind trying to get a look by peeking through the door."
Max looks through the room to find something to stand on since he is a little shorter than 4'.
Perception 20
(If something is to be found, I rolled for Dex just in case to stand on it but could do another roll if needed, DM)
Dexterity 9
Carric slides gracefully down the slick surface right behind Max, showing no concern about any potential danger and enjoying the ride. He initially appears a bit puzzled at the upside down room, but quickly readjusts his perspective. As Max looks for something to stand on, Carric attempts to get a look past the door in a different way. He leaps up into the air, attempting to grab the door frame and pull himself up. If he's unable to do that, he tries to grab one of the hanging statues and pull himself up to get a look that way.
Acrobatics? 15
Thirteen's metal body makes a teeth jarring squealing sound as he makes his way down the slide, a little slower than the others.
After reaching the bottom (or the top) he looks around, particularly at the statues hanging from the ceiling.
Investigation - 6
Hoisting his thick robes around himself, Virjor carefully steps forward and immediately loses his footing...hurtling face-first and crashes into the sturdy form of Thirteen, who is stood motionless at the bottom of the tunnel scanning for threats presumably.
Shortly afterwards Lucius slides down the tunnel with great dexterity and saunters up to the now disheveled form of Virjor as he tries to get up and compose himself. Feeling slightly befuddled he also take the opportunity to look around.
Investigation - 10
The statues depict long-faced humanoids but don't seem to hold any secrets for you.
Max looks around for something to help him over the door east, but by the time he has found a small stool the rest of the party have caught up and he gets a boost to peer over the partition.
Beyond the door is a corridor about thirty feet long with a door off to the north and another south. The far end of the corridor looks like it used to lead to a stairwell, but is now completely blocked with ice and rubble.
"Thanks, friends!" says Max. Looking like he is taking point, he takes a look at the northern door to see if it is unlocked and where it may lead. He has his thieves' tools ready if the lock needs to be "persuaded" open
Dexterity 5
Also, Max takes care to work and walk carefully as not to alert anything on the other side of the door.
Stealth 12
Max finds the northern door unlocked and slips in, vaulting the door's archway with a bit of help. The room beyond contains shattered and jumbled equipment, much of it near two heavy wooden worktables—one on its side, the other upside down.
As you enter, Eerie suddenly takes on a surprised look and glances around you all. She mouths the word 'sorry' and turns to leave, shaping into a small white squirrel before darting back up the icy slope and away.
Thirteen follows Max through the Northern door, hears the 'sorry' from Eerie and her hasty departure in her rodent size form. He attempts to follow her, "Eerie!! Whatever is wrong we can help!" But she slinks off quicker than he can follow.
"Damn it, what's spooked her? We need her!!"
Virjor plaintively looks after the scampering form of Eerie and tries to follow, but slips in the tunnel.
Looking sad, he announces: "Well, it seems we will be unable to follow our friend on this occasion. However, I'm sure we'll see her again and we can ask what happened. In the meantime I suggest we continue on our undertaking."
Virjor & Lucius scan the room looking for anything that may provide a clue as to what has happened in the room: Investigation (with Adv): 23
Virjor can't determine exactly what was the original purpose of this room, but it seems to have been a workshop of some sort. The upside-down nature of each area seen so far suggests that the entire structure is upside-down, and the small amount seen above ground from the outside means that the majority of the spire has been driven into the earth.
This would mean that either the tower fell from a great height and drove itself into the ground, or something VERY large forced it down.
Searching the rubble, Virjor finds a small iron key, of the type that might be used for a chest or drawer.
Max also frowns as he sees his friend Eerie depart. Once he sees Virjor find the key, he says, “Hmm, let me take a look to see if I can find what that belongs to.” He makes a quick scan of the room.
Perception 18
Carric regards Eerie's departure with a wistful look upon his face. He has enjoyed the druid's company over the time of their adventures, but he knows that all things that arise must in time pass. He idly wonders if their paths will cross again, but does not appear sad.
After a moment, he joins the others in their seach, looking for anything else of note or perhaps for how the key might be used.
Perception 25
Let's roll again...
Perception 12
Carric in Max both search the workshop thoroughly but find nothing that might take the small iron key; it must be used in a different room or area.
The upside-down spire is almost silent except for the occasional howl of wind coming down the tunnel through which you entered. If there is a clue as to the wizard that you chased here, it is not in this room.
Frustrated at the lack of clues, Virjor says: "This is getting us nowhere chaps, let's start trying doors!" and he strides off purposely to try the door to the East (and if that's locked...sighs and marches back into the corridor and tries the door to the south)
Thirteen follows Virjor as he tries the doors, drawing Shatterspike in case they encounter anything.
He finds himself slightly dizzy trying to understand the upsidedown nature of the place.
Carric moves toward the door just a few steps behind Virjor, ready for whatever may come.