Act II, Ill Fortunes (the third day)

load previous
Jan 22, 2018 11:06 pm
Veroth examines the stairwell and is confident there are no traps present.
Jan 23, 2018 12:50 am
Veroth leads the crew upstairs. Rapier at the ready, ears twitching.
Jan 23, 2018 2:12 am
You step onto the roof of the small tower and see that it has weathered the centuries better then the other buildings of the estate. Still, you can see that the floor is breaking apart in some areas. The central part of the level is taken by a 10-foot-square chimney of sorts. On either side, a mass of webs, attacked to the chimney and the 5-foot tall parapets which encircles the outer perimeter of the tower, and which block the way to the far side.
Jan 23, 2018 2:29 am
"Webs! Might be spiders up here!" He backs away from the roof, hoping not to get face-bitten.

He asks his companions if they're interested in exploring the roof.
Jan 23, 2018 9:06 am
Durgrim steps inside and looks around, using his senses to seek undead filth.
OOC:
Detect Undead
Jan 23, 2018 5:30 pm
Durgrim does not detect any undead.

Rolls

Secret Roll

Jan 23, 2018 5:31 pm
What of this can roland see from his position? are there any windows in the tower to see the party ascend through?
Jan 23, 2018 5:44 pm
No, you only have some arrow slits on the ground level, some distance away form the ground, suggesting an elevated walkway inside. The top is encircled by a 5-foot high parapet hindering much of your view.
Jan 23, 2018 9:33 pm
"Ye sure this is the right place? We dinnae' miss a turn?"
Jan 24, 2018 1:45 am
"There is a basement, too, Durgrim. We haven't explored that yet."
Jan 24, 2018 7:35 am
"Aye. Let us see what's down there." Durgrim turns to lead the way back down the stairs.
OOC:
Detecting undead again on the way down into the basement
Jan 24, 2018 2:38 pm
With one last suspicious eye on the webs, Veroth presses past the others, descends down to the main floor, and continues cautiously into the sublevels.
Jan 24, 2018 2:47 pm
The party heads back down the spiral staricase, descending int the sublevel. Those outside will thus lose sight of the party.
Jan 24, 2018 5:38 pm
The plan is for them to lead them out for the ambush. Roland h9lds to the plan.
Jan 24, 2018 7:51 pm
The party descend the spiral staircase end end up in a dusty corridor. For those with Darkvision or who take the time to take out a source of light, they can see they're in a 10-foot wide corridor which is approximately 40-foot long and end in a sturdy wooden door. The wooden door looks old and in disrepair, but has faired better then the rest of the estate, probably on account of it being underground. Roughly 10-feet away from the stairs, there is a level resting on the norther wall. The lever is currently in the "up" position.
Jan 24, 2018 8:06 pm
"Ye want to check that 'un as well, Brother?" Durgrim points at the wooden door, and looks questioningly at Veroth.
Jan 24, 2018 8:21 pm
Veroth checks the floor and the lever for some sort if dastardly device that may deal damage or otherwise detract from their desires.

Rolls

Perception looking for traps - (1d20+11)

(3) + 11 = 14

Jan 24, 2018 8:23 pm
OOC:
V has a talent, training that adds +0.5/lol to Perception for traps that I've been ignoring and may be important. Otherwise, here is a reflex save, just in case.

Rolls

Reflex save - (1d20+11)

(2) + 11 = 13

Jan 24, 2018 8:57 pm
OOC:
+0.5? that sounds... a bit useless...
Veroth examines the lever and notice it is indeed connected to some mechanism, looking around, he notices some suspect markings on the northern wall, about 5 feet from the lever, further down the corridor. Whatever this level does seem to activate something over there. Veroth feels teh lever might be a bit broken and is not sure whether it will activate, or perhaps retract, whatever it is this lever is supposed to control...

Edit: Oh, and Durgrims's sight pick up no undead...

Edit 2: I decided to put a dotted circle around the area Veroth feels the lever will affect.
load next

You do not have permission to post in this thread.