The Closed Eye (DM: Halford, Judge: garyh)

Tander walks into the large bedroom with Woe. "Nothing interesting in the other bedrooms. Hey, what do you have over there?"
“I got the jackpot, that’s what!” Woe remarks and indicates the trapdoor to Tander, followed by a whistle to catch the attention of the remaining group.

“If there’s a tunnel through this, I’ll wager two pints of ale and a well-oiled bimbo that we’ve just found the path to our escaped cultists - and by extension: Arnest and wages that only a Founding Family can provide.”

Woe ditches the beef jerky and puts his ear to the trapdoor.

“Anyone made other discoveries? Otherwise let’s pop this sucker and catch up with the runaway herd.”

[sblock=Creeeaak!]Do I need to make a new Perception check or can the one I made for this room apply for checking the trapdoor?[/sblock]
 

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[sblock=Dunamin...]
Central patches are stitched on both sides of the glove, unlike the one on his main hand.

I know from the back-story that Woe has an old hand injury, but why the patches? Are they for maintenance access?


Son of a biscuit!

[sblock=Team theme]
Curiously, it seems our gang is also united in unusual hand features (even if Palindrome’s extra fingers were only temporarily). :D

That ain't the half of it. I'm going to tie Palindrome's 'must play nice with others' curse with his hand.[/sblock][/sblock]

Palindrome assists the others in searching ransacking the house. In each room, he gleefully tears everything apart with his dagger, slashing cushions, floorcoverings, curtains, and wallpaper...making sure the piles fall in optimum locations to serve as kindling for a coming blaze. Whenever he finds a lamp, he shouts a playful 'Whoops!' and splatters the contents about the room.

[sblock=Perception Checks]Perception Checks. (Hallway: 1d20+4=9, Sitting Room: 1d20+4=12, Bedroom: 1d20+4=9, Bedroom: 1d20+4=7, Bedroom: 1d20+4=12, Kitchen: 1d20+4=19)[/sblock]

He also gives each room the magical stink-eye, surveying for traps, hidden things, general pests, and interesting shiny objects.

[sblock=Arcana Checks]Arcana checks. (Hallway: 1d20+10=21, Sitting Room: 1d20+10=20, Bedroom: 1d20+10=14, Bedroom: 1d20+10=18, Bedroom: 1d20+10=11, Kitchen: 1d20+10=24)[/sblock]

He stuffs an entire wheel of cheese in his backpack, along with any iron rations he can find. He also takes a single fork, dinner knife, spoon, and cup, placing them in his pockets. If he finds a big ladle or dutch oven, he steals that, too. (And like Woe, he rips off anything of value.)

“So, Pal, where exactly did you sense that strong aura again?”

Palindrome's 'magic' cobblestone dangles from its string, bobbing in the direction of the closet. 'Looks like the aura is back there.'

The wizard studies the door to the closet for traps and magic dweamors. Then...

[sblock=Skill Checks and Actions...]Lots of rolls. (Check Door for Traps: 1d20+4=12, Arcana for Magical Auras on Door: 1d20+10=11, Listen at Door: 1d20+4=10, Remove Traps from Door: 1d20+8=22, Pick Doorlock: 1d20+8=10 (+2 for lock picks, 12))

If the door is safe and no one is behind it, Palindrome opens it.

If traps, he attempts to disarm them and then open it.[/sblock]

[sblock=Call Mr. Guinness!]We should keep track of all these 1's that we're rolling. I bet we've got a record.[/sblock]
 
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As far as Woe can tell, there are no traps on the trap door.

Palindrome's searches are likewise fruitless, turning up no new information. He detects no traps, finds no magical auras in range that he does not already know about, and finds nothing of value save mundane utensils in the kitchen. Satisfied, he opens the closet. There, on a small velvet pillow on a shelf, is a small bit of silver jewelry in the shape of an open eye. The iris is laid out in tiny blood-red rubies, and the pupil is a single polished piece of black onyx. The likeness is quite good, and slightly disturbing. Arcane symbols are painted on the shelf around the pillow.

[sblock=palindrome]The jeweled eye seems to be consistent with the focus required to extend the Eye of Alarm ritual indefinitely, though perhaps somewhat nicer than what you've seen previously. And, as you noted before, there are some other differences from the effects of the ritual as you're familiar with it. Perhaps these cultists, who seem to have a thing for eyes, have developed some enhancements to the ritual.

ooc: the focus is worth 150g instead of the listed 100g. It works with the Eye of Alarm ritual normally, unless you know the sooper-seekrit eye cult version of the ritual.
[/sblock]
 

KenHood said:
"I can't even count how many things are wrong with your statement."

...

Palindromes words stops Atreus and he does not decide to join Woe, until he has had his say. " Interesting points but it has already been obvious from the start that we do not share the same sense of logic. I wish we had time so that I could elaborate on the matter but as Tander said we should get on with it ". It looks like Atreus is about to abandon the subject but says " There are some things I would like to clarify though: Why would I want to have a perfectly good house ruined by burning it to the ground when we could easily claim it as our own - just think of the possibilities " Atreus walks a bit closer to Palindrome. " The rest we can perhaps talk about later when less pressing matters are at hand " Atreus turns around and say's " but just so you know, I do not share the same views " and Atreus is off after Woe.

***
In the house, Atreus seems awfully familiar with breaking an entering. At first he passes the others and takes a good look into each room before searching them, making sure that there are no nasty surprises. He then joins Woe in the attempt to find something in the large bedroom cutting pillows, opening the drawers, taps the walls and etc. Woe finding the trap door catches Atreus’ attention “Let me have a look at it “ he suggests. He takes a little kit forth and starts to examine the trap door.

[sblock=OOC] Sorry, I have been a bit busy lately and did not have the time to post before now. Here are my checks: Perception check to examine the trap door Woe found and Thievery check to remove any potential traps and afterwards he takes 10 to examine all the other rooms, if there is time.[/sblock]
 
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" No traps ". He packs his kit and takes a step back. " I am going to check the other rooms " and he disappears out of the large bedroom door and starts checking the rest of the house for other trap doors and secret compartments in the house
 

" No traps ". He packs his kit and takes a step back.
“Alright then, it’s go time!”

Woe opens the trapdoor and peers down through the opening.

[sblock=OOC]We must remember to sacrifice more virgins to the Dice Gods, they’re obviously angry with us!

I know from the back-story that Woe has an old hand injury, but why the patches? Are they for maintenance access?
That and other potential uses... Will likely become apparent sooner or later.[/sblock]
 

The trap door opens easily and without incident at Woe's tug. Beneath is a narrow stone stairway. About ten feet down it turns to the right. What lies beyond is out of sight.
 

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