Fallim's Trials

 
Fallim's Trials

You must tell me everything! Are you running/walking? Are you keeping an eye out? ...give me a perception check every post! Make ALL checks that you think might be relevant!

You can see clearly in the dim light, but no source of light is evident in the cool stone corridor. The corridor is not square, but winding, and the walls seem to get rougher the further you travel. The twisting passageways prevent you from seeing far ahead. No sign of those who went before are evident.

Soon enough, the passage branches in two different directions.

Fallim whispers a minor cantrip to see if he can separate any
Fallim casts Detect Magic, one of the apparently infinite supply of cantrips available to sorcerors daily.
especially relevant magics from those making the individual trials possible, bringing to bear his knowledge of Arcana
Dice Roll: 1d20+6
d20 Results: 13 (Total = 19)
, of Spellcraft
Dice Roll: 1d20+6
d20 Results: 16 (Total = 22)
, and of Dungeoneering
Dice Roll: 1d20+2
d20 Results: 3 (Total = 5)
. If all seems well, he and Scrounge will begin to move
Perception:
Dice Roll:
1d20+2
d20 Results: 3 (Total = 5)
Note that Fallim has half-elven low-light vision, and gets the Alertness feat from the proximity of his familiar. Also, there would be an additional +1 to this roll if there is a trap to be found.
carefully and
Stealth:
Dice Roll:
1d20+7
d20 Results: 19 (Total = 26)
quietly down the left-hand branch in the corridor.

Before Fallim heads off into the left-most corridor, his spell lights up a curious engraving on the ceiling.

There seem to be three groupings of letters, all in the Common Alphabet, but their arrangement serves to make the words(if you can call them that) utter gibberish. They seem to be actual carvings in the rock, but reinforced with an Arcane Mark.

Fallim is reluctant to expend one of the four greater quantities of magical energy he can use each day, but an early insight might speed his progress through the rest of the trial. He
Cast Comprehend Languages
casts the spell which reveals language to him, in case the letter groupings represent some sort of code, and
Perception:
Dice Roll:
1d20+2
d20 Results: 8 (Total = 10)

Sense Motive:
Dice Roll:
1d20+6
d20 Results: 2 (Total = 8)

Dungeoneering:
Dice Roll:
1d20+2
d20 Results: 4 (Total = 6)
Wow, I need to get new dice.
examines the tunnel again afterward.





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