After Felipe searches, he says to himself, "Hmmm...Whoever is writing this is trying to help us with something, probably helping us an exit?" Felipe will peak inside the first door and he proceeds with caution.
The door is locked. This is the center door, the door looks to be made of gold.
There is no key hole the door, and on the door is the image of a tree.
The door on the left seems to be made of sliver and has the image of a dragon on it. It to is locked and has no key hole.
The door on the right seems to be made of copper and have the image of thorn vines around a key. This door is also locked and has no key hole.
The well in the center of the room is clean water. The water level is about a foot below the level of the 2 foot tall stone ring containing it. The well appears deep.
Edited: KittenPunk on 5th Jan, 2013 - 2:20pm
Rudiger files back the information he read in Common and Dwarven. Rudiger is not a very superstitious pesron, but he would be a fool not to heed the advice. Fendrill's sword and necklace had appeared from no where. Don't take from the grove. Don't disturb no stone men. Don't eat nothing in the hall of dreams. I hope I know what the hall dreams is when I come to it.
Out of Character:: Big room rolls
Search: 4 + 1 = 5
Spot: 14 +1 = 15
Edited: Tonatha on 5th Jan, 2013 - 3:43pm
Your search reveals nothing interesting, likely because you are distracted by the words you are reading. But, as if the eyes of Fendrill where guiding you, you spot a shinny on the ground. Dirt covered but yes something worth picking up.
You found a 3 inch big chunk of the glowing crystal that is lighting the room on the ceiling, its covered in dirt, and needs to bee cleaned off to give off its full light.
This glowing stone gives off the same amount of light a candle would, after being cleaned.
You souled add this to your inventory if you plain to keep it.
To FoxRogue
Room 1.
Pile of bones and rags.
Do you search?
If you do roll search or take (10) or (20)
If you take a 10 or 20 you can only search one room, as the others will be likely searched by the others while you take longer.
Room 2.
Freshly dead half orc body fully dressed and pile of bones.
It is clear to see the man's neck is snapped, likely from impact with the wall as he landed.
Do you search?
If you do roll search or take (10) or (20)
Room 3, this is the room at the end of the hall, and must be the one the right opening leads to, as it is not the rooms any of you landed in.
Pile of bones, and some damage to the stone wall.
Do you search?
If you do roll search or take (10) or (20)
If Matt wants to search the rooms, please indicate witch one and roll, or declare your action.
If you take a 10, or 20, you can only search one room, as the others will be likely searched by the others while you take longer.
Taking 10
When your character is not being threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure -you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.
Taking 20
When you have plenty of time (generally 2 minutes for a skill that can normally be checked in 1 round, one full-round action, or one standard action), you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, eventually you will get a 20 on 1d20 if you roll enough times. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.
Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes twenty times as long as making a single check would take.
Since taking 20 assumes that the character will fail many times before succeeding, if you did attempt to take 20 on a skill that carries penalties for failure, your character would automatically incur those penalties before he or she could complete the task. Common 'take 20" skills include Escape Artist, Open Lock, and Search.
Ability Checks.
The normal take 10 and take 20 rules apply for ability checks only, and can not be used in combat.
Edited: KittenPunk on 5th Jan, 2013 - 4:59pm
Felipe continues to look around, he sees the well at the center of the room, he approaches the well and he says to himself, "hmm... I wonder if this well is the key to one of these doors." Felipe observes the well to see if there is anything special about it.