Arden Svoen |
Climb: 1d20 + 7 ⇒ (5) + 7 = 12
Arden, distracted by taking notes in his book, finally climbs up the rubble to join the others and reaches the trap door with the rest. He makes his way to take a closer look at one of the green-scaled creatures.
Perception: 1d20 - 2 ⇒ (19) - 2 = 17 (Well that was a good roll, what did I find on him, any peculiar injuries or items?)
DM Puppet Master |
There is a ladder under the trapdoor that you can easily climb down. At some point in time the tower probably had a staircase to travel between floors, however, it appears as if the section of the tower that contained it collapsed.
DM Puppet Master |
Do you have a light source of some kind for the people without darkvision? Looking over your character sheets, it's not clear that any of you have torches or that anybody's prepared a Light spell. Next to no light reaches the level you're trying to go down to.
DM Puppet Master |
You can, just make sure to actually add them to your character sheets.
As you descend, it gets darker and darker. Sir Florace and Sharpe both need to light a torch to see their surroundings while Tiger and Arden seem unfazed.
The walls of this chamber have buckled precariously in several places, and masonry and dirt are scattered across the floor— the collapse above plainly caused this structural damage. The dry-rotted frames of five simple beds lie against the north and south walls. To the southwest, the room broadens into a larger chamber. A rusted, grinning iron statue stands in an alcove in the north wall between the two wings of the room itself, and in the wall to the south is an old iron door.
Stealth: 1d20 + 8 ⇒ (20) + 8 = 28
Perception
Tiger: 1d20 + 5 ⇒ (19) + 5 = 24
Arden: 1d20 - 2 ⇒ (10) - 2 = 8
Sharpe: 1d20 + 6 ⇒ (18) + 6 = 24
Florace: 1d20 + 1 ⇒ (18) + 1 = 19
Init
Tiger: 1d20 + 5 ⇒ (18) + 5 = 23
Arden: 1d20 + 2 ⇒ (7) + 2 = 9
Sharpe: 1d20 + 7 ⇒ (12) + 7 = 19
Florace: 1d20 + 0 ⇒ (7) + 0 = 7
Centipedes: 1d20 + 2 ⇒ (18) + 2 = 20
Attacks
To Hit Florace: 1d20 + 2 ⇒ (7) + 2 = 9
To Hit Tiger: 1d20 + 2 ⇒ (11) + 2 = 13
Unfortunately, none of the explorers noticed the lengthy, segmented horrors hiding in a corner before they attack. However, the beasts' manibles are unable to pierce through either Sir Florace or Tiger's thick armor. In case you're wondering, I rolled perception for all of you. None of you spotted them.
Init
Tiger <<<
Monsters
Sharpe
Arden
Florace
Make a single knowledge nature check. You can read any spoilers that you beat.
Tiger is up
Tiger Sherman |
Tiger Sherman knows little of these creatures. "Bugs!" he shouts, draws his morningstar and swings away.
To hit: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
DM Puppet Master |
With a mighty blow, Tiger crushes the head of the creature next to him. It drops. The other one, too hungry to care, ignores its companion's demise and attempts to take a bit out of Sir Florace. However, in its eagerness for a meal, it fails to find an opening between the knight's armor.
Init
Everybody is up.
Monster (1 dead, 1 still alive)
Sir Florace |
Assuming it makes it to me and nothing weird happens (this seems as good a way as any of forecasting our turns rather than wait for everyone to post in order...):
Florace swings at the creature with his bastard sword:
To Hit: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d10 + 4 ⇒ (10) + 4 = 14
DM Puppet Master |
As long as you go before the next monster is up, you can post your action. The intra-party order of actions doesn't really matter.
Sir Florace draws his blade, severing the creature's head with a single slice.
Combat over
As far as you can tell, there is only one exit from this room other than the one you came through, and that's a door to the South.
Sharpe#762 |
Knowledge Nature: 1d20 ⇒ 6
Sharpe shoots his musket at the remaining creature.
To Hit: 1d20 + 7 ⇒ (4) + 7 = 11 (touch, assuming bug is within 30 feet, subtract as necessary)
Damage: 1d12 + 1 ⇒ (11) + 1 = 12
DM Puppet Master |
That's ok, you'll have future chances to shoot stuff.
DM Puppet Master |
You don't find anything particularly interesting in the beds.
DM Puppet Master |
Tiger Sherman |
"Ooh, shinies," Tiger mutters. And then, turning to the room, he holds up the strange mithral daggers. "Who wants a new knife? They may be keys, too, though, I think."
DM Puppet Master |
DM Puppet Master |
Arden's key does indeed seem to fit the door.
DM Puppet Master |
When you open the door, you see a hallway that appears to be part of an old jail. Numerous cells line these long-abandoned corridors. Each of their solid iron doors hangs ajar, and includes both a peephole at eye level, covered with a piece of sliding metal, and a smaller slot for food and water at floor level. All the cells appear empty.
There also appears to be a strange, stone, semi-circular ridge on the ceiling. It's about 6 inches across. It runs from the purple section in the middle of the area you're currently in and then to the West, towards that other purple section on the map.
Sharpe#762 |
"There are two secret doors to the south, and a ridge on the ceiling that runs to the west."
Looking at the map there are also paths to the west and east that end in doors.
Sir Florace |
Perception: 1d20 + 1 ⇒ (13) + 1 = 14 Squinting, Florace feels like he can almost make something out, but not quite.
Hmm... it seems whatever witch lived here was also a jailer. Perhaps we should have found out more about who lived here before charging in.
Florace tries to look where Sharpe is pointing. What do you mean by a ridge?
DM Puppet Master |
The secret doors have been marked with red arrows on the map. The ridge's path has been marked as a dotted black line. Sharpe is also correct that there are two doors that you could try going through: one to the East and one to the West.
Sharpe#762 |
Not exactly sure what the ridge looks like, is it like a hump on the ceiling? We probably can't use it on this floor, maybe it just hints at something on the floor above? If I want to check for traps on the doors, should I roll a perception check for each door separately?
DM Puppet Master |
Hmm, not entirely sure how to describe it. Maybe like there's a gutter on the floor above? Imagine the line traces out a stone cylinder, but you can only see the lower half of it because the upper half is embedded in the stone ceiling above you. The cylinder looks like it'd be about big enough to stick your arm through (if there were an opening). So a hump would probably be a fairly accurate description.
And yes, you'd roll for each door separately.
Sir Florace |
Very well, we might as well go through one of the secret doors. Perhaps the Eastern one?
I thought only theives can check for traps? If not then I check for traps on the door we try to go through, for whatever it's worth: Perception: 1d20 + 1 ⇒ (2) + 1 = 3 Sir Florace leans toward the door and inspects it very seriously as if he had any idea what he was doing.
DM Puppet Master |
Anybody can check for traps, and anybody trained in Disable Device can try to disarm traps. You only need special stuff to disable magical traps. And rogue-types generally get large bonuses to perception for traps.
Sir Florace finds no traps. He does get some dust up his nose though while he inspects it so closely.
Sir Florace |
Atchoo! Sir Florace sneezes with the force one would expect of a man with a high strength and constitution. His dignity feels a little wounded, and he resolves not to make quite a spectacle of himself in the future, but also recalls he has made other such resolutions in the past to little avail.
Arden Svoen |
"Let me have a look. I once interviewed a member of the rogue's guild about checking doors for traps. I don't think he mentioned anything about sneezing"
Perception: 1d20 - 2 ⇒ (10) - 2 = 8 Checking the eastern door for traps.
DM Puppet Master |
DM Puppet Master |
You walk down a short hallway before reaching an area quite similar to the one you just left. However, unlike the previous cells, these ones are not empty. It seems that the former inhabitants did not fair as well as their brethren as you see a number of skeletons lying about in the locked cells.
Nothing seems to stir in the first two cells you pass, but as you approach the third, a voice calls out to you.
"Oh, gods, kind faces! Aroden bless you, noble souls! I ain’t seen the jailers in ages, I think they forgot about us! We ain’t eaten in days and the water’s all but gone—my cousins’re both sick. I swear we’d give back the boar if we could, but we ate it, starvin’ as we was. We didn’t even know it was the baron’s lands, didn’t know we was poachin’! I beg you, we’re all gonna die in here! Kindness, noble souls, we’ve suffered awful! Good Baron Sarvo wills it!"
I don't know exactly how long ago 4500 AR was, but it was at least a couple of centuries prior to your adventure.
The man who called to you looks pale and painfully thin. His filthy hands grip the cell bars as he stares hopefully at you all. He clearly hasn't had a good meal in quite some time.
Sharpe#762 |
Perception: 1d20 + 6 ⇒ (3) + 6 = 9
"That's terrible, we need to get you out! Where are your cousins?"
Sharpe checks whether the cell is locked, and looks in the cells we haven't passed for any sign of the man's cousins.
Tiger Sherman |
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
"It iss lucky that you survived the tower collapsing. Do you know who might have the key? Did the jailer survive?"
Sir Florace |
Florace tries to judge the truth of their story as he listens Sense Motive: 1d20 - 1 ⇒ (19) - 1 = 18. Roll is actually 10-1=9
Perception: 1d20 + 1 ⇒ (10) + 1 = 11 ok wft, the preview said i rolled a 19+1 so i looked at the perception spoiler... and then it changed it to a 10. Maybe it got mixed up because I added both a perception and sense motive as edits? oh well, too late now, i already looked Roll is actually 19+1=20
Florace lifts a warning hand to the party. Wait something is off about this man's skin. Does it not seem transparent? This may not truly be a man.
Sir Florace uses Detect Evil.
nb: it only conserves the rolls from preview to post IN ORDER. That means that if you switch the text order of two of your rolls it actually switches the dice roll values!
Testing, ignore:
Perception: 1d20 + 1 ⇒ (3) + 1 = 4
Sense Motive: 1d20 - 1 ⇒ (14) - 1 = 13
Arden Svoen |
Sense Motive: 1d20 - 2 ⇒ (4) - 2 = 2
"Who are you? What sort of creature are you? How long have you been a prisoner?" Arden asks the prisoner.
To the others, "This seems such a harsh sentence for stealing a boar. I wonder how long they've forgotten him."
DM Puppet Master |
The man listens to your questions wide-eyed, but only responds with "Water! Food! Good Baron Sarvo wills it!"
Sir Florace |
Sir Florace frowns, feeling something is off. However, he can't see anything wrong with giving the man food and water if he needs it. He digs into his back for a cup and fills it from his water skin. He takes the cup and some rations and passes it through the bars to the man. Here you are. Please tell me who this baron is. Why do you call him good if he has so mistreated you?
To his party he says I don't understand why this "witch's tower" is actually a dungeon for poachers.
DM Puppet Master |
The man eagerly takes the offered food and drink. "Oh thank you kind sirs! Thank you!" He takes them both deeper into the cell where you can no longer see him.