Dungeon Master S |
Lem and Caerwynn both opt for the the door to the south.
Three practice dummies stand in the southern section of this room. They wear pendants around their necks bearing crude replicas of wayfinders. A ceremonial gown rent by several bloodstained stab marks hangs on the western wall.
You recognize that the gown appears to be the ceremonial attire of members of Goka’s parliament.
Simon~ |
Knowledge (Nobility): 1d20 + 8 ⇒ (20) + 8 = 28
Simon will whisper in the Message The ceremonial gown is the same as from the members of Goka's parliament.
Nerisiel |
Should we take it as evidence of the Aspis nefarious deeds whispers back Lem
Also do you see another exit
Chris Marsh |
The druid finds little else but the door to the south.
-Posted with Wayfinder
Nerisiel |
Will can you remove that and put it some place safe and out of sight whispers Lem indicating the blood stained robe we will head south when you are ready
Dungeon Master S |
Will takes the Gokan robes and Lem clears the door to the south. Once open it's nothing special. It looks like a makeshift barracks with cots and personal belongings hung on the walls. The room is empty.
Dungeon Master S |
1d20 ⇒ 12
There is a door to the east.
Nerisiel |
How many cots? Any occupied?
"Maybe through here might prove more interesting" says Lem heading for the east door
Dungeon Master S |
The next room contains tools, barrels of water, and other mundane items. Another boring room apparently...
Dungeon Master S |
They stayed behind to continue guarding the door. you had the password, so you're free to move into the base... so long as you keep your cover up and don't set off any warning bells.
Simon~ |
Simon will cast Detect Magic in each room that has no occupants to make sure we aren't missing anything or setting off any magical traps.
Dungeon Master S |
So far, Simon hasn't detected anything magical.
Caerwynn |
Assuming Caerwynn sees nothing of interest w/Perception 20:
Again seeking the route most traveled (Survival Take 10: 10 + 12 = 22), Caerwynn nods in the appropriate direction. She grips the box of contraband a little tighter. I sure hope we know what we're doing...
Dungeon Master S |
Looks like the passage to the south is well traveled. Anyone advancing should feel free to move their mini as well as roll anything pertinent like Perception, stealth, etc.
Will Hawk |
Will goes up to the door. We're in, right, so we shouldn't need to tiptoe around. It would just make us look suspicious.
Even so, he listens at the door and checks to see if it is locked.
Perception: 1d20 + 7 ⇒ (11) + 7 = 18 (+2 vs Humans, however that might work)
Will Hawk |
I put Will next to a door on the map. I was a bit confused with the description of a south door... oh, looks like map it changed. So the door infront of Will is the one.
Dungeon Master S |
Will hear's nothing on the other side of the door. When giving it a turn to open though the ranger finds it stuck fast (either blocked or barred.)
Simon~ |
Through the Message Perhaps we should try a different door before trying to disable or break down this one.
Nerisiel |
"Like say the one Ragnar is at" whispers Lem "Although this looks more interesting" he adds padding over to the passage turning west to the south
stealth: 1d20 + 11 ⇒ (15) + 11 = 26
perception: 1d20 + 2 ⇒ (13) + 2 = 15
Dungeon Master S |
You guys check out the door by Ragnar.
7d20 ⇒ (11, 4, 13, 12, 15, 12, 5) = 72
It seems silent, so you opt for it. Whatever you expected, this wasn't likely it.
Zinkyudo gives the door a quick look, but nothing thorough enough to arouse suspicions. Passing through the door, the party arrives in a room quite unlike what they suspected.
A flourishing mass of purple fungus separates the western portion of this room. Two cages lined with straw and fungal spores sit ajar against the north wall. To the east, smooth stone covered in scorched images of screaming faces gives way to rough stone.
Inside the room is a strange trio of creatures. Two sleek, weasel-like rodents with exaggerated whiskers and six short but stout legs, but they're covered in strange fungal growths, and a shambling fungus creature which bears a strong resemblance to a rotund human, but with a mushroom cap for a head
This is a Kirrix, a strange beast created and kept by ratfolk. They typically carry lots of diseases and are used often to clean disease-ridden areas.
The mushroom creature is a Mylecoid. IT's an evil plant like creature that can expel poisonous clouds if threatened.
The mushroom creature seems to be working. They notice you, but ignore you for the moment.
Simon~ |
Knowledge (Arcana): 1d20 + 8 ⇒ (10) + 8 = 18
Through the Message The weasel-looking things are Kirrix. They are typically created by ratfolk. They carry diseases and are used to clean diseased places.
Knowledge (Nature): 1d20 + 8 ⇒ (17) + 8 = 25
The mushroom creature is a Mylecoid. It's a plant that can expel poisonous gas if threatened.
Simon would like to Detect Magic into the room (not actually entering it yet).
They can hear my Message conversation from where I am with a DC 29 perception (DC 25 + 4 for 40 ft. away), if they are interested.
Nerisiel |
"Sorry wrong door!" calls out Lem "Close the door Ragnar"
He then Whispers to Simon"Stop That! I heard a bunch of gnolls reacted by attacking a party when one of them cast detect magic at a box they brought to a meeting"
Caerwynn |
"Yes, sorry to bother you..." Caerwynn agrees, eager to see the door shut. She again nods in direction of the open hallway leading southwest, as if to say, "Shall we?"
Letting someone else take point again, but that's my vote on where to go.
Simon~ |
Sorry...I get excited sometimes. It prevents the bleaching.
Why don't we try the South passage? We haven't had too much luck with doors so far.
Dungeon Master S |
Feel free to move pogs, roll Perception, stealth, etc.
Dungeon Master S |
The door in the SE is blocked from the other side...
Dungeon Master S |
Ragnar moves down the passageway south towards the open room.
This wide, open chamber smells of rotten flesh and harsh chemicals. A curved workbench with dozens of drawers sits against the southern wall of this room, its surface covered with surgical tools, body parts, and alchemical items. On the workbench, a hairless six-legged rat the size of a housecat floats in a vat of blue liquid. The creature’s body is covered in surgical wounds that have been carefully sutured shut.
Overlooking it all is a wayang with REALLY sharp ears. HE turns and looks at the dwarf and yelps!
Baddies: 1d20 + 5 ⇒ (16) + 5 = 21
Will: 1d20 + 3 ⇒ (15) + 3 = 18
Merisiel: 1d20 + 2 ⇒ (1) + 2 = 3
Caerwynn: 1d20 + 2 ⇒ (16) + 2 = 18
Simon: 1d20 + 7 ⇒ (15) + 7 = 22
Ragnar: 1d20 + 0 ⇒ (14) + 0 = 14
Dungeon Master S |
You can all hear a shout from the room beyond Ragnar. Once your mini has turned the corner, you can look at the spoiler above.
Round 1:
Simon: Go
Baddies: TBD
Will: TBD
Caerwynn: TBD
Ragnar: TBD
Merisiel: TBD
Simon~ |
Double Move Action
Simon will double move to get a better view of the room and be in a better position to launch his spells. Movement noted on map
Free Action
Message: We got a big hairless rat and wayang in here! They don't look happy.
Feel free to roll knowledge checks for me. All my knowledges are +8, and I will relay the info I know to the party.
Dungeon Master S |
Simon runs across the way to a better position. Meanwhile the wayang quaffs SOME kind of potion that makes him bigger, faster, and meaner. The large rat creature moves to stand in front of the wayang.
Round 1:
Simon: Move
Baddies: Prep
Will: Go
Caerwynn: Go
Ragnar: Go
Merisiel: Go
Dungeon Master S |
Round 1:
Simon: Move
Baddies: Prep
Will: Go
Caerwynn: Go
Ragnar: Ghoul Touch
Merisiel: Go
Will Hawk |
Will moves up to stand beside Ragnar, dagger drawn and hand on cutlass ready to draw.
"What's this now?"
He looks around, trying to figure out what is foing on here.
Perception: 1d20 + 7 ⇒ (1) + 7 = 8
Dungeon Master S |
Uh-oh. When Will advances to stand next to the dwarf, the floor drops away!
Will REF: 1d20 + 8 ⇒ (11) + 8 = 19
Ragnar REF: 1d20 + 2 ⇒ (19) + 2 = 21
Ragnar jumps back, but Will tumbles down 30 feet! taking 3d6 ⇒ (3, 2, 4) = 9 dmg.
The wayang gives a high pitched laugh at the trap.
Round 1:
Simon: Move
Baddies: Prep
Will: Move and drop!
Caerwynn: Go
Ragnar: Ghoul Touch
Merisiel: Go
Simon~ |
Wow, I got lucky! He can keep laughing. It's appropriate for the spell I'm about to lay upon him. Simon snickers as he thinks this, although some may think it's because of what happened to Will. His gnomish self can't help but chuckle a little at that too.
Ragnar Foehammer |
"Don't just lie there, lad! Get up here! Children these days, no respect for solid floor placement. Falling into pits left and right! In my day we'd have none of this falling into pits talk, nossir!"