Samuel Soulkeeper |
"Let me solve that" announces Shriek with stout voice. He then casts dancing lights making 4 small balls of light to appear around the group illuminating their way.
I will renew the spell every time it is close to end
Solvi |
Solvi and Bissi will both try and scramble up the rubble to the second floor. They take 10 for 14 and 19 respectively (Solvi gives Bissi aspect of the monkey before going up).
Assuming he makes it, Solvi will then look around the top
perception: 1d20 + 9 ⇒ (7) + 9 = 16
fine_young_misanthrope |
After looking around the first floor, you see that it's not practal to get in this way. Working together, you eventually get the whole group up to the second floor. Open to the sky above, this exposed upper floor contains only some smashed furniture and a sprinkling of rubble. A trap door is set in the floor against the northwest wall ,but a stout timber has fallen a cross it.
Yasmin |
Strenght: 1d20 + 3 ⇒ (3) + 3 = 6
Yasmin tries to lift the timber from the trapdoor and gives up after a moment "Stupid thing! Why won't you budge! Samuel, can you lend me a hand?"
Samuel Soulkeeper |
"Sure beauty!" the half-orc closes by to the fallen timber and starts pushing with all his strengths.
Strength: 1d20 + 3 ⇒ (20) + 3 = 23
Getting lucky I guess XD
I will try here to move the thread a little bit more agile
Once done Shriek closes by the trapdoor and tries to study it with plenty of care in order to find any danger.
Perception (take 20): 20 + 2 = 22
If the door is save, he opens it and helps the others to move through to the other side continuing the exploration.
Strength (if needed): 1d20 + 3 ⇒ (14) + 3 = 17
Yasmin |
Yasmin blushes as Samuel easily manages to push the timber aside. Not to be outdone she quickly climbs down after him, her sword ready in her hands.
Finn Lochlan |
Finn peers down the trapdoor that the others have just climbed down. He is not a fan of dark and enclosed spaces.
"C'mon Sky.", he murmurs as he climbs down....
Orell Destiny |
Orell will cover the way down (if it opens) and follow the group or if not will look around the tower taking 2 to find other kobold trails
fine_young_misanthrope |
Samuel flexes, strains, and single handedly opens up the trap door under the timber. He even makes it look easy. When you all look down, it looks clear. Seeing that, you hop down.
The tower's large ground floor has mostly collapsed under the rubble, but along the western portion of the room a section remains clear of debris. An iron trap door set in the floor is directly below a companion door in the ceiling above that you entered through. Shattered wooden furniture lies scattered around the corpses of two small, green-scaled creatures.
Solvi |
I presume that these are more kobolds? Search the bodies for some clue as to what is going on ( or loot :-) ). See if I can find any tracks or anything else interesting.
survival: 1d20 + 9 ⇒ (19) + 9 = 28
perception: 1d20 + 9 ⇒ (3) + 9 = 12
Samuel Soulkeeper |
"This is getting disgusting" says Shriek as he walks next to the corpses and helps Solvi to search the room.
Perception: 1d20 + 2 ⇒ (6) + 2 = 8
He then closes by to the trap door to the bottom and inspects it with care.
Perception: 1d20 + 2 ⇒ (20) + 2 = 22
Forcing it if the place is clear and the search yields nothing for the party.
Strength: 1d20 + 3 ⇒ (19) + 3 = 22
Well, with these rolls, I expect a combat begins before my luck disappears XD
Orell Destiny |
Orell drops down into the room hanging by imine hand with the other on the crossbow and takes both hands on it again looking around in the darkness and says anyone provide some light?
fine_young_misanthrope |
Searching the goblins, you see that they don't have anything of value. Their pockets are full of strange odds and ends like rotten, dried mice, flint and steel, and a bit of string.
The trap door looks safe, and when you open it it proves to be so.
Orell looks into a dark room. The dancing lights illuminate the chamber below. 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.
Samuel Soulkeeper |
"Interesting place" says Shriek sending the dancing lights around the chamber as he checks the beds around.
The half-orc closes then to the statue and studies it with care trying to get information about this ill-place.
Perception (take 20): 20 + 2 = 22
If nothing is found he simple approaches the iron door and concludes "Well if there is nothing else here, we should keep exploring" and opens the door if there are no dangers around.
Perception (take 20): 20 + 2 = 22
Strength (if needed;take 20): 20 + 3 = 23
I am doing extensive use of take 20. I think this is good for PbP because it is very slow to go back and forth with failure and retries. But let me know if there is ever something wrong with a take 20
fine_young_misanthrope |
Huh, thought I give you all editing permission. As for tokens, add your own! Whatever you feel you look like drop them in!
As Samuel look around the basement, he see a pair of cat-sized centipeds rustling in the west corner corner in the debris of the tower. You also think there might be some salvageable weapons among the rubble near the centipedes.
Samuel Soulkeeper |
"Let's check that!" Shriek jumps in checking the debris and facing the centipedes if needed with his blade in order to disperse them.
Perception (take 20 to carefully check the rubble and weapons): 20 + 2 = 22
He also casts detect magic to look if any of the weapons are magical, and profits the casting to scan the room for other magical auras.
Shriek picks up anything that seems of use.
Orell Destiny |
Orell will take aim at the centipedes if they are hostile and strike one not in combat with the bolts from his crossbow, if nothing is hostile he will take 20 on perception and search for anything valuable getting 27
Yasmin |
Yasmin takes her time to get a good look at one of the centipedes
Now where could I best hit that vermin?
Study target
and then follows Samuel, still guarding his back.
GM, can you put a link to the map in your status bar or in the campaign information? Makes it easier to find
Solvi |
Solvi moves so as to have a clear shot and readies to shoot a centipede should it attack.
He orders Bissi to go up and defend Samuel.
I still do not have edit permission on the map so can't create or move tokens
Handle animal auto succeeds.
Following are if readies go out. NOT initiating combat.
bow shot: 1d20 + 1 ⇒ (6) + 1 = 7 for damage: 1d8 ⇒ 1
Bissi bite: 1d20 + 9 ⇒ (9) + 9 = 18 for damage: 1d4 + 1 ⇒ (1) + 1 = 2
fine_young_misanthrope |
As Samuel moves close to the rubble, the two rear up on their hind-er legs and begin to make several chitterlings noises. Those noises abruptly stop when the group pelts the life out of them under an onslaught of magic and range fire. Moving their corpses aside, Samuel finds a pair of mithral daggers with a strange series of notches carved into the flat of each blade, stored in a tightly latched iron case. They do not have magic to them, but their are masterwork mithral blades none the less.
Orell Destiny |
Orell looks around and says be a shame to miss something else of worth assume unless there is danger or a time factor that I will take 20 perc 27
Samuel Soulkeeper |
Shriek takes the mithral daggers "I guess we can make some use of these. Anyone interested?"
If no one says other thing, the half-orc saves one of the daggers into his belt then offers the other to Yasmin "You never know what kind of creatures will be vulnerable to the silvery mithral"
What do you think? My guess here is to better have for the front-liners which may have to face DR/silver more often :)
Well if we can find something more...
Shriek then helps Solvi and the others to register the room before moving further.
Perception: 1d20 + 2 ⇒ (16) + 2 = 18
After the party is sure nothing else is left he proposes to move through the iron door to the south and pushes it open looking into the next room.
Perception: 1d20 + 2 ⇒ (10) + 2 = 12
Finn Lochlan |
"Very nice blades, Shriek." Finn says after taking a look at them.
Knowledge (arcana): 1d20 + 9 ⇒ (5) + 9 = 14
Do I glean anything significant about the notches on the blades?
Orell Destiny |
Orell will take a closer look at the Iron Maiden for what that might be
enter appropriate Bill and Ted reference or play mind blasting heavy metal here!
Samuel Soulkeeper |
"Interesting" says Shriek.
The half-orc opens then the iron metal door, if it is closed he proposes "Let's try the rusty key in the door", and if that does not work, he pushes it open.
Strength (take 20): 20 + 3 = 23
He goes through stealthily.
Stealth (take 10): 1d20 - 2 ⇒ (5) - 2 = 3
Once at the other side he gives a first prospective look, then helps the others carefully search the whole room.
Perception: 1d20 + 2 ⇒ (14) + 2 = 16
Perception (take 20): 20 + 2 = 22
fine_young_misanthrope |
Samuel walks up to the door, looks at it, and turns the handle. It opens easily. The room opens up to reveal numerous jail cells that line a 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.
Map updated
Yasmin |
Yasmin turns left and takes a look through the peephole of the first door
Take 10 perception 15
if there is nothing she will continue down that corridor, taking 10 at every door.
Gilraen*1 |
Gilraen and Ray finally catch up to the group.
Sorry, little legs. she grins sheepishly. Ray grins too, wolfishly.
sorry apparently I suck at getting online every day. I'll do better now!
Samuel Soulkeeper |
Shriek follows Yasmin and double checks the doors after her "This will take us forever. Shouldn't we just open the first door available?" roars the half-orc as he readies his sword to defend the woman if anything emerges from the door or the corner ahead.
Perception: 1d20 + 2 ⇒ (17) + 2 = 19
If some door seems out of danger and having something of interest, the half-orc helps Yasmin to open it and steps inside to check the room.
Orell Destiny |
it looks like all the doors are already open so lets just look into each cell Orell starts at the first cell on the left taking twenty for perception on the left as he moves down the hall for 27
Yasmin |
"What are we waiting for, let's go" Yasmin says, getting fed up with the minutes spend looking over things that are not that interesting in the end. She tries to open the door and walks through if it opens.