Quirmydt Dephroug |
Qui gazes up at the words and attempts to make some sense out of them.
Linguistics: 1d20 + 6 ⇒ (16) + 6 = 22
Ariella Hearth |
"No way! We'll have to try next time we go back to town." she says, shoving him lightly on the arm. "Man, all this searching for traps is sooooo tedious. I bet most of the groups who come down here die because of boredom. They can't take one more five minute wait before opening a door or touching something, and they finally just do it and then get rocks on their heads and incinerated or something."
Quirmydt Dephroug |
1 person marked this as a favorite. |
Qui looks back at Ari:
Would you like to take over having large blocks of stone fall on your head and getting thrown into pits?
GM Blood |
Initiative Jokbur Oakenshield: 1d20 + 2 ⇒ (12) + 2 = 14
Initiative Quirmydt Dephroug: 1d20 + 6 ⇒ (11) + 6 = 17
Initiative Hermann von Rabenstrange: 1d20 + 2 ⇒ (19) + 2 = 21
Initiative Ariella Hearth: 1d20 + 3 ⇒ (8) + 3 = 11
Initiative Edmund Gwenn: 1d20 + 1 ⇒ (9) + 1 = 10
Initiative Jonas Hearth: 1d20 + 3 ⇒ (4) + 3 = 7
Initiative Monster: 1d20 ⇒ 4
As you begin to try and understand the symbols, the door suddenly bursts open. A man stands there, wearing a helmet fashioned to look like an array of curling tentacles, and the irises of his eyes are a strange yellow color. He wears chainmail and wields a mace and shield and has a holy symbol of a ram's head. A dog that looks like it came from hell itself stands in front of him.
Quirmydt Dephroug |
Knowledge(religion): 1d20 + 5 ⇒ (13) + 5 = 18
Seeing a worshipper of the evilest of demon lords, Qui quickly turns and charges at the priest with his tiny scimitar raised.
Your unholy rites end now, abyss servant.
Swift: Begin Crane Style
Fighting Defensively: AC26
Move: move to attack
Attack-scimitar: 1d20 + 9 - 2 ⇒ (8) + 9 - 2 = 15 <-- fighting defensively
Damage: 1d4 + 6 ⇒ (3) + 6 = 9
Jonas Hearth |
Jonas had barely taken two steps forward before the cultist died. Not one to waste effort he slowed his charge until he was near the fallen diabolist and gave it a halfhearted kick just to be sure the man was dead.
He stood his guard for a moment, then turned back to the group. "Well that was anticlimactic. Hope everything else down here is that easy."
Jokbur 'The Thorn' Oakenshield |
"Hopefully the chest will be as easy."
Jokbur takes his time to open the chest.
Two looks at ten feet from the chest.
Perception: 1d20 + 20 ⇒ (9) + 20 = 291d20 + 20 ⇒ (18) + 20 = 38
Two looks at standing over the chest.
Perception: 1d20 + 20 ⇒ (18) + 20 = 381d20 + 20 ⇒ (10) + 20 = 30
And he uses his tools if needed waiting for some guidance or magic to help him.
disable: 1d20 + 15 ⇒ (3) + 15 = 18
Edmund Gwenn |
Knowledge - Religion: 1d20 + 11 ⇒ (19) + 11 = 30
"Unless that was just some random poor sap who found some demonic gear, and some random fiendish hound, down here and made the mistake of putting it on, we've just done the world a favour, pathetic or not. His soul is now making its way to the Abyss to enjoy eons of pain and suffering, just so he could try to barter a little extra power in this life. That's what's pathetic. Idiot!"
He makes sure it's clear that that last outburst is directed at the dead cultist, not at Hermann.
Edmund Gwenn |
Continue down the hallway, I would presume.
As they continue, Edmund continues his uncharacteristic rant.
"So he just lived here? Doing what? Weekly card games with the ghouls three corridors over? What does your everyday demon cultist do for food in a place like this? Climb out of the pit past all the other random monsters in this place to go into town, then come back and hide here? Now those bandits topside, I get why they were there. A few rooms, some traps for safety, out of the way place, but down here? Unless there's some kind of mystical demon power thingy down here he was trying to tap into, thus has to be the stupidest cultist hiding place ever. This whole place is like one those disjointed dreams, where you're dreaming that you're sitting down for supper, turn to grab the salt pot, then you're on a beach somewhere digging for clamshells and it's perfectly normal!"
"What are we even doing here? Why don't we just let the evil at itself and it can all wander into itself!"
GM Blood |
You head east which turns to the southest before heading south then back southwest and south again (basically going around the rooms you just were in).
The passage turns to the east for a long stretch. There is a door to the south about 10' down the hall as well as another door to the south past that another 20' to the east. Past the second door you see the passage turns to the south again.
You are right in the middle of the map
Jokbur 'The Thorn' Oakenshield |
Jokbur examines and listens at the first door to the south.
Take 10 for 30
Then perception: 1d20 + 20 ⇒ (13) + 20 = 33
Jokbur then examines and listens at the second door to the south.
Take 10 for 30
Then perception: 1d20 + 20 ⇒ (2) + 20 = 22
Jokbur 'The Thorn' Oakenshield |
Jokbur checks quickly for anything on the threshold, halfway to the door, and at the door.
He listens for anything.
Then, if it is clear and nothing has ambushed the group, he opens the door.
Taking 10 for 30 Perception as I go
GM Blood |
Jokbur finds nothing so he heads to the door in the west which opens into another room. This room is 20' east to west and 30' north to south. The door you just opened is in the north part of the east wall and their is another door directly opposite you on the west wall. This room also appears to be empty.
Quirmydt Dephroug |
Qui looks at yet another apparently empty room.
This is the land of chaos. Of course there is no rhyme or reason for these rooms. It might have once been the lair of a goblin king who was killed by some ooze which then scoured and absorbed all in the room, and then died of hunger. It might have been a room that was going to be used for sacrifices, except the builders got sacrificed somewhere else first before they could start. Who knows.
Jokbur 'The Thorn' Oakenshield |
"There is some empty rooms if we want to start a Dungeon Inn. We have magic pools for baths and shrieking fungi for entertainment and alarm."
Jokbur looks over the west door and opens it if nothing untoward is there.
Perception+20 x3: 3d20 ⇒ (10, 3, 12) = 25
32 perception/33 traps on door -- new plan is three looks at doors, containers, and intersections
GM Blood |
Initiative Jokbur Oakenshield: 1d20 + 2 ⇒ (12) + 2 = 14
Initiative Quirmydt Dephroug: 1d20 + 6 ⇒ (7) + 6 = 13
Initiative Hermann von Rabenstrange: 1d20 + 2 ⇒ (14) + 2 = 16
Initiative Ariella Hearth: 1d20 + 3 ⇒ (13) + 3 = 16
Initiative Edmund Gwenn: 1d20 + 1 ⇒ (9) + 1 = 10
Initiative Jonas Hearth: 1d20 + 3 ⇒ (12) + 3 = 15
Initiative Monster: 1d20 + 3 ⇒ (12) + 3 = 15
You search the empty room and find nothing so approach the next door. Finding it safe to open it reveals a room filled with webs and a couple of cocoons. A pair of spiders drop down immediately and attack!
Ariella Hearth |
Ariella attempts to move past her companions into the corner in a series of quick acrobatic maneuvers.
Acrobatics: 1d20 + 9 ⇒ (7) + 9 = 16
Move to -AT 20
Then she assumes her battle stance, whirling and twirling in place while hopping back and forth from one foot to the other.
Move to activate battle dance.
Quirmydt Dephroug |
Qui shifts his position to allow more of his companions to join the fray and then falls into his usual defensive stance while poking at the spiders.
5' step to -AV/20
Fighting Defensive - AC26
Attack-scimitar: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22
Damage: 1d4 + 6 ⇒ (1) + 6 = 7
Swift: Crane Style
Jokbur 'The Thorn' Oakenshield |
ROund 2 Jokbur
In hands = composite lbow -- conditions=engaged
Jokbur fires two arrows at point blank range. Trained to avoid retaliation and hit foes close to allies, his arrows are accurate.
thistle arrow/damage/bleed: 1d20 + 9 ⇒ (18) + 9 = 271d8 + 7 ⇒ (6) + 7 = 131d6 ⇒ 4
normal arrow/damage: 1d20 + 9 ⇒ (20) + 9 = 291d8 + 7 ⇒ (5) + 7 = 12
confirm?/damage: 1d20 + 9 ⇒ (4) + 9 = 132d8 + 14 ⇒ (5, 2) + 14 = 21
The elven made arrow leaves a bleeding wound; the second nearly misses vitals.
4 rounds of bleed 1
Quirmydt Dephroug |
Seeing the arrow heading just to the side of the spider's bulbous head, Qui quickly speaks some arcane words, the first the party has ever heard from him. As he does so, the arrow changes direction ever so slightly so that it does in fact puncture in to the arachnid's head.
Immediate Action: Cast Timely Inspiration
--> increases Jokbur's confirm by 1 which should hit.
This will then make it so that I cannot start my Crane Style this round (Swift Action). Instead, Qui will fight normally (Increase attack by +2 to 24, but reduce his AC to 22 for the round.