Tamara Hart |
Your sheet lists only a single rank in disable device, but we are level 2. Perhaps you forgot to allocate ranks for level 2? 2 ranks + 3 class +4 int =+9. Uh, actually it seems like your whole sheet is for level 1?
"Desna, please provide guidance for this man so he may open up this door and get us closer to solving this foul mystery at our hands." Tamara prays.
At Harrold's suggestion, Tamara shakes her head. "I do not think it's a good idea to split up. What if we face another swarm like those rats, without your bombs we would have big problems. Really, any enemies would be more dangerous to face with one less person. I think it's better that we all wait here until it's done."
GM Foxy |
With Tamaras continued casting of guidance (and another rank in DD) Harrold is finally able to open the safe after several minutes.
Within the safe are kept numerous (now out-of-date) legal documents, along with 500 gp and a wooden rack on which sit emergency supplies (four potions of cure moderate wounds, three potions of lesser restoration, and two potions of remove disease).
Tamara Hart |
Tamara muses in between her prayers for guidance. "Thinking back. Wasn't it strange that they chose V for the bloody letter? Wasn't there one person with name starting on v at the memorial?"
"Let me check if there is anything magical here first, better safe than sorry, right? Desna, please reveal the magical auras hidden herein. Is there anything meant to harm, or are they all created to heal?" Once the safe is finally open she scans the contents for magic or anything else dangerous. If nothing is magical and nothing looks dangerous, she takes down the documents to scan over what they contain.
perception: 1d20 + 9 ⇒ (9) + 9 = 18
Herm Dunlaven |
Herm will turn once he hears Harrold and Tamara talking about the contents of the safe. He will listen till they are done talking.
"Good thing we got this open, these supplies will come in handy for clearing the professors name. Might I take one of the healing potion? The rest should be carried by someone who is less likely to be on the front lines like myself." Herm will walk back to the main door, lowering his pack to the floor and pulling out 4 torches.
"Think these will be enough to stop the cold haunt in the judgement room?"
K.religion: 1d20 + 6 ⇒ (12) + 6 = 18
Herm Dunlaven |
Once people have sorted things out Herm will head back to the foyer, he will light the torches and hand one to each of his friends.
"Once we are inside light whatever you can on fire and move through quickly so we don't get caught. Tamara do you think we can destroy the haunt?"
K.religion: 1d20 + 6 ⇒ (20) + 6 = 26
Herm Dunlaven |
"I have one left and at least we have the fire ready this time, The Inheritor will protect us as well with this flame."
With that Herm will walk into the room.
Herm Dunlaven |
Herm will scan the room from the doorway, looking for anything to ignite.
perception: 1d20 + 3 ⇒ (11) + 3 = 14
Once he sees enough stuff to start a large enough fire, Herm will hold his Holy Symbol aloft "Inheritor Protect me from this undead haunt, allow me the fortitude to carry out your work."
He will move as quickly as possible to the area he noted and start to build a fire.
GM Foxy |
Herm walks in and crushes the already burnt stage to pieces for firewood. He piles it in the position he suspects would be the center of the cold and lights it with his alchemists fire. This takes quite some time.
Fort Save Herm DC11: 1d20 + 7 ⇒ (11) + 7 = 18
Fort Save Herm DC11: 1d20 + 7 ⇒ (4) + 7 = 11
Fort Save Herm DC11: 1d20 + 7 ⇒ (7) + 7 = 14
Fort Save Herm DC11: 1d20 + 7 ⇒ (10) + 7 = 17
Fort Save Herm DC11: 1d20 + 7 ⇒ (5) + 7 = 12
Attack Position: 1d20 + 5 ⇒ (15) + 5 = 20
But it's worth the effort. The heat of the fire is stronger than the cold and the haunt is deactivated. And the only effect on Herm is that he feels a bit chilly.
Herm Dunlaven |
With that Herm will look over his shoulder to the group, nodding at them.
"The way should be clear, all ready to move forward?"
GM Foxy |
Harrold busies himself for a while but finally he manages to turn the lock and the door can be opened. Behind it is some storage where on shelves sit a lot of items that seem to have been the prisoners property.
A bizarre collection of antique goods rests upon wooden shelves that line the room. Several of the items contain tiny tags with labels written in a careful script.
Although much of the remaining property is junk, a few items remain that may be of interest, including a set of masterwork thieves’ tools, a bronze war medallion from the Shining Crusade (worth 40 gp), an unframed Taldan painting of Stavian I (worth 100 gp), a set of a noblewoman’s silver hair clips (worth 35 gp), a masterwork punching dagger, a pouch containing a dozen masterwork shurikens, a masterwork silver war razor, and a wand of lesser restoration (12 charges)
Herm Dunlaven |
"Many of these items will be good to return to the local magistrate and Father Grimburrow. They could be then returned to the families, the other weapons the Inheritor has seen fit to grant up this bless of new arms if we can use them."
Herm will nod to Harrold after he steps back and will cover the door.
Are we in room S 16 or S 18?
GM Foxy |
The group bags the valuables to return them to the Sheriff or Father Grimburrow. Then they move on. In the corridor leading to the furnace room they notice a new door. They open it and walk in to investigate, but it is only a prison cell, 10 by 20 foot with two wooden planks to sleep on and the obligatory buckets.
But just as they are all in the door disappears and only thick hard stonewall surrounds them on all sides.
All are buried in the prison, where no one can hear them. As noone plays anymore they get parked away, so the NPCs of Ravengro can save their town themselves.
Kendra Lorrimor __ |
Kendra distracts herself with cooking and baking. But as the evening comes she starts to worry. She eats alone and goes to bed eventually, but has a horrible night.
The next day she leaves the house before breakfast to visit the Sheriff. Entering without knocking she tells flustered "Sheriff! Do you know where my father's friends are? I haven't seen them since yesterday and they didn't come home for the night."
Kendra Lorrimor __ |
"Thank you for nothing." Kendra exclaims angrily and stomps out of the office. Outside she takes a deep breath to collect herself. Then she moves on to the temple.
She climbs the stairs to the large doors. She opens the small one that is set into the large door and enters. She stops to gesture a spiral over her heart before she continues to the door of Father Grimburrow's room. She knocks at the door.
Father Grimburrow __ |
Father Grimburrow gets up and takes Kendra into his arms to console her. "I know how it is my dear. But if really something happened to them then it doesn't help if you run into the same thing. You would just add to the misery."
"It is better you wait. Maybe they will come to light again and everything will be good. But I will talk to the Sheriff and see what else happened this night and ask around if anyone has seen them lately."
Father Grimburrow __ |
"If an old man like Professor Lorrimor can take up the duty to defend our town then we can for sure come up with some courageous people to take a stand. Or are you suggesting we abandon our homes and move some place else?" Father Grimburrow argues aiming at the pride of the Councilman.
Councilman Vashian Hearthmount_ |
"I will take you on the list as first volunteer." Hearthmount replies dry. "I'll talk to the council and we'll have a town meeting this evening. Please prepare to inform our citizens about the situation."
"I'll prepare a strategic plan to fend off everything that can be beaten with a sword to get some numbers for our army to be created." he tells, his old military attitude showing through.
Father Grimburrow __ |
"Thank you Councilman." Father Grimburrow replies. "I'll go back to the temple and start preparations too. I like being able to help the living on their last way passing on to Pharasma and helping those who stay back."
"But facing the ones who don't want to and keep here to terrorize the living are my duty too. I dodged that responsibility too long already."
"See you tonight then."
He gets up and leaves together with Kendra and the Sheriff.
Kendra Lorrimor _ |
"I do not wish to visit that grim place, especially since what... has passed there. But I cannot abandon my father's friends. I believe it is time I faced my fears. Please allow me to volunteer as well, Councilman." Kendra adds, before leaving with Father Grimburrow.