[dice=perception Vitro]1d20 + 5[/dice]
[dice=perception Justin]1d20[/dice] or +10 with scent
[dice=perception Snowflake]1d20 + 1[/dice]
[dice=perception Dayo]1d20 + 5[/dice]
[dice=perception Eoghan]1d20 + 12[/dice] +1 for traps
[dice=will save vitro]1d20 + 2[/dice]
[dice=will save Justin]1d20 + 5[/dice]
[dice=will save snowflake]1d20 + 10[/dice]
[dice=will save Dayo]1d20 + 4[/dice]
[dice=will save Eoghan]1d20 + 8[/dice]
[dice=fort save vitro]1d20 + 2[/dice]
[dice=fort save Justin]1d20 + 4[/dice]
[dice=fort save snowflake]1d20 + 11[/dice]
[dice=fort save Dayo]1d20 + 10[/dice]
[dice=fort save Eoghan]1d20 + 9[/dice]
[dice=reflex save vitro]1d20 + 4[/dice]
[dice=reflex save Justin]1d20 + 4[/dice]
[dice=reflex save snowflake]1d20 + 4[/dice]
[dice=reflex save Dayo]1d20 + 14[/dice]
[dice=reflex save Eoghan]1d20 + 5[/dice]
Male agathion-blooded Aasimar (Idyllkin) Oracle 3/paladin 2| HP 52/52 | AC 21 T13 FF 21 | CMD 19| F +11 R +4 W +10 | Init +0 | Per +1| Speed 20 Ft | Spells: 1st 6/6 | concentration +8| morningstar +6 (1d8+2)|channel positive energy 4/day 2D6
Vy checks if the horse is wounded
Heal check:1d20 + 5 ⇒ (5) + 5 = 10
If it feels like the horse is indeed wounded, he uses his last channel to cure the horse.
Positive Channel:1d6 ⇒ 4
Meanwhile still trying to keep the horse at ease
Handle Animal:1d20 + 9 ⇒ (15) + 9 = 24
Fun tangent! (and me reminiscing about old times):
I played in a 2nd Edition AD&D Drow Campaign for two years when I was a teenager, and our first "task" on the surface was to organize the local goblin tribes to attack a key carriage stop, but most importantly not to reveal that Drow were behind it.
We sent an entire Goblin warband to first kill the horses, because we didn't want people fleeing the village, and what's stabled there? The visiting Paladin's Warhorse.
Long story short that was the toughest challenge of the entire night, and our characters forever forward targeted horses first as though they were our mortal enemies.
The horse is indeed wounded. It looks battered and bruised, with a few slashing wounds at the legs.
It looks a bit better after the channel. It calms down a bit more.
Opening the next door leads to an itty bitty hallway.
Init +3 | Perception +5; Sense Motive -2 | AC 17; Touch 13; FF 14 | CMD 15 18 ES | F +2; R +4; W +2 | Speed: 30 | HP 26/26 | Spells Active: Mage Armor, Shield | Conditions: none | Spells remaining: {1:0/5, 2:4/4 } | Arcane Reservoir 5/8
With the sort of deadpan voice that you can only develop by living more than a century, Vitro remarks: "Oh look, another hallway."
He then walks around a bit to look in from a better angle, mutters some words and makes some gestures and tries to Open/Close the door at the end of the hallway.
Brawler 3 (Mutagenic Mauler) HP 26/28 | Init +5 | AC 20 (T 15 FF 16) | CMD 22 (grapple 27, trip 24, BR 23) | F +6 R +8 W +4 | Per +7 (+1 vs. giants), SM +6 | Darkvision | Effects:
Why a small family? A bigger one might be more pressed for a decent place, they might pay more, Oskar thinks to himself but doesn't say out loud; he's learning his lesson there.
I'll check the slightly larger room to the north first, then the other one; if either door resists, it gets the crowbar. Oh, and what's the purple guy got, the one who's trying to get across the bridge (and get murderated by Shalelu)? Is he trying to make off with the pickles the one guy tossed over the wall?
"I thought you were all about using space, now you wanna burn it down?"
"Burning would certainly help with the unpleasant smell. But maybe we should leave that decision to the town. They may want some of these building supplies."
The door easily swings open under the force of the crowbar. Altough (again) you wish it hadnt.
This small, foul-smelling room features little more than a reeking hole in the ground, its rim stained with refuse and waste.
Brawler 3 (Mutagenic Mauler) HP 26/28 | Init +5 | AC 20 (T 15 FF 16) | CMD 22 (grapple 27, trip 24, BR 23) | F +6 R +8 W +4 | Per +7 (+1 vs. giants), SM +6 | Darkvision | Effects:
Oskar starts looking for something biggish that will brace against the door. "So, I'm thinkin' we barricade this door, check those remainin' rooms, then freshen up a bit and take the downstairs tomorrow. Thoughts, guys?"
Init +3 | Perception +5; Sense Motive -2 | AC 17; Touch 13; FF 14 | CMD 15 18 ES | F +2; R +4; W +2 | Speed: 30 | HP 26/26 | Spells Active: Mage Armor, Shield | Conditions: none | Spells remaining: {1:0/5, 2:4/4 } | Arcane Reservoir 5/8
"Agreed. If this guy" thumbs in the direction of Ripnugget's room "wasn't the only power player here, then I really need fresh juice to take on whoever is remaining."
The doors are rickety wooden affairs. Clearly goblin made. But you could probably nail the door shut with the planks from the horse shed or rig something with the furniture from other rooms
Brawler 3 (Mutagenic Mauler) HP 26/28 | Init +5 | AC 20 (T 15 FF 16) | CMD 22 (grapple 27, trip 24, BR 23) | F +6 R +8 W +4 | Per +7 (+1 vs. giants), SM +6 | Darkvision | Effects:
OK, let's do that, after which we clear that last room or two. Then I think when we do settle in for the night, we get Shalelu and bunk up in Ripnugget's throne room; i.e. close enough to our barricade that we can hear if anything tries to break through it.
OK, let's do that, after which we clear that last room or two. Then I think when we do settle in for the night, we get Shalelu and bunk up in Ripnugget's throne room; i.e. close enough to our barricade that we can hear if anything tries to break through it.
Moving back into the couryard, you try the door to the south
Ive moved you all
Shelves lined with crude tools, nets, and tack for goblin dogs line the walls here. To the northeast stands a large L-shaped wooden cage that contains dozens of rabbits.
The cage clearly smells of feces and urine. The rabbits nervously hop around now that light is coming into the room.
"Its three days out here and three days back. They'll probably pass their larval stage, grow teeth and claws, and try to eat the children by then."
Dayo furrows his brow, glances back and forth between the rabbits and Justin, then to Oskar, and scrunches his cheeks like he's trying to figure out if that's true or not.
Sense Motive:1d20 - 3 ⇒ (9) - 3 = 6
After a dramatically long pause, he answers with a simple, "Okay," and leaves the smelly paddock for a breath of fresh air.
Going back to the boarded up door in the hallway, Oskar takes the time to pry the boards loose.
Inside is a storeroom, half-filled with crates, barrels, and large sacks of grain. A small hole has been chopped into the lower side of one of the barrels, allowing pickles and brine to drain out and giving the room a singular stink of vinegar.