Endar the Entertainer RPG Superstar 2014 Top 16 |
GM thunderspirit |
So, you set off first thing in the morning, and it was a few hours' march to the monastery. You've spent a few more hours here searching about, so we'll say it's about 3 p.m-ish now.
Kinn |
Returned to the guardhouse, Kinn barricades the door and offers each companion the benefits of his care.
Heal @ Achmed: 1d20 + 4 ⇒ (4) + 4 = 8
Heal @ Endar: 1d20 + 4 ⇒ (18) + 4 = 22 heal for 10 overnight, instead of 5
Heal @ Mordenaar: 1d20 + 4 ⇒ (9) + 4 = 13
Heal @ Valgrim: 1d20 + 4 ⇒ (19) + 4 = 23 heal for 10 overnight, instead of 5
Heal @ Kinn: 1d20 + 4 ⇒ (4) + 4 = 8
Valgrim have any cure spells to blow? Otherwise I'm breaking out the wand.
Valgrim |
Valgrim can cast CMW x1 and CLW x3 before recharging his spell abilities
Once barricaded Valgrim moves about tending to some wound inflicted upon his allies...
CMW Mord: 2d8 + 5 ⇒ (8, 2) + 5 = 15
CLW Kinn: 1d8 + 5 ⇒ (4) + 5 = 9
CLW Achmed: 1d8 + 5 ⇒ (5) + 5 = 10
CLW Valgrim: 1d8 + 5 ⇒ (5) + 5 = 10
CLW Endar: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Endar: 1d8 + 1 ⇒ (2) + 1 = 3
CLW Endar: 1d8 + 1 ⇒ (8) + 1 = 9
Valgrim |
"I will need some time to regain my divine strength before I take a shift of watch."
GM thunderspirit |
1d20 ⇒ 14
The night passes uneventfully; the denizens of the tower appear unaware that you've holed up in the guardhouse.
The morning dawns bright and clear, with a bit of a chill in the air. The guardhouse has been shelter but not especially comfortable, and the ripening kobold bodies you stacked in the corner didn't help anyone sleep.
Mordenaar |
"Let us see this done."
Mordenaar stretches and warms up while the others pray, study, etc.
Once ready, he suggests returning to the body because apparently we didn't loot him. Along the way back he runs his hand along the wall once more Perpetion, red line on map: 1d20 + 9 ⇒ (4) + 9 = 13
GM thunderspirit |
Oh, we can assume you did. Massive injuries or no.
A quick look at the library shelves indicates numerous holes in the shelves where books once were, suggesting that many of the tomes once here have been relocated.
Mordenaar doesn't find anything with his Perception check.
Endar the Entertainer |
Endar follows his friends to the southern door.
Valgrim |
"We go this way!" Valgrim says pointing to the door.
GM thunderspirit |
Metallic coffins with vents in their lids forma line along the southern wall of this room. Numerous large stones are heaped atop the westernmost coffin, and a foul smell of decay fills the air. The ceiling is low, making the space feel cramped.
Valgrim |
Religion: 1d20 + 6 ⇒ (6) + 6 = 12
"I am not sure what this room is for."
Kinn |
3d8 + 3 ⇒ (6, 7, 1) + 3 = 17 three charges bring me to full
Know Religion: 1d20 + 4 ⇒ (11) + 4 = 15
"A crypt of some sort, no doubt. I do not like the look of these coffins, however, and I must wonder about the stones on that one." Kinn points at the far coffin. He sniffs the air to get a feel for the room. Detect evil.
GM thunderspirit |
Kinn does not detect the presence of any evil here.
Kinn |
"I have no wish to disturb whatever rests here, and I do not sense any that have escaped Pharasma's watch." Kinn turns to leave and continue on.
Mordenaar |
After the Grioth's thrashing, Mordenaar nods confident that the party is letting something valuable go.
"fine. We're almost done with this floor."
The slayer then continues on Map updated to next door. Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Valgrim |
Valgrim helps the slayer look around...
Perception: 1d20 + 12 ⇒ (20) + 12 = 32
GM thunderspirit |
Mordenaar opens the door to the north to reveal a long storeroom which contains old supplies used for bookbinding and writing. None appear to have much value, as they are decades old.
GM thunderspirit |
Achmed detects no magic emanating from anything within the room.
GM thunderspirit |
Nothing pings on Kinn's evil-dar.
A thorough search finds nothing more of interest. Like the library outside, some items appear to have been disturbed at some point recently and some things that should be here are not.
Mordenaar |
"Then we move on. Every second the danger increases."
Mordenaar peaks up the western hallway, but stealthily:
Perception: 1d20 + 9 ⇒ (7) + 9 = 16
Stealth: 1d20 + 12 ⇒ (20) + 12 = 32
Map updated.
GM thunderspirit |
This otherwise empty room contains three bedrolls and evidence of something resembling a campsite.
Kinn |
Like the library outside, some items appear to have been disturbed at some point recently and some things that should be here are not.
Which items?
Kinn surveys this makeshift campsite for danger. "Bedrolls. Not travelers, I hope." Detect evil scan.
Valgrim |
Perception: 1d20 + 12 ⇒ (17) + 12 = 29
"Possibly..." Valgrim responds to Kinn. Looking further he says "Look here. Only one of the three bedrolls has been used recently. The other two appear to have been neglected for several weeks."
GM thunderspirit |
No evil detected. As for which items specifically, you could try a Profession: printer or Profession: scribe check, or you could simply notice that the dust has been disturbed and some stacks moved about. ;-)
GM thunderspirit |
"Check it for magic and let us be gone from here. Before going below ground I recommend we look inside the northern building."
Also, you guys know there are higher rooms in this building. You saw a belfry before.
Kinn |
As the party proceeds back along the long hallway, Kinn suddenly stops in front of the lone empty alcove. "All the other alcoves held statues," he observes. "Save for this one."
He leans in to study the brick. Perception: 1d20 + 2 ⇒ (18) + 2 = 20 Pog is in place.
Valgrim |
"If this area is cleared then we should go up like Mord suggested."
Mordenaar |
"Actually, I think we make this stop, and I'm sure it's not going to be safe."
Mordenaar will stay behind the paladin.... close behind.
-Posted with Wayfinder
GM thunderspirit |
Kinn peers at the brick, but even with the help of Mordenaar and Valgrim, he cannot seem to find what he seeks...
GM thunderspirit |
Mordenaar aids automatically, something HAS to be here. Anyone else?
As does Valgrim.
Kinn |
Kinn is certain something is off about this alcove. He turns to the elf and swallows his pride. "Valgrim, your eyes are better than mine. There must be something here!"
Valgrim, can you take 20 on this one square? It'll only be two minutes.
Endar the Entertainer |
Endar shrugs, and looks around as well.
Perception take 10: 17 = 17 Or take 20 for a 27 if possible.
GM thunderspirit |
I should have a grizzly bear chase ya down the hall. TRY TAKING TWENTY NOW! LOL
The party finds the hidden latch, and the door slides soundlessly to its right.
A recessed mesh of iron gridwork crisscrosses the northern end of this room. Hundreds of tiny blue runes have been painted inside each of the small squares formed by the grid pattern. A long-dead figure lies slumped against the corner to the southeast (marked by the black circle).
Rising from the mesh on which it was resting is a smoky creature, with dull, red eyes, grasping claws, and leathery wings giving it a demonic aspect!
With a baleful shriek in a breathy language that only the ifrit understands, it moves to attack!
Endar: 1d20 + 8 ⇒ (6) + 8 = 14
Kinn: 1d20 + 0 ⇒ (8) + 0 = 8
Mordenaar: 1d20 + 7 ⇒ (2) + 7 = 9
Valgrim: 1d20 + 7 ⇒ (18) + 7 = 25
belker: 1d20 + 5 ⇒ (18) + 5 = 23
Round 1
Valgrim
smoke thing
Achmed
Endar
Mordenaar
Kinn
Valgrim is up!