Jim Seeker |
"What a nice guy."
Jim inspects the door himself, trying to guess if this is the kind of door that would be trapped or not.
intuition: 1d20 + 7 ⇒ (6) + 7 = 13
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Berenwyr |
Berenwyr also examines the door for danger, using his dancing lights to illuminate the door jamb and surrounding floor and walls for incongruous stones, holes, or other hidden areas while Dr. Jasper supervises.
perception: 1d20 + 11 ⇒ (19) + 11 = 30
Teirist |
Trap Checking: 1d20 + 9 ⇒ (12) + 9 = 21
Using Berenwyr's lights, Teirest takes a look at the door. Examining the door frame and jamb, examining the handle and the lock, glancing to see if it is locked too.
Terquem |
Day 2; Turn 68/128 (Current Turn/Turn of the Clock) turn 5 of 6
When the party has finished cleaning their weapons and dragging the spider remains out of the way, they notice a Strong Wooden Door on the north wall. Cautiously the approach and Berenwyr lights up the area around the door so that it can be examined in detail.
Jim folds his arms and glances at the door, but he doesn’t get the impression that it is dangerous. However, Teirist notices the tell-tale markings on the door that indicate it is trapped with yet another deadly axe from above trap, and as he looks for the safety catch to disarm it, Berenwyr looks to the ceiling and sees the cleverly disguised panel that conceals, in this case, an enormous weapon of some kind.
Both Teirist and Berenwyr have found a trap. It can be disarmed, the DC is 23, remember if you fail by 5 or more you are attacked by the trap.
Terquem |
Teirest finds the safety release and disables the trap!
Since the door is not locked, it is stuck, and requires a Strength Check to open (DC 23). You can roll, and take the chance that it opens the first time you hit it, or "take 20" and I will roll a d6 to determine how many rounds it takes to force the door open. If you open the door the first try, on a roll, or I roll a 1 on your Take 20, you have a chance of surprising any monster that is on the other side. Once you decide how you will open the door, if you will open the door, and who will open the door, and the door is opened, roll d20 to determine what is on the other side
Teirist |
Teirest steps back from the door when he hears the trigger disengage.
He looks around the room and then says, "Okay up to one of you big, strong but not so silent types to get the door open. Don't worry, no axes will fall from the ceiling."
After about 2 second pause, he says, "I think. No, I am sure. Well pretty sure. Yeah, we'll go with probably won't fall. Hey it's an art more than a science. You'll be fine."
Terquem |
Day 2; Turn 68/128 (Current Turn/Turn of the Clock) turn 5 of 6
Once it is declared safe by Teirist, Roberto steps forward and throws himself at the door shoulder first, being careful to hold his scythe out of harm’s way, and the door pops open. Just at that moment, Bryon also moves forward and in a gesture that looks as though he is forcing the door open with one hand, smiles, as the door apparently all by itself (with Roberto simply following through) opens at his command.
In front of the group is a new passageway, extending to the north for 30 feet.
If you choose to take this passageway, roll a d20, Table 1, periodic check, to discover what is after the first 30 feet of this passageway.
if the party does not take ten minutes to rest, now, they will begin to suffer minor penalties to initiative
Teirist |
Teirest looks at Berenwyr like he just gave away a secret.
"Why would I have snacks? Why would I have cuts of meat from the creatures we killed? What do you mean...snacks?"
Teirest stares at Berenwyr.
Jim Seeker |
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"Always have to stop for the elves. Oh well. Nap time."
Jim assumes a meditative pose against the wall which quickly degrades into a slump on the floor.
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Teirist |
"Actually I think the group used to stop for the halfling, so he could get a snack, it just stuck, so in honor of those who went before us, we still stop. Plus Byron looks tired after his hard work to open the door."
I guess that's a good in character reason for why we stop.
Teirist |
Teirest finds a comfortable piece of the floor and sits down and rummages through his backpack. He pulls out some trail rations and begins eating some, offering them around if anyone is without.
After a few moments of eating, Teirest says, "You'd think the Baroness or the Minion would get the idea to put up food stands or have some sort of food cart move around, try to get some of the coin lost back from us adventurers. That's what I'd do ... if I owned a dungeon."
Terquem |
Day 2; Turn 69/129 (Current Turn/Turn of the Clock) turn 6 of 6
It is as though the air was filled with a chill that was more than cold on the skin, more than shiver down the spine, something much more. It was a cold that seem to slow down even time itself. As you looked around at your fellow adventures you could almost swear that you could see the hair on their heads grow an inch. A strange quiet filled the room, dust in the air hovered in an ethereal fashion drifting through the air on a frozen moment that lasted, what, something like 12 days, or so it feels, sort of, anyway.
The party rests for ten minutes, and enjoys a few snacks, a drink from a wine sack, and a stretch of the muscles, and then they step close to the door that has been opened and examine what lies beyond the 30 foot passageway that extends away from the door
remembering that the passageway is 15 feet wide
Periodic Check: 1d20 ⇒ 16
it seems that there is one or more chambers down that way
Teirist |
Teirist stands up and dusts himself off, as the female cleric required whenever she was around someone getting off the ground. Even though she is no longer investigating the dungeon with him, he feels he should keep up the habit.
Teirist looks around and then says, "Well, looks like there is more to do, are you ready go?"
Jim Seeker |
Jim snaps to and looks around frantically.
"Woah. Wait. What?
I mean, ready!"
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Byron Thunderlaird |
Byron stretches, yawns, and begins to gather his gear.
"I don't mean to be rude, but somebody..." he looks pointedly in Roberto's direction, "... has some killer morning breath."
His belongings assembled, Byron makes his way to the door and inquires of his gut as to whether or not the party should proceed.
Intuition: 1d20 + 3 ⇒ (17) + 3 = 20
Berenwyr |
Berenwyr checks his own breath, and nearly collapses from the stench. Yep, definitely Roberto. Disgusting, just disgusting. He stretches, pulling each heel to the corresponding buttock before performing an all too revealing squat. Well, let's be on our way. Teirist, want to have a look into those chambers?
Assuming the fearless leader agrees, Berenwyr sends ahead his dancing lights if so requested, but refrains from calling them into being until asked to do so, on the off chance that the group wants to be stealthy.
Teirist |
Tierest walks over to the chamber on the right and peeks around the pillar to see what he can see. Which seems to be blackness. The dungeon is basically pitch black unless otherwise stated, correct? I think I remember that from the initial setup. So there isn't much I can see, we'll need one of the darkvision guys to help on this.
Terquem |
yes, darkvision is needed, here, or you could ask Berenwyr to direct the lights to illuminate the entrance, this will alert any monsters to your presence, but not necessarily result in an attack as the monsters that hang out here are used to strange lights coming and going for all sorts of reasons, it would just eliminate any possibility of a surprise round. Either way, now that you know you want to check the chamber on the right, you can roll a d20 for contents
Terquem |
Day 2; Turn 70/130 (Current Turn/Turn of the Clock) turn 1 of 6
The party moves slowly down the passageway toward the pillars that indicate chambers.
Byron begins to have a nagging suspicion that something ominous lies ahead, and the hair on his knuckles begins to stand up
As Teirist peers around the column, he sees a small group of shaggy humanoids. They look like Gnolls, and are armed with spears. They wear armor, after a fashion that is made up of pieces of hard leather plates tied to their arms and legs, and a leather chest plate. Each of them carries a shield.
The Gnolls are grouped near the center of the chamber where there appears to be a small stone structure, no more than five feet in height. The structure has a elaborate carving of a dwarven warrior on the side facing Teirist, and it looks like some large piece of stone has been dislodged from the structure and now lies on the floor a few feet from it.
You can all plan strategy, and roll initiative
At first it looks as though the Gnolls are too interested in the structure to notice the floating lights that illuminate the entrance to the chamber, and Teirist, for a moment, thinks the party might get the drop on them, but then one of the Gnolls glances in his direction, sees the lights, and growls a low menacing alarm.
Gnoll Initiative: 1d20 ⇒ 11
Jim Seeker |
init: 1d20 + 4 ⇒ (16) + 4 = 20
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Terquem |
Day 2; Turn 70/130 (Current Turn/Turn of the Clock) turn 1 of 6
Harim Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Roberto Intitiative: 1d20 + 1 ⇒ (7) + 1 = 8
Round 1
Harim – 18
Teirist – 17
Gnolls - 11
Roberto – 8
Berenwyr – 6
Byron – 4
The Gnolls growl and ready themselves for combat
No worries, post when you think you are ready to act, I’ll get a map up as soon as I can. The Gnolls are all within 40 feet of the entrance, so with a little creative interpretation, you should all be able to charge into the chamber on round one and attack something, However…
When Byron enters the Chamber he stops, just for a brief moment and stares in disbelief at the crypt in the center of the Chamber
Jim Seeker |
"Heeeeeeyyyyyiia!"
Jim charges in and tries to plant a skull-shaking blow right between the eyes of (a baddie).
charging stunning fist: 1d20 + 7 ⇒ (18) + 7 = 25, damage: 1d6 + 1 ⇒ (4) + 1 = 5
DC 13 vs Fort or stunned
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Terquem |
Day 2; Turn 70/130 (Current Turn/Turn of the Clock) turn 1 of 6
Round 1
Harim – 18
Teirist – 17
Gnolls - 11
Roberto – 8
Berenwyr – 6
Byron – 4
Jim charges in as Doctor Jasper shouts a cryptic warning. And then Jim delivers a powerful blow to the forehead of one of the gnolls
GnollRed_01 Save vs DC 13: 1d20 + 4 ⇒ (8) + 4 = 12
The gnoll's face scrunches and its eye cross as the daylights are ... um, well, the darklightrs I suppose are knocked out of him, and he is stunned
Harim and Tieist should take actions then this happens
The Gnolls move into a defensive formation as another one of their kind steps out of the crypt in the center of the chamber. This gnoll is somewhat shorter than his friends, and is wearing a helmet and shoulderpads. He is also carrying what appears to be a valuable game ball* from a league match.
*these game balls resemble our footballs but are about 80% larger
Please make a perception check if you are curious about that ball
Once the Gnolls are in position they break into a run for the exit of this chamber.
Teirist |
Teirest moves into the room and attacks the closest gnoll. Yellow
Attack Main Hand: 1d20 + 3 ⇒ (13) + 3 = 16
Attack Off Hand: 1d20 + 3 ⇒ (14) + 3 = 17
Damage Main Hand: 1d6 + 2 ⇒ (2) + 2 = 4
Damage Off Hand: 1d6 + 2 ⇒ (3) + 2 = 5
Did you say gameball?: 1d20 + 8 ⇒ (9) + 8 = 17
Terquem |
I really hope Byron logs on soon, or I may have to invent something else and apply it to someone else, also, some of you may find this interesting A Strange New Game
Berenwyr |
kn(untrained): 1d20 + 4 ⇒ (7) + 4 = 11
Stop them! Don't let that ball cross the goal line, er, maybe the exit!
After Roberto goes...
Berenwyr rushes up, staying a bit behind Jim, longsword in hand, and unleashes a coruscating wave of colors onto the gnolls.
Move to the top diagonal square behind Jim (the grid has vanished, fyi.)Cast color spray to hit purple, teal, and red gnoll, as well as little gnoll, as well as the square in front of them. DC 15 Will save negates. Also, Terq, thanks for the shout-out in your new game. It looks like you've got plenty of interest already, or I would throw my hat in the ring.