Erik Copper |
Erik stands in the middle of the group, grateful for both the antitoxin now flooding his veins and the thin veneer of force magic that sheathes his body and makes him just slightly harder to kill. The taste of the ale from upstairs is sour on his tongue, and now that they're through the door and in this hallway, he's happy to let the others - who are no doubt more experienced at this kind of skulduggery - take the lead on what to do next.
Rojerick Alandsson |
Once the door to the corridor is opened, Roj steps through and readies his sword and shield. Sniffing the air, he walks cautiously to the door at the end of the hall, signalling the others to follow. Shall we take the door?
EDIT: He also drinks his antitoxin.
Guinevere "Gwen" Duchamp |
Gwen signals to wait, then puts two fingers under her eyes and points to the door:
"Let me check first"
Is the door closed / trapped?
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
In case it's needed - and the others agree:
Disable Device: 1d20 + 7 ⇒ (10) + 7 = 17
Rojerick Alandsson |
Roj is currently B13, having let Gwen take the spot closer to the door to check for traps/locks. I can't edit the map, so I'll do location callouts instead.
Roj steps aside as much as he can, letting Gwen squeeze by to get to the door. "Okay. When you're certain it's safe, I'll lead again."
Guinevere "Gwen" Duchamp |
So Gwen is in B12 and she's checking the door. I can't edit the map either. Could you also please change the background color from brown to a lighter tone? It would make it easier to read the letters. Thanks!
Nevynxxx |
The door pushes open easily. Inside, two large fireplaces are built into the curving hull of the ship here. Each is fitted with and iron bar on which dangle several cauldrons. Firewood is stacked neatly towards the north. Dozens of empty glass vials sit atop mantles of each fireplace. The room has a lingering strange, bitter smell to it.
Rojerick Alandsson |
Roj, at least, is incapable of making those DCs. Someone else, perhaps?
Roj peers into the room, expecting to be attacked immediately. When no such attack comes, he lowers his shield and peers into the room. "Is this Devargo an alchemist, perhaps? Should we worry about acid and witchfire? In any case, he is not in here." He moves to C12, keeping his wits as sharp as they can be.
Erik Copper |
Eric steps in behind Roj, and peers wide eyed at all the bottles and gear.
Knowledge Arcana for the win!: 1d20 + 7 ⇒ (8) + 7 = 15
"This is his shiver lab," whispers Erik, looking up at Roj. "This is where he makes his poison."
Basil Kettering |
"Well then, he won't be far away..."
Basil tightens his grip on his blade in anticipation of the beat-down that must surely be moments away from occurring...
Borden Read |
Borden is silent and white knuckled as he remembers his time of enslavement by this horrible substance.
He stalks silently around the room, looking for the Spider king with his sword in hand, or failing that a door to his cabin.
Erik Copper |
Erik follows in behind Borden, but his eyes have a speculative cast to them; is anything here of real value? Are there books standing in a pile, or equipment that might fetch a good price in the black market?
Guinevere "Gwen" Duchamp |
"Ooh, I think Kroft will like this" Gwen whispers. "Devargo is our main target though, and he's not in this room. Let's go find him".
She gestures to move out of the room and search the rest of the place.
Rojerick Alandsson |
"Is that what all this is? Not just alchemy, but shiver?" Roj says from his post outside the room. "I agree, Gwen. Let's get moving." Roj moves into the wide hallway and heads *south*, to E14.
*south*=south on the map
Paladin, looking for trouble!
Nevynxxx |
Follwoing the corridoor it opens out into a wider area running almost the length of the ship, and 10ft wide. Along it are doors on both sides, and a set of double doors at the front end of the ship (the North in Roj's terms).
Against the wall towards the back of the ship is a 10ft square hatch. This opening drops 7 feet into the bilge (area C16). A slimy knotted rope hanging over the edge provides clammy access to and from the bilge
Guinevere "Gwen" Duchamp |
Gwen follows after Roj. When she gets to E12, she taps on Roj's shoulder and points to the five doors in sight, then to her own ear. "Wait, let me listen first".
She'll approach the two doors on the south end of the corridor (E14, F14) and try to hear any sounds from inside. If the doors have keyholes, she'll try to see inside.
Perception E14: 1d20 + 7 ⇒ (18) + 7 = 25
Perception F14: 1d20 + 7 ⇒ (15) + 7 = 22
(Add +2 against humans)
Nice. Ler's hope they're not empty... I wouldn't want to botch the one perception check that will matter...
Guinevere "Gwen" Duchamp |
Gwen shakes her head and points to the doors on the "north" side of the corridor:"Nothing here, let's check the other doors"
If the others agree she'll move carefully towards the doors on the opposite side of the corridor.
Guinevere "Gwen" Duchamp |
I was waiting for the others, they might want to check these rooms anyway.
I can't access the map from work. Let's say Gwen will check the closest doors (excluding the one that gives access to the room we've already checked).
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
(Add +2 against humans)
meh...
Guinevere "Gwen" Duchamp |
Gwen shows a thumb up and proceeds to check the first door for traps, alarms, locks and such.
Why don't I take 10 for a change... It's 17 perception.
Guinevere "Gwen" Duchamp |
"Bleah" Gwen closes the door and moves to the next one. "We can check that one later, if we have to..."
Take 10 on the next door. Total perception 17.
Guinevere "Gwen" Duchamp |
Gwen puts two fingers under her eyes, then waves around her forefinger:
"I'll take a quick look around"
Perception: 1d20 + 7 ⇒ (13) + 7 = 20
Guinevere "Gwen" Duchamp |
I can't access the map. Are there any doors left? If so, rinse and repeat on the next door, taking 10 for a total of 17 Perception.
Nevynxxx |
Both doors swing open easily. They are not locked or trapped.
Three narrow privies line the wall in the first room. It smells pretty bad.
In the last room a single low desk sits against the wall. A large wooden door marked with a painting of a spider is on the southern wall. There is another door also in the Northern wall.
Guinevere "Gwen" Duchamp |
Silly me. This is D&D. It's always the LAST room.
Gwen signals the others to be cautious and quiet. She'll check both doors for rumors of any kind, and look through any keyholes.
Perception southern wall door: 1d20 + 7 ⇒ (16) + 7 = 23
Perception northern wall door: 1d20 + 7 ⇒ (18) + 7 = 25
Yes! Add +2 against humans ;-)
Nevynxxx |
To be fair, there are still two more rooms..... *this* time, it's pure co-incidence that you rtied the right room last, if Roj had said "anti-clockwise" you'd ahve been good!
From the southern door you can hear a faint scratching sound above the surus of the waves outside, and the noise that's coming from directly above that room.
From the Northern door, you can hear the sound of soft snoring.
Guinevere "Gwen" Duchamp |
Slowly, very slowly, Gwen points to the northern door and gives the others a thumb up.
"I think he's in here"
Then she points to the southern door and shakes her head: "Do not open that one".
Rojerick Alandsson |
Roj makes certain his sword and shield are ready. "Okay. I'll take the lead. If he's abed, try to keep him there. Maybe we can force a surrender, I'm sure Kroft would love a chance to get this guy before a judge. If not, it's a small loss. Shiver seems pretty nasty."
Kicking in the door, he bursts into the room. "In the name of Korvosa and the Dawn, we order you to surrender!
No rolls. Either he surrenders or he doesn't. Roj doesn't particularly care either way, but his code demands the chance be given.
EDIT: I guess 1 roll...
Initiative!: 1d20 + 2 ⇒ (9) + 2 = 11
Erik Copper |
Inits!: 1d20 + 6 ⇒ (2) + 6 = 8
Erik will try to slip into the room on his turn and cast Color Spray on any enemies, angling his cone so that he doesn't hit his friends.
Guinevere "Gwen" Duchamp |
Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Gwen would like to try a grapple=>pin, but it all depends on how the action develops.
Nevynxxx |
Need Basil and Bordan's Init, then we shall see about resolving. You get a surprise round, please give actions appropriate to that. I'm also assuming you are all starting in the corridor, not the last room Gwen entered, except Gwen.
This wooden chamber is clean and dry. An ornate bed rests against the far wall, while a single dresser and a round table and chair fill out the rest of the room. A wooden sea chest sits at the foot of the bed. Devargo is abed, he wakes as the door crashes open, but is prone.
Basil Kettering |
...and thus did a combat that could have been over with a single action, extend into a protracted brawl. Ah, Paladins! Such frustrating creatures ;-)
Initiative: 1d20 + 1 ⇒ (9) + 1 = 10, 1d20 + 1 ⇒ (9) + 1 = 10.
I guess that I will take the 10 ;-)
Surprise Round:
Basil hustles into the room, moving into a flanking position to threaten Devargo.
AoO (if he does something silly like, say, stand up or pick up a weapon): 1d20 + 4 + 2 + 4 ⇒ (20) + 4 + 2 + 4 = 30...
Crit Confirmation: 1d20 + 4 + 2 + 4 ⇒ (7) + 4 + 2 + 4 = 17, for 4d6 + 12 ⇒ (1, 6, 3, 3) + 12 = 25 damage.