DM Fflash |
Raising Jenya - Pharasma
Dalamus easily circumnavigates the lock on the gates and then heads across the Temple grounds to the main doors in the Cathedral. Smaller outbuildings are built further away, almost like living quarters. He pushes open the massive main doors and they swing easily inward, showcasing a grand sight.
The grand hall of the Temple of Pharasma is a magnificent sight. The huge octagonal room measures one hundred fifty feet across and the vaulted ceiling rises to a height of fifty feet in the hall’s center. Pillars engraved with images sacred to the faith of The Grey Lady ring the massive chamber, and an exquisitely rendered symbol of the death goddess covers most of the chamber’s otherwise bare floor. Built to house huge gatherings and contain powerful magical ceremonies, the hall is as beautifully and sturdily built as any building in the city. Strangely, there are no pews or other items of furniture at all in the chamber. In addition to the grand doors leading into the main h+all and a second set of even larger doors to the east, one small door in the southwest corner of the room hangs slightly ajar. A second normal-sized door opens onto a southern balcony about fifteen feet above the ground. The balcony provides access to a narrow set of stairs encased in an intricate iron lattice. These stairs wind upward along the inner surface of the chamber’s walls to a third door high up near the ceiling above.
Standing at the far side of the room, just outside the massive doors and to the east of the large symbol are a trio of half-orc mercenary officers, a priest of Pharasma, and a pair of massive bald gray giants. Stone Giants?! Here? In Cauldron ... strange.
The priest cries out when he sees you, "They've figured it out ... kill them!"
Roll Initiative and first round actions
Missing Mayor
The stone faced half orc delays a moment before he replies to Epik with indifference . "Don't care if you're the reincarnation of Aroden, himself. You ain't getting in here."
Epik |
Init: 1d20 + 1 ⇒ (8) + 1 = 9
Epik double moves into the room. He attempts to use the pillars to provide partial cover.
Nemoris |
1d20 + 5 ⇒ (12) + 5 = 17
I'll do a full round of attacks on the priest (-2 to hit or damage if he is not human):
Attack: 1d20 + 19 ⇒ (11) + 19 = 30 Damage: 2d8 + 38 ⇒ (3, 7) + 38 = 48 Miss:1d100 ⇒ 58 Crit: 1d20 + 19 ⇒ (16) + 19 = 35
Attack: 1d20 + 19 ⇒ (17) + 19 = 36 Damage: 1d8 + 19 ⇒ (7) + 19 = 26 Miss:1d100 ⇒ 19 Crit: 1d20 + 19 ⇒ (7) + 19 = 26
Attack: 1d20 + 14 ⇒ (2) + 14 = 16 Damage: 1d8 + 19 ⇒ (2) + 19 = 21 Miss:1d100 ⇒ 4 Crit: 1d20 + 14 ⇒ (7) + 14 = 21
Attack: 1d20 + 9 ⇒ (12) + 9 = 21 Damage: 1d8 + 19 ⇒ (5) + 19 = 24 Miss:1d100 ⇒ 79 Crit: 1d20 + 7 ⇒ (14) + 7 = 21
Epik |
Missing Mayor
Epik pauses to detect evil on the half orc before responding. "Fine. Tell the duke we were here. We'll be back tomorrow."
Once out of earshot he whispers to the others. "I don't trust our new major. Something nefarious is going on. Dalamus, can you scout around and see if there is an alternate way in?"
Dalamus Othreleth |
Missing Mayor
Again, only if I am with the party at this point. Up to you Tike.
Dalamus nods at Epik and says "Maybe you should turn away Epik, I don't want you to have a hard time with this" Dalamus smiles and then starts
Stealth
1d20 + 19 ⇒ (9) + 19 = 28
Perception
1d20 + 19 ⇒ (11) + 19 = 30
If he finds a locked door.
Disable Device
1d20 + 24 ⇒ (9) + 24 = 33
DMFflash |
Flex time, Dalamus. It's assumed everyone is together all the time.
Small point of clarofocation, Epik. The Blue Duke is the mercenary leader. You met him once when his barracks was set on fire by the huge elementals. Lord Vhalantru is just that a Lord and councilman and now acting mayor.
-Posted with Wayfinder
Epik |
Ah, got it.
Epik nods a wry smile at Dalamus, "Extreme circumstances require extreme measures. Vhalantru forfeited the protection of the law when he illegally usurped the mayor. Do what you must, my friend."
DM Fflash |
Death's Grand Entrance Round 1
Init: Calmus Vel, Magma, Dalamus, Stone Giant, Nemoris, Horcs, Epik, Nowzai
The first to see and the quickest to react, the priest casts a quick paralyzing spell at Dalamus and then slips through the massive doors behind him. (Dalamus make a DC15 Fort Save or be parlyzed)
Magma moves in and Dalamus (if not paralyzed) turns invisible.
The giants move behind pillars and grab perfectly formed stone spheres and hurl them across the room with surprising speed and accuracy at the only visible target in the room (assuming again that Dalamus made the save ... if not, first 2 attacks are against him) striking him once but smashing the pillar the other 3 times.
Nemoris, having lost his target .. moves his aim slightly and feathers the nearest half-orc with three arrows, staggering him before he moves and nearly killing him (Wounded marked with red dot). The resilient creature continues to fight on, though and charges forward with his companions.
Nowzai rises in the air. (in place outside?)
Actions Round 2
Stone Giant Init: 1d20 + 2 ⇒ (16) + 2 = 18
Elite Half-Orc init: 1d20 + 2 ⇒ (15) + 2 = 17
Calmus Vel Init: 1d20 + 3 ⇒ (19) + 3 = 22
Stone Giant Rock vs Magma: 1d20 + 12 ⇒ (16) + 12 = 28; HIT!; Damage: 1d8 + 13 ⇒ (6) + 13 = 19
Stone Giant Rock vs Magma: 1d20 + 7 ⇒ (12) + 7 = 19; miss
Stone Giant Rock vs Magma: 1d20 + 12 ⇒ (2) + 12 = 14; mis
Stone Giant Rock vs Magma: 1d20 + 7 ⇒ (4) + 7 = 11; miss
Epik |
Round 2
Epik double moves into the room. He heals himself as he goes.
LoH: 5d6 + 7 ⇒ (4, 6, 1, 3, 5) + 7 = 26
Sama'el Val'varen |
I didn't even see the call for init, sorry about that.
Init - 1d20 + 6 ⇒ (9) + 6 = 15
Sam will cast fly and continue moving towards the giants, now straight across the middle
He will also enchant his sword to Keen and Shocking
DM Fflash |
Death's Grand Entrance Round 2
Init: Calmus Vel, Magma, Dalamus, Stone Giant, Nemoris, Horcs, Sam, Epik, Nowzai
Magma moves back to the door as Dalamus, invisible, casts his spell.
The giants continue to hurl rocks at their closest assailant, now Epik, and one gets through and smacks the paladin in the shoulder but the others smash into the columns doing nothing more than make a horrendous noise.
Nemoris lets fly a barrage of arrows dropping the injured horc and wounding his wingman. The horcs continue in charging Magma quickly and slamming the stonechilde with gruesome blows from their waraxes cutting deep into his flesh and drawing a rare sight of blood.
Nowzai begins his spell as Epik heals and he and Sam move closer to the giants.
To hit vs Epik: 1d20 + 13 ⇒ (5) + 13 = 18; miss
To hit vs Epik: 1d20 + 8 ⇒ (19) + 8 = 27; HIT!; Damage: 1d8 + 13 ⇒ (8) + 13 = 21
To hit vs Epik: 1d20 + 13 ⇒ (4) + 13 = 17; miss
To hit vs Epik: 1d20 + 8 ⇒ (15) + 8 = 23; miss cover
Nemoris to hit vs Horc: 1d20 + 19 ⇒ (14) + 19 = 33; HIT!; Damage a lot.
Nemoris to hit vs Horc: 1d20 + 19 ⇒ (11) + 19 = 30; HIT!; Damage: 1d8 + 19 ⇒ (5) + 19 = 24
Nemoris to hit vs Horc: 1d20 + 14 ⇒ (18) + 14 = 32; HIT!;Damage: 1d8 + 19 ⇒ (2) + 19 = 21
Nemoris to hit vs Horc: 1d20 + 9 ⇒ (4) + 9 = 13; miss
Horc Charge vs Magma: 1d20 + 16 + 2 ⇒ (15) + 16 + 2 = 33; HIT!; Damage: 1d10 + 15 ⇒ (7) + 15 = 22
Horc Charge vs Magma: 1d20 + 17 + 2 ⇒ (20) + 17 + 2 = 39; Crit?: 1d20 + 17 + 2 + 4 ⇒ (7) + 17 + 2 + 4 = 30; CRIT!; Damage: 3d10 + 48 ⇒ (1, 8, 10) + 48 = 67
Actions Round 3!
Epik |
Round 3
Epik again double moves towards the nearest stone giant.
Nowzai al'Nazari |
Nowzai completes his summoning spell, bringing a huge air elemental swirling into the temple in front of the stone giants. It immediately attacks.
Air Elemental vs Stone Giant: 1d20 + 17 ⇒ (13) + 17 = 30; Damage: 2d8 + 8 ⇒ (3, 2) + 8 = 13
Air Elemental vs Stone Giant: 1d20 + 17 ⇒ (14) + 17 = 31; Damage: 2d8 + 8 ⇒ (5, 7) + 8 = 20
Nowzai turns to the half-orcs pressing Magma and casts a sound orb at the southern.
Lesser Orb of Sound (ranged touch): 1d20 + 8 ⇒ (15) + 8 = 23; Sonic Damage: 5d6 ⇒ (3, 6, 1, 6, 5) = 21
EDIT: summon range is 'close', so the elemental would have to move and attack, getting only 1 hit this round. Note 15 ft reach.
Magma Iron Clan |
do i get an attack for round 2? if so
1d20 + 19 ⇒ (11) + 19 = 30 damage 4d6 + 18 ⇒ (3, 5, 2, 2) + 18 = 30
Round 3
attacking the wounded orc
1d20 + 19 ⇒ (1) + 19 = 20 damage 2d6 + 18 ⇒ (3, 4) + 18 = 25
1d20 + 13 ⇒ (18) + 13 = 31 damage 2d6 + 18 ⇒ (1, 3) + 18 = 22
Dalamus Othreleth |
I included the sneak attack damage to the attacks
stealth if needed?
1d20 + 19 ⇒ (1) + 19 = 20
Attack 1
1d20 + 15 ⇒ (1) + 15 = 16
Crit Confirm
1d20 + 15 ⇒ (20) + 15 = 35
Damage
1d8 + 6 + 2d6 + 4d6 ⇒ (3) + 6 + (3, 6) + (4, 3, 1, 1) = 27
Attack 2
1d20 + 15 ⇒ (13) + 15 = 28
Crit Confirm
1d20 + 15 ⇒ (3) + 15 = 18
Damage
1d8 + 6 + 2d6 + 4d6 ⇒ (3) + 6 + (6, 4) + (2, 1, 4, 1) = 27
Attack 3
1d20 + 10 ⇒ (11) + 10 = 21
Crit Confirm
1d20 + 15 ⇒ (17) + 15 = 32
Damage
1d8 + 6 + 2d6 + 4d6 ⇒ (4) + 6 + (3, 4) + (1, 3, 3, 1) = 25
There is also 4 bleed/round. That is total, not per attack right?
DM Fflash |
Death's Grand Entrance Round 3
Init: Calmus Vel, Magma, Dalamus, Stone Giant, Nemoris, Horcs, Sam, Epik, Nowzai
The priest finishes his spell and a shimmer of energy appears around him for a moment and then disappears. You sneak up behind him and cut him viciously, the Mantis Blade sighing with contentment, YES, destroy the blasphemer, worshipper of the vile Skinsaw.
The priest is completely surprised and clutches at his arm which is now spraying blood. (You can stack multiple bleeds but they have to be from different sources, so you will only have 4/bleed max on him regardless of how many times you hit him)
Magma steps back (Remember with a reach weapon you can't just attack dudes next to you ...) and beats on the unwounded half-orc (since you cant 5 foot step and reach the wounded one). He slips on the tile and misses his first attack but smashes the mercenary well with his second one.
The northern giant drops its stones and pulls a massive greatclub out to wait for Epik to approach. The other one hurls two stones across the hall at Nowzai, floating in the air. Nowzai gets clipped with a rock, his spell absorbing the brunt of it. (I think you still have stoneskin up so make a concentration check vs 4 points of damage. I will assume you make it and finish your spell. If not, I will retcon)
Nemoris changes targets now the open doors are blocking line of sight to the horcs and sends a volley of arrows at the southern giant. The first two together hit the giant in the eyes, killing it instantly. Nemoris technically still has a move action if he wants it since he killed the giant with his first shot
The horcs wade in to assault Magma, but they are unable to get through. Nowzai finishes his summon and then clobbers the southern horc with an orb of sound. His elemental wades into to buffet the surviving stone giant triggering the giant's readied attack as it hammers back.
Sam and Epik move forward, casting spells as appropriate.
Stone Giant Ready for approach vs Ellie: 1d20 + 13 - 4 ⇒ (19) + 13 - 4 = 28; HIT!; Damage: 2d8 + 21 ⇒ (1, 3) + 21 = 25
Stone Giant Rock vs Nowzai: 1d20 + 12 ⇒ (13) + 12 = 25; HIT!; Damage: 1d8 + 13 ⇒ (1) + 13 = 14
Stone Giant Rock vs Nowzai: 1d20 + 7 ⇒ (5) + 7 = 12; miss
Nemoris Manyshot: 1d20 + 19 ⇒ (20) + 19 = 39; Crit?: 1d20 + 19 ⇒ (7) + 19 = 26; CRIT!; Damage: 6d8 + 114 ⇒ (3, 8, 7, 8, 6, 6) + 114 = 152
Nemoris Rapid shot: 1d20 + 19 ⇒ (17) + 19 = 36; HIT!
Horc 1 vs Magma: 1d20 + 19 ⇒ (2) + 19 = 21; miss
Horc 1 vs Magma: 1d20 + 14 ⇒ (4) + 14 = 18; miss
Horc 2 vs Magma: 1d20 + 18 ⇒ (7) + 18 = 25; miss
Horc 2 vs Magma: 1d20 + 13 ⇒ (6) + 13 = 19; miss
Actions Round 4?
Dalamus Othreleth |
Round 4
Dalamus will again full attack the priest, this time visible.
Attack 1 (weapon crits at 17-20. If this is a crit, can you add the additional damage? I don't want to muddy this up in case it is not a hit)
1d20 + 15 ⇒ (19) + 15 = 34
Crit Confirm
1d20 + 15 ⇒ (9) + 15 = 24
Damage
1d8 + 6 + 2d6 ⇒ (8) + 6 + (5, 2) = 21
Attack 2
1d20 + 15 ⇒ (10) + 15 = 25
Crit Confirm
1d20 + 15 ⇒ (9) + 15 = 24
Damage
1d8 + 6 + 2d6 ⇒ (2) + 6 + (5, 6) = 19
Attack 3
1d20 + 10 ⇒ (12) + 10 = 22
Crit Confirm
1d20 + 15 ⇒ (9) + 15 = 24
Damage
1d8 + 6 + 2d6 ⇒ (2) + 6 + (5, 1) = 14
Epik |
Round 4
Epik grits his teeth and attempts to dodge the giant's club as he moves to engage. "Stand down, servant of Pharasma. We have no conflict with you or your God. We should be fighting together against the wicked forces that threaten this city!"
Power Attack: 1d20 + 17 - 3 ⇒ (7) + 17 - 3 = 21
damage: 2d6 + 7 + 9 ⇒ (3, 1) + 7 + 9 = 20
Nowzai al'Nazari |
Concentration: 1d20 + 19 ⇒ (3) + 19 = 22
Elemental should not have triggered an attack since its reach is greater than the stone giant.
The air elemental continues to pummel the stone giant, keeping at the edge of its reach.
Air Elemental vs Stone Giant: 1d20 + 17 ⇒ (15) + 17 = 32; Damage: 2d8 + 8 ⇒ (3, 1) + 8 = 12
Air Elemental vs Stone Giant: 1d20 + 17 ⇒ (13) + 17 = 30; Damage: 2d8 + 8 ⇒ (4, 2) + 8 = 14
Nowzai holds, waiting to see what the giant does.
DM Fflash |
Death's Grand Entrance Round 4
Init: Calmus Vel, Magma, Dalamus, Stone Giant, Nemoris, Horcs, Sam, Epik, Nowzai
The rogue in return takes a pair of vicious swipes at the priest and severs his head from his body.
Waves of black energy pour from behind the door, hitting the giant and the air elemental. (Each take 19 negative energy damage, DC15 Will Save for half)
Giant Will Save: 1d20 + 7 ⇒ (12) + 7 = 19; success!
Magma takes a couple swings a the horcs but they are able to deflect his poorly aimed blows.
The giant steps toward the elemental and swings hard twice striking once.
To hit: 1d20 + 13 + 1 ⇒ (5) + 13 + 1 = 19; miss
To hit: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26; HIT! Damage: 2d8 + 21 + 1 ⇒ (2, 5) + 21 + 1 = 29
Nemoris moves into the room and fires at a nearby horc feathering it in the back and killing it quickly.
The horc strikes back at Magma cutting him once.
To hit: 1d20 + 16 + 1 ⇒ (12) + 16 + 1 = 29; HIT!; Damage: 1d10 + 16 ⇒ (7) + 16 = 23
To hit: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27; miss
Sam moves in and strikes at the giant ...
To hit: 1d20 + 18 ⇒ (9) + 18 = 27
Vampiric Touch: 5d6 ⇒ (3, 1, 3, 3, 4) = 14 temp hit points gained
Damage: 1d6 + 1d6 + 9 + 11 ⇒ (1) + (2) + 9 + 11 = 23
Epik absorbs a blow on the shoulder and then with the help of the elemental cuts the giant down, leaving the single half orc for Nowzai.
AoO vs Epik: 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21; HIT!; Damage: 2d8 + 21 + 1 ⇒ (6, 3) + 21 + 1 = 31
Actions Nowzai Round 4, everyone else Round 5
Sama'el Val'varen |
Sam will and cast a shocking grasp and 5' and use lunge to attck the other giant
To Hit - 1d20 + 18 ⇒ (15) + 18 = 33
Damage - 1d6 + 1d6 + 10d6 + 9 + 11 ⇒ (5) + (1) + (5, 5, 4, 2, 1, 5, 5, 1, 2, 6) + 9 + 11 = 62
Confirm Crit - 1d20 + 18 ⇒ (17) + 18 = 35
Total Damage - 1d6 + 10d6 + 9 + 62 ⇒ (3) + (3, 1, 5, 5, 2, 5, 5, 3, 6, 6) + 9 + 62 = 115
To Hit - 1d20 + 18 ⇒ (19) + 18 = 37
Damage - 1d6 + 1d6 + 9 + 11 ⇒ (5) + (6) + 9 + 11 = 31
Confirm Crit - 1d20 + 18 ⇒ (19) + 18 = 37
Total Damage - 1d6 + 9 + 31 ⇒ (6) + 9 + 31 = 46
To Hit - 1d20 + 18 ⇒ (15) + 18 = 33
Damage - 1d6 + 1d6 + 9 + 11 ⇒ (5) + (3) + 9 + 11 = 28
Confirm Crit - 1d20 + 18 ⇒ (13) + 18 = 31
Total Damage - 1d6 + 9 + 28 ⇒ (3) + 9 + 28 = 40
To Hit - 1d20 + 12 ⇒ (11) + 12 = 23
Damage - 1d6 + 1d6 + 9 + 11 ⇒ (1) + (3) + 9 + 11 = 24
Epik |
Epik double moves back towards the remain half orc. He will heal himself as an immediate action.
LoH: 5d6 + 7 ⇒ (4, 5, 2, 1, 4) + 7 = 23
Epik |
Epik will wipe the gore off his blade. "Something isn't right here. The temple of Pharasma is somehow linked to the greater malady affecting Cauldron. With Iomedae's guidance, we shall find out what is going on."
Epik will secure search the rest of the first level and will then open the door and will lead the way up.
Perception: 1d20 + 11 ⇒ (12) + 11 = 23
DM Fflash |
You explore the rest of the first level.
High Altar
A massive pair of double doors, when opened, provide this area a commanding view of the Grand Hall to the west. Two beautifully sculpted pillars frame a massive onyx altar encrusted with runes and elaborate magical glyphs. The jet-black walls have been painted with images sacred to Pharasma: stylized sarcophagi, obscure magical spirals, and other religious imagery. Two massive tapestries (100 gp ea/ 120 lbs ea) cover the wall directly behind the altar, giving those standing to the west an impressive view of the altar and its imagery of the death goddess. A single door sits in the corner of the room to the southeast.
Preparation Chamber
This well-appointed chamber houses several comfortable chairs. The walls are pleasantly decorated with hanging art, and a long polished wooden table rests against the northern wall. Two bookcases hold a few minor religious texts, writings of those devoted to the service of Pharasma.
Glancing at the writings, they are numerous but unique and valuable. (Stored as a library the grant a +2 circumstance bonus to Knowledge Religion and is worth about 500gp)
Ritual Chamber
This long chamber is strikingly bare, its polished walls and floor a glossy black. Gilded sconces hang in each corner, and each holds a torch that glows with a silently flickering green flame. The austere room is divided by a thick velvet curtain about two thirds of the length of the room away, and the body of a young man lies on a long low table in the middle of the room. You recognize him as Todd Vanderboren, one of the Stormblades! His body is richly appointed
An elaborate holy symbol of Pharasma covers most of the floor.
Priests' Quarters
Each of these single backrooms holds a simple pallet, a small wooden dresser, and an empty sconce. There are no signs of anyone staying in any of them currently.
Storage Closet
This small storage chamber is packed with dozens of boxes and lined with shelves. A musty smell fills the air, mixed with hints of exotic incense.
Priest's Chamber
This bedroom is immaculately clean and perfectly ordered. The thick carpet is embroidered with hundreds of small designs of skulls and bones and arcane runes. The room’s furnishings include a large, well-made bed, two large armoirs filled with rich clothes and ceremonial robes, and a large desk.
A search of the room reveals three gilded candlesticks (50gp ea), a pouch of 102 platinum pieces, and 2 beautifully made wall hangings (150gp ea)
Roll 20 Updated. Let me know if you have any ground floor actions before I
Epik |
Epik will quickly search each room before moving upstairs. He is careful not to be disrespectful of the temple. Upon seeing Todd Vanderboren, Epik pauses. "The Stormblades have lost one of their own. I wonder what our rivals have been up to?"
Epik will say a silent prayer to Iomedae to guide Todd's soul to its rightful destination.
Perception: 1d20 + 11 ⇒ (14) + 11 = 25 ; High alter
Perception: 1d20 + 11 ⇒ (19) + 11 = 30 ; Prep chamber
Perception: 1d20 + 11 ⇒ (14) + 11 = 25 ; Ritual chamber
Perception: 1d20 + 11 ⇒ (10) + 11 = 21 ; Priests' Quarters
Perception: 1d20 + 11 ⇒ (10) + 11 = 21 ; Storage Closet
Perception: 1d20 + 11 ⇒ (11) + 11 = 22 ; Priests' Chamber
Magma Iron Clan |
dalamus
stormblades are not our enemies let the dead rest.
are we going to sack the temple?
perception
high alter 1d20 + 18 ⇒ (14) + 18 = 32
prep chamber 1d20 + 18 ⇒ (16) + 18 = 34
Ritual chamber 1d20 + 18 ⇒ (19) + 18 = 37
priest quarters 1d20 + 18 ⇒ (7) + 18 = 25
storage closet 1d20 + 18 ⇒ (7) + 18 = 25
Priest's Chamber 1d20 + 18 ⇒ (17) + 18 = 35
down 106 hp
heal
1d8 + 1 ⇒ (3) + 1 = 4
1d8 + 1 ⇒ (6) + 1 = 7
Sama'el Val'varen |
Perception: 1d20 + 15 ⇒ (8) + 15 = 23 High alter
Perception: 1d20 + 15 ⇒ (20) + 15 = 35 Prep chamber
Perception: 1d20 + 15 ⇒ (3) + 15 = 18 Ritual chamber
Perception: 1d20 + 15 ⇒ (8) + 15 = 23 Priests' Quarters
Perception: 1d20 + 15 ⇒ (9) + 15 = 24 Storage Closet
Perception: 1d20 + 15 ⇒ (20) + 15 = 35 Priests' Chamber
DM Fflash |
Your extra searching turns up nothing new in the rooms.
Dalamus notes that Todd is definitely dead and is covered in numerous wounds, but none of them appear to be even remotely mortal. In fact, they all seem to be flesh wounds that likely had stopped bleeding before he died.
Let me know what, if anything, you do with the body or any of the rooms
You head up the stairs.
High Priestess' Chamber
A thick red carpet, emblazoned with fiery diabolical symbols, covers the entire floor. The circular chamber has no windows to the outside, but a large window, currently covered by a thick curtain, overlooks the Grand Hall. The furniture consists of a well-made bed, a beautiful wooden armoire, and a small but beautifully carved wooden desk covered in papers.
The stairs outside lead to the balcony that takes the stairs up through the ceiling of the Grand Hall.
See cutout of map as well ... a strange and unnecessarily confusing architecture layout
Epik |
Epik will quickly scan the room for any sign of danger. He then pulls back the window curtains, reads through the papers on the desk and rifles through the desk drawers. "There must be a clue here to what is going on."
Perception: 1d20 + 11 ⇒ (13) + 11 = 24
DM Fflash |
High Priestess' Chamber
Epik rifles through the papers and finds a fair amount of paperwork that outlines the day-to-day activities of the Cathedral's faithful Pharasmin priests. However, in one drawer he finds a false bottom. The hidden compartment holds 3 potions of cure serious wounds, a black figurine of a hooden man (Knowledge Religion Check below) and a small sheaf of papers between the high priestess, Embril Aloustinai and a man named Fetor Abradius. All but one of the letters are brief reports that allude to a continuing and taxing search for something unnamed. Each letter concludes that all remains on schedule, but that the final answers still allude the searcher. But one goes into far more detail.
Letter handout loaded to Roll 20 as "Letter to Embril" ... also added is an image from the book of Todd's body