DM Quasimofo's Master of the Fallen Fortress
(Inactive)
Game Master
Devastation Bob
Female Gnome Ranger/1
Vi picks up her torch and looks around as well.
Perception: 1d20 + 8 ⇒ (3) + 8 = 11
You all perceive the small cocoon that was knocked loose during the fight. There are door to the NE (where you came in) and the SE. The floor is strewn with rubble and stone dust covers everything. Vi's torch provides illumination for this chamber, but the door to the SE is dark.
Male Human HP 10/14
Monty searches the cocoon finding interest in how a giant spider wraps up its prey.
very interesting, it would be wonderful to see how this creature lived... well in a controlled environment that is
Enshrouded within the cocoon you find a dessicated dog skeleton. A fancy collar set with stones still reads ,"Kita".
Male Human HP 10/14
well what do we have here. well the collar seems to havr lasted nicely.
Monty will take the dog collar.
Hagar, the spider is dead with a capital D. There doesn't seem to be anything of interest in the webs lining the ceiling. Johanna, are you leaving the room?
Male Human HP 10/14
Monty casts detect magic to investigatw the collar and the rest of the room.
Female Aasimar Rogue, 1
Johanna moves out as quietly as she can, looking for peril.
1d20 + 3 ⇒ (12) + 3 = 15 Stealth
1d20 + 10 ⇒ (14) + 10 = 24 Perception
Johanna, like the other chamber, this one too is mostly choked with rubble. However in the eastern wall, you spy a doorway. The doorway leads to a stone spiral staircase that is unfortunately also blocked with fallen rubble. You notice nothing else in the chamber.
Male Human HP 10/14
Odd the south is blocked and now the north is as well. can we remove enough ruble to get to the staircase.
You came in the open eastern chamber. The spider was killed in the northern chamber. The western chamber reveals a doorway, but it is impassable. The southern chamber is completely filled with rubble.
Male Human HP 10/14
well we can try to find another way to the stairs maybe a secret entrance or clear the rubble. Or it may just mean we need to climb the outside wall to the second floor
Monty taps his head for a second
that must be it we will climb to the second level
Monty smiles as if he had just won something. He loves to figure things out. Monty walks outside takes out his rope and grappling hook and attempts to get it to the second level.
grappling hook attack to second level take 20: 20 + 0 = 20
Male Human HP 10/14
Once secured Monty will allow the more nimble in his part to go first.
go on and get up there. I will follow. I am a little less coordinated than the rest of you so I will need help getti.g up.
Monty chucles to himself
Female Aasimar Rogue, 1
Johanna steps up.
"I'll go... nimble? I'll follow. I'm not very good at climbing." she admits shamefaced.
Male Human HP 10/14
Monty will climb as carefully and slowly as possible up the rope that he knotted to allow for easier climbing.
take 20 on clumb if availabe.
While you can't take 20 on climb checks as there is a penalty for failure, you can take 10, and with a knotted rope that is enough to reach the open second floor on the eastern side of the tower. What's the climbing order, if everyone is going?
Female Gnome Ranger/1
"I'll give it a go," Vi shoulders her crossbow and clambers up the rope after Monty.
climb: 1d20 + 3 ⇒ (13) + 3 = 16
Monty and Vi begin ascending the rope.
Female Aasimar Rogue, 1
"I will go after you, Vi"
Taking ten, 10+1=11
Male Human HP 10/14
pretty smart ehhh I am good at thinking not good at hitting so much but play to you strengths I always say
havent seen the big guy in a while
Clambering up the flindered ruin of the tower you come to a crumbling landing. There are doors to the NW and SW. It's also possible to climb to the third floor.
Female Aasimar Rogue, 1
Johanna moves quietly to the door to the Northwest.
1d20 + 3 ⇒ (8) + 3 = 11 Stealth
Male Human HP 10/14
Monty will move as quietly as possible keeping behind the scout but wanting to be within striking range if any problems surface.
You reach the door without incident.
Female Gnome Ranger/1
Female Aasimar Rogue, 1
Johanna checks for traps and such.
Perception 1d20 + 11 ⇒ (16) + 11 = 27
Disable Device 1d20 + 2 ⇒ (9) + 2 = 11 (If needed)
The door is of stout wooden construction and doesn't appear to be trapped.
Female Aasimar Rogue, 1
Wait for the avengers to asse.... the rest of the party. When we are all ready, open the door and sneak inside. :)
Male Human HP 10/14
Judging from the shelves lining the walls, this darkened room might once have been a storeroom, though its contents have long since succumbed to the passage of time. A crack in the northern wall has apparently let in some rainwater, which has collected in a large puddle on the floor.
A bright green lizard, about 3 feet long sits in the middle of the room, regarding you quizzically. There is a faint smell of ozone.
roll initiative
Female Gnome Ranger/1
initiative: 1d20 + 4 ⇒ (19) + 4 = 23
Hagar initiative: 1d20 + 2 ⇒ (14) + 2 = 16
other thing initiative: 1d20 + 6 ⇒ (3) + 6 = 9
Female Aasimar Rogue, 1
Initiative 1d20 + 4 ⇒ (19) + 4 = 23
Male Human HP 10/14
init: 1d20 + 0 ⇒ (15) + 0 = 15
Jo
Vi
Hagar
Monty
Lizard
Female Aasimar Rogue, 1
Jo is stepping back five feet (free action).
She then fires an arrow at the large lizard.
1d20 + 2 ⇒ (17) + 2 = 19 for 1d6 ⇒ 3 damage
Male Human HP 10/14
I can run Hagar if you want
The arrow thuds into the lizard's side and it yelps in pain. The smell of ozone increases.
Female Gnome Ranger/1
Vi aims her crossbow and will fire if the lizard leaves the room.
Hagar hefts his double axe and closes with the lizard.
Axe swing: 1d20 + 5 ⇒ (20) + 5 = 25
confirm crit: 1d20 + 5 ⇒ (10) + 5 = 15
crit confirmed
axe damage: 3d8 + 12 ⇒ (5, 4, 7) + 12 = 28
With a roar, Hagar cuts the lizard in two.
Female Gnome Ranger/1
Female Aasimar Rogue, 1
"Good hit!" Johanna says approvingly.
She moves past the lizard and continues exploring, stealthily.
Perception 1d20 + 10 ⇒ (8) + 10 = 18
Stealth 1d20 + 3 ⇒ (13) + 3 = 16
Other than a door in the SW well, you don't discover anything.
Male Human HP 10/14
Monty studies the lizard man and searches him.
Nice specimen never seen a nearly live one before
search: 1d20 + 4 ⇒ (15) + 4 = 19
The lizard is 3 feet long and cut in two, other than the arrow in it's side it doesn't have any possessions. It's bright green with two hornlike protrusions on it's head and a yellow underbelly.
Female Aasimar Rogue, 1
Sneak back to the other door, give that door a good long examination, then open it.
Sneak (Stealth) 1d20 + 3 ⇒ (3) + 3 = 6
Perception 1d20 + 11 ⇒ (9) + 11 = 20
Taking twenty for the device disabling, if for some reason I can not take twenty, then the roll would be: 1d20 + 2 ⇒ (4) + 2 = 6
Male Human HP 10/14
we may have been hasty in our execution of this poor creature he seem unarmed and un armoured.
Johanna, you detect no traps on this door.
Female Gnome Ranger/1
Will use Knowledge(nature) to identify the lizard.
Knowledge Nature: 1d20 + 4 ⇒ (12) + 4 = 16
Vi, it doesn't look like any natural specimen you've ever heard of.
Female Aasimar Rogue, 1
Johanna opens the door and looks inside.
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