| Gaius Lirsiiv |
HEALING
Assuming everyone's totals are correct...
Wand of Cure Light, Odric:
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (3) + 1 = 4
1d8 + 1 ⇒ (4) + 1 = 5
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (7) + 1 = 8
1d8 + 1 ⇒ (1) + 1 = 2
OH MY GOD ARE YOU ALLERGIC TO THIS DAMN WAND, ODRIC?
Close enough.
Scroll of Cure Moderate, Grym
2d8 + 3 ⇒ (4, 1) + 3 = 8
Cast Cure Moderate Wounds, Grym
2d8 + 3 ⇒ (5, 5) + 3 = 13
Wand of Cure Light Wounds, Grym
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (4) + 1 = 5
1d8 + 1 ⇒ (1) + 1 = 2
Good enough.
| Thorgrym the Tracker |
The ranger takes his job as rear guard seriously. He keeps at least one blade in hand as he keeps watch. The big brindle dog sniffs the air next to his master.
Perception 1d20 + 12 ⇒ (12) + 12 = 24
Bucho scent perception 1d20 + 16 ⇒ (17) + 16 = 33
| Odric the Stout |
Odric edges up to Grym, until their shoulders just touch, then backs off a few inches. Once he has oriented himself a little to the side and facing a different direction, Odric keeps his eyes on the direction he is watching.
He leans towards the Ranger a bit and with a quick sidelong glance at his friends asks, So hey Thorgrym, have I told you about the Brewpub I want to build?
| Thorgrym the Tracker |
Feeling Odric's shoulder and positioning, the ranger welcomes the big warrior's prescence. Not so much for help keeping watch, he is still pretty that he and the dog can cover the whole end of party more then adequatly. But if something nasty comes rushing out of the dark he would be hard pressed to find another warrior better to make a stand with. Between himself and Odric (with Bucho to help fill in any gaps) he would confident to take on just about anything.
Now hearing the Stout's question, Thorgrym keeps a grim visage but smiles on the inside wondering what sort of ideas Odric could be coming up with. Sometimes they would shockingly astute and other times only slightly more coherent then the ramblings of drug addled lotus smoker.
Speaking quietly No, you havent.
| Odric the Stout |
Well, we have been so busy lately I haven't had much time… but I have been thinking about how I can piece together a little brewery of my own. I think it would be enjoyable after all this excitement dies out.
I think I will put the brewery itself up first, then maybe a storefront to sell my brews in bulk to local taverns.
Odric grins in much the same way he typically grins before delivering a telling blow in battle.
Don't breathe a word of this, but my real objective is to build a certain brand loyalty. As the taverns of Korvosa sell the brew of Odric the Stout, patrons will start to really appreciate it and ask for it. Then… I'll build an addition to the brewery with a bar and a common room, which should draw patrons from all over the city.
Odric laughs quietly, The sails should flock to my coffers, and I can build wealth while doing the brewing I love!
| Thorgrym the Tracker |
A long silence stretched out as Grym thought about it. He might go back to tracking down criminals and bounty hunting. At the time he was basically a street rat himself and the coin seemed unbelievable. He no longer needed the money. But he didnt like seeing people get away with wrong doings. At least at times he would probably still do that.
He had also started to earn the title of a "ranger". He had done almost all his work in the city and urban jungle. He had thought about taking Bucho and going out to live in the wilds for a time.
Suddenly realizing that Odric was waiting for an answer, Not sure. What ever needs to be done I guess.
| Odric the Stout |
You know, while I operate the brewery I have started to develop relationships with the Korvosan Guard. With your history, maybe you might like to be a guardsman as well some day, of only for a time.
Odric rolls his shoulders, adjusting the fit of his new armor and marveling at the comfort it provides.
I might even continue to climb in the guard if I can. I enjoy this feeling of fighting against evil, and I do love the city…
| Dungeon Master S |
As the party listens in to the two warriors discussing the future, the statue room awaits someone with the bravery to enter.
| DeGrog Coarse-Hair |
Lads, I just have to ask, do ye think we ought to try that lever back there. It might control this overgrown serpent or something. It might also open a pit to the nine hells - I'm just a curious Man-Orc
| Dungeon Master S |
1d20 + 15 ⇒ (12) + 15 = 27
Gaius, you notice at the last second that the room is trapped. Narrow slits in the masonry would likely result in a blizzard of razor sharp weapons filling the room. You don't see how to bypass it, but you might be able to disarm it.
| Sandor Stouthammer |
As Sandor is looking through his pack for something.. Thanks for the healing Gaius. Well lads ya all know I've started my forge. I sure hope is going ok I do love creating with my hands. 'N that level spins the room I do belive. Just as he finds what he is looking for. As he pulls his spyglass out Gaius enters the room ohh blast Gaius he reaches in to pull the rogue back if needed.
Sandor then looks at the trap In my mind there has to be something that disarms it from outside everyone help me look for it
Perception: 1d20 + 6 ⇒ (20) + 6 = 26 +2 for stonework
engineering: 1d20 + 7 ⇒ (13) + 7 = 20 if I can discern the mechanical workings of the trap since they weren't magic.
| Dungeon Master S |
Gaius gets to work, but at a key moment slips up. In a flash whirling blades flash and twist all about the room. REF: 1d20 + 7 ⇒ (5) + 7 = 12, Gaius tries to jump back, but the blades catch him. 8d6 ⇒ (6, 4, 6, 2, 6, 2, 6, 6) = 38. After about a minute of constant whirling, the blades finally return to the walls.
| DeGrog Coarse-Hair |
DeGrog's eyes widen as he gingerly flicks some Gaius gore off his pauldron. He silently wonders what kind of pain-loving adventurers he's fallen in with, and whether he'll survive.
Um, Guy-oose(DeGrog has a hard time pronouncing the name) are you gonna be ok? If you need it, since you and yer crew set me free, you can have one o' me healy-swigs (CLW potion, 1d8+1)
| Morkeleb the Mighty |
Silly question but is that AOE damage and doe Gaius have evasion
failed his Ref save. But his DD check was 2 higher than he thought, so we're waiting to see if that was enough to retroactively prevent the blades!!
| Dungeon Master S |
YES, that is enough to NOT trigger the blades, but the trap is still active.
| Sandor Stouthammer |
Sandor Stouthammer wrote:Silly question but is that AOE damage and doe Gaius have evasionfailed his Ref save. But his DD check was 2 higher than he thought, so we're waiting to see if that was enough to retroactively prevent the blades!!
lol that's what I get for glossing over all the numbers except the huge damage number :P OUCHIES... good thing he found extra bonuses to his roll
ohhh btw dm were we able to find anything in the hallway to disarm the trap? Or did my engineering gain any bonuses to either my spot or Gaius's roll? Or can anyone assist me looking out here?
| Dungeon Master S |
You engineering check didn't help this roll at all.
Gaius manages to disarm the trap on his third attempt. There's a solid CLUNK when he finally gets it. The room seems safe now.
| Dungeon Master S |
Odric, it appears that Gaius was successful. He steps into the room and nothing untowards happens.
| Thorgrym the Tracker |
The ranger and his dog concentrate on acting as rear guard for the party.
Grym's perception 1d20 + 12 ⇒ (11) + 12 = 23
Bucho's scent perception 1d20 + 16 ⇒ (3) + 16 = 19
| Dungeon Master S |
Grym, in the rear you sense nothing, nor does Bucho... at first. The dog soon picks up a smell. He barks and wags his tail, as if it's a good smell and one he's comfortable with.
| Ferox Kerr |
At Busho's happy barking, Ferox shakes off his lethargy, an after-effect from the pain produced from the previous room.
Gaius, is your HP total correct?
Ferox moves into the new room after Odric and Sandor, hoping Bucho's excitement means they are closing on Vencarlo.
He says a quick prayer to Abadar (Guidance) and carefully moves forward to peer down the passage ahead.
Stealth: 1d20 + 15 ⇒ (8) + 15 = 23
Perception w/ Guidance: 1d20 + 15 ⇒ (12) + 15 = 27
| Dungeon Master S |
I will assume that the lull represents the hour necessary to shrug off the effects of the Symbol of Pain.
The room turns into a hallway north. Eight alcoves line this long, narrow hallway. Inside each alcove stands a human-sized upright iron casket, the image of a sobbing woman decorating its lid. The hallway’s floor is smeared bright red, a mosaic of tiny red stones giving the appearance that the hall is awash in blood.
| Dungeon Master S |
It's down the hall whatever it is.
| Dungeon Master S |
Odric sets off a rather rough trap...
As he makes his way down the hall, the maidens on the West emit a shriek of unnatural tone. It immediately assails the ears of the trio:
Odric: FORT: 1d20 + 9 ⇒ (7) + 9 = 16
Grym: FORT: 1d20 + 8 ⇒ (10) + 8 = 18
Sandor: FORT: 1d20 + 13 ⇒ (8) + 13 = 21
All three of them resist the stunningly loud noise, but that's when the walls by the Eastern maidens retract to show a shower of spikes that shoot out. Since the heroes are still in control, it's not as bad as it could be.
ODric: SPIKE ATTACK: 1d20 + 12 ⇒ (1) + 12 = 13 MISS
Grym:SPIKE ATTACK: 1d20 + 12 ⇒ (11) + 12 = 23 HIT
Sandor:SPIKE ATTACK: 1d20 + 12 ⇒ (3) + 12 = 15 MISS
Grym can't take it on the armor and 1d6 ⇒ 3 spikes slam into him for a total of DMG: 3d6 + 15 ⇒ (6, 2, 4) + 15 = 27. After a few seconds, the maidens to the east reset into their original positions.
| Ferox Kerr |
Ferox waits for Gaius to make the hallway safe for passage before proceeding through.