| Thorgrym the Tracker |
The ranger is only half paying attention to the lads having trouble w/ the door since he is trying to keep alert, especially now that the party is making quite a ruckus. He has Bucho occasionally sniffing around to make sure those invisible Mantis dicks aren't sneaking up on us.
Grym softly calls up to the group Can we simply disassemble the pieces of the door? Where are the hinges? Could it be a false door? Have Mork check to see if its magic, maybe it needs something special to open.
| Dungeon Master S |
Morkeleb cogtitates for a bit before saying, "The door appears to be Arcane Locked."
| Morkeleb the Mighty |
...which means that an arcane caster wishes the area not to be disturbed. Which further means, we should disturb it--but with caution.
Unfortunately, I don't have Knock. But I *do* have Dispel Magic...
Dispel Magic: 1d20 + 14 ⇒ (19) + 14 = 33 <--BOOOM
Once the spell is done. Morkeleb holds out his staff across the opening. I find it HIGHLY likely this will also be trapped.
| Dungeon Master S |
Morkeleb's spell undoes the added protection, and Odric sets to throwing the ram upwards until the door breaks (or Gaius tries the subtle approach.)
The top of the Epochal Tower is a massive, unfinished space built by Eodred II to accommodate a new, more grandiose clock for the castle—a project that may likely never see completion now. This huge place is almost completely bare. The walls are partially fitted with wooden scaffolds and the floor is littered with construction materials and tools. It looks more like this was locked to prevent ingress rather than egress.
Where to?
| Odric the Stout |
The team hides up the stairs and around the corner. Odric acts diabolical in Tiefling form to keep a sharp lookout into the open portion of the floor. Gaius does his door thing on the door, checking for traps & locks, and removing both if necessary. If and when it is ok to open, Odric and the group will stack up on the door and 'Spanish Inquisition' whatever is inside.
Perception, Gaius: 1d20 + 18 ⇒ (6) + 18 = 24
Gaius then checks for traps
Perception, Traps: 1d20 + 20 ⇒ (19) + 20 = 39
Odric Intimidate Diabolically Glower: 1d20 + 25 ⇒ (6) + 25 = 31
| Dungeon Master S |
Odric intimidates an empty balcony... This balcony lies atop the castle’s garderobe shaft. A trapdoor in the middle of the floor allows waste to be dropped down the shaft. One of the light catapults of the castle is positioned here.
Ominous: 1d100 ⇒ 56
| Dungeon Master S |
Odric et al. look west into the main room before heading to the balcony. The wooden floor, walls, and ceiling of this large hall present a rich and harmonic scheme of decorations. The twenty-five foot high ceiling is supported by pillars inlaid with ivory and partially hidden by a hanging forest of silk draperies in the colors of autumn. Near the walls, these draperies reach down to the floor in cascades of deep red and yellowish-orange silk. Circular crimson couches sit around the base of the pillars, with matching stuffed stools and low ebony tea tables with stained-glass tops. In the middle of the hall are an empty space that serves as a dance floor and a balustrade opening to the stage hall below.
| Odric the Stout |
Odric opines, "This thing will only be used to attack Korvosans at this point"
The others agree or not? and a decision is made to disable it.
Gaius takes 10 to disable the catapult semi-permanently= 29
edit: added door protocol
Ferox, Grym, Gaius, and Bucho listen
Perception, Ferox: 1d20 + 22 ⇒ (2) + 22 = 24
Perception, Grym: 1d20 + 25 ⇒ (12) + 25 = 37 (Includes Favored)
Perception, Bucho: 1d20 + 11 ⇒ (18) + 11 = 29 Add Favored Enemies
Perception, Gaius: 1d20 + 18 ⇒ (13) + 18 = 31
Gaius then checks for traps
Perception, Traps: 1d20 + 20 ⇒ (18) + 20 = 38
| Dungeon Master S |
With the siege weapon dissassembled, the party clears the door to the west. The walls beyond are covered by dozens of trophies ranging from deer and elk to aurochs and wyvern heads.
| Thorgrym the Tracker |
Grym tries not to show it but is slightly freaked out everytime he turns around and a Tiefling is there. Bucho too is a little confused. The first time he growled and started to pounce. Only when he was almost on top of Tiefling Odric did the dog stop, look somewhat confused and give Odric some serious sniffs. Then looked back to Grym for confirmation on attacking. Then decided he was okay, gave him a few super gross licks and went back to business.
| Odric the Stout |
Odric once again watches and blocks to the west while the party works the first door to the right.
Ferox, Grym, Gaius, and Bucho listen
Perception, Grym: 1d20 + 25 ⇒ (8) + 25 = 33 (Includes Favored)
Perception, Bucho: 1d20 + 11 ⇒ (1) + 11 = 12 Add Favored Enemies
Perception, Gaius: 1d20 + 18 ⇒ (4) + 18 = 22
Gaius then checks for traps
Perception, Traps: 1d20 + 20 ⇒ (17) + 20 = 37
| Dungeon Master S |
This polygonal room is illuminated by three windows set in deep, tall niches. To either side of each niche are two white marble statues on high pedestals. Each of the six three-foot tall statues depicts a woman in the same pose, hands high above her head and clutching an object. The statue on the left of the northwest niche grasps a large key, while the one to the right holds an open book. Proceeding clockwise through the room, the statues near to the northeast niche hold a shield and a star, and the ones near the southeast niche hold a hammer and a crown. In the middle of the room is a round table with six chairs. A small wooden case sits on the table.
| Ferox Kerr |
Hmmmm... key, book, shield, star, hammer, crown... That's obviously significant. Those seem familiar. Morkeleb, do those ring any bells?
| Dungeon Master S |
Common knowledge to anyone in Korvosa (Or Varisia for that matter) is that those are the suits of the Harrow deck.
| Ferox Kerr |
Ferox will Detect Magic. Then, he'll approach the table, and if nothing is amiss, he'll open the case on the table.
| Odric the Stout |
Odric asks quietly, "Morkeleb, do you think summoning Zellara's sister would be useful in this case? Do you think there would be any unintended consequences?"
Pending the wizard's reply, Odric looks around curiously at the statues until he notices there is another room adjacent with no door separating them. He signals to the others to prepare for the worst, and peeks into the room to the west.
| Morkeleb the Mighty |
I would think that an expert in the Harrowing would have a far more educated opinion on this room and its setup than a non-expert. As for unintended consequences...that is an excellent question, to which the only reasonable answer is "maybe."
Morkeleb brings out Zellara's Deck, holds it out...and makes eye contact with each of the group before the summoning, insuring everyone's on board.
| Dungeon Master S |
Odric looks out onto the balcony. This large balcony overlooks the stairs to the gate and the northeast side of the Grand Mastaba. Several large gargoyles crouch on the battlements, looking down the walls like watchful sentinels. A catapult sits near the battlement edge to the northeast.
Ominous: 1d100 ⇒ 21
Morkeleb then calls Zellara out. She smiles, albeit weakly. She even seems more translucent than normal. She looks around and her smile grows a bit, but the edges of her ghostly mouth turn down just a bit. "This is a simple room for playing cards. The trappings are steeped in the Harrow, but not for its fortune telling use, only it's use as a game. Still, I rather like this. Alas my friends, there is little here of interest to your quest."
| Odric the Stout |
Keeping away from the balcony edge, the party makes its way out into the room. Odric uses his small steel mirror to look over the edge without being seen. If it looks like all is quiet, he nods to Gaius to disable the catapult. The fighters each flank the gargoyles, ready for them to spring to life and attack.
Gaius take 10 is 29
| Thorgrym the Tracker |
Yes, obviously we watch the gargolyes ready for them to spring to life.
The party heads into the long hallway that has the southern door that enters into the large room. Grym and Bucho move up and check around the corner fulling clearing the hallway before the party turns its attention to the southern door into the large room.
sorry posting from my phone. I can see the map but cant move on it
| Dungeon Master S |
The gargoyles here are just statues, and the team disassembles the siege weapon easily.
Will wait for someone to update the map.
| Thorgrym the Tracker |
Will wait for someone to update the map.
map updated, I moved everybody's guy. Please readjust as you see fit.
Team Ranger quickly finishes clearing the rest of the hallway. The big dog trots easy, stopping to sniff the air occasionally. Grym follows a few steps behind eyes scanning for anything the dog might miss.
Assuming that is clear, we then check the door that Gaius is standing next to.
| Dungeon Master S |
The party looks down the end of this massive hall. This long hall seems to have once been used as an armory, for several empty weapon racks still stand along its walls in places. However, a huge, fetid heap of rags, marsh grass, and partially eaten bodies fills the far end of the room, and deep scratches mar the walls. A large section of ceiling over the heap has been ripped open.
| Dungeon Master S |
The door to the south gives no clues as to what to expect beyond, but Odric has looked into the room.
Opened up the map for it, but it's unexplored.
| Thorgrym the Tracker |
The party looks down the end of this massive hall. This long hall seems to have once been used as an armory, for several empty weapon racks still stand along its walls in places. However, a huge, fetid heap of rags, marsh grass, and partially eaten bodies fills the far end of the room, and deep scratches mar the walls. A large section of ceiling over the heap has been ripped open.
The lair of the dragon we slew?
Two minutes to search for loot?
| Dungeon Master S |
Unfortunately, there seems to be nothing.
-Posted with Wayfinder
| Odric the Stout |
Grym directs Bucho to guard the door to the west while the party checks the center room - using the door at 12 o'clock.
Ferox, Grym, Gaius, and Bucho listen
Perception, Ferox: 1d20 + 22 ⇒ (14) + 22 = 36
Perception, Grym: 1d20 + 25 ⇒ (4) + 25 = 29 (Includes Favored)
Perception, Bucho: 1d20 + 11 ⇒ (14) + 11 = 25 Add Favored Enemies
Perception, Gaius: 1d20 + 18 ⇒ (6) + 18 = 24
Gaius then checks for traps
Perception, Traps: 1d20 + 20 ⇒ (3) + 20 = 23
| Morkeleb the Mighty |
Morkeleb leaves off his concentration after coming up dry on the Detect Magic, frowning slightly.
I suppose it makes sense that the dragon, being more of a servant and mount than an independent beast, would not have its treasure trove in the same location as its aerie. We should have asked Sabina if the dragon has any treasure, and if so where it's located. Probably in the Queen's personal stores...
| Dungeon Master S |
Not entirely sure where you directed Grym. I don't think the map is updated.
| Thorgrym the Tracker |
Grym directs Bucho to guard the door to the west while the party checks the center room - using the door at 12 o'clock.
Ferox, Grym, Gaius, and Bucho listen
[dice=Perception, Ferox]d20+22
[dice=Perception, Grym]d20+25 (Includes Favored)
[dice=Perception, Bucho]d20+11 Add Favored Enemies
[dice=Perception, Gaius]d20+18
Gaius then checks for traps
[dice=Perception, Traps]d20+20
Adam go ahead and place guys on the map if you have time.
Im a little busy cooking.| Dungeon Master S |
A reminder of this room: The wooden floor, walls, and ceiling of this large hall present a rich and harmonic scheme of decorations. The twenty-five foot high ceiling is supported by pillars inlaid with ivory and partially hidden by a hanging forest of silk draperies in the colors of autumn. Near the walls, these draperies reach down to the floor in cascades of deep red and yellowish-orange silk. Circular crimson couches sit around the base of the pillars, with matching stuffed stools and low ebony tea tables with stained-glass tops. In the middle of the hall are an empty space that serves as a dance floor and a balustrade opening to the stage hall below.
As the party explores and prepares:
DC: 1d20 + 25 ⇒ (19) + 25 = 44
Ferox: 1d20 + 25 ⇒ (7) + 25 = 32 (Traps +2)
Gaius*: 1d20 + 16 ⇒ (20) + 16 = 36
Grym**: 1d20 + 25 ⇒ (2) + 25 = 27 (Includes Favored)
Morkeleb: 1d20 + 0 ⇒ (19) + 0 = 19
Odric: 1d20 + 0 ⇒ (19) + 0 = 19
Sandor: 1d20 + 19 ⇒ (16) + 19 = 35 (+20 to determine if surprised, +21 to notice unusual stonework, not including favored enemy)
| Dungeon Master S |
A pentad of mantis assassins drop from the silks in the ceiling, catching the party unawares. They lead with their sabre-toothed blades! They're already covered in the red mist that makes their outlines indistinct.
Sneak Attack Charge!
v. Odric: 1d20 + 11 + 2 + 2 ⇒ (4) + 11 + 2 + 2 = 19
v. Morkeleb: 1d20 + 11 + 2 + 2 ⇒ (3) + 11 + 2 + 2 = 18
v. Gaius: 1d20 + 11 + 2 + 2 ⇒ (11) + 11 + 2 + 2 = 26
v. Ferox: 1d20 + 11 + 2 + 2 ⇒ (2) + 11 + 2 + 2 = 17
v. Grym: 1d20 + 11 + 2 + 2 ⇒ (1) + 11 + 2 + 2 = 16
Thankfully their attacks are embarrassingly bad.
To make matters worse though, a 6th, invisible, assassin casts Haste on their party.
Baddies: 1d20 + 4 ⇒ (17) + 4 = 21
Ferox: 1d20 + 10 ⇒ (20) + 10 = 30
Gaius: 1d20 + 3 ⇒ (11) + 3 = 14
Grym*: 1d20 + 13 ⇒ (12) + 13 = 25 (Includes Favored)
Morkeleb: 1d20 + 5 ⇒ (2) + 5 = 7
Odric: 1d20 + 4 ⇒ (14) + 4 = 18
Sandor: 1d20 + 8 ⇒ (20) + 8 = 28
| Dungeon Master S |
Round 1:
Ferox: Go
Sandor: Go
Grym: Go
Baddies: TBD
Odric: TBD
Gaius: TBD
Morkeleb: TBD
| Dungeon Master S |
Ouch....
The mantis assassin carves a long line of pain down the Enchaner's back:
DMG: 1d8 + 8 + 3d6 ⇒ (6) + 8 + (1, 2, 2) = 19
Round 1:
Ferox: Go
Sandor: Go
Grym: Go
Baddies: TBD
Odric: TBD
Gaius: TBD
Morkeleb: TBD
| Thorgrym the Tracker |
Round 1 Team Ranger
Though the party is alert, they are perhaps somewhat offguard while starting to search the rich, lavishly decorated room. In a heartbeat there are suddenly Mantis warriors dropping down out of nowhere. Grym is bringing SharkSlayer to parry a sabre cut even as the ranger draws Serenthial.
Even in the heat of battle Grym is able to hear a small cry as the wizard is attacked by another Mantis warrior. Bucho! Guard Morkeleb!
Without hesitation the big dog breaks off and runs just north of Ferox and makes his way to plow into the man attacking one of his pack members. The brindle canine bites hard at the man's thigh. Perhaps he will carry it along as a chew toy after the battle.
Doing as much as he can for Mork at the moment, the ranger now turns his focus on the Mantis warrior. Grym's normally cool demeanor during battle now turns icy cold. These Mantis are among the ranger's favored enemies. Teeth baring in a mean looking grin the ranger's blades blur as attacks a blindly fast high low high sequence.
Bucho attack! 1d20 + 18 + 6 ⇒ (16) + 18 + 6 = 40
power bite 1d8 + 15 + 6 ⇒ (3) + 15 + 6 = 24
Grym main attack 1d20 + 21 + 6 ⇒ (20) + 21 + 6 = 47
Serenthial 1d8 + 15 + 2d6 + 6 ⇒ (1) + 15 + (6, 4) + 6 = 32
offhand 1d20 + 18 + 6 ⇒ (7) + 18 + 6 = 31
SharkSlayer 1d4 + 13 + 6 ⇒ (2) + 13 + 6 = 21
2nd main 1d20 + 16 + 6 ⇒ (7) + 16 + 6 = 29
Serenthial 1d8 + 15 + 2d6 + 6 ⇒ (2) + 15 + (4, 5) + 6 = 32
2nd offhand 1d20 + 13 + 6 ⇒ (7) + 13 + 6 = 26
SharkSlayer 1d4 + 13 + 6 ⇒ (4) + 13 + 6 = 23
Grym's first attack threatening crit!
attack 1d20 + 21 + 6 ⇒ (17) + 21 + 6 = 44
extra crit damage 1d8 + 15 + 6 ⇒ (4) + 15 + 6 = 25
| Dungeon Master S |
For the record Grym, it's easier to assume they're all targets.of Seri Serithiel
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