| Dungeon Master S |
Nothing stands out to Sandor.
| Thorgrym the Tracker |
Beyond the door is a simple hallway. It leads to a room that makes you feel... uncomfortable, though you're not sure why. The walls of this bedroom are paneled with darkwood planks and decorated with elaborate tapestries and hanging silks. A canopied bed looms to the northeast, while to the southwest stand a desk and a stuffed armchair. Stained-glass windows along the southwest wall depict complex patterns of swirling reds, fiery oranges, and bright yellows.
devil room?
Grym and Ferox give the room a good search
Perception 1d20 + 25 ⇒ (10) + 25 = 35
Perception 1d20 + 26 ⇒ (20) + 26 = 46 natural 20! What does Ferox find?
| Thorgrym the Tracker |
Then on to the door where Gaius is on the map.
Grym listen 1d20 + 25 ⇒ (3) + 25 = 28
Ferox listen 1d20 + 26 ⇒ (14) + 26 = 40
Gaius check for traps 1d20 + 20 ⇒ (5) + 20 = 25
and thru the door we go...
| Dungeon Master S |
The door seems safe. It is decorated with the Arabasti crest. Unfortunately, it won't open to Grym's push. It seems like it's protected the way the door to the roof was.
| Dungeon Master S |
As Grym prepares, Morkeleb looks over the captured spellbook:
5th—apparent master, compelling rant, dominate person, feeblemind
4th—charm monster, crushing despair, dimension door, phantasmal killer, Symbol of Laughter, Terrible Remorse
3rd—dispel magic, displacement, fireball,hold person, Nixie's Lure, Pugwumpi's Grace, suggestion
2nd—acid arrow, cat’s grace, hideous laughter, mirror image, PAssing Fance, Qualm, scorching ray, touch of idiocy
1st—charm person, grease, mage armor, shield, silent image, unseen servant
| Ferox Kerr |
Gaius is confident that he can get past any locked door. Gaius starts working on the door to open it.
Disable Device: 1d20 + 21 ⇒ (5) + 21 = 26
| Dungeon Master S |
Gaius is again foiled by the Arcane Lock.
| Ferox Kerr |
The group moves around to the other entrance to the locked room and tries that door.
Perception, Gaius: 1d20 + 18 ⇒ (9) + 18 = 27
Gaius then checks for traps
Perception, Traps: 1d20 + 20 ⇒ (12) + 20 = 32
| Dungeon Master S |
Gaius finds this one a bit easier, though he doesn't want to admit that he only barely got it.
This cozy foyer is furnished with tapestries, carpets, and a fine mahogany bench. A table near the bench displays three silver platters of cheeses, fruits, and small loaves of fresh bread. A crystal decanter of deep red wine sits next to the platters.
| Morkeleb the Mighty |
on the spellbook: there's stuff in there I'm not familiar with (cool!!), so i'll have to Study This Deeply.
On the arcane lock: If we find it necessary, I can try to dispel the Arcane Lock
On the foyer--HOW fresh? like, not stale yet?
| Dungeon Master S |
Fresh as in they're from today.
| Thorgrym the Tracker |
Grym gives the cheese a sniff. If its good he tosses a hunk to Bucho. Then assuming the dog doesn't have a bad reaction, he has a nibble himself.
Grym and Ferox give the room a quick search to make sure we aren't missing anything. We check behind tapestries and stuff.
Perception 1d20 + 25 ⇒ (6) + 25 = 31
Perception 1d20 + 26 ⇒ (4) + 26 = 30
| Thorgrym the Tracker |
and on to the door Gaius and Grym are standing next to.
Grym and Ferox give a listen and Gaius checks for traps
perception 1d20 + 25 ⇒ (8) + 25 = 33
Percep 1d20 + 26 ⇒ (9) + 26 = 35
traps 1d20 + 20 ⇒ (17) + 20 = 37
| Dungeon Master S |
You don't find anything else of interest, and the door seems safe.
This chamber is dominated by a lavishly decorated marble bath filled with steaming water. A large silver mirror hangs on the southwest wall above a short counter covered with vials of perfume, unguents, and grooming tools. To the northeast, a long but shallow planter box gives a leafy green vine a place to root—the vine grows along the walls of the chamber, and its deep crimson flowers fill the room with a sweet floral scent. A stained-glass window featuring the Arabasti crest is set in the wall to the southwest.
| Ferox Kerr |
Can Grim or Mork identify those flowers? Paranoia makes me wary of spores.
| Sandor Stouthammer |
Morkelb, is there anyway besides invisibility and natural stealth that someone or something can hide from us and surprise attack? I'm not liking this one bit. Feels like a mouse in a maze
| Ferox Kerr |
Ferox moves into the room to check out the bath, keeping a wary eye for anything insidious.
Perception: 1d20 + 25 ⇒ (12) + 25 = 37
| Thorgrym the Tracker |
Ferox moves into the room to check out the bath, keeping a wary eye for anything insidious.
[dice=Perception]1d20+25
Now I'm just picturing the scary Red face guy from the Insidious movie. And we are expecting un diablo here somewhere...
| Dungeon Master S |
Grym assures everyone that the flowers are safe, they're not a local variety, but safe.
| Ferox Kerr |
Let's hit those double doors.
Ferox, Grym, Gaius, and Bucho listen
Perception, Ferox: 1d20 + 25 ⇒ (6) + 25 = 31
Perception, Grym: 1d20 + 25 ⇒ (3) + 25 = 28 (Includes Favored)
Perception, Bucho: 1d20 + 11 ⇒ (2) + 11 = 13 Add Favored Enemies
Perception, Gaius: 1d20 + 18 ⇒ (18) + 18 = 36
Gaius then checks for traps
Perception, Traps: 1d20 + 20 ⇒ (5) + 20 = 25
| Dungeon Master S |
This entrance hall is furnished with several side tables on which stand marble busts of previous seneschals, kings, and queens of Korvosa. To a one, each has been defaced with magic to make it appear hideous and foolish—oversized noses, gaping snaggletoothed grins, and bulging eyes being common insults.
| Thorgrym the Tracker |
This entrance hall is furnished with several side tables on which stand marble busts of previous seneschals, kings, and queens of Korvosa. To a one, each has been defaced with magic to make it appear hideous and foolish—oversized noses, gaping snaggletoothed grins, and bulging eyes being common insults.
I moved the party into the room. Where Grym is standing, is that just a window/peephole? Or does it allow egress? What can he see?
The party gives a closer look around, making sure they miss nothing.
where to comrades?
| Morkeleb the Mighty |
I moved the party into the room. Where Grym is standing, is that just a window/peephole? Or does it allow egress? What can he see?
Looks like a murder hole/arrow slit...
The wizard pauses. Sandor, there could be any number of ways, magical or mundane, someone could be hiding. I don't have the means to do much about it, to be honest...
He pauses again. I'd like to propose that we head down, as quickly as we can, to lay that ghost to rest and enlist its aid. We have a rough idea of the remains' location, we should be able to find them reasonably quickly.
| Thorgrym the Tracker |
He pauses again. I'd like to propose that we head down, as quickly as we can, to lay that ghost to rest and enlist its aid. We have a rough idea of the remains' location, we should be able to find them reasonably quickly.
Lets do it. Lead the way/Call it
| Dungeon Master S |
Indeed is is a peep hole into the hallway to the left, large enough for an archer in your room to use.
| Morkeleb the Mighty |
OK then...with a purpose!! (unless anyone objects)...to the door on the east of our current hall. Pogs moved.
Ferox, Grym, Gaius, and Bucho listen
Perception, Ferox: 1d20 + 25 ⇒ (9) + 25 = 34
Perception, Grym: 1d20 + 25 ⇒ (6) + 25 = 31 (Includes Favored)
Perception, Bucho: 1d20 + 11 ⇒ (20) + 11 = 31 Add Favored Enemies
Perception, Gaius: 1d20 + 18 ⇒ (18) + 18 = 36
Gaius then checks for traps
Perception, Traps: 1d20 + 20 ⇒ (1) + 20 = 21
| Dungeon Master S |
You hear the sounds of boots on the stone floor, but not from the room beyond. You hear them from the unexplored hall to the west, the one with the arrow slit Grym just checked out.
The door is clear, and the hallway beyond is basic. This room is furnished with wooden wardrobes, which contain an assortment of cloaks, hats, and galoshes.
| Dungeon Master S |
The casters scan the room, and find that the only thing magical in here is the word "galoshes."
| Dungeon Master S |
Absolutely. It's all very fragile though. Where are you going to put it? Morkeleb can confirm that the lot of it is worth about 1,200 Gp in total.
| Dungeon Master S |
Yes and yes.
Is there a breakdown of what's in the hole? It's not as big as you think.
| Sandor Stouthammer |
The dwarf watches Odric for a minute or so. He walks over to him and whispers quietly as the lad is trying to wrap some loot. Lad, do ye really wanna be Odric the Greedy Plunderer? Items of those we fought against fine, but mundane items like this?
We've got a few more things ta do, and tha more time we waste tha more time they might be rallying against us. We've got a few more things to do. Like rescue Togomor, the castle seneschal. Maybe find the missing Abadaran, Ishani Dhatri. Convert, capture, or kill the Grey Maidens preferably convert. Prove collusion between Ileosa and devils. Capture or kill Queen Ileosa herself who probably isn't here today.
Whadda ya say ta stop wasting time and moving along?
| Odric the Stout |
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"This stuff is easy to translate directly into powerful artifacts that we may desperately need in order to overcome the challenges you listed."
"The Royal Crest glassware I grabbed? Totally a shameless souvenir - I plan to hang it Upturned over the bar at the Keg & Eagle. But Sandor, Morkeleb just nearly perished facing off against the hired help. We need to arm and protect ourselves against whatever lies in our path."
"If 1,200 sail in bathroom sundries can keep one of us alive long enough to finish this, then yes. I choose plundering an illegitimate monarch of her ill-gotten gains over mourning the loss of one of my brothers."
"And when held up against the possible evil this usurper," Odric hacks and spits, "might levy against the people of Korvosa with the blood thing, it's no argument. In fact, if I could carry every piece of valuable assets out of this gods-forsaken castle, in order to buy one wand of curative magic, or a fancy arrow for Ferox to let fly at the heart of the evil in our path, then yes. I would strip this place to bare stone without a second thought."
| Sandor Stouthammer |
Sandor nods It's one way to look at it, and ya don't need ta remind me. That was the second time I felt the pain of loosing a friend. I don't want to feel that again. But dunna kid ya self that items will be what wins us victory. Be honest with ourselves tactics was as much ta blame for Morkelb's incident. So while buying this trinket or that trinket make victory easier, we need ta be smarter too.
But seeing as you have a point, and I damn well know that I'm in the minority view let me help so we can move along.
| Morkeleb the Mighty |
Assuming above looting took place, moved pogs to next door.
Ferox, Grym, Gaius, and Bucho listen
Perception, Ferox: 1d20 + 25 ⇒ (15) + 25 = 40
Perception, Grym: 1d20 + 25 ⇒ (16) + 25 = 41 (Includes Favored)
Perception, Bucho: 1d20 + 11 ⇒ (11) + 11 = 22 Add Favored Enemies
Perception, Gaius: 1d20 + 18 ⇒ (14) + 18 = 32
Gaius then checks for traps
Perception, Traps: 1d20 + 20 ⇒ (1) + 20 = 21
| Dungeon Master S |
I'd still like to know what is currently stored in the portable hole.
The walls and ceiling of this room are plastered with mortar and decorated with stucco works and frescoes. Portraits of kings and queens hang on the walls as well. All of the works of art have been defaced with magic to be rendered hideous in some way or another—a particularly well-executed portrait of King Eodred II has even been slashed to ribbons.
| Thorgrym the Tracker |
Its a new year, lets get this moving guys!
The party moves into the art/frescoe room. Since the next room has no door but a short hall, Grym stealthily moves up and sends Bucho forward to scout it out and check for bad guys.
Bucho scent perception 1d20 + 12 + 8 + 6 ⇒ (10) + 12 + 8 + 6 = 36
| Dungeon Master S |
Need equipment list for hole first.
-Posted with Wayfinder
| Dungeon Master S |
Moving into the corner of the castle, the ranger and his companion seek anything of import. This storeroom seems primarily used to store chairs—at least two dozen of them, from plain stools to comfortable armchairs—some piled one atop the other and others draped with linen.
Stairs or more of this floor? The stairs go down.