| Noiraigue Muveran |
Noiraigue searches the room further. "We might have missed something!"
Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Once the search done, he declares: "Well, we might need to go in a logical search. Let's continue in the buildings in front of here."
| GM DevilDoc |
Noiraigue- 1 dmg
Anastasia- 2 dmg
The team heals up and looks around. This room is definitely a barracks room. You find a number coins spread out across the room. 321 sp and 87 gp
You also find a wand hidden in a slight cutout of a mattress. Looking at it, you can easily see that it is a wand of Color Spray. Handling it about, you guess that it has about 12 charges left.
| Glickly |
I assume detect magic worked even if not the spellcraft, so I am am not sure - was I identifying the wand? Or did something else radiate magic?
Glickly grabs the wand if no one else does, and makes sure someone collects the coins... although he isn't sure what good they will do anyone here.
| Noiraigue Muveran |
Oh, right! Sorry Katria! :)
"Cool cool cool. What about moving out from here and resuming the search? I'd say the buildings on our right!" says Noiraigue, already exiting the building.
I propose we now explore A3 and A4.
Mr. Copperpot
|
Mr. Copperpot trudges behind the others after nodding to his bodyguard.
A3 then A4 works for me, too. Glicky, if color spray is on your spell list, keep the wand (it's one of my two known spells).
| GM DevilDoc |
I assume detect magic worked even if not the spellcraft, so I am am not sure - was I identifying the wand? Or did something else radiate magic?
The wand is something that I decided to give you as a much needed tool figuring that as a level one spell, you would most likely be able to identify it. I added Detect magic to the spoiler because that is technically a requirement and its easier to suggest it in a spoiler to help you along.
The team pockets everything they find and hand over the wand to Mr. Copperpot before heading out of the barracks room and on to the next row of buildings.
This rectangular building is constructed of mud brick walls. The building has a simple door facing east, but unlike all other buildings in the colony, it lacks any windows. A heady smell of dried plants, herbs, and dried meat lingers in the air.
The door lacks a means to bar it from within and it pushes open easily. Inside, the ground has been dug out to a depth of 3 feet so that the floor is lower than the ground outside. A short flight of steps set with flat stones leads into this darkened area, lit only by any ambient light coming through the door. The building lacks interior walls except for a few short partitions, and four stout posts support the roof. The temperature is cool and the smell of rotted vegetables and meat is strong. Strings of garlic hang suspended from ceiling crossbeams alongside chunks of salted meat and bone. Debris and refuse is strewn across the floor between stacks of crates, boxes, and barrels against the walls.
Map updated
| Glickly |
"Wasted food, and spoiled. So this wasn't something that happened yesterday..."
Glickly looks around for any safe foods. While the ship is not far off, it probably isn't stocked with food for everyone for a return trip home. I assume we aren't trying to make this home, now... Gulp.
| Noiraigue Muveran |
"Indeed, my good Glickly! Let's try to find what is still eatable. Anyone has a magic spell to light the room?" asks the man, as he tries to help the grippli on his task.
Perception (provided a light source): 1d20 + 6 ⇒ (14) + 6 = 20
| GM DevilDoc |
I will hold here until a light source is provided for the far reaches of the room.
Mr. Copperpot
|
Also having darkvision, Mr. Copperpot's eyes easily adjust to the darkness.
"What do we have here?" he asks. "Certainly traps, but what else?"
cast detect magic
Is anyone else capable of using the color spray wand? I already have it as a spell known, so if anyone else could use it, it would probably be better for you to take. If not, I'll take it.
| GM DevilDoc |
Copperpot: I don't think thats on anyone elses spell lists. You are probably the one to carry it.
The team peers into the room with their darkvision until Katria murmurs a spell and brings light to the dark room. As the light in the room slowly brightens, you notice a large number of insects scuttling around in the light.. Cockroaches seem to have infested this room! The infestation of bugs pours out of nooks, crannies, and crates to defend their food source!
Katria: 1d20 + 1 ⇒ (6) + 1 = 7
Anastasia: 1d20 + 3 ⇒ (6) + 3 = 9
Glickly: 1d20 + 5 ⇒ (20) + 5 = 25
Mr. Copperpot: 1d20 + 7 ⇒ (19) + 7 = 26
Cockroach: 1d20 + 2 ⇒ (9) + 2 = 11
Bold May Post
Mr. Copperpot
Glickly
Noiraigue
Swarm
Anastasia
Katria
| Glickly |
Are these normal sized cockroaches? If so, Glicky is happy to have found lunch!
Glickly pulls out and alchemists fire and throws it in the most dense patch of bugs.
Throw: 1d20 + 4 ⇒ (15) + 4 = 19
Fire Damage vs swarm: 1d6 + 1d3 ⇒ (5) + (3) = 8
Mr. Copperpot
|
I'll take the wand, then.
"Ewww!" Mr. Copperpot screams as he recoils from the bug infestation. Seeing Glicky pull out a flask of acid, he follows the shaman's lead and pulls out his own.
ranged touch: 1d20 + 2 ⇒ (6) + 2 = 81d6 ⇒ 6
miss direction: 1d8 ⇒ 2 aiming for middle of swarm
| Noiraigue Muveran |
Stepping back, Noiraigue draws his one and only acid flask and sighs before throwing it into the swarm as well.
Hopeful throw: 1d20 + 2 ⇒ (11) + 2 = 13
Acid: 1d6 ⇒ 3
"Desna! Come to help!" he shouts.
| GM DevilDoc |
Glickly slurps up some lunch while tossing in an alchemist fire to gently toast his meal as well!
Copperpot follows Glickly's lead and tosses another vial into the mix, but his heebie jeebies get the better of his throwing arm and the flask lands on the bare packed earth floor off to the side.
Whered it go?: 1d8 ⇒ 7
Noiraigue tosses his flask into the mix, and although it doesn't hit where he aims it, it still lands in the swarm.
The swarm surges forward, engulfing Noiraigue with itching and biting horribleness.
Dmg: 1d6 ⇒ 6
Bold May Post
Mr. Copperpot
Glickly
Noiraigue- 7 dmg
Swarm- 14 dmg
Anastasia- 2 dmg
Katria
| Anastasia Asheton |
Anastasia 'eeps' to herself at the swarm of disgusting insects and her complete lack of weapons to fight it, "Unless you guys have some more liquid fire for these things, we better run out of here."
Perhaps to prove her point, she moves swiftly out of the building.
Not sure where the door is, but if that's not a legal space on the map, please more her 30 to 60 feet out the door to the outside.
| Noiraigue Muveran |
No fort save vs distraction? I'll roll one in case.
Fort save: 1d20 + 4 ⇒ (1) + 4 = 5
Noiraigue retreats to the best of his means. "If y'all firethrowers have more, it's time to do so!"
| Glickly |
Glicky does indeed pull out a second bomb, and tosses it into the swarm.
Ranged Touch: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 1d3 ⇒ (4) + (3) = 7
"That's if for fire..."
If that doesn't disperse the swarm, Glickly will follow the others out.
| GM DevilDoc |
As the team begins to fall back, their options limited by supplies, Mr. Copperpot and Glickly toss in the last of their 'splodies! Luckily, this is just enough to convince the bug infestation that you're the new owners of the food stash as they disperse into the nooks and crannies they crawled from.
Out of Combat!! Very good, yall. That was just enough with the +1/2 dmg.
| Noiraigue Muveran |
Noiraigue sighs in relief.
"Well, we don't have much time on our hands. However, it might prove useful to quickly scan the food to see if any is still eatable, don't you think?" he asks the others.
Having no real skill with this kind of affairs, he tries to see if the state in which the food is.
I have no clue on the die roll to make. Let's try this:
Appraise: 1d20 + 1 ⇒ (10) + 1 = 11
and/or
Survival: 1d20 + 6 ⇒ (17) + 6 = 23
| Anastasia Asheton |
Anastasia returns with reluctance as she attempts to help Noiraigue look around for anything useful. The expression on her face suggests she'd rather be almost anywhere else.
Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Survival: 1d20 ⇒ 14
| GM DevilDoc |
Noiraigue, I am going to take your first roll with your perception modifier to get yall the information you need.
As the team catches their breath, Noiraigue moves about the room looking at the assembled foodstuffs. Packed into crates and barrels, you can see that the majority is sealed with a weird paste around the openings and the wood seems to be in good shape. The bugs were feasting on the remains of just a few rotted bags and a broken cask, leaving the majority safe and edible.
| Noiraigue Muveran |
Oh, right!
Noiraigue, helped by Anastasia, inspects quickly the remaining boxes and declares: "It should hold without troubles. Maybe we could move the damage and rotten stuff out of here, though, in order to avoid further bug invasion."
And he begins to do that, covering his nose with a piece of cloth beforehand.
Let's move to the next house, A4!
Mr. Copperpot
|
The food is probably all poisoned...
Mr. Copperpot sniffs at the food, then follows the others to the next building.
"We're not finding all that many clues...they've just all disappeared!"
| GM DevilDoc |
Ruminating on the lack of clues explaining the colonists disappearance, the group turns to the next building in line. This mud wall building has a door facing east and one shuttered window. Above the door is a plain wooden sign that reads, “Tool House.”
The door opens easily as you turn the handle, and the light from the door falls across another room full of crates, shelves and barrels. Moving inside, you can see that the contents of this building are useful but unremarkable. Hanging on the wall from hooks and nails are an assortment of tools, such as hammers, handsaws, hatchets, machetes, trowels, and the like. Various other implements, such as makeshift ladders, barrels of tar, and shovels are stacked or otherwise arrayed about the room.
Moving on to the next building in line, this one is obviously a smithy. This L-shaped building is constructed of mud bricks on a wooden frame. The western portion is of the structure is enclosed by four walls. This section has a single open window on the south side, with a canvas curtain hung across the opening. The single entrance is a wooden door, standing slightly ajar, on the southern end of the eastern face of the building. A ten-foot extension connects to the building on the east side. This extension has only a northern wall and is otherwise just a roof sheltering the space below, which is open to the outside. Underneath this cover is a forge with an exhaust flue directly above it, a worktable covered in metal scraps, a small tub of black water, and a partially sheltered anvil.
Had to find a repurpose a map for this, so please forgive me if the map doesn't quite match the description. In this case, the description will trump any details on the map. I will expound on the interior details once you post that you are moving in, but the Whole paragraph above describes what you are seeing instead of what is shown on the map.
| PatheticWretch |
Mr. Copperpot nods solemnly at Glickly's observation.
"Indeed," he says, examining the tools for anything useful.
Doubtful there's magic here, but I'll check anyway. I'll try to determine if there's any tool particularly valuable (masterwork, etc.).
appraise: 1d20 + 1 ⇒ (14) + 1 = 15
perception: 1d20 + 6 ⇒ (12) + 6 = 18
| GM DevilDoc |
Before moving on, Copperpot casts a simple cantrip, but no glowing auras of magic meet his perusal. At a quick glance, the tools are well made and cared for, and have seen hard use already in their lives. That said, none of the tools are anything but regular and ordinary implements.
The team moves on, and enters the Smithy complex. The overhang somewhat protects an outdoor worktable covered with a few blacksmithing tools and pieces of metalwork such as weapons, tools, and farming implements abandoned halfway through being forged or repaired.
The quenching tub nearby is filthy with soot, ash, and charcoal residue.
Looking to the building itself, Canvas covering block the windows and flutter in the breeze, and a door to your left creaks in the breeze.
The team files into the building, Inside the smithy building, the space is divided between personal living quarters and an indoor tool storage and work area. A pungent animal smell lingers in the air and a tussled pile of blankets on the wooden cot is soiled. The room is in a state of disarray, with tools such as tin snips, pliers, and files carelessly strewn all over. A few Medium weapons and pieces of armor are strewn among the debris.
Mr. Copperpot
|
Mr. Copperpot picks up a blacksmithing tool but quickly puts it back down.
"Probably trapped..." he says as he looks around in discouragement.
"Would any of those weapons come in handy for anyone?" he says, gesturing to where his bodyguard, Grimnir, is looking around.
survival: 1d20 - 2 ⇒ (4) - 2 = 2
Guessing those medium weapons or armor could be useful for someone as backup weapons (blunt, slashing, piercing, etc.).
| Noiraigue Muveran |
Noiraigue has everything he needs for weapons but scans the place quickly but thoroughly.
Survival1: 1d20 + 6 ⇒ (19) + 6 = 25
Survival2: 1d20 + 6 ⇒ (8) + 6 = 14
He declares: "This forge and worktable have seen recent use... roughly a week ago, I'd say! Maybe they're not so far away!"
| Noiraigue Muveran |
Noiraigue sniffs the air.
"Yup. It reeks of animal. Not a big fan of them. I'm not very good at handling them." he says, shrugging.