Alice Weatherseed |
True, but shortbows have 3x crit multipliers!
"Easy to say when you've got the God of Magic at your back," replies Alice. "If I don't get some coin soon, I won't be able to even afford arrows!" As she says this, she continues to examine the dagger, hoping it is worthwhile. She then presents it to Alsterro and the others. "Is this thing magical?" she asks hopefully.
GM Derek W |
Alice can tell the daggers are definitely made of mithral, and therefore very valuable. Alsterro and Milloy try to detect magical auras, but none are present.
Kuth shakes the iron maiden and it bursts open. A pile of bones, obviously belonging to the last victim, tumble out. He kicks he bones around a bit until he hears a metallic clinking. Bending down, Kurth discovers a rusty metal key.
The door to the south is locked, but the key looks as though it might fit...
All Aboard! Plot Railway #603 is ready for departure on platform #1!
Kurth "the Fist" Chandler |
"Seems like a perfectly reasonable place to keep a key. Wonder if old Bony swallowed it and that's why they shoved him in the midden," Kurth says with a shrug. "Might as well give this a turn."
GM Derek W |
The door proves safe, and Alice steps through followed by Kurth. The party sees a wall 10' ahead, with door to the east and west, and other hallways running further south on both sides.
Map is up at the top of the campign thread. Just let me know which way you're going and what you're doing.
Milloy Hearthstone |
Anyone have a coin? Milloy says to himself, referencing the choice they have to make.
The wizard will enter the room and take a look around, seeing if anything might help decide on a direction to choose. Perception?: 1d20 + 3 ⇒ (5) + 3 = 8
I usually like going right, but I'll go whichever.
Kurth "the Fist" Chandler |
"I don't reckon these doors will open themselves. Course, if they do, we got bigger problems," Kurth says. "Alice, keep a sharp eye out while I try this one."
Kurth moves to the door closest to Alica (to the right/east) and listens briefly. He'll give Alice time to check the door if possible. If he hears nothing and spots nothing he'll ease it open and look inside.
Perception: 1d20 + 2 ⇒ (14) + 2 = 16
Alice Weatherseed |
Sorry, Thanksgiving interruption.
Alice goes with Kurth, peering down the hallway as he checks the door. Perception: 1d20 + 5 ⇒ (12) + 5 = 17
-Posted with Wayfinder
GM Derek W |
Kurth and Alice inspect the door, finding it just slightly ajar. It is free of traps and other dangers. Kurth pushes it open easily. The door includes a peephole at eye level, covered with a piece of sliding metal, and a smaller slot for food and water at floor level. The room was clearly a cell of some sort. It has obviously been abandoned for some time, and contains nothing of value.
Do you want to continue this direction? I'll have you open doors until something important comes along. You can roll Perception once, and I'll save it until it's needed.
GM Derek W |
Reminder: There's a link to the map at the very top of the thread.
With Alice and Kurth leading the way, the party explores several more rooms along the eastern passage. All are quite similar to the first room: empty cells with little in them except moldy bedding and rats' nests.
As the hall extedns south, another passage opens up leading due east. After exploring the cell south of this passge, the group returns to the eastern passageway. This passage edns after about 30' in front of the doors to two very small cells. A third cell is to the north. All of them are empty.
Let's get Perception checks from everyone at this point, please.
GM Derek W |
OK, when I've got time I'll add the rolls. Sometimes I need to keep my posts short when I'm at work, and then I'll call for rolls.
Alice's keen senses allow her to spot a hidden door just south of the party's current position. After looking just a moment longer, she spies the footplate that should open the door. She is able to tell that the door is not trapped.
Kurth "the Fist" Chandler |
"S'pose we should take a look. I'll go in first, but have a couple of them arrows knocked, Alice the Impaler. Just don't get flighty and shoot me in the arse." Kurth will use the footplate to open the door, then ease through with his morningstar lighting the way.
Perception: 1d20 + 2 ⇒ (19) + 2 = 21
GM Derek W |
The door opens to reveal another corridor, much like the one the group is in. It leads to more rooms with cell doors. The team checks each room until they find one door that is still shut.
If anyone wants to check it out, let me know. I will be able to do a longer post with what you find later today.
Alsterro |
Hey, all. Sorry I disappeared for a bit. Thanksgiving made my work schedule rather crazed.
Alsterro will scan the area for magic, and will move to check out the closed door unless somebody stops him.
Perception: 1d20 + 3 ⇒ (4) + 3 = 7
GM Derek W |
As Alsterro approaches the door, a pale face appears at the door’s window, and filthy hands grip the bars. The desperate face immediately calls out to the him.
"Oh, gods, kind faces! Aroden bless you, noble souls! I ain’t seen the jailers in ages, I think they forgot about us! We ain’t eaten in days and the water’s all but gone — my cousins’re both sick. I swear we’d give back the boar if we could, but we ate it, starvin’ as we was. We didn’t even know it was the baron’s lands, didn’t know we was poachin’! I beg you, we’re all gonna die in here! Kindness, noble souls, we’ve suffered awful! Good Baron Sarvo wills it!"
Jalthan Arvandru |
The high-pitched singing voice can be heard again:
Hail, men of misfortune! I understand you have been put there to rot for a reason that isn't a proper one. We will free you, but before that I trust you can tell us about what is going on here. We have heard of a wizard, and kobolds. Would you happen to know anything about it?
Sense Motive: 1d20 - 1 ⇒ (1) - 1 = 0 to know if they can be trusted.
Diplomacy: 1d20 + 7 ⇒ (10) + 7 = 17
Kurth "the Fist" Chandler |
"The lady didn't mention they were still using this dungeon, did she? Better let these fellas loose," Kurth says. If no one objects, he'll try to open the door and free the men, slinging his shield over his back but keeping his morningstar in hand.
Jalthan Arvandru |
Jalthan will help Kurth in his task as he's probably unable to tell if they're being honest or not. In doubt, he'll release them as token of good faith, hoping they will answer his questions the moment they are freed.
Alice Weatherseed |
"Wait! Aroden is dead! Nobody worships him any more. Who are you people? How long have you really been in there?"
Sorry if I misunderstand the lore, but that just seemed out of place to me.
-Posted with Wayfinder
GM Derek W |
Nice catch Alice!
Alice Perception: 1d20 + 5 ⇒ (1) + 5 = 6
Alsterro Perception: 1d20 + 3 ⇒ (4) + 3 = 7
Jalthan Perception: 1d20 + 3 ⇒ (15) + 3 = 18
Milloy Perception: 1d20 + 3 ⇒ (18) + 3 = 21
Kurth Perception: 1d20 + 2 ⇒ (13) + 2 = 15
Jalthan Know. History: 1d20 + 7 ⇒ (2) + 7 = 9
The prisoner listens to the group, eyes wide, but does not respond directly. Instead he simply says:
"Water! Food! Good Baron Sarvo wills it!"
Alsterro |
Alsterro will move to stop Jalthan and Kurth from opening the door. "Use what wits you have, simpleton. The lady didn't say they were still using this dungeon because they aren't. Have you noticed the state of the place?" Alsterro reaches for one of the hands on the bars. "Hold a moment. We need to know if we can get you out of here. What crime are you in for?"
Detect Magic, and using Lore Keeper. Knowledge(whatever) to learn abilities and weaknesses = 19.
Touch Attack: 1d20 + 1 ⇒ (12) + 1 = 13
Milloy Hearthstone |
Milloy notices that the prisoner's flesh is faintly transparent. Hmm, everyone back away from the cell, quickly now. If everyone does so he'll then say, Look at him closer. Notice the look of his flesh? Has any of you encountered such a thing before? Milloy will then ask the prisoner bluntly, So, what are you really? You are surely not what you want us to believe.
Kurth "the Fist" Chandler |
"Cayden's dripping pant leg, they ain't ghosts, are they?" Kurth says, taking a step back. "I've got some dried bread and jerky leftover from the caravan - maybe if I give 'em a bite they'll leave, and not try biting us?"
Kurth looks to the others as he starts rummaging in his pack for food.
Jalthan Arvandru |
Jalthan blemishes at the suggestion about the nature of the cell's hosts, but quickly regains his composure.
Ghosts... are you sure? Well... I've alway wanted to meet ghosts! How are you doing in there? Would you agree to let me write a song about your terrible fate? I'm currently lacking inspiration, you see.
GM Derek W |
Yes, sorry Alsterro, but your attack fails.
The man in the cell listens quietly again, but repeats his earlier message. He's either unwilling or unable to respond to you directly.
Jalthan Arvandru |
Knowledge (Religion): 1d20 + 3 ⇒ (15) + 3 = 18
I must admit my curiosity is piqued! However... she should heed our duty and follow the Baroness's will for now. We'll always be able to come back and study them later, they won't get any older after all!
GM Derek W |
The figure catches the piece of jerky that Kurth tosses, thanks him, then moves back further into the room, our of sight.
Alsterro |
Alsterro moves back to the door, looking through the bars to see what the figure does with the meat, and to examine the room beyond.
Perception: 1d20 + 3 ⇒ (15) + 3 = 18
Detect Magic spam.
GM Derek W |
Alsterro can't detect any magical auras, but as he directs some light into the chambe, he sees an empty room. Empty that is, except for a single piece of jerky on the floor.
Alsterro |
Alsterro sniffs. "And everybody knows that ghosts can't touch physical things, they go through them," he mocks. "That meat shouldn't have moved if he were a ghost. There's something else at work here."