Rormar the Red |
Ay sorry, here I am
Don't worry Toorg, I've done plenty of hunting in my days, this should be easy
Let's see here, twist this lever...murmer murmer murmer move the hinge.....
Disable device: 1d20 + 8 ⇒ (12) + 8 = 20
And that should do it! Rormar says as he stands up to admire his work.
Malthu the Redeemed |
"You're a coward, Daktani!" roars Malthu, but without the sight of an immediate threat, the adrenaline seems to fade from his system Dropping out of rage--fatigued.
Instead, he goes over to the troll corpse and pummels it again for good measure.
If we drop out of initiative, Malthu will light a torch and start burning the troll up.
Rurik Rumnahelm |
"Good idea, Malthu. Wouldn't want to fight it a second time."
Rurik then walks over to the chest and gives it a tap with his hammer. Making sure it isn't trapped in some way. He opens it if it isn't.
Fennrick Sagebottom |
It seems we may be dropping from combat. Romar, did you want to do anything before that happens?
Fenn cautiously returns to the others, making sure to not be attacked from behind. He is concerned the troll may still be alive and fighting his new friends.
Rurik Rumnahelm |
Woops forgot to roll for perception to check for the chest being trapped
Perception: 1d20 + 3 ⇒ (7) + 3 = 10
MONEYMONEY |
In the chest you find stuff including 1 ounce of sovereign glue, 2 doses of universal solvent, 50 feet of silk rope, a disguise kit (with 6 uses remaining), a set of thieves’ tools, a noble’s outfit , a signet ring worth, and coins totaling 237 gp, 155 sp, and 55 cp. Apprise for ring and noble outfit worth. The book shelf only holds a slightly burnt holy text of Iomedae.
Roosevelt Foster |
"Huh. Good thing there are 2 doses of solvent...I've been stuck to stuff before with that glue, and let me tell you. It isn't fun, especially when you're dangling out of a window by your...never mind."
Roosevelt shoves the glue and solvent into his bag and then detects magic on the rest.
Appraise 1: 1d20 + 1 ⇒ (13) + 1 = 14
Appraise 2: 1d20 + 1 ⇒ (19) + 1 = 20
Fennrick Sagebottom |
We are here so let's check out the doors in the troll room.
After considering the loot for a moment, Fenn pockets the thieves tool and disguise kit.
Then he moves to the door next to the ladder and examines it for traps and securedness. "No door knob left unturned I always say."
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Rormar the Red |
"Thanks for grabbing all that, Malthu. And I dare say that outfit would look pretty nice on you. And I hope you don't mean that literally, Fenn, I do appreciate my privacy at night. Nonetheless, I agree with the sentiment."
Rormar sees Malthu and Fennrick looking intently at the door, so he checks it out as well, though only to see if the door is interesting looking at all.
perception: 1d20 + 8 ⇒ (4) + 8 = 12
Also, sorry for the absence. Also, yeah, I'm definitely fine with dropping combat. Was going to set myself up to chase him if we could, but we were too far away at that point anyway, I think.
DM ERK |
I'm going to assume you guys wanted the door i labeled 4.
The walls of this chamber are pocked with skull-sized cubbyholes, each containing a single brass or clay urn—some long since shattered or dented, others still intact. A lightly colored stone statue depicting a burning chariot wheel occupies the northwest corner of the room. Two iron doors on the eastern wall allow egress from the room.
ror percept: 1d20 + 11 ⇒ (14) + 11 = 25
rurik percept: 1d20 + 5 ⇒ (13) + 5 = 18
As you enter the room roll a perception check.
Roosevelt Foster |
Roo Perception: 1d20 + 1 ⇒ (5) + 1 = 6
Toorg Perception: 1d20 + 1 ⇒ (18) + 1 = 19
Roosevelt sees nothing as he enters. Toorg apparently sees all of the cosmos unfolding in front of his eyes.
Fennrick Sagebottom |
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Fenn moves into the room and takes the room in quickly, his eyes darting from crevasse to shadow alike.
Fenn will be just left of the inside of the door looking further into the room. As Malthu moves forward, so does Fennrick.
Fennrick Sagebottom |
"Hold up. What are those things?" Fenn points out the objects to Malthu and tries to think if he's read about or felt with anything like this in the past.
He will try to identify these objects. Not sure which knowledge skill it would apply for?
Rormar the Red |
Hearing Fenn's warning, Rormar peeks around the threshold of the door to look at the objects.
"I really don't like the look of this. This door has a knob that is now not-unturned, I say we head on to the next."
DM ERK |
The objects are just common stone and metal objects you would find in a croft/reliquary. There is nothing magical about them or in this room.
Rormar as you enter the room and look around you pick up on something weird about the wall behind the statue. It maybe a doorway as well, a secret one.
DM ERK |
Apologies, thought i would have more time over the holiday to post.
But no the floating objects are not magical. As Malthu throws in the wooden torch a slight splunk is heard and then the torch begins to breakdown. The metal crowbar also produces a splunk but is unharmed. Suddenly the objects move towards you Malthu. You all now notice the jelly like creature surrounding the objects you saw floating.
initRormar: 1d20 + 2 ⇒ (12) + 2 = 14
initRurik: 1d20 + 1 ⇒ (5) + 1 = 6
initMalthu: 1d20 + 2 ⇒ (9) + 2 = 11
initFenn: 1d20 + 3 ⇒ (13) + 3 = 16
init Cube: 1d20 - 5 ⇒ (18) - 5 = 13
initRoosevelt: 1d20 + 2 ⇒ (4) + 2 = 6
Turn order
Fenn
Rormar
Cube
Malthu
Roo
Rurik
Fennrick Sagebottom |
oh shit. Close the door close the door!!!!!
Kn:dungeoneering: 1d20 + 6 ⇒ (5) + 6 = 11
Not knowing or quite understanding this strange "creature"? in front of him, he steps back into the doorway and beckons anyone else in the room to hurry out so that he can shut the door.
Roosevelt Foster |
"Wait! it looks like there's a secret door in the back there though!"
"Mate, you are more than welcome to try it. I'm gonna go the other way though."
DM ERK |
The cube moves up to Rurik and seems to morph shape to stretch itself upward and slam into the dwarf
hit: 1d20 + 2 ⇒ (19) + 2 = 21
damage: 2d6 ⇒ (3, 5) = 8 3 bludgeoning and 5 acid
Rurik Fort Save: 1d20 + 6 ⇒ (6) + 6 = 12
Rurik fails the fort save and is paralyzed for paralysis time: 3d6 ⇒ (1, 1, 2) = 4 rounds
Malthu the Redeemed |
It is VERY dangerous!
"Cowards!" cries Malthu to his fleeing companions. "The thing's got Rurik. Get up here and fight it!" Enraged, Malthu grabs his earthbreaker and smacks the creature as hard as he can.
Earthbreaker, Rage: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15; Damage: 2d6 + 9 + 3 ⇒ (6, 3) + 9 + 3 = 21
4 of 8 rounds of Rage used.
Roosevelt Foster |
"...Huh. Guess it's not that scary after all. Toorg, go get him!"
Roosevelt lays his hand on Toorg's side and casts Mage Armor on him. +4 AC to Toorg, and I believe I am out of spells now.
Toorg, bolstered by Malthu's courage, lumbers in and swings at the ooze.
Power Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 + 5 ⇒ (3) + 5 = 8
DM ERK |
Toorg smasg another chunch off of the cube, but you all her a slight sizzling as the tree takes acid damage: 1d6 ⇒ 6. 6 acid damage from touching the cube.
Toorg Fort Save: 1d20 + 4 ⇒ (16) + 4 = 20 and saves from the paralysis.
Rurik is paralyzed so he can only take mental actions. So Fenn what do you do?