| Terquem |
Day 2, 64/124 (Current Turn/Turn of the Clock: turn 1 of 6.)
Abandoning the door beyond the trap and taking note of the Altar, the party moves back into the passageway from where they came.
There is a Simple Wooden Door in the South wall, opposite the trapped Simple Wooden Door in the North wall and a Metal Portcullis in the center of the east wall.
| Byron Thunderlaird |
I suggest we go South next. In fact...
Byron looks left, right, and seems to make a decision. He walks determinedly up to the Southern door, and attempts to kick it down.
Strength Check: 1d20 + 3 ⇒ (18) + 3 = 21
| Jim Seeker |
I'm good with that.
-Posted with Wayfinder
| Terquem |
Day 2, 64/124 (Current Turn/Turn of the Clock: turn 1 of 6.)
The simple wooden door is easily forced open by the blow of Byron’s foot, revealing a room, with a door on the opposite wall (to the south). It is a good sized room, 20’ east to west and 30’ north to south.
The room is furnished like a parlor; there is a single small table in the center of the room, and two padded chairs against the east wall.
Roll one more time to determine the contents of the room! Also I will be recruiting a 3rd level Cleric to replace Jerrica
| Berenwyr |
I guess I'm next on the initiative.
Berenwyr gesticulates wildly while chanting strange syllables and conjures a film of grease under the Minotaur, but is careful not to catch Byron in the spell.
DC 15 Reflex Save or Prone
| Terquem |
Day 2, 64/124 (Current Turn/Turn of the Clock: turn 1 of 6.)
Byron – 18
Jerrica – 17
Berenwyr – 12
Minotaur – 10
Victor – 9
Jim – 8
Roberto – 8
Teirist – 5
Surprise round!
Byron charges into the room and stops as he notices the table is directly between him and the monster.
Jerrica seems to be lost in thought, as if something is recalled by her memory
Did I leave the stove on? Jerrica thinks to herself
Byron can hear the Elf Wizard muttering some unintelligible words, and then watches as the Minotaur’s snarl slowly turns into an expression of confusion as its legs begin to slip and slide pout from under it. The Minotaur throws its hands out wide, one hand holding a small double bladed war axe, and then windmills its arms hopelessly as it crashes onto its back on the grease that now covers the floor below it
The Minotaur is prone within the area of effect of a grease Spell, the rest of you may take Surprise Round actions
| Its "A" Dungeon, Minion |
Once again, Its favorite Dungeon Minion appears in a puff of smoke near the west end of the passageway outside of the room with a Minotaur. She has changed out of her “traditional” costume (from the ‘Vecna’s Secret’, summer swimsuit catalogue, page 3) and is wearing a pair of white gym shorts, high, black socks, and a black and white striped shirt. She raises a whistle to her mouth and blows hard
Tweeeeeeeeeet
She then raises both her hands up into the air and yells, “Sub!”
there is an eerie feeling that something like this has happened before…
Jerrica turns and nods toward the minion, and begins jogging off toward the west, she turns, while she jogs, and waves goodbye to everyone still standing in the passageway.
Meanwhile, a strange, white, chalk line appears ahead of her, and a tall handsome human man is standing on the other side of the line. He is holding a small placard with the number “2” painted on it, and he waits for Jerrica to cross the line. Once she has crossed the line, and continues on her way. The handsome man hands the placard to the minion, and jogs toward the party.
Its “A” Dungeon Minion holds her hands out stretched, palms facing the party, and waves her hands back and forth a couple of times before she blows the whistle one more time
tweet
Play on!
| Jim Seeker |
Jim approaches and swings his nunchaku at the minotaur.
Nunchaku: 1d20 + 6 ⇒ (6) + 6 = 12, Damage: 1d6 + 1 ⇒ (1) + 1 = 2
"Ha! Heeya!" Jim yells exaggeratedly as he swings terribly. Though he might still hit prone AC
| Byron Thunderlaird |
Byron circumnavigates the table as carefully as possible, continuing to shout at the downed creature;
"Hah! Cowface, meet my sword!"
Scimitar Swing: 1d20 + 7 ⇒ (9) + 7 = 16
Scimitar Damage: 1d6 + 3 ⇒ (6) + 3 = 9
| Jim Seeker |
My bad. I set an incorrect but persuasive precedent.
-Posted with Wayfinder
| Berenwyr |
Berenwyr draws his sword with a resigned sigh and enters the room in a defensive posture, staying close to the walls in an attempt to stay clear of the creature's long reach.
It smells like manure in here...
Move me to F8 please, fighting defensively +2 AC.
| Harim |
Harim moves into the room F10 and readies himself to cast a Cure Light Wounds if someone next to him is hit by the minotaur
Move Action: Go to F10
Standard Action: Ready Cure Light Wounds (Replacing Shield of Faith) CLW: 1d8 + 2 ⇒ (7) + 2 = 9
| Terquem |
Day 2, 64/124 (Current Turn/Turn of the Clock: turn 1 of 6.)
Byron – 18
Berenwyr – 12
Minotaur – 10
Victor – 9
Jim – 8
Roberto – 8
Teirist – 5
Harim - 2
In the surprise round, Roberto who acted after Berenwyr, was able to charge and attack the prone minotaur, doing 8 points of damage
Round 1
Can I assume that everyone who rolled an attack roll in the surprise round would like to use that roll for their attack against the Prone Minotaur in round 1?
Byron takes advantage of the Minotaur falling prone and rushes across the room to stand in a position flanking the large monster. He attacks and his scimitar slices the Minotaur’s left leg.
I have taken the liberty of moving Byron to square J,8, I hope that is okay?
Berenwyr enters the room, and comments of the odor of the foul monster
The Minotaur is furious and swings out with his weapon while prone, randomly targeting one of the heroes stand nearby
Teiris=1, Roberto=2, Jim=3, Byron=4
Random Blow: 1d4 ⇒ 3
Melee Attack From Prone: 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23
Jim is hit by the large axe and takes
Damage: 3d6 + 6 ⇒ (3, 2, 3) + 6 = 14
When Jim is struck, his weapon falls on the Minotaur, but the blow is light
Teirist laughs to see the Minotaur fall, but his laughter distracts him and he misses with his sword.
Victor announces “So. I’ll just hold this door open then, okay?”
Harim is quick to respond and steps into the room, sees Jim take a nasty wound, and immediately summons healing magic to stem the flow of blood and reduce the effect
Jim you are healed for 9 points of the damage you took!
End of Round 1!
If you’d like to be repositioned, please let me know before taking your round 2 actions. The Minotaur is still prone
(Minotaur – prone, takes 19 points for damage)
| Jim Seeker |
"Thanks, um--hey who's this guy??" Jim says as he takes two more swings at the beast.
Nunchaku: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15, Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Nunchaku: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14, Damage: 1d6 + 1 ⇒ (5) + 1 = 6
| Harim |
Harim! More later!
Harim then stabs the minotaur with his Longspear.
Attack Longspear: 1d20 + 5 + 4 ⇒ (4) + 5 + 4 = 13 Damage: 1d8 + 4 ⇒ (4) + 4 = 8
| Terquem |
Day 2, 64/124 (Current Turn/Turn of the Clock: turn 1 of 6.)
Round 2
Byron is merciless, bringing down his weapon again on the prone Minotaur, Then, one after another the other’s stab, slash, bash, or poke at the beast. It is difficult to tell whose weapons are striking and whose weapons are merely distracting the creature so much that it flails about hopelessly trying to defend itself.
It is over before it has even had a chance to begin and the monster lies dead on the floor.
The Minotaur weilds a Large Battle Axe, and wears two bracelets made from fine tooled leather that are stitched with beads of wood, clay, and metal. Some of the metal beads on the bracelets are gold and silver. The braceltets themselves are unattractive, simple, but if the metal is stripped from them it is worth 50 gp.
End of Combat.
There is a Door in the south wall. It has not been checked for traps or examined to determine what kind of door it is
| Teirist |
Teirest walks over to the other door and casually glances at it.
Search for traps and such: 1d20 + 9 ⇒ (19) + 9 = 28
"Well, simple wooden door, not to hard to break down, if it's locked or stuck, but..." Teirest stops and looks at the door again, "Yeah.. There's something there. So you have a choice. We can disarm whatever that is..or we can just have the big..du..err brave people just break the door down. Either way, I'm going to stand over here."
| Jim Seeker |
"I like your choice of standing spots. Count me in!" Jim says, standing over by Teirist.
| Berenwyr |
One cautious, unharmed wizard going out! Berenwyr backs out of the room and checks the walls, floors and ceiling for holes, grooves, oddly colored stones and other telltale signs of traps.
perception: 1d20 + 11 ⇒ (3) + 11 = 14
| Teirist |
As Roberto starts to head toward the door, Teirest grabs him.
"All joking aside. That door may kill someone. I was just joking about sending one of you after it. In reality, we need to take some time and figure out what this door is protected by."
We actually have no idea if it's trapped or whatever. This is one of those areas where the game sorta becomes us building up the tension, only to find out the door is stuck or something. So once the voice in the sky speaks, we'll figure out what to do.
| Byron Thunderlaird |
Byron prods the minotaur with his scimitar one last time, just to make sure.
"You can never be too sure about cows and other cow-related creatures. Filthy creatures."
As the butcher and others concentrate on the possibly lethal door, Byron examines the walls and floors, attempting to see if there's anything in the stonework that might give him a hint as to the level of lethality of the aforementioned door - damaged pavers? Humanoid shaped scorch marks on the wall?
Perception +3: 1d20 + 3 ⇒ (6) + 3 = 9
| Terquem |
Day 2, 64/124 (Current Turn/Turn of the Clock: turn 1 of 6.)
Apparently we have lost Victor, but I will send a second and final PM to him today
The keen eye of the Butcher and part time mechanic is quick to notice the multiple triggers built into the frame of this door. The trap is most likely concealed in the ceiling, or in a nearby wall, but that it is set off by the opening of the door is obvious. There is a slight risk in disarming the trap, finding the right trigger, the one that would be the “Key” trigger, and disabling it so as to inhibit all the rest.
Teirist can attempt a Disable Device Check, the DC for this trap is only 20
So no one is interested in the Minotaur’s bracelets?
| Teirist |
Teirest moves everyone back, out of the room.
"No need all of us getting involved in this."
As he moves everyone out of the room, he removes his armor and pack and sits both on the floor, pulling his lockpick tools out of the pack first.
Going back inside the room, Tierest looks around at the roof and floor, looking for signs.
Looking for potential odd tiles or marks: 1d20 + 8 ⇒ (3) + 8 = 11
He then settles down at the door, and with a piece of chalk, he marks out the triggers. He then unrolls the lockpick set and studies the triggers and their locations.
After a few calming breaths, Tierest pulls out some picks and a few other tools, then sets to work.
Disable Device: 1d20 + 12 ⇒ (4) + 12 = 16
At the last second one of his picks drops from his mouth and distracts him.
| Jim Seeker |
I'll take the bracelets. Can I wear them?
Jim steps in and offers a helping hand. "You dropped this."
Disable Device (assist): 1d20 + 12 ⇒ (16) + 12 = 28
| Terquem |
Working cautiously on the trap mechanism, Teirist has a brief moment of panic. Jim steps into the room at the worst possible time, but lucky for him, Teirist does not set off the trap.
However, the trap is partially sprung, and in the walls adjacent to the door (to either side) wide panels spring open and banks of deadly tipped spears snap just a few feet out from the wall and stand poised to "skewer" anyone standing in front of the door. The spears are fastened to a jointed contraption charged with powerful springs.
You can attempt to disarm the trap again, because you failed by 4 or less. Jim's assist roll will apply to your next attempt, giving you a +2 modifier to the roll
Jim - The baracelts are too large, even for your biceps, but could be worn around your legs. They have been checked for magic,and are not enchanted, and as described are not terribly valuable save for a few chunks of silver and gold
| Jim Seeker |
Not even I am silly enough for that. I'll just stow them. Or even just the valuable parts.
-Posted with Wayfinder
| Teirist |
Teirest nods at Jim for once again helping him.
Working more carefully and with less picks in his mouth, Teirest attempts to disarm the triggers, once again.
Disable Device Take 2: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28
As his last pick slides under the trigger and with a snip of his pen knife, the trap is disarmed.
Teirest remains kneeling before the door for a few moments, breathing slowly. After his heart rate returns to normal, he stands slowly, packing up his lockpick set.
Turning around to the group he nods and smiles.
"Deadly spears aren't going to go off when we open the door now. At least I am almost positive they won't."
He grins widely when he says the last part. Teirest then returns for his pack and armor, stowing his tool set.
Shrugging into his armor he looks at Roberto. "Well, You were the one ready to bust it down earlier."
| Berenwyr |
Berenwyr looks into the room in time to hear Teirist's last comment, sees the spears and tries to stifle a grin. Looks exciting in here. When he sees Jim comparing the bracelets and his things, the elf chortles rudely. Just take the gold. So, let's see what's on the next side.