| Victor Hancock |
Victor grins and shrugs, "Oh, it was nothing, plus, you guys certainly helped. Thanks for the push Berry, it was just what I needed" He claps a large hand on Berenwyr's back before sloshing his feet in the pool a little, looking down at it.
"You know, I am not sure at all what it is, but it didn't boil me alive or poison me; so its all good in my book"
| Berenwyr |
Berenwyr brushes an errant bit of bone dust off his shoulder and staggers a bit under Victor's congratulatory mauling. Oh certainly! Any time! I definitely was helping, and not trying to push you into its jaws!
He dusts off his hands and invokes his arcane sight once more. Did anyone else notice the pool bubbling when Jerrica's holy energy touched it? I certainly bubbled a bit, but as a rule, bodies of water do not react to positive energy in that fashion.
Berenwyr casts detect magic and studies the pool.
kn(arcana): 1d20 + 9 ⇒ (20) + 9 = 29
spellcraft: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
| Terquem |
| Berenwyr |
Ha! I think the pool absorbed some of Jerrica's healing energy! Teirist, take a drink! I think it might heal your wounds a bit! Fascinating! I wonder if the water would carry the healing charge long enough to make a potion of some sort...
Berenwyr empties out his waterskin and fills it with water from the pool, mumbling to himself about liquid matrices and energy bending vertices and vortexes.
| Jerrica DeLamis |
Jerrica nods cluelessly as Berenwyr and the mysterious voice discuss the workings of the pool. She understands "healing water" just fine and scoops up a handful, putting the water to her lips. She then fills her waterskin with the water from the pool.
| Teirist |
Teirest looks at Jerrica, then looks at Berenwyr, then at the pool. Then starts the cycle all over again.
He then shrugs and takes a drink of the water. After that, he empties his waterskin and fills it with water too.
"In for a copper, in for a pound my uncle always said."
| Terquem |
Turn 39 (3 of 6)
a drink from the pool heals 3d4 hit points of damage. You do not know how long the magic will last, but even if the magic fades, the water is still drinkable
You take a couple of minutes to fill water skins, stretch, and then decide it’s time to find out about those doors.
But wait, it has been three turns, isn’t it time to check for the possibility of a WME? WME?: 1d6 ⇒ 5
While you think about what to do next, it is quiet, and nothing wanders by to harass you.
We are headed back to the Discussion thread for three d20 rolls for each door, one for door type, one to determine if it is locked and one to determine if it is trapped
| Victor Hancock |
Victor bends down and takes a handful of water. "Well if you guys say it is good" He takes a drink of the water and smiles, feeling a bit refreshed.
Water healing: 3d4 ⇒ (2, 3, 3) = 8
He then takes his waterskin and similar to the others he empties it and fills it with the healing water. "Well no doubt this will come in handy. May even give you a bit of a break" he said with a smile towards Jerrica.
| Terquem |
The door on the left is a stone door, it does not appear to have any sort of lock built into it (it doesn’t appear to be trapped, you can make Intuition or Perception rolls to try and figure out if there is a trap on the door).
Remember that any door (other than a secret door) that is not locked is stuck. A Stone Door, from the PRD, requires a Strength Check of 28 to force open!
The Door on the right
It would appear that this door is identical, in almost every way, to the door on the left.
Both doors have no sign of any hinges, nor any device that you would pull, indicating, to the casual observer, that they push away from this room to open.
| Berenwyr |
Let's check them for traps before we go monkeying about.
Berenwyr examines both doors.
perception (left): 1d20 + 11 ⇒ (1) + 11 = 12
perception (right): 1d20 + 11 ⇒ (17) + 11 = 28
After he finishes, his raven familiar flies out and examines the doors as well.
familiar intuition (right): 1d20 + 8 ⇒ (2) + 8 = 10
familiar intuition (left): 1d20 + 8 ⇒ (20) + 8 = 28
The raven flies back to his shoulder and softly speaks into his ear.
| Berenwyr |
Just so I'm clear, on opening the doors, if we all work together and aid Victor (each granting a +2 to his check, for a total of +6), and we all take 20 on the check, eventually we can force a stuck stone door open, right? It just takes time.
| Terquem |
yes time, and I will roll a d6 to randomly determine if there is a chance you do it quickly and may have surprised anything that might be on the opposite side
| Berenwyr |
Well, I don't see any traps, so I'll stand watch. Which door shall we open, oh fearless Leader?
Berenwyr directs his question to Jerrica, happy as usual to abdicate responsibility.
Berenwyr sweeps both doors with his magical sight as well, just to be sure there are no traps of the arcane or divine variety.
| Jerrica DeLamis |
Healin': 3d4 ⇒ (1, 2, 1) = 4
"Ummm, go right," Jerrica says, uncomfortable with being the leader. "How about we promote Victor to leader? He's always in front. Congratulations, Victor, you are the leader now."
| Victor Hancock |
"Leader? Me?" He shrugs, "I guess we could do worse" He approaches the Eastern door and looks it over. "Well she's a bit of a beast, but I think we can move her. Anyone have a crowbar or something I could use to help pry it open?" He says, putting his spear back on his back so he can free his hands to push the door open.
| Victor Hancock |
Sorry, I thought he said it out of character, I forgot.
Victor holds out a hand to Teirist, "Alright, hand me the bar and we will get this done. You guys may need to give me a hand though" he turned towards Jerrica, "Not you of course, this is man's work" he said with a grin.
| Teirist |
Teirest starts rummaging through his pack, finally finding his crowbar. He glances at the blood on one end and washes it off in the pool.
As he hands the crowbar to Victor, he hears him say man's work. Tierest cringes.
"Well, that was a good way to make your leader term to be short. And I don't mean we'll vote you out. Jerrica, what he just said isn't how this elf feels. Just saying"
| Berenwyr |
Oh, were you expecting me to help in this chauvinistic endeavor? Very well, although personally I believe Jerrica to be better suited to the task at hand. Singe, watch the hallway.
Berenwyr assists in opening the door while his raven familiar keeps watch over the hallway.
| Victor Hancock |
Victor chuckles, putting up his hands in defense towards Jerrica, "Its just a joke, please don't hurt me" He then reaches out and takes the crowbar from Teirist. Slowly working it into the edge of the door he starts to try and pry it open.
Strength Check take 20:: 20 + 3 = 23
| Terquem |
He's obviously not using the crowbar correctly, Jerrica might have to explain it to him...
Working together the three of you push the door open,but how long does it take?
I'll roll a d6, and that will be the number of "rounds" it takes, so if I roll a 1, you have a chance to surprise any monster that might be on the other side. Also, we need someone to go to the discussion thread and roll a d20, to determine what is on the other side of the door.
Push that Door!: 1d6 ⇒ 5
| Teirist |
Teirest also searches the rawr-idile for any loots.
Teirest then assists the human formally known as Victor.
"It wasn't you hurting us that I was most afraid of, so much as the things you wouldn't do for us. Also, Victor, I think you are putting it in the wrong side."
aid that Victor guy: 1d20 + 2 ⇒ (16) + 2 = 18
| Victor Hancock |
Victor looks to Teirist. "Oh yeah? Ummm... my bad. Its kinda hard to tell which way this thing opens. Its been a while since it has after a while" He moves the crowbar and continues trying to pry the door open, slowly making progress against the years it has been stuck in place.
| Teirist |
I am hoping the healy water works through the rest of this dungeon except for Berenwyr. If you run off the lady, I'll be so mad at you!'
Teirest grabs his crowbar back from Victor and stuffs it back in his pack.
Perception: 1d20 + 8 ⇒ (10) + 8 = 18
| Terquem |
Pushing open the heavy stone door, the first thing Victor notices is that the air coming from the space beyond this door is noticeably cooler.
On the other side of the door is a 10’ x 10’ space that is the most unusual area you have encountered so far. The ceiling here is lower, being only about 8’ high, and the whole room is filled with carcasses suspended from the ceiling. The carcasses are mostly recognizable as those of cows, sheep and pigs, but among them, to your horror are occasionally carcasses of humanoid creatures of various sizes.
It would be impossible to move through this room quickly, and it would be very easy for a monster to hide in this room. You only have a vague sense of the size of the room by being able to see parts of the walls through the hanging cadavers.
all four squares in this room are considered difficult terrain, and anyone standing in this room has partial cover to any attacks directed at them, and benefits from partial concealment as well…I think there are monsters in this room
Stealthyness: 1d20 + 14 ⇒ (3) + 14 = 17
| Jerrica DeLamis |
"It's hard to surpass you in rudeness, Berenwyr. In that, you are a paragon," Jerrica says, off-handedly. "But I'll make sure you don't die if that's what you're really afraid of."
Jerrica peers into the strange room. "So, if the butcher claim is true, Teirist, then you should feel at home here."
Intuition: 1d20 + 8 ⇒ (17) + 8 = 25
| Victor Hancock |
Victor grimaces as he sees the carcass room. "Well isn't this quaint. Not really the place for a vacation home, that's for sure" Victor reaches back and grabs his spear before poking it at some of the nearest carcasses, making sure they don't spring to life. He looks at the others, "Well is it worth digging around in here? I mean.... ewww..."
Intution: 1d20 + 3 ⇒ (19) + 3 = 22
| Teirist |
"Hey, there are two Grindylow in the very back. We can let them come to us, but they think they are being sneaky. It's not terribly easy to get all the way to the back, but I might like to sneak in there and carve some Grindylow meat.
| Teirist |
"I think we should bring them out, if possible, since it's crowdy in there. Perhaps you should yell for them to come out Jerrica? then move away from the door. I'll stand over here by the entrance and as one of them comes out, I'll catch them unawares. What say you?"
Stealthyness: 1d20 + 6 ⇒ (16) + 6 = 22
| Berenwyr |
Berenwyr gets out of the way. Close quarter fighting is not my forte. Tiery, Vicki, Jerry, have at it.
Move to I21
The elf does pluck a scroll from the case at his belt though, muttering Just in case...