| Alexa Grunwald |
Alexa looks at the chopping block and shudders.
I bet many lost their heads on that horrific block.
She then once again steels herself for the onrush of the aura of death, and uses her powers to determine whether the chopping block might be haunted by the spirits of the dead killed there. After being attacked by the scythe which is the weapon of death, a flying axe would not surprise her.
All, ware the block. After the scythe, a headman's axe here would not surprise me.
Kind of funny this appears, I am also in a Way of the Wicked campaign and our fighter just found the headman's axe used in the prison, which he took and used effectively.
| Alexa Grunwald |
Well, if nobody else wants to open the door.
Alexa walks up an then, with great hesitance, turns the knob and opens the door, jumping back in case something decides to jump out at her.
| Valen Stellori |
Valen has been quiet looking at the ominous building, and follows the others up the stairs and balcony he had mentioned earlier. "Grappling hook," is all he mumbles at Madeline's query in the walking. The constant rain and the futile searching has seemingly dampened his spirits for the moment.
He seems uninterested in the old headsman's block and equally unperturbed by the thought of more ghosts appearing - whether this is from the ignorance of experience or faith that Pharasma will guide him is uncertain.
However, when he sees Alexa make for the door - he follows with great curiosity. He eyes the door as she goes to open it - hoping that he spots anything that might prove a threat to access.
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
TheReplacementGM
|
A large, rectangular block of stone rests on this weather-beaten
stone balcony, while ruined wooden benches line the eastern
wall under a row of tiny, barred windows above. A stout wooden
door sits in the wall near the northern end of the balcony.
Alexa tries the door, but discovers that it is locked.
Valen looks around in the rain, but doesn't notice anything out of sorts - at least as far as the current situation goes.
| Alexa Grunwald |
Madeline sighs, pulling the collar of her coat up higher.
Who was our door un-locker again?
We seem to be missing one of those. We have a Bard(archivist), but no thief/ranger(urban)/bard(archeologist).
| Creel |
"You never know..."
Creel Steps up to the wooden door pauses for a moment (detecting evil, should punch through the wood) and then knocks.
Assuming there is no response he steps back and bows to Mr. Smith.
"In your own time Mr. Smith."
| 'Smith' |
Seeing his Mistress nod Smith unlimbers the great piston maul that's been securely strapped across his back. With a deft motion he activates the arcane-mechanical device which is its 'head. Adjusts his grip...adjusts his stance and,
Att Roll:1d20 + 5 ⇒ (20) + 5 = 25
Confirm:1d20 + 5 ⇒ (16) + 5 = 21
Dam Roll:1d10 + 3 ⇒ (7) + 3 = 10(+4Additional damage when being used to 'sunder' objects)
Additional Dam:1d10 + 3 ⇒ (6) + 3 = 9
'WHAM!'
I do believe that is a confirmed critical! (^_^)
TheReplacementGM
|
And with one solid strike, Smith brings the door crashing down. He all but rips it from its hinges, the loud bang of the door ripped from its frame echoing throughout the hall before you.
Beyond the door lies a single hall, twenty foot long (east to west) and ten foot wide (north to south). A single, strong wooden door occupies the southeast corner of the hall, exiting south. It is currently closed. The hall is dull and damp. The hall is completely dark.
| Alexa Grunwald |
Alexa watches and then carefully proceeds. She attempts to use her ability to detect undead, but uses is in a very limited and narrow sense knowing that this whole structure reeks of undeath and using it to its fullest extent would simply overwhelm her.
| Vaghn der Grafft |
Open Lock, huh? Ugh, my skill points are stretched thin enough as it is...
"That certainly is one way to make an entrance."
Vaghn pulls out his buckler, then murmurs a quick incantation which causes it to start to glow brightly.
| Vaghn der Grafft |
Oh yeah, forgot they folded those in together. Let's just say I call any headbands of intelligence, especially ones with a useful skill so I can still try to be both the knowledge guy and the general skill monkey! :)
| Valen Stellori |
Valen stands amazed at Smith's handiwork (letting out a low whistle) and stares into the space beyond - watching pieces of the door slide into the hall.
His curiosity is more piqued by the sudden excitement that comes from Madeline. For Valen, until now, his experience of the noblewoman had been that she was reserved or stern, with a dry sense of humor at most. To see her have such giddiness was unexpected - such that he gave her a puzzled glance as she wrote in her notebook.
With a shrug, he moves back to looking into the gloom of hall before them. He utters a simple prayer - hoping to strengthen his senses. Cast Detect Magic
| Creel |
"Careful there is something here."
Creel raises a hand to signal the others to be still as he concentrates on the space behind the now open door.
Giving Det.Evil a round or two to try to get more data. Number, power, and nature (active vs. lingering) of auras. That sort of thing.
| Creel |
Quietly "More than one thing in there. Maybe something bigger as well."
Creel gestures for Smith to take the flanking spot if there is room across the surviving door from Creel. The idea being that anything coming through the door will walk between an axe and a hammer.
RGM: Continuing detect evil
To the others, still quiet. "Check this hall, if you don't mind. It seems too empty..."
Note I mean the hall we are currently in. The one just past the smashed door. Call me paranoid but I do not see a reason for a 20x10 hall leading to a balcony to be this empty.
| Alexa Grunwald |
Alexa steps in behind the others and carefully surveys the room for anything out of the ordinary.
Perception: 1d20 + 15 ⇒ (16) + 15 = 31 <-- I assume this room qualifies as dark or shadowy.
| Madeline Peshtussle |
Madeline closes her eyes, thinking hard about something. Her eyes snap open and she glances to the roof, then left and right.
Perception:1d20 + 7 ⇒ (9) + 7 = 16
"Yes, yes...So there might be things like 'Murder holes' in the walls or ceiling?" Madeline suggests.
| Valen Stellori |
Valen follows along behind0 Creel and Smith. Looking around to see if he spots anything. He also examines the other door in the hall.
Shield and mace are slung ready to use.
Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Also - still have Detect Magic going - in case that matters.
TheReplacementGM
|
Your group spends a good five minutes - complete with detect spells - searching the hall and finally determine there is little there. The hall appears to be a choke point of sorts, possibly to serve as additional security. As none of you are wardens or otherwise experts in prison security, however, you're just guessing.
When you inspect the door at the other end of the hall, you discover it matches the one Smith broke down, almost entirely. It is constructed from strong wood, has iron bands, and is locked.
| Madeline Peshtussle |
Pushing her way to the front and inspecting the door.
Perception:1d20 + 7 ⇒ (13) + 7 = 20
Madeline hums and arrs for a few moments.
"Yes, well...barring anything built into this portal, I think smith should be able to deal with it summarily?" She opines, before scuttling back out and giving others room.
| Madeline Peshtussle |
Backing away form the rear of the group Madeline makes 'shooing' motions with her hands,
"I think Smith's entrance has attracted some ♫ ♪ attention♫ ♪ " She begins to fumble about with her new x-bow.
"Me thinks something wicked this way comes..."
| Alexa Grunwald |
Alexa takes a breath as usual and begins to concentrate to determine whether these are not among the living, fully expecting them to be undead.
Use Spirit Sense, trying to narrow it to only the area just beyond the door and about 20-30' beyond.
TheReplacementGM
|
"Kkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkk..........."
"Kkkkkkkkkkkkkkkkk.............."
"Kkkkkkkkkkkkkkkkkkkkkkkkk......................"
A second set joins the first, the infernal chorus continuing.