Fletch Two-Fang |
Right-O, Boss-Man. I begin to thoroughly check the room and the door for traps or anything else interesting. Primarily traps.
I will indeed take a 20 on this Perception check of the room giving me a 27 total after I think 2 minutes time.
Fletch Two-Fang |
One of the bonuses for my Change Shape werebat-kin is a +4 to Perception. If it is nighttime, add two more on top of that, but I did not assume it was (wasn't really sure).
The Perception bonus is my default, go-to bonus of choice when using Change Shape.
Perception: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22 Add +2 if it's night; another +2 is someone successfully aids me.
Wade Willhelm v2 |
my perception is a +10, so even on a 1 I successfully aid, thing is I don't have trap finding, so I can't find magical traps on my own
Declan |
Declan took in the room with its meager light, and wondered about the writing on the wall. If they were straightforward lessons, then those words were just words to follow. Since it mentioned deception, she was wondering just what about this room was untrue. Curiously, she looked around, the lighting in the room providing more than enough light for her to see.
______________________
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Fletch Two-Fang |
It's really up to DM interpretation. It appears to be the equivalent of other races racial skill bonuses like an Elf's Keen Senses (+2 Perception) or a Dwarf's Stonecunning (+2 Perception vs. stonework). The racial ability is called Animal-Minded and gives a different bonus based on type of were-creature you are. Mine gives me a +2 to Fly and to Perception checks at night.
If it's active any time it's dark, perhaps it's just keen hearing reminiscent of a bat's echolocation ability. Or perhaps it's part of my lycanthropic heritage and they normally transform at night. Why a bat's echolocation cares if it's nighttime is beyond me but I also don't know why my Perception bonus would be based on nighttime instead of based on say, the phases of the moon.
I will leave the decision up to you and whatever causes you the least amount of headaches.
Guys, we've got a pit trap here. If you can lend me some of that Magic Mojo, Wade I think I can disarm it.
Take 20 on Disable Device? If so then I have a 31 with Wade's help.
If not... Disable Diabolical Deathtrap Device: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13 Added a +1 from Wade's Guidance
DM Repentance |
I'll leave it as at night seeing as it's probably tuned to the were part of you. Transformation at night and all, ech too much complicate.
As Vlad tinkers with the trap he accidentally puts too much weight on it. The floor drops out from under him.
DC20 reflex or 1d4 spikes do 1d4 damage each
Spikes Landed On: 1d4 ⇒ 3
3 spikes damage: 3d4 ⇒ (1, 3, 3) = 7
Fletch Two-Fang |
Wade, stop pokin- AHHHH!
Vlad the Impaled(Reflex): 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18 The +1 is from Resistance
Fletch very carefully extricates himself from the spikes, blood streaming from a nasty cut in his side. He grumbles to himself, ..."Look before you leap, Fletch"...stupid proverb-slinging mortician...
To the group above him, Uh, a little help guys?
Wade Willhelm v2 |
the virtue helped, the resistance almost helpedwade walks over and throws down one end of a silk rope "how much do you weigh with your gear?"
Fletch Two-Fang |
Remind me to actually start wearing light armor now that we have escaped from the prison. Slipped my mind but I would appreciate having a chance at the end of this trial to purchase leather armor. Assuming we don't find some as loot.
About 246 lbs with gear.
Wade Willhelm v2 |
if you have a bag he says wade removes his own pack and says"tie your pack to the line and we'll take you up next"
otherwise... My heavy load is just under that, I don't know whether or not "lift off ground" applies here
Fletch Two-Fang |
Man, I wish I could turn into a bat. What good are my powers if I get stuck in a simple pit?
How about you get Cole and Declan to help pull me out as well?
Fletch Two-Fang |
The sight of the message sends Fletch into deep thought. ...trap equals deceit...deceit equals tool...self-deceit means we fall into the trap...it mentioned an enemy...
Don't open that door!
If possible, I attempt to reset the trap floor plate.
Disable Device?: 1d20 + 10 ⇒ (2) + 10 = 12 Crap, what is with these twos???
That last line I think hints at something. We may have some kind of enemy behind the door, and we are supposed to use the trap as a tool against it. Of course I suppose I could just be over-paranoid...
Deck, think you can carefully take a listen at the door see if you hear anything?
DM Repentance |
as far as im aware you have only checked for traps. And Declan is the only one else that has tried to search the room not finding anything.
Fletch takes his time and resets the trap, the floor slowly moves back up in place, once again looking solid, but still very trecherous for anyone walking on it.
The trap is not disabled, just reset. So where to now?
DM Repentance |
Sorry if I missed that then. Moving on.
As Fletch reset's the trap the others split up searching each side of the room. Wade and Fletch discover a secret door in the northern wall while at the same time Kana and Declan also find a secret door hidden in the southern wall.
With trap ready and 3 doors to choose from, choices must be made.
Cole, Warpriest of Asmodeous |
No inscriptions over the other 2 then I'm assuming.
Fletch my guess is that door is a closet or nothing at all only meant to trick us...Which it did. I vote North. If we come to a dead end we have the other door to fall back too. He said nine chambers and nine lessons. Well we failed lesson one. Lets us not fail any others.
Fletch Two-Fang |
Yes, I reset the trap on some crazy notion that we were supposed to use it against a creature that would come through the eastern door. Given how we cannot open the door without setting off the trap, I think I may have been in error. Either way I reset the trap just in case.
Perception: 1d20 + 7 ⇒ (5) + 7 = 12 Listening at North door.
DM Repentance |
Behind the door is a small hidden niche. Inside is a small pedestal that holds a jewel that glows with pale blue light. It is cold to the touch. There is another inscription: “Thou hast seen through deception to uncover a useful tool.”
The ‘jewel’ is a cleverly crafted bit of sealed quartz. Inside the quartz is alchemist’s ice. If thrown the jewel breaks and explodes exactly as alchemist’s fire but instead inflicts cold damage.
Fletch Two-Fang |
Did you roll our Appraise for us and so we can see the spoiler or are we supposed to roll?
A jewel is the tool? Heh. Maybe there's a dragon down here we can bribe with it.
Appraise the Shiny: 1d20 + 9 ⇒ (19) + 9 = 28
Cole: Less like we failed...more like we broke even on this lesson I think. I mean, any lesson you can walk away from...
DM Repentance |
Opening the southern door you see a hallway ahead with one door at the end. Just above the door is another inscription which reads, “Following the herd is for fools. Fear not their icy derision. Instead, fear only thy Infernal Lord.”
Opening the door you find another stone chamber similar looking to the last. There are four doors here, one in the middle of each wall. The entire chamber seems strangely cold. The ground is dirty and dusty.
This room is also lit with a small oil lantern that hangs from the ceiling. There is a small amount of frost on the lantern's glass panes. The eastern and southern doors are plain wooden doors. The western door is covered in a strange pulsating violet mold.
No one has Knowledge(Dungeoneering) oh well.
Cole, Warpriest of Asmodeous |
Perception: 1d20 + 3 ⇒ (20) + 3 = 23
Alright next lesson. Seems obvious we are to not go the way of the heard, or all the footsteps. A door with a mold that radiates cold. Well what do you think Fletch seems if a substance radiates cold we could burn it away. I will try and alchemis fire on it.
Attack on mold: 1d20 + 2 - 2 ⇒ (19) + 2 - 2 = 19 -2 is for range, throwing from 20'
Damage: 1d6 ⇒ 4
Yay the joy of throwing fire on I'm assuming brown mold we are short in the knowledge department :)
Fletch Two-Fang |
Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Not too many things resistant to fire indeed. That lantern makes me curious...but first, traps.
I will take 20 to determine if there are any traps present in the room. Perception = 27 (more if I get Aided or have Guidance).
Assuming that I find no traps, Cole, that last line says to "Fear only thy Infernal Lord". I would hazard a guess that the lantern is the only source of fire or light in this room other than what we carry with us. Most lichens and molds thrive in dark, moist places. Perhaps it is harmed by light?
Knowledge of Plant-Like Things used often in Alchemy(Nature): 1d20 + 10 ⇒ (14) + 10 = 24 To attempt to discern if my assumption is correct. Hoping for at least a nod in the right direction even if it's the wrong skill.
If the Fire affects them like you think, Cole, let me have the next shot. No fair hogging all of the burnables to yourself.
Cole, Warpriest of Asmodeous |
You read too much into things again Fletch. It is a test of pain. Our only fear need to be Asmodeus himself. As pain is temporary. We could press through the cold, but if we can get rid of the mold all the better. No need to take pain for the sake of it. If you think light may work try it if you can conjure some up.
Waiting to see what the fire does.
Wade Willhelm v2 |
"Pain is the body telling us something is wrong, and thus something be avoided, on the other hand, by fearing pain, one misses out on oppurtunirtities"
whenever you're trap finding assume you have guidance, virtue an resistance cast uppon you
DM Repentance |
Fletch finds no traps in the room.
The alchemists fire hits the mold but does not have the desired effect. As the fire envelops the mold it seems to absorb into it. The mold grows expanding outward several feet. The room grows colder as if the mold is sucking away all the heat.
I've put you all as 20ft. away from the mold covered door. Let me know if you move anywhere else.
Fletch Two-Fang |
Fletch wants to investigate the single lantern in the room to see if it might bear another inscription that could give us a clue. Barring that, he will hold it up towards the mold hoping his wild, unsubstantiated guess is correct.
Fletch Two-Fang |
Well guys, this flame is really weird. It feels cold to the touch. Cole might be correct in using the "jewel" on the mold but I'd hate to waste it. Kana, would you have any cold-based spells we could use to test on the mold?
Fletch Two-Fang |
Fletch wants to investigate the single lantern in the room to see if it might bear another inscription that could give us a clue. Barring that, he will hold it up towards the mold hoping his wild, unsubstantiated guess is correct.
While waiting for Kana's reply I will try waving the lantern at the mold. I will get within 5 feet of the mold's extension along the wall (allowing me the quickest route to escape/healing if needed).
Fletch Two-Fang |
My bad. I still want to hold the lantern near it on the off chance that the solution to this puzzle is light. I'd use a light spell if I had one but Alchemists don't get cantrips.
Fletch hands the "jewel" to Cole in case this goes badly and I die.
DM Repentance |
Fletch moves forward with the lantern held out towards the mold. It feels even colder than from where he stood before, freezing in fact. The lantern glass frosted up and cracks as the mold closest to it seemed to vibrate and grow further, the cold from the mold is harming you from standing too close. You can feel the heat leaving your body. non lethal cold damage: 3d6 ⇒ (1, 4, 1) = 6