| Bryce Sidanris |
Seeing that he does not have a clear shot, Bryce readies his action, waiting for the target to present itself. He shoots another bolt the moment one of the zombies steps out of cover.
Crossbow attack: 1d20 + 5 ⇒ (2) + 5 = 7 Aaaaaaand, another awfull miss
| Garm Stoutsole |
**Posting Early in case I can't post at work on time.**
Seeing the battle well in hand and nothing useful to do, my fidgety nature gets the best of me. I creep over to the nearest door. C8
Stealth: 1d20 + 10 ⇒ (7) + 10 = 17
Perception: 1d20 + 6 ⇒ (20) + 6 = 26 As I crack open the door.
Bardic music still in effect from Lingering Performance.
Story Master
|
Eric maneuvers until he can see creature #11, and hurls another chakram...it flies true and strikes with incredible force, removing the creature's head from its shoulders! It collapses instantly into a pile of dust and rags!
Elmo pulls out his short bow and releases an arrow at the remaining creature 1d20 + 7 ⇒ (9) + 7 = 16 and the shaft buries itself causing 1d6 + 1 ⇒ (6) + 1 = 7 terminal damage! The creature expires and falls silent to the floor!
End of Encounter
| Velcore Valiantheart |
Velcore marches over to the zombie rags and begins to praying holding his holy symbol out over the piles of dust. "Iomedae receive these wandering souls so they may be judged and sent to rest."
| Bryce Sidanris |
Bryce watch with interest Velcore's prayer for whole two seconds, before sneaking after Garm. In a hush tone, not to anger the priest he addresses the gnome: "A locked door you say. Here, let me try..." Disable device: 1d20 + 10 ⇒ (7) + 10 = 17
| Velcore Valiantheart |
Velcore nods at Trane and continues his prayers.
Story Master
|
Members of the group search the remains of the creatures blasted in great part by the holy powers of Iomedae, but they possess no items other than the filthy rags in which they were dressed.
Bryce: Perception check please.
Bryce fiddles with the door lock for a few seconds, inserts a small bit of bent metal, and manages to unlock the door. (I let you take 10 for this effort, for a total of 20.) The door opens easily, and appears to be a store room for armaments. Inside are 12 suits of leather armor (worth 10 gp each)and 30 light wooden shields (worth 3 gp each).
Story Master
|
The map is updated. Bryce, I moved you adjacent to the door you just unlocked.
| Bryce Sidanris |
The door at C-8 is opened. The other doors visible to the group are at C-9 and I-8
I thought we opened C-9 also, and found armory behind it, leaving only I-8 uninspected?
@Rafael - from what I see we can not move around grease area and use it to trap someone else in it, so I'd say dispell it.
"These doors are obviously well taken care of, and have seen recent usage. New latch and lock, all in pristine condition, unlike a lots of other things in here. Hmmmm, would it make sense to have a secret compartment or another door in here?!" - lost in his own thoughts (voiced out loud), Bryce enters the armoury amd continues to examine it more closely, not paying much attention to what is happening outside.
Perception: 1d20 + 10 ⇒ (14) + 10 = 24
Story Master
|
Story Master wrote:The door at C-8 is opened. The other doors visible to the group are at C-9 and I-8I thought we opened C-9 also, and found armory behind it, leaving only I-8 uninspected?
You opened C-8. C-9 is locked, and therefore would not be opened without another disable device effort.
| Velcore Valiantheart |
After his prayers Velcore prepares to deal with the evil that Kalizama detects in the next room.
Velcore cast light again on his shield. Then readies Protection from Evil and will cast once the door in the Northeast corner is opened.
| Trane Loften |
Trane will open the last door if Bryce cannot to open it. If he cannot, he will finish exploring the cells he moved toward first with Chaandra.
Trane's way of opening doors is less subtle, kicking at the center.
STR: 1d20 + 3 ⇒ (1) + 3 = 4
Story Master
|
I'm going to post for Bryce unlocking attempt, so we can move on...
1d20 + 10 ⇒ (11) + 10 = 21
Bryce manages to get the other door (C-9) unlocked, and it opens easily on freshly oiled hinges. The room appears to be another storeroom for armaments. As you look around, you find:
50 spears
10 glaives
6 guisarmes
3 battle axes
A crate with 120 arrows
A crate with 200 crossbow bolts
70 black capes, each with a yellow eye of fire sewn on the center
| Trane Loften |
Trane quickly makes a huge gasp as the doors are open.
"We have a stash of considerable weapons. And bad guy black capes too! Enough arrows and bolts to keep us from running out for quite a while."
Trane points to the glaives.
"These are great to keep things from getting too crowded and jabbing at reach. Elmo, Eric, and Cananthir, you probably each want one of these pole arms."
He thinks: "Let us leave the rest here for now."
Story Master
|
Elmo: I will continue to use the weapons I am trained for, but will take a glaive just in case...and 20 arrows. Those capes are disturbing...there are scores of them! Who could be massing such items? I don't like this at all... He takes a cape, rolls it up, and stuffs it in his pack.
A glaive is a simple blade, mounted to the end of a pole about 7 feet in length. Damage: 1d10 x 3; 10 lbs.; reach; slashing.
A guisarme is an 8-foot-long shaft with a blade and a hook mounted at the tip. Damage: 2d4 x 3; 12 lbs.; reach and trip; slashing.
Story Master
|
Trane and Eric try the door at I-8 and discover that it is not only unlocked, but that swings open easily and silently on well-oiled hinges. The door opens into a small room which is empty except for the presence of filth and broken junk littering the floor. Another door is present along the northeast wall of the room.
Please specify ending squares as you move about. Thanks. The map is updated.
| Bryce Sidanris |
After savouring the thought that they were able to finally discover something worth their efforts (keg of brendy), Bryce leads the companions towards the next door which he promptly unlocks. Seeing that it is (again) filled with weapons and alike, he simply shrugs and follows Canathir's suite. He takes one of the strange looking black capes and engages thier gnomish bard in a whipered conversation" "Hey Garm, does this symbol look familiar to you?"
Bryce is still in the second room, at C-8
| Garm Stoutsole |
Hmmm....
Know(Religion): 1d20 + 3 ⇒ (12) + 3 = 15
Maybe something, Bryce. Well there was this one guy...Sourman? Soaron? something and his symbol was a fiery eye. Not quite the same thing as this one though. It does seem somewhat familiar though. It's just on the tip of my tongue...
| Velcore Valiantheart |
Velcore will move cautiously into the room. I-7
Cananthir Acalimon
|
Motioning everyone for silence, Carp invites Bryce, Elmo and Eric into the room.
Attempting to communicate with hand signals Carp points at the door, taps his ear then points to his feet.
Slowly drawing his blade Carp points at Bryce and signals for him to quietly check the door for traps and pick the lock.
Aid Perception: 1d20 + 7 ⇒ (8) + 7 = 15
| Bryce Sidanris |
Bryce proceeds as instructed, first checking for traps and then, if no traps are found to try and unlock the door as quietly as possible.
Perception: 1d20 + 11 ⇒ (10) + 11 = 21 Check for traps
Disable device: 1d20 + 10 ⇒ (20) + 10 = 30 Disable traps (if found) or unlock the door