| Umbryl Char |
Thanks. I am not sure how well she is. Seemed ok when I left to come home, but back in hospital now. My brothers are keeping me posted.
Umbryl will stand guard, listening for anymore noises...
perception: 1d20 + 3 ⇒ (2) + 3 = 5
Dusty Fireseeker
|
Dusty informs the others about what she heard, and keeps an eye on them.
Car accidents are nasty things, my sister was in one a few months ago (she was badly shaken up, but is ok now). I hope all is well
| GM Tribute |
Setesh finds a traps and takes minutes to carefully insert the key and make sure the trap is not triggered. The footsteps downstairs recede as the visitors move throughout the first floor.
Setesh continues to make sure there are no more devices on the box before opening it. Taking plenty of time to be sure.
Dusty Fireseeker
|
sabola, can you tell how many there are? They may be claim jumpers. dusty asks quietly.
| GM Tribute |
You hear voices downstairs begin to speak.
They speak in Ancient Osiriani, but any listener can mysteriously understand them, regardless of language. “I’m so sorry,” the young man says. “I can’t find the ring I bought you anywhere. I just had it!” “It’s all right, my love,” the girl replies quietly. “It’s not the right time to tell my family anyway.” “Come with me, Ariseti! Come across the river where we’ll be safe!” “Not just yet, darling. My father says we’ll be safe here. You go, and when all this is over, you can come back for me, and we’ll announce our engagement then.” She pauses, and reaches out to touch the man’s forehead. “Are you feeling all right? You’re burning up!”
Setesh opens the chest and proudly reveals......
The chest contains 20 small gold ingots, each bearing a seal.
| Sabola |
Perception: 1d20 + 7 ⇒ (15) + 7 = 22
"Let's have a look at that headband there." Sabola points at the headband in the hornet's nest.
Casts detect magic and tries to discern what the headband is.
Spellcraft: 1d20 + 5 ⇒ (5) + 5 = 10
| Umbryl Char |
Those voices, I shouldn't be able to understand their language but I do. How bizarre.
" headband? what? "
Umbryl, dazzled by actual treasure, didn't see it until Sabola pointed it out.
" Hmm. looks nice, but what is it..."
Spellcraft: 1d20 + 7 ⇒ (10) + 7 = 17
| GM Tribute |
Umbryl notes the headband appears to help the wearer although it is called dead man's headband:
This taut black band, clipped with a black metal skull, can be attached on the outside of a hat or other head slot item or can be worn as a normal headband.
The wearer gains a +2 competence bonus on Intimidate checks and increases the DC of any fear effect he creates by +1. In addition, if this headband is attached to the outside of a hat, the wearer's hat or headgear cannot be blown off or removed by wind, water, or environmental effects, and the wearer gains a +5 circumstance bonus to his CMD against steal and sunder attempts targeting his headgear.
Dusty Fireseeker
|
dusty looks back at the others.
come, let us see who is making all the noise
Dusty Fireseeker
|
Agreed. But be wary. There could be more bugs Dusty seems to be gaining a phobia.
| GM Tribute |
You move downstairs and see a trio of humans coming out of the back of the house. They seem to be searching the area in regular pattern.
One of them seems a pudgy, middle-aged native wearing an entertainer's outfit with braid at the sleeves. The other two seem to be thin and alert and notice your presence while their more pudgy companion seems to be using a ten foot pole to push the ground.
They all seem to be wearing pins of dragons encrusted with amethysts. You notice an embroidered dragon the entertainer's outfit.
"Ho, there is someone home." The elder of the trio looks up in surprise.
| Sabola |
Sabola puts on his imperious inquisitor voice, "here now you lot, what are you doing? We have been properly assigned this location, and are meant to have free reign at it ourselves per the agreed upon standards of this competition. You are trespassing, therefore, and are required to evacuate these premises forthwith."
Intimidate: 1d20 + 9 ⇒ (18) + 9 = 27
| GM Tribute |
The trio halts, affected by the speech greatly.
With a gulp they seem ready to leave quickly. They begin quick exit of the building.
Dusty considers the groups next actions.
The house ground floor was not searched in detail. A few rooms upstairs were not exhaustively searched. The outside grounds have yet to be explored.
| Umbryl Char |
"Well. That was strange..."
Watching to make sure they leave, Umbryl will come back to the others..
"Should we finish searching the upstairs first, or start again down here and finish the 2nd floor later?"
Dusty Fireseeker
|
Let us search down here, then upstairs. Dusty decides after thinking a moment. Be cautious, those miscreants may still be near.
perception: 1d20 + 5 ⇒ (19) + 5 = 24
| GM Tribute |
The group resumes searching the downstairs at a cursory pace. It appears the trio of humans did a toss job, they seem to have ransacked the place. There are marks in the sand in the main courtyard and dishes removed from the kitchen.
You consider taking more time downstairs or searching upstairs.
I assume you are not taking twenty, but using your search rolls. Let me know to what detail you want to search the area. You do know the city of the dead is not a totally innocuous place, as evidenced by the 'visitors'
Dusty Fireseeker
|
Dusty will aid sabola's search
perception: 1d20 + 5 ⇒ (1) + 5 = 6 for +2 to his search
sigh
| GM Tribute |
The group begins a very cautious room by room search downstairs. Searching the doorway and courtyard takes a about thirty minutes. The group begins to move to the rear of the house, when Setesh begins to itch the bite marks on his face and neck.
Fort save for Setesh
encounter?: 1d6 ⇒ 4
The group continues the exhaustive search of the interior ground floor.
| GM Tribute |
Having had massive excitement early on the first floor, the group carefully moves to the stairs. Setesh finds a trap on the stairs after a shaking off a disease that seemed to want to make his head come off like the two creatures encountered above. Remembering the crawl space, the group considers moving upstairs that way. The ground floor was exhaustively searched, and no valuable items were left behind. Some rooms upstairs were not exhaustively searched.
The grounds around the estate are also unsearched, including a few outbuildings.
You took 20 all downstairs and half of upstairs.
| Setesh Bantling |
Setesh takes a deep breath, and carefully attempts to disable the trap, after accepting Guidance from Dusty.
Disable Device 'Take 10' = 20.
If that fails by 5 or more, well, it was worth a shot...
| GM Tribute |
Setesh disables a trap on the steps and resumes searching carefully upstairs. The hour of searching uncovers another cache in one of the bedrooms favored by one of the flying heads. The search finds......
Buried amid the debris in the one of the rooms is a large
darkwood box. Inside
is a white silk Osirian wedding robe. The chest also contains several pieces of inexpensive
jewelry and a strand of freshwater
pearls. A small sealed tube contains five
applications of an alchemical substance.
Finally, a long scroll tube holds a rolled-up papyrus
painting—a self-portrait of Ariseti, accompanied by
her signature in Ancient Osiriani. The painting has been protected from air for many
years and can be safely handled without damaging it.
darkwood box worth 100 gp. Inside
is a white silk Osirian wedding robe. The robe is worth 150
gp. The chest also contains several pieces of inexpensive
jewelry worth 35 gp in total, and a strand of freshwater
pearls worth 200 gp. A small sealed tube contains five
applications of an alchemical substance.
Finally, a long scroll tube holds a rolled-up papyrus
painting—a self-portrait of Ariseti, accompanied by
her signature in Ancient Osiriani. The painting has been protected from air for many years and can be safely handled without damaging it. It is
worth 80 gp to a collector.
The dark cosmetic in this small
decorative tube is made from finely
ground minerals. Favored by Osirian
men and women alike, nonmagical
kohl is applied around the eyes and
is used to reduce the glare from the
desert sun, and cosmetically to cause
the whites of the wearer’s eyes to stand out distinctly.
When applied to the eyes, kohl of uncanny discernment
grants its wearer low-light vision and a +2 competence bonus
on Perception checks. If the wearer already has low-light
vision, the kohl doubles the distance the wearer can see. The
wearer also gains a +2 resistance bonus on saving throws
against gaze attacks, patterns, visual effects, and sightbased
attacks. These effects last for 1 hour. Applying the kohl
is a full-round action, and it must be applied to both eyes to
function. An unopened tube of kohl of uncanny discernment
contains 5 applications.
| Setesh Bantling |
Appraise: 1d20 + 6 ⇒ (19) + 6 = 25.
Craft(Alchemy): 1d20 + 8 ⇒ (5) + 8 = 13.
"The box is worth about 100gp. The robe is worth 150gp. The jewelery (including the pearls) is worth a total of 235gp. The painting is worth 80gp (to a collector); I am afraid that I cannot identify the alchemical substance..."
Setesh then returns to finishing the search of the upper level.
| Umbryl Char |
"Yes! We have fundage! Not so broke now."
Umbryl cheers as they find things of value.
Not so good at telling what's valuable and what's not tho. Have to trust the others for that.