The Legend of the Silver Scale

Game Master GM Netherfire

MOP


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Male Dwarf Cleric 2

One by one, Gorim performes Calming Touch on the travelers.

I'm not sure if I need to be rolling this or just state I'm using it - I dunno if the numbers are at work here, but just in case:

Calming Touch for Henry: 1d6 + 1 ⇒ (6) + 1 = 7
Calming Touch for Quick': 1d6 + 1 ⇒ (1) + 1 = 2
Calming Touch for Gwath: 1d6 + 1 ⇒ (4) + 1 = 5

"Not too much further..." Gorim hopes.


Dungeon Master

The hikers follow the turn, finding the pass to abruptly end with a sheer cliff. Wind blasts over the lip of the edge, and from where they stand, the man, dwarf, and half-orcs can see miles of snowcaps speckled with black stone. Stepping out closer to the cliff reveals a deep drop to unforgiving rock below, and while the whipping snow finds no purchase on the steep face, the wind seems all the fiercer. After a moment of searching for the path, a small ledge continues from the opening of the pass and along the rock wall, zigzagging at an upward incline along the dark, freezing stone.

The ancient walkway is free of snow in most places, but in other places, it is crumbled away to a narrow shelf scarcely wide enough for a foot. Proceeding up the switchbacks prove to be a different challenge from trudging through deep snow; the unbridled wind whips around the rock face, constantly tugging at loose fabric and at moments, threaten to throw the travelers off balance. Hugging the cold rock wall or firmly planting feet until the gust passes prevents the four from a perilous fall, but progress is slow nonetheless.

Roll an Acrobatics check to determine how well you cross the narrow ledges and keep your balance despite the winds. Better rolls mean you move faster as a group! If any of you have bonuses to resist trip or bullrush attempts, or have some other “sure-footed” ability, you may apply the bonus to your Acrobatics check as well.

The Exchange

Male Half-Orc Fighter Level 2

Acrobatics: 1d20 + 2 - 1 ⇒ (20) + 2 - 1 = 21

Although Gwath never considered himself agile, he did have a decade of sea legs and mast-climbing behind him.

He heads out across the ledges first, steady and sure... at least at first.


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

You a ass'ho...

1d20 + 1 ⇒ (17) + 1 = 18

Quick hugs his clothes tight and proceeds with care.


Male Dwarf Cleric 2

Acrobatics: 1d20 - 5 + 4 ⇒ (14) - 5 + 4 = 13

Gorim progresses, uneasily.

I've seen quite enough of these hills...


Male Human Fighter 3rd

"Not my time yet," Henry Southgard mutters as he steps onto the ledge. He makes a point to step only where the dwarf has stepped, reasoning that Gorim has a better grasp of stonework than he does.

Acrobatics: 1d20 + 3 ⇒ (10) + 3 = 13


Dungeon Master

Not sure where that +2 is coming from, Gwath. Your Dexterity is already applied to Acrobatics, it just that your armor weighs you down. Unless it’s from sailor stuff? Either way you rolled well enough.

After nearly an hour of shuffling up the mountainside with the howling wind buffeting their passage, the four finally see the end of the switchbacks reaching a platform of sorts. A very strong wind sweeps along the ledge above, pushing the falling snow out and away from the cliff, as though the wind came from the mountain itself. Finally reaching the last incline of the narrow path, the mountaineers peek their heads over the ledge to see a flat, hewn floor. Angled walls form a point deeper into the stone with an enormous dragon head carved from the rock protrudes from the centered corner. Pointed stone teeth line the entrance to the dark cave, and such is the detail of the carving, it is near life like. Perception checks will not go amiss.

The strong wind is coming from the throat of the regal and reptilian maw, and it is too dark to see far into the cave itself. Such is the force of the chilling wind, that approaching the cave grows increasingly difficult with every step.

Ok! First things first: this is your 9th hour of travel today, and characters traveling for longer than 8 hours in one day (called a “forced march”) need to make a Constitution check to avoid nonlethal damage and fatigue. I can’t expect you guys to know everything and I failed to warn you when you completed your 8th hour of travel, so this time I will not require the Constitution check. Consider yourself warned for next time. However, you are still traveling through harsh winds and bitter cold, and if you wait out in the weather for another fifteen minutes, I’ll be requiring Fortitude saves DC 19 from the lot of you.

Second things second! Check the DG map. Rows 13-14 require a Strength check DC 5 to move through one square, toward the cave mouth. Rows 9-12 require a Strength check DC 7 per square to move toward the cave mouth. Moving up the M column (starting at M8) into the cave will require a Strength check DC 10 per square, but bracing your arms and legs against the walls of the cave will give you a +4 to the roll.

If you do not make the Strength check DCs, you simply do not make progress, unless you fail the DC 10 by 5 or more. In that case, you slide back 1 square.


Male Human Fighter 3rd

Perception: 1d20 + 2 ⇒ (8) + 2 = 10

"That's ominous," Henry Southgard mutters as he looks over the cave mouth. The lack of wear and erosion, what one would expect to see hundreds of years after a sculpture is carved, prompts him to study every detail from the eyes to the teeth. He pulls out his bullseye lantern and lights it for a better view.

Resolving to get out of the cold, he climbs up on the platform and beckons the others to follow him to the cave.

(N-14) Strength Check: 1d20 + 1 ⇒ (11) + 1 = 12
(N-13) Strength Check: 1d20 + 1 ⇒ (3) + 1 = 4
The crossbowman loses his balance and almost falls, but manages to steady himself and leans into the wind.

(N-13) Strength Check: 1d20 + 1 ⇒ (12) + 1 = 13
(N-12) Strength Check: 1d20 + 1 ⇒ (12) + 1 = 13
(N-11) Strength Check: 1d20 + 1 ⇒ (18) + 1 = 19
(N-10) Strength Check: 1d20 + 1 ⇒ (8) + 1 = 9
(N-9) Strength Check: 1d20 + 1 ⇒ (7) + 1 = 8
He slips on a patch of black ice, but quickly regains his footing and presses on.

(N-9) Strength Check: 1d20 + 1 ⇒ (19) + 1 = 20

The mercenary pauses at the mouth of the cave and waits for the rest of the party to catch up.


Male Dwarf Cleric 2

The Dwarf stares at the carving, "...impressive." He begins to stumble down towards it, loosely following Henry, careful with his footing, "The detail, just look!" he exclaims to the whole as a whole.

Perception: 1d20 + 4 ⇒ (2) + 4 = 6

Gorim rushes out, in attempt to catch up with Henry, eager to get a closer look.
(K-14)Strength: 1d20 + 1 ⇒ (9) + 1 = 10
(K-13)Strength: 1d20 + 1 ⇒ (15) + 1 = 16
(K-12)Strength: 1d20 + 1 ⇒ (11) + 1 = 12
(K-11)Strength: 1d20 + 1 ⇒ (6) + 1 = 7
(K-10)Strength: 1d20 + 1 ⇒ (13) + 1 = 14
(K-9) Strength: 1d20 + 1 ⇒ (8) + 1 = 9
He almost loses his footing one or twice along the way, though he makes it to the maw nonetheless.

"Ha-hah, these teeth, so real! I've nevah seen anythin' like it!"


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

1d20 + 2 ⇒ (12) + 2 = 14
1d20 + 2 ⇒ (17) + 2 = 19
1d20 + 2 ⇒ (7) + 2 = 9
1d20 + 2 ⇒ (6) + 2 = 8
1d20 + 2 ⇒ (4) + 2 = 6
1d20 + 2 ⇒ (19) + 2 = 21
1d20 + 2 ⇒ (20) + 2 = 22
1d20 + 2 ⇒ (20) + 2 = 22

The Exchange

Male Half-Orc Fighter Level 2

Gwath begins to make steady progress.

(T15 to S14) Strength: 1d20 ⇒ 9
(S14 to R13) Strength: 1d20 ⇒ 10
(R13 to Q12) Strength: 1d20 ⇒ 4

Gwath throws his arms up in front of him to shield the wind and balance his grounding. "Lovely. Place. To. Visit."

(R13 to Q12) Strength: 1d20 ⇒ 7

The progress is slow if not at all...

(Q12 to P11) Strength: 1d20 ⇒ 6
(Q12 to P11) Strength: 1d20 ⇒ 1
(Q12 to P11) Strength: 1d20 ⇒ 7
(P11 to O10) Strength: 1d20 ⇒ 16
(010 to N10) Strength: 1d20 ⇒ 20
(N10 to M9) Strength: 1d20 ⇒ 1
(N10 to M9) Strength: 1d20 ⇒ 4
(N10 to M9) Strength: 1d20 ⇒ 15

The half-orc makes it to his comrades."...ughh... Finally."


Dungeon Master

When the four reach the throat of the dragon, the tunnel continues with roughly hewn walls, stretching for twenty feet before arcing upward. In the ground in front of them, three chiseled symbols are spaced five feet apart. Strange markings, like chicken scratch organized into lines surround the three images. The closest image is that of a five-digit humanoid hand, with three one-inch spikes protruding upward, like points of a triangle in the palm. The spikes poking up will deal 1 point of damage if you apply pressure to them with a hand or foot. If you step on them, they will act as caltrops and halve your move speed. The strange markings around the hand read: Sos. Vodahmaan sahlom fen drun aldak. Five feet away, the second symbol looks like a small bowl hollowed out with bar of stone crossing its center. The ring around the bowl suggests that this might be a stone handle to be lifted up –similar to the lid of a stone urn. Around the handle, the ancient script says: Yuvon. kusah do faraan los ni ven wah vahzah suleyk. The third image, carved into the floor fifteen feet away, appears to be a right and left hand imprints, also humanoid in form. The writing in the stone floor around the third image reads: Luh. diist dren ativ onikiv do Uthylzarion’s luhaal rah.

The wind howls through the tunnel, fiercely trying to push back the four. Henry’s light sputters, weakly flickering despite the protective lantern around it. The vertical turn ahead presents a problem; the curve stops when the tunnel continues at a severe angle, nearly straight up.

Draconic:

The spiked hand (first image):Blood. Forgetting weaknesses will bring destruction.
The stone handle (second image): Gold. The pursuit of wealth is not the path to true power.
The two hand imprint (third image): Magic. The first step toward the enlightenment of Uthylzarion’s arcane divinity.

Gorim:

1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25 Yay Stonecunning!
Gorim spots an oddity in the stone ceiling ahead, twenty feet away: the whole slab of stone (in M4) is cut in such a way to allow the ceiling to lower all the way to the ground. The lack of distress in the floor stone indicates that the ceiling does not drop suddenly, but instead, lowers slowly. The stone overhead and above the three symbols do not appear to be cut in this way, and from a stoneworker's standpoint, the first fifteen feet of ceiling, wall, and floor have no moving parts.

If any of you are lost on what to do, roll an Intelligence or Wisdom check for a hint. Protip for spellcasters: Detect Magic will register the magic in magical traps. Please brush up on the limits of the spell, if you decide to cast it.


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Quick suddenly starts walking like he's lived here his whole life.

He presses his palm onto the spike and lets some of his blood flow down. "Ko tiid, sahlom meyz mul. "

He then removes his purse from his belt and empties it into the bowl. 1gp, 6sp, 4cp "Faraan los ni nuft, merely dahn. "

Finally he moves to the last carving and conjures a ray of frozen power into the carving. "Suleyk luhaal tol led faal Zilf gein wah rah dahral. "

He turns to Gorim, "If you would, priest, cast a spell upon this mark. Something to honor the holiness of this place if possible."

Quick's eyes flash as if he just returned to himself. How did I know to do that?

Draconic:

1. In time, weakness becomes strength.
2. Wealth is not a purpose, merely a tool.
3. Power arcane that led the Silver One to divinity.


Male Human Fighter 3rd

Henry Southgard braces against the wind and fiddles with the lantern. He nods in agreement with Gorim, impressed by the craftsmanship of the cave. It must have taken months of work by eminently skilled craftsmen or (he glances sideways at Quick) a mage with fine control of his magics.

The sideways glance crystallizes into full-blown gawking as the half-Orc steps forward and works with the runes.

Sense Motive: 1d20 + 2 ⇒ (16) + 2 = 18
Intelligence: 1d20 + 1 ⇒ (3) + 1 = 4
What's the kid up to?


Male Dwarf Cleric 2

"That bit of ceilin' there," states the Dwarf waving his finger down the tunnel, (at M4) "looks like it can lower down slowly, perhaps a way up?"

The Priest steps forward carefully toward the final carving, nodding at Quick' as he passes, and casts a wave of positive energy onto the mark, "An offering of energy, pure to it's core. May we enter The Dragons protection?"

It's a pity I've yet to learn Draconic...


Male Human Fighter 3rd

Henry Southgard doesn't take his eyes off the mage. "Maybe," he replies to the cleric. "Get a closer look if you can."

The Exchange

Male Half-Orc Fighter Level 2

Intelligence: 1d20 + 1 ⇒ (10) + 1 = 11

Or Perhaps more specifically...

Knowledge (Dungeoneering): 1d20 + 1 ⇒ (2) + 1 = 3

That helped a lot...


Dungeon Master

Well, hell. I seem to either make dungeon puzzles too hard or too easy. Thanks for the rolls anyways, Henry and Gwath. I’m gonna leave that Sense Motive to Quick, since DSP knows his motives better than I do.

forgotten strength checks:

Quick:
1d20 + 2 + 4 ⇒ (5) + 2 + 4 = 11
1d20 + 2 + 4 ⇒ (17) + 2 + 4 = 23
1d20 + 2 + 4 ⇒ (13) + 2 + 4 = 19
1d20 + 2 + 4 ⇒ (15) + 2 + 4 = 21
Gorim
1d20 + 1 + 4 ⇒ (7) + 1 + 4 = 12
1d20 + 1 + 4 ⇒ (14) + 1 + 4 = 19
1d20 + 1 + 4 ⇒ (16) + 1 + 4 = 21
1d20 + 1 + 4 ⇒ (13) + 1 + 4 = 18

The ancient writing pulses faint blue light as Quick interacts with each of the symbols, though the last one waits until Gorim leans into the wind and joins the sorcerer at the imprint of two hands. Once the glow of the third inscription fades, a deep rumbling of grinding stone and heavy moving parts can be felt more than heard amid the howling air currents. As the dwarf predicted, the stone ceiling just in front of the foremost pair slowly lowers to the ground, revealing an entrance to a spiral staircase hewn into the solid stone and blocking the difficult wind. Henry’s lantern stops sputtering and shines anew when the wind ceases.

The stone steps rotate upward in total darkness, revealed to be cut from drab grey stone as Henry’s lantern light touches them. An eerie, still silence pours out from the vertical passage.

Let me know when you go up the stairway, and who goes first. Once everyone is moving up the stairs, I'll update the DG map to the next bit.


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

"Just as I thought." Quick says haughtily. :P

Henry gets the sense that Quick is acting on instinct, perhaps not completely his own. But he definitely knows what he's doing.

The Exchange

Male Half-Orc Fighter Level 2

Gwath attempts to decipher his surroundings but is completely bewildered. His hand grasps the hilt of his blade and stays there. He does not distrust Quick, but he does not trust him either. He only hopes he hasn't been led into a trap.

"It seems you're at home here, Quick. Don't mind us, after you."


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Quick will lead the way in.

Perception for Shenanigans. 1d20 + 4 ⇒ (4) + 4 = 8

Blast...


Dungeon Master

The sound of boots scraping stone and clanking armor break the silence as the four trudge up the spiral staircase. For the first time in hours, the air around them is still and close. After a few long minutes of climbing, the stairs lead to a large, open room. But once Henry’s light reaches the area, all attention is drawn to the grand, glistening statue in the center of the room. A towering, silver dragon looms over the four, unmoving but life-like in detail. Average silver tarnishes over time, yet the draconic visage shines like it was polished yesterday. The yellow lantern light reflects and illuminates more of the large room, revealing stone pillars rising up twenty five feet into the air, and to their right and left, entrances without doors lead elsewhere.

The echoes from their movement suggest to the four that this room is much bigger than they can see, and the deepsighted three can only see the beginning of a wide, upward-leading stairway at the edge of their vision, beyond the statue. Remember that Darkvision only extends 60 feet!

Everyone but Quick roll Perception checks. Gorim, roll two, with one including your Stonecunning bonus. Anyone can roll Appraise to identify the material and guess at the statue’s value (if Gorim does this, remember his Greed bonus), if they want to.

Henry, your “light” aura in DG is expanded to 30 feet whenever part of it touches the dragon statue.

Quick:

The grandeur of the statue is truly breathtaking, and it takes the sorcerer a few minutes to notice a terrible flaw: two of the digits of the silver dragon’s rear claws are missing. It looks like they were cut off. Make a Survival check, and/or a Wisdom check.

Lastly, please be mindful of what your character cannot see just yet, versus what you as a player can see on the map. Also update your positions in DungeonGrid according to your posts.


Male Human Fighter 3rd

Perception: 1d20 + 2 ⇒ (15) + 2 = 17

Henry Southgard steps forward to get a better look at the dragon. Silver tarnishes over time, and he'd seen all manner of foul pastes used to polish vases and urns. But he can't help but be reminded of silver icons in churches, too holy to tarnish.

Removing his eyes from the statue, he sees a door off to his left, but nothing much beyond it.

"Spread out, look for signs of habitation, don't step out of sight."


Male Dwarf Cleric 2

Gorim wanders out in amazement "This is quite somethin'..."

His eyes drift between the stone pillars and the statue, briefly toward the ceiling too. He grins back at the group in excitement, though perhaps to try gauge Quick''s reaction.

Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Perception: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8 Whoops!


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Quick cries out and rushes toward the statue's rear legs.

"Who would do this!?"

1d20 + 0 ⇒ (15) + 0 = 15 -Survival
1d20 + 0 ⇒ (7) + 0 = 7 -Wisdom


Male Human Fighter 3rd

"Signs of habitation, perhaps?"

The Exchange

Male Half-Orc Fighter Level 2

Gwath meanders about the hall, starting to circle the dragon.

Perception: 1d20 + 1 ⇒ (4) + 1 = 5

"Is this to whom the silver scale belongs? Could it be just a fragment of a relic?"


Dungeon Master

Now pointed out by the distressed mage, everyone else notices the two missing digits on the rear left claw -it looks like they were cut off since the statue was placed here. Everything else about the great silver dragon appears to be intact. Their voices and movements echo across the stone walls and floors. No other sounds of habitation reach the ears of the four.

However, as Gwath and Quick move further into the room, both of them can see the grand, shallow stairs rising up to great double stone doors. As high as the ceiling and twenty feet across, the rectangular grey rock slabs are carved with a rampant dragon motif, and large smooth stone rings hang at head-height.

Quick:

Whoever committed the irreverent act likely recognized the value in the precious metal, and hacked off what they could carry. Guessing at the weight of the remaining talons, the treasure seeker may have walked away with about ten pounds -a considerable sum to be sure. While Quick is no expert tracker, he notices a greasy handprint on the dragon’s knee where the thief held on to leverage a single swing. The fingers of the handprint are narrower but otherwise the same size as any man’s. The oily dulling effect on the silvery sheen hints that the handprint is not yet dry, indicating that the vandalism happened recently.


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Quietly, Quick draws his falchion.

"Henry, cover the entrance where we came in. Let nothing past you."

"Gwath, sword out if you will. There's someone here..."

Quick will slowly begin searching the room. Take 20


Dungeon Master

Quick:

Taking 20 yields a total of 24! Here we go:

Searching for an hour, half-orc mage finds no more clues to the intruders in the large room. The floors little to no dust on them, and pillars are smooth and straight. Up the grand staircase and inspecting the door, it looks like the doors are built to be pulled inward in order to pass through them.

There is one thing that grabs Quick’s attention: a not-easily-seen scale on the underbelly of the great, shimmering dragon looks like it could be a button. Looking around again for a function, the only other supporting oddity is that the stone on which the statue rests is one big square. Perhaps the button leads to a secret door? Quick isn’t completely sure.

Taking 20 will take 1 hour pouring over every nook and cranny. While Quick is busy with that, what do the rest of you do?


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Netherfire:

I push the button.


Male Human Fighter 3rd

Henry Southgard retreats to the entrance, lights an additional torch, and places it on the ground nearby L-17. He stands at the ready, occasionally calling out to the others to see how their search is going.


Male Dwarf Cleric 2

Gorim loosely follows Quick', to be sure he can't be caught off-guard and alone.

The Exchange

Male Half-Orc Fighter Level 2

"I could tell this was coming," whispers Gwath as he draws his blade.


Dungeon Master

The floor beneath the four suddenly begins to rumble with movement, and the stone on which the dragon stands rises up. It continues to grind upward, stopping the dragon’s head inches from the high ceiling. Beneath the dragon now opens another stone staircase, this time, spiraling downward. Clouds of dust and foul air in the movement of rock show that this mechanism has not been activated for ages.

Let me know where you search first, and please roll new Perceptions for each new room. Check DG. If you move your character down the secret stairway under the statue, the steps will end at N30.


Male Human Fighter 3rd

"From one thing to another," Henry Southgard mutters as the staircase reveals itself. "Did anybody touch anything?"


Male Dwarf Cleric 2

"Not that I'm aware of..."


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

"I did. The vandal likely went this way, but we should check all adjoining rooms."


Male Human Fighter 3rd

"Yes, we should," Henry Southgard remarks as he picks up the torch he'd lit earlier. It had burned out during Quick's search, leaving only a shaft with a head covered in greasy soot. Perfect.

He draws a line on the ground, one end pointing to the statue, the other to the exit. He marks the latter end with an "E" and writes an "A" nearby, inscribed in a circle.

"Pardon me, but I can't see as well in the dark as you folks can. Always get turned around."

He stops by the statue, squints at the base, and draws an arrow pointing toward the exit, again marked with an "E".
Perception: 1d20 + 2 ⇒ (14) + 2 = 16 What's holding it up?

"So, how many adjoining rooms did you all see?"


Male Dwarf Cleric 2

"Just thah two of 'em," states the Dwarf, gesturing towards each doorway.

"We could split up, double the search, unless you think some critter is gonna get a jump on us?"


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

"We could split up, but we would be more vulnerable..."


Male Human Fighter 3rd

"No splitting up. We search this room first," Henry Southgard says as he walks to one of the entrances. He marks it with an arrow and an inscribed "D", and beckons the others to follow him.


Dungeon Master

Those who follow Henry see that the entrance leads to a hallway with several doors leading into small cells. Decaying, simple and ancient furnishings wait for a single breath to reduce them to rubble, but mark these small rooms as living quarters. At the south end of the hallway, another dark doorless entrance can be seen, and when the light is brought closer, the downward angled ceiling suggests yet another spiral staircase going down.

Make Perception checks to find anything of note in these rooms!

The Exchange

Male Half-Orc Fighter Level 2

Gwath keeps his sword drawn as he follows the band...

Perception: 1d20 + 1 ⇒ (13) + 1 = 14


Male Human Fighter 3rd

Perception: 1d20 + 2 ⇒ (4) + 2 = 6


Male Dwarf Cleric 2

Perception: 1d20 + 4 ⇒ (5) + 4 = 9


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Perception 1d20 + 4 ⇒ (10) + 4 = 14


Dungeon Master

Perception 1d20 ⇒ 7


Dungeon Master

The four look over the five rooms adjoining the corridor, and find very little that does not crumble to dust at the touch. Indeed, some furniture is already reduced to fine pieces when rooms are surveyed. Piles of cloth that perhaps served as bedding, or wall tapestries, or door curtains litter the floors of the rooms as well, stained and frayed by the slow decay of time. In the room at the end of the hallway, a single chest of bolted metal sides resting in the corner, but the lock appears to be smashed and the lid left thrown open. There is nothing inside the open chest, but unlike the rest of the surfaces in the rooms, there is no thick coat of dust at the bottom of the box.

Let me know where you explore next.


Male Human Fighter 3rd

Are footprints visible in the thick coats of dust?

Henry Southgard pulls out the dice he took from the Ogre, tosses it down the stairs, and listens as it rolls down to the bottom.

Perception: 1d20 + 2 ⇒ (14) + 2 = 16
How far down does it go?

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