| Caldir |
"Take that you damn centipedes!"
Please tell me I killed 3 of them.
(I think the 6 sided die may be broken, but I'm not complaining)
| Caldir |
Attk1: 1d20 + 5 ⇒ (12) + 5 = 17
Attk2: 1d20 + 5 ⇒ (20) + 5 = 25
dam1: 1d6 + 5 ⇒ (4) + 5 = 9
dam1: 1d6 + 5 ⇒ (1) + 5 = 6
| Caldir |
confirm: 1d20 + 5 ⇒ (1) + 5 = 6
dam: 1d6 + 5 ⇒ (2) + 5 = 7
| Caldir |
A silent prayer to Desna: "thank you for lending me your strength and good fortune, without which I would be laying here dead instead of these beasts."
Search the area for treasure, perhaps a wand of cure light wounds!
| Caldir |
Do I think I can brew some tea here without attracting attention? If not here, did I spot a better place close by?
| Chris Welch DM2 |
Do I think I can brew some tea here without attracting attention? If not here, did I spot a better place close by?
You think you see an area that would be discreet for building a fire in a crumbling structure not to far away. You presume that the various squatters etc. build enough small cooking fires that yours won't cause any notice and their is tons of fuel to burn.
| Caldir |
I will stealth over to the spot.
stealth: 1d20 + 11 ⇒ (15) + 11 = 26
Just to clarify, when you say squatters, are there Westcrown citizens that live out here? Are we talking the equivalent of homeless people?
| Chris Welch DM2 |
I will stealth over to the spot.
[dice=stealth]1d20 +11
Just to clarify, when you say squatters, are there Westcrown citizens that live out here? Are we talking the equivalent of homeless people?
This section of the city is "abandoned" by the law abiding citizens of Westcrown and is a sign of how much more prosperous the city was prior to the fall of Aroden and the empire of Cheliax moving their capital to the city of Egorian.
Rego Cader used to be called Rego Plea and was the home to slaves, servants, and lesser trades. Now the buildings are partial homes and squats for barbaric humans, dens of thieves, or even the lairs of monsters. The Cader is also home to The Dusk Market, a semi-secret marketplace where drugs, exotic poisons, strange creatures, kidnapped slaves and nearly any other vice one can imagine are traded freely. There are also the "Ramble Gardens" essentially overgrown and untended gardens that have slowly crept over great sections of the ruins. These wild growths shelter a number of herbs and plants quite rare west of the Arthfell Forest, as well as many deadly plants like assasin vines and man eating fly traps.
You slink over to the spot you saw from the rubble and prepare to set up a small fire. Be interesting to see how you make tea...
| Caldir |
I have flint & steel to start a fire. So I boil up some water in my teapot and add the healer's tea. Okay I don't have a teapot and they are not even listed in the equipment section of the CRB. I guess I could buy a pot or something when I make it back to town.
But I should be able to heat water in my waterskin. (It is possible to boil water in a plastic water bottle hung above a fire. I have seen it done, you just have to hang it at a height where it won't melt through. So heating water in a waterskin should be realistic, just hang it from the end of a stick over a fire.) I could also forgo the fire and add the tea to the tepid water in my waterskin, it would take longer but it should still create tea.
Thoughts?
| Chris Welch DM2 |
I have flint & steel to start a fire. So I boil up some water in my teapot and add the healer's tea. Okay I don't have a teapot and they are not even listed in the equipment section of the CRB. I guess I could buy a pot or something when I make it back to town.
But I should be able to heat water in my waterskin. (It is possible to boil water in a plastic water bottle hung above a fire. I have seen it done, you just have to hang it at a height where it won't melt through. So heating water in a waterskin should be realistic, just hang it from the end of a stick over a fire.) I could also forgo the fire and add the tea to the tepid water in my waterskin, it would take longer but it should still create tea.
Thoughts?
Those nature boy skills finally paying dividends (besides the great physical condition and super cool photos). I say...YES! Roll up that healing!
| Caldir |
healing tea, the full dose
attack1: 4d8 + 8 ⇒ (5, 6, 7, 8) + 8 = 34
| Caldir |
back at full hp
| Caldir |
Try re-entering the building through the rubble entrance.
stealth: 1d20 + 11 ⇒ (9) + 11 = 20
perception: 1d20 + 13 ⇒ (16) + 13 = 29
| Chris Welch DM2 |
You slide through the now centipede free rubble with ease and enter a small room (10'x10'). There is a door on the far wall that appears broken and off its hinges but is propped up against the frame. You can see what seems to be a small courtyard beyond the door. You think you might be in some type of servant's entrance/storage.
| Caldir |
Search the room. And is there anything stored here at the moment?
Do I perceive anything in the courtyard?
perception: 1d20 + 13 ⇒ (16) + 13 = 29
| Chris Welch DM2 |
The room is empty, but after a careful search you find a hidden compartment that you assume the servants used to stash stuff from their masters. Inside are 2 potions and a small box filled with ruby chips worth 20 GP.
You don't percive anything in the courtyard (through the cracks in the propped door).
| Caldir |
Ok, pocket treasure and do I have to move door to get into courtyard? Will not move door unless required. Will examine for traps first. And will try to be stealthy.
stealth: 1d20 + 11 ⇒ (13) + 11 = 24
perception: 1d20 + 13 ⇒ (13) + 13 = 26
| Caldir |
I will attempt to disable the device.
disabledevice: 1d20 + 13 + 1 ⇒ (8) + 13 + 1 = 22
| Caldir |
Move stealthily out into the courtyard, looking around. Anything of interest? Where can I go from here (stairs, doors, heaps of treasure)?
perception: 1d20 + 13 ⇒ (7) + 13 = 20
stealth: 1d20 + 11 ⇒ (14) + 11 = 25
| Chris Welch DM2 |
The courtyard has a large door to the outside streets as well as two other doors that look like they go into the building structure itself. Maybe one of them leads to the third exterior door? In the courtyard you see several piles of debris that appear to be trying to conceal various bear traps and the like. Through large cracks and crumbled secitons of the second floor you can make out small sections of rooms up above.
You feel that there should be some look outs around if this is the place, but you don't see anything.
| Caldir |
Where does the string lead that was connected to the door?
| Caldir |
I will go to the door without the string, listen and then try to open.
perception: 1d20 + 13 ⇒ (9) + 13 = 22
| Caldir |
Attempt to disable device.
disable: 1d20 + 13 + 1 ⇒ (10) + 13 + 1 = 24
| Caldir |
open the door
| Caldir |
Close door behind me. Look around a bit, then open door opposite the one I came in after listening at the door.
perception: 1d20 + 13 ⇒ (9) + 13 = 22
perception: 1d20 + 13 ⇒ (6) + 13 = 19
| Caldir |
I will try the save.
reflex: 1d20 + 8 ⇒ (8) + 8 = 16
| Caldir |
Open the door, after checking for strings and such.
| Caldir |
Maybe Caldir should take a level of Cleric and get some door sight!
Close the door behind me and examine hallway for anything of interest.
hallway perception: 1d20 + 13 ⇒ (12) + 13 = 25
If hallway looks safe will do a perception check at each door.
1 perception: 1d20 + 13 ⇒ (5) + 13 = 18
2 perception: 1d20 + 13 ⇒ (4) + 13 = 17
3 perception: 1d20 + 13 ⇒ (8) + 13 = 21
4 perception: 1d20 + 13 ⇒ (5) + 13 = 18
5 perception: 1d20 + 13 ⇒ (2) + 13 = 15
6 perception: 1d20 + 13 ⇒ (14) + 13 = 27
7 perception: 1d20 + 13 ⇒ (13) + 13 = 26
8 perception: 1d20 + 13 ⇒ (9) + 13 = 22
9 perception: 1d20 + 13 ⇒ (18) + 13 = 31
10 perception: 1d20 + 13 ⇒ (17) + 13 = 30
11 perception: 1d20 + 13 ⇒ (11) + 13 = 24
12 perception: 1d20 + 13 ⇒ (9) + 13 = 22
13 perception: 1d20 + 13 ⇒ (7) + 13 = 20
14 perception: 1d20 + 13 ⇒ (1) + 13 = 14
15 perception: 1d20 + 13 ⇒ (17) + 13 = 30
16 perception: 1d20 + 13 ⇒ (6) + 13 = 19
far door perception: 1d20 + 13 ⇒ (2) + 13 = 15
| Caldir |
open the far door
| Caldir |
what is reflex save DC? 10 + spell level + caster's stat modifier
reflex: 1d20 + 8 ⇒ (16) + 8 = 24
| Caldir |
So I am pretty sure I make the save and with evasion I would take 0 damage.
Now what is in this room, must be something valuable for such a trap!
perception: 1d20 + 13 ⇒ (18) + 13 = 31
| Chris Welch DM2 |
The door opens to a large room (40'x40') that looks to formerly have been the grand foyer of this building. There are two crumbling stairways curling up the sides of the room heading up to the second floor and a large stout door that you recognize as one leading to outside the building. Ther are pieces of broken and rotten furniture throughout the room.
| Caldir |
Where's all the loot protected by the magical trap??!!!
I will proceed up the stairs, taking the side that looks more sturdy.