Thorthal Runecloak |
Not sure on which zombies are "alive" on the map, if there is only one alive near Slick, Thorthal will close to that one and attack it, otherwise stays where he is and attacks the adjacent one.
After being injured by the zombie, Thorthal ceases flailing wildly and corrects his aim.
Unarmed Strike, Power Attack, Flurry: 1d20 + 3 ⇒ (20) + 3 = 23Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Confirmation Roll: 1d20 + 3 ⇒ (19) + 3 = 22Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Thorthal will strike again if the zombie is still standing, otherwise he will close the distance to the other zombie.
Unarmed Strike, Power Attack, Flurry: 1d20 + 3 ⇒ (15) + 3 = 18Damage: 1d6 + 5 ⇒ (3) + 5 = 8
DM Rambler |
The one with the little skull on it was dead. So, no flurry.
Thorthal rushes over to the remaining zombie and strikes a mighty blow, felling the creature.
So, flurry didn't matter. Out of initiative.
The party quickly works together to get their remaining companions up to the upper floor.
"...Slick" |
Slick retrieves the rope.
"No need to leave this here"
"Let's see if any of these doors lead to an exit, or at least a window."
"Unless any of you feel like some corpse looting first..."
"...Slick" |
"If anyone has healing... Thorthal and I are wounded."
"Perhaps we should check this door." Slick says, indicating the right hand door in the T corridor.
"I could check it for traps, but I suspect that you would be better, Mr. Free-Gnome"
Then he whispers loudly to Andretta.
Up to her whether she translates or not
Haer Kul |
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"Your discretion does you credit, milady." He bows slightly to Andretta, then gives Slick a long measured stare.
"Mr. Slick, you are correct, of course. My name is Haer Kul, and I am probably the greatest trap detector in the world."
"I can only see a world as it should be. A trap is like an imperfection. It sticks out like the nose on your face."
perception(detect traps): 10 + 11 = 21
If no traps and the door is locked, he will try to unlock it:
remove traps: 1d20 + 7 ⇒ (10) + 7 = 17
Haer Kul |
Haer Kul keeps trying to open the door
disable device(open door): 1d20 + 7 ⇒ (5) + 7 = 12
disable device(open door): 1d20 + 7 ⇒ (8) + 7 = 15
disable device(open door): 1d20 + 7 ⇒ (10) + 7 = 17
disable device(open door): 1d20 + 7 ⇒ (11) + 7 = 18
disable device(open door): 1d20 + 7 ⇒ (7) + 7 = 14
disable device(open door): 1d20 + 7 ⇒ (11) + 7 = 18
disable device(open door): 1d20 + 7 ⇒ (10) + 7 = 17
disable device(open door): 1d20 + 7 ⇒ (20) + 7 = 27
disable device(open door): 1d20 + 7 ⇒ (2) + 7 = 9
disable device(open door): 1d20 + 7 ⇒ (1) + 7 = 8
DM Rambler |
Haer Kul stubbornly works away at the lock for about a minute until the door opens.
Beyond, a roughly rectangular room contains two work tables, each covered with alchemical or medical tools and equipment, including an enormous frame-mounted lens to magnify images, several small, glass dishes, and a number of stoppered glass vials. A book also sits on the central table.
The room is unoccupied, and lit by a glowing rectangle in the ceiling.
Out of curiosity, who has the key-rods from earlier? Did you take anything from the zombies?
Haer Kul |
Quietly to the others, "Do not approach the book. The floor in front of does not match the rest of the floor. It offends my senses. Also, it may be a trap."
Haer Kul will carefully approach the area that looks different without stepping on it. He will examine it for traps Find traps: 10 + 11 = 21.
If he finds one, he will attempt to disable it. disable device: 1d20 + 7 ⇒ (4) + 7 = 11
"...Slick" |
Slick walks around the room following the wall clockwise to approach the book from behind.
Assuming that upon examination he probably doesn't understand any of it, he tosses it to Haer Kul.
"The texts of Shum contain all that is truth. It is written"
"These are not the texts of Shum"
DM Rambler |
The book is filled with spiky runes similar to the ones the group saw on the lowest level.
Haer Kul |
"If you wish, of course, you may look at the book. I think I have learned all I need for now. We will definitely keep this book too." I think we kept the last book. If not, I certainly meant to - assuming a big strong party member is willing to carry it.
Haer Kul will check out the stoppered glass vials and the other items on the desk and table looking for anything of value.
Craft Alchemy to identify contents of vials: 10 + 8 = 18
Craft Alchemy to identify contents of vials: 10 + 8 = 18
Craft Alchemy to identify contents of vials: 10 + 8 = 18 repeating for all vials
Eventually, noticing Thorthal's difficulty, Haer Kul will also step up to examine the exit that Slick found.
Perception: 10 + 10 = 20
Find traps: 10 + 11 = 21
Disable device to open door: 10 + 7 = 17
He will take 20 if he can, otherwise:
Disable device to open door: 1d20 + 7 ⇒ (6) + 7 = 13
Disable device to open door: 1d20 + 7 ⇒ (8) + 7 = 15
Disable device to open door: 1d20 + 7 ⇒ (4) + 7 = 11
Disable device to open door: 1d20 + 7 ⇒ (6) + 7 = 13
Disable device to open door: 1d20 + 7 ⇒ (7) + 7 = 14
Disable device to open door: 1d20 + 7 ⇒ (16) + 7 = 23
Disable device to open door: 1d20 + 7 ⇒ (12) + 7 = 19
Disable device to open door: 1d20 + 7 ⇒ (1) + 7 = 8
Disable device to open door: 1d20 + 7 ⇒ (2) + 7 = 9
Disable device to open door: 1d20 + 7 ⇒ (13) + 7 = 20
DM Rambler |
Silly question. Are you all avoiding the pressure plate?
The vials seem to all contain various alchemical ingredients.
There is no visible mechanism to open the door.
Is there any other interaction with any of the items in the lab?
"Hmm... this seems to be a journal of various experiments performed by one 'Lomrick'".
Haer Kul |
"Ah, as I suspected. This is the same being that signed the notes we found in the lab below. This may be a key to understanding what is happening here and maybe how to reverse it. "
Haer Kul also confidently avoids the pressure plate.
DM Rambler |
As Petronicus examines the objects on the far side of the room, Haer Kul brushes against the hidden door. It pivots quickly, revealing another chamber.
This new chamber has several glass containers, each big enough to hold a dog or halfling. A bench is against the south wall, with two strange diagrams affixed to the wall above it.
Haer Kul |
"There are a number of interesting objects here. And a very interesting diagram. And we should take that book. It may be useful later. "
Hwer Kul will go back into the room and examine the diagram more closely.
Knowledge(Arcana): 10 + 6 + 1d6 ⇒ 10 + 6 + (4) = 20
Knowledge(Dungeoneering): 10 + 6 + 1d6 ⇒ 10 + 6 + (1) = 17
Knowledge(Engineering): 10 + 6 + 1d6 ⇒ 10 + 6 + (1) = 17
Knowledge(Geography): 10 + 6 + 1d6 ⇒ 10 + 6 + (1) = 17
Knowledge(Local): 10 + 6 + 1d6 ⇒ 10 + 6 + (1) = 17
Knowledge(Nature): 10 + 6 + 1d6 ⇒ 10 + 6 + (6) = 22
Knowledge(Nobility): 1d20 + 2 + 1d6 ⇒ (15) + 2 + (4) = 21
Knowledge(Planes): 10 + 6 + 1d6 ⇒ 10 + 6 + (4) = 20
Knowledge(Religion): 10 + 6 + 1d6 ⇒ 10 + 6 + (2) = 18
Perception: 1d20 + 10 ⇒ (20) + 10 = 30
"...Slick" |
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"Exterminator? It is best not to say it out loud. We prefer 'cleaner'"
Slick draws his katana and heads into the room through the hidden door. Avoiding the pressure plate.
He will attempt to sneak in, for what it's worth.
Probably a waste of time Ninja Sneak!: 1d20 + 11 ⇒ (14) + 11 = 25