brvheart |
The largest of
the three back rooms is a weapon storage area, along with
chains, supplies against a siege, more valuable pieces of
salvage from victims, i.e., rich clothes, saddles, richly crafted
weapons, total value 1000 gp (two swords, three maces, two
scimitars, four halberds, a greatsword with a 500 gp jewel
encrusted handle
And that is on rolling a 1 lol
brvheart |
It should not take much of a perception check to note that Beldar has not taken a single drink since Avaakris and the sheriff were defeated.
"Slim" Jim |
Still here. Work's keeping me rather busy though! I saw a PM will read it in the morning, I'm tired.
Slim didn't like the sound of using cells in the tunnels, "I think we'll have to lock them up in the Inn unfortunately. Can't trust the tunnels until they've been thoroughly cleansed."
Ciri Princess of Cintra |
Yes, just have keep a watch order and looks like Rufo is going to stay up here in town when we go down below.
First we have to search the constabulary for secrets doors, this can't be all of the place, there has to be a basement like in some of the other buildings. Get breakfast and get moving, we might not be back here at the inn tonight, so take what you need.
Perception for secret doors - elf: 1d20 + 11 ⇒ (4) + 11 = 15
Detect Magic spellcraft on Armory: 1d20 + 12 ⇒ (11) + 12 = 23
LAST NIGHT STUDYING WITH TAL'ARIEL 2 HRS
SPELLCRAFT WRITE VANISH: 1d20 + 12 ⇒ (2) + 12 = 14
SPELLCRAFT WRITE MIRROR IMAGE: 1d20 + 12 ⇒ (11) + 12 = 23
Felix "Lucky Gits" Season |
Felix shrugs and replies."I have escaped from enough inns myself. They are not made to keep prisoners inside. But, well its better than nuthing. We just have to tie them up real good."
Felix then checks the knots and ties them a bit differently to keep dishonest people from becoming lost people.
Sleight of hand: 1d20 + 15 ⇒ (20) + 15 = 35
brvheart |
None of them are getting out of a DC35 that is for sure! Rufo will keep and eye on them.
Tal'ariel Rhuidon |
Tal spends several hours studying spells. I'm guessing we have at least 8 hours given that we spent the morning fighting.
Spellcraft Snowball DC16: 1d20 + 8 ⇒ (16) + 8 = 24
Spellcraft Shocking Grasp DC16: 1d20 + 8 ⇒ (13) + 8 = 21
Spellcraft Burning Hands DC16: 1d20 + 8 ⇒ (4) + 8 = 12
Spellcraft Scorching Ray DC17: 1d20 + 8 ⇒ (18) + 8 = 26
Spellcraft Acid Arrow DC17: 1d20 + 8 ⇒ (13) + 8 = 21
Spellcraft Spider Climb DC17: 1d20 + 8 ⇒ (9) + 8 = 17
Spellcraft Haste DC18: 1d20 + 8 ⇒ (2) + 8 = 10
Spellcraft Fly DC18: 1d20 + 8 ⇒ (13) + 8 = 21
"Hey, Beldar the Sodden ain't drinkin'. What gives?"
brvheart |
Have we rested yet?
Yes, Thoron. Rested, prayed for spells and ate breakfast.
brvheart |
Tal spends several hours studying spells. I'm guessing we have at least 8 hours given that we spent the morning fighting.
[dice=Spellcraft Snowball DC16]1d20+8
[dice=Spellcraft Shocking Grasp DC16]1d20+8
[dice=Spellcraft Burning Hands DC16]1d20+8
[dice=Spellcraft Scorching Ray DC17]1d20+8
[dice=Spellcraft Acid Arrow DC17]1d20+8
[dice=Spellcraft Spider Climb DC17]1d20+8
[dice=Spellcraft Haste DC18]1d20+8
[dice=Spellcraft Fly DC18]1d20+8"Hey, Beldar the Sodden ain't drinkin'. What gives?"
When you are adventuring, the rules only allow you 4 hours worth of magic and 2 for item creation.
Beldar asks if he can study with you in the morning.
"I haven't seen my spell books in many many years. Would be nice to cast a spell or two again."
Tal'ariel Rhuidon |
"Wait, you know magic? And you're not drinkin'? That's a whole new side of you!"
If she can, Tal checks with Cornelius and Rufo to see of Beldar could be trusted.
"Slim" Jim |
Later after everyone had rested, Slim suggested "I think we should take Rufo up on his offer to show us the entrance to the tunnels. We'd best be real cautious down there, the Gods only know what lurks below."
Assuming Slim is around when Beldar mentions his missing book.
Jim frowned, there had to be a story there. Sounding very conciliatory, he asked, "Tell me friend, what happened to your spell book?"
Diplomacy: 1d20 + 12 ⇒ (18) + 12 = 30
Beldar the Sodden |
"Sold them for drinks. Got tired of pretending I was evil and just started drinking. Can't remember how long ago. Was once wizard."
He seems to be telling the truth. He has been this way since long before Rufo and Cornelius came here. Seemingly a harmless drunk.
the Gods only know what lurks below
Yeah, Set and Mitra
Ciri Princess of Cintra |
BELDAR IS TRUSTWORTHY AND NOT EVIL, HE BECAME A DRUNK AFTER THEY TOOK OVER, HE FELT RESPONSIBLE AND THEY TOOK HIS SPELBOOK AWAY, ALL HE HAS NOW ARE THE SPELLS HE KNOWS FROM SPELL MASTERY WITHOUT HIS BOOK, He has not aged because he was here when they took over and pretended to be on their side because he was scared they would kill him, self preservation.
Lastnight
I would be happy to share my spells and study with you, I am sure anyone who has survived here all these long years is sure to have knowledge beyond measure to offer in trade, your craft is quite different than ours. Would be interested in ancient ways of magic.
Spellcraft, Gltterdust, Web: 1d20 + 12 ⇒ (19) + 12 = 311d20 + 12 ⇒ (14) + 12 = 26
Spellcraft, Feather Fall, Enlarge Person: 1d20 + 12 ⇒ (1) + 12 = 131d20 + 12 ⇒ (17) + 12 = 29
next morning, following Felix down below after spells and breakfast
brvheart |
Later Felix moves towards the trapdoor and carefully checks for bad suprises.
[Dice=Perc]1d20+10
Finding nothing he carefully opens the trapdoor and checks for any guards.
If he finds none, he gets down stealthily ready to explore the are.
The party come to the wine cellar. There are 2 casks of wine and a passage out the other side.
Tal'ariel Rhuidon |
Tal nods at Beldar, accepting his tale after a bit of investigation. "I brought a lot of spell ink with me, Beldar. If you can find yourself a book, you could build a new spellbook."
* * *
The next day down in the cellar, Tal starts looking around for danger with Felix.
Perception: 1d20 + 14 ⇒ (8) + 14 = 22 +1 more if trapped.
brvheart |
Tal nods at Beldar, accepting his tale after a bit of investigation. ...
* * *
The next day down in the cellar, Tal starts looking around for danger with Felix.
[dice=Perception]1d20+14 +1 more if trapped.
She will find the secret door behind the barrels.
brvheart |
Oh ok I missed that. Gets a mug for wine out, and takes a sample of wine.
"Not bad at all, wonder how it got here?
So which way do you all want to go? Here? Or the other entrance?
tries to Id the bastard sword that we all missed yesterday
[dice=Spellcraft]1d20+4
+1 Bastard Sword. There was also a set of chainmail w. spikes and a set of boots that are not identified.
Tal'ariel Rhuidon |
"There it is--secret door down," she explains.
She looks longingly at the wine . . . and pours herself a healthy glass. Wasn't the first time, wouldn't be the last. "Go figure, they have some good wine in the middle of the desert!"
Ciri Princess of Cintra |
Detect Magic Spell Craft; Boots; Spiked Chainmail before we left: 1d20 + 12 ⇒ (14) + 12 = 261d20 + 12 ⇒ (19) + 12 = 31
Great wine, will portal it back to the inn when we can, for now let's take the secret way, see what's hidden
Perception: 1d20 + 11 ⇒ (9) + 11 = 20
brvheart |
You follow the passageway following Rufu's map. It leads to a door.
It opens to a north south passageway.
"Slim" Jim |
"Wow, nice boots to go with surprisingly good wine!" remarked Slim.
He then very cautiously listened at the passageway opening in case of a lurking surprise. But apparently he simply couldn't concentrate due to the excitement of it all.
Perception: 1d20 + 10 ⇒ (3) + 10 = 13
Tal'ariel Rhuidon |
Tal casts Mage Armor on herself before descending.
"Keep a careful eye out for traps" reminds the pirate.
Perception: 1d20 + 14 ⇒ (15) + 14 = 29 add +1 vs traps
brvheart |
Tal, as you do not have trap spotting you will need to check for traps specifically on each 10' area. I will, however, take this roll for the door entering the hallway that Ciri was waiting for you to check. You can preroll one for the sake of time so they don't have to wait on you.
Tal'ariel Rhuidon |
Prerolled perception check: 1d20 + 15 ⇒ (17) + 15 = 32.
"North or south?" asks the half-elf.
brvheart |
I would strongly suggest someone map on graph paper. You have Rufo's map, but it does not show much and is very basic. And no, I don't allow using a spell to do it. That forces me to do your mapping for you.
Thoron Palehorn |
I can do it, but my maps are pretty basic too. Just would show the corridors, rooms, traps, but wouldn't mention monsters or NPC's unless the party thinks it's important.
Umm Brvheart there's not a labyrinth here like there is in Rapun Athuk? I'm not able to map multi-layer labyrinths on the same level.
brvheart |
It is not where near as complicated as RA. Four levels, but there are two separate areas. I would be giving spoiler info if I said what they were, but you can guess one is the White Tower.
"Slim" Jim |
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Jim tried the boots on and found them to fit like they'd been tailor made. He liked the styling, which he felt complemented the rest of his outfit nicely.
Seeing Thoron sketching a map, Jim swallowed, with a sudden sense of foreboding he whispered, "We're going to need that aren't we..." He had this vision of a confusing mass of tunnels reaching deep underground where mortals didn't belong.
Trying to shake the ennui off, he struck a confident tone, "The ladies say we turn to the right, that's good enough for me!"
brvheart |
You can go straight ahead to a T-intersection or there is a side passage to the right. Where to ladies?
Ciri Princess of Cintra |
cast light on ARROW to hold up as a torch
turn right towards the rat queen, I want to capture her, not kill her, we check the side passages quickly to make sure we don't get ambushed, but let's stay on target.
brvheart |
To the right at the T the passage kind of forms an X with side passages NW and SE. To the left you can see a room ahead with a curtain. There are narrow side passages at 25' north and south.
brvheart |
Felix stealthily moves forward checking diligently for tracks.
[Dice=Stealth]d20+15
[Dice=Perc]1d20+10
Strange tracks to the left, they don't look human nor do they look animal.
brvheart |
Traps not tracks.
Now, there ya go. I will look for traps. I know the map makes it look like there might be a trap there but there is not. Also belay the "There are narrow side passages at 25' north and south." You do not see them at all. Felix looking to the east finds a secret door just to his north. The corridor to the south appears to be strung with steel wire.