| EltonJ |
Vesica Perception Check (locate traps--#1/Left): 1d20 + 7 ⇒ (1) + 7 = 8
Vesica Perception Check (locate traps--#2/Right): 1d20 + 7 ⇒ (3) + 7 = 10May as well make a couple checks now to search for secret compartments in the nightstands or false bottoms in the drawers.
Vesica Perception Check (nightstand #1): 1d20 + 6 ⇒ (14) + 6 = 20
Vesica Perception Check (nightstand #2): 1d20 + 6 ⇒ (4) + 6 = 10
You find:
-- no traps.-- A map leading to the lair of the reptile god in the swamps. Just like the boy said.
-- a false bottom containing 15 gp and 20 sp.
| Krishka Whitetusk Galastacia |
Krishka enters from outside and finds a dead priest in the main room. She spends a moment to examine him before moving on, noting curiously the smashed vase and wondering if someone missed a swing or if something was hidden inside.
She cautiously makes her way upstairs once she hears a shout from above. Sounded like a dwarf complaining about an insult. She casts detect poison on her way up the stairs.
Status
HP: 14/14
AR: 3/4
Spells:
Max -,3/3
-,3/3
0: [Mage Hand] [Detect Magic] [Prestidigitation] [Mending] (Light)(Ray of Frost)(Detect Poison)(Daze)
1: [Silent Image][Cure Light Wounds](Shield)(True Strike)
| EltonJ |
Krishka enters from outside and finds a dead priest in the main room. She spends a moment to examine him before moving on, noting curiously the smashed vase and wondering if someone missed a swing or if something was hidden inside.
She cautiously makes her way upstairs once she hears a shout from above. Sounded like a dwarf complaining about an insult. She casts detect poison on her way up the stairs.
She finds no poison here.
| Sea Ranger |
Sea Ranger chuckles at Chestman's comment. "With this much gold on hand, I think we can afford a boat or two, friend dwarf. I even have some experience in sailing - though I suspect we'd be looking at a pair of dinghies and paddles rather than a proper sailing vessel. I'm sure we can find something in the village."
Let's check out the rest of the temple, and then I'm thinking a good night's sleep, as I think it's after dusk now? In the morning we can perhaps see about purchasing (or renting?) a couple of boats to get us through the swamps if the route on the map indicates a lot of water travel
| Gothia VonSalais |
"Indeed, lets explore the rest of this temple and make sure no evil remains. Ah, Krishka...welcome back! We are blessed to have you with us again!"
Gothia continues to check the rooms on the second floor and then will return to the main floor.
| Vesica "Tavern Tale" |
Vesica greets Krishka as well She also agrees with the plans put forward: finish exploring the temple, rest for the night, then see about getting canoes or whatever for the journey into the swamp.
| Krishka Whitetusk Galastacia |
Krishka moved slowly up the stairs, only to have a couple familiar faces step out of a room and greet her like nothing happened. Krishka nods in greeting, and stops worrying about walking quietly. She peeks into the room the other girls just exited, ”Find anything of interest?”
Are we down to just four players?
| Vesica "Tavern Tale" |
Tavern Tale joins the dwarf in his thorough exploration of the rest of the fallen temple.
Vesica Perception Check: 1d20 + 6 ⇒ (14) + 6 = 20
| EltonJ |
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Tavern Tale joins the dwarf in his thorough exploration of the rest of the fallen temple.
Vesica Perception Check: 1d20 + 6 ⇒ (14) + 6 = 20
Gothia too adds her efforts into searching the rest of the temple for any other evil.
Perception: 1d20 + 3 ⇒ (15) + 3 = 18
Krishka helps the search, leaving her detect poison spell active, in case it might alert her to a poison trap or hidden enemy. She starts at the top and works her way down. If nothing is found, she will go through everywhere again but with detect magic.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
The three aid another rolls have helped Chestman find the secret door to the kitchen. Also, Krishka finds a hidden crossbow trap that fires a poisoned bolt to whomever steps on a pressure plate.
| Sea Ranger |
Sea Ranger helps the others search, seeking out both secret doors the boy told them about - the one from the kitchen to vestibule and the other that led from the cleric's private bedroom to his office.
Perception Check: 1d20 + 13 ⇒ (11) + 13 = 24
Have we found all four of those rooms? We'll definitely search each one thoroughly, with a Take 20 if possible. I'm not sure if we've seen the office, and is anything remarkable about the kitchen? Sounds like he'd meet the trogs there or something, according to the boy.
| EltonJ |
Have we found all four of those rooms? We'll definitely search each one thoroughly, with a Take 20 if possible. I'm not sure if we've seen the office, and is anything remarkable about the kitchen? Sounds like he'd meet the trogs there or something, according to the boy.
Yes, you have found all four of those rooms. Searching the kitchen has turned up some silverware -- worth about 20 gp. And two pounds of silver, both one pound bars are worth 50 gp. Apparently the priest got that as payment for the recent body snatchings.
His private office has an ink well with a feather pen in it. Some sheets of parchment that details records of him being paid by the cult. As well as several books, one of which is a manual of gainful excercise. That one looks as if it hasn't been opened.
The vestibule and the bedchamber has already been described.
| Gothia VonSalais |
"Return to the mayor and tell him what we have discovered. I will stand vigil here at the temple and re-consecrate it to the harvest goddess, with the help of my god. I will join you in the morning once the temple is freed of its evil taint."
Gothia removes her holy book and begins to read passages in her deep, booming voice.
| Vesica "Tavern Tale" |
Tavern Tale gives Sea Ranger a worried, uncertain look. "We probably shouldn't split up if we can help it," she says, mostly to Gothia, but loud enough that the others hear her words as well. "There could still be cultists lurking in the village and who knows how many troglodytes in the nearby swamp."
Looking around the room, the one-eyed bard manages a smile. "Why don't we all sleep here overnight while Gothia does her work? It wouldn't be the first time in recent weeks I've slept on a floor...."
| Sea Ranger |
Sea Ranger nods in agreement with Vesica. "This place is certainly comfortable enough, we can take turns keeping watch until you have done your work, Gothia. Wake one of us when you take your sleep."
Agreed, Gothia can keep watch well enough I think while she does her consecration and then we can each take turns until we're ready to head out in the morning. Bar the main doors if we can, and if there is another door into the place we should have a double watch - but I think there's only the one.
| Krishka Whitetusk Galastacia |
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Krishka looked rather displeased with her own statement ”Well, it makes sense to stay together and to stay here. I imagine someone will be unhappy with whatever you did to whoever that guy was. We should bar the doors and windows. If they come, they’ll probably come with friends, or at least go away and return with friends.”
If there was a bed, she absolutely claims it.
| EltonJ |
[dice=Perception]d20+6
Krishka looked rather displeased with her own statement ”Well, it makes sense to stay together and to stay here. I imagine someone will be unhappy with whatever you did to whoever that guy was. We should bar the doors and windows. If they come, they’ll probably come with friends, or at least go away and return with friends.”
If there was a bed, she absolutely claims it.
Krishka claims the priest's bed in the private chambers. She will also be sleeping with a dead mimic in the same room!
| Sea Ranger |
Sea Ranger makes himself comfortable on the floor somewhere (not in the room with the mimic!) and prepares to get some much needed sleep. His companion eagle does the same, finding a perch somewhere near the vaulted ceiling to settle on.
Perception Check: 1d20 + 13 ⇒ (14) + 13 = 27
| Vesica "Tavern Tale" |
TT hunts down a blanket and or pillow before curling up in a corner (NOT underneath Sea Ranger's eagle!), offering half-heartedly to take the next watch before dozing off.
Vesica Perception Check (with penalty): 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15
| EltonJ |
Sea Ranger makes himself comfortable on the floor somewhere (not in the room with the mimic!) and prepares to get some much needed sleep. His companion eagle does the same, finding a perch somewhere near the vaulted ceiling to settle on.
Perception Check: 1d20 + 13 ⇒ (14) + 13 = 27
Sea ranger hears something coming from the kitchen!
| Sea Ranger |
Sea Ranger rises to his feet and touches each of his companions' shoulders in turn. Bringing his lips close their ears, he whispers softly. "Noise in the kitchen. Let's see what's going on." Then the druid/ranger draws his scimitar and moves toward the kitchen with the others as quietly as possible. Scout swoops down to land on Sea Ranger's shield still strapped to his back, peering over his elven companion's left shoulder. When he gets close to the entryway, he takes a peek inside, trying not to be noticed...
Stealth Check: 1d20 + 6 ⇒ (6) + 6 = 12
Thinking I'll go in the lead to scout it out while the others follow? TT can join me in the front rank too, but I'm thinking we should stay about 40' in front of the noisier members of the party, if that works? Not a great roll though...
| Vesica "Tavern Tale" |
Tavern Tale squats down a bit so she'll have no difficulty seeing past Sea Ranger when the half-elf opens the door. When the squeaky door gives away their presence, the young woman grumbles a "Damn!" under her breath and immediately scoots forward to engage the nearest of the invaders, hopefully while it's still flat-footed.
Vesica Perception Check: 1d20 + 6 ⇒ (12) + 6 = 18
Vesica Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
| Sea Ranger |
The door squeaks on its hinges, causing the two trogs to look in his direction and Sea Ranger knows that he's been spotted. "Damn. Scout! Attack!" He shouts, then leaps forward and swings his scimitar at the nearest while Scout dives at the rat. Lunch is served!
Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Scimitar Attack (vs. Favored Enemy): 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24 = Possible Crit!
Crit Confirmation: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7 = Nope!
Scimitar Damage: 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Scout's Bite Attack (vs. rat): 1d20 + 4 ⇒ (1) + 4 = 5
Bite Damage: 1d4 ⇒ 1
I'll just make some rolls for whenever his turn comes up in this round. I'm figuring the eagle going after the rat doesn't seem like much of a stretch - he's probably hungry, after all!
| Gothia VonSalais |
Confronted by the rat, Gothia raises her sword to sweep the vermin from her and Chestman's path.
Attack: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d10 + 8 ⇒ (5) + 8 = 13
| EltonJ |
The door squeaks on its hinges, causing the two trogs to look in his direction and Sea Ranger knows that he's been spotted. "Damn. Scout! Attack!" He shouts, then leaps forward and swings his scimitar at the nearest while Scout dives at the rat. Lunch is served!
Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Scimitar Attack (vs. Favored Enemy): 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24 = Possible Crit!
Crit Confirmation: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7 = Nope!
Scimitar Damage: 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8Scout's Bite Attack (vs. rat): 1d20 + 4 ⇒ (1) + 4 = 5
Bite Damage: 1d4 ⇒ 1I'll just make some rolls for whenever his turn comes up in this round. I'm figuring the eagle going after the rat doesn't seem like much of a stretch - he's probably hungry, after all!
Scout is hungry, yep. He misses his attack on the rat, and then tries again next round. Your attack on the Trog was dead on, but wasn't a confirmed critical strike. You slash at his stomach.
Confronted by the rat, Gothia raises her sword to sweep the vermin from her and Chestman's path.
Attack: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d10 + 8 ⇒ (5) + 8 = 13
Gothia managed to chop off the dire rat's head with her sword! Killing it instantly!
| Vesica "Tavern Tale" |
Tavern Tale tries to follow up Sea Ranger's hit with one of her own, hoping to KO a trog for post-battle interrogation. She's really bad at combat, though....
Vesica +2 sap: 1d20 + 3 ⇒ (6) + 3 = 9 for bludgeoning, magic, nonlethal damage (+ SA?): 1d6 + 3 + 1d6 ⇒ (3) + 3 + (5) = 11
| EltonJ |
Tavern Tale tries to follow up Sea Ranger's hit with one of her own, hoping to KO a trog for post-battle interrogation. She's really bad at combat, though....
Vesica +2 sap: 1d20 + 3 ⇒ (6) + 3 = 9 for bludgeoning, magic, nonlethal damage (+ SA?): 1d6 + 3 + 1d6 ⇒ (3) + 3 + (5) = 11
That was a miss.
The trogs raise their clubs and attack both Sea Ranger and Vesica.
attack on Sea Ranger: 1d20 + 2 ⇒ (6) + 2 = 8; damage: 1d6 ⇒ 2
attack on Vesica: 1d20 + 2 ⇒ (19) + 2 = 21; non-lethal damage: 1d6 ⇒ 6