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![]() Thimble Monarch wrote: Do I have to roll perception to hear? Nah. In this case, since you have all day, and you know there is something to hear, you can take 20. Thimble listens at the door:
Spoiler: You also faintly hear something that sounds like loud breathing/snoring; like something is sleeping on the other side of the door. ![]()
![]() You leave the room and turn left down a narrow corridor. Thimble goes first, then Vartan, then Asther leading Bess. It's dark, so Asther lights her Scimitar again. After a shot distance (about 10 feet, the corridor turns right. 10 feet after the turn there is a closed door on you left, and 5 feet after that there is another one. You can see the corridor stretches straight for a good ways. About 50 feet down the corridor, an open door on the right lets light in from the outside, and 5 feet past that another open door on the left lets in more light. About 60 feet down, you can see the end of the passage, and a dim figure standing there motionless, framed by light coming in from the end of the passage, which is open to the outside. It is about 5:30 PM, but it is still light enough outside to illuminate the far section of the corridor through the open doors and the open end.
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![]() Thimble and Asther set out their bedrolls and rest forr a few hours. Vartan does his best to take care of you while you sleep. Nothing happens during that time, so you wake up feeling better. 2 more hp each, since Vartan succeeded on the Heal check. The thunder has died down, but you still hear a light rain on the roof above you. ![]()
![]() If you rest for 8 hours you would each regain 1hp. However, Asther still needs to wait until tomorrow morning to prepare new spells. If you rested until the next morning you would each regain 2hp. This would mean an additional day before you could get back to Falcon's Hollow, which might very well result in the death of more townsfolk. Also Thimble wouldn't regain his 2 expended rage points (out of 6) until the next morning. ![]()
![]() The potion heals Thimble 7 hp.(1d8+1=7) That puts you at 13/15 hp (down 2 still). Asther is at 9/12 and has expended a 1st level spell (cure light wounds, cast on herself in the morning), leaving her with charm animal, which she can always swap for summon nature's ally. Vartan, Bess and Dena are still at full hp. Firefoot is at 2/5. BTW, it is only about 9:00 AM. ![]()
![]() Its a big anvil, a shrine to some old Dwarven god. Its surface is chipped and scarred like its been beat on with a hammer, and there is writing scratched into it (that you can't read). On its top surface, you notice five small octagonal-shaped depressions. Thimble:
Spoiler: I'm assuming you stop raging. You have 4 of 6 rage points left for the day. ![]()
![]() Round 1: Initiative:
I rolled initiative for everybody to speed things up. The creature attacking Thimble sinks claws into him 7 points damage, but Thimble's wild struggles prevent the creature from latching onto his head. Vartan manages to dodge the other creature again. ![]()
![]() Thimble never makes it to the anvil. A soon as he and Vartan reach the middle of the room, Asther's light goes out and the room plunges into darkness (although Thimble can still see). You hear a leathery fluttering noise above you just before something rough and grasping drops on Thimble's and Vartan's head. You can feel it trying to grab your head like a big leathery bag with claws and teeth. That's the surprise round. ![]()
![]() Beyond the doors is a large room (about 30 feet long by 30 feet wide). Inside you see two rows of wooden benches, some of them tipped over and all of them covered with dust. At the far end of the room you see what looks like a huge anvil on top of a stone pedestal, its surface defaced and ruined. It looks like it used to be a shrine of some kind. There is a door on the south wall. ![]()
![]() Thimble doesn't hear anything. The doors are halfway open, so he takes a peek inside. Thimble: Spoiler: Beyond the doors is a large room (about 30 feet long by 30 feet wide). Inside you see two rows of wooden benches, some of them tipped over and all of them covered with dust. At the far end of the room you see what looks like a huge anvil on top of a stone pedestal. It is dark in the room but you can see with your darkvision. ![]()
![]() Asther:
Spoiler: When you "look around" or "search", roll a Perception check (1d20 + your Perception bonus). If you look at your character sheet, you will find that your Perception bonus is +8. However, due to your keen senses half-elf racial ability, you get another +2 on sight- and sound-based Perception checks. Since "looking around" or "searching" is sight-based, your effective bonus is +10. So you roll 1d20+10 or the Perception check for "looking around". If something is hidden it will have a DC to find it, say 15. This means that the total score for your check has to equal or beat 15 to find what might be hidden in the room. ![]()
![]() Normally you would roll a Perception check, which a 1d20 + your Perception skill bonus. You don't have any ranks in Perception, so you just use you Wis modifier for a bonus (+1 for a Wis) of 12. Roll a 1d20+1. At each level you get to put ranks into skills. The number of points you get to put into skills depends on your character class and your Int score. A barbarian gets 4 skill points per level + Int bonus (-1 in your case). Since Barbarian is your favored class, you can either get 1 extra HP per level or 1 extra skill point per level. Since you have ranks in 4 skills (Acrobatics, Craft (Weaponsmith), Intimidate, and Survival) it looks like you took the extra skill point. I also see a mistake in your skill bonuses. Survival should be +5. ![]()
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![]() Thimble:
Spoiler: Your 1st level barbarian special abilities are rage, which adds +4 to strength, +4 to constitution, +2 to Will saves and -2 to AC and fast movement which increases your speed by 10 ft.
For being a half-orc you get orc ferocity, which means once per day when you are brought below 0 hp but not killed, you can fight on for 1 more round as if disabled. Your 1st level feat is Overhand Chop, which means your damage modifier for using a 2-handed weapon is 2x your Strength bonus (instead of 1.5x) ![]()
![]() Thimble tries to open the door, but it seems stuck. He then gives it a hard shove and it opens into the room with a loud crack of something breaking. The room beyond is dark and smell rotten and musty. By the light of the torch you see the broken remains of an ancient chair that looks like it was holding the door shut. In the center of the room you can make out the mummified remains of a dwarf wearing what looks like a blacksmith's apron. The room is small, about ten feet wide and ten feet long. You do not see any other doors in it, or anything else besides the body. ![]()
![]() What now? There is the closed north door out of the hallway you are in, the closed south door, the passageway leading north and south, and the partway open double-doors to the west. Although there is a little bit of light coming in form the open doors to the outside, it looks like it is going to be dark further in. Thimble can see in the dark, but Asther and Vartan can't. Vartan has a torch lit, and Asther can cast light at-will. You sill can't hear anything other than the rain and the occasional clap of thunder. ![]()
![]() Thimble returns to the hallway with the backpack. He opens it out and you examine it's contents. The rope is a silken rope (50 ft. long), lighter and stronger than the normal hemp ropes you usually see. Inside the purse is 42 gp in assorted coins, and the leather case contains a set of small tools. Thimble hands Asther the potion and she takes a tiny sip of it. After a moment's thought she announces it is a healing potion. actually a potion of cure light wounds
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