No heal skill, either. Laurent casts a look around the courtyard and then searches the pack, trying not to make a racket.
spot: d20-1=3
search: d20-1=18
"Hmm, won't be drinkin' that water."
Inside the bag you find the ruind remains of some trail rations, a set of thieves tools in a padded silk case, a clear vial filled with a blue liquid, and a smal purse containg 1 pp, 29 gp, 28 sp, and 20 cp.
Laurent places the small items on the ground near the body and then motions the rest of the party to come to quietly approach his position.
As they approach, he will place 2 of the silver pieces over the man's eyes.
"Peace for the dead."
Calar will come along beside the dwarf. He keeps his eyes up and level scanning the courtyard and listening for danger. I am not making a move silently check. I am pretty sure the dwarf ruined it for us anyways ;) --- if needed or applicable spot 1d20+2 = 10; Listen 1d20+0 = 14.
Geddoe, silent all this time, spoke up. "Priest, didn't the woman say that the 'shrooms grew near forges, or something? Where would you put a forge? I doubt that tower over there." Geddoe knelt down to pull daggers from his waist and boot, and prodded the body, looking for signs of death.
Fortunately, Heal can be used untrained. Unfortunately, I have a negative modifier, so I missed by one. Can someone aid me?
Beyond the double doors is a small dark hall. Littered with mounds of debris and a year’s worth of dead leaves, it is clear that a narrow path winds inside.
10' inside the double door there is a standard door to either side. Beyond that a 5' wide hallway crosses this passage also going left and right. Finally, 15' ahead of you is another set of double doors, standing partially open.
This small chamber was used to store the traveling cloaks, coats, and hats of visitors to the monastery. Now only a few moth-eaten rags hang on the pegs and a single soiled hat rests on the table.
Laurent comments, "Maybe one of the former masters left a valuable clue in his jacket pocket." and unenthusiastically looks through the musty leftovers in the room.
Geddoe joined in searching the cloakroom, keeping his knives in one hand.
Search d20 + 5 = 17.
Under some of the fallen rags, in one corner of the room you find a mushroom matching the description Laurel gave you. Not enough to save the town, but now you are certain you have come to the right place.
Looking down the left hallway you see it stretches 30 feet forward, ending at a small arrow slit it what you assume is the outside wall. Twenty feet down you see doors on the left and right, the door on the right stands open.
Calar will advance and peek through the door that is open. Spot = 1d20+2=19 If it is empty and appears safe, Calar will keep to the plan and open the door on the left.
The door leading into this chamber is shattered and broken. The room beyond is in an equal state of disrepair. What was once a library is now a shattered mess with one corner being completely collapsed and dominated by a wide pool of stagnant water. Thick fungus grows on most of the books that still remain on the shelves lining the walls.
Seeing no immediate threats, you will discover the door to the left is locked.
Nerek will step into the library, staying away from the fungus and water and make a quick check to look for any religious symbols.
Spot: d20 +1 = 18
Glancing around the room you are about to lose hope of finding any religious symbols when your eyes fall on a book on the top of a shelf, which has somehow avoided the mold and water damage. The style of the binding is consistent with fine books, perhaps even a religious text.
I am waiting for everyone to detail what they are doing and where they are doing it, before I set off the maximized enpowered delayed blast hellball... I assume Calar is in the hall, and Nerek and vish are in the library, correct?
I am waiting for everyone to detail what they are doing and where they are doing it, before I set off the maximized enpowered delayed blast hellball... I assume Calar is in the hall, and Nerek and vish are in the library, correct?
Sounds good to me. I figure that I will be throwing them the occasional glance to make sure their OK; I was trying to convince Geddoe to open the door that is locked.
To speed things up, I will assume Geddoe is working on the lock.
Vish, your rather clumsy search of the library, as well as Nereks efforts to recover the book from the top shelf release a cloud of spores into the room.
Spoiler:
DC12 fortitute save.
Initial damage 1d2 con
Secondary damage 1d2 con
Also, if you take damage, you have a -2 on spot checks for one hour as you see drifting, shadowy forms in the edge of your vision.
You find no Ironbloom mushrooms in this room.
Nerek recovers the book, This book is written
in Dwarven and contains hymns to Torag.Folded into the last page of the book is a scroll of...
Holding the book close, Nerek sprints from the library.
Fort: d20 + 3 = 12, 5 (is the secondary roll necessary?)
Nerek coughs a bit, before turning his attention back to the book. "What's this?" He draws the scroll from the book, and looks over it. "I think its a spell of some kind."
Since Nerek doesn't doesn't have any ranks in spellcraft, I won't bother with a check. If someone else wants to look at the scroll, he'll hand it over.
Spellcraft: d20+8 = 28 (nat 20)
"Looks to be a scroll that calls forth a spiritual weapon to fight for you. You're usually quicker than that, Vish. What gives? Hmm... maybe we should get movin'. The quicker we're done here, the less people'll die."