| Galstok |
"I don't know about anyone else, but I feel more confident about facing the day, than I did yesterday. Our decision should be, which direction should we plough first?"
"I'm thinking we should probably go check their rooms first. Hitting 'em in their home might put 'em off, if they don't quite know exactly what all happened yesterday."
GM Snorter
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It has, thanks for everyone's patience during that bit. Time to crank up the action.
I'm assuming you're coming out of the door you originally used, as you have the means to open it, and you're sure it hasn't been trapped. There's also a short passage before the next door, so you can remain unnoticed while you shuffle crates around.
| Sephird Brookside |
I'll cast as many as I can... :) so says the rogue.
Sephird will quietly continue along to the next door before searching it for traps and listening for activity on the other side.
Stealth 1d20 + 8 ⇒ (6) + 8 = 14
Perception-traps 1d20 + 5 ⇒ (19) + 5 = 24
Disable Device 1d20 + 10 ⇒ (8) + 10 = 18
Perception-listen 1d20 + 4 ⇒ (18) + 4 = 22
GM Snorter
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Reminder of the feast hall (ignore the combat positions)
Coming in from the east (right) side, numbering the doors clockwise 1 to 5; am I right in thinking you're going for number 1?
GM Snorter
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The door has been opened recently, and is about a quarter inch ajar, not enough to see through a gap, but plenty to allow the sounds from within to escape.
You quickly confirm there is no trap mechanism in sight along either edge of the frame.
Several croaking cries can be heard, along with a sing-song voice attempting a soothing tune.
"Grab the worm, grab it,
Though it be long.
Eat it, my pretties.
Grow big and strong."
GM Snorter
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Valoria's going to be out of town for a few days.
Valoria casts her mage armor, and awaits the others to step forward into the feast hall for her protection.
Tregar enters the main room, arrow nocked, Orik steps to the foot of the stairs, his shield up.
Galstok, you hear nothing from upstairs, over the sound of the awful song.
Ensu enters, scanning the room for traces of magic, giving the all-clear.
GM Snorter
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The door opens inward; you get no objections as you approach the door, and push it.
Perception 1d20 - 1 ⇒ (15) - 1 = 14
ties with Stealth, but reduced further for own singing...
You see a goblin, in a green robe, turn suddenly at the sound of the door swinging open, and leap in the air, sending a bowl spinning toward the floor.
Along the walls are several cages, containg smaller goblin whelps, who jostle with each other in competition for the raining worms.
The goblin is surprised, and forfeits any meaningful action.
Galstok has used his action to open the door.
Sephird can act with a partial action, in the surprise round.
Then initiative order;
goblin initiative 1d20 + 6 ⇒ (3) + 6 = 9
| Galstok |
I didn't, and Galstok would probably not have thought of it.
Galstok enters the room weapon raised. Then he brings it down quickly to try and silence the creature before it can let out a warning.
Attack:1d20 + 6 ⇒ (2) + 6 = 8
Damage:2d6 + 6 ⇒ (4, 6) + 6 = 16
d20s do not like me I think. :)
GM Snorter
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The goblin attempts to duck between the pair of you;
Acrobatics 1d20 + 2 ⇒ (15) + 2 = 17
barely avoiding Sephird's blade, but taking his eyes off Galstok.
Attack of Opportunity 1d20 + 6 ⇒ (18) + 6 = 24
Damage 2d6 + 6 ⇒ (2, 2) + 6 = 10
He hooks the goblin off its feet with the head of his hammer, and follows with a blow that knocks it cold.
| Sephird Brookside |
Quietly edging along the wall, he is on the watch for anything unusual in the corridor. Sephird moves to where he can carefully listening for any sounds before peaking around the corner.
stealth 1d20 + 8 ⇒ (18) + 8 = 26
Perception-corridor 1d20 + 4 ⇒ (4) + 4 = 8
perception-hearing 1d20 + 4 ⇒ (1) + 4 = 5
Perception-corner 1d20 + 4 ⇒ (6) + 4 = 10
GM Snorter
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The door does not appear to be trapped, and in fact, is partly ajar.
Through the crack can partially be seen a mostly-ordered bedroom, though several armour plates lie on the floor.
You follow the arrangement, step aside, and let Valoria swing the door open.
The room appears unoccupied, with a bed, side table and chair. The bed is clean and has been carelessly made, though has a dip where someone was recently sat.
A plate of smoked fish and half a baguette lies half-eaten on the table. Several plates are stacked there, next to an ongoing game of solitaire. Some used clothing lies half-under the bed, and the rest of the armour plates can be seen on the floor. They would match the ones currently missing from Orik's suit.