Arkolo
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"Best avoid the "Bull's Strength" potions for now - they don't appear magic at all. Perhaps some natural poison or something. Anyhow shall we explore a little more?"
Flint Jaycen
|
The dwarf chuckles. "Hehe. hehe. Bull urine, more like. Let's take it all. And a little more of this brandy. Then explore." He looks to Aldy with a smile.
Breelajah
|
Bree spits out the small sip of blue liquid and quickly rinses his mouth out with a swig of water. "If that's a potion, I don't want any of its magic." He sniffs at it. "You know that gas we ran into earlier? I think it comes from this stuff. Maybe we should hold onto some vials in case we can use it with some other bad guys." Bree puts a stoppered vial into his bag.
He snorts at Flint's comment. "Yeah, I think I'll pass on the bull's strength potion."
Ready to move on.
Aldy Rolda
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Some poison and some questionable potions - not much to see here. Moving on...
Aldy moves to the next hallway until he reaches a door, searching for traps as he goes.
Perception: 1d20 + 12 ⇒ (1) + 12 = 13
Brand Boulderstep
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"Interesting. We could put these into use somehow..." Brand mutters.
DM MoFiddy
|
The march to 1000 posts continues!
The door swings open to what appears to be a kitchen.
Official boxed text:
This room serves as a kitchen. A large hearth takes up most of the sound wall, and there’s a basin for washing up against the west wall. Dry goods, provisions, and cooking gear clutter the space.
There doesn't seem to be anything of interest or value here.
Where to now?
Arkolo
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Door at the end of the hall please!
Arkolo gestures their resident lockpicker & trapspotter forward.
Flint Jaycen
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Flint nods, and follows. "So, how far down do you think this goes?"
Brand Boulderstep
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Brand follows a safe distance but keeps an eye on the double doors just in case.
Flint Jaycen
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Flint looks to the others, alarmed at the noise. ”Perhaps we come back to this door?”. He gives the air a sniff. ”If the cultists aren’t upset about the noise, they might be upset if it stops...”
Brand Boulderstep
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"We can poison them first if needed." Brand points out with the earlier bottles found.
Aldy Rolda
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Lets leave this be for now and check the double doors.
Aldy will go check the double doors.
Traps: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33
Flint Jaycen
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Flint smiles at Brand. "Simple, yet effective. Smart. Not quite honorable, but they are animals I suppose." He nods seriously and moves on.
DM MoFiddy
|
The door is unlocked and appears to be safe.
Official Boxed Text:
This large natural cave has been widened by excavation. Masonry walls enclose structures within the cave, including what looks like a temple to the north and a crypt to the west. In the eastern end, a low stone wall encloses a large pool of water.
Flint Jaycen
|
Flint looks at the pool of water carefully as he walks by. If he sees nothing of note, he nods to the temple doors. ”Temple first, crypt last. I’m not over that last undead we met...”. He shivers, slightly.
DM MoFiddy
|
Flint examines the pool as he enters the chamber. It appears to be a cistern of some sort that supplies the level with potable water.
As he walks further into the cavern...he doesn't see any other creatures.
Perception:
Arkolo: 1d20 + 10 ⇒ (11) + 10 = 21
Aldy: 1d20 + 12 ⇒ (5) + 12 = 17
Bree: 1d20 + 6 ⇒ (3) + 6 = 9
Flint: 1d20 + 7 ⇒ (2) + 7 = 9
Brand: 1d20 + 5 ⇒ (2) + 5 = 7
What are the rest of you doing?
Brand Boulderstep
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"Strange......" Brand points out.
"There doesn't seem to be anyone else here and is that water safe to drink?"
Arkolo
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"Interesting"
Arkolo gestures the team into rough formation before moving forward to with them to the next set of doors.
Unless someone else has something they want to do first
Breelajah
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"I wouldn't drink any of that. At least not until someone did more careful checking. But for now, let's just see what's behind these doors. Seems that we should start with the closest one." Bree stands in the formation that Arkolo requested and looks to the others to be ready.
Flint Jaycen
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Flint nods. "Agreed. No need to leave enemies behind us." He also forms up. Except the dogs, I suppose.
Aldy Rolda
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Aldy will head to the door bree indicated, search, and then open it.
Perception: 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28
DM MoFiddy
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The door is unlocked and appears safe.
Official boxed text:
A finely woven rug with a subtle tan and moorit pattern covers the floor of this bedroom. A garderobe enclosed by a wall is in the northeast corner, and to the west of it stands a large wardrobe.
There doesn't appear to be anyone inside the room. What do you do?
I assume you search the room:
Arkolo: 1d20 + 10 ⇒ (3) + 10 = 13
Aldy: 1d20 + 12 ⇒ (12) + 12 = 24
Bree: 1d20 + 6 ⇒ (8) + 6 = 14
Flint: 1d20 + 7 ⇒ (3) + 7 = 10
Brand: 1d20 + 5 ⇒ (8) + 5 = 13
Aldy finds a secret door in the NE corner behind the garderobe (indicated with an S on the map).
Arkolo
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"I guess we should go the secret way - the back door as it were!"
Arkolo prepares for Aldy's search and reveal.
Aldy Rolda
|
Everyone is always so surprised when you pop out of their secret passageway and start stabbing them!
Aldy will lead the way through the secret passage.
Perception: 1d20 + 12 ⇒ (2) + 12 = 14
DM MoFiddy
|
The secret door appears to be safe, but it is locked.
Aldy Disable Device: 1d20 + 12 ⇒ (17) + 12 = 29
Aldy fiddles with the lock and thinks he almost has it, but then his tool slips and clatters to the ground.
I assume you are ok with taking 20?
The secret door swings open...
Official boxed text:
This secret room is filled, floor to ceiling, with shelves and pigeonholes. The air holds the dusty aroma of ancient parchment.
What do you do?
Brand Boulderstep
|
"Secret Store room or forgotten one?" Brand exclaims as he waits outside to allow the more agile ones to search the room.
Flint Jaycen
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Flint sighs as Aldy takes his time with the lock. "C'mon, mate, that kitchen back there sounds mighty good about now..." After the lock clicks open, the dwarf follows Aldy into the room and searches it.
Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Arkolo
|
Arkolo will cast Detect Magic to check out the rooms contents.
DM MoFiddy
|
Aldy and Flint step into the room. What treasure might they find there? They no more than step into the room that they hear movement on the far side of the room. They look up to see a human sized metallic creature raise one of its four arms towards them...
Initiative:
Arkolo : 1d20 + 7 ⇒ (18) + 7 = 25
Aldy Rolda: 1d20 + 7 ⇒ (9) + 7 = 16
Brand: 1d20 + 3 ⇒ (4) + 3 = 7
Breelajah: 1d20 + 3 ⇒ (11) + 3 = 14
Flint Jaycen: 1d20 + 5 ⇒ (1) + 5 = 6
Bad guy: 1d20 + 6 ⇒ (19) + 6 = 25
Knowledge (arcana)
Brand: 1d20 + 2 ⇒ (3) + 2 = 5
Aldy: 1d20 + 9 ⇒ (11) + 9 = 20
Arkolo
|
Arkolo retreats back into the cave area for a bit of distance before praying for Divine Favor
Cast Divine Favor. +3 to hit & damage.
Brand Boulderstep
|
Brand considers going forward to help his companion.
Delay until after flint.
"Ye need help there?"
Flint Jaycen
|
Flint's eyes open wide. "I am the chosen one..." He whispers... Then he struggles and tries to get out! Can I use my axe to cut my way out? If I can, I do. If not...
Strength check to burst out!: 1d20 ⇒ 5
Breelajah
|
Bree rushes forward towards the machine and swings his axe at it.
battleaxe@construct: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d8 + 3 ⇒ (8) + 3 = 11
Knowledge(dungeoneering): 1d20 + 1 ⇒ (11) + 1 = 12 I can't remember if this knowledge will tell me anything about constructs
DM MoFiddy
|
Here are the description for a net and the entangled condition.
If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so.
Aldy Rolda
|
Aldy will stab at the construct, then attempt to defend Bree against any counterattack.
Attack: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d4 - 2 ⇒ (2) - 2 = 0
Bodyguard: 1d20 + 7 ⇒ (5) + 7 = 12
Bodyguard: 1d20 + 7 ⇒ (17) + 7 = 24
Bodyguard: 1d20 + 7 ⇒ (10) + 7 = 17
Bodyguard: 1d20 + 7 ⇒ (1) + 7 = 8
Bodyguard: 1d20 + 7 ⇒ (11) + 7 = 18
Bree gets +4 AC vs the first 5 attacks from the construct.
Flint Jaycen
|
NET! I was trying to find the rules under Entangle, and failing to find the net breaking rules. Thank you.
Flint growls and swings his dwarven axe at the net - trying to cut his way out.
Hit: 1d20 ⇒ 1
Damage: 1d8 - 2 ⇒ (4) - 2 = 2
Breelajah
|
Bree grins at the dent in the construct. "If any of you can produce electricity, or something like that, I think it will bring this pile of metal down faster."