(Salman) There are 5 other exits from the room. A single door to the right of the double doors you came through. There are 3 single doors set in the north wall, and a single door set in the east wall.
(Everyone)Those who succeed on their perception check discern that snakes and skulls are woven inconspicuously into the paneling.
" It seems the owner of this house was a man of culture… " Salman snots and explains about the exits he has found. " So currently we have five choices. Six, if you include leaving this building and forgetting about those spooky kids. " He looks around the faces of other members. "… Alright then. Where will we go? I recommend the one next to the entrance. No big reasons. Just because it's the nearest one."
This post has potentially manipulated dice roll results.
Jingles perception 19
”I’ll have to agree with Salman,” Jingles said. “My method is to not leave any potential surprises behind me, doors in particular as monsters like to hide behind them.” He will move to the single door to the right and check it for traps.
This oak paneled room resembles a hunter's den. Mounted above the fireplace is a stag's head. Positioned around the outskirts of the room are three stuffed wolves.
Two padded chairs draped in animal furs face the hearth, with an oak table between them, with a cask of wine, two carved wooden goblets, a pipe rack, and a candelabrum. A chandelier hangs above a cloth covered table surrounded by four chairs.
Two cabinets stand against the east and north walls.
Salman points his short sword to the wolves. After a few moments of silence, he lowers the weapon and does a tsk. " … Stupid stuffed animals." The ranger surveys the room. Two wooden cabinets attract his attention. " Come to think of it, I haven't finished the negotiation of rewards with our… clients. But the kids wouldn't mind if we take a little prepayment." Salman approaches the eastern cabinet and put his hand on its door.
(Traps) Here's how I run traps. Perception alerts you that something is trapped. Investigation finds the trap, and identifies what type of trap. Sleight of hand disarms simple traps. Thieves tools for more complex traps. Important! Unless a Character is proficient in a skill, it's a flat d20 roll.(With negative modifiers if applicable.) Also, don't roll a Nat 1 when attempting to disarm a trap. Bad things tend to happen.
This post has potentially manipulated dice roll results.
@Jingles
Salman cracks his knuckles and says. " Save your skill for something tougher, my friend. Let me do a practice and rub the rust from my hand. " Slowly and carefully, the drow tries to unlock the cabinet as he recalls the old memories of his youth. They are not pleasant ones but hold a lot of useful knowledge and skills.
Gideon follows the ranger. He looks around the room for any sign of danger. If none are evident he moves to examine the longsword without touching it.
**By the Light of the Sun, you will burn!**
Previously BENEFICENCE
DM: Storm Lord's Wrath || Syr Valor Dayne: Sleeping Gods || tooltips | guides | dice |
Vur moves into the room bow at the ready.keeping an eye out for any danger.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
(Gideon) The longsword has a stylized cameo of windmill worked into the hilt.
(DM) Everyone make a Perception Check.(DC 12)
Salman Perception:12
(Are there any exits other than the staircase? )
Ray-my Perception - 6
I have an intelligence of six, I know what I'm doing.
(Salman) There are 5 other exits from the room. A single door to the right of the double doors you came through. There are 3 single doors set in the north wall, and a single door set in the east wall.
(Everyone)Those who succeed on their perception check discern that snakes and skulls are woven inconspicuously into the paneling.
" It seems the owner of this house was a man of culture… " Salman snots and explains about the exits he has found. " So currently we have five choices. Six, if you include leaving this building and forgetting about those spooky kids. " He looks around the faces of other members. "… Alright then. Where will we go? I recommend the one next to the entrance. No big reasons. Just because it's the nearest one."
Jingles perception 19
”I’ll have to agree with Salman,” Jingles said. “My method is to not leave any potential surprises behind me, doors in particular as monsters like to hide behind them.” He will move to the single door to the right and check it for traps.
Sleight of Hand 25
Panic is a mechanism that strengthens the gene pool.
(Jingles) The door is not trapped. it is also unlocked.
Using the same method, Salman checks the sound and peaks inside the room.
Perception:18
Gideon perception: 8
**By the Light of the Sun, you will burn!**
Previously BENEFICENCE
DM: Storm Lord's Wrath || Syr Valor Dayne: Sleeping Gods || tooltips | guides | dice |
Ray-my will also peek into the room.
Perception - 12
I have an intelligence of six, I know what I'm doing.
This oak paneled room resembles a hunter's den. Mounted above the fireplace is a stag's head. Positioned around the outskirts of the room are three stuffed wolves.
Two padded chairs draped in animal furs face the hearth, with an oak table between them, with a cask of wine, two carved wooden goblets, a pipe rack, and a candelabrum. A chandelier hangs above a cloth covered table surrounded by four chairs.
Two cabinets stand against the east and north walls.
https://media-waterdeep.cursecdn.com/attachments/3/238/deathhouseplayer.jpg
(DM) Look for the room with the wolves on the first floor.
Salman points his short sword to the wolves. After a few moments of silence, he lowers the weapon and does a tsk. " … Stupid stuffed animals." The ranger surveys the room. Two wooden cabinets attract his attention. " Come to think of it, I haven't finished the negotiation of rewards with our… clients. But the kids wouldn't mind if we take a little prepayment." Salman approaches the eastern cabinet and put his hand on its door.
Perception (for traps) : 17
(Salman) As you approach the eastern cabinet you spot a lock. Checking out the cabinet you notice nothing unusual.
(Traps) Here's how I run traps. Perception alerts you that something is trapped. Investigation finds the trap, and identifies what type of trap. Sleight of hand disarms simple traps. Thieves tools for more complex traps. Important! Unless a Character is proficient in a skill, it's a flat d20 roll.(With negative modifiers if applicable.) Also, don't roll a Nat 1 when attempting to disarm a trap. Bad things tend to happen.
Evrik walks into the room behind the others looking around. (Perception: 11)
Though not currently a member, seeking admission to the really long and important signature club. Please consider this as a current CV.
Other personalities... Burgee , The Colorless Knight, Fiorello, RW Goodbarrel, Dred, Evrik - Out of the Abyss & Dungeon of the Mad Mage
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(Evrik) Except for the contents described earlier nothing catches your eye.
@Jingles
Salman cracks his knuckles and says. " Save your skill for something tougher, my friend. Let me do a practice and rub the rust from my hand. " Slowly and carefully, the drow tries to unlock the cabinet as he recalls the old memories of his youth. They are not pleasant ones but hold a lot of useful knowledge and skills.
Sleight of Hand: 18
(Salman) You pick the lock with ease. Inside the cabinet you find a heavy, and a light crossbows. with 20 bolts for each one.