ID # 7 - a cloth gown threaded with copper ID # 8 - a copper dagger inlaid with a meandros of gold ID # 9 - star rose quartz ID # 10 - A potion with greenish color in an oldfashioned style not commonly seen today ID # 11 - a vial of silver ink ID # 12 - a bottle of salt - 3 lb ID # 13 - a vial of silver dust - 2lb ID # 14 - an old map of the local area ID # 15 - old scroll with poetry ID # 16 - a wooden walking stick inlaid with arcane glyphs in bronze ID # 17 - a stoneware cup painted with Woodland Imagery ID # 19 - A jagged shard of topaz. ID # 20 - a book bound in stained glass plates. Many of its pages are marked with drops of blood
Vespera is inclined to take anything valuable she can find, but Harknail silently advises her to leave the valuables. That there is no place to spend them here, and taking them might anger the villagers who she will depend on for food and shelter.
Vespera says, "All right. I'll leave the stuff. But what about this map? It's way out of date, but it might be handy to know what was here while looking for those missing people." She pauses, then takes the map. "What about the potions? Those might help keep us alive?" Another pause, the she asks the others, "Can anyone tell if these potions are still good, and what they do?"
{So Harknail is the conscious. Or maybe common sense, keeping Vespera from doing things that might go bad for her.}
This post has potentially manipulated dice roll results.
Manny Initiative 12
Manny looks at the other two, and when they give me the nod, Manny opens door, Manny uses the door as a shield, and prepares to shoot EB out his his left hand, so the right hand is on the door knob (equivalent)
@Silver and MEP-RU, you only notice a small anomalous reading with the IR. A misshapen blob at the shadows of one corner that seems to be even colder than the cold stone walls.
By the time you realize that it might be worth a second glance because nothing else is, you catch a movement from it in your peripheral.
The amorphous blob of cold is moving towards you at the same time acquiring a little bit of substance and a humanoid like silhouette.
Its shadowy insubstantial form sinks its dark claws into your chest, seemingly completely ignoring your clothes. You feel a terrible coldness and a sapping weakness engulfs you.
(you take 2 STR dmg).
You shrug it off instantly. Long hours of discipline, meditation and training plus the voice in your head have you ready in a blink.
Well, not exactly what i wanted but it will do. If you have questions about your loot, it will alwayus come with an ID number from now on.
ID # 7 - a cloth gown threaded with copper
ID # 8 - a copper dagger inlaid with a meandros of gold
ID # 9 - star rose quartz
ID # 10 - A potion with greenish color in an oldfashioned style not commonly seen today
ID # 11 - a vial of silver ink
ID # 12 - a bottle of salt - 3 lb
ID # 13 - a vial of silver dust - 2lb
ID # 14 - an old map of the local area
ID # 15 - old scroll with poetry
ID # 16 - a wooden walking stick inlaid with arcane glyphs in bronze
ID # 17 - a stoneware cup painted with Woodland Imagery
ID # 19 - A jagged shard of topaz.
ID # 20 - a book bound in stained glass plates. Many of its pages are marked with drops of blood
ID # 22 - a misty potion
Vespera is inclined to take anything valuable she can find, but Harknail silently advises her to leave the valuables. That there is no place to spend them here, and taking them might anger the villagers who she will depend on for food and shelter.
Vespera says, "All right. I'll leave the stuff. But what about this map? It's way out of date, but it might be handy to know what was here while looking for those missing people." She pauses, then takes the map. "What about the potions? Those might help keep us alive?" Another pause, the she asks the others, "Can anyone tell if these potions are still good, and what they do?"
{So Harknail is the conscious. Or maybe common sense, keeping Vespera from doing things that might go bad for her.}
OK Vespera now has: ID # 14 - an old map of the local area
Manny has a blank look, and says flatly, "I have no way of knowing what they are."
You approach the next locked door. Vespera in the lead with the lockpicks ready.
When she starts working on the lock the moans from inside subside.
(roll initiatives, in what order are you arranged ?)
Initiative: 20
Silverlining is situated just off to the side, maybe 10’ away from the door.
Manny Initiative 12
Manny looks at the other two, and when they give me the nod, Manny opens door, Manny uses the door as a shield, and prepares to shoot EB out his his left hand, so the right hand is on the door knob (equivalent)
Waiting for Vespera to position.
Perception checks please. 1st person (nearest to the door) gets a normal roll. The 2nd person a roll with -2. The one furthest away a roll with -4.
The room is pretty much the same as the one you where the mummy was. The three sarcophagi on the walls are upright and closed.
Unlike the previous room, the sarcophagus in the middle is still closed.
Vespera will step back (5 or 10 ft) so as to have a clear line of sight for her shortbow.
Perception 12, not counting penalties for position.
As far as you can all see, the room is empty of occupants.
Perception 11
Perception 10, was probably the second closest as manny opened the door.
”I don’t see anything, are we sure we heard something? Ready yourselves, I’ll go in and look around.”
MEP-RU tries another IR scan.
Manny requests the Imp to fly in and survey all.
@MEP-RU, please roll investigation. (also, next time would you rather roll or shall I roll for you ?)
@Manny, the imp investigates. (is the 11 perception yours or the imps ?)
I have no issues if you roll for me.
Investigation 8.
Manny has an 11.
Imp has a Passive Perception 11 or if I roll 14
@Silver and MEP-RU, you only notice a small anomalous reading with the IR. A misshapen blob at the shadows of one corner that seems to be even colder than the cold stone walls.
By the time you realize that it might be worth a second glance because nothing else is, you catch a movement from it in your peripheral.
The amorphous blob of cold is moving towards you at the same time acquiring a little bit of substance and a humanoid like silhouette.
Attack on Silver: 11
Damage: 4
Its shadowy insubstantial form sinks its dark claws into your chest, seemingly completely ignoring your clothes. You feel a terrible coldness and a sapping weakness engulfs you.
(you take 2 STR dmg).
You shrug it off instantly. Long hours of discipline, meditation and training plus the voice in your head have you ready in a blink.
(the enemy will act on initiative count of 5)