"I vote with the Non-Unbeliever. Clear the dead end so we know that nothing will sneak up on us. If you like, I'll run down with Kiellie, we'll do a quick sweep, then be back with good news or bad."
Rollback Post to RevisionRollBack
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
This post has potentially manipulated dice roll results.
He just gives another hissing sigh. "If we must, then let us move as one. It is safer together." The dragonborn stepped out from the side hall with the door and moved towards the dead end. "Kiellie, I shall give you a small blessing. Let your eyes find what they seek...."
Guidance : 3 (you can add this to your next ability check of choice.)
She smiles at Shariel's comment or jab whichever it didn't bother her. "Yes we can make quick work if the others wish to wait or proceed towards the door."
"Nah, I'll stay with the group. Last party I hung around with gave me a bit of a talkin'-to when I wandered off without them. Or, well, the ones who weren't trying to reattach the sorcerer's jaw did, anyway. Him, he couldn't talk so much for a bit. Ogre got his tongue while I wasn't lookin', I guess!"
OOC: Some players may have increased their AC due to gear they picked out and my records might not reflect that. Would just like to take a quick check of everyone's AC. I have Boresh's updated sheet, so he should be fine. The current AC's for the other characters are Kevash: 16, Kiellie: 15, Tellan: 16, Shariel: 15. If this is inaccurate, please let me know and I'll update my notes in time for the next encounter, thanks.
In order to keep things moving I will elaborate on the description of each path you can take, assuming the party does some light recon. If/when the party checks out the north path they will see an 8 by 8 oak door bound with iron. It is swollen from dampness, but the wood isn't rotten. Opening it may be a little difficult, but won't require a strength check. There are no sounds on the opposite side.
When the party searches the dead end: There are no traps. Doing some passive perception rolls...
Kevash passes a perception check, and notices that the wall at the end of the corridor looks slightly different in color from the rest. Upon closer inspection, there is a razor thin seam around the edges of the wall, suggesting that it may be false.
OOC: My AC is 18 right now thanks to the mithral armor. Here's an updated sheet. All the spells listed are the ones I have prepared (including the always-prepared ones), if you need to see that.
Since Tell doesn't notice the seam...
"Feh. Just a dead end down this way, I guess." Tell can't quite hide the note of disappointment in her voice. "Ah, well. Time to quit starin' at walls and head back to that door, eh?"
(AC 16 with my magical prank-enabling armor. I've updated by character sheet on this thread accordingly.)
Rollback Post to RevisionRollBack
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
This post has potentially manipulated dice roll results.
(Psychic Focus: Nomadic Mind - Gain proficiency in 1 skill, language, or tool (Investigation))
Shariel stands next to Kevash and places her hands where the seemingly false wall stands. When her eyes close, her mind flies into the vast etherium of knowledge known as the Odosphere. Past lives and knowledge swell and churn like a violent ocean and Shariel is the daring fisherman. She picks and examines memories of detectives, thieves, and generals -- all devoted to piecing out the secrets of their adversaries. "Show me you secrets..." She mumbles as her hands trace over the mortar and mold.
(Investigation Roll: 16)
(Wow...awesome roll...)
Despite the wealth of knowledge available, Shariel's subject matter causes more confusion than clarity. Choosing such divergent sources creates conflict after conflict and distracts the elf from her purpose. Frustrated, she skulks away and lets the memories fade away.
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
As Shariel touches the false wall, the party hears a soft click. The section slides away to reveal a room.
You see a fifteen by fifteen foot room. It is featureless except for nine opaque glass globes, suspended from the ceiling by strong wires. Each is about two feet in diameter. It looks like the globes could be easily smashed to see what's inside them. Will the party enter the room together, or individually, or perhaps leave the room as is?
Shariel draws one of her daggers, ready to start taking pot-shots, "5 gold coins says I can hit the furthest one blindfolded."
Rollback Post to RevisionRollBack
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
This post has potentially manipulated dice roll results.
OOC: Xero, just a friendly reminder that you also still have a Bardic Inspiration die (d6) available to you - assuming it hasn't yet been 10 minutes since it was cast. We finished the fight in a mere 2 rounds (12 seconds) so it may very well still be active, and you can use it on any ability check, attack roll, or saving throw.
I'm also agreeable with the GM's decisions for streamlining play, be it predetermining AC rolls and making rolls in the background. Now, gonna be reacting to several of the past events in order here:
After the battle of the blobs:
Boresh's attention was just about to turn to the remaining half-pudding when it was struck down by Kiellie and Tell's final blows. He surveys the scene and, satisfied that nobody was hurt, sheathes his warhammer and picks up the greataxe he dropped from the floor.
"Sure am glad to be in the company of perfectly capable combatants!" he exclaims triumphantly.
Upon seeing the orbs in the secret room:
Boresh steps in for a closer look, as well as to bait any trap or danger that may be lurking about. (I'd like to roll History for Boresh to see if he recalls any lore/past experience from his pirating days that may shed some light as to the nature of the orbs, if that's alright: 4)
Hate to do this, but I'm just going by the module here hehe... Well, there's nothing really that will help Boresh know anything more about the orbs. They're simply glass containers. However, just as Boresh enters the room, the door closes shut behind him. If Boresh turns around, he will see there is a keyhole set into the door. There are no other obvious ways out, except to find the key to unlock the door...
Rollback Post to RevisionRollBack
"Our truest life is when we are in dreams awake." -Henry David Thoreau
"I vote with the Non-Unbeliever. Clear the dead end so we know that nothing will sneak up on us. If you like, I'll run down with Kiellie, we'll do a quick sweep, then be back with good news or bad."
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
He just gives another hissing sigh. "If we must, then let us move as one. It is safer together." The dragonborn stepped out from the side hall with the door and moved towards the dead end. "Kiellie, I shall give you a small blessing. Let your eyes find what they seek...."
Guidance : 3 (you can add this to your next ability check of choice.)
She smiles at Shariel's comment or jab whichever it didn't bother her. "Yes we can make quick work if the others wish to wait or proceed towards the door."
"Nah, I'll stay with the group. Last party I hung around with gave me a bit of a talkin'-to when I wandered off without them. Or, well, the ones who weren't trying to reattach the sorcerer's jaw did, anyway. Him, he couldn't talk so much for a bit. Ogre got his tongue while I wasn't lookin', I guess!"
Giggles at the half-elf's comment "Well my dear we cant all look out for everyone"
OOC: If Kiellie wants to make some sort of check, she has a +3 from Guidance
OOC: Some players may have increased their AC due to gear they picked out and my records might not reflect that. Would just like to take a quick check of everyone's AC. I have Boresh's updated sheet, so he should be fine. The current AC's for the other characters are Kevash: 16, Kiellie: 15, Tellan: 16, Shariel: 15. If this is inaccurate, please let me know and I'll update my notes in time for the next encounter, thanks.
In order to keep things moving I will elaborate on the description of each path you can take, assuming the party does some light recon. If/when the party checks out the north path they will see an 8 by 8 oak door bound with iron. It is swollen from dampness, but the wood isn't rotten. Opening it may be a little difficult, but won't require a strength check. There are no sounds on the opposite side.
When the party searches the dead end: There are no traps. Doing some passive perception rolls...
Kevash passes a perception check, and notices that the wall at the end of the corridor looks slightly different in color from the rest. Upon closer inspection, there is a razor thin seam around the edges of the wall, suggesting that it may be false.
"Our truest life is when we are in dreams awake." -Henry David Thoreau
OOC: My AC is 18 right now thanks to the mithral armor. Here's an updated sheet. All the spells listed are the ones I have prepared (including the always-prepared ones), if you need to see that.
Since Tell doesn't notice the seam...
"Feh. Just a dead end down this way, I guess." Tell can't quite hide the note of disappointment in her voice. "Ah, well. Time to quit starin' at walls and head back to that door, eh?"
(AC 16 with my magical prank-enabling armor. I've updated by character sheet on this thread accordingly.)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
OOC: You've got my info right
"This wall is different" Kevash taps it with his staff. "Something hidden....a secret door? How do we get through?"
(Psychic Focus: Nomadic Mind - Gain proficiency in 1 skill, language, or tool (Investigation))
Shariel stands next to Kevash and places her hands where the seemingly false wall stands. When her eyes close, her mind flies into the vast etherium of knowledge known as the Odosphere. Past lives and knowledge swell and churn like a violent ocean and Shariel is the daring fisherman. She picks and examines memories of detectives, thieves, and generals -- all devoted to piecing out the secrets of their adversaries. "Show me you secrets..." She mumbles as her hands trace over the mortar and mold.
(Investigation Roll: 16)
(Wow...awesome roll...)
Despite the wealth of knowledge available, Shariel's subject matter causes more confusion than clarity. Choosing such divergent sources creates conflict after conflict and distracts the elf from her purpose. Frustrated, she skulks away and lets the memories fade away.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
ooc: my AC is 16 also.
Kiellie looks at the room and tries to determine if there is anything of value in there.
Perception 16
Kevash will provide Guidance for Shariel.
Guidance: 3 (Bringing her result to 12)
As Shariel touches the false wall, the party hears a soft click. The section slides away to reveal a room.
"Our truest life is when we are in dreams awake." -Henry David Thoreau
OOC: Maybe Kiellie since she rolled a perception? If not, Kevash will enter
Shariel draws one of her daggers, ready to start taking pot-shots, "5 gold coins says I can hit the furthest one blindfolded."
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
"I would enjoy witnessing this. I will take your bet..." Kevash presents 5 gold and an old cloth suitable for use as a blindfold.
OOC: Xero, just a friendly reminder that you also still have a Bardic Inspiration die (d6) available to you - assuming it hasn't yet been 10 minutes since it was cast. We finished the fight in a mere 2 rounds (12 seconds) so it may very well still be active, and you can use it on any ability check, attack roll, or saving throw.
I'm also agreeable with the GM's decisions for streamlining play, be it predetermining AC rolls and making rolls in the background. Now, gonna be reacting to several of the past events in order here:
After the battle of the blobs:
Boresh's attention was just about to turn to the remaining half-pudding when it was struck down by Kiellie and Tell's final blows. He surveys the scene and, satisfied that nobody was hurt, sheathes his warhammer and picks up the greataxe he dropped from the floor.
"Sure am glad to be in the company of perfectly capable combatants!" he exclaims triumphantly.
Upon seeing the orbs in the secret room:
Boresh steps in for a closer look, as well as to bait any trap or danger that may be lurking about. (I'd like to roll History for Boresh to see if he recalls any lore/past experience from his pirating days that may shed some light as to the nature of the orbs, if that's alright: 4)
Hate to do this, but I'm just going by the module here hehe... Well, there's nothing really that will help Boresh know anything more about the orbs. They're simply glass containers. However, just as Boresh enters the room, the door closes shut behind him. If Boresh turns around, he will see there is a keyhole set into the door. There are no other obvious ways out, except to find the key to unlock the door...
"Our truest life is when we are in dreams awake." -Henry David Thoreau
OOC: I remember, Ryvaeus! Thanks for the reminder.