Session 50
DUNGEON MASTER: [GAME STARTS HERE]
DUNGEON MASTER: The party has only recently
triumphed over the gang of trolls that had occupied Caromarc's gatehouse.
SOLAR CE’NEA: Solar says to his companions,
"Johan, Can you perhaps used the spyglass to look from the top floor to
where we might be heading or perhaps to see if you can see where the Beast
ended up?
DUNGEON MASTER: Each of the towers has large,
pointed stones piled at the top, similiar to the ones previously thrown at the
heroes.
JOHAN D’ALMENTA/MESODIAS: Johan nods to
Solar's suggestion as he approaches the edge of the tower to look out at the
remaining buildings with the spyglass.
Perception check:
1d20+12 = 24 (+26 vs. humanoids)
JOHAN D’ALMENTA/MESODIAS: "Hmmm, this
might be a good use of the smokesticks if we encounter more trolls prepared to
throw the stones at us from the roof of the towers." Johan peers through
the spyglass looking for any sign of movement. Solar turns to Solar and
Grundig, "Do either of you know if trolls can see in the dark without
difficulty? Just wondering if it might be worth sneaking up to scout."
DUNGEON MASTER: Johan inspects the buiildings
to the north.
To the north of the
tower extends a broad stone terrace has no rails at its edge. To the north, a
stone bridge arches above a waterfall that drops into the river two hundred
feet below. A medium canine
figure--similiar to the construct encountered at Vorkstag & Grine's--
keepds watch on the north side of the bridge.
Little else of note
can be seen. The rope bridge certainly
does look rickety and dangerous.
SOLAR CE’NEA: SOlar says my friend Trolls can
see in almost anything, they also have scent as well as darkvision and low
light
JOHAN D’ALMENTA/MESODIAS: "This will be
most troublesome." Johan explains his observations to his companions as he
remains on the rooftop overlooking the area before them.
JOHAN D’ALMENTA/MESODIAS: "Do you think
the golemhound friend or foe? I have a perfect vantage point to snipe the shit
out of it before it reaches our rooftop," replies Johan as he waits for a
consensus on what to do next.
GRUNDIG: grundig checks the troll for dog
bites
heal check 1d20+8=25
SOLAR CE’NEA: SOlar does a knowledge check
Arcana to try and remember what he knows about these golem dogs. Specifically weakness that they could use to
get past it, either by stealth, deception or the best way to fight it. Know
Arcana 1d20+16=35
DUNGEON MASTER: Some of the trolls do indeed
have small scars consistent with a large canine jaw.
GRUNDIG: grundig makes grouling noises and
points at the troll.
JOHAN D’ALMENTA/MESODIAS: "Interesting.
Perhaps we could show it the bodies of the trolls we have killed and try and
speak to it. Ofcourse being prepared to kick its ass if it approaches too
quickly."
GRUNDIG: grundig drags the troll to the door
and points out side
DUNGEON MASTER: While they are rummaging about
looking for something to feed the dog, the heroes notice a stained and ragged
gray tunic with blue trim jumpled in with the other rubble in the barricade.
SOLAR CE’NEA: SOlar says he thinks that this
might be a tunic of a guard of the castleand it might be worth johan putting it
on to get past the Hound. He is hoping
that guards could walk in and out without being hastled by the hound. Solar
cast presditiation on the tunic to clean it up.
JOHAN D’ALMENTA/MESODIAS: "I will
volunteer to wear the tunic and pass as a guard or employee of the
castle." Johan places the tunic over his chainshirt and sheaths his
longsword as he prepares to approach and befriend the golemhound. "Hope
this works," he looks out towards the hound as he prepares himself.
GRUNDIG: grundig makes his way over the
baricade after Johan
SOLAR CE’NEA: SOlar lets his companions know
all he knows about the hound and says I can hit him with a Ray of frost if he
doesn't let us through which should slow him somewhat so you johan and mesodius
can attack with their magical weapons
JOHAN D’ALMENTA/MESODIAS: Johan carefully
picks his way over the makeshift barricade of rubble before walking a few paces
forward towards the hound. Johan whistles softly to the dog, loud enough for it
to hear over the constant roar of the waterfall in the distance. He gestures
with his fingers for the hound to approach, attempting to use wild empathy to
befriend it without knowing if he could create a bond with such an abomination.
"We have killed a few of these trolls, those behind me are our friends and
not to be harmed."
Wild Empathy: 1d20+7
= 25 (if applicable)
SOLAR CE’NEA: Solar is prepared to fire his
Ray if frost at a moments notice
DUNGEON MASTER: Strings of drool fall from the
thing's jaw. It issues a low, gutteral
growl, and its tail swishes from side to side.
JOHAN D’ALMENTA/MESODIAS: "Good boy, I
mean girl, err thing." Johan turns to his companions, "Good idea,
seems to work."
GRUNDIG: grundig moves through the doors and
stands just behind Johan
DUNGEON MASTER: The thing's tail continues to
swish back and forth as Johan and his companions step forward.
DUNGEON MASTER: The party moves forward slowly
across the slender stone bridge that arches gracefully over a roaring waterfall
here, linking the gatehouse to a fortified manor house clinging to the cliff on
the far side.
The arched bridge
ends at a small cobbled terrace with a curious looking iron door depicting a
scowling sun being devoured by ravenous clouds. To the left, two hundred feet
below, a huge waterfall plummets into the depths.
JOHAN D’ALMENTA/MESODIAS: "Let me check
the door out before we all approach." Johan stealths forward in order to
inspect if the door is trapped and locked.
Stealth check:
1d20+14 = 21
DUNGEON MASTER: Johan sucessfully moves across
the bridge. The golem dog is noticibly
more hostile to the group standing at the south end of the bridge, once Johan
is separated from the group.
GRUNDIG: grundig moves up about halfway across
the bridge
SOLAR CE’NEA: Solar suggests That they all
move as a group or else the Hound is likely to see us as a threat that is
seperate from the tunic wearing guard (johan)
JOHAN D’ALMENTA/MESODIAS: Johan inspects the
door for concealed needle traps or magical runes before testing if it is
locked.
Perception check
(traps): 1d20+12+3 = 30
DUNGEON MASTER: As soon as Johan moves so that
he is no longer standing between the golem hound and the rest of the group, the
golem hound howls and leaps to attack.
[Initiative please.]
JOHAN D’ALMENTA/MESODIAS: Johan Iniative
check: 1d20+4 = 9
Mesodias Intiative
check: 1d20+4 = 12
SOLAR CE’NEA: Solar Initiative 1d20+7=20
GRUNDIG: initiative 1d20+4=22
GRUNDIG: grundig holds off untill Johan acts
SOLAR CE’NEA: Solar readies a ray of frost
until after Johan acts
JOHAN D’ALMENTA/MESODIAS: Mesodias, seeing the
hesitation in his companions holds his guard but only just as he stands there
ready to arm himself if the beast attacks.
JOHAN D’ALMENTA/MESODIAS: Johan moves in
between the hound and his companions to disarm the situation. "Shhh, calm
down boy. These are friends do not attack."
DUNGEON MASTER: THe dog back down and flicks
its tail, drooling and growling gutterally all the while.
DUNGEON MASTER: [Off rounds.]
SOLAR CE’NEA: SOlar says to his companions,
Gentlemen, if the hound has protected this entrance so well, perhaps all is
well inside and e could just knowck on the door. Just a thought?
SOLAR CE’NEA: Solar tires to see (from a safe
distance) if there are any recent markings on the hound indicating it has been
in a fight.
JOHAN D’ALMENTA/MESODIAS: Johan picks up a
stone from the ground before tossing it into the air, out over the ledge and
over the river before commanding the golemhound to fetch.
DUNGEON MASTER: There are no obvious markings
on the hound to indicate he has been in combat recently.
The dog growls and
wags its tail at Johan.
JOHAN D’ALMENTA/MESODIAS: Johan gestures with
his hand for the hound to approach the door.
JOHAN D’ALMENTA/MESODIAS: "Come on,
follow me to the door."
DUNGEON MASTER: The hound dog backs up about
5', but stays facing Johan and the group.
JOHAN D’ALMENTA/MESODIAS: Johan continues to
move forward, ushering the hound to approach the building to the north. Johan
will stand beside the hound as he inspects the door for traps.
DUNGEON MASTER: The hound moves increasingly
reluctantly northward with Johan, never taking its eyes off the group clumped
together in the middle of its bridge.
DUNGEON MASTER: Johan inspects the door for
traps, but discovers none.
JOHAN D’ALMENTA/MESODIAS: Johan firmly knocks
on the door several times as he waits for some kind of reply.
DUNGEON MASTER: The sound of Johan's knock is
quite weak against the roar of the waterfall below. However, looking around,
Johan notices a hidden bell pull hanging by the eastern side of the door.
JOHAN D’ALMENTA/MESODIAS: Johan rings the bell
several times to attract the attention of anyone left inside.
DUNGEON MASTER: While Johan waits, a
previously concealed view port above opens, and then quickly closes. A half a minute later, the door opens, pushed
forward by invisible hands.
DUNGEON MASTER: A huge portrait hangs above an
enormous, lit fireplace in this large entry chamber. A set of steep stairs
rises to the right.
JOHAN D’ALMENTA/MESODIAS: Johan hesitates not
sure what to expect, "Um, good evening? May I ask who is there?"
JOHAN D’ALMENTA/MESODIAS: "I also wish to
inform you that we have dealt with a few trolls that were troublesome if that
influences your next actions" replies Johan into the somewhat empty room
before him.
DUNGEON MASTER: Silence greets Johan's
query. The room is luxuriously
furnished, with oak doors, brass fittings, and plenty of sconces for torches. There is still a good deal of light coming
down from the windows.
GRUNDIG: grundig moves foward into the room
checking for traps around the room on the floor and walls
perception
1d20+14=20
SOLAR CE’NEA: SOlar suggests to the others
that they go forward into the room but keeping Johan between the golem hound
and them
SOLAR CE’NEA: SOlar moves into the room too
DUNGEON MASTER: Before he takes more than half
a step into the room, Grundig notes a large shape lurking under the stairs-- a
strange animated object of metal and hooks and flesh.
JOHAN D’ALMENTA/MESODIAS: Johan commands
Shadow to follow Solar into the well lit room.
JOHAN D’ALMENTA/MESODIAS: Mesodias follows his
companions quickly into the room.
GRUNDIG: grundig moves to the western wall
JOHAN D’ALMENTA/MESODIAS: Johan enters the
room, attempting to use the tunic to ward the animated creature.
SOLAR CE’NEA: Unless the metal thing attacks
Solar does a perception check for looking around the room Percpetion 1d20+7=
24. Particularly the painting and the
fireplace. He will aslo detect magic
around the room.
DUNGEON MASTER: Now that they have entered the
room, the thing under the staircase can be more clearly seen. Although predominantly a thing of metal and
wire, this construct has some organic parts that seem more for decoration than
for a purpose. It currently rests itself upon two huge, scythe-like forearms.
JOHAN D’ALMENTA/MESODIAS: "Stand down
these are my companions! Make yourself useful clean this place up or
something." Several trails of swear bead off from Johan's forehead as he
attempt to act with confidence looking at the gleaming scythes-like forearms of
the animated construct.
JOHAN D’ALMENTA/MESODIAS: swear = sweat
DUNGEON MASTER: The portrait above the
fireplace is of a white haried man--it shows him as a deeply curious scientist,
surrounded by objects in a museum. It is apparent that this paiting was made
here at castle Caromarc--through a painted window behind the figure one can see
a long, slender bridge standing exactly where the rope bridge now dangles.
DUNGEON MASTER: The creature eyes Johan from
under the staircase, but does not move from its resting position.
DUNGEON MASTER: Solar discovers no traces of
magic or of secret compartments.
GRUNDIG: perception 1d20+14=24
GRUNDIG: checking to see if any of the objects
in the window match the description of the object stolen from the museum
DUNGEON MASTER: The creatures in the
background appear to be weird, stuffed and perhaps preserved creatures,
including a pair of ice mephits, a bugbear, and several large spiders. Grundig discovers no sign of anything
resembling the description of the Seasage Effigy.
DUNGEON MASTER: The painting looks pretty
valuable.
JOHAN D’ALMENTA/MESODIAS: "What I would
like to find would be more of these uniforms so we all can move about
freely," says Johan. "Which door or staircase did you want to go
through? I will keep between you and 'it'?"
JOHAN D’ALMENTA/MESODIAS: Johan moves over
non-threateningly next to the animated construct.
GRUNDIG: checks the door closest to him for
traps
perception
1d20+14=18
DUNGEON MASTER: The construct eyes Johan
balefully but does not move. A tendril
of yellow goop dribbles from one the organs on its left thigh.
JOHAN D’ALMENTA/MESODIAS: Johan shivers as he
stands tentitively before the killing machine. He holds his breath praying to
Gorum not to tempt fate.
DUNGEON MASTER: To the best of his ability,
Grundig inspects the door for traps and discovers none.
GRUNDIG: grundig checks as best as he can for
traps on the door to the east
perception
1d20+14=33
DUNGEON MASTER: Grundig discovers no traps
here either.
GRUNDIG: grundig moves to the side and points
at the door and then points at mesodies
JOHAN D’ALMENTA/MESODIAS: Mesodias move to the
eastern door and opens it.
DUNGEON MASTER: The door opens
SOLAR CE’NEA: Mesodius perhaps go down the end
of the corridor and we will follow.
GRUNDIG: grundig opens the door to the north
JOHAN D’ALMENTA/MESODIAS: Johan instructs
Shadow to enter the safety of the hallway.
DUNGEON MASTER: The door scorches somewhat
under Grundig's touch. The door opens to
reveal a room with many shelves crammed with books. A comfortable leather chair
sits in the room’s center.
GRUNDIG: grundig opens the door to the south
DUNGEON MASTER: This room is crammed with
taxidermied animals and stuffed heads.
JOHAN D’ALMENTA/MESODIAS: Johan moves closer
just in case he needs to position himself in between any automated threats they
encounter.
JOHAN D’ALMENTA/MESODIAS: Johan closes the
door next to Shadow before moving to open the door closest to Mesodias.
DUNGEON MASTER: A billiards table fills up
most of this chamber, and a rack of cues on one wall. A brass and gold score
checker hangs by the door.
JOHAN D’ALMENTA/MESODIAS: "This guy
definately had style, I gave that to him. Maybe another time," says Johan.
JOHAN D’ALMENTA/MESODIAS: Johan moves forward
quickly to inspect the room to the north.
DUNGEON MASTER: The vaulted ceiling of this
large room is adorned with gilt. A pair of halberds hang above a huge lit
fireplace in the far wall. A great dining table and twelve chairs take up the
center of the room.
JOHAN D’ALMENTA/MESODIAS: Johan enters the
room, hesitating for a moment as he looks around for any sign of movement
before moving to open the doors to the west.
SOLAR CE’NEA: Solar casts detect magic and
looks around the room
DUNGEON MASTER: Solar detects no magic.
DUNGEON MASTER: This room is crammed with
items in boxes and on shelves, and the smell of beeswax lingers in the air. It
appears to be a household storeroom containing furniture polish, mops and
brooms, torches, and other simple tools for the use of the servants in their
daily chores.
JOHAN D’ALMENTA/MESODIAS: Johan moves into the
storageroom and opens the door to the south.
GRUNDIG: grundig sees no advantage in ataying
a fire element and extinguishes himself
DUNGEON MASTER: This is another storage room,
well-stocked with wine bottles.
GRUNDIG: grundig checks the room for any
secret compartments
perception
1d20+14=34
DUNGEON MASTER: Grundig discovers no secret
doors on the north wall.
GRUNDIG: starting on the north wall
consontrating on the fire place moveint to the east wall
GRUNDIG: perception 1d20+14=20
SOLAR CE’NEA: WHile Grundig is at the north
wall Solar searses the southern wall
Percpetion 1d20+7=25
DUNGEON MASTER: Grundig discovers no secrets
on the eastern wall.
Solar discovers no
secrets on the southern wall.
JOHAN D’ALMENTA/MESODIAS: Johan moves back
into the dining room and searches underneath the large wooden table for a
concealed trapdoor or hidden compartment built into the table itself.
Perception check:
1d20+12 = 22
GRUNDIG: grundig checks the table for moveing
pannels or any falce pannels
perception
1d20+14=26
DUNGEON MASTER: Johan discovers no secrets
under the table. He does however notice
that this room seems to be relatively unused, judging by the piles of dust that
have accumulated around the legs of the table.
GRUNDIG: grundig moves into the room with the
bilard table and serches the table for any secret compartments or any sighns of
air rushing from gaps arround the floor next to it
perception
1d20+14=24
DUNGEON MASTER: Grundig discovers no secrets
in the billards room. It appears to be
relatively unused as well--the tips of the cue sticks have gathered some dust
since they were last put into use.
GRUNDIG: grundig moves to the unchecked doors
and opens the door to the north
GRUNDIG: and south
DUNGEON MASTER: The door to the north opens
into a cramped, tobacco-stained room where two plush chairs sit around a small
lit fire. Numerous tobacco jars stand on a shelf next to a pipe rack filled
with strange pipes.
JOHAN D’ALMENTA/MESODIAS: Johan moves to the
west before opening the door.
DUNGEON MASTER: The door to Grundig's south
opens into another room filled with taxidermied animals and stuffed heads.
DUNGEON MASTER: The door to Johan's west
proves to open into a large kitchen containing a roaring stove, several
workbenches, and a spice cabinet. As
Johan stands watching, invisible hands open the door to the stove, insert
several pieces of wood, lift a stick to stoke the flames, and then close the
door.
JOHAN D’ALMENTA/MESODIAS: "I've never
seen such a creepy and amazing place before as this." Johan watches the
wood sticks magically float into the stove before he snaps out of his reverie.
GRUNDIG: grundig checks the wall for any
sighns of leavers or lachers that may reveal a seckret door on the wall to the
west of him
perception
1d20+14=29
DUNGEON MASTER: A small draft through several
sections of the wall reveals a hidden panel, which opens up to reveal a long
hallway ending with a stout oak door on the right.
GRUNDIG: "i think i found the way out of
here guys "
GRUNDIG: grundig opens the door to see what
tresures he may find
GRUNDIG: grundig sirches theroom for any
tresure
perception
1d20+14=30 he also casts detect magic as he looks about the room
DUNGEON MASTER: This room is a larder
stockedwith wedges of cheese, cans of walnuts, and other excellent foodstuffs.
It appears to be linked with pipes to the waterfalls below, lowering the
temperature the room's contents.
DUNGEON MASTER: Grund discovers no treasure in
this room; however, looking back to the previous room, it is apparent that some
of the bottles of wine are of excellent vintage.
GRUNDIG: grundig opens the final door to this
level
DUNGEON MASTER: This room appears is yet
another stock room, filled with heaps of coal for the manse's fireplaces.
JOHAN D’ALMENTA/MESODIAS: "I guess we
have the decision to leave this building or inspecting the level above
us?"
GRUNDIG: hay Johan those bottels of wine look
like there a good drop be worth grabbing a few
JOHAN D’ALMENTA/MESODIAS: "Pick out a few
good bottles and I'll stash them in my backpack for after we clean out this
place."
GRUNDIG: and yer tink it would be best to go
up first
SOLAR CE’NEA: Solar aggrees
GRUNDIG: and hands one each to his comrads
JOHAN D’ALMENTA/MESODIAS: Johan opens the door
to the south and moves next to the animated construct while still providing
enough room for his companions to pass.
DUNGEON MASTER: The shadows lengthen as the
party continues to inspect the premises.
Presently, the darkness settles outside.
Invisible hands bearing lit torches float down the hallways and stairs,
lighting torches in each of the sconces.
GRUNDIG: grundig follows after him
DUNGEON MASTER: It is now about 6:30 PM.
DUNGEON MASTER: Grundig grabs the best
vintages in the store room--by his estimate, he now carries about 1,200 gp
worth of excellent wine.
DUNGEON MASTER: The company sucessfully
ascends the staircase, while Johan keeps watch on the hooked monstrosity
lurking below.
GRUNDIG: grundig opens the door to the east
DUNGEON MASTER: The door opens to reveal a
pair of other doors.
GRUNDIG: grundig opens the door to the south
DUNGEON MASTER: White sheets cover the
four-poster bed, wardrobe, and dressing table in this luxurious guest room.
GRUNDIG: grundig serches the cobourd for any
tresyre
perception
1d20+14=23
DUNGEON MASTER: The wardrobe is mostly empty
but for a few plush bathrobes.
GRUNDIG: grundig checks the dresser
GRUNDIG: and the bed
DUNGEON MASTER: The dresser is mostly empty,
and the bed contains little of note, other than a pair of fur-lined slippers
underneath.
GRUNDIG: grundig opens the door to the south
JOHAN D’ALMENTA/MESODIAS: Mesodias opens the
door to the north of him while the guest room is searched. \
DUNGEON MASTER: Grundig's door opens out onto
a narrow stone balcony with no handrails, which affords a spectacular view over
the falls.
DUNGEON MASTER: Mesodias opens a door to the
north. Three simple cots are arranged
within this chamber. Numerous drawings and books litter a nearby table.
GRUNDIG: grundig opens the door to the east
DUNGEON MASTER: Grundig's door opens into what
appears to be a master bedroom. This
neat bed chamber holds a resplendent four-poster bed surrounded by oak
furniture.
SOLAR CE’NEA: SOlar looks around in the room
he is in he particually looks at the table and the beds in the room Percpetion
1d20+7=23
GRUNDIG: grundig checks the desk for traps
perception
1d20+14=18
SOLAR CE’NEA: Solar appraise 1d20+5=21
DUNGEON MASTER: In the three-cot chamber, The
drawings onthe table appear to be various attempts at plans for rebuilding the
bridge between the workshop and museum.
The engineering
books on the table are technical manuals worth a total of 100 gp. Also on the
table are a magnificent jade and gold writing set with several jars of valuable
inks worth 150 gp, and a small portable ink jar with a silver clasp worth 20
gp.
Solar also discovers
several tunics similiar to the one Johan now wears.
SOLAR CE’NEA: Solar lets the others know what
he has found and suggests they put on the tunics
JOHAN D’ALMENTA/MESODIAS: "Well
spotted!" Johan joins Solar as he slowly places a tunic onto Shadow's
'upper' torso.
JOHAN D’ALMENTA/MESODIAS: Mesodias grumbles to
himself however he ends up putting one of the tunics however non fashionable
they are on to avoid any complication fro the castles defenses.
DUNGEON MASTER: It is obious that no one has
slept in the mater bedroom for days. The furniture
consists of a
wardrobe, a dressing table, chest, and a tall dressing mirror.
There is no desk in
this room.
GRUNDIG: grundig serches the wordrobe for
traps 1d20+14=33
DUNGEON MASTER: Grundig discovers no traps in
the wardrobe.
SOLAR CE’NEA: Solar does an aid another
1d20+7=22
GRUNDIG: grundig serches the desk
1d20+14=29+2=31
SOLAR CE’NEA: perception
GRUNDIG: correction wordrobe
DUNGEON MASTER: The wardrobe is crammed with
fine men’s clothing—10 noble’s outfits, six scholar’s outfits, and one royal
outfit.
GRUNDIG: grundig serches for secret chambers
perception
1d20+14=21
DUNGEON MASTER: Grundig discovers no secret
chambers.
GRUNDIG: grundig serches the rest of the room
GRUNDIG: perception 1d20+14=33
DUNGEON MASTER: One of the dressing table’s
drawers containsa jewelry box holding a silver chain worth 50 gp, a gold snuff
box set with a topaz worth 400 gp, a platinum handled magnifying glass in a
leather case worth 600 gp, and a monocle with a silver chain ending in a
diamond pin worth 800 gp.
SOLAR CE’NEA: SOlar does detect magic around
the room concentratating specifically on the furniture in the room.
DUNGEON MASTER: Solar detects the faint glow
of magic coming from somwhere around the chest.
SOLAR CE’NEA: SOlar lets his friends know of
the magic. He asks them if they would
like to detect for traps and perhaps aid each other.
JOHAN D’ALMENTA/MESODIAS: Johan moves into the
room next to the chest before inspecting it closely for traps.
Perception check
(trap): 1d20+12+3 = 28
GRUNDIG: grundig aids Johan in checking for
traps
perception
1d20+14=15
DUNGEON MASTER: Aided by Grundig, Johan
searches the chest closely for traps. He
discovers none.
JOHAN D’ALMENTA/MESODIAS: "So what does
that mean."
JOHAN D’ALMENTA/MESODIAS: "It doesn't
appear to be trapped and yet you detected some magic?"
GRUNDIG: grundig casts detect magic and
serches for the item
perception
1d20+14=28
SOLAR CE’NEA: SOlar spends more time looking
at the glow of magic using detect magic
trying to identify where the glow is coming from
JOHAN D’ALMENTA/MESODIAS: While the
spellcasters stare intently at the area with magical scrying spells, Johan
pushes the chest to see if there is something hidden underneath.
DUNGEON MASTER: Solar concludes that the magic
is emmanating from somewhere at the back of the chest.
Meanwhile, Johan
pushes aside the chest to reveal a cunningly hidden cupboard behind the chest.
JOHAN D’ALMENTA/MESODIAS: Johan checks the
hidden trapdoor for traps.
Perception check
(traps): 1d20+12+3 = 20
GRUNDIG: grundig aid another 1d20+14=22
DUNGEON MASTER: Johan discovers a very nastly
little trap that shoots a bolt out at the hand of the person who opens the
cupboard.
JOHAN D’ALMENTA/MESODIAS: Johan covers up the
opening as he attempts to disable the mechanism that activates the neddle trap.
Disable Device
check: 1d20+17 = 32
DUNGEON MASTER: With great care, Johan stops
the opening where the needle was meant to emerge from, and carefully jams the
gears behind the handle that activate it.
JOHAN D’ALMENTA/MESODIAS: Johan opens the
trapdoor and steps back. "You guys found it."
SOLAR CE’NEA: SOlar directs his detect magic
in the trapdoor to find what was responding to his spell
DUNGEON MASTER: The secret cupboard contains
several chests of coins totaling 2,000 gp, and a figurine of wondrous power
(ivory goats).
GRUNDIG: grundig serches the last room
GRUNDIG: grundig puts on a tunic
DUNGEON MASTER: Grundig discovers another
guest room, similiar to the first.
SOLAR CE’NEA: SOlar tidies his tunic with
presdigitation
GRUNDIG: grundig casts detect magic
DUNGEON MASTER: Grundig discovers no magic.
GRUNDIG: grundig serches the room for tresure
perception
1d20+14=21
DUNGEON MASTER: Grundig finds no treasure.
DUNGEON MASTER: [GAME ENDS HERE]
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