| Body |
Kelzanarr (cooneypete)
2/11/2012 3:58:02 PM
PostID: 418117
|
For his part, he spends time searching to no avail. Secure Rolls: Percepton check 1d20(3)+10 = 13
|
Aelonn (dwightm)
2/11/2012 7:59:44 PM
PostID: 418123
|
Now that Keygan is not there, Aelonn takes a closer look at the tapestry where he noticed the worn spot, and the shop floor in that area.
As you look at the tapestry, it appears more worn toward the middle bottom where the border's edge doesn't quite align.
Examine worn spot on tapestry and surrounding area: Perception 24 Secure Rolls: Perception 1d20(19)+5 = 24
|
Game Master (Smash)
2/12/2012 5:06:12 PM
PostID: 418139
|
Aelonn, You deduce that it's worn due to years of use of Keygan going to and fro. There seems to be a set of hard disks sewn into the fabric on both sides of the 'seam' from top to bottom, when you pass through the tapestry, It opens easily with a push and when they return to the 'closed' position, it automatically 'clasps' behind you.
Kelzannar looks around and doesn't notice anything special. The lock that are displayed in the window are non-working 'samples'. The chests are locked tight with real locks.
Jessica doesn't want to leave. She wants to help in some way. As she looks around as well, she points out that the portrait of the old gnome on the wall sits in front of the same tapestry that hangs from the door way that Aelonn is now inspecting. She also notes that the portrait also has that funny looking piece of furniture by the stairs in the background.. but it's not exactly the same.. as the arrows point in different directions.
Aelonn, when Jessica mentions this, it jogs your memory about something to do with Jenya's oracle's prophesy. Secure Rolls: Perception 1d20(20)+7 = 27 Knowledge 1d20(9)+5 = 14 Knowledge 1d20(9)-1 = 8
View Character Summary
|
Game Master (Smash)
2/12/2012 5:09:03 PM
PostID: 418141
|
Sure, when I roll for your NPCS. I roll 20's. Geesh!
View Character Summary
|
Game Master (Smash)
2/12/2012 5:13:20 PM
PostID: 418143
|
Ditch responds to Aelonn's theory, "m'bee. me neva see no Skulk close n personal b'fo."
"What about up dere? we check 'um now too?"
This post last edited on 2/12/2012 5:16:59 PM
View Character Summary
|
Aelonn (dwightm)
2/12/2012 10:19:58 PM
PostID: 418155
|
"Ditch, good idea, we prob'ly best search up there too. Be careful! There may be more of them things up there. Pitch, maybe you should go with him. Holler if ya find anythin', uh, unusual. I still wanna look around down here a bit."
|
Kelzanarr (cooneypete)
2/13/2012 1:12:24 PM
PostID: 418169
|
Kelzanarr nods. "I will continue to search down here. Something is wrong."
He searches again, troubled by his failure to find anything the first go-around. Secure Rolls: perception 1d20(16)+10 = 26
|
Game Master (Smash)
2/13/2012 3:36:01 PM
PostID: 418178
|
Ditch and Pitch go up the stairs. You hear a lot of thrashing about, as things are tossed around carelessly, or it could be sounds of battle. (You don't hear any grunts or clash of metal, but there's a ruckus up stairs.) Secure Rolls: Perception/Search 1d20(3) = 3 Perception/Search 1d20(9) = 9
View Character Summary
|
Game Master (Smash)
2/13/2012 3:40:00 PM
PostID: 418179
|
Kel, When Jessica mentions the portait, you look more carefully around the area where it's 'hung' Well you notice it isn't really hung at all! it's affixed flush to the wall.
The stair case wall is made out of wood paneling where the wood is shaped into panels and spliced together. (if you know what toungue and grove wood paneling is like, this is it)
View Character Summary
|
Kelzanarr (cooneypete)
2/15/2012 6:59:31 AM
PostID: 418217
|
"Aelonn, come in here, please," he says.
He points out this odd phenomenon to the elf. "What do you make of this? I think this wall is phony."
Assuming Aelonn agrees, Kel gets Pitch and Ditch to help start taking the wall apart without breaking it!
[Assuming Aelon's assent since DwightM is on vacation.]
This post last edited on 2/15/2012 7:01:14 AM
|
Game Master (Smash)
2/18/2012 11:26:35 AM
PostID: 418336
|
Kel, You call Pitch and Ditch down from their search of the upper rooms. As they run down the stairs, They are half dressed in the Gnome's Frilly clothes. Across Pitch's chest is a scroll case. Ditch has on a tricorn hat.
As you and the Pitch knock around the wall trying to find a hollow spot beyond it, you find that it's pretty solid. If you want to take the wall apart, you would destroy it. (you would have to put a sword or some other tool like a crowbar to pry the paneling off.)
Ditch stops his search of the walls. When you turn to look to see what he's doing, he is just standing there watching you. First he puts both his hands straight up together over his head. After awhile he changes position and holds his left arm strait out while his other hand moves across his body and hip to point diagonally down toward the floor. He repeats it, and then stops and shrugs his shoulders.
Secure Rolls: Search Trap Up 1d20(13)+11 = 24 Disable Trap Up 1d20(18)+11 = 29 Search Trap Down 1d20(15)+11 = 26 who 1d2(2) = 2
This post last edited on 2/18/2012 11:28:28 AM
View Character Summary
|
Kelzanarr (cooneypete)
2/18/2012 1:54:11 PM
PostID: 418339
|
Kelzanarr looks disapprovingly at the kobolds. "Put the gnome's things back. Come, Pitch, help me remove this wall."
He then looks puzzled when Ditch does his wee dance. "What are you doing?" he asks bluntly.
|
Game Master (Smash)
2/18/2012 8:00:56 PM
PostID: 418346
|
BTW, it's mid afternoon in game time.
View Character Summary
|
Game Master (Smash)
2/18/2012 8:14:48 PM
PostID: 418347
|
Crap accidentally deleted the other post.
Pitch removes the shirt and case and tosses it to Ditch.
Ditch catches it and starts off for the top of the stairs. When he gets to the 'clock' he replies. "See, da box looks like dis." He puts his hands at the 3 and 5 position like before. and all the stuff he carries drops to the floor "But the picture looks like dis" and he puts his hands up in the air.
He quickly recovers and picks the stuff up and runs back up the stairs.
While this is happening, Pitch looks at you, Looks at the wall, blinks and shrugs. "Okie Dokie Boss."
Pitch starts kicking the wall. After a few attempts (on the third roll he rolled a 20) he was actually able to chip one of the panels. You're able to remove a foot sized chunk of wood. A stone wall lies underneath.
Jessica moves toward the antique box. "Hmmm. the little kobold is right. There's a ticking sound coming from the box and there's a rod or something swinging side to side.." Secure Rolls: Strengh 1d20(4)-1 = 3 Strengh 1d20(3)-1 = 2 Strengh 1d20(20)-1 = 19
View Character Summary
|
Aelonn (dwightm)
2/19/2012 3:37:40 PM
PostID: 418365
|
Aelonn struggles to put the pieces together in his mind.
This gnome feller seems like a pretty smart cookie. If that wall's phony, maybe it's hidin' a secret door or somethin'? He's an expert on locks an' such so he'd have no trouble riggin' somethin' like that up. An' that prophecy did say somethin' 'bout a "curtain" and "locks" - is this curtain in the locksmith shop a clue?
On a hunch, Aelonn moves over to the strange device and moves the arrows to match the configuration in the portrait (assuming he can reach them, and that they are accessible). Secure Rolls: Knowledge check 1d20(11)-1 = 10
|
Game Master (Smash)
2/19/2012 7:32:27 PM
PostID: 418369
|
Aelonn walks over to clock and opens up the cabinent. He manually adjusts the arrows so that they both point to the 12 o'clock position..
:: Ding, Dong, Ding, Dong, Ding, Dong, Ding, Dong, Ding, Dong, Ding, Dong ::
The clock rings 12 times and the sound startles everyone in the room.
Pitch and Ditch drop into their fighting stance. By the time all the ringing is done and you all gather your wits, you again check the area around the portrait to try and find the secret door you all assume is there... and again nothing reveals itself.
Jessica been watching the movements of the box for awhile and guesses as how it works.. She notes: "The Arrows already moved slightly... Let's try this again!" This time she stops the pendullum and stops 'time'. Moving the arrows back to the 12 o'clock position, the clock rings out again.
:: Ding, Dong, Ding, Dong, Ding, Dong, Ding, Dong, Ding, Dong, Ding, Dong ::
on the last ring, a latch behind the portrait disengages for a second.. but since time has stopped.. it stays disengaged.
This time Pitch was ready, checking for traps and looking for the secret doors and feels the soft click and takes credit for finding the door: "Boss, me found it!"
He swings open the portrait sized door. (approx 2x3 feet width/height. about 4 ft. off the ground)
Behind the portrait is a tunnel at least 5 ft. long. The actuall end is too dark to see.
This post last edited on 2/19/2012 7:45:21 PM
View Character Summary
|
Game Master (Smash)
2/19/2012 7:55:10 PM
PostID: 418371
|
BTW. As you ponder what to do next, you noodle through the following facts: The hole is too small for you or the kobolds to squeeze through. It may be just big enough for a Gnome (or a little girl) to squeeze through. Of course, it's too high for a normal Gnome to get through (unless he was on stilts...)
View Character Summary
|
Game Master (Smash)
2/19/2012 9:04:41 PM
PostID: 418373
|
Moving the game to Chapter 1.5: Jzadirune (LP)
Start posting to that thread
View Character Summary
|
Game Master (Smash)
2/19/2012 9:08:32 PM
PostID: 418374
|
Chapter 1: Summary
Story continues with the party of 4 entering the city of Cauldron. First order of business was to register the Kobolds as 'Slaves'. Ear tagged, the boys are good to go.
Jessica is tasked with returning Ruphus' holy symbol to the temple of Amanuator.
Thier paths cross when a band of thugs known as the Last Laugh jumped poor ol' Ruphus in an ally. Kelzanarr feels Tempus' will and notices a strong connection with this girl.
What starts off as a stand-off, ends with someone flinching and a battle ensues. The hero's beat the thugs back, they can't stomach fighting to the last. But the 'leader' retreats, taunting them. It may not be the last they see of her..
Having rescued Ruphus, they escort him back to the temple. Rushing to get thier wounded and near dying to safety, the are unable to loot the bodies of the fallen.
Time is spent healing and Tempus seals the connection with Jessica. Jenya the head priestess confirms the will of the Gods and seals the bond between them. The group of heros are now +1 for now having added Jessica to the group. They agree to help Jenya investigate the children's dissapearances.
Next stop: get Gretchyn's approval and search the location of the abductions. Gretchyn approves hesitantly, but they now need to get approval from the Uncle before she can finalize the adoption. Searching proves nothing.
Jessica tells Aelonn about the book and he too begins to read it. Gets further than Jessica, but he too somewhat tires... To be continued...
Next stop: the lock store. They find Keygan evasive. ... like he's hiding something.. but he's not lying... Checking out the store.. a chameleon creature attacks! for all it's stealth, it didn't have any teeth and the heroes quickly take care of it.
Jessica fulfills part of the Oracle's prophesy and her destiny by finding the secret door 'behind the curtain'
Summary. 125 XP. Last Laugh Encounter. (no Loot)
50 xp. Convinced Jenya to help with Jessica
3 potions of Moderate, a rat statue, 100 GP with promise for 1900 GP more. Parchment with the Oracles' riddle.(Jenya's quest)
150 XP. Killed the Skulk and somewhat successful with Keygan and finding the door. (partial leather and a rapier -- left on the floor)
Story bonuses: Jessica: +1 knowledge (clockworks) Kel: +1 Diplomacy (Amanuator), +1 Religion (Amanuator) Aelonn: 1/2 way through the history book Ditch: has the rat statue and -1 against fear of rats. +1 dungeneering(Skulks) Pitch: well is well fed. (+1 athletics is cancelled out by -1 getting fat)
This post last edited on 2/19/2012 9:37:10 PM
View Character Summary
|
Game Master (Smash)
2/19/2012 9:11:40 PM
PostID: 418375
|
Make sure you note all the XP on your sheet. This is a recap of Chapter 1. I think you should have everything except the last 150xp and the story bonuses.
This post last edited on 2/19/2012 9:31:02 PM
View Character Summary
|
| page of 18 pages containing 360 items.Items per page: |