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Post by dungeonsnake on Jan 23, 2017 12:39:46 GMT -5
YPRES ZO'S TOWN TIME
1. Ypres Zo will purchase 10 more torches, bringing his total up to 13, for 0.1 gp. [[Are we using rules for carry weight/encumbrance?]]
2. Ypres Zo will then head to the tavern and spend 2 GP on drinks and attempt to learn any rumors he can.
3. Newly emboldened by alcohol, he will head to the gambling den and fritter away his remaining 2.9 GP.
GAMBLING ROLL EK5Iuq6M1-20
1-20
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Post by kaptaincarbon on Jan 23, 2017 13:45:29 GMT -5
Nadras Town Errands
Nadras goes to the local church and waits patently outside. An old man in old robes silently motions him in and by candlight, he is given food, a short sermon on the benifits of being lawful, and a bed. In the morning the old attendant clasps Nadras hands around a vial or warm liquid. "Take this young knight and use it in your darkest hour"
Potion of Healing (1d8+1 HP)
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Post by kaptaincarbon on Jan 23, 2017 13:59:46 GMT -5
Ypres Town Errands
1. Purchased -0.10 GP
2. -2 GP From the otherside of the room you spot Calahas chatting up a gruff looking bear of a man while looking nervous when he slaps the table. You on the otherhand have been talking to Zarina, the bartender and ringleader of this operation. She is quite talkative as long as you are paying for drinks and leaning up against the bar you hear about an adventurer wearing magic armor never returning from the Old Island Fortress. She also informs you of the quickest route to the second floor which is the west corridor. Though it is of no importance she tells you. Anyone who got down there and lived to come back said the tomb down there which contains riches and wealth wont open for the strongest man ... or woman she adds.
3. -2.9 GP You step inside Sims house of Sin where you see lush red carpeted walls engulf all of the patrons who are either drinking out of clay cups, smoking exoptic pipes, or burying their faces in their hands after a a streak of bad luck. A smell of mystic smoke fills the air producing an intoxicating effect. Nadras, fresh from the bar, places his coins down on the tables and tries his hand at gambling throughout the night
House Gambling Roll vs a 13 TO2PTd1g1-20
Ypres watches the last of coins being put into a greasy purse from an even greasier looking dealer. It was hours at the table with the game slowly grinding away his coins. Before the shock can wash over Ypres another employee comes up and whispers with a snake like tone. "Don't let that be the end of your time here. We give out credit at a very fair rate. Jusssst come in next time and bet Credit and you can pay usss back later with your treasssssure collected from adventuring. "
The employee takes the complimentary drink from Ypres' hands and pushes him to the door. The sunlight blares in his face as he sees the rest of the party ready to go back to the dungeon. It is morning and Ypres has been gambling all night.
Total: - 5 GP
1-20
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Post by dungeonsnake on Jan 23, 2017 16:29:49 GMT -5
Ypres Zo sobs the entire morning, convinced that the gambling den owners will surely break his kneecaps unless he manages to score a fat hoard in the dungeon.
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Post by andrewwerdna on Jan 24, 2017 7:09:33 GMT -5
Jurlis, knowing that he cannot hope to afford a crossbow, and having a severe gambling addiction, gambles away his last two gold, and whatever Sinn is willing to loan him.
152tKRoF1-201-20
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Post by kaptaincarbon on Jan 24, 2017 7:46:54 GMT -5
Jurlis looks at his 5GP in his hand and would really like to make that enough for a crossbow. Jurlis steps inside the Gambling den and Asks Sinn for 10 Credit bringing his ante up to 15. If he is lucky he will walk out with 30 GP enough for a 12GP crossbow and a handful of bolts. If not, Sinn's men will press him for the money he owes.
House Gambling Roll Vs 15 GtFiP8u11-20
Sinn stares from the corner puffing away at an exotic pipe and storms off to the back as Jurlis collects his 30 GP
+25 GP = 30 GP Total 1-20
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Post by andrewwerdna on Jan 24, 2017 9:25:33 GMT -5
With a skip in his step, Jurlis makes his way to the trading post and purchases a light crossbow and 40 bolts. As he leaves the store his gaze lingers on Sinn's, and Jurlis imagines the remaining coins jangling in his pockets. He shakes away the temptation, reminding himself that the group will want to head back out soon. He goes to the inn and pays for a room for the night, has a few quiet beers in the tavern before heading to sleep.
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Post by sonofblashyrkh on Jan 24, 2017 12:46:04 GMT -5
In the morning Nadre makes his way to the inn. He looks for his companions with a skip in his step and a smile on his face.
When he finds them, whether all together or individually, he tells them how happy he is to be adventuring with them. This is the most excitement he has had in decades and can't wait to see what battles and treasure are in store for them.
He then politely asks what fortunes they experienced during their stay in town.
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Post by kaptaincarbon on Jan 24, 2017 15:22:03 GMT -5
Rested and rejuvenated with new weapons and oil, the group makes their way back to the Old Island Fortress. On the way back a strange looking dwarf starts to tag along. The group climbs familiar stairs down and is soon welcomed to the gloom and darkness that is now like family. You are standing in the main chamber with hallways to the east, west, and south. A buzzing is coming from the south and the same pawprints trail off to the west. To the east you see an open door with the blasted remains of a firetrap and dead goblins on the ground.
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Post by Verminaard on Jan 25, 2017 16:17:20 GMT -5
"Well, gentlemen -- back to where we left off? We still have that door to the north to unlock now that we seem to have the key for it."
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Post by andrewwerdna on Jan 26, 2017 5:42:48 GMT -5
"That sounds good to me," Jurlis says.
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Post by kaptaincarbon on Jan 26, 2017 9:43:53 GMT -5
[[PICTURE COMING]]
...assuming someone is lighting a torch...your group makes its way into the eastern part of the fort. Splintered wood dances around the room as you enter and make your way to the door. You try the key to the northern door but see that it is opened. The torch in the room brightens the shadows as the door creaks open. Elaborately carved columns parade down the center of this marble-paved hall. In the center of this room is a badly damaged stone statue, which appears to have originally depicted a man carrying a large spear with the point angled downwards; the upper parts of the statue have been smashed around the edges, and fragments of marble litter the floor nearby but the figure holding the spear remains largely in place. At the base of the ruined statue is a large wooden chest.
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Post by dungeonsnake on Jan 26, 2017 10:11:01 GMT -5
Ypres Zo has a bad feeling about this. "We must be cautious, friends," he says, his teeth chattering audibly. He goes back into the firetrap room and picks up his shoddy staff which he left there yesterday, and begins carefully prodding around the columned room with it. He will make a point to examine the ceiling for hidden objects which could fall, the floor for mysterious indentations, tripwires or triggers, and the walls and columns for catches or anything else unusual. he will avoid the statue and the chest, giving them a wide berth.
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Post by sonofblashyrkh on Jan 26, 2017 18:03:10 GMT -5
Nadre will approach the statue using his dwarf eyes to examine the stonework of the surrounding floor and ceiling. When he is certain there are no traps around the statue and chest he will approach the statue.
He wants to examine the statue in detail.
He will not touch the statue unless he has determined it to be trap free and structurally sound. He will not touch it if doing so will damage the statue or obfuscate any clues.
How does the stonework compare to that of the room? Does the statue appear to have been there since the room was built or was it brought in later? Was it carved here or elsewhere? Is the stone local?
Any signs of what has damaged the statue other than age?
Are there any symbols or markings on the statue?
Can he recognize any historical significance of the figure? Is it representative of a local culture? Does the style of statue point to any specific culture and time period?
Is it valuable or have anything valuable hidden on it?
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Post by Verminaard on Jan 27, 2017 8:48:25 GMT -5
Calahas will send his torchbearer alongside Nadre to help give him a bit more light to work with. Calahas himself, seeing that everyone else has started to explore, remains by the entrance to the room with bow drawn, acting as a watch, making sure that nothing sneaks up behind the party.
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