[Pathfinder] [IC] Hall of the Dwarven Lord

Leif

Adventurer
Rayverim "Ray" Thanderghast hp=15/18

Ray says, Keep going the way we've been going?" He moves to lead further on, if that is the consensus.
 

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Leif

Adventurer
Rayverim "Ray" Thanderghast hp=15/18

"Oh! I thought we already did that. If not, then, yes, let's have a little search."
 

Arkhandus

First Post
Cade the rogue

Now, Cade finally sighs. "Gruesome work, but I'm sure they deserved it....lessee wot goodies they got. Then, onward t' more butchery 'n' lootin'," he mutters dryly. You'd almost think he had a heart, until you looked down at the corpses all around.

Cade drags the corpses from their 'beds', and begins thoroughly searching for the hobgoblins' former possessions. Once that's done, he checks the rest of the room, moving junk around, tapping on walls and various spots along the floor, poking and prodding at openings and creases with the points on his morningstar or with his various tools.

Once Cade finishes searching the room, he heads back to where he left his pack and bags, moving them to the closest room to where the group will be exploring next, but on the route back towards the exit. He can't have the weight burdening him during a fight.

Once that's done, Cade says "Awright, next room," and walks quietly towards the next door the group will head through. He carries his morningstar as usual, and begins examining the door for traps.
[sblock=OOC]I can't quite remember which rooms we've explored already, though I have a rough idea of which ones. I think we might head for the room labeled "Practice Room" on the map, next?

Taking 20 on my Perception checks to search. Cade is in no rush right now, and will take 20 on any Disable Device check to unlock the next door if he finds it locked. If he finds a trap on it, he'll try disarming it first. However, his trap-disarming attempt comes up at a 10 total, so he probably gets shot in the face or something if there is a trap there. :p
1d20+9=10 [/sblock]
 
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Walking Dad

First Post
ooc: You find a total of 18 gp and four pieces of topaz on the hobgoblins (and their equipment). The topaz looks like broken out of a relief or something.

There is another door to a yet unexplored room (Reception Room). The Practice area is unexplored, too.
 

HolyMan

Thy wounds are healed!
[sblock=OOC] Still around ;) just a little low on internet and spells. I don't have a prefrence so first person to name a room is my vote too LOL. [/sblock]
 


Walking Dad

First Post
After checking for traps, you take a look into the Practice Area:

This large room is strewn with dead dwarves, goblins, and hobgoblins. At least two dozen corpses are here, with their weapons lying nearby.
Crouched over a body near the middle of the room is a human-sized figure. You can hear faint crunching sounds coming from the figure, and its arms appear soaked in blood.
It hasn't noticed you, yet.

[sblock=ooc]
Positions see map. Darkened areas are explored.

[sblock=Initiative]

?

[/sblock]

[sblock=HP and Conditions]

Cade 15/15
Fabhal 20/20
Brawar 15/15
Ray 15/18
Morjik 19/19

?

[/sblock][/sblock]
 

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Maidhc O Casain

Na Bith Mo Riocht Tá!
Initiative (1d20+2=13)

[sblock=Stat Block]
Code:
   HP: 20/20     AC: 22*  AC(T): 15*  AC(FF): 20*
 Init: +02    ST(F):+06   ST(R):+02    ST(W):+03

   *+4 vs. Giant Type

  BAB: 01       CMB:+01     CMD: 13

Weapon                  Attack    Damage      Critical     Special
Hooked Hammer (MW)      +2*       1d6+1          20/x3     Double, Trip
                        +2*       1d4+1          20/x4     Double, Trip
Longbow (Comp; 14 STR)  +4        1d6+1          20/x3

                        *w/ Two-Weapon Attack (+4 used Either/Or)

Channel Energy: 1d6 (3/3 Daily)

Domain Powers:
 * Touch of Chaos (4/4)     * Agile Feet (4/4)

Spells:
 * Level 00          * Level 01
   * Create Water      * [s]Command[/s]
   * Guidance          * [s]Protection from Law[/s]
   * Resistance        * [s]Shield of Faith[/s]
[/sblock]
 


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