(IC) Dog Days of Doom!

Holy Hammer
Snarf: stealth success. You are at the top of the stairs by an unlocked door.
Fitz: Your investigation lets you figure out the scene in front of you.

While Stratus and Havoc move straight towards the main doors, Caer circles around towards the upper entrance. He's forced to crawl low in front of a market stall so that the undead shopkeeper doesn't try to haggle with with. He makes his way up to the stairs, tries the locked door then takes the key and unlocks it.1

On street level, Stratus and Havoc approach the gruesome scene in front of them. Standing just outside the door, it looks like a large group of undead surged towards this shop only to be cut down or bludgeoned to death. Stepping just inside the building, you can see more destroyed zombies. Two lay across the front desk, as if they were reaching out for something - or someone - but both their skulls are crushed in. There are at least fifteen dead creatures here. You also note that some of the destroyed undead have bite and scratch marks on them. You would need to go into the shop and spend more time looking over the scene to put together what that means.2

It's impossible to close the door unless you spend time moving some of the bodies. You figure you're less likely to make noise on the street if you close the door (and consequently have more visitors) but moving the bodies will take precious moments and make noise.3

There are plenty of weapons and armour in the shop, some of which are peace-bonded to racks or mannequins or behind a glass counter. You could, if you wanted pop in and grab a dagger or short sword without any problems.

Beyond this room is another room that is also open for customers to peruse. Through that door, you can see a giant sized hammer with a sky blue gem in middle hangs on the far wall of the next room. There's something familiar about it but you'd need to get closer to inspect it.

weapons shop2.jpg

1. I'll wait to see which way you want to go.
Caer, you here nothing beyond the door.

2. Havoc/Stratus: A survival 15 or investigation: 12 or a medicine: 10 will give you more info and will take 5 minutes.

3. Moving bodies away from the door will let you close it. You need to make a stealth against DC 9

Both of you, make perception DC 14

NOTE: this map looks to be of a construct builder or something. Where you see arms and legs on tables, just assume it's weapons (or zombie limbs). They layout of the map was too perfect for me not to use.
 
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AC16 Passive Perception 17
HP 19/20 HD 2/2
SSdc13 Slots 2/2
Hunters 1/2 Healing 1/1 Teleport 1/2
HOLY HAMMER
Satisfied that the key works, Caer lightly manipulates the door's handle to allow it be slightly ajar. Caer then readies his boneshield in one hand, and summons the Raven's dark energies into the Blackstaff, causing the runes to slightly pulse and begin writhing up and down the tortured and gnarled length of the wood.

Carefully, Caer uses his shoulder to push the door open and extends his keen elven vision to the interior of the room, attempting to discern the interior.

OOC:
Perception: 1D20+7 = [14]+7 = 21


You ever seen the Seinfeld Even Steven episode? I feel that Caer is getting all the good rolls, and Shamal is counterbalancing it with utter dreck. Not going to complain- at least I'm getting some good rolls!

 

Mystic Emporium

It's obvious that the door to this building was warded and these two zombies, upon attempting to cross the threshold, triggered an explosive run. The traces of burned diamond dust confirms it. The ward is expended and it is safe to pass into the building. Looking at the glass casing, with Max's teaching, Benny remembers that this particular aura, while it is an abjuration, it is also weaved with a communication spell. At the very least, triggering whatever is on the casing will not cause any harm. Max confirms that in the cubbies beyond the glass casing there are several magical scrolls rolled up. There are other items in the cabinet but the group would need to move in to explore further. Behind the front desk, a door, slightly ajar, leads to another room.

Yes, Glass cabinet is separate from the shelf beyond it where the scrolls are.

I think, instead of rolling arcana or other knowledge rolls for Max, it's easier for him to aid you and give you advantage on skills he's proficient in - when it makes sense and you have time to discuss things. Since he's your mentor.



The Holy Hammer

Caer looks through the doorway and sees an empty dining room. He moves in and pushes power into his staff...Doing so sounds like thunder in the quiet room.... There are three doors leading out of this room and they are all closed.
weapon shop3.jpg

This is one of those times that casting Shillelagh might be a hinderance. I'm going to be nice and say you waited until you went into the building before casting it.

But make a perception check.
 
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AC18 Passive Perception 15
HP 12/15 HD 2/2
SSdc13 Slots 2/3
CD 2/2

Mystic Emporium

Deirdre entered the shop warily, noting the trigged rune at the front door. Experience taught where there was one magical ward, there were likely others. Taking in the shop with her keen senses, she also noted a door behind the desk. She sought guidance from Corellon to embrace the natural grace of the elves while she approached it, listening carefully for any noise coming from behind it.



edit: added minisheet
 
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Feeling more comfortable to touch the glass cabinet, Benny starts approaching it but Max interrupts his stride. Telepathically he says "Let me do it, we may be wrong and you can always resummon me."

Benny nods, then heads over to the shelf to grab the magical scrolls. Once he has them, he signals the group to let Max do what he needs to do at the cabinet before approaching.
 

Anson had hoped to just fill his potato sack with loot, and sort it out later, but if things were warded, the quick-dump approach would be dangerous. He crossed the room to have a look at the scrolls.

Stratus made gestures to Havok that were a mixture of common sign language, and military hand gestures. He did not know if the dwarf was familiar with either, but he used the signals that were the most obviously clear from either, saying, leave the bodies; move inside; be wary; you check left, I'll check right.

He moved across the room, stepping carefully over bodies. When he got toward the back, he quickly glanced both ways, but he kept his focus mainly to the right, trusting that Havok had his back.

OOC: I'll make perception checks for both? Anson: 10; Stratus: 15.
 

Holy Hammer

This room is mostly armour. Various mannequins stand tall wearing light medium and heavy armours but it will take time to pull them down. Stratus hears a grunt or a cough in the next room. There's someone or something in there, around the corner, but they haven't heard you yet. Then you hear heavy footsteps deeper beyond the WESTERN door.

Caer, as soon as you draw on the power of the Blackstaff, you realize that the timing might not have been ideal and you can hear the unmistakable sounds of footsteps coming towards the door.

Both doors - upstairs and down - to the marketplace are standing open. You know that any altercations in this close to the street will invite more trouble. Caer, you realize you have time to do something before whoever or whatever enters the room, what do you do?

View attachment 410885


@Snarf Zagyg you have 1 full round to do something before the West door opens. You are right next to the door that you just came in. There are two other doors to go through and, as per the picture, there are plenty of places to hide.

@FitzTheRuke @Neurotic
I can't stress this enough: if you start a fight in a room next to the street, with the door open, there is a very good chance of increasing the Alert level. You either want to close the door or move in. So far, nothing has detected you.

I won't post anymore Holy Hammer until Neurotic has a chance to jump on. I know he's in a different time zone.


Mystic Emporium

Looking around the room you see a plethora of arcane foci and spell components. In the glass cabinet, there is a book open to a page. It's impossible to read as it's in some kind of arcane writing. It looks like it might be a spellbook. Two glowing scrolls are in the cabinet as well and radiate evocation. On top of the bookshelf is a display case that looks like it would hold a wand. It is currently empty.

Anson closes the door and moves to another shelf. Besides the scrolls, this room is full of strange plants and odd ingredients appropriate for almost any spell.

Deidre, moves in stealthily and, as she does so, she calls out to her god to guide her steps but the prayer is loud in the quiet room. You cringe slightly realizing you should have cast that earlier if you'd wanted to be stealthy. Moving to the door, you peek in and see a bedroom. Inside is a zombie standing among a mess of furniture. There is a privacy screen and a bookshelf has fallen over onto the floor The zombie seem unaware of your presence, thankfully.

Meanwhile, Max is attempting to open the case....he stops short realizing it is physically locked.
magic shop 2.jpg

General: You can aquire a spellcasting focus or a spell component pouch here since this room has every component that has no GP value. It will take about 10 minutes to do so. You do not see any potions or holy water

@Lidgar FYI, spellcasting is loud, but the zombies rolled 6 on their perception check so they didn't notice your casting of Guidance. You, on the other hand notice them in the next room.

@Steve Gorak What do you want Max to do? Open the cabinet? You're positive doing so will trigger the trap. Do you want him to try to disjoin/disable the magic trap? That is an arcana check vs the DC of the trap and risks triggering the trap. You also notice that the cabinet is physically locked

@FitzTheRuke as mentioned above, I'm going to assume Anson closes the door.
 

AC16 Passive Perception 17
HP 19/20 HD 2/2
SSdc13 Slots 2/2
Hunters 1/2 Healing 1/1 Teleport 1/2
HOLY HAMMER

Caer's pierced ears pick up the heavy thudding beyond the western door. At first, Caer begins to ready for combat, before calmly realizing that a person opening the door might be a survivor, and not a zombie.

Caer takes his time to find a hiding place in the shadows southwest corner of the room, near the desk, allowing him vantage to see whomever, or whatever, opens the door from beneath his cowl.

OOC:

Stealth: 1D20+4 = [5]+4 = 9

Second Stealth (Adv?): 1D20+4 = [19]+4 = 23


Rolled stealth. Since I know someone is coming and have time, assume advantage with being able to find a good place? If yes, second roll. If no ... eh, first one.
 


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