(IC) Dog Days of Doom!

The Mystic Emporium

Benny
AC 14 (19 with shield spell used as a reaction)
Spell Save DC 13
HP/HP 14/17
Passive Perception (PP): 13
HD/HD; 2/2

Maximilian
AC 13
Magic Resistance. The sphinx has Advantage on saving throws against spells and other magical effects.
Resistances: Necrotic, Psychic, Radiant
HP/HP 6/24
Senses Darkvision 60 ft., Passive Perception 11
HD/HD; 1/7

Max jumps over the carcass of the fallen zombie and attacks the one still standing.

Benny takes a few seconds to survey the room.

OOC: Max: move to remaining zombie
Attack: 15
Damage: 5 slashing 9 radiant=14

Does Benny see anything radiating magic?
 

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The Mystic Emporium
Combat over, Deidre killed the last zombie
Deidre's magical attack snuffs the unlife out of the the zombie and Max whacks it an extra time for good measure.

For a moment, you hear scratching and moaning on the front door. Everyone waits. The zombies outside shuffle off - it looks like your little fight didn't alert anyone.1

You finally have a moment to take in your surroundings. Besides the door you just entered, there's another door leading out of this room. It's locked.2

The rug in the middle of this room has, bizarrely, been thrown aside and is partially on the bed and a heavy bookshelf/dresser has fallen on the floor where the rug once was, making it a bit annoying to walk around in this room.

It's obviously the private chambers of the person who owns this place - or maybe a room they use when working late or to rent out. There's a bed, a side table and the dresser. The room is full of personal effects: small nick knacks, some jewelry, art on the wall.3 There's almost nothing 'Mystic' about this particular room except for an incense holder and a half-burned stick of sandalwood.

You're also free to look more closely at the room you just came from and focus on trying to open the cabinet. You note there's a locked drawer, probably the cash drawer.
4

1. I rolled zombie perception to see if your combat raised the alertness level and it did not.
2. DC: 15 to unlock the door to the next room(assuming you have tools)
3. With a cursory glance, you can find 15gp worth of jewelry and 10gp worth of 'trinkets'(which are delicate). If you want to look for anything else specific, tell me where in the room you are looking and make a DC 15 investigation.
4. READ CAREFULLY
-Cash drawer DC 20 to open

-Display case:
  • DC 20 to unlock
  • To find origin of magical trap: DC: 13 Investigation (with advantage because Benny has detect magic up)
  • IF YOU FIND THE trap, it's a DC: 13 ARCANA to disable
there's no physical traps on it.

If you spend 10 minutes in the main store front collecting ingredients, you can make yourself a spell component pouch.

There are no spell components with any GP value in either of these rooms, that you can see.
 

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