[sblock=Dunamin...]
Central patches are stitched on both sides of the glove, unlike the one on his main hand.
I know from the back-story that Woe has an old hand injury, but why the patches? Are they for maintenance access?
Son of a biscuit!
[sblock=Team theme]
Curiously, it seems our gang is also united in unusual hand features (even if Palindrome’s extra fingers were only temporarily).
That ain't the half of it. I'm going to tie Palindrome's 'must play nice with others' curse with his hand.[/sblock][/sblock]
Palindrome assists the others in
searching ransacking the house. In each room, he gleefully tears everything apart with his dagger, slashing cushions, floorcoverings, curtains, and wallpaper...making sure the piles fall in optimum locations to serve as kindling for a coming blaze. Whenever he finds a lamp, he shouts a playful 'Whoops!' and splatters the contents about the room.
[sblock=Perception Checks]
Perception Checks. (Hallway: 1d20+4=9, Sitting Room: 1d20+4=12, Bedroom: 1d20+4=9, Bedroom: 1d20+4=7, Bedroom: 1d20+4=12, Kitchen: 1d20+4=19)[/sblock]
He also gives each room the magical stink-eye, surveying for traps, hidden things, general pests, and interesting shiny objects.
[sblock=Arcana Checks]
Arcana checks. (Hallway: 1d20+10=21, Sitting Room: 1d20+10=20, Bedroom: 1d20+10=14, Bedroom: 1d20+10=18, Bedroom: 1d20+10=11, Kitchen: 1d20+10=24)[/sblock]
He stuffs an entire wheel of cheese in his backpack, along with any iron rations he can find. He also takes a single fork, dinner knife, spoon, and cup, placing them in his pockets. If he finds a big ladle or dutch oven, he steals that, too. (And like Woe, he rips off anything of value.)
“So, Pal, where exactly did you sense that strong aura again?”
Palindrome's 'magic' cobblestone dangles from its string, bobbing in the direction of the closet. 'Looks like the aura is back there.'
The wizard studies the door to the closet for traps and magic dweamors. Then...
[sblock=Skill Checks and Actions...]
Lots of rolls. (Check Door for Traps: 1d20+4=12, Arcana for Magical Auras on Door: 1d20+10=11, Listen at Door: 1d20+4=10, Remove Traps from Door: 1d20+8=22, Pick Doorlock: 1d20+8=10 (+2 for lock picks, 12))
If the door is safe and no one is behind it, Palindrome opens it.
If traps, he attempts to disarm them and then open it.[/sblock]
[sblock=Call Mr. Guinness!]We should keep track of all these 1's that we're rolling. I bet we've got a record.[/sblock]