Whirtlestaff's Wizards' Academy Revisited, IC02

NEW MAP!

You are currently in the room behind the first secret door, which is the room immediately to the west of where your positions are shown on the map. (It's not worth the trouble to fix that, imho.) We'll say that the other secret door leading out of this room and into the caverns is slightly ajar, to save the time of finding the stupid thing. :)


This is the final map of this dungeon, too. Maybe....
 
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wait, let me try something" Capizzio then starts rmmiging through his scroll tube and finally pulls one out...
[sblock=Instant locksmith]
from the spell compendium:

Instant Locksmith
School: Divination
Level: Assassin 1, sorcerer/wizard 1
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Description:
You can make one Disable Device check or one Open Lock check in this round as a free action. You gain a +2 insight bonus on the check.
[/sblock]

OOC: if i recall correctly, if a skill check changes then a re-try can be done, right? if so, then capizzio will read the scroll and cast instant locksmith giving him a +2. and then he will take a 20 on trying to open the lock for a total of 33


Capizzio reads the scroll and then he goes to trying the lock again ... this time taking his sweet time doing it...beads of sweat forming on his forhead as he concerates on the task at hand ...
 

Capizzio, taking his time, being extry careful, and sweating bullets, FINALLY gets the lock open. When the cabinet is opened, the wizards are greeted by a singularly grisly sight. Unfortunately, I am unable to relate it futher at this point, because the module is not with me and I want to be sure that I get this description totally accurate. I do know that it is gross, however. :)

[to be continued....]
 


OOC: Forgive me, please, Mr. DeWar?

Inside the cabinet are six large glass jars. Each jar of some unidentifiable green liquid holds a fully preserved head of a goblinoid: three goblins, two hobgoblins, and one bugbear. The heads float eerily in the green gook. The cabinet also holds a metal strongbox with a large padlock.
 

Tylara

With a frown the elf mutters, "ugh more locks. Now why would a goblinoid keep a collection of goblin heads? Former rivals?" She shakes her head in disgust.
 



None of the keys that you have found fit this lock. They were keys to the doors along that first passageway to the south that you went down to get here, and they all look like door keys, not padlock keys or cabinet keys.

Scotley/Tylara said:
With a frown the elf mutters, "ugh more locks. Now why would a goblinoid keep a collection of goblin heads? Former rivals?" She shakes her head in disgust.
That's a very good question, isn't it? hehehe

Scotley said:
OOC: Does that mean we are almost through with the dungeon or that the dungeon is almost through with us.
OOC: Something like that, yessss.
 
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Manny

"Oh for goodness sake! Let's just get this done!"

Manny slips between the big folk and up to the lock, quickly looking around for traps. After a cursory Search (1d20+7=10), he sets to work on the lock.

[sblock=Actions]Taking 20 on the lock, giving a 27 total.[/sblock]
 

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