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Forums of the Coast • Part 4: The Wardstone Legacy
Page 1 of 13

Part 4: The Wardstone Legacy

Posted: Sun Mar 02, 2014 12:52 pm
by Squall255

Re: Part 4: The Wardstone Legacy

Posted: Sun Mar 02, 2014 1:19 pm
by Squall255

Re: Part 4: The Wardstone Legacy

Posted: Sun Mar 02, 2014 3:58 pm
by Squall255

Re: Part 4: The Wardstone Legacy

Posted: Sun Mar 02, 2014 4:23 pm
by Sajuuk
Cernandlon goes to peer into the room that the cultists exited from.

(Perception: 1d20+10 = 16 (18 vs Evil Outsiders, 17 vs Traps))

Re: Part 4: The Wardstone Legacy

Posted: Sun Mar 02, 2014 6:22 pm
by Mr_Praetorian
Daveed takes a moment to heal himself (Lay on Hands: 3d6= 11), before picking up whatever share of the loot he is to carry.

He then heads over to back up Cernandlon.

Re: Part 4: The Wardstone Legacy

Posted: Sun Mar 02, 2014 6:57 pm
by Squall255
Stacks of scrolls, books, maps, and more sit atop a large
hexagonal table in this room. The walls are painted with detailed
maps of Sarkoris, over which features of the Worldwound have
been painted.

These documents are very valuable troop movements that show where the demons have been moving within the worldwound. Collecting these documents increases your sense of well being.

Re: Part 4: The Wardstone Legacy

Posted: Sun Mar 02, 2014 7:01 pm
by Sajuuk
"Well, it's a good thing we didn't fight in this room, it looks like a war room!" Cernandlon says as they collect the war documents.


()

Cernandlon moves to investigate the door to P11 next, deciding to work through this floor in a counter-clockwise fashion.
(Perception: 1d20+10 = 18 (20 vs Evil Outsiders, 19 vs Traps))

Re: Part 4: The Wardstone Legacy

Posted: Sun Mar 02, 2014 7:15 pm
by Zanaikin
Epicette puts the documents into the important quest items bags and checks the room for anything else of vital importance.
( Perception 16+11=27; +3 if shadowy, with Detect Magic for sweeping )

She suggests checking P11 next (and work up the door numbers =P).

Re: Part 4: The Wardstone Legacy

Posted: Sun Mar 02, 2014 9:31 pm
by Squall255
the room to P11 opens inward and inside you see the following:
A long table engraved with a relief map of Mendev stands to the east in this long room. A dozen bodies lie scattered about the room, each bearing a gaping empty hole in the chest.

There is also a horrific creature that has a stag's body, a hawk's wings and talons, and the head of a slavering wolf with a rack of sharp antlers on its brow. (Know[Arcane] to ID)

Initiative! (Feel free to reposition yourselves in the hallway for the door being opened)

Re: Part 4: The Wardstone Legacy

Posted: Sun Mar 02, 2014 9:32 pm
by Zanaikin
( Init: 4+2 = 6 )
( Knowledge[arcana]: 16+10 = 26 )

Re: Part 4: The Wardstone Legacy

Posted: Sun Mar 02, 2014 9:32 pm
by Laharl
(Init 1d20+3=22; Know[arcane] 1d20+9=14)

Re: Part 4: The Wardstone Legacy

Posted: Sun Mar 02, 2014 9:41 pm
by Sajuuk
(For future reference, "investigating the door" does not mean "opening the door without anyone else being ready," it means "are there traps, is there a blatant 'do not enter,' do I hear horrible noises from the other side?" Contrary to popular belief, I am not insane.)

(Initiative: 1d20+4 = 11)
(Know[Arcane] (Untrained): 1d20+2 = 19)

Re: Part 4: The Wardstone Legacy

Posted: Mon Mar 03, 2014 12:22 am
by Mr_Praetorian
(Initiative: 1d20= 12)

(To be fair Marty, Daveed could have also just as easily opened the door, since he does not have the same "logistical" considerations as Cernandlon. I guess, at the end of the day, every shifty, crack-dealer has a little Lawful Stupid in them).

Re: Part 4: The Wardstone Legacy

Posted: Mon Mar 03, 2014 8:13 pm
by littleangryman
(Initiative 3+2=5) Having no knowledge of the arane at all, Malorix is momentarily stupefied by the creature before them.

Re: Part 4: The Wardstone Legacy

Posted: Mon Mar 03, 2014 11:55 pm
by Squall255
Henric is up first.