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Book 1, Chapter 2: The Forgotten Dungeon


Green Eyed Liar

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spacer.png"This foul assault on our most hallowed ground has demoralized the citizens of Otari! I implore you, good sirs, please continue to investigate the foul force behind the relighting of the Gauntlight!" Mayor Menhemes is impressed by the progress the group has made in their investigation and clearing of the ruins of the keep. But the previous night's attack has certainly left a pall over the populace. Even though the lighthouse has been dark ever since it seemingly sent the crablike creature to attack the heroes in the graveyard, no children are allowed outside and the adults are definitely rushing about their business about town while making sidelong glances to the north, as if expecting the light to start sending monsters into their midst at any moment.

 

There are three ways to enter the basement level of Gauntlight Keep: the stairs from the apprentice's house leading to the laboratory, the cave under the dock, and the hidden stair in the center of the keep. The first lead to a laboratory, and then to another stair ominously leading even deeper underground. The second lead to the throneroom of a deranged morlock cultist (though there is still an otherwise unexplored northern tunnel). The hidden stair has not yet been tried, but surely also leads to peril.

 

Which path do our heroes choose today?

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Mic.png
Mic Humblebrow Elemental Heart Dwarf Thief Rogue 2 Chaotic Good | Application | Sheet
checked-shield.svg AC : 19| health-normal.svg HP : 29 / 30 |
sprint.svg Perception :
+9 | awareness.svg Fort : +6 | Ref : +10 | Will : +9 Hero Points: : 1/1 | Movement: 20' - Conditions:

"It's saying it hates fire. Use more fire. I'll... fire an arrow.
Sorry lads. All i got"

Mic hopes his aim is sharper than his wit as he translates the shrieks, then hustles to a decent spot yo draw bow and ... shoot, an arrow

"lesser elixer of life"


Source Core Rulebook pg. 548 4.0
Price 30 gp
The elixir restores 3d6+6 Hit Points and the bonus is +1.


"Actions - Out of Character, link to Sheet"


https://www.myth-weavers.com/sheet.html#id=2601808

Stride. Quick draw. Bow shot

[ROLL=" strike"]1d20+8z[/ROLL]
[ROLL="magic, piercing dmg if hit"]1d6z[/ROLL]

Crit deadly d10 piercing dmg
[ROLL="deadly"]1d10z[/ROLL]

Str 10, Dex 18, Con 14, Wis 16, Int 14, Cha 8
Trapfinder. Darkvision. Perception +9. Languages: Common, Dwarven, Aklo, Undercommon
Trained Skills
Acrobatics +8, Arcana +6, Athletics +6, dumb ol' Diplomacy +3, Intimidation +3, Lore: "Circus" +6,
Medicine +7, Nature +7, Occultism +6, Religion +7, Society +6, Stealth +8, Survival +7, Thievery +8

Melee Clan Dagger +4 (Agile, Parry (+1), Uncommon, Versatile B), Damage 1d4 (P)
Melee +1 Rapier +9 (Finesse, Disarm, Deadly d8), Damage 1d6+4 (P)
Melee Shortsword +8 (Agile, Finesse, Versatile S), Damage 1d6+4 (P)
Melee Light Mace +8 (Agile, Finesse, Shove), Damage 1d4+4 (B)
Melee Throwing Knife +8 (Agile, Finesse, Thrown 20 ft.), Damage 1d4+4 (P)
Ranged Throwing Knife +8 (Agile, Finesse, Thrown 20 ft.), Damage 1d4 (P)
Shortbow (Arrows 9) +8 (60') Damage 1d6 (P) deadly d10

Coins: 18g. 4s. 6c

Silver key from Tangletop's study (10gp
*Wayfinder* Activate command; Effect The wayfinder is targeted by a 1st-level light spell.
Cantrips: Druid Archetype (Leaf Order)
Electric Arc 30'
Disrupt Undead 30'
Detect Magic ( Arcane Sense )

Elemental Heart Dwarf: Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal 1d6 damage of your chosen type ( Electric ) to all adjacent creatures (basic Reflex save using your class DC (17) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6.

Dwarven Doughtiness End of turn reduce Frightened by 2 instead of 1
Quick Draw

Precision Damage Sneak Attack 1d6
Additional Feats Cat Fall , Elemental Heart Dwarf , Rock Runner, Steady Balance, Trap Finder
Additional Specials Rogue's Racket ( Thief Racket ), Sneak Attack, Surprise Attack

Gear : Leather Armor, Wayfinder, Thieves' Tools, Climbing Kit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (1 week),
 


"Feats and Abilities"


Trapfinder. Darkvision. dark = black and white
Cantrips: Druid Archetype (Leaf Order)
Electric Arc 30'
Disrupt Undead 30'
Detect Magic ( Arcane Sense )

Elemental Heart Dwarf
Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal
1d6 damage of your chosen type ( Electric ) to all adjacent creatures (basic Reflex save using your class DC (17) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6.

*Bonus Ancestry Feat*
Dwarven Doughtiness End of turn reduce Frightened by 2 instead of by 1.

Precision Damage Sneak Attack 1d6
Additional Specials Rogue's Racket ( Thief Racket ),
Sneak Attack, if foe Flat-Footed

Surprise Attack 1st Round, if roll Stealth or Dec for Init. not acted = FF to me

Additional Feats
Cat Fall falls Tr=-10', Exp=-25', Mstr= -50', Leg=no dmg

Rock Runner ignore difficult terrain from rubble / uneven from rock / ground
when use Acro to Balance on narrow / uneven of stone / earth not FF

Steady Balance Sucess w Balance action = crit success
Not FF to Balance on narrow / uneven, can use Acro check not Ref to Grab an Edge

Trap Finder always on +1 Perc, AC, Saves of Traps

Additional Specials Rogue's Racket ( Thief Racket ), Sneak Attack, Surprise Attack
 

"Spells"




Traditions arcane, primal
Electric Arc
Cast somatic, verbal
Range 30 feet; Targets 1 or 2 creatures
Saving Throw basic Reflex
An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.
Heightened (+1) The damage increases by 1d4


Disrupt Undead Cantrip 1 Cantrip Necromancy Positive
Source Core Rulebook pg. 331 4.0 Traditions divine, primal
Bloodline psychopomp Cast somatic, verbal
Range 30 feet; Targets 1 undead creature Saving Throw Fortitude
You lance the target with energy. You deal 1d6 positive damage plus your spellcasting ability modifier. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 for 1 round.
Heightened (+1) The damage increases by 1d6.
 

Edited by Cleric8092 (see edit history)
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spacer.png Zum of Clan Torq Dwarven Barbarian 2 Chaotic Good | Application | Sheet
 

checked-shield.svgAC: 19 | 18 health-normal.svg HP: 25/40 +5T | awareness.svg Perception: +8 |fort.png Fort: +9 |reflex.png Ref: +6 |will.png Will: +8
Hero Points: 1 | Conditions: 
Wounds Treated (within last hr): Battle Medicined (today):
Extra: GM should roll to notice unusual stonework anytime it is seen (at -2).
Used:

Zum says. "My boots are still wet from the last time we were in the water. So how about the throne room?"

Edited by noozoo (see edit history)
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vkfohry.png

Rok Dwarven Champion 2 Lawful Good | Sheet

 

checked-shield.svgAC: 18 (+2 with shield raised) | health-normal.svg HP: 36/36 | sprint.svg Perception: +6 | awareness.svg Fort: +9 | Ref: +4 | Will: +8
Hero Points:: 1/1 | Conditions: None

 


 

"Yes that is a good idea", Rok offers, wanting to keep his boots dry (or drier) too.

Edited by tom_gore (see edit history)
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spacer.png
Zum of Clan Torq Dwarven Barbarian 2 Chaotic Good | Application | Sheet
 

checked-shield.svgAC: 19 | 18 health-normal.svg HP: 40/40 | awareness.svg Perception: +8 |fort.png Fort: +9 |reflex.png Ref: +6 |will.png Will: +8
Hero Points: 1 | Conditions: 
Wounds Treated (within last hr): Battle Medicined (today):
Extra: GM should roll to notice unusual stonework anytime it is seen (at -2).
Used:

Zum says. "Wait, that's through the water. Why don't we go down via the lavatory?"

Edited by noozoo (see edit history)
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vkfohry.png

Rok Dwarven Champion 2 Lawful Good | Sheet

 

checked-shield.svgAC: 18 (+2 with shield raised) | health-normal.svg HP: 36/36 | sprint.svg Perception: +6 | awareness.svg Fort: +9 | Ref: +4 | Will: +8
Hero Points:: 1/1 | Conditions: None

 


 

Rok looks puzzled. "Is it? Gah! 'Tis a maze! I will follow yer lead then", he then says and nods at Zum. "Let us be on our way."

Edited by tom_gore (see edit history)
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Mic.png  
  Mic Humblebrow Elemental Heart Dwarf Thief Rogue 2 Chaotic Good | Application | Sheet
checked-shield.svg AC : 19| health-normal.svg HP : 29 / 30 |
sprint.svg Perception :
+9 | awareness.svg Fort : +6 | Ref : +10 | Will : +9   Hero Points: : 1/1 | Movement: 20'  -  Conditions:    
 
 " Surprised you know that word Zum. Not sure you know the meaning..."
Mic grumbles as he follows. Instinctively looking for traps as he goes
 

"lesser elixer of life"


Source Core Rulebook pg. 548 4.0
Price 30 gp
The elixir restores 3d6+6 Hit Points and the bonus is +1.


"Actions - Out of Character, link to Sheet"


https://www.myth-weavers.com/sheet.html#id=2601808

Stride. Quick draw. Bow shot

[ROLL=" strike"]1d20+8z[/ROLL]
[ROLL="magic, piercing dmg if hit"]1d6z[/ROLL]

Crit deadly d10 piercing dmg 
[ROLL="deadly"]1d10z[/ROLL]

Str 10, Dex 18, Con 14, Wis 16, Int 14, Cha 8
Trapfinder.  Darkvision.  Perception +9.  Languages: Common, Dwarven, Aklo, Undercommon
Trained Skills
Acrobatics +8, Arcana +6, Athletics +6, dumb ol' Diplomacy +3, Intimidation +3, Lore: "Circus" +6,
Medicine +7, Nature +7, Occultism +6, Religion +7, Society +6, Stealth +8, Survival +7, Thievery +8

Melee Clan Dagger +4 (Agile, Parry (+1), Uncommon, Versatile B), Damage 1d4 (P)
Melee +1 Rapier +9 (Finesse, Disarm, Deadly d8), Damage 1d6+4 (P)
Melee Shortsword +8 (Agile, Finesse, Versatile S), Damage 1d6+4 (P)
Melee Light Mace +8 (Agile, Finesse, Shove), Damage 1d4+4 (B)
Melee Throwing Knife +8 (Agile, Finesse, Thrown 20 ft.), Damage 1d4+4 (P)
Ranged Throwing Knife +8 (Agile, Finesse, Thrown 20 ft.), Damage 1d4 (P)
Shortbow (Arrows 9)  +8 (60') Damage 1d6 (P) deadly d10

Coins:  18g. 4s. 6c

Silver key from Tangletop's study (10gp
*Wayfinder* Activate  command; Effect The wayfinder is targeted by a 1st-level light spell.
Cantrips:  Druid Archetype (Leaf Order)
Electric Arc  30'
Disrupt Undead 30'
Detect Magic ( Arcane Sense )

Elemental Heart Dwarf: Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal 1d6 damage of your chosen type ( Electric ) to all adjacent creatures (basic Reflex save using your class DC (17) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6.

Dwarven Doughtiness End of turn reduce Frightened by 2 instead of 1
Quick Draw

Precision Damage Sneak Attack 1d6
Additional Feats Cat Fall , Elemental Heart Dwarf , Rock Runner, Steady Balance, Trap Finder
Additional Specials Rogue's Racket ( Thief Racket ), Sneak Attack, Surprise Attack

Gear : Leather Armor, Wayfinder, Thieves' Tools, Climbing Kit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (1 week),
 

                                            
 

"Feats and Abilities"


Trapfinder.  Darkvision. dark = black and white
Cantrips:  Druid Archetype (Leaf Order)
Electric Arc  30'
Disrupt Undead 30'
Detect Magic ( Arcane Sense )

Elemental Heart Dwarf
Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal
1d6 damage of your chosen type ( Electric ) to all adjacent creatures (basic Reflex save using your class DC (17) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6. 

*Bonus Ancestry Feat* 
Dwarven Doughtiness End of turn reduce Frightened by 2 instead of by 1.

Precision Damage Sneak Attack 1d6
Additional Specials Rogue's Racket ( Thief Racket ), 
Sneak Attack, if foe Flat-Footed

Surprise Attack 1st Round, if roll Stealth or Dec for Init.  not acted = FF to me

Additional Feats 
Cat Fall falls Tr=-10', Exp=-25', Mstr= -50', Leg=no dmg

Rock Runner  ignore difficult terrain from rubble / uneven from rock / ground
when use Acro to Balance on narrow / uneven of stone / earth not FF

Steady Balance  Sucess w Balance action = crit success  
Not FF to Balance on narrow / uneven, can use Acro check not Ref to Grab an Edge

Trap Finder  always on +1 Perc, AC, Saves of Traps

Additional Specials Rogue's Racket ( Thief Racket ), Sneak Attack, Surprise Attack
 

 

"Spells"




Traditions arcane, primal
Electric Arc
Cast  somatic, verbal
Range 30 feet; Targets 1 or 2 creatures
Saving Throw basic Reflex
An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.
Heightened (+1) The damage increases by 1d4


Disrupt Undead  Cantrip 1   Cantrip Necromancy Positive 
Source Core Rulebook pg. 331 4.0  Traditions divine, primal
Bloodline psychopomp  Cast  somatic, verbal
Range 30 feet; Targets 1 undead creature  Saving Throw Fortitude
You lance the target with energy. You deal 1d6 positive damage plus your spellcasting ability modifier. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 for 1 round.
Heightened (+1) The damage increases by 1d6.
 

 

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vkfohry.png

Rok Dwarven Champion 2 Lawful Good | Sheet

 

checked-shield.svgAC: 18 (+2 with shield raised) | health-normal.svg HP: 36/36 | sprint.svg Perception: +6 | awareness.svg Fort: +9 | Ref: +4 | Will: +8
Hero Points:: 1/1 | Conditions: None

 


 

"What word?", Rok asks and looks confused. "Oh... Lavatory? Aye, I guess they don't have those in the wild..." he then realizes and chuckles a bit.

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%5Bfloatleft%5D%5Bimg2%3D150%5Dhttps%3A%2F%2Fi.pinimg.com%2Foriginals%2Fde%2F9e%2Fdd%2Fde9eddf2f8ff291f296bd8c929fd9e35.jpg%5B%2Fimg2%5D%5B%2Ffloatleft%5D%5BFONT%3D%22BookAntiqua%22%5D%5BSIZE%3D%225%22%5D%5Bb%5D%5BCOLOR%3D%22Blue%22%5DJanos%20Murdoch%5B%2FCOLOR%5D%5B%2Fb%5D%5B%2FSIZE%5D%5B%2FFONT%5D%5BFONT%3D%22Arial%20Narrow%22%5D%20Human%20Wizard%202%20%5Bi%5DNeutral%20Good%5B%2Fi%5D%5B%2FFONT%5D%20%7C%20%5BURL%3D%22https%3A%2F%2Fwww.myth-weavers.com%2Fshowthread.php%3Ft%3D523203%22%5DApplication%5B%2FURL%5D%20%7C%20%5Burl%3D%22https%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2489781%22%5DSheet%5B%2Furl%5D%5Bhr%5D%5B%2Fhr%5D%5BIMG2%3D15%5Dhttps%3A%2F%2Fexternal-content.duckduckgo.com%2Fiu%2F%3Fu%3Dhttps%253A%252F%252Fi.pinimg.com%252Foriginals%252Fde%252F9e%252Fdd%252Fde9eddf2f8ff291f296bd8c929fd9e35.jpg%26f%3D1%26nofb%3D1%5B%2FIMG2%5D%5BB%5D%5BCOLOR%3D%22Black%22%5DAC%5B%2FCOLOR%5D%3A%5B%2FB%5D%2019%20%7C%20%5BB%5D%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fhealth-normal.svg%5B%2FIMG2%5D%20%5BCOLOR%3D%22black%22%5DHP%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%5BCOLOR%3D%22Firebrick%22%5D22%5B%2FCOLOR%5D%2F%5BCOLOR%3D%22black%22%5D22%20%5B%2FCOLOR%5D%7C%20%5BB%5D%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fsprint.svg%5B%2FIMG2%5D%20%5BCOLOR%3D%22black%22%5DPerception%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B7%20(%2B9init)%20%7C%20%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fawareness.svg%5B%2FIMG2%5D%20%5BB%5D%5BCOLOR%3D%22black%22%5DFort%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B5%20%7C%20%5Bb%5D%5BCOLOR%3D%22black%22%5DRef%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B8%20%7C%20%5Bb%5D%5BCOLOR%3D%22black%22%5DWill%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B7%0A%5Bb%5D%5BCOLOR%3D%22black%22%5DHero%20Points%3A%5B%2FCOLOR%5D%3A%5B%2FB%5D%201%2F1%20%7C%20%5BB%5DConditions%3A%5B%2FB%5D%20None%0A%5Bhr%5D%5B%2Fhr%5D%0A%5Bspoiler%3DPrepared%20Spells%5DCantrips(Detect%20Magic(innate)%2C%20Telekinetic%20Projectile%2C%20Prestidigitation%2C%20Read%20Aura%2C%20Electric%20Arc%2C%20Produce%20Flame%2C%20Light%2C%20Shield)%5B%2Fspoiler%5D%0A%0A%22I%20had%20thought%20that%20following%20dwarves%20would%20be%20a%20good%20idea%20when%20exploring%20subterranean%20areas...%20Now%20I'm%20not%20so%20sure..%22%20%20%20Janos%20grumbles%20to%20himself%20as%20he%20listens%20to%20his%20companion's%20banter.
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Janos Murdoch Human Wizard 2 Neutral Good | Application | Sheet
?u=https%3A%2F%2Fi.pinimg.com%2Foriginals%2Fde%2F9e%2Fdd%2Fde9eddf2f8ff291f296bd8c929fd9e35.jpg&f=1&nofb=1 AC : 19 | health-normal.svg HP : 22 /22 | sprint.svg Perception : +7 (+9init) | awareness.svg Fort : +5 | Ref : +8 | Will : +7
Hero Points: : 1/1 | Conditions: None
 

Prepared Spells

Cantrips(Detect Magic(innate), Telekinetic Projectile, Prestidigitation, Read Aura, Electric Arc, Produce Flame, Light, Shield)



"I had thought that following dwarves would be a good idea when exploring subterranean areas... Now I'm not so sure.." Janos grumbles to himself as he listens to his companion's banter.
Edited by Trinate (see edit history)
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Zum of Clan Torq Dwarven Barbarian 2 Chaotic Good | Application | Sheet
 

checked-shield.svgAC: 19 | 18 health-normal.svg HP: 40/40 | awareness.svg Perception: +8 |fort.png Fort: +9 |reflex.png Ref: +6 |will.png Will: +8
Hero Points: 1 | Conditions: 
Wounds Treated (within last hr): Battle Medicined (today):
Extra: GM should roll to notice unusual stonework anytime it is seen (at -2).
Used:

Zum says to Janos, "Not to worry, lad, we've got your skinny ... uh.... back. Maybe we're rubbing off on you -- yer beard getting a little thicker, is it?"

Edited by noozoo (see edit history)
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The group trudges through the laboratory and past the splattered remains where the giant zombified leech had exploded to the narrow stair leading further into the depths of the ruins of Gauntlight. The stairs spiral downward for several revolutions, cobwebs and dust showing that they have not been used in years. The clanking sounds of the heroes' equipment echoes off of the walls. Finally, the stairs end at a wooden door. After Mic gives the door a quick search, Zum opens the door.

 

The four adventurers find themselves in a short, narrow corridor that runs north-south. Wooden doors close at each end of the hallway cut off access to further portions of this underbasement.

 

GM Dice

Mic Perception

 

Edited by Green Eyed Liar (see edit history)
Name
Mic Perception
15
1d20+9 6
Mic Perception
16
1d20+9 7
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Zum of Clan Torq Dwarven Barbarian 2 Chaotic Good | Application | Sheet
 

checked-shield.svgAC: 19 | 18 health-normal.svg HP: 40/40 | awareness.svg Perception: +8 |fort.png Fort: +9 |reflex.png Ref: +6 |will.png Will: +8
Hero Points: 1 | Conditions: 
Wounds Treated (within last hr): Battle Medicined (today):
Extra: GM should roll to notice unusual stonework anytime it is seen (at -2).
Used:

Zum waits for everyone to be ready, then opens the door in front of him, his axe in his hand.

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Rok Dwarven Champion 2 Lawful Good | Sheet

 

checked-shield.svgAC: 18 (+2 with shield raised) | health-normal.svg HP: 36/36 | sprint.svg Perception: +6 | awareness.svg Fort: +9 | Ref: +4 | Will: +8
Hero Points:: 1/1 | Conditions: None

 


 

Rok takes position at Zum's side and nods solemnly.

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spacer.pngZum pushes the door open, revealing a small room beyond. The walls of this empty room are decorated with hundreds upon hundreds of tiny little hash marks, as if someone had been counting days for ages. To the northwest, an iron door with a barred window sits in the wall, a large but open padlock hanging from the door’s latch.

Standing in the northeast corner is a tall, heavyset bearded man with red skin and long black horns. Shouldering a jagged glaive, it stands at attention atop powerful, goat like legs covered in thick coarse fur. The man stifles a bored yawn, revealing sharp teeth and tusks, then studies the four heroes in the corridor with his inhuman, yellow eyes. He then speaks, "It is my duty to inform you that, as interlopers, you are all under arrest and should hand over your gear before stepping into the prison."  The red skinned man nods briefly towards the iron door to the northwest.

 

GM Dice

 

Janos Recall Knowledge Religion DC 20

Mic Recall Knowledge Religion DC 20

Rok Recall Knowledge Religion DC 20

Zum Recall Knowledge Religion DC 20

Mic's Actual Roll since I forgot the dice

 

 

Edited by Green Eyed Liar (see edit history)
Name
Janos Recall Knowledge Religion DC 20
7
1d20+1 6
Mic Recall Knowledge Religion DC 20
8
1d20+7 1
Rok Recall Knowledge Religion DC 20
12
1d20+6 6
Zum Recall Knowledge Religion DC 20
23
1d20+6 17
Mic's Actual Roll since I forgot the dice
17
1d20+7 10
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