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[IC] SOLO - Torin's adventure
#31
Torin use his ongoing Detect Magic spell and examines the room, the statue and the chest.
He try to detect the school of the aura(s):
1. Spellcraft: 28
2. Spellcraft: 21

(OOC - I reused my previous unused rolls. If it necessary I can roll more Smile)
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#32
There's but one aura here, that of faint enchantment (compulsion). It emanates from within the chest. Looking closer Torin reveals that it may actually be a real container, at least the mechanics (hinges) seem to be real.
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#33
First of all Torin say a little pray to Moradin and another for his lady (Lirr).
After this he search (take20 = 23(+2 for stone)) for trap in chest and in statue also. He also try to find a possible keyhole where he can put the adamantine key.
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#34
He can't find any traps nor a keyhole. By sheer size comparison the key probably belongs to something much larger than a 12-inch chest.
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#35
Then he try to open the chest.
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#36
Torin stretches as high as he can and manages to open the chest but can't see inside. Trusting his gods, he reaches inside blindly, and produces a cylindrical object. Retrieving it he recognises the object being a mithril scroll case engraved with Moradin's symbol. There's no seal or other securing device on the cap.
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#37
OOC - The magic aura is belong to scroll or something else? If necessary the Torin cast another Detect Magic spell.

He carefully open the scroll and try to read / examine it without activation.
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#38
Yes it belongs to the scroll. Deciphering the scroll stresses the limits of the dwarf but with the help of the prayers he sent to Moradin and Lirr he identifies the spell as Prayer, written by a paladin of Moradin (caster level 6).
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#39
Torin closes the scroll and then put away it. After that he continues the searching for Lexicon of the Sagely Chameleon. He begins in this statue and go backwards (ooc - search (take20)).
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#40
Searching the entire catacombs seems to be a lengthy process and Torin eventually gets to the point when hunger strikes him badly.
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A gaming group started in late 2005 when several members (from all over the world) came together on a long-running forum website called Plothook.net (formally known as Highmoon.net). Several games transformed from a by-the-book format to highly modified versions that became new hybrid systems with completely custom rules and abilities. Ten years later, these faithful players wanted to secure their work and their stories, becoming the basis of these forums.