Corsario |
About the weapon, it is probably a knife. A sharp one.
Orlin has the timing right. You don't know exactly when Archivin Walder body was found, and supposedly the guards body was first found just few minutes ago.
Aliana Merali |
Aliana finishes her examination of the guard and looks to the others. Well, I did say I wanted to check for any surprises before we continued to the vault. The attempt at levity is belied by the somber look in her eyes as she gazes at the dead guard. I've seen what I need to see. I'm ready to continue when everyone else is.
Constable Huntington |
Does anyone know of anything that is particularly valuable or important here? I mean besides the town's personal assets. It doesn't look like they took things for cash, it looks like a cover up for something else; potentially something much more important than cash.
know local: 1d20 + 6 ⇒ (3) + 6 = 9
Following up Aliana's question, he nods and starts to enter towards the vault.
Corsario |
Anything and everything... from the founding papers from the town, dirty secrets, magic items... if you want it really safe in Ilsurian, it should be here (unless you risk stash it at your own house.
Of course, the big items are in the Vault.
No one has checked the door on the right...
Aliana Merali |
Let's not forget this room to the right, Constable. I think the vault may be more important, but that side room may hold some information as well. Leave no stone unturned, and all that. She nervously fidgets with her quarterstaff. But I'll follow your lead as to where you'd like to go first.
Ninjaed by the GM on the right side room. :)
Corsario |
B2. Office
A large polished desk dominates the office. Hooks for hanging lamps are permanently affixed to the walls, while mounted behind the desk is a large framed portrait. Running along the east wall is a large display case filled plaques, framed documents, trophies, and stuffed animals.
Personal stuff, nothing meaningful here...
Elric Huntington stands next to the double doors leading into the vault. He thinks he hears noises inside, muffled and distant, like talking and jumping.
Need a marching order, who goes in first? I will let you move the tokens.
The Locked Box Ground Floor Map
Pavo "Fish" Krupt |
Pavo hasn't even stepped inside. He's mostly trying to keep anyone else from coming in, and then he has a thought to walk a perimeter around the building looking for signs of other foot prints, and particularly any skulk-looking ones of ones made to look like what was found at the first site.
Taking 20 on Survival for 25 or 21 for Perception as he slowly scours the area or
Survival: 1d20 + 5 ⇒ (15) + 5 = 20
Perception: 1d20 + 1 ⇒ (15) + 1 = 16
if he can't Take 20.
Aliana Merali |
Middle to back is fine with me, although I should probably have line of sight so I can use ranged if I need to. I think I've got the most ranged capability of anyone, so it actually probably makes sense.
Hearing the muffled noises inside the vault and seeing the others congregating, preparing to descend the steps, Aliana retreats nervously to within the rest of the group. As they stand, waiting for Elric to proceed first, Aliana looks around for a moment, then quickly darts outside, stashing her quarterstaff on her back. She comes back in with a fist-sized rock in each hand and two more bulging in the pockets of her dress, clearly gathered from the landscaping outside. I just want to have something on hand that I can use from a distance, if it comes to blows... she explains when she sees curious glances.
Preparing to use them as improvised thrown weapons, 1d4 bludgeoning damage, which I should be able to use as nonlethal without penalty with Throw Anything and Bludgeoner. Sound fair?
Corsario |
So if I understand correctly Pavo stays out, guarding the outside doors (there are two) of the Locked Box.
There are currently no people out in the street near, by the way.
Elric Huntington will enter the doors, with Orlin, Orne and Aliana behind.
Alexite Ilsurian thinks is better to go call the Sheriff, and goes outside looking for her (Character out).
Ready?
Corsario |
So Alexite doesn't leave, he is still there with you.
Elric opens the double door to find... Nothing! The sounds stop, as if somebody, hearing them, kept quiet.
There is no one on the wide corridor. He advances, followed by the others (except Pavo, still watching the entrance), and after a 180º turn and another down stairs, he arrives to the vault level.
B4 - Vault Exterior
This bare corridor leads to the double doors of the vault. A hook for a hanging lantern is mounted on the western wall at the base of the stairs, and underneath it is a single chair.
Everything seems quiet, and at the distance Elric can see the Vault is closed, and the key to it is in the keyhole!
Constable Huntington |
Befote opening the doors, Elric says, Pavo? We may have some trouble here. We could use you if things go badly.
Then, without waiting for Pavo to respond, Elric walks up to the doors and puts his ears to them to give a listen.
perception: 1d20 + 2 ⇒ (13) + 2 = 15
Then he slowly opens the door and slowly descends the stairs.
stealth: 1d20 + 1 ⇒ (7) + 1 = 8
The doors creaked! And so did the stairs! It's not my fault!
As he descends, he motions the others to follow along quietly.
Alex Ilsurian |
Having a change of heart Alex returns to the party. On second thought I think having the Constable here should be adequate. He draws his rapier and stages himself to descend the stairs.
Still putting the alias together but posted real quick to keep the game going
Aliana Merali |
But didn't we just hear... Aliana lowers her hand, which had been poised to throw the rock it carries at the first sign of trouble, and looks around the corridor for any signs of where the source may have gone.
Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Corsario |
The door of the vault is closed, but the key is in the keyhole. The key all Ilsurian knows hangs from the late Archivin Walder's neck.
No noise is heard from inside the vault.
Corsario |
DM Roll: 1d20 + 16 ⇒ (19) + 16 = 35
The vault door opens, and darkness welcomes Alexite and Elric... the others stand behind them, expectantly.
There is very poor illumination inside the vault...
B5. Vault Interior
Beyond the heavy steel door, this darkened chamber is lined with shelves, including freestanding shelving in the center.
There is ample room in the vault, but labeled boxes, bags, weapons, and armor are spread throughout.
The vault contains the Walder family's better collection of items, gems and jewelry, and masterwork weapons and armor when not on display, as well as coins minted in Korvosa, Magnimar, and neighboring countries . There are even a few boxes belonging to Ilsurian citizens who pay a fee to have belongings stored securely. Included Alexite's.
I moved you characters, if you don't like where thy are, feel free to move them...
Corsario |
The best choke point would be inside, in the entrance to the vault corridor...
Do you move inside?
Or he can remain in the door...
EDIT: Forget it.. I see you moved...
Aliana Merali |
Aliana looks between the others in front of her, examining the room in the light of Elric's spell. I know we heard something...what was it? What are we missing?
Orlin "Stormborn" Sawyer |
Orlin speaks quietly to the group.
"I have a few tricks that mightbe sufficient to prompt a response. It won't be comfortable for anyone hiding, but it certainly wouldn't do lasting injury. Anyone object if I try? Constable?"
Assuming no one objects, Orlin speaks again, at a louder volume, designed to carry into the corners of the small room.
"We are duly Deputized members of the local Constabulary, investigating this robbery. There is a dead body upstairs, it would be in your best interest to turn yourself in peacefully so we may get to the bottom of this, and hold you responsible for only the portion that is your due."
He then waits 30 seconds for a response.
"If you will step in a touch to give me a better view of the room? Be ready to listen and look for a response"
Orlin waits for the two in front of him to 5' step in to the room, and then steps into the doorway. He then begins speaking a 3 pairs of syllables that seem to echo slightly in the tiny room.
The words are Burst (Target), and Cramp (a pain word, Fort Negates, SR applies), in a 10' radius. DC 14. Targeting the left wall, the right wall, and 10' straight out from the two holding the doorway, in that order, every other round, listening in between (Take 10, aid another).
I'm hoping that a failed save will provoke a new stealth check, that ... might be beatable with a lot of take 10 aid anothers?
If that does not provoke a response, he'll take wait for a further suggestion. If no new suggestion after a minute, he'll try again.
Aliana Merali |
Aliana watches Orlin, curious at the power his words seem to hold. She takes his advice and watches carefully, looking and listening for any disturbance.
Aliana is Taking 10 on Perception to aid Orlin.
Corsario |
Orlin screams:
"We are duly Deputized members of the local Constabulary, investigating this robbery. There is a dead body upstairs, it would be in your best interest to turn yourself in peacefully so we may get to the bottom of this, and hold you responsible for only the portion that is your due. If you will step in a touch to give me a better view of the room? Be ready to listen and look for a response!"
Seeing no response, Elric and Alexite enters the vault.
Everything happens in a flash.
Elric hears a small click at his feet, and a second after you all hear Aliana's scream.
Pavo is the only one that sees the ground gives way where Aliana was standing, out at the entrance of the vault, and how she falls into a pit.
Aliana's Reflex Check DC 20: 1d20 + 4 ⇒ (14) + 4 = 18
Aliana's Falling Damage: 2d6 ⇒ (6, 6) = 12
The screams ends when a sickening thud signals her hitting the ground, hard.That is what I call a hard fall! Aliana is at -2 hp, unconscious...
Both Orlin and Orne, now standing at the edge of the 20 foot deep pit, see how Aliana is laying below, unconscious, and a strange creature is there with her, surprised. They both recognize it, easily, as a skulk.
Initiatives
Aliana: 1d20 + 2 ⇒ (11) + 2 = 13
Alexite: 1d20 + 2 ⇒ (3) + 2 = 5
Elric: 1d20 + 5 ⇒ (6) + 5 = 11
Orlin: 1d20 ⇒ 10
Orne: 1d20 + 3 ⇒ (8) + 3 = 11
Pavo: 1d20 + 2 ⇒ (19) + 2 = 21
Skulk: 1d20 + 6 ⇒ (14) + 6 = 20
???: 1d20 + 6 ⇒ (13) + 6 = 19
Pavo goes first, then the enemies, then you.
Pavo has not seen the Skulk, but will see it when he peeks in.
Pavo "Fish" Krupt |
Pavo moves over to the edge of the pit and peers in seeing Aliana apparently unconscious on the ground of the pit and something standing next to her body.
He tries to recognize the creature for what it is.
Knowledge (local): 1d20 + 1 ⇒ (7) + 1 = 8
Unsure if it registers in his mind, his first priority becomes controlling the creature, and keeping it away from Aliana so he hurls his net at it.
Ranged Net Touch Attack: 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12.
If the net hits, the creature is Entangled.
He then draws his trident and readies to jump into the pit if need be.
5-ft. step
Standard Action: Launch ranged net touch attack
Move Action; Draw Trident
Corsario |
As the creature is more than 10' away, there is a -2 penalty, and Pavo barely misses the skulk! Pavo recognizes it, as all Ilsurians residents. They are the children's boogeyman in town.
Pavo quickly throws his net, but the skulk has barely time to move away.
He then draws trident.
The skulk draws a knife an move next to Aliana, pressing the blade on her neck. He speaks in a raspy, alien voice.
"Let me go or she dies!"
Everybody's turn (including Pavo second round).
Pavo "Fish" Krupt |
As the creature is more than 10' away, there is a -2 penalty, and Pavo barely misses the skulk! Pavo recognizes it, as all Ilsurians residents. They are the children's boogeyman in town.
Pavo quickly throws his net, but the skulk has barely time to move away.
He then draws trident.
The skulk draws a knife an move next to Aliana, pressing the blade on her neck. He speaks in a raspy, alien voice.
"Let me go or she dies!"
I accounted for the -2 penalty in my attack roll
Corsario |
Pavo's net barely catches the skulk!
Escape Artist Check DC 20: 1d20 + 2 ⇒ (9) + 2 = 11
"Noooo! Help!"
He is entangled by the net.
Ok, now, everybody actions, including Pavo's round 2.
Aliana Merali |
Aliana lies motionless in the bottom of the pit as Pavo engages the skulk.
Constitution check to stabilize, DC12: 1d20 + 1 ⇒ (12) + 1 = 13
While grievous, her injuries do seem to recover slightly, and the bleeding seems to lessen. It seems the worst of the danger is past, although she still does not move.
Pavo "Fish" Krupt |
Pavo hurls his trident at the ensnared Skulk.
Ranged Trident Attack vs Skulk: 1d20 + 3 - 2 ⇒ (19) + 3 - 2 = 20
Trident damage: 1d8 + 3 ⇒ (3) + 3 = 6
Pavo leaps into the pit trying to draw his Kukri on the way down. He is hoping to land on the skulk but will settle for imposing himself between the Skulk and Aliana
Falling: When you deliberately fall any distance, even as a result of a missed jump, a DC 15 Acrobatics skill check allows you to ignore the first 10 feet fallen, although you still end up prone if you take damage from a fall. See Falling Damage for more details.)
Acrobatics vs DC 15: 1d20 + 3 - 6 ⇒ (18) + 3 - 6 = 15
Standard Action: Ranged Trident attack
Move Action: Jump 20 ft. down into pit, hopefully negating 10 ft. of falling damage. Hopefully he will end up either on top of the Skulk or in between it and Aliana, even though he's probably land prone.
Free Action: Draw Kukri on way down, if possible. He is also still holding his shield.
Corsario |
Pavo quickly jumps down the pit. He manages to land on his feet.
Pavo Falling Damage (nonlethal): 1d6 ⇒ 3
The skulk, hurt by the trident, stops struggling.
"I surrender! Don't kill me! Hold the trap doors or they will close again!"
Pavo "Fish" Krupt |
Hmm, if he's right and the doors close and we lose the light, he'll gain a significant advantage over me. Pavo thinks to himself.
"Hey up there, find a way to keep the doors open and the lights on. And see if you can get a rope down here, maybe send someone to get the Sheriff unless you happen to have some manacles on you constable. I seem to have left mine at home."
Looking at the slurk while standing above Aliana, shield in one hand and kukri in the other, "You so much as move and I'll end you here and now."
Intimidate Check: 1d20 + 5 ⇒ (20) + 5 = 25
I don't care if Pavo dies tomorrow crossing the street and never sees level 2. He is now the coolest mofo to ever walk at my hands. Truly epic stunts. By far my most favorite character in a long, long time. The dice seem to love him so far.
Constable Huntington |
Elric pulls out both sets of manacles, and drops one on the floor behind him. Here, give these to Pavo, he says to anyone behind him.
He then moves into the locked box to the far left corner (same side he is currently on, just to the back corner behind the counter).
Come on, he says calmly. We have your friend. Surrender now if you don't want things to be worse for yourself.
Move action to draw equipment, free action to drop item in square next to him (square between Elric and Orlin), move action to cross the room.
Edit: Sorry, Alex! I didn't see your post, and there really isn't anything my character can do with Orne and Orlin blocking the way. :)
Edit: changed actions due to player error. See new post.
Aliana Merali |
You can stay on the switch that's keeping the pit open. :)
EDIT: Sorry, that came out sounding a little snarkier than I thought. Elric acted before Alex, anyway, so Alex wouldn't have had the chance to tell him. :)
Corsario |
I don't think anyone has seen the second creature... as far as the characters know, the one in the pit is the only one.
Aliana Merali |
You're forgetting the super-nervous guy who keeps telling them it's a terrible idea the whole time. Who may be the same as the guy that gets shot. But I think we're getting to matters best left to discussion thread. :)