Asterion Stargard |
Asterion steps into the room and takes out a flask of acid and uses it as a focus for an acid splash
Acid Splash touch attack: 1d20 + 2 ⇒ (14) + 2 = 161d3 + 1 ⇒ (1) + 1 = 2
DoubleGold |
How much damage if I just reach in and grab the dagger? I have resist 5
it doesn't say. 2d4 will be the damage, as if it was a level 2 burning hands. The game doesn't expect anyone to try that, but instead put out the fire first then grab it. Put out the fire causes smoke that lasts 10 minutes, so you couldn't put it out safely during combat.
Asterion melts the shadow a little 1 dmg
Theadric Greyhood |
Hood tries to make his way past the others to grab the key.
Thanks for the heads-up on this difficult encounter...I think we should grab the key and dagger and run for it! I'll double move for the key and back, if I can.
George Chadwick Parker |
"Well, I believe I can keep peltin' it, but I'd rather not run outta mojo so soon.", says Parker, hiding behind the paladin.
Since I only got 4 spells remaining, and am quite bad with pretty much anything else, I'll use 1 more on it, and switch to Acid Splash. Hopefully, it'd be dead by then.
Karuut |
I will willingly eat the 2d4 damage.
Karoun contemplates the fire and decides his heritage will help him. After digging around, he finds a dagger and pulls it out. He turns to the shadow and wonders if the intricate dagger will help.
fire damage: 2d4 ⇒ (1, 3) = 4
George Chadwick Parker |
George takes a small step back, draws his vial of Acid, and casts Acid splash on the Shadow.
Acid Splash-melee: 1d20 + 2 - 4 ⇒ (2) + 2 - 4 = 0
Damage: 1d3 + 1 ⇒ (1) + 1 = 2
"Just be careful, we got the dagger, we gonna get it now!", says Parker as another splash of acid lands next to Garg, missing his boot by an inch.
DoubleGold |
will: 7 + 1d20 ⇒ 7 + (3) = 10 as the thing takes the full damage and is then finished off with a dagger, though that acid splash came close but missed, actually that last acid splash wasn't suppose to hit either, but it is still dead, as I forgot the -2 penalty from the smoke an fire.
the shadow dies and the key is retrieved.
You all go back to the main room and use that key to get to this room with a pool.
In the center of this room is a large pool of clear water, fed by a fountain on the wall above it. The fountain has a stone statue of a weeping maiden holding the slain body of Kassen, but his head has been broken off and is nowhere to be seen. A voice booms out from the darkness, saying, "Magic is the key." The voice slowly fades, leaving a dreadful silence.
George Chadwick Parker |
"Well, lads, anyone got a clue in 'ere? I can smash a snowball in it, but I don't think that's gonna help a lot. Can one a ya's chuck a pebble with Light in the water? It got magic, so it could make sense?", says Parker, quite uneasily. Clearly he dislikes dabbling in magical artefacts.
Detect Magic, staying for the full duration, trying to figure out the aura and whatnot.: 1d20 + 5 ⇒ (20) + 5 = 25
Spellcraft, if applicable: 1d20 + 5 ⇒ (15) + 5 = 20
Good job, 20s, now's exactly the right time to show up.
Detect Magic Rules, if you need a quick link.
DoubleGold |
okay, so you know there is a key down there with spellcraft, but without light or darkvision, good luck pinpointing the exact location of the key in the pool
Garg has darkvision, so he can see the keys location, and can see the pool is 40 feet deep, but he can see several keys down there and there is about 15 keys in the square it is in, all identical, he could swim down and cast detect magic or just grab all 15 if he wishes.
DoubleGold |
you need a swim check dc 10, and you have -3, darnn armor check penalty
Oh, so Garg removes his armor and sets his stuff down to lighten his load. that will change your swim to 3. ie. your str score.
He swims to the bottom detects magic, grabs the key and redons his armor and dries himself off. 10 minutes later you all have the key and are ready to go, with weapons and armor on.
Which door heroes?
Asterion Stargard |
Asterion will cast light on a rock and toss it into the pool to assist with seeing
Then he will check out the dor Orwynn is pointing out
Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Theadric Greyhood |
Hood looks envious as Garg swims down to get the keys.
"This reminds me of a stunt I do underwater with some chains, and I have to find the right key! I've done it a hundred times, so I'll let you try it this time!" he exclaims.
"Let's try this door!" Hood says after Garg has dried off.
Should we try the eastern of the two doors in this room?
Garg Mel |
After grabbing the magic key, Garg gets out of the water, hands the key to Asterion, and dries himself off. He straps his armor back on and gathers his things. He walks over to Asterion at the Western door. "All clear?"
As we've got several minutes for Garg to remove and then don his armor, you can probably take 20 searching both doors
George Chadwick Parker |
"Y'all don't even need me, it seems." George will sit back, happy that he's not having to go in the chilly underground water.
"Remember, if some o' ya need some information 'bout magical thingamagics, I'll be happy to help ya.", as he looks at Asterion fiddling with the doors.
"So, stuntman, what made ya join the Pathfinders? Not that I'm judgin', but I don't s'pose ancient crypts provide much of an audience?", Parker asks with a smirk.
Theadric Greyhood |
Hood looks back at George and responds.
"Seriously!? Being a Pathfinder is like being the ultimate stuntman! This job is all about the danger and seeing how close you can get to things without causing yourself permanent harm! Wow! What a rush!"
The halfling smiles. "How about you? What brings you here?"
George Chadwick Parker |
"Weell... It's one of them long sob stories. Long story short, I was runnin' 'round Molthune, sellin' some mighty fine steeds, and some of them may have been disappearin' a couple of hours after I was conveniently away... Funny how it happens. Turns out, one of the unhappy buyers was a tracker, so he found me. I decided to leg it to a Pathfinder Lodge, and apply. It was either that, or gettin' stabbed by a rather balding ape and its 3 brothers." George finishes his story, and tips his hat.
"So, I was essentially volunteered. But, it's been alright so far, I get to hang 'round with you sharp folk." He says, leaning on a wall, and smiling at Theadric.
DoubleGold |
okay so no traps on the doors. it looks like people want to party split and there are no monsters in the rooms, so I'm going to place you all in the room, you can re-position yourselves if you don't want to split
In the right room, a small stone bench sits in the center of this dusty chamber. On the far wall is a faded mural depicting the hero Kassen defeating the mercenaries at the entrance to this crypt, with his blade piercing the chest of the mercenary leader. These figures stand alone in the center of a scene of carnage, with dead villagers and mercenaries all around them.
In the left room it is the guantlet. Those triangles are human statues. And no they are not constructs, don't even bothering rolling arcana here They look like Kassen and hold longswords. The swords have leather padding around them.
Theadric Greyhood |
Hood, still mounted on his pony, explores the passage to the east.
Not sure I like the idea of splitting the party. Unfortunately, Hood wouldn't care because it would be more dangerous, but if someone with some reason wants to call him back, he'll turn around.
George Chadwick Parker |
"I reckon we got plenty o' time to go explorin'. I don't think that girl got the time, though, so I say we all go and git her now, and do the rest later. Plus, no offense, but I'd rather stay 'hind as many backs as possible.", says Parker, uneasy at the thought of being left alone.
Theadric Greyhood |
Let's just get back together in one of these passages...I think splitting up will just make all this take longer...let's all head toward the west passage, I suggest.
Theadric Greyhood |
The halfling stands at the entry to the door with an excited look on his face.
"What the!? Cool! Hey everybody! Come check out this machine!" Hood yells to the others.
perception: 1d20 + 7 ⇒ (19) + 7 = 26
DoubleGold |
After figuring out that the machine is a turret gun trap shooting out crossbow bolts, Theadric closes the door, waits 10 rounds for the machine to fire off its bolts and then opens it again. You see several fired bolts all around the wall and a few at the door. trap effectively disabled. Everyone is now in the new room.
Theadric Greyhood |
Hood enters the room with a look of awe.
"What a cool stunt that would be! A turret crossbow trap, or maybe several, all firing at me and I have to dodge them! Amazing!!!"
The halfling enters the room and begins to look around for anything useful or interesting.
perception: 1d20 + 7 ⇒ (19) + 7 = 26
George Chadwick Parker |
Parker ducks down regardless of the thick stone wall between him and the bolts, and says to Theadric, "Well, I guess that halfling are a lucky bunch, ain't they. Reckon we can go safely now?" Before he's finished, he looks at Theadric rushing in the room, and sighs with a smile.
Turning towards the others, he says, "Heh. I bet y'all Pathfinders got a certain type o' deathwish, don'tcha?" Regardless of this, he goes in the room as well, scanning for magic.