Belladonna Goodbarrel |
"I don't mind that plan, Mr. Artegal. I just wanna be ready if we get attacked by Goblins... Or worse. We should tell everyone and see what they think."
Belladonna pulls out and loads her crossbow, but she just carries it at her side.
Zirren Jenefone |
"Hmm that plan sounds about as good as any I have at the moment. Who would like to do the honors of announcing our presence?" Zirren said as he looked around the group, then a moment later he blinked.
"Well actually, I suppose that may as well be me then. Caine be sure to cover me." He took a deep breath and started to walk forward.
Greyson Caine |
"Stop." Caine said pinching the bridge of his nose in frustration. "You're f*ing with me, aren't you?"
"Boote's the man with the plan. He'a also the one with the armor. Hell, everyone here is better protected than you are."
"If we're announcing our presence, we move as a group. Safety in numbers. Zilka and Boote at the front of the pack. You and me still at the back. Lets go."
GM Faelyn |
G: 1d20 + 3 ⇒ (19) + 3 = 22
When Caine and Zirren approach that close to the yard, Greyson spots the same tracks that Belladonna pointed out to the group. He spots two distinctive styles of tracks and neither appear human; one group is clearly animal while the other is a little harder to identify.
Greyson Caine |
Knowledge Nature: 1d20 ⇒ 16
Knowledge Local: 1d20 + 5 ⇒ (17) + 5 = 22
Caine points out the tracks to the group. "Those are wolf prints." he pointed out another, stranger track. "And that's a Kobold."
He gave Zirren a pointed look. "Still want to wander out for a meet and greet?"
Ruhk "The Dandy" |
"Heh, every encounter we've had so far has been violent.
And yes, I do count the encounter with the Xanostar, because we had to fight first, and if we had taken one wrong step, we might have had to fight again.
I'm HOPING this won't be like those times, but it might be prudent to expect it to be and prepare accordingly."
Belladonna Goodbarrel |
K.Nature Untrained: 1d20 + 2 ⇒ (9) + 2 = 11 10
K.Local: 1d20 + 6 ⇒ (11) + 6 = 17
Upon hearing the name "Kobold", Belladonna facepalms. She approaches Caine and says "Oh grubfish. If we've got Kobolds, we've got traps."
Searching for traps: 1d20 + 8 ⇒ (11) + 8 = 19
Zirren Jenefone |
"Well if there are wolves and Kobolds, then I think Art's plan is no good. I will stay in the back then."
As he moved to the back of the group, Zirren cast a spell and the familiar crackling barrier formed up around him.
GM Faelyn |
Belladonna finds no traps around the gateway.
GM Faelyn |
Bella, are you guys moving into the yard to check the other doors?
Zirren Jenefone |
I think we are. I hope no one minds that I have taken the liberty of moving your characters on the map. If you wish to move them somewhere else go ahead.
GM Faelyn |
This information will be based off current positions in the Yard. Also, I'm assuming for now that you guys are Taking 10 on your Perception for traps unless otherwise stated or rolls are tossed out there. If you'd prefer to Take 20, just let me know! :)
Belladonna does not locate anything in the southeast corner of the yard and notices that the door to the tower appears to be jammed shut. Zilka's height provides her a perspective of the yard that Belladonna lacked; through a hole in the wooden stalls to her left Zilka spots numerous bones and what appears to be a pile of rags.
Zilka Hemanax |
Zilka peers through the holes in the wooden stalls, and gestures with her hand. "A lot of old bones in there... maybe dead horses? And some rags... Maybe we should check those out first. Make sure they're not the kind of bones that like to get up and walk around on their own."
GM Faelyn |
As the group approaches the bones, nothing stirs...
Zilka Hemanax |
If it's alright, I'll take 10 on each of those.
"Huh. These are ponies, must be what the dwarves used. But these... these ain't animals. Not dwarf either -- bones are too long. They're human, or close enough. Here's the skull -- no tusks, and no ear ridges, so probably not orc- or elf-blooded."
Zilka seems calm enough handling the bones of the dead, as if she's examined many old graves.
"Funny marks on these bones, though. Hey boys, come over here... any of you seen something like this before?"
Zilka's referring to the marks on the bones that GM has said indicate being eaten.
GM Faelyn |
Taking 10 would be just fine.
Greyson Caine |
Take 10 on heal and knowledge local
Yeah. Caine said taking a closer look. "Those bones there are human. Got eaten by something big. Not sure if that's what killed them or if it was a scavenger after they died. Looks about a year old to me."
GM Faelyn |
The ponies bones appear to be quite old, well over several hundred years.
While exploring the remainder of the yard, you find a rotting backpack at the base of the well. Inside is a week’s worth of trail rations, a set of
thieves tools, 50 feet of silk rope, a small coinpurse with 42 gp in assorted coins, a small blue vial containing a potion of cure light wounds, and a cracked scroll tube with a piece of vellum inside. Unfortunately much of the message in indecipherable due to ink dispersal from the moisture and an infestation of black mold covering much of the message; however, the intended recipient is quite clear... Gavel Thuldrin Kreed. The symbol pressed into the bottom of the vellum is also able to be identified as the heraldic symbol for Cheliax by Zilka. While Zirren takes a few moments to look over what bit of legible writing there is and determines that an enjoy of Cheliax was offering some kind of alliance with Thuldrin Kreed; however, the specifics have been lost to the elements...
Zilka Hemanax |
"Oh, those are teeth marks, I see."
Zilka stands up and looks around. "Bella, you're the sneakiest here, we'll follow your lead. Let's see what we can find in these buildings."
GM Faelyn |
Zilka, I edited my previous post with additional information you may want to check.
Belladonna Goodbarrel |
"Roger dat, Zilka. I'll start by looking through the open doors, but I wanna see what's in behind that closed off tower-thing later."
Belladonna takes her time making sure that she is adequately hidden, as well as searching for traps around the doors.
Taking 10 on Stealth and Perception. That should be 21, and 17 respectfully, 18 for traps.
GM Faelyn |
Belladonna checks the rest of the yard, but finds no more traps. While looking through the northern set of doors, she sees more daylight almost directly across the hallway. Through another door she spots the same pile of rubble she noticed during her initial perimeter check. While checking the western door, she can only see a few feet in from the ambient light; however, she spots two closed doors on either side of a hallway that goes an unknown distance further into the building. She does not see anything moving at all within the building.
The door to the tower is stuck shoot; however, it appears that it could easily be opened by someone with the proper leverage or strength. Strength check DC 13 to open.
The map has been updated.
Zilka Hemanax |
Looking at the message, Zilka frowns. "Those devil-worshipping Chels are up to their infernal tricks again. I don't suppose it'd look good for Kreed to be receiving messages from them."
Belladonna Goodbarrel |
"Kreed is the devil, that much is certain." Belladonna replies. "Coast is clear, at least at the entrances. I'll check out this wallway thing."
Belladonna continues to stealth, taking a peek into the hall with the rubble on the other side.
GM Faelyn |
Sorry on the delay folks. I just did not have any time yesterday to really sit down and look through my notes and play around with the map.
Belladonna peaks around the corner, but it only able to see a few more feet further down the hallway from the ambient light trickling in through the broken doors. She will need a source of light to be able to see anything else as the hallway disappears into a murky darkness.
Zilka Hemanax |
"Need a light? I can make one, but it'll give our presence away."
-Posted with Wayfinder
GM Faelyn |
I've updated the map to reflect the changes Belladonna will notice when light is added into the hallway. I'm assuming you are going to enter through the same door? If not, please let me know and I'll make whatever changes are necessary.
GM Faelyn |
That's fine. Basically the door is hanging mostly open, swing outwardly. Also, I'm guessing Zilka is going to use Dancing Lights to illuminate the hallway, but I'll let you guys make that decision. I'll roll with it, but either way this is what Belladonna will see.
The hallway extends down another 45' before ending. In the dim light, Belladonna believes there is another corridor leading towards the south. On the northern wall, Bella spots two different doors leading out of the hallway she is checking.
Zilka Hemanax |
Zilka speaks an arcane word and summons four torch - sized lights, one of which she sends into the open door.
-Posted with Wayfinder
Belladonna Goodbarrel |
Sorry, I forgot I was needed
Belladonna comes back to explain what she's seen, and that there's either nothing here, or they're on the other side of the doors. Either way, she'll say that it's probably best that everyone sticks together now.
GM Faelyn |
The group heads into the once darkened corridor, Zilka's dancing lanterns illuminating their path. They arrive at the door unmolested and do not see or hear anything along their short journey. The door is old and iron, but its dwarven crafted and so the rust is fairly minimal considering its age. The door is partially cracked and no sounds are heard in the next room. You all swing the door open with, surprising, ease and minimal screeching of hinges; whatever craft was used to create these doors it was masterfully wrought.
Old cobweb-covered racks and armor stands dominate much of this small chamber. What must have once been a well-tended armory is now devoid of arms and armor. Artegal leads the way into the room with his halberd at the ready; however, nothing moves within to greet him. You all file in behind as best you can, searching the contents for any ironbloom mushrooms. While unfortunately no mushroom can be found, beneath the empty weapons rack Artegal finds 4 crossbow bolts inscribed with dwarven runes that glow with a fiery light. As Nathaniel points out his discovery, Belladonna locates a nearly invisible seem in the northeast corner of the room; she located a secret door! Nothing else of value is found within...
Greyson: 1d20 + 3 ⇒ (4) + 3 = 7
Nathaniel: 1d20 + 3 ⇒ (12) + 3 = 15
Ruhk: 1d20 + 4 ⇒ (6) + 4 = 10
Zilka: 1d20 + 3 ⇒ (9) + 3 = 12
Zirren: 1d20 + 7 ⇒ (5) + 7 = 12
I took the liberty of moving you all into the room, hopefully that is okay with you guys. If you do not like your position, or think your PC would be elsewhere, feel free to move them on the map! Speaking of which, the map has been updated!
Greyson Caine |
"Hold up. Let's talk about door breaching." Caine said quietly as Bella revealed the hidden door. "This is just about the most dangerous part of any kind of movement in a hostile building. We can play it two ways. Defensive door breach, which turns the door into a bottleneck that we fight through, or an offensive door breach, where we try to bum rush whatever's on the other side."
"Bella's gonna check for traps, listen at the door, and unlock any locks. Then she's going to give a quick nod that she's about to pull the door. We should all be out of direct line of the door when she does, off to the sides, using the walls for cover if we can, and ready to fire move or through."
"With a small room like this, offensive is better because we can't put up much of a fight with half of us crammed into the hall, so we're going to practice the offensive breach. Rukh and I'll lead the rush. Then Boote and Zilka right behind us. Bella and Zirren stay behind the cover of the doorframe to give us fire support, and in case we need to retreat. If it looks like we have things under control and you need a better line of fire once things get tangled, move into the room.
"All that make sense?"
Zirren Jenefone |
No problems here, I'm generally fine with being moved by the GM for non-combat scenes.
"Got it..." Zirren said, nodding. Then he paused after a moment, looking back quizzically at Caine before continuing. "I can certainly tell you they didn't teach us any of that in the Pathfinders. Were you some kind of military man, Caine?"
Zilka Hemanax |
"Kreighton Shaine and Aram Zey didn't teach much of that, Zirren. I figure you spent most of your time with them? But Marcos Farabellus taught plenty. Right there with you, Caine, let's do this."
For those unfamiliar with Pathfinder Society lore, Kreighton Shaine is the Master of Scrolls, Aram Zey is the Master of Spells, and Macros Farabellus is the Master of Swords.