Talhaearn |
I did tell you the ceiling is 15' high right? It's pretty much anything goes though for getting that key, so I'm eager to see what you're trying.
Well Jake is 6' 5" & Jory is nearly 5', so that should narrow the gap..although I suppose Jake would be strong enough for me to get on his shoulders as well. I'll wait for them to log back in so we can play it out.
Jake Hargrove |
Ok guys, let's pile on. I should be able to hold enough of you folks to reach that key.
Jake sheathes the Greatsword and holds out his hands to allow anyone who wishes to step up on his shoulders.
Tiann Ceriagh'u |
Tiann sees what some of her companions are trying to do and rests her head in her palm, shaking her head.
Ice, I don't suppose you have some kind of magic to retrieve the key? There's got to be an easier way than climbing like a bunch of toddlers.
While she's waiting for a response, she gets some thread and a fishing hook from her backpack and tries to catch the key that way.
I have absolutely no idea what kind of check this would be but I'm guessing something like raw DEX?
Jory Redcap |
"The copper banded chest is a complete illusion. The acid I dropped on it started sizzling on the floor, that is how I figured it out."
Jory will walk into the copper-banded chest to dispel the illusion for everyone. "See, I'm inside it, it isn't real."
"Khazad, why don't you stablize the bottom of the Pathfinder Pyramid."
Jory will see what resides in the middle of the illusory chest.
GM Fnord |
Jake (str): 1d20 + 4 ⇒ (6) + 4 = 10
Karzak (str): 1d20 + 3 ⇒ (17) + 3 = 20
Tal (climb): 1d20 + 5 ⇒ (5) + 5 = 10
Tal (acrobatics): 1d20 + 7 ⇒ (17) + 7 = 24
Jake manages to take Tal's weight, with Karzak bracing him. Tal struggles to Jake's shoulders but once there he finds the position very stable and is able to stand straight up on Jake's shoulders, and reach up with his rapier.
I had to look up how long rapier's tend to be....and it's a lot longer than I figured!
Attack: 1d20 + 4 ⇒ (1) + 4 = 5, damage 1d6 + 2 ⇒ (3) + 2 = 5
Hardness 0, HP 1, string destroyed.
The golden key falls to the floor.
GM Fnord |
The golden key unlocks the steel chest. You manage to reach a finger inside the lid at just the right point to stop the trap from activating, and once you have the lid open, you disable it completely. Inside the chest is the map of the Salhar burial vaults beneath Sothis (your goal), and a wand of knock (CL 3, 11 charges).
I have to go out for a couple of hours. Your current state is locked in the room with 3 keys and a locked door.
Tiann Ceriagh'u |
Tiann takes the wand and offers it to either Talhaearn or Ice, while pointing to the sign on the door. She's sure to take the wand with her uninjured hand, muttering under her breath.
The wand here will probably open the door if someone can use it. I'm afraid I don't know how, but perhaps one of you?
Blasted two skills per level...
Talhaearn |
Flustered Tal begins to think out loud.
OK. The gold key unlocked the steel chest. The blue stone key opened the red box. Neither Jory's jeweled key nor my jeweled scepter key opens the door. Does anyone see anything that these keys can fit into?
Tal looks for other locked objects in the room.
Perception 1d20 + 10 ⇒ (14) + 10 = 24
GM Fnord |
When you open the door, the servant who escorted you is there taking notes. He writes down the time, and then continues down a series of checkboxes. "Ah, you finished that quickly. I see nobody seems to have been turned blue...interesting. You may keep the map and the wand, but I will need to collect any remaining keys."
As he comes to the end of the form, he leads you back to the front gate, and you quickly hail another set of carriages and are on your way.
---
A throng of people blocks the street ahead. A performance art group commandeers the street, drawing graffiti to create a jolly hellscape complete with illusory devils comically dancing around in circles. A few citizens avoiding the crowd slip off-street through a nearby alley, the only egress past the gathering and traffic jam. As you are in a hurry to get back to the Grand Lodge, you disembark and follow.
As you make a turn in the direction that seems right, you see a group of four people, some armored, waiting in front of you.
D: Medium female, wearing a gray mask, with a short sword in hand
W: Human male, wielding a rapier
L: Halfling male, wielding a greataxe
H: Human female, wielding a crossbow
You recognize W as the human who you've caught watching you several times today, and so you see the ambush before they actually attack (ie no surprise round)
Tiann Ceriagh'u: 1d20 + 1 ⇒ (7) + 1 = 8
Jory Redcap: 1d20 + 1 ⇒ (8) + 1 = 9
Talhaearn: 1d20 + 6 ⇒ (13) + 6 = 19
Jake Hargrove: 1d20 + 4 ⇒ (6) + 4 = 10
Karzak: 1d20 + 1 ⇒ (10) + 1 = 11
D: 1d20 + 1 ⇒ (4) + 1 = 5
W: 1d20 + 3 ⇒ (10) + 3 = 13
L: 1d20 + 2 ⇒ (11) + 2 = 13
H: 1d20 + 2 ⇒ (3) + 2 = 5
Init order:
Ice: 23
Tal: 19
W: 13
L: 13
Karzak: 11
Jake: 10
Jory: 9
Tiann: 8
H: 5
D: 5
Round 1, init 23, Ice goes first.
GM Fnord |
Round 1, Init 13:
W charges Jake, and attempts to run him through with his rapier.
Attack: 1d20 + 4 ⇒ (12) + 4 = 16 lucky this wasn't a surprise round
L bellows incoherently, and charges at Karzak, swinging his small greataxe.
Attack: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d10 + 7 ⇒ (6) + 7 = 13
Up next: Karzak
Karzak |
Karzak, Rd 1, Init 11
Zarzak roars in rage at the charging halfling, then grunts in surprise and pain as the greataxe thuds into his side. He returns the halfling's bellow with curses and flying spittle, then brings his hammer down in an overhead chop at the fellow's head.
Damn! Well, we asked for it!
Raging; attack1d20 + 6 ⇒ (18) + 6 = 24
Damage2d6 + 7 ⇒ (3, 3) + 7 = 13
HP 6/19 (2 temp), AC 13/9/12, F +6 / R +1 / W -2
Up next: Jake
Jake Hargrove |
Round 1, Init: 10, Power Att, Furious Focus
Jake smiles visciously and attacks W.
Well, now you have found us!
GS ATT: 1d20 + 6 ⇒ (3) + 6 = 9
GS DAM: 2d6 + 7 ⇒ (6, 2) + 7 = 15
HP: 13/13, AC: 17/12/15, Fort: +4, Ref: +2, Will: +0
Jory Redcap |
Knowing the halfling left his defenses open with a charge, Jory targets him with his bow after stepping to D3. Jory fires one arrow after the other. "Karzak, I'll help you."
Jory puts extra concentration into the first shot--trying to make it a perfect shot. If the first shot doesn't bring the halfling down Jory will aim for him again (else he targets the shortsword wielder).
ATT1/ATT1 reroll/ATT2/DAM1/DAM2 1d20 + 2 ⇒ (17) + 2 = 191d20 + 2 ⇒ (3) + 2 = 51d20 + 2 ⇒ (8) + 2 = 101d8 + 3 ⇒ (1) + 3 = 41d8 + 3 ⇒ (4) + 3 = 7
Jory Round 1 Init 9
Magic Resistance = DC6
AC: 15; ff 14; Touch: 15
HP=11/11
CMD=17 (+4 bull rush and trip when on solid ground)
Fort Save: +4
Ref Save: +3
Will Save: +6
Tiann to go
Tiann Ceriagh'u |
Round 1, Init: 8, Tiann
Kind of dumbfounded by the sudden outburst of combat in the middle of the streets, Tiann finally snaps out of it, and moves to E3 via D4, and draws her scimitar to try to garner attention away from Karzak.
HP: 10/11, AC: 15/10/15, Fort: +4, Ref: +0, Will: +6
Next up: H
GM Fnord |
H points at Jake, and a ray shoots from her hand.
Attack: 1d20 + 2 ⇒ (3) + 2 = 5 MISS
D casts a spell, and moves to G3, short sword at the ready.
Ice Glen Inlet spellcraft: 1d20 + 8 ⇒ (11) + 8 = 19
Round 2, init 23.
Ice Glen Inlet is up next. If he doesn't post in the next couple of hours he has sent me an action to take for him and I'll do that before I hit the sack.
Talhaearn |
Round 2, Init 19
Talhaearn is impressed with the wizard's spell casting. It appears as though Karazak and Jake should be able to make easy work of W, so he levels his crossbow and aims at D.
Attack 1d20 + 5 ⇒ (16) + 5 = 21
Damage 1d6 + 1 ⇒ (6) + 1 = 7
HP 10/10, AC 17/14/13, F:+1 R:+6 W+1 (+2 enchantments)
Tal reloads.
Karzak |
Round 2, Init 11
Karzak roars at the fallen halfling, then shoots Jory a look of stern reproach, as if to say "He was mine." Seeing the rapier-wielder fall, he steps around him and rushes at the female, his blind rage guiding his hammer and tossing any caution to the winds.
Rush at D and make Hammer-time; got a feeling this may work out poorly for Karzak
Attack1d20 + 6 ⇒ (19) + 6 = 25
Damage2d6 + 7 ⇒ (1, 3) + 7 = 11
HP 6/19 (2 temp), AC 13/9/12, F +6 / R +1 / W -2
Jory Redcap |
Jake acts before Jory, but will be away for most of today.
Jory Round 2 Init 9
Magic Resistance = DC6
AC: 15; ff 14; Touch: 15
HP=11/11
CMD=17 (+4 bull rush and trip when on solid ground)
Fort Save: +4
Ref Save: +3
Will Save: +6
Jory fires twice at crossbowman if still up.
1d20 + 1 ⇒ (16) + 1 = 171d20 + 1 ⇒ (9) + 1 = 101d8 + 2 ⇒ (7) + 2 = 91d8 + 2 ⇒ (5) + 2 = 7
Tiann to go
And of Couse, Jake was skipped.
GM Fnord |
We'll call it there...either Jake or Jory took out H. Jory, your first shot knocked her out, so save your arrow.
The two who were still alive, you secure and question. I'm not going to bother listing their equipment that you loot, because the scenario is over, and you can purchase only what's listed on the chronicle sheet :)
Larkin Weaver is the one who was uninjured. He is an anarchist comedian, a Galtan refugee, who specializes in scathing tirades about authority figures. He began working with Deandre for extra money and the chance to sow a bit of chaos when his political humor failed to support his lifestyle.
He explains that the four of them have been following you throughout the day, shadowing you on your tasks. They were simply looking for an easy payout, knowing pathfinders often have excellent gear, money, and carry important items and documents around town.
The ringleader, Deandre Dulay (a Human Cleric of Norgorber) had used a contact in the rebellious art group known as the Jocund Pranksters to stage the event in your most likely path.
He advises you not to wake up Halli and simply to hand her over to the authorities, as she is an insane sorceress, and very unpredictable.