Melufiuos Benidictus |
I don't have knowledge local. Does anyone else have it?
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Ophelia Endronil |
I keep forgetting that I do.
Knowledge (local): 1d20 + 6 ⇒ (7) + 6 = 13
Quiella |
I have Diplomacy
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GM Harker |
As the group is supposed to take the items immediately to the cultists, there probably isn't time for 1d4 hours necessary to gather information.
Ophelia recalls that the Gas Forges are operated by Dwaves and built upon some pocket of rare gas that allows for the smelting of adamantine metal.
Assuming the party has no other business:
Tenements sprawl across the portion of the Wharf District between Zincher’s Arena and the solid-looking Gas Forges. A shop with a sign reading “Seven Needles” stands at the end of a dim, trash-strewn alley. The tattoo parlor is abandoned, its windows cracked and portions of its wooden trim looking like they were removed long ago.
GM Harker |
Valik remembers much of the same information as Ophelia, but he also recalls that the gas is called carbauxine and is usually only found in the Darklands which makes this pocket near the surface so valuable. The money coming in from the Gas Forges is a major support of Riddleport's economy.
Quiella |
If I remember the assignment correctly, this is the part where we smash up the Lissallans without remorse, right?
Melufiuos Benidictus |
When we get there, Mel has the party wait while he checks for traps, "the note said they were paranoid"
check for traps: 1d20 + 9 ⇒ (19) + 9 = 28
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Melufiuos Benidictus |
Whispering loudly, "hey, c'mon guys. I think I found the way in."
Hey then knocks on the trap door..."Aspis calling!"
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Melufiuos Benidictus |
Pop it open, look around, then drop in. If it is dark, pop a sun stick and drop it in first.
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Quiella |
Quiella follows Moadis' lead.
Valik Frost |
Before going into the tunnels, Valik will quaff his potion of mage armor, draw his weapon and take point in the investigation of the dank mines.
We need to be on our guard. There is no way to know who it what is here.
Melufiuos Benidictus |
Would it be unreasonable to say that Mel was checking for traps as we walk along the tunnel? I assume it is a slow process that cannot be done while strolling down a tunnel, but I figured I'd ask anyway.
Melufiuos Benidictus |
oh... Actually, can I just take ten? Since I have a +9, that should find most stuff at this level.
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Ophelia Endronil |
Nodding at Valik's words, Ophelia stays close to the front. She was the contact, after all. "Be careful," she whispers to Mel as he searches for traps and other unsavory nonsense.
GM Harker |
The first section of the stone tunnels appear safe, as Melufiuos discovers no traps.
The tunnel continues to the north.
@Mel, are you moving ahead of everyone or is the group following closely behind you when you check for traps?
There's a new map that can be found here. If that marching order is unsuitable, please let me know.
Melufiuos Benidictus |
I hope to not do this very often, but yes. Unless anyone has a better idea, Mel will be about ten feet ahead of the party. Can I have my wand of shield out/ready while checking for traps, in case we get ambushed?
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Quiella |
Quiella equips her blade and shield when she sees Valik draw his weapon.
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GM Harker |
That's fine, Mel.
With the rest of party following from 10 feet away, Melufiuos carefully makes his way along the north tunnel, moving slowly as he remains watchful for traps. Reaching the mid-point of the passage, the west wall suddenly disappears and the elf finds himself facing a small squat, reptilian monster with eight legs, bony spurs jutting from its back, and eyes that glow with pale green fire. Luckily, he discovers it is standing 10 feet behind floor-to-ceiling bars like a jail cell.
Unluckily, the creature's baleful gaze makes Melufiuos begin to feel strangely rigid.
Mel, please make a Fortitude Save. Trust me, you really want to make this one.
Knowledge (Arcana) to identify the monster. Right now, only Mel can see it.
Melufiuos Benidictus |
fort save: 1d20 + 3 ⇒ (14) + 3 = 17
know arcana: 1d20 + 7 ⇒ (2) + 7 = 9
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Melufiuos Benidictus |
He is going to leap back toward the party and tell them what he saw.
Although he will probably act like Costello when he is frightened by something.
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Valik Frost |
If Valik is allowed a knowledge check based on Mel's description, but he has now clue what the creature is.
K arcana: 1d20 + 5 ⇒ (8) + 5 = 13
If the creature is behind a "jail" area, can we simply bypass the whole trap/encounter by closing our eyes and walking by out of gaze attack area?
GM Harker |
Valik figures the creature is probably a Basilisk. It can turn people to stone with its gaze, although coating someone quickly with the creature's blood can reverse the effects.
Feel free to try whatever tactics you wish.
Melufiuos quickly makes his way back, alerting the party of danger in a Costello-esque manner.
Player Initiative Rolls
Halkale's Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Melufiuos' Initiative: 1d20 + 5 ⇒ (15) + 5 = 20
Moadis' Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Ophelia's Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Quiella's Initiative: 1d20 ⇒ 6
Valik's Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Basilisk's Init: 1d20 + 1 ⇒ (11) + 1 = 12
Halkale roll off: 1d20 ⇒ 10
Valik roll off: 1d20 ⇒ 11
Initiative
Melufiuos <= Up
Ophelia <= Up
Basilisk
Valik
Halkale
Quiella
Moadis
Melufiuos and Ophelia are up!
What follows is information on gaze attacks. To avoid cluttering up the combat thread, I put it in a spoiler.
This monster has a gaze attack. In order to give you a fair chance, I'll review how it works and what you can do to ameliorate its effects. Every round the creature is in your field of vision, you need to make a Fortitude save. Although this is rough, there are some things you can do to stack the odds in your favor:
Averting your eyes: You only have a 50% chance of having to make the Fortitude save if you avert your eyes. However, the creature gains concealment from you that round.
Closing your eyes, wearing a blindfold, turning your back: You do not have to make a save if you do any of these things. However, the creature gets total concealment against you.
Even with those options, the creature can make a standard action to actively gaze at you, forcing a Fort Save even if your eyes are closed or you made a save against it already on your turn.
Melufiuos Benidictus |
do mirrors reflect the gaze back at the creature?.... Assuming e even have any.
So that active gaze thing means it will even work on a truly blind person, right? Just as long as the basilisk can see you.
for now, Mel is going to delay. He does not even think we are in combat if no one moves from where we are.
I'd like to take twenty and look for a switch our something that would shut off the vision, but I clearly cannot do that if we are in combat.
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Moadis |
So... What do we do? My first impulse was everybody just runs to the other side together with eyes closed. But that is too risky, if there is another trap there we would be in trouble and if one of us gets petrified...
Melufiuos Benidictus |
oh shoot, I wasn't looking at the map. I was thinking w were further down the hall.
do we know what they eat? Maybe we can just toss in some food and room by while it is distracted
in the meantime I say we retreat back to the entrance to plan.
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Ophelia Endronil |
I think he's suggesting we feed Mel to the creature to save ourselves.
Also, jeez, I just don't know what to do here. Retreating to plan sounds good.
Quiella |
Quiella is okay with retreating as long as we are only going to make a plan to return very soon and vanquish the creature before it can harm anyone else.
Melufiuos Benidictus |
yeah, that probably counts toward sabotaging their safe house
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Melufiuos Benidictus |
delay
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GM Harker |
Melufiuos and Ophelia delay action.
The basilisk moves to the front of the cage, catching the entire group in it's petrifying gaze. Licking it's lips hungrily, it tries to burst through the bars. The jail door groans loudly, but continues to hold the creature.
Everyone within 30' of the creature's line of sight needs to make a Fort save on their turn, although the tricks listed under my Gaze Attack spoiler might be a good idea to utilize.
Strength check: 1d20 + 1 ⇒ (18) + 1 = 19
Initiative
Basilisk
Melufiuos <= Up on Delay
Ophelia <= Up on Delay
Valik <= Up
Halkale <= Up
Quiella <= Up
Moadis <= Up
Everyone up!
Halkale Timarson |
Halkale closes his eyes but still fires an arrow where he believes the basilisk to move to.
Attack, PBS: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Damage, if hits, PBS: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Miss chance: 1d100 ⇒ 11
Quiella |
Quiella closes her eyes and feels her way around the corner, walking to safety from the sight of the Basilisk.
Valik Frost |
free action: close eyes and draw shuriken; standard throw shuriken; move to get out of line of sight moving back near Quiella
shuriken, damage, miss low good: 1d20 + 5 ⇒ (16) + 5 = 211d2 + 1 ⇒ (2) + 1 = 31d100 ⇒ 62
Valik tosses a shuriken hoping to hit the scaly creature and "convince" it to leave them alone.
We gotta figure out a way passed this damned thing
GM Harker |
Quiella and Moadis blindly move back around the corner, while Halkale's arrow rattles the bars it ends up hitting instead of his target. Valik also retreats by the paladins, his throwing star striking the floor outside the cell rather than the creature.
FYI, the jail bars act as cover for the creature.
Even though they delayed, I still need to know how Mel and Ophelia are handling the gaze attack and/or a Fort save.