Nivel Klist |
Sorry, could get back to the computer until now, though I was under the assumption that I'd just take 10 and see if that worked.
Hmm, silver and copper. Where's the gold?
Don Saint -GM |
Of the three bags lying on the table, the first is filled with four complete sets of city guard uniforms, matching those worn by the local watch exactly; the second contains 23 silver holy symbols, representing nearly every good and neutral deity, and the final bag contains the pieces of a broken, gold chain that looks to be about 100 years old. You recognize the links of this chain as being similar to the fragments you saw hanging from Asar’s and Kassen’s necks in the crypt of the Everflame.
The book contains an accounting of all of the items in the room. The tome merely shows the items being checked in. It does not mention from where they came.
The large chest is locked. Nivel doesn't see any traps but as soon as he attempts to pick the lock, a cleverly hidden needle shoots out from it. It only causes minor damage, but Nivel soon realizes it contains a quite powerful poison as he experiences an increasing paralyzing effect. (Nivel takes 1 damage to HP from the needle but from the poison he takes 8 ability damage to dexterity which falls to 10! I don't think you have a way of immediately curing poison, so I went ahead and rolled for saves each round.)
needle+10: 1d20 + 10 ⇒ (13) + 10 = 23
dmg: 1d3 ⇒ 1
fort+2 DC18: 1d20 ⇒ 51d20 ⇒ 121d20 ⇒ 31d20 ⇒ 151d20 ⇒ 18
dex dmg: 1d2 ⇒ 21d2 ⇒ 21d2 ⇒ 21d2 ⇒ 2
Before the poison takes its full effect, Nivel still manages to unlock the chest. It contains:
4 bags of gold (each holds 200 gp)
5 moonstones (200 gp each)
three empty vials
a set of horseshoes of speed
a single dose of sovereign glue
a +1 cold iron heavy mace
a potion of cure moderate wounds
a potion of gaseous form
a single application of oil of invisibility
While you are sorting through the items, Evlar has moved closer and tries to get your attention: "Um.. guys.. um.. I think there's a cultist.. he was looking in this direction." He points towards the large hallway in the west.
Everybody gets 100 xp from discovering the trap.
Nivel Klist |
I can't just sit here and do nothing. I'll... manage. He'll look to Kyra in hopes that she might know more about this poison.
Don Saint -GM |
Kyra identifies the poison as from a giant wasp. It acts quickly for less than a minute and after that the damage will have to heal as normal. (Giant wasp poison: injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Dex damage; cure 1 save.)
Evlar says: "I only saw one cultist. He was looking around the corner. I don't know where he is now."
Nivel Klist |
Nivel will prepare for the ambush by hiding behind a pillar, as suggested.
So I'm at a 10 dex until we get it cured or does it wear off?
Kyra Kross |
"Nivel, looks like the poison is from a giant wasp. I can heal it and restore you back to normal but I will need to rest. The Bright Lady will bestow her power on me to restore you back to normal."
Kyra finds tilts one of the tables on its side and hides behind it.
Don Saint -GM |
Griswald will have to move at least as far as the pivoting wall to be able to smell anything around K5-8 (30ft scent limit without wind). The smell of the dead bodies lying there will also interfere with the potential presence of other cultists.
Evlar looks at Griswald as he sniffs, then decides to cautiously move forward and passes the pivoting wall. There he stops, hides behind a wall and looks at Griswald in a way expressing that he hears nothing.
So far Griswald smells nothing aside from the dead bodies.
Can you specify who wears/takes/uses which items from the large chest?
Nivel Klist |
OK, Gris, now what? You want to try and find this cultist? Assuming that there really was one. Nivel looks at their tag-along and wonders if he really saw anything.
Nivel Klist |
Fantastic. Well, they know we're here now. Let's get out of here and make it a little harder on them to find us.
South stairs at L10?
Kyra Kross |
Of the three bags lying on the table, the first is filled with four complete sets of city guard uniforms, matching those worn by the local watch exactly; the second contains 23 silver holy symbols, representing nearly every good and neutral deity, and the final bag contains the pieces of a broken, gold chain that looks to be about 100 years old. You recognize the links of this chain as being similar to the fragments you saw hanging from Asar’s and Kassen’s necks in the crypt of the Everflame.
"Look like these cultists were planning on infiltrating the city guards. Look at the city guard uniforms. I think this is proof the Marshal needed. I wonder if the infiltration happen. Also, what were these cultists going to do with all of these holy symbols? Probably infiltrate the various religions and impose their religious ideology is small amounts. Sort of brain washing."
Kyra takes the gold chain and cast Detect Magic on it. "This looks to be of some significance. Why would a necklace of Kassen origin be here?"
Kyra Kross |
On Sept 29 - Oct 2 there was a conversation on using cultist robes. Kyra is wearing one. Gris is wearing the gray robe that Krant (one with the club) was wearing. Nivel is wearing one as well. Morgs wanted to act as prisoner. Some of the robes have not been cleaned up. Evlar did not have a uniform.
Don Saint -GM |
Ok so your plan will be to pretend having Morg as a prisoner and all others will wear robes and masks? I guess because of his size, Morg can not convincingly disguise as a cultist.
Evlar looks a bit uneasy but agrees to wear a robe and mask and pretend to be a cultist, if asked to. Firyin and Merkava obviously will also agree with the others.
Don Saint -GM |
I really need more feedback before I am going to let you go up any stairs. Nivel suggested taking south stairs l10, but there has been little to no reaction about this and I would like a confirmation about your plan to have Morg pretend being a prisoner and all others disguised as cultists. Your decision about this plan is crucial for any further development, so that's why I would like a clear agreement from everybody.
Nivel Klist |
Oh I read that as a confirmation, not a question. I say yes, lets move on that plan and see how it goes. If we find cleaner robes in the room we were just in we should use them.
Kyra Kross |
The story is, so we are on the same page, we are the survivors of the attack with the intruders and we defeated them. We took their bodies and put it in the snake pit, in essence feeding the snake.
Don Saint -GM |
Ok, tomorrow I will update and let you proceed with this plan, going up the south stairs. If there's anything you still want to discuss or do before that, make sure you post that soon. So far Morg is not being tied up.
One more thing I like to know is which robes you put on. I understand Griswald will put on the gray robe from Krant, the largest cultist. For the others, you can choose from one black robe, 4 gray robes and 8 white robes.
Don Saint -GM |
With all except Morg disguised as cultists, you climb the south stairs and arrive in a well-appointed room.
Plush, gilded chairs, a fine table made from highly polished Andoren darkwood, and a painting on each wall—each depicting the Living God as he battles all manner of foul beasts and bends them to his will—adorn this chamber.
The staircase is separated from the room by a simple silk curtain.
A torch with green flame is set behind iron masks mounted on the wall close to the northwest corner. There's a strong wooden door on the north reinforced with iron bars.
As you look around, you suddenly hear footsteps north, just outside the room. A voice speaks: "Ok people. You three go with Karla and take the north stairs. The rest follows me, we will go down the south stairs. These thugs are dangerous and well armed, so be careful!"
Please specify which type of robe you are wearing. Black, grey or white. Also, I am assuming that you left your backpacks behind, because obviously the cultists don't walk around with backpacks. You can hide a few one handed weapons under the robe, but a two-handed weapon like a greataxe or bow would be too big. You can visibly carry a crossbow, shield and rapier, to improve your disguise, as these are the weapons used by the cultists. An exception is Krant, who had only a two-handed greatclub. If Griswald wants to impersonate Krant, he could wield that, but remember that some of the fleeing cultists saw Krant being taken down!
Nivel Klist |
I would wear a white robe. I would still take my shortbow out of being stubborn and I can carry my rapier with no trouble.
Don Saint -GM |
Unless you say otherwise, I will assume Firyin, Merkava and Evlar take gray and white robes as well, bringing the total to 3 gray and 3 white robes.
The north door swings open and an armored man appears, backed by several others wearing the uniforms of city guards.
Seeing you, he looks surprised, but then asks: "What's the situation down there?" (pointing to Morg) "Is this one of the thugs?"
Morg "Tinker" Blackflame |
OK, then... Binding Darkness. Ranged Touch Attack.
binding darkness, rta: 1d20 + 4 ⇒ (16) + 4 = 20
Shadow School
Binding Darkness (Sp): As a standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle your foe for 1 round plus 1 additional round for every five wizard levels you possess. In conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Don Saint -GM |
If you are not aware of your opponents and they are aware of you, you're surprised. Here obviously all PC's and at least two NPC's are aware of Morg. Not being aware of someone's plan and intentions doesn't by itself count as not being able to act during a surprise round. So I don't think ruleswise you can say that this is a surprise round. Although PC's will be surprised by Morg's unexpected agression, they could still act for example as if they are trying to prevent Morg from casting. Instead of a surprise round, I could give a penalty to initiative to the other PC's. -4 seems ok I think. The guards are already expecting Morg to be an enemy, so they will in fact be less surprised than the PC's.