DM Deevor |
Jenks looks across at Crar as he hears the crash, but quickly looks back to the holy relics and shrugs as no key is forthcoming. "You did well, now I have something more for you to do. The consortium wishes to make allies with some Lissalan cultists, take these items as agift from the Consortium to them here in Riddleport." he smiles at you. Taking a paper from his desk, he hands it to you, "A message from no less than the Spider, so I would ask you to deliver the items to the Lissalan cultists underneath the Seven Needles tattoo parlor. It will enhance you reputation and influence within the Consortium." He steps back and rests, half sitting on his desk. "You will do it?" he asks almost politely.
Crar manages to find Jenk's signet ring under papers on the desk.
Sorry things are a bit slow from me, work is tough at the moment, we've got another 5 months of builders at home, all a bit hectic this real life thing.
Roary Flamebearer |
"That shouldn't be a problem.. We'll head over there directly.." He grabs up the items and heads out..
Once outside and out of ear shot. "Ok so we know where the cult is, now we just need to sabotage the safe house and put the blame on the Aspis.. Seeing how we are portraying Aspis representatives i shouldn't think to be to hard.. Just what todo is the challenge.. If we could just kill them all it would be easy.. We can't so i say we expose the cult's location and make it known to them it was the Aspis that did it.." He pauses..
"We could show up, but not offer the items instead tell there leaders that the Aspis is done with them and to get the hell outta Riddleport.. Thoughts?"
Pretty sure Spider is the Aspis VC
DM Deevor |
The band of intrepid pathfinder agents start off towards the tattoo parlor discussing their plans.
Let me know when you want to get to the tattoo parlor.
Bedmyr Thunderbeard |
Unless there is combat en route, I think it best we just head straight there. Don't want to give the impression we're dawdling.
Bedmyr seems a little put out at not getting to put some cultists in the ground, but he supposes this is the next best thing.
Crar |
Apologies for my absence last week, had a few different things that prevented me from getting recreational time on the computer.
With Talinthas' prodding, Crar agrees to head towards the tattoo parlor right away, the better to get all this done. As he walks, he secrets Jenk's ring in an inner pocket. Then, turning to the others, he asks: "Any plans for how we'll handle this cult? Do we go all out from the start or do we try to get some information from them first?"
DM Deevor |
You make your way to the Wharf District, not very far from the Consortium and Jenk's base in the city.
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. A deserted shop in this isolated corner of the district.
What do you do...
From outside you notice footprints in the dust that coats the floor of the shop.
Roary Flamebearer |
"Remember we have a person on the inside, but i would suggest we subdue the cultists and trash their place, leaving them a message to get outa town.. We then drop one of our badges to place the blame on the consortium.. Lastly i say we leave some sorta sign that this place is a cultist lair when we leave.."
Perc.: 1d20 + 7 ⇒ (13) + 7 = 20
DM Deevor |
As the group enter, they too leave foot prints in the dust of the shop floor.
The interior of the shop holds nothing of interest other than a concealed trap door
Roary Flamebearer |
"I say we use our Aspis covers to the max.. Lets try to gain access using that and after trust is gained knock em out etc.." Roary will lift the trap door and descend.. His badge displayed openly and the goods carried in his pack..
Crar |
Crar keeps his eyes peeled, checking all around to see if the group has been followed or if they are being watched as they enter the seemingly abandoned tattoo parlor. On entering, he notes the marks of traffic across the dusty floor. Perception check 1d20 + 7 ⇒ (18) + 7 = 25 . He also spots the concealed door. Perception check 1d20 + 7 ⇒ (12) + 7 = 19 . Before Roary opens the door and descends, the shaman kneels down and listens for any activity on the other side of the door. Then, standing up, he takes Roary's advice and makes sure his Aspis badge is prominent on his feathery cloak.
DM Deevor |
The trap door in the tattoo parlor leads to a series of stone
tunnels beneath Riddleport.Entering down into the tunnels. The tunnels are lit allowing you to see quite clearly.
Roary out in front turns the corner to see the tunnel round to the right running straight ahead, he spots a mosaic design on the floor, halfway down the hall, (see map).
Roary Flamebearer |
Looking back to his companions.. "Is that thing magical? A trap perhaps?"
DM Deevor |
Roary is glad that when he looked round the corner there were no guards or other creatures guarding the entrance.
You hear the faint sounds of chanting coming from down for the interior. There is also a scratching and shuffling sound, which cannot be pinpointed.
First round: Is there magic here: yes. But then, that comes as no surprise.
Second round: How many auras? A few.
Third round: What school and intensity, and where:
There are moderate evocation auras coming from the lights in the ceiling.
There is a moderate abjuration aura on the entire hallway, approximately in the same area as the mosaic on the floor. There's some other, minor effect there as well, being masked by the abjuration, either divination or illusion.
Given the location, it's plausible that a secret cult might want to disable scrying sensors. Or it may be an alarm system of some sort.
Your lecturers at the university would often extol the virtues of clerics for their ability to create glyphs to ward an area against intruders, though its precise nature you cannot tell.
I am away tomorrow so if I get time I'll post am UK time before,..... Alter Bridge, Shinedown and Halestorm playing Wembley ... oh yeah!! Back Saturday
DM Deevor |
[b]"There is something aggressive.....
Added a bit more for your very good knowledge roll.
Talinthas Wulfgars Aroumson |
Talinthas whispers to his teammates:
We need to procede with caution , because i hear faint sounds of chanting coming from down for the interior. There is also a scratching and shuffling sound, which i cannot pinpoint.
Tiasar , could we go over the glyph , maybe jumping, without activating it?
Crar |
Crar allows the others to examine the magic, though his ears prick up when he hears Tiasar mention the wards might be divine magic. He has a look himself to see if he can contribute any of his knowledge, but he is also intent on the sounds Talinthas says are coming from down the corridor.
Perception check to listen 1d20 + 7 ⇒ (8) + 7 = 15
Spellcraft check to check wards 1d20 + 10 ⇒ (1) + 10 = 11
DM Deevor |
Unfortunately you are unable to determine the triggering mechanism, that's a rogue's territory.
Roary Flamebearer |
"Well it seems there's noway around it and with that chanting id say they know we're hear.. Bottom line try to not kill em, but if they leave you no choice..." Running Roary tries to jump over the glyph..
Running Jump: 1d20 + 3 ⇒ (2) + 3 = 5
Well good enough to clear a 5' square
DM Deevor |
Got the map wrong I realised when I started writing, will put it up tomorrow.
As Roary takes a longer than normal step in his run, he clears the mosaic and continues his sprint, hearing nothing and seeing nothing in front of him. He reaches the end of the corridor, where his progress is blocked by floor-to-ceiling iron bars, some made into a door, the bars are an inch in diameter and 6 inches apart. Through them Roary can see further down a corridor.
Behind Roary, Tiasar feels magical auras dissipate. To the left of the mosaic, the wall disappears, revealing more floor-to-ceiling iron bars. Behind the bars is a strange squat, green skinned reptilian monster that has eight legs, bony spurs jutting from its back, and eyes that glow pale green......it shuffles towards the bars as you hear the sound you heard before. The creature looks about 8ft long as it's tails swishes from side to side.
In the background, the chanting continues slightly louder, as though some religious ceremony is underway.
Initiatives please ...
Knowledge(Arcana) to identify the beast.
DM Deevor |
M1 Init 1d20 + 0 ⇒ (8) + 0 = 8
You don't recognize the deadly looking creature with green glowing eyes.
Crar Init 1d20 + 1 ⇒ (17) + 1 = 18
You all go before the creature, Map
Roary Flamebearer |
Roary charges the beast... Free Action Rage
Attack+Rage+Charge-PA: 1d20 + 8 + 3 + 2 - 1 ⇒ (17) + 8 + 3 + 2 - 1 = 29
Damage+Rage+PA: 2d6 + 6 + 3 + 3 ⇒ (5, 5) + 6 + 3 + 3 = 22
DM Deevor |
The description above said 'Behind the bars' ... meaning there are bars between you and the creature. To get in the enclosure with the creature you would need to get through the door in the bars.... But on the bright side, it can't bite you!!
To the left of the mosaic, the wall disappears, revealing more floor-to-ceiling iron bars. Behind the bars is a...
@Roary you may redo your go as you are unable to charge and attack though the bars... if you want to use the charge etc to burst through the iron barred door, then I will allow you that attempt with a strength check using the roll of 17.
Tiasar reasons that the suddenly exposed set of caged enclosures must be part of the underground complex used by Zincher's Arena to house beasts and maybe storerooms. It is some distance from the central area of the arena so is quite probably little used by Zincher's staff.
Roary Flamebearer |
Opps sorry.. Well if it cant get to use then there's no use in killing it.. I vote move on..
DM Deevor |
Roary, this is what halts you from proceeding further into the temple.
He reaches the end of the corridor, where his progress is blocked by floor-to-ceiling iron bars, some made into a door, the bars are an inch in diameter and 6 inches apart.
Roary Flamebearer |
I guess im confused.. Theres bars blocking the creature and bars in front of us? If so he'll use the 17+6str mod to bend bars in front of there way..
DM Deevor |
Yes, see the map.
Wait to see if Crar posts.
Crar |
Intiative - 18
Spellcraft check 1d20 + 10 ⇒ (9) + 10 = 19
Acrobatics check 1d20 + 1 ⇒ (4) + 1 = 5
Hearing sounds of movement ahead, Crar moves up to the end of the corridor - following Roary's lead and leaping over the mosaic but actually landing right on it - and peers over Roary's shoulder at the creature beyond the bars, blocking the way. He tries to work out what type of creature it might be, as he grasps one of his amulets to start casting a spell.
I take it that the creature is around the corner from where we are standing on the map? Crar will take a double move for 40 feet which should put me just to the left of Roary. Plan for next round is to swap out produce flame spell to spontaneously cast summon nature's ally I, and summon a giant centipede to attack the creature.
Bedmyr Thunderbeard |
We if we are attacking it...
Bedmyr pulls out his pistol, takes aim and fires a bullet at the creature.
Attack (pistol, Point Blank Shot): 1d20 + 5 ⇒ (18) + 5 = 23
Damage (pistol, Point Blank Shot): 1d8 ⇒ 3
I can't access the map at work, so move Bedmyr to within 30' of the creature.