GM Gustavef |
Dark's ray of frost is enough to target the main cluster and cause it to wither. With that the voices still whisper but fainter and you are no longer able to make out any actual words.
The backpack holds a collection of canopic jars, jeweled death masks, gilded ushabti, and other valuable Osiriani relics acquired by Imrizade. Also inside is a scrap of paper with the phrase “The Eye is always vigilant” written on it.
Heading down the shaft will require an acrobatics to balance, or a climb check to avoid walking on the fungus covered stairs
Kenza Bloodborn |
Kenza goes first down the stairs, nimbly descending without any trouble.
Acrobatics: 1d20 + 6 ⇒ (20) + 6 = 26
When she nears the bottom she looks around.
Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Graktul |
Here Kenza or Dark nothing I care about in this pack though maybe one of you will find it more interesting.
Graktul then walks over and heads down the stairs with shield and Morningstar ready.
Acrobatics: 1d20 ⇒ 16
Kenza Bloodborn |
At Graktul's 'command' Kenza puts the backpack over her shoulder.
Dark Schnyder |
After clearing some of the mold, Dark follows the group down the stairs. He gingerly climbs down to avoid stepping on any of the mold.
Climb: 1d20 + 4 ⇒ (19) + 4 = 23
Yu Khan |
Yu makes his way down following Dark, trying to be just as careful not to step on things that he shouldn't.
Climb: 1d20 + 4 ⇒ (7) + 4 = 11
Neerduwyl Nathvallar |
Embarrassed at her outburst, and torn by the dark lineage that occasionally takes ahold of her, Ne'erduwyl attempts the stairs timidly after her peers have made their way down, wondering if, perhaps, she has made a mistake...
Acrobatics: 1d20 + 2 ⇒ (7) + 2 = 9
GM Gustavef |
Kenza, Graktul, Grey and Dark safely make it down.
Yu and Neerduwyl slip and slide and get bounced around while sliding down.
Falling damage (non-lethal): 1d6 ⇒ 4
Reaching the bottom.
Perception Dark Schnyder: 1d20 + 7 ⇒ (6) + 7 = 13
Perception Neerduwyl: 1d20 + 8 ⇒ (1) + 8 = 9
Perception Graktul: 1d20 + 5 ⇒ (3) + 5 = 8
Perception Kenza: 1d20 + 6 ⇒ (10) + 6 = 16
Perception Yu Khan: 1d20 + 7 ⇒ (18) + 7 = 25
Perception Grey Stoneside: 1d20 + 6 ⇒ (16) + 6 = 22
The shaft deposits you in an alcove at the far end of an antechamber, free of the riotous growths of fungi and mold that choke the shaft and archives above. The simple, clean lines of the basement’s basalt walls give way here to a disturbing, organic style of architecture that makes it seem like you are walking through the gullet of some monstrous behemoth. At the far end of the hall, a large, ornate arch that looks disconcertingly like the beast’s toothed maw stands in the wall, covered by a heavy black curtain with sickly green light from the chamber beyond shining around the edges. A plain iron box sits on the floor in the middle of the room.
The architecture of this hallway is markedly different from the basement level above, the dark basalt carved in a strange organic style. The passage expands as it extends to the north, its ceilings increasing from 10 feet to 20 feet high, and widening from 10 feet to 35 feet across. The hallway ends in a large, ornate arch that resembles a toothed maw 15 feet high. The corridor is dark, but light issuing from the archway provides dim light for the northern 15 feet of the room.
Yu Khan |
"Figures", Yu states as he dusts himself off from the tumble down. He casts light on his armor to provide some better illumination. "What have we here?"
Know(Insert relevant skill its either +7 or +8 for me): 1d20 + 7 ⇒ (6) + 7 = 13
Neerduwyl Nathvallar |
Ne'erduwyl's pride and tailbone are hurt.
She moves closer to the iron box, and casts detect magic.
I'm unfamiliar with the non-lethal rules. Will look them up later, but what's the best way to mark them?
Graktul |
Don't really have anything to post right now but was going to let you know I will not have internet access again till Sunday.
Kenza Bloodborn |
Kenza offers Yu and Neerduwyl a hand up from the floor. Once they're standing, Kenza turns and examines the strange room. She steps forward slowly, alert for enemies or the woman we're here to save.
While Neerduwyl examines the box, Kenza peeks past the black curtain, curious what's glowing on the other side.
Not touching or disturbing the curtain in any way, just peeking through the gap around the edges that's letting the glow through.
GM Gustavef |
The box itself is not magical but there is a stone on the box that radiates magic.
Neerduwyl Spellcraft: 1d20 + 10 ⇒ (17) + 10 = 27
She recognizes it as a stone of alarm and alerts Kenza before she progresses to far in to the room to stay clear of the box.
Without touching or moving the curtain, all that can be made out is some faint green glow from the other side.
Thanks for the update Graktul.
Neerduwyl Nathvallar |
Ne'erduwyl looks back at the group, putting a finger to her lips to tell them to remain quiet.
Once the group has huddled up, she whispers, "Does anyone have the ability to disable?"
Do I know anything about how a stone of alarm can be disabled?
Neerduwyl Nathvallar |
If anyone attempts to disable the device, Ne'erduwyl will touch them and give them guidance.
+1 for 1 minute on skill check rolls
GM Gustavef |
Stones of Alarm are magic items. They can note be "disabled" since they are not traps. Dispel magic would suppress it. However, Stones of Alarm also have command words that will disable/bypass them.
Kenza Bloodborn |
Noting Neerduwyl's caution, Kenza stays clear of the box.
Unable to see anything but a glow beyond the curtain, Kenza shakes her head and shrugs her shoulders, signalling that she has no idea what's behind the curtain. She remains there anyway, alert and ready to combat whatever strange enemy appears next....
Ready to move on since the stone can't be disabled. We can always check it out after.
Neerduwyl Nathvallar |
A light bulb goes off in Ne'erduwyl's brain.
"I have an idea," she whispers.
She gets nearer to the stone and says, "The eye is always vigilant."
GM Gustavef |
Winner!
Upon saying the phase the stone on the box fall off. A brief examination with detect magic confirms it is not armed.
Perception Dark Schnyder: 1d20 + 7 ⇒ (13) + 7 = 20
Perception Neerduwyl: 1d20 + 8 ⇒ (3) + 8 = 11
Perception Graktul: 1d20 + 5 ⇒ (5) + 5 = 10
Perception Kenza: 1d20 + 6 ⇒ (15) + 6 = 21
Perception Yu Khan: 1d20 + 7 ⇒ (3) + 7 = 10
Perception Grey Stoneside: 1d20 + 6 ⇒ (18) + 6 = 24
That fall of the stone seems to have agitated what ever was inside. Listening carefully Grey determines that it sounds like a lot of insects or similar in the box. But for now contained within.
Dark Schnyder |
Dark congratulates Neerduywl, "Good thinking. It seems odd that they didn't mention this gate before. Were the curator trying to hide the fact this place existed."
Dark draws his sword, "Since the alarm is off, nothing really left but to move onward."
Neerduwyl Nathvallar |
"Hold on," says Ne'erduwyl, her temper flaring. "Let's look more closely at this iron box. If you haven't noticed that archway looks like a mouth that's about to swallow us."
Is there a lid on the iron box? Or is it solid?
GM Gustavef |
There is a lid. The box is not locked.
Neerduwyl Nathvallar |
"Perhaps," says Ne'erduwyl. "or maybe that's what a 'brain canister 'sounds like. We're looking to find a canister, and use it to close a portal. It's hard to tell which is which."
And yet, the tomb raiders greed begins to get the better of her, and her fingers edge closer and closer to the lid...
Yu Khan |
"Hey, step aside. You guys keep me alive should the worse happen. Besides, it is just as likely a boon as a curse."
Yu opens the box.
GM Gustavef |
How to trap adventure, a simple box
The box opens easily as thousands of spiders pour out filling the nearby squares marked in red
Yu takes 1d6 ⇒ 6 damage from spider bites and must make two fort saves. red dots where it started
Init Spider Swarm: 1d20 + 3 ⇒ (15) + 3 = 18
Init, Dark Schnyder: 1d20 + 0 ⇒ (10) + 0 = 10
Init, Neerduwyl: 1d20 + 8 ⇒ (10) + 8 = 18
Init, Graktul: 1d20 + 2 ⇒ (1) + 2 = 3
Init, Kenza: 1d20 + 3 ⇒ (5) + 3 = 8
Init, Yu Khan: 1d20 + 2 ⇒ (1) + 2 = 3
Init, Grey Stoneside: 1d20 + 2 ⇒ (11) + 2 = 13
The spider swarm then move to those at the door way end position is dashed lines
Grey, Lucy, and Graktul take 1d6 ⇒ 2 biting damage and also must make two fort saves.
Neerduwly can act before it moves (and get out its way), and everyone can go as well.
The swarm is in the dashed area. The dotted is to show where it started.
Neerduwyl Nathvallar |
Ne'erduwyl steps out of the way of the swarm.
knowledge nature: 1d20 + 8 ⇒ (18) + 8 = 26
Ne'erduwyl would like to know whether mind-affecting spells affect swarms, or whether affects that say "a creature" affect them
GM Gustavef |
It is a swarm of vermin. So not affected by mind affecting spells.
Also since it is diminutive creatures, normal weapons attacks will not be effective. Need AoE attacks
Neerduwyl Nathvallar |
Ne'erduwuyl looks around the room, questioning her fellow Pathfinders with her eyes. Hoping Dark has something up his sleeve, she places a fortune hex on him.
Dark, you can roll an attack or saving throw twice this round.
All, I gave you guidance for one minute before we came down the stairs. I'll let the GM decide whether that is still active.
Kenza Bloodborn |
Kenza dashes across the cavern and punches the swarm.
Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Seeing that her fist seems to do nothing to the swarm--despite her solid punch--Kenza glares at the chittering mass of insects.
Kenza's only way to harm the swarm is with her vials of acid, but she's bound to catch some of you in her splash area, so she needs your permission to throw it. Let me know if that's alright. Otherwise she'll try to aim beside it next turn.
Dark Schnyder |
Unfortunately Dark does not have anything on hand or a spell that will be useful against a swarm and looks at the others helpless. "I don't have anything that will work on them."
No AoE spells.
Neerduwyl Nathvallar |
Your ray of frost *might* still work, Dark, but I'm not sure of the rules. It just seems like you should be able to freeze them.
@Kenza: Yeah, I would just throw the acid or anything else we have. It's like 1 point of splash damage and we don't have many methods for dealing with them.
Grey Stoneside |
fort: 1d20 + 3 ⇒ (6) + 3 = 9
fort: 1d20 + 3 ⇒ (3) + 3 = 6
Well that can't be good. I really hate swarms and I question the fascination module designers have with them.
"Lucy come! Blood swarms again!" orders Grey as he puts some distance between them and the swarm.
Handle Hanimal: 1d20 + 7 ⇒ (6) + 7 = 13
Dark Schnyder |
Unsure what effect this will have on the swarm, Dark sends his ray of frost toward the swarm, hoping to freeze some of the insects in place.
Ray of Frost: 1d20 ⇒ 17
Ray of Frost (Fortune Hex): 1d20 ⇒ 2
Cold Damage +1 Force Damage: 1d3 + 1 ⇒ (2) + 1 = 3
Graktul |
Gah spiders got nothing for the buggers.
Graktul stomps through the swarm as he exits and goes to stand near the curtain just in case something else comes through while the swarm is behind.
Fortitude: 1d20 + 4 ⇒ (12) + 4 = 16
Fortitude 2: 1d20 + 4 ⇒ (15) + 4 = 19
Neerduwyl Nathvallar |
”So what do we have to attack these with? If anyone has flasks of acid or alchemical fire now would be the time to share.”
GM Gustavef |
Poisoned: 1d2 ⇒ 2 Strength Damage
Nauseated:
Dark's ray hits the swarm but does not do any significant disruption of the swarm.
Everyone scatters, and the swarm then move towards Kenza. Biting her for 1d6 ⇒ 2 damage. And two fort saves
Everyone is up.
Graktul |
Well if we have nothing to stop this swarm lets fall back up the stairs and the cold from the fungus should slow the spiders down. I also remember a couple oil lamps up there can potentially use the oil to start a fire to kill the damn things.
Dark Schnyder |
"Good idea Yu." Dark makes his away around the swarm and heads up the stairs covered in moss.
Climb: 1d20 + 4 ⇒ (17) + 4 = 21
Double Move
Neerduwyl Nathvallar |
Ne'erduwyl puts a fortune hex on Kendra. Kendra!" she shouts, "get them with the acid."
"How much do you have? We should all be using it."
Kenza Bloodborn |
Fortitude 1: 1d20 + 4 ⇒ (5) + 4 = 9
Fortitude 2: 1d20 + 4 ⇒ (2) + 4 = 6
Using the Fortune hex to reroll whichever one of those was against nausea.
Fortitude reroll: 1d20 + 4 ⇒ (17) + 4 = 21
Kenza backs up carefully out of the range of the swarm and draws a vial of alchemist's fire. She throws it on the bugs, causing it to explode in a mass of red flames. Aiming for the bottom left square of the swarm so no allies get hit by the splash.
Ranged Touch Attack: 1d20 + 2 ⇒ (2) + 2 = 4
Fire Damage: 1d6 ⇒ 6
Dealing 1 splash, at least...
Hearing Neerduwyl's question about the acid, Kenza replies. "I have three vials of acid. Though handing them out would prove difficult!"
Kenza can't hand them out to you from across the room, and throw them at the swarm at the same time. I suppose if one of you were to step behind Kenza you could draw one from the belt pouch she just took the alchemist's fire out of.
"Retreat up the stairs! I'll take care of this!" she calls back.