Grim Krieger |
Krieger will cast Detect Magic and look around for any obvious magical items before moving on.. If he finds nothing he moves to the eastern doors and listens before trying the door.
take 10 perc for a 19
GM Striker |
You detect magic from beneath the statue, but cant seem to locate any way to get at it. Taking a little more time and with the aid knowing something is there you manage to locate a cache of goods.See spoiler.
Through the East Doors
This exhibit hall is dedicated to historical curiosities, with the western half currently dedicated to Taldan military history and the eastern half displaying Osirian mummies and grave goods. There are drag marks beginning in the eastern gallery heading towards the north chamber, where the gold-plated lid of a small sarcophagus has been removed.
Grim Krieger |
Krieger will drink one of the antiplague/antitoxins before moving on. He leaves the rest to the others..
Grim will head in cautiously.. He'll use his Inspireing Blessing before doing so to give +2 morale to attacks for 1 minute.. He checks out the western exibit first..
Durin Stormshield |
Perception: 1d20 + 1 ⇒ (5) + 1 = 6
Durin, seeing Grim drink down one of the vials, decides not to question it and follow suit before following him.
Grim Krieger |
Grim moves into B6 to have alook around..
Perc: 1d20 + 9 ⇒ (14) + 9 = 23
GM Striker |
This enormous gallery stretches beneath a high arched ceiling. A grand staircase rises to the north and a pair of mahogany doors stand to the south carved in a relief of one of Absalom’s countless sieges. At the room’s center, a gleaming collection of glass and metal—like some sort of abstract bird—rises upon a single steel support toward the ceiling. A number of glass cases lining the walls have been shattered, scattering strange devices and clockwork limbs amid the broken glass.
Seven bodies litter the floor; four in black robes and three dressed in respectable local fashions. A smoky haze still fills the air.
An impossibly bright light lances out from within the structure in the center of the room leaving a small smoking crater in the wall just a few feet above Grim's head. A woman's voice echoes from within the metal structure as she peaks out. “You get the hell out of here, you freak!”
Grim Krieger |
Not sure whats up with the map.
Grim moves up, weapon drawn, and looks for an entrance to the structure.. He attmepts to reason with the woman.. "My name is Krieger. We are with the Society and are here to help. Nigel sent for us. Can you calm down so we can speak with you?"
Dip: 1d20 - 1 ⇒ (13) - 1 = 12
GM Striker |
Harlynne speaks up trying to reassure the scared woman. 1d20 + 12 ⇒ (17) + 12 = 29 Shes the only one with a high enough diplomacy to talk her down from there
With her calming words the sniper calms enough to climb down from her perch. Gerva Golda is the soul survivor from the Technic League’s raiding party. And is willing to answer your questions about what happened here. Though she still seems to be in a state of shock.
Lymwin Shinebug |
Lymwin tries to find out who 'him' is. First she looks around in the room.
Perception: 1d20 + 8 ⇒ (6) + 8 = 14
Then she asks the woman's voice "Who is him?"
GM Striker |
"He was here with the others. He trie to stop us from taking back out equipment."
She shudders uncontrollably. After taking a little more time to calm herself and with some reassurance. The sniper admits she had no idea what was in the crate, but does know that the Technic League stores dangerous technology within them. Running electricity through the crate’s coiled wires somehow weakens or even shuts down robots and technology inside. She also knows that most robots are vulnerable to electricity, and suspects the silvery goo is as well.
Though she can’t identify any of the museum staff by name, Gerva recalls the lad seized by the cyberplasm wore a coat of arms that matched a necklace worn by the elf who fled earlier.
Treasure
Her four fallen Technic League comrades each carried an adamantine amulet (worth 100 gp each) to identify one another while disguised, as well as a single tracker chip.
Grim Krieger |
Grim frowns.. "Well it certainly sounds like you all were foolish.. I know them robots as you call them are extremely resistant to physical damage.. I dunno if we have any means to do electricity damage.." He looks to the group on that one.. "Any idea where "he" went off too?"
Durin Stormshield |
Grim frowns.. "Well it certainly sounds like you all were foolish.. I know them robots as you call them are extremely resistant to physical damage.. I dunno if we have any means to do electricity damage.." He looks to the group on that one.. "Any idea where "he" went off too?"
The dwarf just grunts half-heartedly.
"They weren't so impressive. Barely got a scratch." Durin states as he thinks back to those mechanical men that attacked them earlier.Grim Krieger |
Kreiger heads upstairs as well..
Perc: 1d20 + 9 ⇒ (9) + 9 = 18
DM Kludde |
The stairs up lead to the large salon on the second floor (B12). Warm colors and skillful paintings of scenes and landscapes lend an inviting charm to this salon. A few small tables and chairs have been up-ended and scattered around the floor. Double-doors to the north are labeled “Hall of Incantation,” while open passageways lead east and west. A corridor to the north leads to a row of offices.
DM Kludde |
Grim opens the door to find the upstairs lavatories, neatly kept facilities, including wash basins.
DM Kludde |
The door opens to a long, narrow presentation space for visiting academics, adventurers, and pathfinders to share their knowledge. The stage at the north end is raised 2 feet higher than the seating area, but is otherwise unremarkable.
Lymwin meanwhile peers out into the open space of the museum, and seems to hear a rustling sound.
The sound is coming from the open space marked B12
Grim Krieger |
"An obvious meeting place. Let's continue" He moves back out into the main area. I assume Lym tells everyone abt what she hears..
DM Kludde |
Init, Grim: 1d20 + 1 ⇒ (15) + 1 = 16
Init, Harly: 1d20 + 2 ⇒ (8) + 2 = 10
Init, Lym: 1d20 + 1 ⇒ (12) + 1 = 13
Init, Duran: 1d20 + 1 ⇒ (15) + 1 = 16
Init, Plant: 1d20 + 7 ⇒ (15) + 7 = 22
Attack, Grim: 1d20 + 5 ⇒ (17) + 5 = 221d4 ⇒ 1
Attack, Grim: 1d20 + 5 ⇒ (19) + 5 = 241d4 ⇒ 1
As Grim steps toward the open space, he sees two plants come to life from the corner of his eye, and from two different angle, tentacles lash out at him.
The plants are well-camouflaged, so roll a check to see if you can act in the surprise round. Bold is up!
--- (Make a DC 15 Perception, K(Nature) or Survival check to be able to act in the surprise round)---
Grim
Duran
Lym
Harly
---
---Regular round---
Plant
Plant
---
Grim Krieger |
Perc: 1d20 + 9 ⇒ (11) + 9 = 20
Grim is able to make out which plants to attack and does so.. He swings his massive bastard sword at it.
Attack: 1d20 + 6 ⇒ (7) + 6 = 13
Dam: 2d8 + 9 ⇒ (7, 8) + 9 = 24
But perhaps gets to hasty in his swing..
DM Kludde |
Perception, Harly: 1d20 + 3 ⇒ (13) + 3 = 16
Perception, Kyra: 1d20 + 4 ⇒ (14) + 4 = 18
Harly and Kyra can both act in the surprise round
--- (Make a DC 15 Perception, K(Nature) or Survival check to be able to act in the surprise round)---
Grim
Kyra/Duran
Lym
Harly
---
---Regular round---
Plant
Plant
---
DM Kludde |
Can somebody post an action for Harlynne, please?
Grim Krieger |
She has summons memorized, but sure what she summons with them.. Pass turn i guess.
DM Kludde |
The many tentacles of the plants lash out far and wide, and even Grim gets hit by a vine. The pain is tolerable, but he feels something else is affecting him. Kyra is also hit by the tentacles of the plant.
Tentacle, Grim: 1d20 + 5 ⇒ (10) + 5 = 15
Tentacle, Grim: 1d20 + 5 ⇒ (15) + 5 = 201d4 ⇒ 4
Tentacle, Grim: 1d20 + 5 ⇒ (6) + 5 = 11
Tentacle, Kyra: 1d20 + 5 ⇒ (20) + 5 = 251d4 ⇒ 3
Tentacle, Kyra: 1d20 + 5 ⇒ (7) + 5 = 12
Tentacle, Kyra: 1d20 + 5 ⇒ (2) + 5 = 7
Confirm, Kyra: 1d20 + 5 ⇒ (4) + 5 = 9
I need a Fort save vs poison
Fort, Kyra: 1d20 + 6 ⇒ (12) + 6 = 18
---
Grim
Kyra
Lym
Harlynne
---
Plant
Plant
---
Grim Krieger |
Poison: 1d20 + 7 ⇒ (18) + 7 = 25
Grim swings his sword again at the plant..
1d20 + 6 ⇒ (4) + 6 = 10 but again seems to be off balance.
DM Kludde |
Sounds like the perfect storm. Good luck recovering!
Grim takes a swing at the plant, but misses, while Harlynne starts an incantation to summon an eagle.
Remember: feel free to post an action for Kyra - the first one to do so decides what she does.
---
Grim
Kyra
Lym
Harlynne
---
Plant
Plant
---
Grim Krieger |
She'll swing her scimitar at the one not attacking Grim..
1d20 + 6 ⇒ (19) + 6 = 25
Confirm: 1d20 + 6 ⇒ (16) + 6 = 22
Cant remember if plants are critable..
Dam: 1d6 + 3 ⇒ (5) + 3 = 8
Bonus Dam: 1d6 + 3 ⇒ (3) + 3 = 6
Always wondered why she didnt use a shield or swing her weapon 2 handed..
DM Kludde |
Kyra swings her scimitar and lands a majestic hit on the plant in front of her, nearly unrooting it in the process. Lyme tries to smash one of the stalks, but misses.
More tentacles lash out, this time at Kyra and Lym
Tentacle, Kyra: 1d20 + 5 ⇒ (12) + 5 = 171d4 ⇒ 3
Tentacle, Kyra: 1d20 + 5 ⇒ (14) + 5 = 191d4 ⇒ 2
Tentacle, Kyra: 1d20 + 5 ⇒ (8) + 5 = 13
Tentacle, Lym: 1d20 + 5 ⇒ (18) + 5 = 231d4 ⇒ 1
Tentacle, Lym: 1d20 + 5 ⇒ (11) + 5 = 161d4 ⇒ 1
Tentacle, Lym: 1d20 + 5 ⇒ (17) + 5 = 221d4 ⇒ 3
I need a fort save from Lym
Fort, Kyra: 1d20 + 6 ⇒ (10) + 6 = 16
Plants can be critted
---
Grim
Kyra
Lym
Harlynne
---
Plant
Plant (14)
---
Harlynne Quinn |
Harlynne's eagle should appear this round.
attacking the plant
1d20 + 3 ⇒ (6) + 3 = 91d4 ⇒ 4
1d20 + 3 ⇒ (4) + 3 = 71d4 ⇒ 3
1d20 + 3 ⇒ (2) + 3 = 51d4 ⇒ 1
Harlynne will fire her crossbow
1d20 + 3 ⇒ (11) + 3 = 141d8 ⇒ 7
Grim Krieger |
Once more Grim trys his massive sword.. Were it worked before he's starting to doubt its use..
1d20 + 6 ⇒ (13) + 6 = 19
Dam: 2d8 + 9 ⇒ (8, 4) + 9 = 21