Agraic |
Agraic shakes his head at the madness that erupts with the expedition, and is taking a sip from a keg when Kel makes the comment about the loss of whiskey.
"Cayden wept. You get the bastard? You need a hand settling him up after this? Not very religious, but for this I'll make an exception!"
Leave it to the Caydenite...
"Torch guy wants us t' do errands in exchange f'r info. Here's the list 'f things we're doing."
Agraic looks around for a rock to chuck into the well, and then listens for the splash.
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Magrim Torgsun |
Keep watch, Gertie Magrim says, stowing his hammer as he crouches to speak to his pet.
Handle Animal, push to issue Watch command: 1d20 + 11 ⇒ (14) + 11 = 25
Gertie will raise an alarm if anyone approaches the well.
The dwarf then ties a rope around the well securely, tossing it in and saying a quick prayer to Valani (cast Guidance) before beginning a descent into the depths.
I'll go first, he says gruffly as he disappears into the well.
Agraic |
Also:
Map is up.
APL with the active party is 2.4 = T1-2. Otherwise with Kish added it would be 4-5. The problem is that if we stay high you have five people all below tier, and that could get ugly. If there are no worries I will remain at the lower tier.
There's no cure for it, sadly. There's ugly and then there's suicidal. I was in a Blakros Matrimony where we were pulling way too far above our rated capacity, it got ugly. Thankfully no tpk but... it wasn't good.
Magrim Torgsun |
Yeah, I was in a 2.5 where we played up-tier and it was brutal, and not fun. Better a little too low than way too high, in my opinion.
Magrim motions silently to alert the others to descend. When they're down, he makes a strange simian sound and then calls up: Heel!
Swift: Animal Focus (Monkey) to Gertie.
Lagertha |
Gertie Climb down the well, animal focus monkey: 1d20 + 6 + 4 ⇒ (15) + 6 + 4 = 25
The dinosaur starts deftly climbing down the sheer wall, her undersized arms currently ending in padded, opposable thumbs underneath the sharp claws.
When she is down at the bottom of the well, Magrim concentrates a bit and her features revert back.
Animal Focus: Bear
Agraic |
Agraic will make sure everyone is clear before starting his way down slowly using the rope.
Take 10 with rope=14, unless it needs rolled out
Shifty |
The first thing you notice is that it is very dark down here, and your light sources struggle to illuminate the area (Halved).
A dark pool fills the center of this vast chamber spilling out of its cracked basin. The trickle of water flows west through a short tunnel of rough-hewn stone and pools at the bottom of a collapsed well. Alcoves set in the walls give the illusion of staring at the flared hood of a cobra. Two altars face each other across the pool in the chamber’s northwest and southeast corners. A statue of a robed human male stands in the northeast corner, and what must have been its twin lies toppled in the southwest corner.
You recognise this the area as an unholy shrine to Apep, a snake god of Ancient Osirion whose portfolio included dangerous rapids, drowning, and darkness that consumes all light.
A pair of snakes rise up defensively, poised to attack!
Agraic 1d20 + 4 ⇒ (10) + 4 = 14
Henrick 1d20 + 2 ⇒ (4) + 2 = 6
Kel 1d20 + 3 ⇒ (14) + 3 = 17
Magrim 1d20 + 2 ⇒ (9) + 2 = 11
Rogelio1d20 + 1 ⇒ (20) + 1 = 21
ENEMY 1d20 + 5 ⇒ (20) + 5 = 25
R1
ENEMY - acted.
Rogelio
Kel
Agraic
Magrim
Henrick
Magrim Torgsun |
Magrim's arms grow a little more burly as he drops his hammer to the ground and draws a darkwood bow. He sends an arrow sailing well over the snakes' heads as the adrenaline takes over.
Swift Action: Animal Focus (Bear)--+2 Str for 1 minute.
Free: Drop Hammer
Move: Draw Bow
Standard: Fire bow: 1d20 + 5 ⇒ (1) + 5 = 6
Bow damage: 1d8 + 3 ⇒ (6) + 3 = 9
Lagertha |
Lagertha bares her teeth, ready to snap at whatever enemy approaches.
Standard: Ready to bite first adjacent enemy, PA: 1d20 + 4 - 1 ⇒ (5) + 4 - 1 = 8
Damage: 1d8 + 6 ⇒ (7) + 6 = 13
Agraic |
The half- elf barbarian moves up and raises his guisarme in a readied position to strike the first snake what gets into range of it!
Readied Attack with Masterwork Guisarme: 1d20 + 7 ⇒ (3) + 7 = 102d4 + 6 ⇒ (4, 1) + 6 = 11
Player offers tirade of continued profanities at the die roller for a few moments.
Rogelio DeLa Belmont |
Rogelio makes a few sings with his hand and launches a ray of frost at one of the snakes
attack: 1d20 + 4 ⇒ (13) + 4 = 17
damage: 1d3 ⇒ 2
Henrick Bulwark |
"Good plan, elf-man."
Henrick strides up to stand next to Agraic and readies his urgrosh axe blade to land on the first snake within range.
Readied Power Attack: 1d20 + 7 ⇒ (3) + 7 = 10 (well, I expect that won't do it)
Agraic |
Move Action: 5' step to south of snakes
Agraic moves to the side of the serpents, then takes a swing at Henrick's opponent with his guisarme...
MWK Guisarme: 1d20 + 7 ⇒ (7) + 7 = 142d4 + 6 ⇒ (3, 2) + 6 = 11
Rogelio DeLa Belmont |
Rogelio steps forward and lashes with his whip from a distance
attack: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 1d4 + 4 ⇒ (2) + 4 = 6
Rogelio DeLa Belmont |
I think I have to do that next round but if I can now then feel free to move me were you need me ^_^
Magrim Torgsun |
I didn't realize that you had already moved, but it's all good. I think I can still make this work, looking at the line of sight.
Magrim steps back, growing to enormous size. He drops his bow and draws his hammer, smashing it downward toward one of the injured snakes.
5 ft step back
Free: drop bow
Move: Draw Longhammer
Swift: Enlarge Person from growth domain
Standard attack on Orange guy: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 2d8 + 6 ⇒ (7, 3) + 6 = 16
Kill, he says, pointing to the remaining snake.
Free: Attack command (vs orange if it survived that beating, otherwise vs Red. I'm not going to roll the handle animal check since I succeed even on a 1. Cool?
Lagertha |
Lagertha bounds forward, snapping at the snake and shaking it back and forth in her jaws.
Power attack vs red snake (orange if it's still alive): 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Shifty |
Yeah... umm...did anyone get the number of that truck that just drove over the encounter?
The room returns to quiet after a particularly pointed display of violence!
Your light sources flicker and fight some form of supernatural darkness, casting wicked shadows over the statue and the reflection of the flames only dully reflect in the pool.
There are no obvious relics that you can see...
Henrick Bulwark |
"Well I am glad you are all on my side!"
Agraic |
The barbarian will start searching around, looking for any sort of inscriptions, hidden compartments, waterproof bags, all that good stuff.
Will take 20 if allowed, otherwise...
Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Kel Na' Yaa |
Wow. My once a day posting isn't going to cut it here, it seems. I'll have to post more.
Kel sheathes his rapier and sighs.
Well, I suppose we're lucky you brought your dinosaur then, mate. Now, let's get what we came for, shall we?
He starts helping the search.
Take 20 as well
Magrim Torgsun |
Oh no, I didn't bring Gertie, she brought me, Magrim says with a laugh, shrinking back down to size and retrieving his bow as his dinosaur continues thrashing the dead snake in her jaws for awhile.
Yes--onto these hidden goods.
Magrim uses means both mundane and magical to search.
I'll cast Detect Magic to see what I can find--I have Darkvision if it helps. After that, I'll help the search.
Perception, guidance: 1d20 + 10 ⇒ (5) + 10 = 15
Shifty |
Working together you find a secret compartment in the intact statues base.
The compartment contains several items including a burial mask carved from lapis lazuli 9looks pricey), three clay tablets describing funerary practices, and a rod carved from a single piece of petrified wood to look like a fanged serpent (detects as magical). The third tablet is magical and transcribed with spells.
You have what you have come for!
Leaving the well, you approach the City gates... you note the customs agent booth up ahead and see them standing around drinking the local (very strong) coffee.
They would probably tax these items.
Agraic |
In the ruins:
The half-elfin warrior peers at all the relics and even he can make the connection based on what was said in briefing and in getting into town...
"Don't suppose anyone has 'un of those fancy bags, do they? Y'know, the ones that hold a lotta stuff?"
At the gates:
Agraic (not carrying any of the relics) acts as a bodyguard to the party, keeping an eye out for trouble and not volunteering much...
Henrick Bulwark |
Before they leave the well, Henrick examines all the items and makes preliminary notes in his journal. What a find!
Appraise: 1d20 + 1 ⇒ (19) + 1 = 20 Overall appraisal - in case value becomes a factor for customs
Spellcraft: 1d20 + 5 ⇒ (20) + 5 = 25 What is the rod?
As they approach the customs gate, he chuckles and says "Work your magic, buddy! Turn on the charm..."
Henrick Bulwark |
None of those are my skills, so I will let others step in here...
Kel Na' Yaa |
Kel takes the front.
Mahu! Good to see you again! We're just returning from a small fetching task, but I'm afraid we failed on the "fetching" part. I hope you're day is going better... I for one am not looking forward to the speech we're about to get from our boss for coming back empty handed, that's for sure...
He smiles sheepishly at the man, trying to sell the over talkative act as best he can.
Bluff: 1d20 + 8 ⇒ (1) + 8 = 9
Agraic |
Sense Motive(Kel): 1d20 - 2 ⇒ (4) - 2 = 2 Seems legit to me.
The 'bodyguard' keeps his face impassive, though he can't seem to help an eyebrow raising. Darn eyebrows.
Bluff: 1d20 - 2 ⇒ (11) - 2 = 9
FFS. Meh. Whatever.
Rogelio DeLa Belmont |
None of those are my skills, so...lol let the low rolls of the WBG i was in hit this table now xp
just so i can see...: 1d20 ⇒ 5 AHHAHAHaaa
Magrim Torgsun |
Magrim, seeing things are not going well, tries to spin the lie to something believable.
It's alright Kel, this one's a friend, and an honest man the dwarf says, grasping Kel's shoulder with one hand while gesturing to Mahu with the other.
Forgive his lie, Mahu--the man's business ventures back home were recently disrupted and he hasn't spent much time in Eto to know how things are run here. It's not his fault he's untrusting. The truth is, we do have some Osiriani goods, but we're not trading or selling, nor did we discover them. They've already been discovered before, and we are merely acting as couriers. If the taxes haven't yet been paid, I'll see to it that our employer pays the amount due. He's staying at the White Uraeus--an outsider from Eto, impossible to miss. Would you mind sending any paperwork to him there? The merchants should pay the tax, not the couriers. Agreed?
Diplomacy: 1d20 ⇒ 20
Whoa!
Shifty |
Look given the rolls, and that you did well last time with the same guy, had a scenario +2 bonus and that it was a natural 20... it was just 'meant to be'
Mahu waves away the other inspectors and they leave him to it. "My good friend Magrim, your honesty continues to impress. We shall forward on the paperwork to White Uraeus and seek payment from your customer" he then waves you on with a knowing wink.
OK what is next on the shopping list for you?
Agraic |
Thinking it's gone decently enough so far, Zelekhati at the Dancing Dunes and her 'ways and means'.
Agraic |
Are we on a tight timetable?
Agraic is really impressed at Magrim's handling of that situation. It's not the sort of thing he'd thought of, aside from bribing the guy which even if it did happen would have gotten really expensive.
After they've moved along a bit he'll glance to the others.
"Theatre, cabaret, nightclub... Anyone think it'd be a bad idea t' take in a show then talk the next day, or vice versa?"
Kel Na' Yaa |
Kel sighs.
That one usually works back home... Ah well. At least we didn't have to fork over any gold for something that's not even ours. Good on you, Magrim. I say we see a show, case the place, and make our move tomorrow mates. It'll make things... easier... if things go south.