Lyla |
Lyla grabs the potions from the priest's bodies and takes a sip to identify them.
Craft (alchemy) - potions: 1d20 + 11 ⇒ (5) + 11 = 16
She can't quite determine their exact properties, and rather than attempt an educated guess, passes the vials to Karri, hoping she can identify them. She takes the obsidian key and turns around to face the group. "So, do you think we should go on? We're pretty spent", she says, analyzing the group's general condition.
Lyla wouldn't mind getting one or two charges from Ortik's wand of CLW, btw. ;)
Lyla |
"Chief, we might be getting in over our heads. Look how much we struggled with these guys... and let's face it, these are just the henchmen. We need backup", she ponders. "The least we can do is scout the palce and see what's waiting for us. I think I have an idea... I can take a look around with a potion of invisibility I picked up earlier. But first, let's check the locks to the rooms we haven't visited already, I don't want to waste time picking locks or disarming traps after I drink it."
Lyla goes around the rooms carefully checking the doors.
I've marked the doors in red on the map. She's checking for traps and to see if the doors are locked, in which case she'll make an attempt at unlocking them with the obsidian key. Even if she unlocks the door, she won't open them yet.
I leave you with a bunch of rolls here:
Door 1: Perception for traps: 1d20 + 11 ⇒ (10) + 11 = 21
Door 1: Disable Device if trapped and non-magical: 1d20 + 12 ⇒ (14) + 12 = 26
Door 1: Stealth to turn the key quietly (if door is locked and untrapped): 1d20 + 12 ⇒ (10) + 12 = 22
Door 2: Perception for traps: 1d20 + 11 ⇒ (1) + 11 = 12
Door 2: Disable Device if trapped and non-magical: 1d20 + 12 ⇒ (6) + 12 = 18
Door 2: Stealth to turn the key quietly (if door is locked and untrapped): 1d20 + 12 ⇒ (8) + 12 = 20
Door 3: Perception for traps: 1d20 + 11 ⇒ (1) + 11 = 12
Door 3: Disable Device if trapped and non-magical: 1d20 + 12 ⇒ (17) + 12 = 29
Door 3: Stealth to turn the key quietly (if door is locked and untrapped): 1d20 + 12 ⇒ (8) + 12 = 20
Door 4: Perception for traps: 1d20 + 11 ⇒ (17) + 11 = 28
Door 4: Disable Device if trapped and non-magical: 1d20 + 12 ⇒ (2) + 12 = 14
Door 4: Stealth to turn the key quietly (if door is locked and untrapped): 1d20 + 12 ⇒ (20) + 12 = 32
Ortik Gutterrat |
Heal Lyla 1: 1d8 + 1 ⇒ (6) + 1 = 7
Heal Lyla 2: 1d8 + 1 ⇒ (8) + 1 = 9
Heal Nalun 1: 1d8 + 1 ⇒ (6) + 1 = 7
Heal Nalun 2: 1d8 + 1 ⇒ (1) + 1 = 2
Heal Nalun 3: 1d8 + 1 ⇒ (5) + 1 = 6
Heal Nalun 4: 1d8 + 1 ⇒ (8) + 1 = 9
Heal Nalun 5: 1d8 + 1 ⇒ (6) + 1 = 7
Heal Ortik 1: 1d8 + 1 ⇒ (7) + 1 = 8
Heal Ortik 2: 1d8 + 1 ⇒ (3) + 1 = 4
"We're in a damned bad position," Ortik says as he heals the injuries he and his friends sustained. "The Queen's chosen and several cultists are behind us. Ahead are more cultists and most likely the head of this Urgothoan cell. We're low on magic, and who knows how much more is ahead. I don't know which way is better, but we have to make a decision and fast." He puts away the wand, and strokes his beard in thought. "If I had to venture a guess, I'd say back out would be best, engage in a fighting retreat against the Grey Maidens and 'doctors.' If we can get back to the Field Marshall, we might be able to bring what we know to her."
"What do the rest of you think?"
Dragoncat |
Door 1: Neither trapped nor locked. The key does not fit this door.
Door 2: Neither trapped nor locked. The does not fit these doors either.
Doors 3/4: Not trapped, but locked. The key does fit both of these doors.
1d20 + 5 ⇒ (16) + 5 = 21
Lyla |
Lyla presses her ear against the wood, peeps through the keyholes, and searches for signs of movement in the fringe uder each door.
Perception to detect creatures on the other side of door #1: 1d20 + 11 ⇒ (16) + 11 = 27
Perception to detect creatures on the other side of door #2: 1d20 + 11 ⇒ (9) + 11 = 20
Perception to detect creatures on the other side of door #3: 1d20 + 11 ⇒ (5) + 11 = 16
Perception to detect creatures on the other side of door #4: 1d20 + 11 ⇒ (16) + 11 = 27
Karri Chouk |
Legion flees leaving Karri weak but alive. "Truly caught between hammer and anvil. I don't have much to add to any fight going either way, but wherever we choose, I will give everything I have."
Thinking of the difficulty they are facing, Karri looks to the armor the Doctors are wearing, I could fit into that... She starts to pull the boiled leather off of one of them, and after much grunting and puffing she gets the bloody armor off. "Ah, Demitri, can you help fit this for me?" With no modesty for her flesh, she drops her robes and holds up the leather armor for Demitri to help with. "And I think the idea of deceiving the priests is the best one, it could get us closer for when we strike them. We just have to be more careful with the fit and fashion."
Karri can take ten (so can Lyla...) to ID the potions...
I am pretty sure Karri will need some of those CLWs, Ortik. Let me get back with you with numbers :) She is just nicked, 28/32 :)
Karri will take ten on the Disguise roll and if someone can Aid she can net a 16 to Disguise which may make the disguise less transparent...Especially if Demitri and Nalun take a breastplate wach :D
Karri Chouk |
Karri will help as needed...and her AC is 16 with the Cat's Grace and leather armor on ;)
Lyla |
Lyla scratches her head watching Karri don the physician's uniform. "You really wanna try that? I mean, after that horrible disguise we made for Trinia, I figured it was pretty much established that we can't pull off this sort of thing," she says with quite some skepticism. "Look,", she continues, "This room seems to be empty," Lyla explains pointing to the door to the adjoining room, "Maybe we should check it out first and see if there's anything we can salvage to help us. The other doors... well, I've opened them; there's a lot of movement in the room to the east, I think they might be on to us. Both those doors lead to the same room to the south... there are some folks talking there, but not quite as much movement. Maybe we can take them by surprise if no storms out after us first. Anyway, I'll try this one," she finishes, opening the door to the next room.
Lyla opens door #1 slowly and peeks inside.
Dragoncat |
Cabinets and low benches fill the chamber Lyla enters. From pegs on the opposite side of the room, the empty black eyes of several beaked plague masks glare with soulless, unblinking stares.
One of the cabinets in the room has a strip of some black leather hanging out of it, and the westernmost cabinet has several unused healer's kits and black gems behind its glass door.
Dragoncat |
Lyla's search of the room reveals enough fresh clothing & accoutrements to outfit twenty new Physicians--except there's only four of their unique masks remaining. A closer inspection of the glass-doored cabinet reveals several potion vials crammed into the back of it--and the cabinet is shut with a small, brass lock.
Dragoncat |
With a bit of work, Lyla manages to get the brass lock to open.
Inside the cabinet is:
--4 Healer's Kits
--23 black onyx gems worth 50 GP each
--Four identical potion vials. Three have dark blue fluid and one has light blue fluid.
Karri Chouk |
Can Kitten ID the second pot by taking ten?
Karri adjusts her friends costumes as best she can, frowning at the voices in her head the whole while.
Aid Disguise: 1d20 + 4 ⇒ (5) + 4 = 9
Bah! Dicebot!
Lyla |
Lyla sips the dark blue potions and identifies them as curative elixirs, which she distributes to the group. When she tries the light blue one, the taste makes her a little nauseous. "Ugh. It's poison," she complains, sticking the tongue out of her mouth and scrubbing it with her sleeve.
Taking 10 on the first Spellcraft check.
Spellcraft to identify the light blue one: 1d20 + 11 ⇒ (12) + 11 = 23
She collects the onyxes and passes them around. "Here. If we have to get out in a hurry, at least we won't be empty handed..."
Everyone: add 230 GPs to your treasure (for the black onyxes).
Lyla then rests her hands on her hips, impatiently. "So, nothing immediately useful here." Seeing how the group insists on the disguise strategy, she calls Ortik to the side. "Hey. We can't pull that off, I mean, look at us. Unless..." Her eyes light up with the spark of an idea. "Don't move!" She picks up one of the oversized physician robes and a mask, and puts them on. Fidgeting with the traveler's many tools, she produces a rudimentary claw to fill one of the sleeves, while the other hangs loose. The back of the robe drags on the floor behind her as she walks up to Ortik and jumps on his shoulder, hiding her comrade inside the robes.
Disguise (spending 1 use of disguise kit): 1d20 + 2 ⇒ (19) + 2 = 21
Hey Ortik, with an aid another here, this could work!
Standing on top of the dwarf, she looks at her companions and, with her voice muffled by the mask, asks the rest of the group "So, what do you think?"
Lyla |
"Great! I say we try the doors to the south," Lyla exclaims with satisfaction. She sticks her head inside the robes seeking out Ortik. "You heard them, Ortik. Let's move—a-hem, can you see anything? Smashing into the walls would be kind of bad for our cover..."
Lyla gets ready to enter the southern room, waiting for someone to open the door, and holding a bomb in her free hand.
Karri Chouk |
I am going to assume that all of that took more than 3 minutes ;)
Karri takes the wand of Cat's Grace and casts the spell on herself again.
AC16 with Leather Armor and 18 DEX
Rolth 'The Damned' |
Ortik & Lyla manage to totter over to the door and open it.
Eight cold, iron beds stand here, their sharp frames threaded with worn manacles and stained leather straps. Several are occupied by obviously unwilling patients, each bound and in various states of consciousness, their combined moans murmuring throughout the room. Between them stand several small tables, each strewn with gore-soaked pans, flasks of mysterious fluids, and all manner of cruel-looking cutting instruments. A sizable brown-crimson stain covers much of the eastern wall, as if all the blood from a body once held there had exploded forth in a single violent eruption.
Approaching the door is a greasy, spindly man in grey & black robes, his faded black hair marred by lengths of grey running through it. His black goatee is flecked with bits of blood. A host of vicious-looking scalpels, tongs & saws are neatly arranged on his belt, most of them stained a rusted red from prolonged use. His sleeves are rolled up, and his pale arms are covered in a mixture of blood and other bodily fluids.
"Ah--I wondered who was at the door." The man's voice is slimy and sinister, and sounds more than a little unhinged. "I sent my assistant to check up on the other subjects already--he should be getting back to me with the results in a moment or two."
"Though, just between you, me and this rabble--" The man snorts and waves a dismissive hand at the groaning patients strapped to the beds. "--I wouldn't expect much progress."
Incidentally, I'm imagining him having Mark Hamill's Joker voice here.
Karri Chouk |
Karri steps forward, Legion leaping to the fore as she does so. She tears off the stolen doctor's mask and screams in a thousand voices, "I AM LEGION!!!" Karri/Legion pushes her/its will out onto this Rolth, subjugating him by her very presence.
Intimidate! (Combat style ;) ): 1d20 + 16 ⇒ (6) + 16 = 22
Hopefully that will give him a -2 for a round or two...
Rolth 'The Damned' |
Rolth actually takes a step back in surprise. "...and I'm Rolth. Pleased to meet you."
Though his tone is snarky, it's clear that Karri's sudden outburst has put him on edge. The glow of magic flashes into his hands!
Initiative (Karri w/Familiar): 1d20 + 10 ⇒ (19) + 10 = 29
Initiative (Demitri): 1d20 + 4 ⇒ (15) + 4 = 19
Initiative (Lyla): 1d20 + 3 ⇒ (18) + 3 = 21
Initiative (Ortik): 1d20 + 1 ⇒ (14) + 1 = 15
Initiative (Nalun): 1d20 + 3 ⇒ (16) + 3 = 19
Initiative (Rolth): 1d20 + 2 ⇒ (14) + 2 = 16
Round 1: Everyone but Ortik is up!
Karri Chouk |
See, I told you the disguises would work ;) Look at those initiative rolls!
Karri scrabes a glob of acid from her flesh and flings it at Rolth.
Acid Splash: 1d20 + 4 ⇒ (15) + 4 = 19 for Damage: 1d3 ⇒ 2
Lyla |
Balancing on top of Ortik's shoulders, Lyla pulls out the crossbow and shoots at Rolth.
Move action - draw crossbow
Standard Action: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d6 + 1 ⇒ (5) + 1 = 6 plus poison
Forgot the dicebot was out to kill us
Rolth 'The Damned' |
Lyla's bolt goes flying past Rolth's head.
His eyes light up when he sees the party lined up in a neat little column before him. "Well, that's certainly brave of you." He says as he takes a step back.
"Brave. AND FOOLISH!" He cackles as a surge of electrical energy is gathered in his hands... and he doesn't even notice Nalun's wild shot before letting it fly in a straight line through the party.
Lightning Bolt Damage: 8d6 ⇒ (5, 2, 1, 3, 4, 6, 6, 4) = 31
Reflex Save (Demitri): 1d20 + 3 ⇒ (11) + 3 = 14
Reflex Save (Lyla): 1d20 + 7 ⇒ (14) + 7 = 21
Reflex Save (Ortik): 1d20 + 2 ⇒ (11) + 2 = 13
Reflex Save (Karri): 1d20 + 3 ⇒ (4) + 3 = 7
Reflex Save (Nalun): 1d20 + 7 ⇒ (13) + 7 = 20
Lyla & Nalun take half damage, everyone else takes full damage. Ouch.
Lyla manages to dive off of Ortik's head and Nalun flattens himself against the floor to avoid the worst of it. Unfortunately, Demitri, Ortik & Karri are hit with the lightning bolt dead on. Rolth giggles with glee.
"Seriously, there was another door."
Ortik is up!
Ortik Gutterrat |
I don't suppose a 15 makes it, does it, GM? As a dwarf, I get +2 to saves vs. spells.
Ortik winces as he takes a blast of electricity from the spellcaster, a growling scream coming from his throat. "That hurt," he snarls, stepping over Lyla's prone form and into the room. "But you're going to have to do better than that to kill a dwarf...Rolthie-poo."
Double move. Take your shot, mage.
Rolth 'The Damned' |
Alas, no. DC was 17.
Rolth's eyes narrow as Ortik moves past him, and he lashes out with a knife from his sleeve...
AoO *Shaken*: 1d20 + 4 - 2 ⇒ (3) + 4 - 2 = 5
...and it harmlessly skips off the dwarf's shield. "Ah. I wondered why Jolistina didn't report back."
Round 2: Everyone but Ortik is up!