Vailis |
Zac, maybe you can also try Perception checks to help find out clues
GM Baerlie |
As Vailis turns the key in the lock you hear a crackling sound and suddenly you see two summoned devils behind you in Zarta's sleeping room. They are protecting the hidden room so they attack immediately.
Init. Argus: 1d20 + 2 ⇒ (17) + 2 = 19
Init. Vailis: 1d20 + 3 ⇒ (9) + 3 = 12
Init. Eidi: 1d20 + 1 ⇒ (15) + 1 = 16
Init. Sebastian: 1d20 + 2 ⇒ (1) + 2 = 3
Init. Zymir: 1d20 + 0 ⇒ (20) + 0 = 20
Init. Zac: 1d20 + 9 ⇒ (5) + 9 = 14
Init. Imps: 1d20 + 3 ⇒ (6) + 3 = 9
Round 1
Zymir
Argus
Eidi
Zac
Vailis
Imps
Sebastian
Vailis |
K. Planes: 1d20 + 5 ⇒ (15) + 5 = 20
Startled, Vailis shouts "Oh my! Imps!"
Then, before anyone else engages in combat Vailis says some arcane words and points at one of the imps. A bolt of acid comes from his hand
just scraching the face of the small devil.
acid splash (range touch AC): 1d20 + 2 ⇒ (18) + 2 = 20
acid damage: 1d3 ⇒ 1
Then he steps aside looking for protection and finally he places his hand in his back drawing his spear willing to defend wildly his space.
Standard action: cast acid splash (the imps are Tiny thus I asumed no AoO)
5-foot step
Move action: draw spear
Are the imps flying and disarmed?
Eidi |
Seeing his mate attacking at the flying beasts, Eidi steps back and with his long claws tries to hit the Imp with all the share strength he is able to manage.
Claw (power attack): 1d20 + 3 ⇒ (10) + 3 = 13
damage: 1d6 + 5 ⇒ (3) + 5 = 8
Claw (power attack): 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d6 + 5 ⇒ (6) + 5 = 11
Eidi has reach 10'. The imps are flat-footed thus I hope at least the second claw is able to hit
GM Baerlie |
The imps are not flying at the moment and don't have a weapon, but a tail with a sting.
Vailis |
After a bit of thinking Vailis shocks his head Damn it! I should have remembered about their resistances then he shouts for everybody to know "These creatures are Imps! Tiny evil outsiders, we will need good or silver weapons to harm them. Plus don't try to attack with fire, poison, acid or cold sources as they are also resistant." then taking some extra breath "And we need to finish them fast as they have a fast metabolism particularly good at healing their wounds!"
Zymir al-Qa'im |
Knowledge Planes: 1d20 + 9 ⇒ (2) + 9 = 11
Zymir springs into action but is too distracted to identify the creature. He takes a quick step back and retrieves a wand. Raising the wand into the air he recites a few words and the party feels a warm rush of energy wash over them.
Wand of Bless
+1 on Attacks and saves vs fear.
Argus Keld |
Finally, something I excel at. Argus calls as his knuckles crack. He steps forward toward the imp near Sebastian before striking out at the tiny creature with a pair of strikes.
5' step, toward the blue imp. Then using Brawler's Flurry to attack with my silvered cestus
Brawler's Flurry w/ silvered Cestus: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Brawler's Flurry w/ silvered Cestus: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
huh, that stinks
GM Baerlie |
While Zymir blesses his companions Argus tries to kill the closest imp, but they are too fast. Eidi throws his claws at the imp in front of the bed and both claws hit. Zac hits the same imp with his axe. You can see that these wounds close fast. Vailis' acid splash hits, but the acid runs down the imp's body like water.
1d2 ⇒ 2
The imps start to act now. They use their tails to stab Zac and Argus.
Red vs. Zac: 1d20 + 8 ⇒ (13) + 8 = 21 Damage: 1d4 ⇒ 3 + poison, DC13 Fort to resist
Blue vs. Argus: 1d20 + 8 ⇒ (4) + 8 = 12 Damage: 1d4 ⇒ 2 + poison, DC13 Fort to resist
Round 1
Zymir
Argus
Eidi
Zac
Vailis
Imps
Sebastian
Imp red -14 HP
Imp blue
Sebastian Mapplethorpe |
Possessing a mundane rapier and lacking any sort of electrical or sonic attack, Sebastian pulls out his weapon and decides to harry the imp in front of him to make it easier for Argus to hit. While doing so, he holds his rapier defensively to protect himself from attack.
Aid Another Argus + Bless -Combat Expertise to Raise AC: 1d20 + 2 + 1 - 1 ⇒ (20) + 2 + 1 - 1 = 22
Looks like he should have attacked instead. Them the breaks.
Argus has a +2 to his next attack roll, and Sebastian's AC is currently 16.
Zymir al-Qa'im |
Tiny Diminutive, and Fine Creatures: Very small creatures take up less than 1 square of space. This means that more than one such creature can fit into a single square. A Tiny creature typically occupies a space only 2-1/2 feet across, so four can fit into a single square. 25 Diminutive creatures or 100 Fine creatures can fit into a single square. Creatures that take up less than 1 square of space typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack in melee. This provokes an attack of opportunity from the opponent. You can attack into your own square if you need to, so you can attack such creatures normally. Since they have no natural reach, they do not threaten the squares around them. You can move past them without provoking attacks of opportunity. They also can't flank an enemy.
Just as the desert heat plays tricks on the mind so does the haze of combat! Zymir raises his hand and points to the Imp in front of Sebastian, and his eyes narrow in concentration.
Murderous Command DC 16 on Blue Imp
Vailis |
Unless the sting has special reach, I think Argus and Zac has right to AoO
Vailis starts chanting some arcane words as he walks towards Eidi touching him. A yellow magical force moves in front of the eidolon, then dissapears in the air, yet creating a protective barrier between him and Imp.
Eidi gains +4 shield AC during 10 minutes
Move action: Walk to Eidi
Standard action: Shield spell over Eidi
Edited to correct target as Zymir points Shield is personal only
Zymir al-Qa'im |
@ Vailis - Shield is Personal only. You can only cast it on yourself or Eidi
Eidi |
Eidi goes over the Imp trying to slash him with his claws while this one goes over Zac, profiting the open flank to more effectively try to hit.
Claw (power attack): 1d20 + 3 + 2 + 1 ⇒ (10) + 3 + 2 + 1 = 16
Damage Slashing/bludgeoing: 1d6 + 5 ⇒ (6) + 5 = 11
Claw (power attack): 1d20 + 3 + 2 + 1 ⇒ (12) + 3 + 2 + 1 = 18
Damage Slashing/bludgeoing: 1d6 + 5 ⇒ (6) + 5 = 11
Argus Keld |
AoO: 1d20 + 5 ⇒ (2) + 5 = 7 Good grief... bad virtual dice, bad
Frustrated with his lack of ability to hit the strange creatures, Argus thinks back to the training he's had, all the drills that were worked into his mind. With a roll of his shoulders, he brings the endless drills on how to properly wield his weapons to his mind before lashing out again.
Move Action: Using Martial Flexibility to gain Weapon Focus with my Cestus. Then Brawler Flurry again.
Attack 1: 1d20 + 3 + 1 + 2 + 1 ⇒ (11) + 3 + 1 + 2 + 1 = 18 Bless, Aid, Weapon Focus
Attack 2: 1d20 + 3 + 1 + 1 ⇒ (13) + 3 + 1 + 1 = 18 Bless, Weapon Focus
Damage 1: 1d4 + 3 ⇒ (1) + 3 = 4
Damage 2: 1d4 + 3 ⇒ (2) + 3 = 5
All damage done by silvered weapon
Martial Flex (Weapon Focus): 10/10 rounds
GM Baerlie |
AoO
Zac and Argus use their chance to hit the imps while they are close enough to sting, but are not able to do any damage.
Zac can still do his 2nd round attack if he wants to, the blue imp is still Standing
Round 2
DC16 blue Imp: 1d20 + 4 ⇒ (19) + 4 = 23
Zymir casts a spell at the imp, but the imp just thinks Yes, that's true. Argus continues to slice at the imp with his silver weapon and lands two hits. While Vailis casts shield on Eidi, the eidolon lands a hit with his claw which causes the red imp to be sucked back into the woodcarving.
Round 2
Zymir
Argus
Eidi
Zac
Vailis
Imp
Sebastian
Imp red - disappeared
Imp blue -9 HP
Sebastian Mapplethorpe |
Seeing how effectively one of the imps had been dispatched already, Sebastian tries his luck at stabbing the remaining vile creature with his rapier despite Vailis' warning about his weapon's unsuitability.
Rapier+Bless: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
GM Baerlie |
1d3 ⇒ 2
Zac swings at the imp in front of him, but the imp is too fast and dodges aside. The imp approaches Sebastian and attacks him with it's sting.
Attack: 1d20 + 8 ⇒ (14) + 8 = 22 Damage: 1d4 ⇒ 4 +poison, DC13 Fort save
Round 3
Zymir
Argus
Eidi
Zac
Vailis
Imp
Sebastian
Imp red - disappeared
Imp blue -12 HP
AoO for Sebastian + normal attacks for the rest of you
Sebastian Mapplethorpe |
Fort Save: 1d20 + 1 ⇒ (18) + 1 = 19
"A pernicious pest, aren't we?" Sebastian says to the imp with a sneer as he returns the sting with a thrust of his rapier.
Rapier AoO: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
Confirmation+trait: 1d20 + 2 + 1 + 1 ⇒ (6) + 2 + 1 + 1 = 10
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
He tries for another strike for good measure.
Rapier: 1d20 + 3 ⇒ (3) + 3 = 6
As his luck appears to have run out, he steps out of way of the more martial party members.
Vailis |
Vailis swings his spear towards the Imp, trying to give Argus an advantadge while he fights the pesky devil.
Vailis aid Argus attack: 1d20 - 1 + 1 ⇒ (4) - 1 + 1 = 4
"Are you ok sir? Have that sting affected you?" he shouts at Sebastian while he fights.
Eidi |
Eidi walks towards the Imp avoiding the bed, and defending with his body both Vailis and Sebastian. He then launches one of his powerful claws over the Imp but he flies up effectively dodging the attack.
Claw (power attack): 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Slashing/Bludgeoning damage: 1d6 + 5 ⇒ (5) + 5 = 10
Sebastian Mapplethorpe |
"Give me few moments to concoct an extract and I'll be back in fighting form in no time." Sebastian responds with a grateful nod.
Zymir al-Qa'im |
The Paracountess does love her pet imps. Zymir states as he puts away his wand. Now, let us see what they were guarding.
Vailis |
"So it seems lord Zymir. Let's go, I hope this can guide us to the secrets hidding the Paracountess" walking to the open lock he adds "But I am unsure we have found all we could in this office, we probably want to take an extra look afterwards." And saying so he goes into the next room and starts looking for clues, helped by Eidi.
Perception Vailis: 1d20 + 0 ⇒ (1) + 0 = 1
Perception Eidi: 1d20 + 4 ⇒ (18) + 4 = 22
GM Baerlie |
In contrast to the large and lavish rooms that make up the rest of this side of the embassy, this secret study is cramped, utilitarian, and sparse. Almost all of the room is taken up by a Long desk topped by a series of cubbies full of papers and curios. The desk itself is clear except for a Piece of paper and a small, framed Portrait of Venture-Captain Ambrus Valsin with a lipstick kiss-mark on it. The walls of the room are irregular and look as if the room was shoehorned into wasted space between other rooms. Like the rest of the personal Chambers, this room is windowless, and is pierced only by the secret door and an air vent in the southern corner.
Eidi finds a paper on Zarta's desk. When examining the Portrait of VC Valsin Eidi finds another paper which looks like a secret message.
Sebastian Mapplethorpe |
Once the paper and secret message are presented to Sebastian, his mind instantly goes to work trying to decode them.
Unless there is a skill check to be made for clues, I'll have to look at this in more detail when I have more time.
Sebastian Mapplethorpe |
Intelligence Check: 1d20 + 4 ⇒ (13) + 4 = 17
"I believe I'm onto something here, Gentlemen! Give me a little bit of time."
Argus Keld |
Argus watches as the imp is sucked back into the woodwork, his eyes scanning the area for any more threats.
See what you can figure out Sebastian. But we need to find some more information for the Venture Captain.
Argus then heads back to begin searching the "torture chamber" for anything clues.
Perception: 1d20 + 8 ⇒ (3) + 8 = 11
Eidi |
While Vailis thinks with Sebastian, Eidi takes a look with Argus the other room, looking under the bed, the table, the painting, the doors, the wall, the cailing and every single bit of a place in the 3 rooms.
Perception Eidi (in case he cannot take 20 on all the search): 1d20 + 4 ⇒ (11) + 4 = 15
Zymir al-Qa'im |
Zymir will help Zac, by casting light.
GM Baerlie |
Tucked behind the vent in this room is a valise containing 50 gp, four Opals worth 300 gp each and a hat. The valise also contains a pouch with dust inside, a cloak and official-looking documents establishing
several different false identities for Zarta Dralneen. This was Zarta's quick getaway bag, but she didn't have enough advance warning to take advantage of it.
In the ventilation tunnel Zac can see that it splits into two tunnels to the left and right. like a T intersection At the corners he can see a lion painted on the left side wall and a banner painted on the right side. The ventilation tunnel is 3ft wide and 3ft high.
Argus and Eidi can't find anything of interest in the other three rooms.
Sebastian Mapplethorpe |
"Eureka! I've cracked the code!" The investigator announces triumphantly, "I merely needed to notice that the letters in the coded message at the bottom match the exact placement and punctuation of the first section of the uncoded missive at the top. From there it's merely a simple substitution cypher, although it is missing more than a few letters in the alphabet." With that, Sebastian goes to work translating the serial code document.
Zymir al-Qa'im |
Zymir will study the contents of the bag.
Detect Magic
Spellcraft: 1d20 + 9 ⇒ (9) + 9 = 18
Zac Freelan |
Zac will go left in the ventilation shaft, but he will stop along the way to look when there are lookout points in the shaft, where I can view what is going on in other rooms.
Argus Keld |
So she had stuff prepared to disappear in case of an emergency, but wasn't able to use it.
Sebastian Mapplethorpe |
Sebastian works quickly to translate the serial number document, nodding to himself afterward, "Unsurprisingly, it looks like a list of names, although with the current cypher only two are complete. If each of you gets a moment, perhaps you can look them over and see if any of them seem familiar or relevant."
Noravia A--us
Imperia Ra-ian
Patronicus Drendane
Tancred Desimire
-urco Tana-ian
Pavanna A-ario
Aerodus A--us
-rachius Ratariod
Letters missing from cypher: B, F, G, K, L, Q, X, Z
Sebastian then takes a moment to see if any the names have particular relevance to him.
Knowledge (local): 1d20 + 8 ⇒ (6) + 8 = 14
+ Inspiration: 1d6 ⇒ 3
Vailis |
Vailis takes a look at the names "They don't look familiar to me. Neither I understand how can they be relevant to our investigation. I don't think she has left without his disguise. She either is here hidden somewhere, or dead and someone took her body. I am startled about the captain photo and what relation it has with this." He then detects magic looking for auras in the fourniture, the equipement found, and all objects we have picked up.
spellcraft: 1d20 + 5 ⇒ (8) + 5 = 13
Argus Keld |
K. Local: 1d20 + 4 ⇒ (15) + 4 = 19
Hmmm some of those do seem a bit familiar. We'll have to look into that, but perhaps we should follow the big guy so he doesn't get himself into trouble.
Artix gestures toward the air duct where Zac disappeared.
GM Baerlie |
There is not much information about Tancred Desimire, but the Desimire family is a noble chelaxian family.
Vailis can't find any magic in this room.
Zac enters the ventilation shaft and takes the left path at the lion. At the next intersection he can see a picture of scales to the right. To the left is nothing but blank walls. When looking into other rooms he does not see anything unusual. Rooms with beds, rooms with desks. Most of them are empty.
Zymir al-Qa'im |
What about the Zymir's detect magic and spellcraft on the stuff found in the air duct?
Watching Zac move down the duct he sees the to symbols at either side of the T intersection. Looks like there is a maze of ducts leading through out the embassy. Not sure we should explore to far without a map of some sort.
Vailis |
"I agree with Sir Zymir. We were told to find what was going on and then came back to the reception." then Vailis starts looking below desks, inside wardrobes, below the bed, and analyzes every single object on the rooms.
Perception: 20 - 0 = 20
Zymir al-Qa'im |
Zymir will update the Venture Captain, via the message spell, on their progress and ask if this is enough evidence.