Jacques N'Fey |
"Perhaps under the loud and untrained horse?"
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Veres Sol |
"I did say you were clever. Quite clever in fact if I recall correctly." Veres says with a crooked smile.
Veres Sol |
"Why bring their clothing back here if that's the case?"
"Well Zorhas, I don't know why exactly, but..." and Veres goes on to remind him about one of the sisters from earlier in the evening.
Two women in aprons, slightly younger than Addas but bearing undeniable familial resemblance, emerge from the kitchen. One carries a large butcher's knife, another's wrists are in deep red smears. The one with the knife also wears a yellow scarf around her neck, which looks oddly familiar - you recall Amauhak draping in a similar one back on the boat.
-->Emphasis mine in bold
I know Jacques noticed that before because he commented on it. I am guessing the others missed it. she thinks to herself.
Jacques remarks, "Madam Grymble, that scarf your sister was wearing was simply stunning."
Veres Sol |
Still waiting for the results from all of our perception checks. If we find something, like a hidden or secret door, Veres will take 20 to find traps for a 25. I recommend Zorhas takes 20 for a 30 now that I look at it. If we don't find traps we will go through, though, though the order is up to you all, as Veres will take the middle if it ends up being single file. If we don't find anything down here by way of another passage, we will head back up and inspect the stable area more closely, focusing on the area near the unbroken horse. Anyone say otherwise?
Zorahas |
Thanks for the reminder Veres! That plan sounds good to me. And yeah I will take 20 for 30 on perception wherever necessary as we go through here.
CyberMephit |
Sorry I am away on travel this week and posting will be limited
You don't find any hidden secrets in this room. Two heavy oaken doors lead out - the east one is locked, but the south one is not.
Beyond the south door lies a bare and featureless corridor that goes on for a while before turning east. Another locked door leads north from this section. A few faint bloodstains mark the floor. The corridor ends in an unlocked door.
The next room is untidy, with pieces of broken furniture and some soiled clothing lying around. A cursory examination of the clothing reveals that it is of dwarven make and forms three complete outfits. A ladder leads to another trapdoor in the ceiling. This room continues further north, opening up into a cluttered cellar with several stacked chairs and tables, as well as casks with mead and ale. A door to the northwest is locked - likely leading to the same area as the one in the first room.
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Carrick Castermill |
Are we able to reveal parts of map?
CyberMephit |
Can't do it from my mobile... will refresh the map first thing tomorrow morning.
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Elemenar |
"Are any of you able to unlock these doors? I have no skills in such things." Elemenar tries the locked door again, just to be sure it is locked.
I tried the east door in the first room we were in (where we are on the map).
Jacques N'Fey |
Nobody has Disable Device? I guess we're going to have to break doors down then. That will be loud....
"I'm going to guess that the ladder leads outside. Possibly into the stables or the groundskeeper's house.
It is possible that we might find the key to these locked doors there.
By these clothes, it is almost certain that our missing dwarves were here at some point and might possibly still be behind these locked doors.
There don't seem to be many options. Either we go up the ladder or try to bash in one of these doors."
I had taken my armor off before dinner. I am assuming that we did not take time to don armor again.
Carrick Castermill |
Can anyone pick the lock? Carrick looks around at the fellow Pathfinders.
If not we have two choices, go hunt for keys or break it in. Either way we stand a good chance of making our presence and agenda know. What says everyone.
Veres Sol |
"I vote for up, as I don't want to make anymore noise than we have already with the tub. If we find nothing there, the we come back.
I'm a bit surprised the society didn't send someone skilled with locks, but then again perhaps they expected us to use other means and figured that was enough."
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Jacques N'Fey |
"Up sounds good to me"
If there is no dissent, Jacques will head over to the ladder that does not lead back to the bath and attempt to stealthily open whatever door is at the top and peek his head through.
Stealth: 1d20 + 5 ⇒ (18) + 5 = 23
Zorahas |
"Yesss, someone here must have a key," hisses Zorahas in frustration. "Let's see if we can find that key without waking up the whole place."
Carrick Castermill |
Carrick thinks about it more for a few seconds and listens to the others.
You know, we are already in a secret basement that can only be accessed in hidden places and there is some evidence of malfeasance with these cloths. We're six strong, and as a far as we know there is only the sisters and the slow stable hand in the inn. I don't see a reason to keep up our cover really. We might spend hours sneaking around looking for the key, I'm not sure I have the patience for that.
He pauses, then Let's just break it down!
Jacques N'Fey |
"I agree with your reasoning, Carrick.
I don't want to spend hours looking. However, a quick look at the top of this ladder will not slow us down overmuch.
If there is no key, and nobody we can convince to give us a key, we will come right back and bash in a door.
Agreed?"
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Elemenar |
Elemenar sighs at the conversation. "Gentlemen, brute force is usually not the only answer. Let's use some caution, and intelligence, before we start bashing things." He nods at Jacques, "I at least agree with checking this ladder. After that, well, maybe we'll start bashing."
Carrick Castermill |
Fair enough Carrick concedes.
Veres Sol |
"Since we are all in agreement then, shall we? Good. I'm glad that's settled." Veres says hoping to find find the missing dwarves soon.
I hope the dwarves can hold out a little while longer. May Sarenrae protect them.
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GM CyberMephit |
Before going up the stairs, map slightly updated:
Zorahas finds a well-hidden secret door behind the stacked barrels in the cluttered chamber, but it is also locked. Veres inspects the door for traps but can't spot any.
Who goes up first? I'll assume Jacques.
As you climb up the ladder, you hear whinnying and hoof stamping from beyond the trap door - it must be coming from the stall with the restless horse. The trapdoor is hard to open, and when you finally manage to move it a bunch of hay falls through.
As you move up into the stall, roll Perception. You can take 10 but not 20 at this point.
Jacques N'Fey |
Perception: 1d20 ⇒ 9
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Jacques N'Fey |
"Yep. It's the horse. I don't see anything like a key up here. If someone else wants to look, fine.
We might as well start bashing doors."
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Veres Sol |
Perception: 1d20 + 5 ⇒ (19) + 5 = 24
"Let's see if I can see anything you may have missed." Veres says as she peers through the open trap door, careful to avoid the horse as best she can while still getting a look at the surroundings.
Zorahas |
perception: 1d20 + 10 ⇒ (12) + 10 = 22
"We may have no choice but to break through those doors after all. We will just have to be prepared for whatever responds to the noise."
GM CyberMephit |
You notice that the gate out of the stall is trapped, but can't see any means to bypass the trap. The trap is likely intended against intruders into the stall from the outside, to prevent them from discovering the hatch from whence you came.
The stall you're in has nothing of interest except for haystacks. The restless horse is in the nearby stall.
Zorahas |
"It seems there is nowhere useful to go up there. It is time to break down these locked doors." He rolls up his sleeves and prepares to help push.
strength Aid Another: 1d20 ⇒ 11
Carrick Castermill |
After seeing Jacques struggle with the door, Carrick gives it a try,
Anyone have a crowbar? He says as he struggles to pull it open.
Strength to break open: 1d20 + 3 ⇒ (3) + 3 = 6
GM CyberMephit |
Yes that's right Criscius, with the aid another that brings you up to 15... which is still not quite enough :)
All your pushing and kicking does little to the heavy door except leaving a few dents in it. But just as you catch your breath before attempting the next assault, a metal clang can be heard from the other side of the door as it opens up from inside!
From the darkness beyond the door first comes a rank and fetid stench, followed by two hideous fleshy forms with half-formed limbs and dripping tumorous faces, gushing forward like roiling waves of flesh!
These are lemures - the least of Hell's denizens. While they lack any of the greater devils' fearsome abilities, they share the basic traits of devilkind - resistance to acid, cold and weapon damage (though vulnerable to silver), and immunity to fire and poison. They are little more than mindless blobs of flesh, and as such are also immune to the mind-affecting effects.
Initiative:
Enemy1: 1d20 ⇒ 1
Enemy2: 1d20 ⇒ 4
Carrick: 1d20 + 4 ⇒ (11) + 4 = 15
Criscius: 1d20 + 7 ⇒ (15) + 7 = 22
Veres: 1d20 + 1 ⇒ (1) + 1 = 2
Jacques: 1d20 + 4 ⇒ (11) + 4 = 15
Elemenar: 1d20 + 2 ⇒ (7) + 2 = 9
Zorahas: 1d20 + 3 ⇒ (5) + 3 = 8
Action Order: Criscius, Carrick, Jacques, Elemenar, Zorahas, Enemy 2, Veres, Enemy 1
Carrick Castermill |
Carrick summons Iomedae's power and attempts to detect if the vial creatures are evil. Criscuis he calls out, Let them come to us. He then readies himself for there advance.
move=detect evil; ready standard action
Mwk Longsword: 1d20 + 8 ⇒ (2) + 8 = 10
damage: 1d8 + 3 ⇒ (7) + 3 = 10
Jacques N'Fey |
Sorry, only Criscius was bolded, so I thought we were supposed to wait for something.
Move diagonally to eliminate cover (unless the crates provide cover), then ready an attack for when the enemy steps through the door.
Bow,Point Blank: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Damage,PB: 1d8 + 1 ⇒ (6) + 1 = 7
Elemenar |
Sorry, I also thought you meant for us to go in strict order.
Elemenar snarls in disgust. "What disgusting creatures!" He raises his right arm above his shoulder then whips his hand forward towards the creatures like he's throwing a ball. A white ray of icy frost shoots from his palm and streaks through the air towards the undulating creatures.
ray of frost@west monster, ranged touch: 1d20 + 2 ⇒ (15) + 2 = 17
damage,intense spells: 1d3 + 1 ⇒ (2) + 1 = 3
Zorahas |
Zorahas sends a ball of force after Elemenar's ray of frost, striking the same disgusting monster.
magic missile: 1d4 + 1 ⇒ (1) + 1 = 2
GM CyberMephit |
Yes, I do try to have you go in order, but the first two players have posted so now it was your turn :)
Both spells hit their loathsome target, however Elemenar's frost ray does not seem to have any effect at all. The monster moves through the door to attack. Jacques lets an arrow loose, but in his haste does it slightly sooner than necessary and it flies past the monster's deformed face. Carrick's sword also cuts the air, but Criscius manages to land a solid blow. However, he discovers that the creature's rubbery flesh is unnaturally resistant to steel, and the cut doesn't do as much damage as one would hope for.
The monster fights back at Criscius with its fleshy arms:
Atk1: 1d20 + 2 ⇒ (13) + 2 = 15
Atk2: 1d20 + 2 ⇒ (3) + 2 = 5
Dmg1: 1d4 ⇒ 2
Criscius underestimates the range of its blows at first and gets hit, but then becomes more careful with his parrying.
Action order: Elemenar, Zorahas, Criscius (10 HP), Carrick, Jacques, Enemy2 (-3 HP), Veres, Enemy 1
Veres Sol |
Know planes: 1d20 + 2 ⇒ (10) + 2 = 12
At the sight of the gruesome creatures assaulting her friends, Veres shouts, "Those are lemures! They are mindless devils that are resistant or immune to elemental effects!"
She then begins to sing as she draws her bow and moves back to cover the other door should it open with more threats.
Inspire Courage:+1 Competence bonus to attack and damage, as well as to saves vs charm and fear.
CyberMephit |
Criscius did 1 damage, the devil did 2 damage The second devil lingers behind in the darkness, unable to make his way past the bloated form of its partner blocking the doorway. Round 2 begins, order posted above, Elemenar is up
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