Moments after Bel'Tanis's first attempt to lift the gate, the two statues in the alcoves next to Midori, begin to animate ans start slashing their glaves covering the entire area.
Attack1: 1d20 + 8 ⇒ (14) + 8 = 22
The blades savagely strike Midori.
Damage1: 1d10 + 4 ⇒ (4) + 4 = 8
Midori take 14 points of damage.
Then with Khrondak and Scoria now helping Bel'Tanis lift the gate, Midori is able roll out of trap and back to saftey.
The next round the the blades continue to slash.
Nasty trap that.
Disable Time: 2d4 ⇒ (4, 1) = 5
Carefully working on the trap to disarm it and taking your time, you like you have the trap nearly disarmed, just one more lever and...the trap springs on you. Two portcullises on each side of the clean section slam shut. You attempt to dive back under before you are trapped.
Disable Check failed by 5+
Reflex vs Trap: 1d20 + 4 ⇒ (5) + 4 = 9
Midori you are unable to dive back in time and are trapped between the portcullises.
Beyond the door in the chamber you fought Lyrie.
This short hallway rises with a sight slope to the east. Five feet from from the western door, the floor is polished and shiny unlike the dusty floor elsewhere. A pair of stone statues depicting stern men wielding glaves stand in the in the alcoves north and south of this clean section of hallway. At the eastern end stand two stone doors, their faces carved with strange runes. Just past the doors is a third alcove in which a partially collapse statue sits. The top half of the statue is missing, leaving behind a ragged stump of a torso.
Are you going to leave Lyrie tied up in the chamber as you look for Nualia?
Scoria, you check over the now unconscious Lyrie, while Midori begins to tie her up with the rope.
List of Items:
Potion of Cure Light Wounds
Scroll of Comprehend Languages
Scroll of Minor Image
Scroll of See Invisibility
Scroll of Sleep
Scroll of Whispering Wind
Fine Silk Gown
A small pouch, containing:
used handkerchief with monogrammed initials "TK"
Ray of Frost
No worries Bel'Tanis, Pathfinder has lots of rules, easy to overlook sometimes. Also I think longstanding groups tend to play their own way too. All the rules sometimes makes me nostalgic for the old D&D B/X series.
Scoria with a final twist of Lyrie's arm, she slumps to the ground unconscious, her wand clattering to the floor.
Midori, you get the rope ready to tie up Lyrie.
Thaddeus you are easily able to Lyrie with the pommel of your sword as Scoria keeps her grappled, however she still has a bit of fight left in her.
Lyrie Round 2
The woman once again struggles against Scoria, "damn you woman let..me...GO."
She then slides a small wooden wand out of her belt and blasts Scoria with it.
Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5
Scoria, take five points of damage.
Everybody else take Round 2 actions.
Bel'Tanis you move behind the pillar, and ready an attack. Scoria moves in and grabs the woman and grapples her. Notick then casts a hydraulic push that knocks her prone. Khrondak then moves in to attack, but misses the woman in all the chaos.
Lyrie is grappled and prone.
Midori needs a round 1 action, and Thaddeus can take round 2.
Thalin and Ralafas are you going around via the street, or trying to move from ship to ship. If going by street it will take 3 rounds.
Queslin, your arrow just misses.
Irontusk Round 1
Melee Attack: 1d20 + 7 ⇒ (9) + 7 = 16
Club: 1d6 + 7 ⇒ (6) + 7 = 13
Irontusk hits Kyle hard, causing the little man to crumble to the floor of the boat.
Kyle, you are at -3.
Thaddeus you step up adjacent to the statue where Lyre is hiding.
She replies back, "Orik is weak willed pig farmer, I serve the lady loyally and soon she will be triumphant..."
The woman suddenly silent as Thaddeus's spell dazes her.
Save vs Daze DC 14
Melee attack misses.
Everybody else is up for Round 1,this may be a quick fight.
Irontusk howls in pain from the sudden punch in the face from Kyle.
The half-orc quickly regains his wits, "Piss off you little orange haired freak, I got a job to do."
Irontusk then grabs his club from his belt, "Looks like you need a good beatin'."
Initiative: 1d20 + 0 ⇒ (17) + 0 = 17
Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Initiative: 1d20 + 5 ⇒ (13) + 5 = 18
Start taking actions.
Khrondak1d20 + 3 ⇒ (12) + 3 = 15
Notick1d20 + 1 ⇒ (6) + 1 = 7
Midori1d20 + 5 ⇒ (14) + 5 = 19
Scoria, Thaddeus and Bel'Tanis you move into the chamber looking for the missing woman. Sudden a gout of flame bursts from first alcove on the north wall. All three of you are caught in the magical flames.
Burning Hands: 4d4 ⇒ (2, 4, 1, 2) = 9
Scoria and Bel'Tanis manage to avoid the worst of the flames, while Thaddeus is fully engulfed in the flames.
Bel'Tanis and Scoria, take four points of damage.
You now see Lyrie hiding behind the statue in the north alcove.
Thaddeus1d20 + 2 ⇒ (19) + 2 = 21
Bel'Tanis1d20 + 1 ⇒ (12) + 1 = 13
Khrondak1d20 + 2 ⇒ (5) + 2 = 7
Notick1d20 + 2 ⇒ (6) + 2 = 8
Midori1d20 + 1 ⇒ (2) + 1 = 3
Scoria1d20 + 2 ⇒ (8) + 2 = 10
Lyrie 1d20 + 3 ⇒ (16) + 3 = 19
Scoria, after quaffing your potion, you peer into the room, you see no sign of the woman.
The chamber is a hall of some sort with statues in each of the four alcoves. All of the statues depict the same person (holding a book and a glaive), they are all heavily damaged and lean on the western wall of the alcoves.
Unlike other doors on the upper level the door at the far end is much sturdier in construction. .
Irontusk still continues his work on the boat he his on, he does not appear to notice anybody looking for him as you continue to walk along the pier.
Kyle you are still walking around to the other pier were Irontusk's boat is tied. Takes 3 rounds to walk around the buildings.
The rest the party is still roughly at the same location, 1 pier over.
Scoria you your second attack on the woman goes wide and she easily dodges out of the way as she runs past you.
Will Save vs Daze
Thaddeus the woman resists you spell.
Scoria you chase the woman down the stairs which at the bottom is a short hall that ends in an open door. Beyond the door is a large shadowy chamber, a small lamp lights the room at the far side. You see no sign of the woman.
The entire party is behind Scoria.
I'll post a map tomorrow to give you an idea what the area looks like.
Scoria you burst into the room running up the side of the table. You bash the woman in the face. She quickly gathers her wits and back peddles away from you. She quickly turns and runs behind a bookcase against the back wall (which was partially open) and runs down a set of steps leading deeper into the dungeon. A white cat dutifully follows her down.
The above was the surprise round, I'll post up a combat map later this afternoon and we will go from there.
Sorry all work has been crazy...everybody trying to get work done before the year end freeze.
After clearing up the battle on the streets with the city guard and assuring Theldrat that you will retrieve his key you head off to Barge End.
Barge End is a shanty hugging the banks of the Selintan River, barges are docked up and down the length of the ramshackle town. The place is abuzz with activity.
Diplomacy Check to inquire about Irontusk in Barge End.
Scoria, you hear nothing behind the last door, you open it and look inside, the appears to be some sort of research room, a long table dominates the room, it is littered with scrolls, tomes and the like. At the back of the table sits a dark skinned woman with braided hair and dressed in fine silk robes emblazoned with mystic runes, she immediately stands up as you enter.
"Who the hells are you?"
The lead of the watch looks satisfied with he explanation.
"Well if you are going to try to locate Irontusk, keep the watch informed if you catch him, we would like a word as well."
With that the watch drags the thief up to his feet and start to drag him towards the city garrison dungeons.
On to Barge End?
The captured thief continues to stammer, "'ll I know is Irontusk n a be found n Barge End, I thik he work o th boots. He lok lik an orc, es tusk cap n da iron medal."[b]
The leader of the guard patrol then asks everybody gathered, [b]"Does anybody here know anything about a robbery yesterday at the Greyhawk City Library, it also happened in the dawn of the morning."
The lead of the watch steps forward to Queslin, "I can see that or was this some vendetta? "
Theldrat speaks up to the guard, "Sir I do not know these people, but they attempted to apprehend these looters of my shop. The looters then attacked them. They were forced to defend themselves, one was slain the other wisely surrendered. He told us, another thief named Irontusk has taken a family heirloom from my shop and these good people want to help get it back."
"I believe they call themselves the "Diamond Lake Delvers," at least that is what the red haired one told me."
The guard then looks at the assembled party, "Is that so?"
Scoria, you approach the door to the area where Orik said Lyrie would be found. You listen at the door, but you do not hear anything.
You are in the small hallway 5'by10' past the art room.
You open the door to the chamber to find a room with a large table dominating it with several chairs. The table is covered with papers. Against the west wall a large slate board. Drawn on the board is what looks like a map of Sandpoint with avenues of attack drawn at various points around the town.
There is another door to the north and another on the west wall that exit from this room.
The thief wets himself at Queslin's threat, "Eys don wan no truble, just tryn' to make a livin is all. Tha guy yus lookin' fer hangs o round barge end, jus nord o the berg."
Theldrat seems to go into a panic, "Please recover my key...it is very important, it is the only thing missing."
Just then a squad of the Greyhawk Watch are just down the street heading towards the shop.
Scoria, you head down the hall to the "goblin art room", which is a small ten by ten chamber with two doors. The lower half of the room's walls are covered in crude goblin drawings that are mostly of violence towards humans, dogs, horses and so on. However one picture stands out, in the background is a cross-sectional representation of Thistletop. A cave has been drawn into the center of the map. Inside the cave is an image of very large muscular goblin with snake like eyes, in each hand it welds a large dogslicer. By the scale of the drawing the creature would be at least thirty feet tall.
"The only way to the lower level darlin', is up that north passage, take a left at the goblin art "gallery". You will find a hidden door off the planning room. Set of steps lead down. Lyrie will probably be in the planning room studying."
"All right Sergeant, I will take you up on your offer, looks like you guys are the horse to bet on at this point. I just hope you all are not late."
Orik then readies his gear and prepares to leave, and looks at Scoria,"When you get back to town darlin', lets get a drink or two," he then gives Scoria a sly wink.
As he walks out of the chamber he turns on hearing Notick's question, "We that was the whole point of the raid, to get her dead father's body, I'm guessing she needed it for the final ritual to release the daemon."