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In case you are unsure, the black pudding is in the middle of the room on the raised area, it is currently outlined by black lines on the map, and you have yet to walk on it. Many of the frescoes and pillars and chandeliers are there. You haven't walked into that area and you haven't examined those yet either. At this point it hasn't moved or attacked you
As long as you don't try to remove the sword on the statue it won't go off
Heading south out the door to the room you slept in, you head up the stairs to the east to go out of the room past the statue. Once on top and passing the area with the black floor, Kelkzar and Rowena notice this time that the floor is a living thing! (and likely the reason the sound is muffled in this room.) However it hasn't made any hostile moves towards any of you while you have walked by it.
Re-post the description:
This two-tiered hall shines with purple light from four large chandeliers. A large black sphere hangs between them. The chandeliers seem to be sculpted with small humanoid figures in silvery metal. A second-floor gallery with arches and spiral striped pillars runs the length of the hallway to a second set of large double doors. The black tile floor absorbs the light from the chandeliers, and even sound in this chamber seems muted and dull.
Knowledge (dungeoneering) DC 17:
This inky black blob is a black pudding. This result reveals all ooze traits.
Knowledge (dungeoneering) DC 22:
A black pudding is a mindless predator that attacks creatures by lashing out with its pseudopods, then attemps to crush them to death. This particular creature is an elder black pudding and is the size of the floor (20'x30')
Knowledge (dungeoneering) DC 27:
A black pudding continuously secretes acid that digests prey even as they struggle to escape the pudding’s grasp. Black pudding acid dissolves organic materials and metal, but not stone.
Knowledge (dungeoneering) DC 32:
Any weapon striking a black pudding is immediately subjected to the ooze’s acid and may be instantly dissolved. In addition, the pudding’s amorphous mass is utterly unharmed by attempts to hack it to pieces. Instead, slashing or piercing weapons split the pudding in half, creating two smaller — but otherwise just as dangerous — puddings.
The sailors who jumped overboard swim to the docks and keep going, never to be seen again.
The crew member you captured knows only that their boss, Vark, was going to pay them 20 gp a piece to help load the crates of animals onto the Blue Nixie and then a few days later onto another ship in the middle of the night.
Vark doesn't talk at all, no matter how hard you put the screws to him.
Rowena spends a couple hours fiddling with the locks finally opening all 6 chests. Everyone else is ready by the time she done to move along
Linguistics Rauno: 1d20 + 20 ⇒ (14) + 20 = 34
loot: wand of eagle's splendor - 15 charges, set of three clay tablets written in Vaati (Deciphered by Rauno to be revealed as love poems, the set is worth 500gp), set of scrolls long crumbled to dust, robes that turn to dust as soon as they are touched, and a matching set of platinum necklace, ring, and earrings worth 8,000gp as a set (or 1,500gp each).
Having a full night's sleep, uncovering some treasure, you are ready to move along. What would you like to do first
Perception Morgana Darya: 1d20 + 4 ⇒ (16) + 4 = 20
Perception Celentria Sha'Leirin: 1d20 + 4 ⇒ (2) + 4 = 6
Perception Quartle: 1d20 + 7 ⇒ (7) + 7 = 14
Perception Julian Binetti: 1d20 + 6 ⇒ (19) + 6 = 25
Perception N'Dateh: 1d20 + 7 ⇒ (3) + 7 = 10
It appears the crew member down here tried to light everything on fire, and the smoke enraged the Rhagodessa which broke its cage and killed everything down here. What you can gather is that Vark had these exotic animals stored here to sell later.
Searching the ship outside of the captain's quarters doesn't reveal anything much of value. However inside there Morgana finds a large trunk with Vark's personal items. Included with his items is a bag with 100pp in it. (The very amount Lavinia paid him)
Julian also finds a hidden section in the headboard of the bed. Lavinia's father's signet ring is found there with a small scrap of parchment threaded through it. Written on it is a strange list of monsters.
Chimera looks to sunrise
I'm ok with saying you or someone had some lockpicks in a pouch as a spare for Jirin when she was in the party and never took them out. (either forgot or for sentimental reasons).
I also don't have a problem with the other trait, fluff is easily changed and a +1 to damage for you will not be earth shattering! Might be awhile to catch up on skill points for disable device though.
Gaseous form lasts 22 minutes for you so you can check out all 6 chests!
The various things found in the 6 chests are: a wand, 3 tablets carved with glyphs that resemble the ones you have seen in this area, a set of scrolls that have crumbled into dust, silk gowns and robes, and matching platinum necklace, ring and erring set.
You can get this ability from your level and use it before Rauno finishes memorizing spells if he wants to take less knocks for something specific from this list or bust it open.
Since you get a feat this level you can take the feat as the pre-req to take the class.
I haven't really looked much at the class, but following the Obedience seems hard to maintain. I am not really clear what class abilities you lose if you cannot do it.
You also need to find a deity that makes sense for your character. Since you follow the empyreal way one of the Empyreal Lords makes the most sense, or even Sarenrae with Quintus being a follower and her being an ex Empyreal.
Check out the Deity Obediences at this site under the deity's name if you need to see what they are for specific deities.
Ok, I will have Julian come down the stairs to G9 and do the spell.
Rhagodessa Reflex: 1d20 + 2 ⇒ (14) + 2 = 16 DC 15
Julian squirts out grease F+G/13+14 but the creature remains on its feet. N'Dateh fills you with the spirit of battle, increasing the odds to victory in your favor. Quartle finds a spot spot to sink his arrow in. Celentia moves up to the only open spot and find another spot spot to sink her rapier in.
The creature reaches out with a pedipalp and tries to latch itself to Celentia and pull her into a bite. Despite its best efforts however, it is not able to pull her in for a bite
Pedipalp #1 vs Celentia: 1d20 + 7 ⇒ (12) + 7 = 19 *Hit*
There are spiral staircases from your level up to the understructure at each "clock number position" So you could approach on your level at 3 O'clock and move to 6 O'clock before going up the stairs, then it would be going north through the prison area to the wine room where the secret door is. Without having some bad luck, it should allow you to get there without having to avoid too many guards.
Yes, it was tough last weekend being at Gary Con and having the NC and Arizona games on, but somehow the holes in my schedule aligned to allow me to watch both games!
However, I have been drinking Hopalicious from Ale Ayslum for each of the last 3 games so I have to keep that tradition alive!
After basketball is done I have a pretty open sports schedule until football starts up again! This year basketball has been a wild ride no matter what happens tonight.
So you have the other side of the plug in the Titan's House and the secret door behind the casks of wine in the Arena's Understructure. You also have a fight tomorrow that by the end of the scheduled fights will leave only 2 other teams remaining.
This is pretty open on your decision on whether to investigate now, wait until their are fewer teams, or stick with your scheduled fights for now.
Knowledge Nature DC 12:
This is a Rhagodessa, a dangerous spider-like vermin.
Knowledge Nature DC 17:
A Rhagodessa will grab its victim with one of its pedipalps and pull in the victim into bite it.
Knowledge Nature DC 22:
Once grabbed by the Rhagodessa the tiny hooks and tenacious suckers can tear the flesh of the creature it holds on to. (It is better to use Escape Artist rather than breaking the grapple if you want to avoid damage).
Initiative Morgana Darya: 1d20 + 2 ⇒ (2) + 2 = 4
Initiative Celentria Sha'Leirin: 1d20 + 4 ⇒ (8) + 4 = 12
Initiative Quartle: 1d20 + 5 ⇒ (8) + 5 = 13
Initiative Julian Binetti: 1d20 + 4 ⇒ (17) + 4 = 21
Initiative N'Dateh : 1d20 + 1 ⇒ (15) + 1 = 16
Initiative Monster: 1d20 + 1 ⇒ (4) + 1 = 5
You secure the prisoners and head down the steps to investigate below deck. The smoke is heavy down here and you see a small fire next to a crew member who has been partially eaten. A number of cages meant for animals are ripped open and blood and guts are thrown about the hold.
As you come down the stairs a you see a spider-like creature the size of a pony.The creature's body is dark brown with yellow stripes,its furred legs long and spindly. The front pair of its ten legs rear up threateningly, their tips flattening into terrible discs studded with dozens of hooked suckers. The monster's head is horrifically over sized, dominated by immense mandibles that chatter and clack with obvious hunger.
You pile into the room and close the door, feeling like this will be as safe of a room as possible that you have found so far. You have time so you carefully study the vase and the 6 chests. Kilthan and Rauno does find a magical trap on the vase, but the chest are all untrapped, although locked.
With the finding of this trap, and the other trap in the hallway on the statue with the sword (thought I thought you couldn't find per the last discussion, however you skipped it anyways), you are now level 11! Level up!
Perception: 1d20 + 16 ⇒ (9) + 16 = 25
Perception: 1d20 + 16 ⇒ (15) + 16 = 31
Kilthan, you go back to the first room with the clay vases and the smell of tar in it. Those clay vases have oil and alchemist's fire in them. However, spending a minute to search the room otherwise reveals nothing.
You go to the other room on the opposite side of this room, the one with the wine and the heavy smell of vinegar. You also do a quick search in this room, and this time you do find something. There is a carefully hidden swiveling wall section behind one of the barrels.
That puts you at about 14 minutes, so you head back
Everyone anxiously waits for Kilthan to return safely and with information. The last 15 minutes seems like over 2 weeks! Finally he has come back and with less than a minute to spare on his invisibility. He tells you what he has seen and the layout.
You can read his spoilers and look at the map here.
The room to the north contains a secondary lift to the arena floor that is currently disabled. It would allow them to transport larger creatures up or back down.
The other room off of the workshop is where they keep a stock of various weapons for training and fighting in the arena. They are all pretty common in quality and unremarkable.
2 more minutes spent. between 10 and 11 minutes since you left.
Celentia does unman him as she skewers him with the rapier. He gasps for a moment and falls to the deck of the ship.
You can choose to save Vark or any of the other crew members you injured if you choose. N'Dateh is bleeding, but soon stabilizes.
Stabilize N'Dateh: 1d20 + 2 - 4 ⇒ (2) + 2 - 4 = 0 DC 10
Stabilize N'Dateh: 1d20 + 2 - 5 ⇒ (19) + 2 - 5 = 16 DC 10
Don't forget you haven't explored this room yet, or is the idea to rest before doing anything else?
You move around to outside to the door to the north. This is indeed a real door and after finding it safe you open the door. I don't think anyone can detect magic traps, so keep that in mind!
This small but well-appointed room has a delicately arched ceiling. The walls are painted with garden scenes featuring two Wind Duke lovers, and the center of the room contains a large urn with a dark red glaze and gold decorations. Six small boxes, each carved of some black substance bound with corroded metal, line the back wall. Chairs sit in each corner.
You sneak past and open the door. The attendants don't see you, but one just happens to catch the door opening while you do it. Getting a quick glance in you see that it appears to be a pantry supplying the barracks here. you press up against the wall as the attendant comes over to close the door. He returns back to the table and resumes their break.
Attendant #1 Perception door: 1d20 - 4 ⇒ (18) - 4 = 14
Checking the other door to the east you see that it is the dormintory where the guards sleep. There are a couple in the now snoring.
Attendant #1 Perception door: 1d20 - 4 ⇒ (5) - 4 = 1
An attendant see that door open and begins to walk over to close it grumbling about how crappy it is to work in this place and they need to fix all the broken things they report and not to continually ignore it.
You are probably at somewhere between 8 and 9 minutes since you got the invisibility.
Wounded and battered, Vark presses on. He attempts to cleave once more, starting with N'Dateh. He scores a hit on N'Dateh, dropping him to ground, however his followup swing against Celentia never comes close.
Cleave Attack vs N'Dateh: 1d20 + 4 - 1 ⇒ (14) + 4 - 1 = 17 *Hit*
Cleave Attack vs Celentia: 1d20 + 4 - 1 ⇒ (1) + 4 - 1 = 4
Opening the door to the south after confirming it is untrapped reveals a passageway sloping down. It starts to the south of the door and soon turns to the east, continuing the descent. Allustan's tracks head down the slope.
Will pause here in case you are not ready to head down further or you decide to continue to follow the tracks
Rounding the sphere in the middle you peek into the room to the east and see what looks to be a guard's barrack where they sleep at night. Currently there is a couple attendants taking a break at a small table. Add about a minute of time. The room before going into the barracks is a lavatory.
The opaque dome in the center reveals nothing of what is below, but seems to be some sort of solid, thick glass. moving around the central dome you come to the eastern side of the armory, which has a couple men working on repairs.
Moving the the north side of the dome reveals six identical cells each closed by a metal gate. The growl of a large feline breaks the silence, followed by several porcine grunts.
These cells are filled with animals that detect your presence, however it doesn't seem to be attracting any attention. There are 2 lions, a leopard, and 3 boars.
Past the cells appears to be an open hall that serves as a junction to other areas (much like the western hall that took you up to the arena.
Probably another 2 minutes or so checking out the various cells and peeking into the forge area. Lets say about 6 minutes have passed since you left the Coenoby.