Making her careful way across, still with the rope attached to her, Anna comes to a this end of the demolished bridge -clinging to the cliff beneath a large building. A statue of a beautiful nymph stands next to a pair of double doors. Above the doors is a stained glass window depicting a unicorn.
The rest of the party still stands at the far side, amidst the burned ruins of the lab.
With near perfect execution and poise, and an understanding of these traps bordering on the magical, Anna disables the mundane portion of the magic trap with ease.
Does anyone know what happens to the remains when a magical trap gets disabled? This is me being lazy and not searching the boards or the rule books like I should.
Beyond the scaffolding, a slender rope bridge swings out toward a two-story building with a tower across the gorge.
Looking at the bridge with perceptive and knowledgeable eyes, Tolvan quickly realizes it will be a most treacherous crossing (Acrobatics DC 15). Also he wizard detected a magic aura in the middle of this new bridge.
Anna detects no traps in her surveillance of the bridge.
Anna reloads her hand crossbow and sends another bolt at a spot near the creature's neck. But instead of 'near' it's neck, the bolt actually does strike the neck area directly, Anna's keen eye finding a weak spot.
Danica approaches the last remaining rust monster. During her approach she performs a jump spinning back kick focusing the element of fire behind the attack, lingering ash seeming to trail after her rapidly moving foot. She lands the strike, and nearly turns into a critical blow, but the stunned monster sways away enough to avoid the extra damage.
Tolvan shoots again, trying to bring the foe down. His arrow passes Danica's shoulder narrowly and surely would have missed the monster if it had all its facaulties. Unfortunately it does not, and the arrow puntures it's natural armor and brings it low.
Combat is over.
Perception DC25 (Room Search):
You find a rod of flame extinguishing. Lot of good it did in the exploded lab.
Turning away from the three exits, as instructed by Livia, you come to the only unexplored door in this entire Knot. Taking a brief moment to check for traps and finding none, you push into the room.
You find yourselves at the top of a wooden stairway, its risers carpeted in fine silk and its banisters carved of darkwood, descends into a lake of bubbling filth and olive-green sludge in this cavern. At the far side of the cavern, three natural stone steps rise up from the slime to a chamber of worked stone, its floor stained and slathered with strings of dried ooze and mounds of filth. Two alcoves to either side of this part of the chamber hold stone chests.
Anna draws her hand crossbow in a smooth motion and fires at the next closest, the bolt clipping the nauseated creatures side and drawing some greenish blood.
As Danica moves forward to the closest rust monster she removes her other monk weapon from her hip. Two pieces of polished hard oak wood, each about a foot in length, attached to one another by a metal chain. She holds onto one of the pieces of wood while the other side dangles. She holds it up high and takes a downward swing at the monster, cracking it sharply over the head.
Tolvan fires an arrow at the wounded rust monster, his shot sliding past Danica to catch one of it's legs, damaging it some.
Kimberly stays back not wanting to hurt any teammtes but still has a desire to help them. She summons forth a familiar prayer, unleashing a burst of divine sound attempting to capture the creatures in it but not any party memebers. The sound clap rocks the two already hurt foes.
The sound clap rocks the two already hurt foes, and they seem quite unable to get their bearings, much less form any sort of counter attack. They just wobble there, doing nothing.
Ongoing Effects: Shield of Faith (Danica), Share Precision (all). Please post for Round 3!
Anna takes aim with her readied crossbow, but the bolt just skips off it's naturally tough carapace.
Danica heeds Tolvan's warning about the rust monster, delaying her from unsheathing her temple sword. Instead she calls forth the powers of her god to protect her, a spell forming a kind of shimmering shield before her. Standing her ground, she waits for the first monster to come to her.
Knowing that these creatures could cost the group valuable equipment Tolvan drops a Stinking Cloud into the far corner so that it barely catches the one nearest the bottom of the map. After casting he readies his bow and moves back to the left five feet.
The noxious cloud quickly and completely envelops the northeast corner of the room, and all you can hear are the angry and stuttering sounds of the rust monsters. Whatever is going on inside that cloud, those monsters aren't happy!
Once across and into the room the creatures make their move. listening to Tolvan's advice Kimberly has an idea. She says a little prayer, asking for the spirit of pharasma to help her in her little ploy, and creates a deception to draw the monsters together and away from the party. Whatever the results of her spell, they aren't visible to any of you outside the cloud, and so you're uncertain of it's success or failure.
The creatures suddenly emerge from the cloud, all three of them looking overcome by the trailing fumes of the cloud still trailing after them. They seem unable to do anything but writhe and shiver, clearly extremely out of sorts from the conjured cloud. If these creatures noticed Kimberly's spell, they were more interested in getting out of the cloud, than investigating her illusion.
Ongoing Effects: Shield of Faith (Danica), Share Precision (all). Please post for Round 2!
Livia has another conversation with herself, showing surprise at several points and the conversation going longer than you'd expect. Smiling she looks up at the hopeful Ava and answers, "Westcrown! You nearly had her, with the tiefling Band, and she was at the Mayors house too. The red haired wrench, as the fat one calls her, apparently knows Liesel quite well. You should ask her if you want more details." She claps her hands loudly, quite pleased with herself, "It's been such fun helping, and if you start feeling ill again, please do come visit. Farewell!" and claps her hands again, this time disappearing from view.
Livia smacks her forehead, "The skinny one is right! So many questions. When you face the room with the three doors, turn left and there's the door! Still one question left."
It's the only place you guys haven't explored yet. B24 is the room with the teleportation doors.
Viscount Corneleous Ornelos wrote:
Livia adopts a thoughtful pose, stroking her chin as if stroking a beard, then quickly casts a spell.
She cast commune.
Seeming to speak with herself for a bit, more mumbles than anything, she finally brightens and turns back to you. "Head out that door," pointing west "back through the changing door rooms, and you'll come into the hallway with those three doors you found." she nods to include Enko in the answer, as it relates directly to his question. "As for guards of the crux, there's three. Ugly stinkers too. The Outcast -he's a mean one so watch out for him. Bite your head off as soon as look at you! But if he dies before you, be sure to check the floor, heard there's some goodies in there. About the knot collapsing, no need to worry about that, the red-haired lady was already in here, working on it. If you gently try to open the Crux incorrectly you'll get burned -a lot. If you force it open you get burned more -a lot. It's power? It holds stuff." She looks around happily, "Is it all coming back to you now? One more question!"
I just realized you were talking aside to the group Corneleous, but my mistake speeds things up a tad and her answers would have been the same. Let's run with it.
Pushing inside Danica, and the rest of you find a large workshop, crammed with alchemical equipment, but an explosion of some kind has ripped away the western wall, leaving a large gap in the floor and wall open, now wreathed with scaffolding. It looks as if a stone bridge once connected this building with another on the far side of the gorge, but only a slender rope bridge now hangs between the two.
You notice a few things about the lab right away; first, it is a complete lab of masterwork quality, and second, that everything in the room has been completely covered by rust, rendering the equipment useless. Danica notices one other disturbing feature of the room, hiding on the east side of the room are three insectile monsters with four legs, a strange propeller-shaped protrusion at the end of their tail, and two long, feathery antennae. Seeing they've been discovered by the observant Aasimar, the trio of monsters stand and make ready to attack.
Initiative Round 1
Anna 1d20 + 10 ⇒ (9) + 10 = 19
Tolvan 1d20 + 9 ⇒ (7) + 9 = 16
Andjela 1d20 + 7 ⇒ (20) + 7 = 27
Kimberly 1d20 + 3 ⇒ (12) + 3 = 15
Danica 1d20 + 7 ⇒ (10) + 7 = 17
Monsters 1d20 + 3 ⇒ (7) + 3 = 10
K: Dungeoneering DC13:
You face Rust monsters.
They are abberations, can see in the dark (darkvision), and natural climbing ability. They have two attacks; a bite, but their most dangerous attack is their antennae, a single touch will corrode and break any metal item. A second touch will destroy the item completely.
The combat map at the top of the page is now updated
After you get a bit more sustenance an unseen servant takes up a broom and begins to clean the dining area, the broom seeming to move unaided by the untrained eye. The house is warm, comfortable and the fine furnishings all unite to create an extremely cozy and peaceful atmosphere. The mundane task of the unseen servant creating a kind of normalcy not seen since some of the more relaxed evenings with Miss Lorrimor. You get the feeling that this atmosphere is a fleeting thing, and is to be enjoyed.
If desired, feel free to do more during the meal and before you head outside to the next area using flex time.
The time is only about midday, the sun high in the sky and hazy behind the rising misty spray of the falls far below. Moving down the secret passageway to the northern exit takes you outside. A narrow stone bridge without a handrail lies above the roaring river waters as they are drawn over the edge of the falls. The bridge, only a meter wide, ends at a narrow stone terrace with a wooden door.
When Corneleous hands the precious stones over, Livia's face lights up happily, "At last! Someone has come to his crazy senses!" she takes one gem of each type, brushing all the rest back into Corneleous's hands. Swallowing each of the four stones, she grins happily at you. "You are now healed! Well done! Isn’t it better to be sane? Now, I understand you might have forgotten some important things while you were crazy. I can help! I can help six times, in fact! Ask me six questions! I can get the answers!"
The imp looks down at Caladius like he had a third horn growing from his forehead, "Who, Szasmir? That loon's been crazy for about a decade or two. Just got too upset after Dargentu locked him up, poor Szasmir thought he was doing the mayor a favor! Poor little Szasmir..." the imp trails off in a kind of hazed introspection, staring off into space.
Tolvan, through intense concentration and effort, barely recognizes the item as a figurine of wondrous power known as The Ivory Goats.
The Ivory Goats:
Ivory Goats: These figurines come in threes. Each goat of this trio looks slightly different from the others, and each has a different function:
The Goat of Traveling: This statuette provides a speedy and enduring mount equal to that of a heavy horse in every way except appearance. The goat can travel for a maximum of 1 day each week—continuously or in any combination of periods totaling 24 hours. At this point, or when the command word is uttered, it returns to its statuette form for no less than 1 day before it can again be used.
Yup, the Chelish Crux, said to contain the keys and locks which will ultimately allow (or lead to) access to Delvehaven. The Crux's last known location was the Asmodean Knot, thus the entire endeavor to gain access to the mayors house and then the Knot.
Delvehaven is suspected to house the reason behind the shadow creatures plaguing Westcrown, at least according to the pathfinder Ailyn Ghontasavos.
While looking over the plans in the engineers quarters, Tolvan can tell they're plans for repairing a specific building and bridge. As he looks the plans over he happens to glance out the window in the room and immediately recognizes the building and rope bridge as the area's which are in the plans. Clearly the repairs have yet to take place on the bridge (as the plans call for an elaborate stone structure and the current bridge is a swaying rope bridge), but he's unable to tell if the building has seen any repairs yet from his angle.
Kimberly - Waaawaaa... :)
While searching together Danica and Anna notice the wall behind the chests isn't set quite right, and discover the existence of a hidden cupboard.
Tolvan, detecting magic, senses a strong aura coming from behind the cupboard door. Stronger than any magic he's sensed since meeting with the others in Ravengro.