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Everyone backs up a step as Zarine examines the trap door. She looks closely but does not find any evidence of a trap. She presses the brick to open the trap door. The trapdoor begins to swing down into the recess below. However, as it moves an inch, an audible click can be heard followed by a sudden burst of flame as a fireball spell is triggered. Everyone within 20 feet of the trap door must make a DC 14 Reflex Save for half damage. Fireball Damage: 6d6 ⇒ (5, 3, 1, 6, 6, 3) = 24
Warehouse with everyone gathered around Savendir. Please take a look at the map. If you don't like where you are positioned go ahead and relocate your character. Savendir throws back the rug. To the casual observer, the area looks like the rest of the brick warehouse floor, a staggered pattern with bricks dry stacked next to each other. However, Savendir traces the outline of the trap door. Upon closer examination, it can be seen that the gap between bricks at the edge of the door is about half a finger wider than the rest of the floor. One of the bricks near the edge of the door appears lighter than the others, as if it had been handled many times.
Savendir methodically begins searching the warehouse. He comes to the Northwest corner of the building where Cerpera was being held captive. He finds a chair and some shackles. Also, a few other chairs are set in the corner as well as a throw rug, one corner of which is folded back. Lifting the corner, Savendir pulls back the rug and finds a trap door underneath. The door is 3 feet square and is hinged on one side. Where is everyone else as Savendir examines the warehouse?
Owen, you can take 10 to bind Dreth.
Zarine searches the warehouse, but does not find any hostages. Owen you find the following on Dreth. (2) Holy Symbols - a wooden Pharasma symbol, and a silver Norgorber symbol.
Also, he notices Dreth is wearing Hide Armor. Make perception checks if you wish to search the warehouse deeper
Thanks CH for the clarification. Sorry Zarine, I've been posting from my phone a lot lately and it makes it more difficult to refer back to previous posts.
Zarine successfully binds the evil cleric.
PRD wrote: Battle Aspergillum: Named for the common aspergillum, a mace-like tool used by priests to sprinkle holy water, this light mace has a hollow head and a metal plug to fit the hollow's neck. When the mace strikes a creature, holy water sprinkles out through tiny holes throughout the weapon's head; creatures subject to damage from holy water take 1 point of damage in addition to the normal effect of being struck by the mace (a nonmagical aspergillum can deal holy water damage to an incorporeal creature in this manner, even if the mace itself deals no damage). After 5 hits, the battle aspergillum is empty and needs to be refilled. Filling it with holy water is a standard action that provokes an attack of opportunity (like drinking a potion). A filled aspergillum is normally carried upright, otherwise the holy water leaks out as the weapon moves.
As Owen finds searches Lady Zinnastina, he finds the following: 1 Dagger
Also, he notices that the cleric is wearing a cloak with a silver clasp and a large gash in the back from Zarine's attack and some sort of hide armor. As goes through her belongings, he notices that her labor is becoming more labored. The pool of blood beneath her grows even larger. She is now at -9 hp
I was looking through the message board for an answer to the bleed /dying question at lunch. One theory I read was that dying and bleed are two different conditions. The stabilize ended the dying condition and the - 1hp that went with that, however, the bleed continues. Either way, your conclusion is correct, Zinnastina will die soon unless a heal check or magical healing is applied.
LZ reflex save: 1d20 + 1 ⇒ (18) + 1 = 19 Lady Zinnastina dodges right to avoid Savendir's flaming sphere and then backs up to miss his scimitar's sharp edge. Zarine seizes this opportunity and strikes with her kukri opening a large wound in the small of the cleric's back. Lady Zinnastina's eyes roll up into her head as the blood quickly escapes her body. She falls down unconscious and dying. Finally released from the clutches of the cleric, the young oracle from Sirathu slumps to the base of the shelves, in shock from the recent events of the past few days. Out of rounds
Nyxalia closes to box Lady Zinnastina in. Her aim is true and her palm stikes the evil cleric across the face. Ilias holds his position to watch for anyone trying to escape. Lady Zinnastina, seeing that she is trapped releases Cerpera's arm. She blinks her eye and disappears for a split second, before reappearing just behind Zarine. She grabs Norgorber's holy symbol, and chants a prayer. A black energy emerges from the symbol and everyone around her is filled with a burning pain. Channel Negative Energy, DC12 for half damage: 3d6 ⇒ (6, 4, 4) = 14
Except for Ilias and Dreth who are outside the effect of the energy channel Initiative
I'll consider Owen flanking Owen's morningstar stikes the woman with a powerful blow to her shoulder. The woman cries out in pain and her captive struggles to free herself. Savendir reaches the edge of the shelves and looks in. He recognizes the woman that Zarine and Owen are battling as Lady Zinnastina from Sirathu. Initiative
Owen's morningstar strikes the woman again. She tries to suppress the cry of pain as the morningstar smashes into her. She rotates around her victim and drinks from the vial she is holding. healing potion: 1d8 + 1 ⇒ (6) + 1 = 7
Note I misread my roll for Dreth last round. He actually stabilized. Initiative
reflex: 1d20 + 2 ⇒ (16) + 2 = 18 The armor avoids the flaming sphere. The wolf's jaws are unable to perpetrate the armor. Nyxalia's first fist strikes the armor squarely in the chest causing a crack to form. The armor falls into a heap of inert metal. Initiative
AoO: 1d20 + 5 ⇒ (7) + 5 = 12, damage: 1d8 + 2 ⇒ (4) + 2 = 6
She strikes at the armor but is unable to penetrate its defense. Initiative
Ilias takes careful aim and fires. His bolt blasts into the cloaked figure's head and the creature immediately drops to the ground dead. Power Attack: 1d20 + 5 - 1 ⇒ (4) + 5 - 1 = 8, damage: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12
The voice begins to cast another spell. Owen strikes with his morningstar. attack: 1d20 + 3 ⇒ (14) + 3 = 17, damage: 1d8 + 1d1d6 ⇒ (5) + (6) = 11 concentration vs DC 22: 1d20 + 8 ⇒ (3) + 8 = 11. The voice loses its spell as Owen strikes her in mid cast. She pulls her captive with her and hustles down between the shelves. Owen strikes again as she tries to flee. attack: 1d20 + 3 ⇒ (12) + 3 = 15, damage: 1d8 + 1 ⇒ (6) + 1 = 7 This time she is able to avoid his attack. Dreth constitution check: 1d20 - 5 - 1 ⇒ (18) - 5 - 1 = 12Dreth is still dying, now at -6 Initiative
attack: 1d20 + 4 ⇒ (7) + 4 = 11, damage: 1d4 + 1 ⇒ (1) + 1 = 2
The armor has enough agility to avoid Nyxalia's strike. Owen moves in the direction of the voice and prepares to attack if another spell is cast.
Power Attack: 1d20 + 5 - 1 ⇒ (9) + 5 - 1 = 13, damage: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11
claw 1: 1d20 + 4 ⇒ (10) + 4 = 14, damage: 1d4 + 1 ⇒ (4) + 1 = 5
The voice begins chanting a spell. A wave of energy fills the room effecting everyone but Ilias. Everyone, but Ilias make a DC 14 will save. If you fail you take a -1 on attack rolls and saving throws against fear. She also pulls out a vial. Owen will save: 1d20 + 3 ⇒ (12) + 3 = 15 Spellcraft DC 16:
The spell cast is bane Dreth moves in the direction of the voice. Zarine can take an AoO Initiative
Successful Crit Zarine! Zarine's Kukri slices a deep slash into Dreth's neck disabling the rogue. Dreth tries to fight off the effects of the poison Fort Save: 1d20 + 2 ⇒ (7) + 2 = 9 Dex damage: 1d2 ⇒ 2 In his disabled state, Dreth tries to avoid Savendir's flaming sphere. Reflex Save: 1d20 + 5 ⇒ (19) + 5 = 24 Still dangerous, Dreth successfully avoids the flames this time and also whirls to miss the lightning arc. Ilias's wolf grabs the cloaked figure with his massive jaws. He yanks his head violently up trying to trip up the figure but it manages to stay on its feet. Owen stays invisible and casts mage armor on himself. Initiative
reflex save: 1d20 + 3 ⇒ (16) + 3 = 19 The figure is able to stand up to Nyxalia's blow but still takes some damage from Nyxalia's attack. As Nyxalia approaches her nostrils detect the faint smell of decay. Nyxalia, make a will save. Nyxalia will save, 12 or better:
Nyxalia can see through the creature's humanoid disguise and instead sees an undead corpse. The figure near the shelves slashes back at Nyxalia with long claws. Claw 1: 1d20 + 4 ⇒ (15) + 4 = 19, damage: 1d4 + 1 ⇒ (3) + 1 = 4, Claw 2: 1d20 + 4 ⇒ (2) + 4 = 6, damage: 1d4 + 1 ⇒ (4) + 1 = 5 The first claw catches Nyxalia on her neck leaving a long gash. However, Nyxalia still manages to avoid the second claw. Nyxalia takes 4 damage and needs to make a DC 12 Fortitude save. The loud clanging of metal feet on stone can be heard coming from the far corner. With slow and methodical movement, a suit of armor lumbers around the corner and approaches Nyxalia. The cloaked figure in the kitchen drops his blowgun on the floor and pulls out a rapier. He thrusts at Zarine. Attack: 1d20 + 5 ⇒ (4) + 5 = 9, damage: 1d6 + 1 ⇒ (2) + 1 = 3 The pain from Savendir's ball of fire is too much to overcome, and his rapier passes harmlessly past Zarine. The figure takes a 5 foot step to escape the kitchen. As the figure emerges through the doorway, he glances toward Savendir. Savendir recognizes the figure as Dreth, Lady Zinnastina's silent aid in Sirathu.
Startled when she encounters someone standing in the doorway, Zarine takes a feeble slash with her Kukri and misses the cloaked figure. She slides past him and moves further into the kitchen. Initiative
Zarine heads to open door but stops short when she comes face to face with another cloaked figure in the doorway brandishing a blowgun. Owen casts a spell on himself and winks out of sight. Owen casts invisiblity Initiative
Zarine, I only moved you to N2 since you met someone in the door. If you wish to continue to P2, let me know. He had a ranged weapon so there will not be an attack of opportunity.
Owen moves to follow Zarine. As he carefully rounds the corner, there is a box protruding from the shelf. Owen bumps into it which sets off a chain reaction of clatter. Nyxalia notices that the talking in the far corner of the warehouse has ceased after the loud noise. Ilias moves to join Savendir and Nyxalia near the door in the office. A cloaked figure turns the far corner and quietly walks past the shelves toward Zarine and Owen's location. He pauses at the corner of the near shelf and looks around the corner at Zarine and Owen. unseen attack: 1d20 + 4 - 2 ⇒ (3) + 4 - 2 = 5
Initiative
And now we go into rounds (after Zarine has moved to M4). Zarine hides in the small shadow thrown by the shelves. The warehouse is dimly lit by torches centered on the ceiling overhead. Savendir:
Zarine is moving in the direction of the door you heard open earlier. Initiative Order
I'm just preparing the init order so that I can coordinate what you are doing with what the NPC's are doing. You don't have to act in rounds yet. I'll let you know when to start. Also, go ahead and continue posting your actions in any order for now. You don't have to wait until everyone has posted their initiative.
Zarine: The x's are crates. You are correct you cannot see through the shelves. As far as stealth goes, I play that a roll is good until you change an action. So in this case, you opened the door, stealth roll. Now you are moving, so another stealth roll. You won't need to make another roll until you do something other than moving and watching. Also, go ahead and roll initiative, everyone GM Init rolls:
D: 1d20 + 2 ⇒ (6) + 2 = 8 LZ: 1d20 - 1 ⇒ (15) - 1 = 14 H: 1d20 + 2 ⇒ (16) + 2 = 18 A: 1d20 + 5 ⇒ (14) + 5 = 19
As Nyxalia tries to follow Zarine into the warehouse, Zarine suddenly stops as her intention was only to peek into the larger room. Nyxalia stumbles and knocks over a broom. There is a slight scraping sound as it slides down the wall. However, the faint conversation continues without pause. Nothing stands out as unusual to Owen. Savendir confirms that the papers on the desk show similar shipments to what he saw in Sirathu. He notices that the last departure was bound for Urglin and it left two days ago on the 18th of Lamashan.
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