The party then turns to quickly exploring the library:
Internal Security - Evidence:
Lila quickly (after one minute) discovers an interesting pile of documents in Evidence Locker #A23: The evidence used to indict Zarta consists of a series of letters written in a halting hand that resembles the paracountess’s. Upon closer examination, however, the letters’ writing differs significantly from the note found in Zarta’s study. The forged letters are addressed to a prominent House Thrune enemy, and in them “Zarta” discusses selling privileged Chelish information supposedly meant to foment political insurrection. Zarta’s personal travel logs, written in her natural hand, are also included. While the first entry—a trip to Absalom’s Ivy District—does indeed match with the letters’ indication of Zarta’s supposed treasonous activities, the second entry proves the paracountess was away from Absalom during a time the letters claim she met with her conspirators in the Petal District.
Foreign Ministry - Personnel:
Anaduno quickly goes through the shelving (again, after one minute), and determines that there is no relevant information there.
Internal Security - Receipts:
After five minutes of increasingly feverish searching, Lila finds what *might* be a relevant document...
...but it appears to be in code.
I need you to translate it to make sure it holds the information you need, and I need you to tell me how much 'real world' time it takes to do so - if we were sitting around a table, I would be using a stop-watch.
Mella deals a powerful blow to the chair, cleaving a great swathe of destruction through its back; although almost split in half, it continues functioning.
Janalun steps away, looking somewhat concerned, and heals himself.
Anaduno gamely swings at the chair, but although his weapon makes contact, it bounces off without doing any true harm.
Bo'alo takes a swing which *barely* manages to hit the chair, but it is enough to finish the job that Mella started; the chair tumbles to the ground, reduced to kindling, out of which tumbles an exquisitely carved jade amulet (non-magical).
Mella deals a solid blow to the chair, narrowly avoiding turning it into kindling...
Bo'alo takes a swing, but his blow goes wide.
Janalun deals a solid hit to the chair, shouting in a language which sounds like gurgling water.
Anaduno (appropriately!) draws a hand-axe, and takes a swing from the ground at the chair's legs, but his aim is hampered by being prone, and he fails to connect.
Lila takes a deep breath, and heals Anaduno again, before carefully stepping away from the homicidal chair.
Chair: 1d20 + 5 ⇒ (19) + 5 = 24, for 1d6 + 3 ⇒ (6) + 3 = 9 damage.
Grapple: 1d20 + 5 ⇒ (6) + 5 = 11, for 1d6 + 3 ⇒ (3) + 3 = 6 damage.
This time, the chair slams Janalun, but despite being nearly staggered by the blow, he manages to fight-off its grasping arms, and avoids being squeezed.
Round 5: Lila, Chair, Mella, Bo'alo, Janalun, Anaduno
Party is up.
I am just checking with the organisers when the next one of these is due to start; if it is early January (when the current one ends), I will run a quest (Ambush in Absalom) to tide you over until then. If it will be some time in February, though, I will get started with The Confirmation right away.
Could people PM me their preferred e-mail address? I was not actually given names to go with the e-mails that I was provided with, so I don't know who belongs to which e-mail addresses ;-)
I would not mind some guidance on this - if the next one is to be started late January/early February, I will start to run the party I have now through 'The Confirmation'.
If the next one is to be started early January, I will run them through some 'filler' instead ('Ambush in Absalom', I am looking at you!).
Mella steps to a flanking position with Anaduno, but unfortunately, the unconscious fighter does not prove to be enough of a distraction, and the chair dodges out of the way.
Bo'alo throws out a powerful swing which splinters wood, but the chair gamely continues to put up a fierce resistance to the intruders into its library...
Janalun scores a hit, but his weapon bounces off the chair's surprisingly sturdy back, doing no significant damage.
The blow did not beat its hardness.
Anaduno continues to remain blissfully unaware of the fierce battle around him...
Lila steps up, and touches Anaduno with her wand again; this time, it performs better, healing a much more significant part of his wound.
Chair: 1d20 + 5 ⇒ (6) + 5 = 11, for 1d6 + 3 ⇒ (1) + 3 = 4.
Its arms lashing wildly, the chair attacks Bo'alo, but he easily dodges out of the way.
Round 4: Lila, Chair, Mella, Bo'alo, Janalun, Anaduno
Party is up :-)
@Kaddok: Actually, I think that is the very definition of trying to rush things ;-)
The Venture Captain nods absently.
"Good, good. You succeeded at the task you were set - preventing these scrolls from falling into Chelish hands. Don't worry about the Deckland girl; with her mercenaries gone, and herself heavily injured, I do not doubt that she will meet a swift and untimely end, soon. Even if by some miracle she does survive, without this information, she is less than nothing."
He then waves his hand.
"Now, take some time to rest-up. The life of a Pathfinder can be a harrowing one, and I dare say that you will have another task assigned to you before long..."
For the record, you received full gold, full prestige, and full item access - the primary and secondary success conditions were the same thing - preventing Deckland from escaping *with* the scrolls ;-)
It is getting pretty late around my side of the world, but I should be able to scan and send chronicle sheets some time tomorrow.
@Berosius and Vrockwing: I will need your PFS/character numbers to fill out the reporting form.
If you have day job rolls, feel free to make a roll :-)
Now, I know that Kaddok is moving on, but if the rest of you are interested, I would be willing to run a different scenario - preferably one that does not have quite the same 'dungeon bash' feel; perhaps 'The Confirmation', or 'The Night March of Kalkamedes'...?
I am currently running this in Campaign Mode, and I, too, was worried about getting the party to interact with the townsfolk, so I integrated the 'business building' rules from Ultimate Campaign for the month of down-time before the auction, resulting in the party building a brewery (and interacting with most of the townsfolk, as they collected goods, building materials, manpower, and the appropriate legal paperwork) :-)
I also recommend trying to find 'stories' for some of the NPC groups...
For example, I had the smith be a big ox of a half-orc, mistreated in his youth because his features were a throw-back to a half-orc grandfather, who had decided to take in all of the half-orc bastards in town; the tailor's place was a sweat-shop were the town's half-elves were worked to the bone; and I had a Hatfields Vs. McCoys rivalry going between the two grain farms, to list a few examples...
Just get creative :-) They don't have to be five-page essays; just a short line that you can run with to hook the party's interest, and give them the impression that the townsfolk actually *do* exist 'off camera'.
"Well, surviving and completing your mission are generally the two most important things you can do, so I would count it as a success. Now, let me take a look at those plans..."
The Venture Captain pulls out an eye-glass, and carefully looks over the documents that the party recovered.
"Yes, yes... These will definitely prove to be quite useful..."
He carefully rolls them up, and slots them back into their scroll-case.
"Tell me, what happened to Ms Deckland and her cronies? I take that they have been... dealt with? Give me a full report."
Mella struggles mightily, and manages to escape from the chair's grasp.
Bo'alo takes a swing, dealing a solid blow which chops into the hard wood.
Janalun swipes his morningstar at the animate chair, but it easily dodges his blow.
Anaduno continues to sleep soundly.
Lila taps Anaduno with her wand again, before slamming it against her thigh in frustration, as it continues to under-perform.
The chair turns on Bo'alo...
Chair: 1d20 + 5 ⇒ (5) + 5 = 10, for 1d6 + 3 ⇒ (3) + 3 = 6 damage.
......fortunately, he manages to stay clear of its grasping arms.
Round 3: Lila, Chair, Mella, Bo'alo, Janalun, Anaduno
Party is up.
There is nothing inherently wrong with a Ninja, and I agree with Kaddok that this was not a great scenario for a stealthy skirmisher. The only things that I would comment on for Vrockwing's build: Con 10 on a melee character always makes me nervous; I know that as a Tengu he has a -2 racial adjustment to Con, but I would seriously consider switching his Con and Cha (leaving him with 12 in both). Something else to consider: If you take two ranks in Perform(Dance), at second level you can take Ninja Trick(Combat Trick), and pick-up Dervish Dance, allowing you to use Dex for attack *and* damage rolls with scimitars... which have the same crit range as rapiers, and will help to beef-up your damage output when you don't have sneak attack.
Slowly, the bruised, battered, but ultimately victorious party makes its way back to the Grand Lodge, where they are ushered into the presence of Venture Captain Drandle Dreng, who looks at them owlishly from behind his desk.
"Hmmm... Well, you lot certainly seem to be a bit worse for wear! Here, drink these..."
So saying, he passes several small vials to Vrockwing, Berosius, and Devram.
CLW (Vrockwing): 1d8 + 1 ⇒ (1) + 1 = 2.
"Now, tell me, what do you have to report? Were you successful?"
Inside the scroll case are several thick sheets of vellum, detailing the sewer system and tunnels beneath Absalom, including several that have exits outside the current city walls; in the wrong hands, they could prove quite damaging...
...The wand is a sharp spike of twisted iron, emblazoned with a pentagram at its base....
Spellcraft: 1d20 + 4 ⇒ (15) + 4 = 19.
...which Muriel is able to identify as a fully-charged Wand of Magic Missile.
Conclusion post incoming when I get home from work.
@Berosius: Technically, applying first aid is a strenuous action, but in this situation, I am happy to hand wave it.
Berosius gingerly moves over to Devram, and applies basic first aid.
Meanwhile, Kaddok moves into the room from which the spellcaster exited...
Great, upright stones dominate this room, evenly spaced out to allow for easy passage between them. The stones have been perfectly carved to form bookshelves, each with six different shelves containing various books, notes, maps, and other crammed-in documents. A perpetual thick gray fog covers the floor of this room to a height of six inches, and most of the documents on the lowest shelves of the bookcases appear to have rotted away because of condensation from this fog, giving the room a pungent, musty aroma.
It takes a couple of hours to do even the barest of inventories, but all told, the surviving volumes comprise a fairly comprehensive history of Absalom.
Vrockwing: 1d20 + 0 ⇒ (12) + 0 = 12.
After half an hour, Vrockwing weakly opens his eyes, and moans.
Devram: 1d20 + 0 ⇒ (3) + 0 = 3.
90 minutes after that, Devram regains consciousness, although he almost wishes that he had not.
Both are conscious, but Disabled until healed above zero hit points.
You also may want to check the things that the spellcaster dropped ;-)
Despite his strength having been sapped, Kaddok manages to step-up, and deliver a solid hit to the spellcaster's torso; ribs crack, blood sprays from her mouth, and she staggers back a couple of feet... Nonetheless, she remains standing, although she definitely looks worse for wear.
Muriel gradually begins to work her way towards the staircase, sacrificing offense completely for a solid defense.
Devram, meanwhile, stops bleeding.
The pile of blubbery flesh assaulting Kaddok winks out of existence, causing the spellcaster to hiss in frustration, spraying blood across the floor.
"Very well. I surrender the damned documents to you. They are not worth dying over. I will collect my inheritance another way..."
So saying, she hurls a scroll-case to the ground, simultaneously dropping a wand, and beats a hasty retreat up the staircase.
The remaining pile of blubbery flesh then moves away from Muriel, briefly adopting a guard position at the bottom of the stairs, before it, too, winks out of existence.
Congratulations! Let me know what you want to do now :-)
Mella steps up, and delivers a terrific blow to the chair, chopping through wood with relative ease.
Bo'alo jumps up onto the table and takes a swing at the chair, but his timing is off, and the chair slides out of the way.
Janalun tries to bring his downed ally back to consciousness, channeling healing energy into Anaduno... he does not awaken, but he does stop bleeding.
Anaduno lies unconscious, breathing slightly easier following Janalun's ministrations.
@Lila: You 5' stepped away from the chair in Round 1, so in order to tap Anaduno, you need to 5' step in; stepping away again afterwards is not possible :-/
Lila steps up, and taps Anaduno with a healing wand; golden energy suffuses his flesh, healing some of his wounds, but he remains insensate.
The chair turns on Mella...
Chair: 1d20 + 5 ⇒ (17) + 5 = 22, for 1d6 + 3 ⇒ (1) + 3 = 4 damage.
Grapple: 1d20 + 5 + 4 ⇒ (12) + 5 + 4 = 21 Versus CMD.
Constrict: 1d6 + 3 ⇒ (1) + 3 = 4 damage.
...wrapping it arms around her, it forces her to sit, and begins to squeeze.
Round 2: Lila, Chair, Mella, Bo'alo, Janalun, Anaduno
Map updated (at top of page); party is up.
I ran this one over the weekend (Tier 1). The snake swarm gave the PCs a run for their money (although no-one was in danger of dying, a few people were dangerously close to falling unconscious), but after that, the other encounters were easily steam-rolled, apart from the Minotaur... even with a broken weapon, no-one was really keen to stay toe-to-toe with him for long ;-)
Beyond the above, I just wanted to add that I really, *really* liked the way this scenario was constructed, given that it is an 'evergreen' re-playable one.
The inclusion of 'random encounter tables' is a breath of fresh air :-)
I also liked that 'going around the table and introducing yourselves' is a formal part of the scenario, as is going over the PCs equipment to see if there an any glaring deficiencies...
...additionally, having the option to tailor some of the items found to the party in question was also nice :-)
@Kaddok - exactly how long creatures summoned by NPCs last is not something that players should really be expected to be told; rest assured that I *am* keeping track, though.
Also, you can only take a 5' step if you do not move any further in a round; so no 5' stepping, and then withdrawing.
EDIT: Oh, wait, you meant 5' step *this* round, then withdraw next round. That makes much more sense :-)
Just waiting on Muriel before I update.
Kaddok steps up, and delivers a punishing blow directly at the spellcaster's face... which is deflected at the last moment by an invisible barrier.
Well, that is how I will *thematically* explain the benefit from Protection From Good...
The woman takes a deep, shuddering breath, going white.
Muriel defensively attacks with her whip, lashing out at the pile of blubbery flesh in front of her, but does not manage to land a blow.
@Muriel: As per the Core Rule Book, using a whip provokes, just like a ranged attack; I assume you would prefer to 5' SW instead, so that you don't provoke...? Alternately, you can draw your longsword, and use it, or go total defense.
Devram continues to bleed...
The piles of blubbery flesh continue their assault!
Claw: 1d20 + 4 ⇒ (3) + 4 = 7, for 1d4 + 2 ⇒ (4) + 2 = 6 damage.
One manages to land a slight slap on Kaddok, bruising his flesh.
Claw: 1d20 + 4 ⇒ (4) + 4 = 8, for 1d4 + 2 ⇒ (2) + 2 = 4 damage.
The other has absolutely no luck against Muriel, who nimbly dodges away from its blows.
The woman, now looking truly concerned, steps back from Kaddok, and throws another ray at him...
Ray of Enfeeblement (ranged touch): 1d20 + 3 ⇒ (11) + 3 = 14, for 1d6 + 2 ⇒ (4) + 2 = 6 Strength penalty (DC 15 Fort save for half).
..which slams into his flesh, draining his strength.
Round 3: Deckland, Berosius, Kaddok, Muriel, Devram, Vrockwing
Map to be updated when I get home from work.
Berosius watches helplessly, as the combat unfolds before him.
Kaddok hustles forward, and delivers a punishing blow to the spellcaster.
Muriel adopts a defensive stance.
Devram, fighting defensively, takes a swing at one of the blubber-creatures; whilst his blade strikes true, as soon as it passes through the creature's flesh, that same flesh reseals, as if nothing had happened.
Unfortunately, the damage was not enough to penetrate its DR...
Vrockwing continues to have terrible dreams.
Concern etched across her features, the spellcaster steps back, and throws a ray of crackling black energy at Kaddok.
Ray of Enfeeblement (ranged touch): 1d20 + 3 ⇒ (11) + 3 = 14, for 1d6 + 2 ⇒ (1) + 2 = 3 Strength penalty; DC 15 Fort save for half.
The piles of rancid fat continue their assault on Devram...
Claw: 1d20 + 4 ⇒ (20) + 4 = 24, for 1d4 + 2 ⇒ (4) + 2 = 6 damage.
Claw, crit confirmation: 1d20 + 4 ⇒ (5) + 4 = 9, for 1d4 + 2 ⇒ (4) + 2 = 6 damage.
...the first blow nearly decapitates him, instead dropping him to the ground; one shuffles forward to attack Kaddok...
Claw: 1d20 + 4 ⇒ (8) + 4 = 12, for 1d4 + 2 ⇒ (4) + 2 = 6 damage.
...who easily dodges the blow.
The second eagerly rolls forward to assault Muriel...
Claw: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17, for 1d4 + 2 ⇒ (3) + 2 = 5 damage.
...who nimbly dodges out of the way, quite unwilling to fall to anything quite so repugnant.
Round 2: Deckland, Berosius, Kaddok, Muriel, Devram, Vrockwing
Actually, I would assume that everyone is still awake (and more importantly, still in their armor); it usually takes a while to set-up camp and bed down. I think it would be perfectly reasonable for Kaddok to still be 'on guard' with Devram.
Kaddok carefully moves forward, and delivers a punishing blow to the spellcaster, who now looks very concerned...
Unfortunately, according to the scenario, the occupant of the next room was listening carefully to what was transpiring in the crypt...
Still sporting significant wounds, the party sets about making camp; Vrockwing is dragged to a defensible corner, Berosius (barely) following under his own steam, whilst the rest of the party forms a defensive bulwark in front of them, keeping an eye on the rest of the room.
About half an hour later, the door to the east opens, revealing another one of the piles of blubbery flesh that the party encountered upstairs... of more concern, however, is the sound of spellcasting coming from the room beyond.
Devram: 1d20 + 2 ⇒ (6) + 2 = 8.
Berosius: 1d20 + 2 ⇒ (15) + 2 = 17.
Muriel: 1d20 + 2 ⇒ (6) + 2 = 8.
Kaddok: 1d20 + 2 ⇒ (11) + 2 = 13.
Vrockwing: 1d20 + 4 ⇒ (2) + 4 = 6.
Spellcaster: 1d20 + 1 ⇒ (19) + 1 = 20.
The pile of blubbery flesh moves forward, and takes a swing at Devram!
Claw: 1d20 + 4 ⇒ (19) + 4 = 23, for 1d4 + 2 ⇒ (1) + 2 = 3 damage.
...miraculously, its flabby arm manages to make contact, and it delivers a glancing blow.
Almost immediately thereafter, another of the creatures appears out of thin air, and attacks Devram!
Claw #1: 1d20 + 4 ⇒ (3) + 4 = 7, for 1d4 + 2 ⇒ (1) + 2 = 3 damage.
Claw #2: 1d20 + 4 ⇒ (5) + 4 = 9, for 1d4 + 2 ⇒ (3) + 2 = 5 damage.
This time, however, he easily dodges both attacks.
An imperious-looking woman then strides out into the middle of the room.
"You are on private property, and will be dealt with in a manner befitting trespassers; I will not be denied my birthright!"
Round 1: Deckland, Berosius, Kaddok, Muriel, Devram, Vrockwing
Party is up.
I still think that it depends on whether he is still 'suffering from the affliction', or not.
If he was not cured (i.e. he still needs to make saves against the poison) then what Nebten and Andrew said stands.
However, if the affliction was cleared, but the *damage* caused by the affliction was all that remained, than the character is fine.
Kaddok charges forward, his earthbreaker crashing down through the skeleton's upraised arm, and pulverising its ribcage. Its pelvis remains standing, comically, for a split second, before the rest of its bones tumble to the ground, inanimate once again.
That one proved to be quite tough - congratulations, everyone, on surviving :-)
Taking a slight liberty, here...
Kaddok moves amongst the fallen, feeding them their healing potions -
CLW (Muriel): 1d8 + 1 ⇒ (2) + 1 = 3.
CLW (Devram): 1d8 + 1 ⇒ (7) + 1 = 8.
CLW (Berosius): 1d8 + 1 ⇒ (3) + 1 = 4.
Vrockwing did not purchase a potion, so I did not roll for him.
All three regain consciousness (Devram, in fact, looking quite hale and hearty), although Berosius remains woozy.
By my math, Muriel is now on 2hp, Devram is on 7hp, and Berosius is on 0hp.
Searching the bodies of the mercenaries reveals that each had a chain shirt, and a short sword.
Over near the eastern door are two large sacks, filled with an assortment of inexpensive grave goods (all non-magical).
As long as the *poison* was cured by the end of the session (either through a successful saving throw, a Neutralise Poison spell, or something similar), the ability *damage* is just hand-waved; it is generally assumed that there is sufficient rest-time between scenarios for you to recover :-) (Ability *drain*, on the other hand, does need to be fixed through spellcasting.)
Moving to the square north of Devram would only take one move action, and still leave a standard action for you to find his potion, so that you could feed it to him next round... Let me know if this option is agreeable :-)
Vrockwing, Stabilisation: 1d20 + 0 - 3 ⇒ (20) + 0 - 3 = 17 Vs DC 10.
Vrockwing finally stops bleeding (stable at -3).
Kaddok hustles over to Devram, and starts looking for the fallen warrior's healing potion.
The skeleton continues its assault upon the mercenary...
Skeleton #1: 1d20 + 2 ⇒ (2) + 2 = 4, for 1d4 + 2 ⇒ (2) + 2 = 4 damage.
Skeleton #1: 1d20 + 2 ⇒ (20) + 2 = 22, for 1d4 + 2 ⇒ (4) + 2 = 6 damage.
Skeleton #1, crit confirmation: 1d20 + 2 ⇒ (4) + 2 = 6, for 1d4 + 2 ⇒ (4) + 2 = 6 damage.
...and whilst the man easily bats aside its first claw, the second buries itself deep into his chest, causing him to cough blood, mewl weakly, and then collapse to the ground.
The skeleton, one arm covered in gore, then turns to face Kaddok, unholy fire burning in its eyes.
Round 7: Devram, Berosius, Kaddok, Skeletons, Vrockwing, Muriel
Kaddok is up.
Map will be updated (although the skeleton has not moved) when I get home from work.
Kaddok takes a careful swing at the skeleton engaged with him, which connects; the power of his blow is enough to explode it, sending shards of bone scattering everywhere.
He then immediately retreats to a more defensible position to the north.
Vrockwing continues to bleed.
Stabilise: 1d20 + 0 - 1 ⇒ (14) + 0 - 1 = 13 Vs DC 10.
...manages to stabilise.
The remaining skeleton, its previous target down, moves to engage the closest living thing...
...which just happens to be the heavily injured mercenary!
Skeleton #1, charge: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12, for 1d4 + 2 ⇒ (4) + 2 = 6 damage.
Unfortunately, its blow is easily dodged.
In a frenzy, the mercenary attacks right back...
Mercenary: 1d20 + 3 ⇒ (14) + 3 = 17, for 1d6 + 3 ⇒ (4) + 3 = 7 Piercing damage.
...his short-sword striking true, cracking bone, but not dropping the skeleton.
Round 7: Devram, Berosius, Kaddok, Skeletons, Mercenaries, Vrockwing, Muriel
Vrockwing to stabilise. Kaddok to act.
@Lila: The map link is at the top of the page, under 'current combat'.
Lila starts singing, as she steps away from the chair, and draws an alchemist fire flask and a wand.
The chair continues to try and squeeze the life out of Anaduno...
Grapple: 1d20 + 5 + 4 + 5 ⇒ (17) + 5 + 4 + 5 = 31 Vs CMD... for 1d6 + 3 ⇒ (1) + 3 = 4 damage.
Constrict damage: 1d6 + 3 ⇒ (5) + 3 = 8.
...only stopping when there is a series of sickening pops, and he stops squirming. Sliding nervelessly from the chair, Anaduno falls to the ground, and it starts waving its arms menacingly at Janalun.
Round 1: Lila, Chair, Mella, Bo'alo, Janalun, Anaduno
@All: Unfortunately, 'a few rounds' is not enough time to locate anything. There is a specific mechanic for finding information, dependent upon the result of the perception check for a particular bookcase. I will go over the specifics in a little bit...
As the party gathers around the 'Internal Security (Evidence)' bookcase, something strange happens:
One of the chairs around the table suddenly animates, and attacks!
Chair (Against Anaduno): 1d20 + 5 ⇒ (18) + 5 = 23, for 1d6 + 3 ⇒ (3) + 3 = 6 damage.
Grab: 1d20 + 5 + 4 ⇒ (12) + 5 + 4 = 21 Vs CMD.
Constrict damage: 1d6 + 3 ⇒ (1) + 3 = 4 damage.
It grabs Anaduno with both arms, forcing him to sit down upon it, after which it starts to squeeze the life out of him.
Anaduno: 1d20 + 6 ⇒ (1) + 6 = 7
Janalun: 1d20 + 1 ⇒ (11) + 1 = 12
Bo'alo: 1d20 + 9 ⇒ (3) + 9 = 12
Lila: 1d20 + 8 ⇒ (11) + 8 = 19
Mella: 1d20 + 2 ⇒ (16) + 2 = 18
Chair: 1d20 + 0 ⇒ (19) + 0 = 19
Round 1: Lila, Chair, Mella, Bo'alo, Janalun, Anaduno
Lila is up.
Fear the Chair! ;-)
Vrockwing pecks at the skeleton in front of him, and is satisfied to see that his beak strikes true, shattering its pelvis, and sending the component bones skittering across the floor.
Muriel delivers a vicious blow to the mercenary, wiping the smile from his face, but not dropping him.
"Right then. I definitely won't settle for anything less than your head, little one."
Berosius and Devram continue to breathe shallowly, blissfully unaware of the combat raging around them.
Kaddok uses the bulk of his earthbreaker to shield himself from the skeleton still targeting him, and stands up...
Skeleton, AoO: 1d20 + 2 ⇒ (12) + 2 = 14, for 1d4 + 2 ⇒ (2) + 2 = 4 damage.
...easily batting aside its reaching claw.
Both skeletons continue their assault upon Kaddok and Vrockwing...
Skeleton #1: 1d20 + 2 ⇒ (20) + 2 = 22, for 1d4 + 2 ⇒ (2) + 2 = 4 damage.
Skeleton #1, crit confirmation: 1d20 + 2 ⇒ (5) + 2 = 7, for 1d4 + 2 ⇒ (1) + 2 = 3 damage.
Skeleton #1: 1d20 + 2 ⇒ (3) + 2 = 5, for 1d4 + 2 ⇒ (4) + 2 = 6 damage.
Skeleton #2: 1d20 + 2 ⇒ (8) + 2 = 10, for 1d4 + 2 ⇒ (2) + 2 = 4 damage.
Skeleton #2: 1d20 + 2 ⇒ (10) + 2 = 12, for 1d4 + 2 ⇒ (3) + 2 = 5 damage.
...Vrockwing suffers a long slash to his torso which drops him, sending blood and feathers everywhere.
Kaddok has better luck, dodging both of his opponent's feeble blows.
The heavily injured mercenary, murder in his eyes, stabs furiously at Muriel...
Mercenary: 1d20 + 3 ⇒ (19) + 3 = 22, for 1d6 + 3 ⇒ (4) + 3 = 7 damage.
Mercenary, confirmation: 1d20 + 3 ⇒ (9) + 3 = 12, for 1d6 + 3 ⇒ (1) + 3 = 4 damage.
...delivering a vicious blow which narrowly avoids piercing her abdominal aorta, instead simply sending her into unconsciousness.
The mercenary then turns his back to the stairwell, eying the rest of the melee cautiously.
Round 6: Devram, Berosius, Kaddok, Skeletons, Mercenaries, Vrockwing, Muriel
Vrockwing and Muriel to stabilise; Kaddok to save the day :-)
@Lila: Sorry, I plum forgot your Spellcraft rolls whilst updating :-/ You did not identify either of the items. Given that the dust's powers are activated simply by touching it, which would use it up, I recommend against doing that; you can also certainly try on the cloak (and I would apply whatever it does, whenever it becomes relevant), but there is no clear 'visual effect' for that...
It will take a flat 5 minutes to crawl back through the vent.
Technically, it takes a specific amount of time to work your way back (according to the scenario); but you could always try to save time by cutting through the main ballroom... I recommend against simply running through the halls; that might just attract the wrong sort of attention.
@Anaduno: There is no discernible filing system; after all, this is supposed to be a secret Chelish archive. Basically, what you need to do is give me a Perception check for each section of shelving, and tell me *which* section of shelving each Perception check is tied to - I need to know how much time it takes to find all of the information that you are looking for.
Bo'alo does not detect the presence of any hostile forces within the library, but *does* notice that the main door appears to be locked; and that it is so heavily warded that it *glows*.
Let me know what you want to do.
Following the crown, the party comes to a dead end with a vent in it. The middle third of a centaur wielding a bow adorns a wall of the tunnel, its arrow pointing to the vent.
After some pushing and shoving, the vent eventually falls off into the room beyond, landing with a loud crash.
For a few tense seconds, everyone pauses, waiting for someone to raise the alarm, but nothing happens.
Squeezing out of the vent, the party finds itself in a large square room. The walls glow with a gentle blue light, and the air feels unnaturally cool and dry. Shelves line the walls and stand in ranks through the middle of the room, punctuated by a wooden table and ornate chairs. An imposing, unoccupied desk faces the main entrance to the room. On an easel in one of the aisles is a map of the room.
Let me know what you want to do :-)
@Vrockwing: Kaddok can keep his own roll (8 points of healing), which I believe puts him back on 4hp.
Vrockwing pours a potion down Kaddok's throat...
Skeleton AoO: 1d20 + 2 ⇒ (4) + 2 = 6, for 1d4 + 2 ⇒ (1) + 2 = 3 damage.
Skeleton AoO: 1d20 + 2 ⇒ (10) + 2 = 12, for 1d4 + 2 ⇒ (3) + 2 = 5 damage.
...easily dodging out of the way of both nearby skeletons as he does so. Much to his relief, Kaddok's eyes flutter open.
Muriel continues her song, and adopts a defensive stance on the stairs.
Devram and Berosius continue to breathe shallowly on the floor.
Kaddok grabs his earthbreaker, and takes a swing at one of the skeletons...
Earthbreaker: 1d20 + 8 + 1 - 4 ⇒ (12) + 8 + 1 - 4 = 17, for 2d6 + 6 ⇒ (4, 1) + 6 = 11 Bludgeoning damage.
...and is rewarded with the sight of seeing one explode, as he pounds its legs into dust.
The remaining skeletons cluster forward, eager to get closer to the warm flesh of the living; two target Vrockwing, one moves-in on Kaddok, and the fourth goes after the mercenary (provoking an AoO from Vrockwing in the process)...
Beak: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22, for 1d3 + 1 ⇒ (2) + 1 = 3 Bludgeoning damage.
..but the canny Tengu finds a weak spot in its already broken structure, sending it crashing to the ground.
Skeleton #1: 1d20 + 2 ⇒ (8) + 2 = 10, for 1d4 + 2 ⇒ (2) + 2 = 4 damage.
Skeleton #1: 1d20 + 2 ⇒ (8) + 2 = 10, for 1d4 + 2 ⇒ (2) + 2 = 4 damage.
Kaddok, despite being on the ground, manages to roll out of the way of both claws...
Skeleton #2: 1d20 + 2 ⇒ (13) + 2 = 15, for 1d4 + 2 ⇒ (1) + 2 = 3 damage.
Skeleton #2: 1d20 + 2 ⇒ (16) + 2 = 18, for 1d4 + 2 ⇒ (2) + 2 = 4 damage.
Skeleton #3: 1d20 + 2 ⇒ (3) + 2 = 5, for 1d4 + 2 ⇒ (3) + 2 = 5 damage.
...unfortunately, Vrockwing is not quite so lucky; for although he dodges most of the attacks directed at him, one manages to slip through his guard.
@Vrockwing: Total Defense is a standard action, which you did not have left after feeding a potion to Kaddok.
The remaining mercenary looks conflicted for a moment, then retreats to the stairwell, taking a swing at Muriel...
"A promise is a promise..."
Mercenary: 1d20 + 3 ⇒ (4) + 3 = 7, for 1d6 + 3 ⇒ (3) + 3 = 6 Piercing damage.
...cursing in frustration when his attack goes wide.
Round 5: Devram, Berosius, Kaddok, Skeletons, Mercenaries, Vrockwing, Muriel
Party is up.
Just as the party disappears into the vent, there is another message from Amari Li:
"Whatever you are doing, hurry up! The Ambassador is becoming restless; I am doing my best to distract him..."
Crawling on hands and knees through the tight passage, dimly lit by poorly filtered light from the occasional peep-hole, the party comes upon an intersection - the left of the fork is adorned with the head of a lion, cut off from whatever mural sustained it in the room below, and the right side of the fork shows an ancient banner unfurling.