Bolger Greenbottle |
Bolger gets his own Wayfinder from his pocket and activates it.
-Posted with Wayfinder
Norman Dragon Rider |
"Please wait a minute, whilst I make one last effort to communicate with Donneld. If we go down into further danger, I would want Donneld's spirit with me, if nothing else." Norman with a tear in his eye, gets out a book and starts an incantation, to summon his dragon back.
As Donneld reappears, no the worse for wear, Norman goes over and hugs the dragon's neck, with a smile and much relief and great happiness. His face beams, his eyes twinkle, "You're back, I thought I had lost you. Oh joy, don't do that again, I was so worried." The gnone mounts his steed, proudly once more and follows the others down, taking up the rear. The wayfinder, hanging round his neck, spreading light about the two of them.
GM Rutseg |
Dusty stone steps descend into darkness, curving around themselves and blocking the view of the floor below. Numerous footprints of varying sizes show that this passage was used recently in both directions.
I have moved you all guys down into the stairs. Unless there's any objection from someone we will proceed with that.
Please, feel free to change the march order if you are not satisfied with the random one I choosed (basically proximity to the stairs). You can state the march order here.
Otherwise you can just proceed with movement.
The stairs seems to end in some kind of basement where you can see at least three doors, but you don't have full vision of the room from the stairs.
Norman Dragon Rider |
Norman@ Ok. Please note eidolons follow animal companion rules for PFS, thus Donneld's total hit points are 6 instead of 11 (see faq). Only PCs get maximum hit points at first level.
Fair enough on the HPs, made the characters through Her Lab, not sure if I changed the HPs or its what it gave me.
Ketill |
Ketill urges Seinto and Orik on, so they can explore the room beneath the stairs.
"Can we move on a bit? Waiting on a stair in a strange lodge is not my idea of a fun night"
GM Rutseg |
As soon as Seinto is pushed by Ketill to the end of the stairs, the plate where the aasimar steps is activated. Spikes get out of the floor all along the staircase.
Seinto feels the plate going down and very fast he dodges the spikes going up.
Spikes attack (Seinto): 1d20 + 10 ⇒ (1) + 10 = 11
Number of spikes (Seinto): 1d3 ⇒ 1
Piercing damage (Seinto): 1d4 ⇒ 2
Ketill is ending his push on Seinto and is totally distracted by that when he feels the spikes going up over his feet.
Spikes attack (Ketill): 1d20 + 10 ⇒ (13) + 10 = 23
Number of spikes (Ketill): 1d3 ⇒ 3
Piercing damage (Ketill): 3d4 ⇒ (3, 2, 2) = 7
Doneld is thinking on Norman's weight when the spikes go up and deeply sticking in its lower parts. The poor thing ends disabled and can hardly hold Norman's weight.
Spikes attack (Doneld): 1d20 + 10 ⇒ (15) + 10 = 25
Number of spikes (Doneld): 1d3 ⇒ 3
Piercing damage (Doneld): 3d4 ⇒ (4, 1, 1) = 6
Bolger makes a good dodge but one of the spikes sticks on him opening a small wound.
Spikes attack (Bolger): 1d20 + 10 ⇒ (15) + 10 = 25
Number of spikes (Bolger): 1d3 ⇒ 1
Piercing damage (Bolger): 1d4 ⇒ 4
As the others, Orik is catched flat-footed by the spikes. Most of them are avoided by his armor, but one finds a small opening scratching his skin.
Spikes attack (Orik): 1d20 + 10 ⇒ (9) + 10 = 19
Number of spikes (Orik): 1d3 ⇒ 1
Piercing damage (Orik): 1d4 ⇒ 2
Orik Fistbreaker |
"Ach!" cries Orik as the metal spikes pierce his flesh. "Dam'able cretins trappin' t'stairs! S'no fair, I tell yae. Let 'em coom at oos like men an' we'll have a fair figh', eh?"
Once again, I am only getting black screens. I did see the upstairs map after you added me, but now the map is blank. LMK if that is normal or if I am having issues with Roll20. Orik would have darkvision if that helps.
GM Rutseg |
Mmm... you should be seeing Norman and Bolger in front of you. You are inside the staircase, so no other thing to see. Try to move your token over them as if you were walking down the stairs and you shall arrive to a closed room
As Ketill goes out of the stairs, he sees a small-sized, gray grub worm
writhing on the wall above the western door, held in place by a large spike through its center.
It can be identified by a Knowledge dungeonering check
Ketill |
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Ketill heals himself with his wand
"Anyone else needs to be healed?" he holds out his hand to accept a wand of his companions, obviously not eager to use his own. He then points to the worm "Anyone know what that is? I am afraid I do not know that much about underground creatures"
Knowledge Dungeoneering, untrained: 1d20 + 4 ⇒ (7) + 4 = 11
Orik, did you scroll around in the Roll20 screen? The action is located in the lower right corner and Roll20 starts me at the top left everytime
Seinto |
"Save the wand, Ketill, I can heal you all with the power of Iomedae"
Seinto touches his sacred symbol and whispers a brief prayer, and all his team mates feel feel a warming energy that closes their wounds.
Channel Energy: 2d6 ⇒ (6, 3) = 9
GM Rutseg |
I am down with Ketill checking out the three doors.
As you get to the lower level, the worm over the door starts to cry with a tremendous tone. The level of decibels is so high you have to close your ears with your hands in order not to get stunned by the sound.
GM Rutseg |
You know this is a kind of shrieker the deniziens of the dark lands use as alarms in their territory. It is kind of weird place for it to be, as it's not usually found in house basements.
It emits a piercing sound that lasts for 1d3 rounds whenever there is movement or a light source within 10 feet. This shriek makes it impossible to hear any other sound within 50 feet. The sound attracts nearby creatures that are disposed to investigate it.
Orik Fistbreaker |
"Ge' ready!" shouts Orik trying to be heard over the shrieker. "Someun' poot tha' thin' 'ere tae warn 'em oof aure approoch. 'Xpect an attack froom any quarter, lads."
Orik advances on the shrieking worm thing and strikes it an axe blow, trying to shut it up.
Orik Axe: 1d20 + 4 ⇒ (15) + 4 = 19
Dmg, if hit: 1d10 + 3 ⇒ (10) + 3 = 13
Remember anyone adjacent to Orik gets a +2 shield bonus to AC from his Saving Shield feat. Suggest you stand close, boys.
GM Rutseg |
Orik makes the worm to shut up with his axe. The worm gives a last misserable and creepy shout before lying dead over his chain.
A total of four doors can be seen at this room. The western one corresponding to the one where the worm was.
After a couple of minutes waiting for the attack, nothing happens. Neither you hear any kind of noise for more you try.
Ketill |
"Lets start at the leftmost door, of course only if Bolger declares it as safe."
Ketill |
Ok, next one
assuming taking some time to investigate (aka take 20) does not yield any results and that Bolger does not find any traps
GM Rutseg |
You open the door to another storeroom. This one contains the garroted body of a half-elf pathfnder huddled over a wooden crate marked “sunrods.”
Inside the crate, there are two dozen sunrods. The pathfnder possesses a composite longbow with 20 arrows, hide armor, a potion of cure light wounds, 100 sp, and 15 gp.
The next door is also a storeroom with excavation materials.
When you check the final door, where the worm was killed, you observe in the stone floor numerous footprints of varying sizes showing that this passage was used recently in both directions.
Seinto |
Seinto enters into the room with the sword ready.
For me, it's ok if you take all the equipment, Norman.
Not sure if I got it correctly, the last room is the western one, isn't it? I moved my token and have some problems with the shadows (I can't see part of the northern wall and can see more in the south than I should).
If nothing attacks us, I take 20 to search the room for a total of 25
GM Rutseg |
This chamber overfows with dusty relics of the past, some prominently displayed on shelves and pedestals, others piled haphazardly in crates, jars, and scroll cases. A massive stone idol looms in the corner, its fendish eyes sparkling with crimson beryls. An intricately woven Kellish rug, carefully rolled, leans against a shelf displaying ancient weapons from throughout Golarion. A somber pipe organ rests against the northern wall, its keys and pedals wet with fresh blood.
The room shall be some kind of lodge’s reliquary, housing its amassed collection of artifacts from various delves.
A lifeless body lies crumpled on the floor, riddled with dozens of stab wounds.
Additionaly, a pile of rags, clothing once worn by some creature, rests now on the organ bench, with signs of deflagration all around.
Finally, a box in one of the walls has felt scattering a half dozen shattered porcelain dolls on the stone floor.
Seinto@ if you want to proceed with the search, let me know.
Don't try to go through the next door, as it will not open normaly.
Orik Fistbreaker |
Orik enters the room, rushing over to the lifeless corpse. "I ain't nae healer, but this blook 'pears tae bae dead, tae mae. Fresh bloood though sae wae goot 'ere joost tae late tae help the man."
Orik looks over the man to see if he also is a pathfinder, or if he has anything identifying him or of significant value.
GM Rutseg |
The man seems to have been killed two or three days ago. He could have been a pathfinder. Plenty of small stabs are all around his body.
When the others start entering the room, a loud sound starts to moun in the northeast statue.
Bolger tries to push the door next to the statue, but the door doesn't move. It doesn't seem to have a lock anyway.
Ketill |
"A statue that speaks Taldan? Things are getting more weird by the second."
Ketill carefully investigates the piano
Perception take 20: 20 + 5 = 25
Orik Fistbreaker |
"T'blooke has dooz'ns o' wee stab woounds all 'roun'. Looks like soomun tried tae tarn him inta pincooshin, eh?" says Orik looking around.
As the statue speaks, he looks at it quizzically.
"Enchanted, p'haps? R'is t'piano trapped, lad? Might'nt want tae check it oot a'fore pushin' any o'them keys, laddie."
Orik takes a step back, ushering the rogue Bolger up front to try his luck on the keyboard. Orik keeps a wary eye on the talking statue, shielding the others as best he can.
Readied action to attack the statue if it comes to life and makes any kind of threatening move, including spell casting.
GM Rutseg |
As Ketill approaches the piano, the statues says "Play"
Ketill Will: 1d20 + 0 ⇒ (12) + 0 = 12
The tiefling suddenly fills compeled to fullfill such delightful suggestion from the statue. He sits in the chair just in front of the organ, first removing the ragged pile of burned cloths over it.
Then he starts playing.
Perform (Keys) will be needed
Orik you were readied against the statue, but you haven't seen her do any kind of spell-casting. It is just standing totally still.
Norman Dragon Rider |
Norman and Donneld move out of the way, so that Ketill can get to the stool and start to play, as he seems so intent on doing that. the excitable gnome, looks at Ketill, "Oh, I never knew you could play. Can you play that one ... what was it called.. about a traveler.. probably a Varasian, was it Wild Rover?" he claps his hand on his leg in time to the music.
Donneld eyes Ketill warily, ready to pull him away from the organ at the first sign of danger.
Donneld readies combat manoeuvre to pull Ketill away from the organ.
Treasure Found held by Norman and Donneld.
two dozen sunrods.
a composite longbow with 20 arrows,
hide armor,
a potion of cure light wounds,
100 sp, and 15 gp.
Norman looks at the statue, then back at Ketill. "Do you really think you should be playing that?" he asks confused, "Look what happened to the last person who did that." He has the realisation that, if Ketill doesn't play well enough, he too might end up crisp and burned. "Donneld, pull Ketill back, don't let him start yet."
Donneld's neck extends and he tries to pull Ketill away from the keys.
Seinto |
Seinto looks surprised to both Ketill and the statue.
"What the hell is going on?"
He then casts detect magic and inspects the room (first the statue, then the piano, and if none of them are magical the rest of the room)
Orik Fistbreaker |
"Noot t'time r'place fer moosic, Ketill. Wae goot soom work tae dae yet, lad!" says Orik, not understanding the enchantment. He didn't see the statue actually do anything.
Will you describe the statue again? Do any of us recognize it or what it might symbolize?
GM Rutseg |
Before continuing reading start plying this music
As Ketil starts playing, the statue says "Have you seen my doll?"
The entrance door suddenly shuts!
As the tiefling mechanically continues playing the piano a creepy melody of some sort, perhaps stored from his infancy in darker lands, starts filing the room.
Perform: 1d20 - 1 ⇒ (16) - 1 = 15
After a couple of seconds a doll appears from behind the organ and listens delighted at Ketill. Then she starts singing following the music.
You can see an image of the Diva in Roll20 characters section
Ketill |
Ketill sways slightly as his long hands caress the piano keys
I assume Ketill is focused on his performance