GM Rutseg |
Kleetus and Farg now this aura from treaties about witch magic. The lingering auras are typical from past use as a component in an Irriseni Mirror Sight spell.
This spell lets you look into a mirror near you and see an image that is reflected in another specific mirror (chosen by you) or an individual reflected in any other mirror.
This works like a scrying spell, except you can only view creatures that are on the same plane as you. Each time you cast the spell, you can choose to see one of three types of reflections in your mirror.
Known Mirror: The current reflection in another mirror with which you are familiar.
Known Person: The current reflection of a person you know well, assuming that person is near a mirror.
Known Place: The current reflection of a place you know well, assuming the location is being reflected in a mirror.
You receive only visual information through this ability.
You can choose to transmit information both ways so that a person reflected in the remote mirror can view whatever appears in the mirror you are using.
This spell works with intentionally fabricated mirrors only; it is not effective with other reflective surfaces, such as still pools or polished metal shields. Effects that block scrying block this spell.
After checking the mirrors, Unnvar advances himself very carefully and peers around the corner. He finds a wide reception room.
B4 Reception room
This grand reception hall holds a table and eight ornate chairs.
A small sideboard holds an empty decanter and a silver serving set. A wide fireplace in the east wall holds a thick bed of ashes, and a neat stack of firewood lies nearby. Two narrow doors stand to the northeast and southeast. Wide passageways lead out of this room to the northwest and southwest.
The silver serving set its certainly worthable.
You notice a partially burned missive in the cold ashes of the fire. It seems a fragile missive.
Sleight of hand check to remove it carefully
Farg |
Perception1d20 + 10 ⇒ (18) + 10 = 28
Farg points out the the burned scrap of paper with his clawed hands.
Anyone more agile than myself?
Acher |
Acher steps up towards the head of the table.
"The woman doesn't even trust living things to guard her. Who was she meeting in her own safe house?" the Shoanti muses aloud.
Kleetus Doherni |
"Looks like them mirrors were all parts of her spying network. Blows mah mind, Ah woulda never though o' that." says Kleetus as he moves on forward into the reception room.
Perception Check: 1d20 + 12 ⇒ (7) + 12 = 19
"Hey wuzzat dere?" The half-orc lumbers forward to look at the fireplace. Looks like the Spider don't trust nobody even in her secret lair thinger. Dat ain't good.
He quints long and hard at the piece of paper, before asking out loud: "Hey Archie? Ah know that the mendin' spell won't make burnt papers come back wit' the writin' dat wuz on em', but ya think that if Ah cast it on this thinger here, it would be A-OK fer us ta move it, and still read the stuff it has on it?"
Unnvar the Solemn |
Unnvar looks at the scrap of paper, he wiggles his fingers as if considering trying to snatch it from the fireplace. But he has never been the best at delicate things like this. Upon hearing Kleetus's suggestion, he hopes the Wizard has the ability fix the note. But if not, he'll definitely give it a go if no one else wants to.
GM Rutseg |
While Kleetus notices the note in the cold ashes of the fireplace, Farg continues looking around and finds a hollow log at the bottom of the neat pile of wood beside the fireplace.
Within are two potions concealed, with the a label saying Levitate. They are wrapped in wax paper bearing a cryptic message "Shandon: Sometimes a fly can avoid a spider's snares because he can fly. Be careful. -Dorvik."
Note this is unrelated to the note in the ashes. That one you still have to pick up.
The DC was 20 for this one but Farg got it ;)
Unnvar the Solemn |
Well spotted Farg. It's almost like someone placed them there for someone else to find. Interesting?
Unnvar thinks about the 2 names Shandon and Dorvik, trying to remember if he's heard them before.
Know Local: 1d20 + 6 ⇒ (7) + 6 = 13
Farg |
Any chance that the plan with the mending spell mightwork on the note? If not it doesn't look like anyone has ranks in Sleight of hand.
Unnvar the Solemn |
Right and I don't think you can try Slight of Hand untrained. Anyone have another idea in case Mending won't work?
GM Rutseg |
You are right, most uses of SoH require it to be trained.
I understand now why the scenario called for a "Dex or Sleight of Hand check" ;)
I was waiting for someone to make a roll or state they are using a spell, but in this case I will just NPC...
Archibald says a couple of arcane words and the note becomes more consistent. On unfolding it you find a script written in Kelish.
The letter is from Trade Prince Aaqir al'Hakam and implies connections between the Spider and al'Hakam's family.
I do not know if this might fulfil a Sovereign Court faction goal (from Journal Cards)
Farg continues his search of the room by examining carefully both doors while the others focus on the message. In both cases he finds out the doors are safe after a detailed examination.
Kleetus Doherni |
"Huh? Wha'cha readin' that's got you swearin' 'bout butterflies?"
Lamare |
"this is a trade letter from the spider to our trade prince! Hakam! His family is linked to her! " it is to the spider or the name of the politicien?
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GM Zoomba |
How deep does this go...
Acher's brow furrows as she begins to feel uneasy.
GM Rutseg |
Lamare explains the others, the letter is sent by Trade Prince Aaqir al'Hakam to the Spider. The letter itself and its contents imply thus business between the Spider and al'Hakam's family.
I will move on to the next room while you discuss about the letter and potions
After a small search of the two doors, Farg discovers they both lead to the same room.
The east wall of this wide room is interrupted by a projection containing a carving of a spider about two feet in diameter.
Directly across from the spider, a section of the wall sits slightly askew, as though a door-sized piece of the wall were not quite flush with the rest.
The spider's center is carved with several worn Thassilonian runes that read, "Dusk Woven on the World Loom."
Without further context, the meaning of this phrase is lost to time.
Lamare comprehend languages should be enough to roll open the spoiler in this case
Unnvar the Solemn |
This bodes ill. Remember what Torch told us, this Spider has many arms in many places, she's connected and she knows the name of the Decemvirate. This would imply her influence in the Society is even greater and I'm begin to wonder how it all ties together?
He furrows his brow.
How can an Aspis gold agent know so much about the Society? It just doesn't add up.
Then turning his attention back to the potions, this note is signed Dorvik. The spider's name is Dorianna Ouidda. Could Dorvik mean Dorianna, if so who could Shandon be?
Farg |
Read the spoiler as Lamare's comprehend languages is still up
Who knows...perhaps it's just another alias. Now if I were to attempt to undermine a large scale organization a few alter egos might be of use... just a thought... not that I would ever attempt anything so cunning and scrupelous.
Farg adds with admiration.
Lamare |
"yeah, this spider looks like a dark shadow of torch. But why the consortium doesn't already the identity of our decemvirate?"
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Unnvar the Solemn |
That's an excellent question Lamare. Things aren't adding up, we should proceed with great caution.
Unnvar expression grows even more solemn, if that's possible.
Then taking on the aspect of a falcon once more, Unnvar studies the section of the wall which sits slightly askew, as though a door-sized piece of the wall were not quite flush with the rest. Looking for traps and whether it can be safely opened as it appears to be the only way forward.
perception: 1d20 + 11 + 4 ⇒ (10) + 11 + 4 = 25
Unnvar the Solemn |
There are stairs here behind the wall, although I don't see any traps, I don't like the feel of this in that it was so easily spot.
Scratching his head.
It's likely our way forward, but let's have a look around to make sure we haven't missed anything.
Unnvar begins searching the walls for any other possible secret doors, inviting the others to do the same.
perception: 1d20 + 11 + 4 ⇒ (8) + 11 + 4 = 23
GM Rutseg |
I guess this is align with what we talked before ;)
Farg comes next to Unnvar accepting his invitation and starts checking the suspicious door. He is almost to give up when he catches a weirdness in the doorstep. There is something there amiss, so he starts working on how to bypass it.
Disable device+Heroism: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22
This was nearly impossible to disable, DC was 32
Farg triggers something involuntary and threads of web start to grow in the center of the room!
A group of swarm centipedes is summoned into the chamber!
Archer: 1d20 + 1 ⇒ (17) + 1 = 18
Archibald: 1d20 + 5 ⇒ (14) + 5 = 19
Farg: 1d20 + 2 ⇒ (7) + 2 = 9
Kleetus: 1d20 + 5 ⇒ (10) + 5 = 15
Lamare: 1d20 + 1 ⇒ (19) + 1 = 20
Unnvar: 1d20 + 5 ⇒ (8) + 5 = 13
Foes: 1d20 + 4 ⇒ (11) + 4 = 15
Round 1
Lamare, Archibald, Archer, Kleetus, Swarms, Unnvar, Farg
Farg |
Hey your're the spellcaster. No fire on you? Farg inquires of Lamare as makes a run for it.
Ouch Farg has no precausions versus swarms. He'll get out of the room and wait for Archie to burn the swarm to the ground.
GM Rutseg |
Sorry,I rushed to catch the bus and forgot to roll saves
The web entangles around your body as you fight to escape!
Archer Ref DC 13: 1d20 + 5 ⇒ (12) + 5 = 17
Archibald Ref DC 13: 1d20 + 4 ⇒ (11) + 4 = 15
Farg Ref DC 13: 1d20 + 7 ⇒ (4) + 7 = 11
Kleetus Ref DC 13: 1d20 + 5 ⇒ (13) + 5 = 18
Lamare Ref DC 13: 1d20 + 4 ⇒ (4) + 4 = 8
Unnvar Ref DC 13: 1d20 + 11 ⇒ (5) + 11 = 16
Farg becomes grappled by the web strings before he can leave the room!!!
Acher |
Would I need to make a check to exit the web? Spell says failure gets you grappled at the first square you enter, which seems to imply if at edge and trying to exit should be okay.
Assuming Acher can leave freely...
As the web spreads out from seemingly nowhere, Acher starts. She steps away from the web just as four? swarms emerge as well.
%&$^, $&%^, &$^% the warrior thinks to herself. Running through her assets in her mind paints a grim picture; she has but a sole alchemist's fire on her at the moment. She hurries down the hall past Archiblad, then call to him as she fishes out her one flask. "This has to be magic stuff, correct? Do you know if there's any chance we can outrun them, or at least outlast them? Things that pop up poof away again, right?"
Archibald the Addlebrained |
Will cast heroism and bull's strength come the end of the combat.
"I daresay that's correct, although there's little way I can be certain, nor ensure our comrades escape from these chitinous critters. बिजली!"
Archibald fills the room with lightning, damaging all but one of the swarms.
Lightning Bolt DC 19: 10d6 ⇒ (6, 4, 2, 2, 4, 1, 3, 1, 1, 5) = 29
I don't want to leave the others to the wolves if the difficult terrain traps them in the chamber. I've a few flasks of alchemists fire and one more lightning bolt in the tank.
Kleetus Doherni |
"This is a heap of b*+~&%$~ atop b+%~$&!$ mountain!!!"
Gm is there an appropriate knowledge roll I could make to further identify these things?
He draws a flask of alchemist's fire from his backpack and launches it at the nearest swarm.
Green swarm
Attack of the firebomb vs Green swarm: 1d20 + 6 ⇒ (12) + 6 = 18
Damage of the firebomb vs Green swarm: 1d6 ⇒ 2
Farg |
I just did a quick check and it looks like Heroism also applies on CMB
CMB1d20 + 9 ⇒ (20) + 9 = 29
Farg easily makes his way out of the sticky webs and watches as fire and lightning rain on the swarm.
GM Rutseg |
Oh man! Those swarms are nasty, I know, I know!
Knowledge: You can roll nature and arcana checks
Lamare retreats out of the affected area, the same as Archer whom draws a flask as he passes by Archibald.
Lamare, I double moved you on retreat. Check if the position is ok for you
Farg fights against the webs pushing them away heroically until he succeeds to get out of them and watch the fireworks from behind Kleetus.
Indeed attack rolls receive heroism bonus
Kleetus draws an alchemist fire and tosses it towards the green swarm. The fire ignites the webs on the spot the fire flask impacts, burning that spot and the centipedes on it.
Web fire: 2d4 ⇒ (2, 2) = 4
That spot burnt in the web is no longer difficult terrain, nor it requires an escape artist check to move through
The fire in the flask splashes over the other swarms.
Archibald draws a cristal rod and uses it to cast a spell. A furious bolt of lightning emerges from his fingers electrocuting and exploding most of the centipedes it finds in its way.
Blue Ref DC 19: 1d20 + 7 ⇒ (10) + 7 = 17
Red Ref DC 19: 1d20 + 7 ⇒ (2) + 7 = 9
Area effects are +50% effective against swarms
Nevertheless, still some centipedes remain and they move over their enemies!
The centipedes sprawl filling instinctively the closest spots with living creatures, climbing walls and people, eating and distracting you!
Unnvar swarm attack: 4d6 ⇒ (6, 3, 5, 1) = 15
Farg swarm attack: 4d6 ⇒ (5, 3, 5, 3) = 16
Kleetus swarm attack: 4d6 ⇒ (2, 6, 1, 3) = 12
Archibald swarm attack: 4d6 ⇒ (1, 1, 4, 1) = 7
Those of you damaged, please roll two saves.
You need to succeed in a Fortitude poison DC 20 or lose 1d4 Dex damage.
And another Fortitude DC 20 or be nauseated as per the distraction swarm ability. If nauseated, during one round you can only perform a single move action
Green: 9 damage
Blue: 44 damage
Red: 44 damage
Yellow: 1 damage
Unnvar: 7/59 hp
Farg: 24/40 hp
Kleetus: 28/57 hp
Archibald: 50/54 hp
Round 1
Swarms, Unnvar, Farg, Lamare, Archibald, Archer, Kleetus
Unnvar the Solemn |
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Unnvar concentrating heavily on helping Farg as he attempts to disable the trap is so focused on Farg, that when trap goes off he is caught flat-footed. As the others run to get clear of the webs and centipedes, Unnvar just stands there; he's able to avoid the web entanglement, but not the swarm of creepy crawlies as they begin to find their way to places they should not be! As they begin to bite, Unnvar attempts to overcome both the poison now racing into his bloodstream and the distraction from so many centipedes!
Fort DC20 v. Poison: 1d20 + 9 ⇒ (4) + 9 = 13
Fort DC20 v. Distraction: 1d20 + 9 ⇒ (17) + 9 = 26
Dex Damage: 1d4 ⇒ 3 All dex stuff at a -1
As he feels the poison slowing him down. He focuses harder, intent on not letting these bugs take him down. Almost instinctively the bear snout reappears as his immune system tries to combat the toxins in his system. Feral focus Bear (+ 2 Con)
Thinking quickly, should he run should he fight! He decides to go for his pack, his hand quickly lingers over his vial of antitoxin before, finding a vial of alchemists fire, that's the one he grabs. with trembling hands, he slams it down right next to himself to his left were he sees centipedes fleeing toward him from Kleetus's Alchemist Fire a few feet away.
Move retrieve Alchemist fire, Standard - toss (drop) it in the square next door (marked with a little fire thing)
Alchemist Fire v. Yellow: 1d20 + 8 ⇒ (15) + 8 = 23
Fire!: 1d6 ⇒ 5
As some of the alchemist's fire splashes him a warm feeling passes over Unnvar as he watches some of the centipedes disintegrate in the flames.
They are big swarms Archibald do you have any Fire attacks that can help get these things down. If you have to hit me with the attack it's fine. Maybe even summon up some Fire Elementals!
Archibald the Addlebrained |
Unless I'm mistaken I should have be able to hit three rather than two with a diagonal line spell. At a certain angle.
Fortitude: 1d20 + 6 ⇒ (6) + 6 = 12 Dex Damage: 1d4 ⇒ 3
Fortitude vs Distraction: 1d20 + 6 ⇒ (4) + 6 = 10 Yikes!
Archibald cries out as his mouth fills with squirming centipedes, flailing his arms and fleeing to the west.
Farg |
Fortitude 1d20 + 6 ⇒ (13) + 6 = 19 Dex Damage 1d4 ⇒ 1
Fortitude 1d20 + 6 ⇒ (9) + 6 = 15
Farg hates little climby creatures and runs as fast as he can.
Use that move action to move
GM Rutseg |
Unnvar looks for an alchemist fire and tosses it just in front. The fire splits and burns a bit of his skin, but when the strands of web starts burning, the centipedes start flying away in hundreds.
Burning web: 2d4 ⇒ (2, 3) = 5
+50% damage and we have another square clear of webs (I am summing up the flask and the web damage before the +50%)
Archibald cannot hold it and starts feeling horrible with the centipedes running over his legs. Almost to the point of vomit he succeeds to retreat into the corridor.
About the pattern, I believe you might achieve to hit 3 with a line pattern in certain angle, but from the one you draw I could see only 2 damaged. Please, correct me if I am wrong in my interpretation of the pattern you draw (look at the 'last modifications' link in the map so you can see previous state when you draw the line) we can still retcon it :)
Kleetus previous fire also burns damaging the swarm.
Alchemist fire turn 2: 1d6 ⇒ 5
Green: 16 damage
Blue: 44 damage
Red: 44 damage
Yellow: 16 damage
Unnvar: 50/66 hp, -3 Dex, poisoned (r8)
Farg: 24/40 hp, -1 Dex, nauseated (r3), poisoned (r8)
Kleetus: 45/57 hp
Archibald: 50/54 hp, -3 Dex, nauseated (r3), poisoned (r8)
Round 2
Swarms, Unnvar, Farg, Lamare, Archibald, Archer, Kleetus
Those of you poisoned will have to keep saving against the poison until you succeed in one save.
Lamare |
..."the most important is the mage..." lamare draw in his scroll case remove sickness and cast it to Archie. you can do a standard action now and a +4 for disease sickness or nausea check. "archibald! Come!"
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GM Rutseg |
Lamare draws a well prepared scroll as he moves to get Archibald at range and uses it to cast remove sickness on Archibald.
The wizard is suddenly free of the nauseas attacking him.
I am allowing the scroll draw as part of your move action and this happening before Archibald's turn.
Archibald@ you are free to rethink your move and standard action thanks to Lamare spell
Green: 16 damage
Blue: 44 damage
Red: 44 damage
Yellow: 16 damage
Unnvar: 50/66 hp, -3 Dex, poisoned (r8)
Farg: 24/40 hp, -1 Dex, nauseated (r3), poisoned (r8)
Kleetus: 45/57 hp
Archibald: 50/54 hp, -3 Dex, nauseated (r3), poisoned (r8), +4 vs disease, sickness and nausea (r102)
Round 2
Swarms, Unnvar, Farg, Lamare, Archibald, Archer, Kleetus
Those of you poisoned will have to keep saving against the poison until you succeed in one save.
Farg |
If so Farg will activate his Archaeologist luck ability during his turn so that the bonus is there for the next save...
Lamare |
Yeah my reatreat would have been close to our wizard (i am at 50 ft speed)
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