Heccan Abraxi
|
Heccan holds a hand up and approaches the swamp men.
"3000? I dare say a hefty sum. The wise men say that aiding a noble cause is the charge of noble men. I am certain my fiends would join me in stating that you appear to be the noblest of the noble. In which case, a deed well done will be it's own reward. Please tell us what you know, for our cause is indeed just and noble."
Diplomacy: 1d20 + 22 ⇒ (4) + 22 = 26
If Heccan's attempt at diplomacy fails, he will case Charm Person on the speaker. DC 19 Will negates.
Herodotus Vanatir Krezla
|
"There is indeed something to be said about doing the right thing because it is right. The Gods themselves take note and reward the just."
Diplomacy Aid: 1d20 + 18 ⇒ (20) + 18 = 38
I really wish that wasn't an aid
Balazar the Gnome
|
"3,000 is a ridiculous sum. I understand it took you time to get here and information has value but you are asking a princely sum for information that my not even be of use to us. Come down on the price and we may be willing to bargain."
Diplomacy: 1d20 + 18 ⇒ (2) + 18 = 20
Balazar did not bring his A game to this conversation.
Chaosorbit
|
The swampers seem willing to talk. W'll ya rig't, helpin' da gret'er good is a reward. Swamp peeple need help ta. Ya reward us half for helpin' ya, both benfit. Or will tell jus tell ya?
The swampers are asking for 1500 gold, but will give the info for free.
What do you choose?
Queth
|
Queth tries to add to the conversation by guilt tripping them. "How do we even know that your information is going to be valuable to us? What do you even need gold for out here in the swamps? Don't you know you'd be helping people for a good cause? We are just trying to save some kidnapped victims, and what you're trying to do is just make some money off of us."
Diplomacy (Aid Another on Heccan): 1d20 + 15 ⇒ (4) + 15 = 19
Balazar the Gnome
|
"I don't have much gold on me but I imagine people get hurt out here in the swamps at times. Would this potion of cure moderate wounds suffice for my share?"
Chaosorbit
|
Going to let everyone weigh in on this before completely resolving it. Feel free to discuss ooc or in discussion if you want.
Responding to Queth, Not make money, help all
Brother Theo thinks the swampers are pleased to see him retrieving gold. They nod affirmation to Balazar at his query.
Herodotus Vanatir Krezla
|
Herodotus sighs but nods, shaking his head sadly. I do not condone, but I understand. And Iomedae be my witness, I appreciate your gesture. Here" he says, reaching into his pocket for the coin and small gemstones to pay the man 250 gold pieces. "Take this. After all, it is only money. Pathfinders, our hosts have made a step forward, let us take a step in their direction as well."
Queth
|
*Checks Chronicles*
Queth actually quiets down some when they mention (again) that it's for a good cause. "Very well then, as long as you promise it is to a good cause, I have no issues with charity."
He takes out 250 gold pieces.
Chaosorbit
|
Heard from all but Heccan looks like the rest are in agreement to pay.
As you gather the gold and healing potion together, the swampers look on seemingly pleased.
K, grateful to ya. Well, us swampers gots mor' ta do in city than ya think fr'm time ta time. We don't jus march in ther'e dem fancy fok would turn up der noses, so we use da sew'rs an da tunnels under da place. Differ't ones of us, been seeing groups o' strange figurs lookin' like dead mourners movin' about da sew'rs an da tunnels.
He pauses a second, then. Da be wear'n fancy jewels, an carr'd bundles wrapped up'n gray linen—lookalike bodies swathed 'n shrouds. Most um been seen wes' end of da city, day allmos be use da sew'rs ta get in tha' Eylusia Buildin', dat fell'r Zeffiro Lesiege, we hear'd of, barrys folk in da die. Dem tunnels to dat Eylusia Building har'd to find, moos times one 'er two come in go to dare. But des groups big like fittteen persons all at once. We tryta ask dem what they doin' but da seem to jus melt away inta da gloom down dare. Real strange.
We sent some to go a lookin' fer what da up ta, da eith'r vanis' or turn up dead. Afer dat we only watch um, stay outta da way.
He studies your faces to make sure he's making sense to you, then adds.
Well an dat building not ta safe; da got traps n' such keep folks out, way mor' dan an hones merchant be need.
The swampers have little more to offer, they gather the gold and head back into the swamp.
Assuming you now head back into town, you might either know or gather some information.
The extravagant Eylusia Building is a towering funeral parlor built by Zeffiro Lesiege, one of Karcau’s most well-known citizens. The structure resembles a giant mausoleum.
Until a little more than a decade ago, Lesiege was a simple undertaker, but his infectious showmanship has transformed local funerals into flashy, opulent affairs—which in turn have made him one of the wealthiest citizens of Karcau. He is now considered a leading trendsetter and a rising star in the city’s social scene, and most of Karcau’s nobility hold him in high esteem and would look poorly upon anyone slandering his name.
Brother Theo
|
Brother passed over the 250 gold and listened to the tale of the swamper. "I am well aware of the Eylusia Building. it serves as a place to hold funerals and has gotten rather successful over the last decade or so." he said "However, they seem to be rather flashy affairs making Zeffiro Lesiege, the owner, rather rich and he has powerful friends with the elite of the city. Now the large number of traps is rather suspicious and does not sound normal for a funeral home. Makes me think that they are a cult or something if they are taking those steps for protection.
Can you point out where the tunnels might be? He asked the swamper.
Diplomacy (gather info): 1d20 + 13 ⇒ (5) + 13 = 18
Herodotus Vanatir Krezla
|
I think we need to return to the city to gather information, but I'm sure we could have asked for specific locations of the tunnels beforehand.
Chaosorbit
|
The swampers are glad to give you some details about how to access the Eylusia Building via the tunnels.
Let me know if you want to do anything else in town before heading there...and let me know what you plan is to access the building.
Chaosorbit
|
Things have gotten very quiet, might just be the weekend.
Assuming no other business in town, feel free to roll additional gather info roll if you want, Heccan doesn't learn anything not already posted above.
Assuming you next stop is the Eylusia Building, you can either attempt to access via the sewers using the swampers directions or access it from actual business entrance topside.
Balazar the Gnome
|
"We paid a lot for the swampers help, Let's utilize it. How about we go in via the sewers?"
Queth
|
"Agreed. Let's try for the sewers. The back entrance is more sneaky and less likely to draw attention."
Queth will be checking for traps if we decide to go with the sewers.
Brother Theo
|
Brother Theo looked around the area to see if the directions that the swampers gave pointed the group to the entrance to the sewers.
"I think the place to start is over there." he said
Perception: 1d20 + 20 ⇒ (18) + 20 = 38
Herodotus Vanatir Krezla
|
"I am, by nature, not very stealthy. However I will try my best to accommodate."
"Like a coiling set of cast iron pans trying to take up juggling. That's how bad he is. Hey Herod, try grabbing onto me, maybe I can help. And maybe the gods will be kind."
Chaosorbit
|
After gathering some information in town, you follow the swampers directions through the sewers. The entrance lies past a vertical sewer grate that easily swings open, and the tunnel’s dank brink walls lead to an arched entryway with a strong wooden door which is locked with a sturdy looking lock. The left half of the door is painted black, the right half white, and both are in need of a fresh coat thanks to the discoloration from years of exposure to moist air. The decoration is reminiscent of Nethys’s holy symbol.
Queth
|
Queth takes a quick scan of the door for traps.
Perception: 1d20 + 20 ⇒ (9) + 20 = 29 - +4 for traps, +2 for haunts
Queth
|
"All clear. Who shall do the honors?"
Queth casts Magic Vestment on Kudor's breastplate. Makes it +2 instead of +1 for 9 hours.
He also casts Magic Circle against Evil on himself. 1 hour 30 minutes. (Updated stat line to reflect this)
I'm thinking Kudor, Brother Theo, and myself are the front liners?
Chaosorbit
|
Yes, arrange your marching order. Also will either need a disable device on the door, or some brute force, or fabulous magic, take your pick.
Queth
|
"Oh, right. Unlocking. Be done in a jiffy." He pulls out the masterwork thieves' tools and gets to work.
Disable Device: 1d20 + 25 ⇒ (10) + 25 = 35
If that doesn't make it, he'll take 20.
"Now, who will do the honors?"
...and, if curious on the +25 on disable device: +3 dex, +9 ranks, +3 class skill, +4 trapfinding, +5 ring of maniacal devices, +2 masterwork thieves' tools, -1 armor check.
Chaosorbit
|
Queth easily picks the lock.
@Queth off topic -- nice! That a good option for oracles, I like it!
Kudor_
|
Kudor smiles in thanks for the enhancement.
Kudor will move up to the front, take a slightly crouched position behind his shield, which he will use to gently push the door open.
stealth?: 1d20 + 9 ⇒ (5) + 9 = 14
Anybody listening has probably already heard us outside, I might as well not slam the door open jsut in case though.
Chaosorbit
|
Kudor gently pushes the door open, beyond he sees a low-ceilinged chamber features two pairs of manacles bolted to the floor in the center of the room. The stone floor beneath them is stained rust-brown. Hundreds of half-melted candles populate the floor, along with several ritual ingredients, such as jars of tallow, salt, ash, and small bones. Fifteen alcoves line the room, each concealed with a heavy curtain.
Brother Theo
|
Brother Theo moved into the center of the group to shepherd the flock.
Brother Theo wears heavy armor to keep himself from getting a pounding and is not much of a front liner. Figure I cast Ant Haul at the start of the day just so I can move 20'. Wearing a spiked gauntlet but no weapon in hand.
Balazar the Gnome
|
Cast Barkskin on Padrig then "Padrig go sniff around those alcoves."
Padrig will go go clockwise starting with the nearest alcove and take a sniff at each one. Moving at half speed.
Stealth: 1d20 + 8 ⇒ (19) + 8 = 27
Perception: 1d20 + 9 ⇒ (13) + 9 = 22
Balazar the Gnome
|
Flying via wings.
Herodotus Vanatir Krezla
|
Herodotus, as he waits, fishes out a pair of glasses with multiple lenses on them from a belt pouch and adjusts them upon his eyes. "A hefty expense, but I was assured it would permit me to see invisible creatures should the need arise" he explains quietly.
Chaosorbit
|
Padrig zips from curtain to curtain then returns, he reports 4 strange statues occupy some of the alcoves. 3 of them have strangely posed statues that seem to be made up of many parts; while the 4th seems to be a stylized solid statue with with dark wings and a wicked grin. The top left most alcove is actually a passage.
Statues are mark on the map.
Queth
|
"I should continue my paranoia huh?"
Queth checks the room before heading in.
Perception: 1d20 + 20 ⇒ (17) + 20 = 37 - +4 for traps, +2 for haunts
Chaosorbit
|
Queth keen eyes spot small vents throughout the room that don't look like normal ventilation vents; and are highly likely to be a mechanical gas trap.
Queth
|
I think I accidentally picked the right character.
"Welp, time to get to work again. Stand back." Queth tries to disable any triggers he can see in the room.
Disable Device: 1d20 + 25 ⇒ (4) + 25 = 29
If that doesn't work but doesn't set it off...
Disable Device: 1d20 + 25 ⇒ (20) + 25 = 45
Chaosorbit
|
This is one of those times, where it really doesn't make sense to be able to disable it the way they describe it working, but you made the check so you got it on the first one.
Queth finds a hidden compartment in the entryway with a knob that can be turned on and off, he turns it off and is confident he has disable the gas flowing to the trap.
Balazar the Gnome
|
"Thanks Queth. You dodged a close one Padrig. Now let's take a look at that winged statue."
Cast Detected Magic then move towards that alcove.
Herodotus Vanatir Krezla
|
"What do you make of any of the statues noble Padrig has revealed? Are statues normally shaped in this manner?" He pauses, contemplatively, before snapping his finger. "Forgot to be an obtuse Paladin again huh? Go ahead, detect that evil Herod! Ra-Ra-Hero-do, Hero-do, Hero-do -tus go!" quips Gamin as our Paladin, another dour expression on his face begins to focus his senses on the presence of evil within the room.
Queth
|
"Hrm. Convenient for them to keep a switch there." *wink*
Queth lets the party search the room as his paranoia grows, he checks each statue other than the Winged statue for traps, then comes around to the winged statue and checks it for traps.
Just going to take 10 on Perception for Traps for 34.
"Traps and locked doors. And in Ustalav. This is just reminding too much of that prison in Harrowstone..."
Chaosorbit
|
As Balazar and Queth begin moving into the room, air rushes from the vents (air only, not gas), as something begins to move behind 3 of the curtains.
Initiative
Balazar: 1d20 + 5 ⇒ (20) + 5 = 25
Padrig: 1d20 + 4 ⇒ (17) + 4 = 21
Brother Theo: 1d20 + 0 ⇒ (7) + 0 = 7
Heccan: 1d20 + 2 ⇒ (2) + 2 = 4
Herodotus: 1d20 + 6 ⇒ (8) + 6 = 14
Kudor: 1d20 + 6 ⇒ (9) + 6 = 15
Queth: 1d20 + 4 ⇒ (17) + 4 = 21
Statue Red: 1d20 + 6 ⇒ (16) + 6 = 22
Statue Blue: 1d20 + 6 ⇒ (5) + 6 = 11
Statue Purple: 1d20 + 6 ⇒ (8) + 6 = 14
Roll offs:
Queth: 1d20 ⇒ 11
Padrig: 1d20 ⇒ 9
Herodotus: 1d20 ⇒ 12
Statue Purple: 1d20 ⇒ 1
Round 1
Balazar
Statue Red
Queth
Padrig
Kudor
Herodotus
Statue Purple
Statue Blue
Brother Theo
Heccan
Balazar is quickest to react and is up.
Balazar the Gnome
|
"Crimany! This could be bad."
Cast Haste on the 6 of us and Padrig then pull my wand of lesser of rejuvenate eidolon.
Haste: +1 to attack, +1 Dodge bones to AC, +1 to Reflex save, +30 to speed, One extra attack.
Chaosorbit
|
A statue emerges from behind the curtain and advances on Queth attacking him with its halberd.
Halberd attack: 1d20 + 18 ⇒ (18) + 18 = 36
damage: 1d10 + 14 ⇒ (4) + 14 = 18
The blow lands on poor-sighted halfling.
Round 1 Effects Active: Haste
Balazar
Statue Red
Queth 18 dmg
Padrig
Kudor
Herodotus
Statue Purple
Statue Blue
Brother Theo
Heccan
Queth, Padrig, Kudor, and Herodotus are up
Queth
|
"Yeeeouch! I'll try to set up a flank and get out of the archer's way."
Swift Action
Queth casts Grace so his movement this turn doesn't provoke attacks of opportunity.
Standard Action
He defensively casts Shield of Faith on himself. Can't fail to cast that defensively, as +15 concentration +1 because of abjuration tattoo.
Move Action
He moves around to the other side of the creature, drawing out his cestus.
Included both Haste and Shield of Faith calculated in his stat line.