| Nadab |
Nadab nods, " There are some swords that are a bit hard to get through without getting hurt but we might be able to bypass them by going down a different hallway. "
| Brayken |
Brayken also finishes adjusung his near gleaming chainmail and makes sure his glaive is at the ready, before stating, "This is the first time in over fifty years we've had to "rescue" the everflame group. But, considering the graves outside, it is probably a good idea we came."
Noticing the half-orc for the first time Brayken adds, "It's nice to see you donig something constructive outside the forge, Nadab. Well let's go, this is probably the most interesting thing to happen in years, I don't want to miss it."
| Faunra Chorval |
Faunra siddles up beside Brayken "50 years? That is a long time. Good to see you get some of that enthusiasm back Brayken. I was wondering what happened to all that youthful enthusiasm when you first joined. Don't you young ones worry. The militia is here and everything is going to be alright." the armor clad elf says with a reassuring grin. "I think it is a good idea to at bypass some of these obstacles if we can. We can save our strength that way. I'll defer to you, you seem to know more about what's inside this place than I do. I just want to reach that poor girl as quickly is possible and get her out.
| Nadab |
Nadab looks a little sheepish at Brayken's words
"Thanks for coming. This does seem to be a little out of our league... Especially that shadow in the smoky room.
Follow me. We should go through this door, we haven't been this way yet. Is anybody any good with locks and traps, that kind of thing. we found a key but it doesn't fit this door and... I don't have much experience in traps. That was Zane's expertise." Nadab walks into the adjoining room as he talks and leads everyone to the unopen door to the north.
| Quinn Garside |
"Traps? Look, I used to be a locksmith, right," Quinn looks hard at Brayken, Bluff: 1d20 + 3 ⇒ (6) + 3 = 9
”so I'll have a good look at it and see what happens." Moving to the door Quinn removes his shield and crouches, slyly removing some small tools from the lining of his jacket when his back is to the others.
Perception (Trapfinding): 1d20 + 7 ⇒ (16) + 7 = 23
Paranoid Reflex save: 1d20 + 4 ⇒ (15) + 4 = 19
Disable Device with tools: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
| Venedictos |
Venedictos smiles warmly to the reinforcements, and smiles more when Roldare retreats to his closet.
As they get going, Venedictos reminds everybody that there were some locked doors that they had been unable to bypass, and they have yet to try with the magic key.
| Brayken |
Crypt of the Everflame
Brayken only gives a grunt in response to Faunra's words, and turns to follow the group into the room.
"Well, I haven't messed much with traps or shadows and can't say I'd be much 'elp."
He then gives Quinn a hard stare back and... Sense Motive: 1d20 - 1 ⇒ (20) - 1 = 19... rolls his eyes, decidedly not commenting on the obvious falsehood.
Dang, of course I burn a crit on something less important.
"Let's make sure nothing's in this room before we open new ones"
Brayken also readies his glaive to attack anything that might come through the already broken down door.
| GM Everflame |
Quinn finds the door to the north locked, but quickly proves his usefulness in managing to pop it open. More than likely, Nadab's work on it with his crowbar a few days prior loosened something in the rusted mechanism.
Beyond the door, a small stone bench sits in the center of a dusty chamber. On the far wall is a faded mural depicting the hero Kassen defeating the mercenaries at the entrance to this crypt, with his blade piercing the chest of the mercenary leader. These figures stand alone in the center of a scene of carnage, with dead villagers and mercenaries all around them.
Beyond the chamber is a long, dark corridor which hooks to the left and ends with a sturdy wooden door.
| Quinn Garside |
Perception : 1d20 + 6 ⇒ (17) + 6 = 23
Quinn has a quick look about the room,
and walks carefully along the corridor to the door, checking for traps.
1d20 + 7 ⇒ (3) + 7 = 10
I'll post more later tonight...
| Nadab |
Perc: 1d20 - 1 ⇒ (3) - 1 = 2
Nadab moves in behind Quinn, looking about. He stares at the mural for a second before moving on.
| GM Everflame |
Quinn, Nadab, and Venedictos find nothing of interest in the small chamber beyond the faded mural. The rogue does not locate any traps along the hallway or about the door at the end of it. A quick jiggle of the door's handle reveals that it is neither locked nor stuck.
Brayken or Faunra, would you of you like to look around the room before moving on?
| Brayken |
'Tis a Crypt
Brayken, after a sigh of disappointment of nothing jumping out, decides to follow the rest of the group into the room. He squints at the mural for a second...Perception: 1d20 - 1 ⇒ (2) - 1 = 1...before shrugging, turning around, and, almost, walking into the wall behind him. Recovering from his momentary startle, he moves down the hall into location behind Quinn and readies his glaive again. This time he has a semi-expectant look on his face.
| Nadab |
Nadab moves up the corridor behind Quinn and Brayken.
"I wonder what the bench was for?" he murmurs as he walks.
I've moved everyone up the corridor on the map as everyone seems ready to move to the next room. I hope that's alright. I'm not trying to be pushy...
CWalk89
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| GM Everflame |
A single pillar in the center of the room supports this wide, domed chamber. The pillar is surrounded by a pit, but a stone bridge crosses the pit on the north side. Dozens of arrows jut from holes in the pillar, facing every direction.
There is a door opposite the one Quinn just opened on the far side of the chamber, as well as another door in the north wall.
We are now acting in rounds. Your next post should reflect only 6 seconds worth of actions (move + standard).
| Quinn Garside |
"Stay back! This is gonna get hairy, like a porcupine."
Quinn moves around to the North, his back to the wall and his shield in front of him, hoping to find a way to stop the mechanical trap.
Perception : 1d20 + 6 ⇒ (14) + 6 = 20 further +1 for traps
Can I use Total Defense as I move?
| GM Everflame |
You can move while using Total Defense - looked it up and everything! Also, can you move Quinn's token so I know what you're trying to do? You could make it to the pillar and start to attempt to disable the mechanism during your one round action, though it seems more like Quinn is simply sticking to the outer walls and looking at the thing. Tell me if you want me to make a Disable Device check for you on the trap.
| Quinn Garside |
Quinn is simply looking at it for the moment, hoping to see a place where the machinery can be stopped.
EDIT: I misread what you were saying.
If Quinn can see a way to shut it down he will drop his shield and make haste to do so.
Disable Device: 1d20 + 6 ⇒ (17) + 6 = 23
AC 16
| Nadab |
" Porcupine? What's going on Brayken? "
Nadab asks as he waits in the hallway.
| Brayken |
With a bemused smile on his face, Brayken moves into the room and around the corner. He leans against the wall and calls back, "Nothing much, looks like our intrepid 'locksmith' has found something else needing his touch."
He also keeps a steady eye on Quinn and the arrowed contraption.
Move action to get out of people's way and a standard actions for total defensive.
AC:22
| GM Everflame |
Quinn gets to work on disabling the trap in the center of the room. Crouching beside the pillar of arrows, he can see a clear course of action - it's a simple (to him) matter of unlatching two levers and three pulleys within the under-workings of the mechanism. Shoving his arm into the gap between the pillar and the floor, he quickly slips the first pulley off its track as a loud click followed by a whirring noise fills the chamber.
Just as the pillar begins to spin and fire arrows, the eastern door slams shut, closing Brayken, Faunra, and Quinn into the room. Blunted arrows pelt the three people in the room, with one hitting Quinn (for 2 nonlethal damage) and two hitting Faunra (for 2 nonlethal damage, total).
It will take Quinn four more rounds of work to disable the trap. He Quinn succeeded on his Disable Device check, but the trap takes 5 rounds to disable. This usually doesn't matter, but with arrows flying everywhere, it does.
Arrows - Quinn: 1d4 ⇒ 2
Arrows - Brayken: 1d4 ⇒ 3
Arrows - Faunra: 1d4 ⇒ 3
Attack - Quinn: 1d20 + 10 ⇒ (1) + 10 = 11
Attack - Quinn: 1d20 + 10 ⇒ (19) + 10 = 29
Attack - Brayken: 1d20 + 10 ⇒ (5) + 10 = 15
Attack - Brayken: 1d20 + 10 ⇒ (2) + 10 = 12
Attack - Brayken: 1d20 + 10 ⇒ (1) + 10 = 11
Attack - Faunra: 1d20 + 10 ⇒ (18) + 10 = 28
Attack - Faunra: 1d20 + 10 ⇒ (3) + 10 = 13
Attack - Faunra: 1d20 + 10 ⇒ (12) + 10 = 22
Damage - Quinn: 1d8 ⇒ 2
Damage - Faunra: 1d8 ⇒ 1
Damage - Faunra: 1d8 ⇒ 1
| Nadab |
Which way does the door swing?
Nadab runs up to the door as well and will try to open it by force.
" Look out Ven! "
Str: 1d20 + 2 ⇒ (4) + 2 = 6
He pushes (or pulls) on the door groaning. Then let's out a yell and hits it when it doesn't open.
| Quinn Garside |
Oh, come on. There has to be something more I can do here.
Quinn berates himself silently as the arrows fly. He continues trying to slow the machine down faster.
"Get down. Lie prone and hide behind your shield. These arrows are going to keep going off for about half a minute now that the machine has wound up. I am trying to shut it down quicker though."
Disable: 1d20 + 6 ⇒ (18) + 6 = 24
Without shield AC -2, probably FF as I tear this machine apart.
| Brayken |
Noting all of the arrows that miss him, Brayken has a big smile. After a moment it disappears quickly as he realizes they were too accurate.
These could incapacitate me, the "captain" (which isn't too bad on the whole) and the one person who can stop this thing.
Brayken steps up behind Quinn and tries to deflect any of the arrows that could hit the 'locksmith' with his glaive. I don't know if aid another for the AC bonus would work here, but trying anyways. aid another: 1d20 + 7 ⇒ (11) + 7 = 18
Just move quickly kid, I don't like arrows much, and hate being hit by them.
| GM Everflame |
Nadab and Venedictos, flustered by panic at the sight of the self-closing door, struggle with its iron handle for a moment before realizing that it opens out toward them with very little effort. They also find, however, that unless they hold it open, some spring or mechanism within its hinges attempts to close it once again.
Meanwhile, Quinn manages to slide another pulley from its track as the trapped pillar whirls around pelting those within the room with arrows. This time the blunted arrows catch each of them (Quinn for 5, Brayken for 10, and Faunra for 4 nonlethal damage).
Quinn 4/11 HP
Brayken 3/13 HP
Faunra 11/16 HP
Nadab 11/11 HP
Venedictos 9/9 HP
Arrows - Brayken: 1d4 ⇒ 3
Arrows - Faunra: 1d4 ⇒ 4
Attack - Quinn: 1d20 + 10 ⇒ (18) + 10 = 28
Attack - Quinn: 1d20 + 10 ⇒ (7) + 10 = 17
Attack - Quinn: 1d20 + 10 ⇒ (5) + 10 = 15
Attack - Brayken: 1d20 + 10 ⇒ (9) + 10 = 19
Attack - Brayken: 1d20 + 10 ⇒ (6) + 10 = 16
Attack - Brayken: 1d20 + 10 ⇒ (10) + 10 = 20
Attack - Faunra: 1d20 + 10 ⇒ (12) + 10 = 22
Attack - Faunra: 1d20 + 10 ⇒ (7) + 10 = 17
Attack - Faunra: 1d20 + 10 ⇒ (8) + 10 = 18
Attack - Faunra: 1d20 + 10 ⇒ (6) + 10 = 16
Damage - Quinn: 1d8 ⇒ 5
Damage - Brayken: 1d8 ⇒ 6
Damage - Brayken: 1d8 ⇒ 4
Damage - Faunra: 1d8 ⇒ 4
I'll allow Brayken to shield Quinn for a +2 AC bonus. I'll assume Faunra took another Total Defense action. That gives Quinn and Brayken AC 18 and Faunra AC 21.
| Brayken |
Brayken starts muttering curses under his breath as one of the arrows hits him in the eye. However he continues to try shielding Quinn.
Aid Again: 1d20 + 7 ⇒ (17) + 7 = 24
| Quinn Garside |
"There's nothing more I can do. It'll keep firing for half a minute yet, we need to flee." yells Quinn as he stands. "Come on!" he says to Brayken as he tries to drag him to his feet.
"You too Frauna," he says as he rushes back the way he came.
"Get outta the way!"
The open door was the most inviting thing Quinn had ever seen in his life. He piles into the doorway, running for his life, careless of the ensuing crush.
Sorry, I can't edit the map till I'm at work, which will be a few hours before I have a chance to do so, but I picture squeezing into the door way with Nadab etc.
| Brayken |
"Fine, fine. Just make up your mind would you?" states Brayken after Quinn nearly bowls him over.
He follows the other two into the door way, dropping his glaive so to not poke anyone in the crowded space.
The new Map, possibly?
I moved everyone, and hopefully didn't mess things up too much. Also people overlapping makes things difficult to move so the tiles are in some walls...
| Quinn Garside |
| Nadab |
Nadab releases the door and shoves Quinn flat against the wall so it can swing shut.
" Sorry! "
| GM Everflame |
The three within the room hustle back toward the corridor as arrows fly all around them. Nadab and Venedictos watch in horror as an arrow to the back of the head fells Quinn (for 7 nonlethal damage) and two arrows - one to the back and another to the leg - plants Brayken on the ground (for 4 nonlethal damage). Faunra also takes an arrow to the back (for 2 nonlethal damage), but manages to keep moving into the safety of the hallway.
Using the door to shield the three of them, Faunra, Nadab, and Venedictos wait out the trap, which finally runs out of ammunition after another 40 seconds or so. Once the pillar ceases its spinning barrage, they reenter the room, and Venedictos channels some positive energy to heal his fallen comrades. Brayken bolts upright, ready to go, but Quinn is groggier and still seems staggered by the blunt force trauma to his noggin.
Once everyone has their bearings, they find that the door in the western wall is unlocked, while the northern door stands not only unlocked, but wide open leading into a dark corridor.
Quinn 0/11 HP
Brayken 2/13 HP
Faunra 12/16 HP
Nadab 11/11 HP
Venedictos 9/9 HP
Arrows - Brayken: 1d4 ⇒ 4
Arrows - Faunra: 1d4 ⇒ 1
Attack - Quinn: 1d20 + 10 ⇒ (14) + 10 = 24
Attack - Quinn: 1d20 + 10 ⇒ (9) + 10 = 19
Attack - Quinn: 1d20 + 10 ⇒ (18) + 10 = 28
Attack - Quinn: 1d20 + 10 ⇒ (11) + 10 = 21
Attack - Brayken: 1d20 + 10 ⇒ (9) + 10 = 19
Attack - Brayken: 1d20 + 10 ⇒ (19) + 10 = 29
Attack - Brayken: 1d20 + 10 ⇒ (13) + 10 = 23
Attack - Brayken: 1d20 + 10 ⇒ (4) + 10 = 14
Attack - Faunra: 1d20 + 10 ⇒ (17) + 10 = 27
Damage - Quinn: 1d8 ⇒ 7
Damage - Quinn: 1d8 ⇒ 1
Damage - Quinn: 1d8 ⇒ 6
Damage - Brayken: 1d8 ⇒ 1
Damage - Brayken: 1d8 ⇒ 3
Damage - Faunra: 1d8 ⇒ 2
| Quinn Garside |
"So, this door then?"
Quinn has a good look at the door to the north, checking for traps, before carefully checking to see if it is locked. If unlocked he will carefully open it a little to look through. Otherwise he will attempt to unlock it.
Perception for traps: 1d20 + 7 ⇒ (1) + 7 = 8
Disable to unlock door: 1d20 + 6 ⇒ (9) + 6 = 15
| Brayken |
"Oy you take forever. Here let me," Brayken grunts as he moves to the door and tries to shove it open. Strength check: 1d20 + 4 ⇒ (14) + 4 = 18