| Andel Gesseran *NPC* |
- Thassilonian
- Aklo
- Boggard
- Goblin
- Giant
- Undercommon
- Engineering +11
- Geography +11
- History +13
- Local +14
- Nature +10
- Nobility +11
- Planes +11
- 2nd: heroism, allegro
- 1st: borrow skill (DC15), chord of shards (DC15), comprehend langs, timely inspiration (DC15)
- 0: dancing lights, mage hand, message, read magic, summon instrument, unwitting ally (DC14)
Andel watches Aidon incredulously and then begins a slow clap, laughing quietly and shaking his head.
| DM Fflash |
The party, aware they’ve alerted the Tower Girls, sets forth to explore with caution, weapons at the ready.
We haven’t determined a marching order. Right now in a 2-wide formation, I’ve got the following: 1st row: Relan & Fulmen, 2nd row, Amiculus & Tarric, 3rd row, Aidonx & Braelex, 4th row: Andel. If you go down to single file, the same list above in name order. Let me know if you wish to make changes.
Entry Hall
Rubble from the collapsed wall has been pushed out into the chamber. Traces of recent habitation—bits of trash and rubbish and the odd piece of clothing or equipment—are scattered here and there, though the room now appears to be unused
Privy
The foul odor and suspicious stains on the floor reveal that this chamber was used as a privy within the last few weeks. Huddled in one corner are the rotten remains of a small dog.
Landing
Between two curving stairwells lies a small landing. Three stone boxes, their lids raised, stand lined up against the east wall. A fine yellow powder surrounds them on the floor ... it appears to be a yellow mold.
Rostrum Hall
Pillars line the center of this long hall. At the far end is a low rostrum, the dusty stumps of ancient votive candles lining its outer edge. Two of these have been knocked over. Colorful murals of Thassilon pilgrims and giants marching over an intact Irespan cover the walls. Stairs lead up to the west
1d20 + 7 ⇒ (4) + 7 = 11
| Tarric Abol |
Tarric peers around at the new rooms, his hands clasped behind him, underneath his backpack, which makes him look something like an over-large turtle.
Survival: 1d20 + 3 ⇒ (12) + 3 = 15
Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Know, Nature: 1d20 + 2 ⇒ (18) + 2 = 20
"My, my, the Tower Girls certainly are a messy lot. I mean look at this place! Its so disgusting that the donkey rat over in the corner looks like it died of nausea. Hmmm. I wonder if that is even possible?"
Tarric moves up to stand next to who he assumes to be the leader.
"So...Relan, is this something that you have experience with? Entering ancient ruins?"
| Braelex |
Survival: 1d20 + 5 ⇒ (6) + 5 = 11
Craft (alchemy): 1d20 + 8 ⇒ (8) + 8 = 16
Braelex keeps with the group, silently taking in the surroundings. She keeps her crossbow at the ready, nervously alert for traps and ambushes.
Entry Hall
"How long has this place been inhabited, through the years?" Braelex asks out loud, mostly towards Andel.
***
Landing
Braelex takes a closer look at the powder, testing a bit on her fingertip. "Ungol dust, spoiled... nothing dangerous."
| Andel Gesseran *NPC* |
- Thassilonian
- Aklo
- Boggard
- Goblin
- Giant
- Undercommon
- Engineering +11
- Geography +11
- History +13
- Local +14
- Nature +10
- Nobility +11
- Planes +11
- 2nd: heroism, allegro
- 1st: borrow skill (DC15), chord of shards (DC15), comprehend langs, timely inspiration (DC15)
- 0: dancing lights, mage hand, message, read magic, summon instrument, unwitting ally (DC14)
"Just that initial chamber, before the rubble, where we dropped the boats. A stopping point. People climbed to the top to sit in the room up there and look out over the Irespan and the Varisian coastline. Young, aspiring adventurers. These rooms here, though, as far as I know, have only been opened since Natalya discovered that door."
Andel struggles carrying his crossbow and still stopping to take notes and to map.
| DM Fflash |
The light from the entrance fades as you get close to the stairs. Any intent for light from here on out?
All: In my excitement to get this out, I forgot to give you the basics of the architecture inside. You are among the first to see this! Within the Crow, all walls, floors, and ceilings are of carefully fitted masonry. There is no lighting unless otherwise noted. Ceilings are 10 feet high in corridors and 15 feet high in chambers.
| Aidon Jade Davian |
Knowledge History - 1d20 + 8 ⇒ (16) + 8 = 24
Knowledge Arcane - 1d20 + 6 ⇒ (6) + 6 = 12
"These chambers are old, very old. I can't determine how old but they are over 10 millennium. Tarric, didn't the Rulelords use some sort of preservation magic to create this kind of lasting building?"
I am fine with the marching order, Amiculus is very perceptive and good with locks and traps. fyi
| Fulmen |
Survival: 1d20 + 12 ⇒ (11) + 12 = 23
Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Entry Hall
Fulmen examines the room. "It appears this area had a dozen or so people living here up until about a week ago. Likely, the Tower Girls kicked them out."
Rostrum Hall
"Looks we need to head up"
Marching order looks fine to me.
| Aidon Jade Davian |
Will you call for perception checks in rooms where we would find clues, like you did above for the DC10 spoiler, or do we need to state that we are searching for clues in rooms even if there is a perception check called for?
Upstairs
Aidon Perception - 1d20 + 7 ⇒ (11) + 7 = 18
Amiculus Perception - 1d20 + 12 ⇒ (18) + 12 = 30
| DM Fflash |
Per dungeon crawl mode, I will automatically write down Take 10 Perception successes based on the highest Perception in the group (Amiculus ... 22) ... I also assume Take 20 on all doors (time willing). The one above was unique because it was an AND spoiler (knowledge check). It will be in the normal write up. Anything beyond that requires an active search or if you pass by something quickly or under stress (fleeing / combat etc. where Take 10 isn't appropriate)
| Aidon Jade Davian |
Ok then I will have Aidon and Amiculus poke around a bit.
Entry Hall
Aidon Perception - 1d20 + 7 ⇒ (1) + 7 = 8
Amiculus Perception - 1d20 + 12 ⇒ (12) + 12 = 24
Privy
Aidon Perception - 1d20 + 7 ⇒ (6) + 7 = 13
Amiculus Perception - 1d20 + 12 ⇒ (15) + 12 = 27
Landing
Aidon Perception - 1d20 + 7 ⇒ (4) + 7 = 11
Amiculus Perception - 1d20 + 12 ⇒ (17) + 12 = 29
Rostrum Hall
Aidon Perception - 1d20 + 7 ⇒ (19) + 7 = 26
Amiculus Perception - 1d20 + 12 ⇒ (2) + 12 = 14
| DM Fflash |
Going to make some assumptions moving the game forward since I have a chance to sit down and write
Welcoming Party
The party progresses up the stairs, in the dark at first, but realizing that far up the stairs there is light emitting from up above. Climbing up sveral flights of stairs, you find yourself higher in the piling. Bits and pieces of old rubble, fragments of furniture, and broken weapons and armor clutter the floor of this room. Stepping out cautiously, you find yourself blinded by a couple of directed hooded lanterns from chamber to the south and a hoarse woman's voice, heavy with Varisian accent, shouts out,
"Turn back, get in your boat ... this isn't a place for you. Proceed one more step forward and we will fire upon you."
| Aidon Jade Davian |
Aidon raises his hand slightly to get their attention, "Umm excuse me, I believe you will find if you look out your window that we have a boat, and a canoe. The canoe is mine, it's new, well not brand new, I bought it used, just a moment ago, but it's new to me" Aidon pauses and smiles broadly, "I would be more then happy to take one of you lovely ladies," Aidon pauses for a second time and then says, "Well, I am assuming you are all lovely, as it's quite difficult to see with your lights shinning right in our eyes, even if you aren't lovey I am sure you all have excellent personalities...oh dear, where was I going with this?" Aidon pauses again clearly gathering his thoughts, "Oh yes, my canoe, would any of you like to go for a tour around the harbor, I am sure as the sun sets it really is quite lovely." Aidon will pause again, "Any takers?"
If there is no response Aidon will add, "You won't have to row, well, I mean I guess you could if you wanted too, but I am more than happy to row." Aidon then adds, "Also it does not leak, well a little, but it's easy to stay ahead of."
| Tarric Abol |
"You don't think that these are the Tower Girls? It is a woman's voice after all..." Tarric whispers.
"How disappointing though...I assumed we would be able to see a bit more of the structure before we got all conflicted."
"Are we going to try and talk our way past? Perhaps we can tell them that everyone knows their hideout now, and since it isn't safe, they will have to leave anyways...a constant stream of Pathfinders will be coming here..."
| Fulmen |
Fulmen holds his hand up to block the light from his eyes. In response to the voice he says, "We are not here to evict you. We are explorers seeking ancient knowledge this place holds. Once we've had a chance to look around we will leave you in peace. We do not wish to shed blood this day, but we cannot leave without having explored this ancent wonder. Perhaps a few coins will allow you let us work freely?"
| DM Fflash |
I don't normally show all the dice underneath but you were so close and I don't want you to think that diplomacy isn't an option! Starting: Hostile + Cha = 24 + 5 for lengthy or complicated aid ... if only Fulmen would've been able to aid other
Welcoming Party
The voice replies to your various responses, "It matters not who we are, you have 6 seconds to comply before we attack. Move away now. Don't speak, don't move toward us. This is your final warning!"
Actions?
| Tarric Abol |
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
"We know? What do we know? That these ladies are probably the Tower Girls? I don't know why that concerns us. Could someone please ask them to let us through? I don't see what the purpose of a fight is at this juncture...it isn't as if fighting us would keep their secret hideout safe now that practically all the Pathfinders in Varisia know about it."
"Do you think that they need help finding a new hideout? Perhaps they should check on the Watchtower, or Clocktower...whatever it was called. I hear that it has the reputation of being haunted...so nobody should go there. Or they can look for a manor house that is being renovated...or perhaps on top of one of the temples?" Tarric blathers, fingering the holy symbol around his neck. It seems that when he starts getting nervous, his mouth starts running away without his mind.
Diplomacy: 1d20 + 7 ⇒ (13) + 7 = 20
| Aidon Jade Davian |
I didn't know I could use Amiculus to assist on skill checks, I will remember that in the future.
"The one pretty lady has a good point about my Fulmen's point, we don't wish for any bloodshed, I just would like to take that pretty lady out around the harbor, you really should try my canoe, it's quite delightful." Aidon stops and thinks about what he just said and blushed to the roots of his hair. "Oh my...I did not mean for that to come out that way, when I say try my canoe I literally mean to try my canoe, I wasn't trying to be coy...oh my...is my face red."
Aidon pauses while Amiculus speaks to him, "I don't think you are a fool at all pretty lady, who ever just called you a fool is mean, I don't know why you would follow such a mean person who is clearly only interested in herself, you seem to have some sense about you, you should come join us or just walk away, if you do we can take that canoe ride later, after we finish exploring these ruins, we are Pathfinders, exploring is kind of our thing."
Aidon claps his hands as an idea strikes him "Maybe you would like to show us around! I bet you know this area really well and could help us complete our explorations quickly, then, then we could take that canoe ride, it should be almost a perfect time for it!"
Any option for another diplomacy check or is it all over except for the crying?
| DM Fflash |
Technically a diplomacy skill check represents a minute of interaction. Per the skill, you cannot influence more than once per 24 hours and if a request is refused, rerolls won't change the outcome.
Minor, but I don't believe Tarric made the Perception check that would elicit that response, but we will move from here
Welcoming Party
One woman says in response to Tarric, "All the Pathfinders?" and then partway through Aidon's soliloquy, the twang of multiple crossbow bolts interrupts everything.
Initiative: Terisha, Amiculus, Girls, Sasha, Fulmen, Braelex, Aidon, Andel, Tarric, Relan
ACTIONS for Round 1? With the exception of Relan and Braelex who specifically readied for combat, you will be flatfooted until your turn. Sorry for the junk initiative rolls
You spy a hunched over humanoid with hairy arms and legs sneaking around the southern room (from behind the table) to the west side of the entrance near you.
Terisha Init: 1d20 + 7 ⇒ (16) + 7 = 23
Sasha Init: 1d20 + 3 ⇒ (11) + 3 = 14
Girls Init: 1d20 + 3 ⇒ (16) + 3 = 19
Andel Init: 1d20 + 1 ⇒ (6) + 1 = 7
Braelex Init: 1d20 + 3 ⇒ (6) + 3 = 9
Aidon Init: 1d20 + 2 ⇒ (7) + 2 = 9
Amiculus Init: 1d20 + 3 ⇒ (18) + 3 = 21
Relan Init: 1d20 + 1 ⇒ (2) + 1 = 3
Fulmen Init: 1d20 + 1 ⇒ (9) + 1 = 10
Tarric Init: 1d20 ⇒ 5
1d20 + 7 ⇒ (7) + 7 = 14
EDIT: Since light is awkward here, I'm going to house rule assess a -2 penalty on ranged attack rolls to the south if you're with 10 feet of the stair top. After that light is normal.
| Fulmen |
Welcoming Party
Round 1
HP: 18/18
AC: 10 (flat-footed)
Perception: 1d20 + 10 ⇒ (19) + 10 = 29
Fulmen points to the south side of the room, "Look out there's something big circling around the room" He then moves further into the room and takes cover behind the wall.
Move two squares down and to the right
| Aidon Jade Davian |
Aidon - Round 1 - HP 20 / AC 14 (12) / Init 9
I am waiting to see where the team ends up, it will determine if I summon a horse or a dog. I will take a 5' to my left to try and break LoS of everyone
Amiculus - Round 1 - HP 11 / AC 13 / Init 21
Amiculus will wait and move up to protect Aidon
| DM Fflash |
Welcoming Party Round 1
Initiative: Terisha, Amiculus, Girls, Sasha, Fulmen, Braelex, Aidon, Andel, Tarric, Relan
As Amiculus moves to protect Aidon, a series of small bolts fly out to strike the three visible PCs. Relan, prepared ducks behind his shield but the other two fins vulnerable spots on Aidon and Fulmen. One of the girls sounds like she's moving around to the east side of the room to the south.
Fulmen moves to the wall to take cover.
Braelex delays while Andel moves out to take cover behind Relan and fires his shortbow but his unfamiliarity with the new weapon causes him to fumble the arrow.
at Tarric and Relan for action
Terisha vs Aidon: 1d20 + 6 ⇒ (17) + 6 = 23; HIT! Damage: 1d3 ⇒ 3
Girl 1 vs Relan: 1d20 + 3 ⇒ (2) + 3 = 5; miss
Girl 2 vs Fulmen: 1d20 + 3 ⇒ (11) + 3 = 14; HIT! Damage: 1d3 ⇒ 3
Andel vs Girl1: 1d20 + 2 ⇒ (1) + 2 = 3; miss
EDIT: removed sneak attack damage, you're outside 30 feet
| Relan |
Perception: 1d20 ⇒ 14
Relan hears the thud of a bolt into his shield, looking out where Fulmen is pointing but doesnt see anything in the room. "What did you see Fulmen? Was it flying?". Not waiting for an answer he moves forward toward the girls closing the distance.
Do i get close enough to strike? im confused a bit about the tile size right now :)
| Aidon Jade Davian |
Did Terisha vanish on purpose or did you not mean to remove her icon?
Aidon cries out, "Owie! That was uncalled for, if you didn't want to go for a canoe ride you could have just said so." He will concentrate briefly and say, "Oh! I know, how about a horseback ride on the beach?"
Aidon Summons a Celestial Horse right where the hallway narrows
Do summons attack no the round they are summoned? If so he will attack anyone close to him
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +5
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp [17]
Fort +5 [+7], Ref +4, Will +0 SR 5
Celestial - Resist cold 5, acid 5, electricity 5
Fiendish - Resist cold 5, fire 5
OFFENSE
Speed 40 ft.
Melee 2 hooves [-1] (1d3+2)
Special Attacks smite evil/good
STATISTICS
Str [17], Dex 13, Con [18], Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2 [+4]; CMD 13 [15] (17 [19] vs. trip)
Feats Endurance, RunB
Skills Perception +5
SPECIAL ABILITIES
Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+2) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).
To Hit - 1d20 - 1 ⇒ (8) - 1 = 7
Damage - 1d3 + 2 ⇒ (3) + 2 = 5
To Hit - 1d20 - 1 ⇒ (15) - 1 = 14
Damage - 1d3 + 2 ⇒ (3) + 2 = 5
| DM Fflash |
Do i get close enough to strike? im confused a bit about the tile size right now :)
Squares are 10', so it's 2 steps to get across. I can add the grid back in, if you'd like, but it clutters up the attractiveness of the map. You guys let me know.
Go ahead and make an attack roll, you'll get close enough to attack something this turn if you wish
See here:Did Terisha vanish on purpose or did you not mean to remove her icon?
One of the girls sounds like she's moving around to the east side of the room to the south
She broke line of sight
Do summons attack no the round they are summoned? If so he will attack anyone close to him
Yes, and they have to attack what's closest to them per the spell. The creature is medium so do you wish it to appear on the west side of the hall or the east side of the hall