| Tal Bernard Mainz |
If the coast is clear he gives the thumbs up and then moves about the room allowing the others to come in.
| DM RichD |
How are you all getting into the room. Are you leaping over the stone? If so, give me an acrobatics check...
C19. Abandoned Hallway
Tal finds himself in a hallway. The hallway has more than an inch of undisturbed dust layering the floor.
C20. Storeroom
This storeroom is thick with dust and discarded furniture, equipment, and assorted junk. Rat droppings and signs of gnawing and moth damage abound.
Walcort
COMPLETED
C1. Overgrown Wall
C2. Cesspit
C3. Caretaker’s House
C4. Caretaker’s House—First Floor
C5. Hitching Station
C6. Cloister Entrance
C7. Reception Chamber
C8. Flophouses
C9. Soup Kitchen
C10. Dining Room
C11. Test Entrance
C12. Testing Chamber
C13. Meeting Room
C14. Guildsmen’s Quarters
C15. Armory
C16. Guardsroom
C17. Bunkrooms
C18. Spiked Pit
C19. Abandoned Hallway
IN PROGRESS
| Richard Holysmith |
Athletics: 1d20 + 2 ⇒ (15) + 2 = 17
As Sherix flies into the room, Richard leaps ahead.
| Tal Bernard Mainz |
Perception 1d20 + 15 ⇒ (14) + 15 = 29 for anything out of the ordinary
Based on the amount of dust I would say that no one has been here for ages. Either they don’t use this location anymore or have just forgotten it exists. Either way it looks like a safe spot if we need to recuperate.
It seems that we may have went through most of this floor by now. We will likely need to head downstairs though to find what we need as to the Drovenge’s plans. However Let’s go back and find the stairs leading upwards. That way we can clear everything out before we get pincered by foes above and below.
| Richard Holysmith |
"Sounds good to me." Richard looks out. "Where's the nearest stairs leading up? Let's go there first."
| DM RichD |
Just looking around, Tal sees nothing out of the ordinary. But he does see a secret door. After confirming that it is not trapped, he opens it.
C21. Forgotten Storage
Beyond the hidden door is another storeroom, likewise piled with dusty crates, sheet-draped furnishings, and less-identifiable objects pushed back against the walls in great piles. Before the far wall is a desk, its wood stained black from the long years. Atop it rests a worm-eaten blotter and an unlit tallow candle burned down to little more than an amorphous lump. Slumped in a chair behind the desk is a skeletal form wearing a leather jerkin and a tattered tricorn hat. A gold eyepatch obscures part of its cadaverous face.
Walcort
COMPLETED
C1. Overgrown Wall
C2. Cesspit
C3. Caretaker’s House
C4. Caretaker’s House—First Floor
C5. Hitching Station
C6. Cloister Entrance
C7. Reception Chamber
C8. Flophouses
C9. Soup Kitchen
C10. Dining Room
C11. Test Entrance
C12. Testing Chamber
C13. Meeting Room
C14. Guildsmen’s Quarters
C15. Armory
C16. Guardsroom
C17. Bunkrooms
C18. Spiked Pit
C19. Abandoned Hallway
C20. Storeroom
IN PROGRESS
C21. Forgotten Storage
| Richard Holysmith |
Richard looks at the skeleton and tries to identify it.
Perception: 1d20 + 14 ⇒ (19) + 14 = 33
Knowledge (local): 1d20 + 10 ⇒ (17) + 10 = 27
Knowledge (nobility): 1d20 + 10 ⇒ (5) + 10 = 15
Knowledge (planes): 1d20 + 10 ⇒ (8) + 10 = 18
Knowledge (religion): 1d20 + 11 ⇒ (3) + 11 = 14
Sherix takes a moment to identify it.
Perception: 1d20 + 13 ⇒ (16) + 13 = 29
Knowledge (Religion): 1d20 + 9 ⇒ (13) + 9 = 22
| Tal Bernard Mainz |
Tal lets Richard do his thing as Richard exams everything looking for clues as to who this may be and what’s this may mean for them. He keeps nearby in case the skeleton reanimates and starts attacking like everything else seems to do in these situations.
What do you think Richard? Is any of this useful to us and our mission here? Would this be one of the Drovenges?
| DM RichD |
When Richard starts searching the desk he finds papers referencing Guildmaster Manus Undiomede, whom Richard recalls ran the guild about 50 years ago and the story is that he disappeared after his noble sponsors decided to move the leadership in another direction. Seeing the skeleton, Richard believes they found him.
Searching the desk drawers reveals much of the guild’s operation and organization from those days, though it had many differences from the current operation.
Sherix points out withered and twisted larval husks that still rest in the hollow of the skeleton's ribcage.
While Richard is glancing through the papers, A tongue lashes out from the skeleton's jaw!
Attack: 1d20 + 10 ⇒ (18) + 10 = 28
@Richard: DC17 Fort Save or Paralyzed.
| Richard Holysmith |
"A shame, another Guildmaster fallen-"
Fort Save: 1d20 + 8 ⇒ (19) + 8 = 27
"Even worse, an unwashed tongue!"
| Tal Bernard Mainz |
As the tongue lashes out at Richard Tal lets out a groan of frustration. Every. Single. Time. He punctuates each word with blows from his sword. Next time I am just attacking first and we can search afterwards.When it’s his init of course
| DM RichD |
Acheh and Cheken: 1d20 + 0 ⇒ (15) + 0 = 15
Richard/Sherix: 1d20 + 3 ⇒ (20) + 3 = 23
Tal: 1d20 + 3 ⇒ (18) + 3 = 21
Manus Undiomede: 1d20 + 8 ⇒ (16) + 8 = 24
Round 1
Manus Undiomede 24 (91/91)
Richard/Sherix 23 (97/97)(41/41)
Tal 21 (110/110)
Acheh and Cheken 15 (0/0)
Manus will rise to his feet and will try to slam Richard!
Slam 1: 1d20 + 15 ⇒ (13) + 15 = 28
Slam 2: 1d20 + 15 ⇒ (18) + 15 = 33
Damage 1: 2d8 + 5 ⇒ (1, 7) + 5 = 13
Damage 2: 2d8 + 5 ⇒ (3, 6) + 5 = 14
Next up: Everyone
| Richard Holysmith |
"Never a dull moment!" Richard draws his longsword and Inspires Courage (+2) amongst his companions.
| Tal Bernard Mainz |
Tal swings his sword at the undead knowing that it will likely reduce some of the damage but hoping that he can power through it.
+1 keen power inspired 1d20 + 18 ⇒ (19) + 18 = 37 for 1d8 + 19 ⇒ (6) + 19 = 25
Threat inspired 1d20 + 18 + 4 ⇒ (11) + 18 + 4 = 33 for 1d8 + 19 ⇒ (2) + 19 = 21
Iterative 1d20 + 18 - 5 ⇒ (12) + 18 - 5 = 25 for 1d8 + 19 ⇒ (2) + 19 = 21
Richard will you stop disturbing all the creatures in every place we go?
| Richard Holysmith |
"It's a habit! Usually it gets me a free night's stay, but-" The creature tries to lick him again. "This isn't my kind of company!"
| DM RichD |
Round 2
Manus will continue his assault on Richard!
Slam 1: 1d20 + 15 ⇒ (14) + 15 = 29
Slam 2: 1d20 + 15 ⇒ (20) + 15 = 35
Tongue: 1d20 + 10 ⇒ (8) + 10 = 18
Slam 2 Confirm: 1d20 + 15 ⇒ (13) + 15 = 28
Damage 1: 2d8 + 5 ⇒ (7, 3) + 5 = 15
Damage 2: 4d8 + 10 ⇒ (4, 2, 4, 2) + 10 = 22
Up Next: Everyone, Acheh and Cheken x2
| Richard Holysmith |
"Definitely not what I had in mind- oof!" The thing slams its fist into his jaw to shut him up.
But it fails as Sherix speaks for him. "We'll never lose!" She continues to Inspire Courage.
Richard nods. "Prepare for the Dance of a Hundred Cuts!" He casts some magic to grant him incredible agility And provokes an AoO for casting a spell.
Once that is done, he quickly backflips 10 feet away from the undead fiend.
Richard gets a +3 Morale Bonus to melee attack rolls, melee damage rolls, and Acrobatics checks, and to Armor Class. Does not stack with Inspire Courage. I'll update the profile's stats accordingly.
| Tal Bernard Mainz |
As Richard flips out of the way Tal will step up to take his place and keep Manus at bay.I got you Richard but next time I recommend being more selective in your partners.Then again you might like this aggressive style.
Sword attacks
Primary 1d20 + 18 ⇒ (15) + 18 = 33 for 1d8 + 19 ⇒ (5) + 19 = 24
Iterative 1d20 + 18 - 5 ⇒ (13) + 18 - 5 = 26 for 1d8 + 19 ⇒ (4) + 19 = 23
| Acheh and Cheken |
Acheh fires as quickly as she can.
Many shot: 1d20 + 14 - 2 ⇒ (16) + 14 - 2 = 282d8 + 16 + 4 ⇒ (8, 1) + 16 + 4 = 29
Rapid shot: 1d20 + 14 - 2 ⇒ (7) + 14 - 2 = 191d8 + 8 + 2 ⇒ (5) + 8 + 2 = 15
Iterative Attack: 1d20 + 9 - 2 ⇒ (8) + 9 - 2 = 151d8 + 8 + 2 ⇒ (3) + 8 + 2 = 13
-------------------------------------------------------------------
Cheken pounces
Bite : 1d20 + 14 - 2 + 2 ⇒ (14) + 14 - 2 + 2 = 281d4 + 6 + 4 ⇒ (4) + 6 + 4 = 14
Claw : 1d20 + 14 - 2 + 2 ⇒ (5) + 14 - 2 + 2 = 191d3 + 6 + 4 ⇒ (2) + 6 + 4 = 12
Claw: 1d20 + 14 - 2 + 2 ⇒ (11) + 14 - 2 + 2 = 251d3 + 6 + 4 ⇒ (3) + 6 + 4 = 13
Talon : 1d20 + 14 - 2 + 2 ⇒ (19) + 14 - 2 + 2 = 331d6 + 6 + 4 ⇒ (5) + 6 + 4 = 15
Talon : 1d20 + 14 - 2 + 2 ⇒ (15) + 14 - 2 + 2 = 291d6 + 6 + 4 ⇒ (6) + 6 + 4 = 16
| Acheh and Cheken |
Then they do the same thing again.
Many shot: 1d20 + 14 - 2 ⇒ (14) + 14 - 2 = 262d8 + 16 + 4 ⇒ (1, 3) + 16 + 4 = 24
Rapid shot: 1d20 + 14 - 2 ⇒ (15) + 14 - 2 = 271d8 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Iterative Attack: 1d20 + 9 - 2 ⇒ (4) + 9 - 2 = 111d8 + 8 + 2 ⇒ (3) + 8 + 2 = 13
-------------------------------------------------------------------
Cheken pounces
Bite : 1d20 + 14 - 2 ⇒ (9) + 14 - 2 = 211d4 + 6 + 4 ⇒ (1) + 6 + 4 = 11
Claw : 1d20 + 14 - 2 ⇒ (11) + 14 - 2 = 231d3 + 6 + 4 ⇒ (2) + 6 + 4 = 12
Claw: 1d20 + 14 - 2 ⇒ (14) + 14 - 2 = 261d3 + 6 + 4 ⇒ (2) + 6 + 4 = 12
Talon : 1d20 + 14 - 2 ⇒ (1) + 14 - 2 = 131d6 + 6 + 4 ⇒ (1) + 6 + 4 = 11
Talon : 1d20 + 14 - 2 ⇒ (4) + 14 - 2 = 161d6 + 6 + 4 ⇒ (3) + 6 + 4 = 13
| Richard Holysmith |
"Ha!" Richard slashes the entity once more.
"Now then, this was probably the remains of Guildmaster Manus Undiomede/ He ran the guild about 50 years ago and the story is that he disappeared after his noble sponsors decided to move the leadership in another direction."
"See? The desk drawers reveals much of the guild’s operation and organization from those days. It's different from the current operation."
He sighs. "It's important to preserve the history, it may provide a clue to the current situation."
Once the team finishes searching. "I think we've completed this entire floor, yeah? Did we find any stairs?"
| Tal Bernard Mainz |
As Richard turns away from the creature to resume searching the room Tal quietly raises a finger to Acheh to keep him quiet. He then uses his sword to sever the tongue and flip it at Richard. Here Richard, a souvenir for you!
touch attack 1d20 + 12 ⇒ (2) + 12 = 14
After the lighthearted moment Tal gets serious. This history is important but does it gives us any guidance on what to do about the Drovenges?
| Sherix |
Sherix manages not to start giggling and maintains a stern face. "That was very inappropriate." She winks at Tal as soon as Richard looks away in disgust.
"Richard, give it a quick scan and see if there's a hidden meeting room or something. The Drovenges might be using them."
| DM RichD |
Manus’s gold eyepatch is worth 150 gp. A search of his desk locates an assassin’s dagger, three potions of invisibility, and a bag of 12 flawless citrines worth 200 gp each.
C22. Guildhall Entrance
The cramped passage leads to a small chamber hollowed out of one of the building’s buttresses. Here a narrow shaft rises into the darkness above without ladder or other obvious means of surmounting its height. Strangely, hanging on the wall opposite this shaft are a number of widebrimmed hats—everything from a farmer’s straw cover to a fisherman’s hat, a safari cap, and even a naval captain’s tricorn.
*******************************
Walcort
COMPLETED
C1. Overgrown Wall
C2. Cesspit
C3. Caretaker’s House
C4. Caretaker’s House—First Floor
C5. Hitching Station
C6. Cloister Entrance
C7. Reception Chamber
C8. Flophouses
C9. Soup Kitchen
C10. Dining Room
C11. Test Entrance
C12. Testing Chamber
C13. Meeting Room
C14. Guildsmen’s Quarters
C15. Armory
C16. Guardsroom
C17. Bunkrooms
C18. Spiked Pit
C19. Abandoned Hallway
C20. Storeroom
C21. Forgotten Storage
IN PROGRESS
C22. Guildhall Entrance
| Richard Holysmith |
Richard takes the naval captain’s tricorn and casts Light. "Up we go."
| DM RichD |
D2. Hangman’s Room
This garret chamber is plain and unadorned. An open shaft in the floor leads down near the south wall.
The room is dark and Richard is surprised when a voice says, Hey Bub! Did the Council send you to relieve us? You weren't supposed ta be here for another hour or so? Is it just you? Sorry for all the questions but me and Jonas ran outta things to say during the first hour. Richard hears two distinct laughs.
*******************************
Walcort
COMPLETED
C1. Overgrown Wall
C2. Cesspit
C3. Caretaker’s House
C4. Caretaker’s House—First Floor
C5. Hitching Station
C6. Cloister Entrance
C7. Reception Chamber
C8. Flophouses
C9. Soup Kitchen
C10. Dining Room
C11. Test Entrance
C12. Testing Chamber
C13. Meeting Room
C14. Guildsmen’s Quarters
C15. Armory
C16. Guardsroom
C17. Bunkrooms
C18. Spiked Pit
C19. Abandoned Hallway
C20. Storeroom
C21. Forgotten Storage
C22. Guildhall Entrance
IN PROGRESS
D2. Hangman’s Room
| Richard Holysmith |
"Ah, you know the Council. All secrets, no explanation. They told the three of us to head up here. Said we should relieve the guards and they should take the day off. Get out of the court, get some fresh air, have some fun in the city, if you catch my drift."
Richard's disguise is still up, he should be dressed like the guards they found on the first floor.
Bluff Perform(Act), Versatile Performance: 1d20 + 17 ⇒ (4) + 17 = 21
Disguise Perform(Act), Versatile Performance: 1d20 + 17 ⇒ (6) + 17 = 23
"So go on, we'll take over from here."
| DM RichD |
Tell me about it Bub! Thought I'd be doing more than standing up here smelling Jonas' farts! As if to prove the point, Jonas lets out a loud and smelly example and giggles. Well I ain't gonna look no gift horse in the mouth! He hands Richard a pair of goggles and a 50ft rope that ends in a noose. I'll send the others up and I'll take the hat for the next person. Assuming Richard hands over the hat. As he passes Richard, Jonas giggles. Sorry for the smell. - Not! and giggles again.
The thief not named Jonas hollers, Coming down! and descends.
| Richard Holysmith |
Richard holds his nose. "Ugh, take the hat and the gas with you, please!" He waves them off.
Once they are out of earshot, he frowns at the rope. "Not a good sign... Where to next? I suggest this way." He points towards D3.
| Tal Bernard Mainz |
Tal takes the hat and the rope that is offered once the path is cleared. At the top when Jonas and non Jonas are gone he asks Richard, What was that all about? How did you know about the hat?
| Richard Holysmith |
"Lucky guess..." Richard blushes. "Sometimes whimsy is the best strategy. Or it gets a morgh trying to shove his tongue down your throat..."
| Richard Holysmith |
I have PFS 1e character who is obsessed with hats. Tricone is her favorite. I'm also playing in Agents of Edgewatch, and one of the captains has a huge tricone hat. I couldn't resist!
| DM RichD |
D3. Guardroom
After Tal, Acheh and Cheken ascend, the group continues on. In the next room, A group of four Council cutthroats huddle nervously around a table with a single candle, rolling bones.
Hey! Lookee here! Would you care to join us fer a roll of the dice? Ye might get in trouble if the Drovenge siblings found you abandoned yer post, but Hey, it ain't us.
He chuckles nervously.
Did they tell you where we should be assigned? This place gives us the creeps. Things ain't natural in this place!
| Richard Holysmith |
"A great way to kill time. Yes!"
"...what are we playing, anyway?"
| DM RichD |
It's simple really! Ye throw in a gold piece an' we take turns rollin' tha bones! If yere two dice total 2, 6, 8 or 12 ya win. If ye don't ye don't and the bones go 'round to tha next person. The four throw a gold piece on the floor. If yere playin' throw yer gold in. Now who rolls first?
| Richard Holysmith |
Richard's feeling lucky. "I'll go first, if you're good with that." He tosses some gold on the table.
"What do you think is down there, anyway? Like, all the way down there?" May as well get some information if he can.
1d20 ⇒ 9 Bluff +17, Diplomacy +17, Sleight of Hand +12. Choose whichever skill you think would be good for this. Richard isn't trying to raise suspicion with his questions, but this is a good enough time as any for intel.
| Tal Bernard Mainz |
Tal does indeed let the first 2 goons go down without incident. Less likely to cause a scene and alert others around them. When they get to the gamblers Tal lets Acheh and Richard throw the bones while he waits for them to pump them for information. I am not worried about being found out away from our post. When's the last time that anything happened here anyways that needed our attention?
| DM RichD |
When Richard's roll loses, the thieves hoot and holler and one slaps Richard on the back - hard! Hey! That's some tough luck for you, but great news for whoever wins the pot. Who knows! You might win it on the next go around!
In regards to Richard's question, the thieves turn serious. Eh? Why do you want to go...further? There are some creepy things in here. Ain't right I tells you!
Another thief pipes up. Tell em about the traps in the next room!
Oh Yeah! When they posted us here, they said the next room is trapped. The wall is not as far as it seems, and about halfway down the hall, there be a covered pit trap. We stay outta that hall. Don't want to be no pin cushion me! They all chuckle nervously. There be other guards on the other end of the hallway. They know exactly how far it actually is and where the trap is. They ain't a fun bunch and don't roll the bones so I say to hades with them. You all on the other hand are fun!
In response to Tal's question, the thieves look around nervously. True, but I wouldn't want them Drovenges catching me in a place where I shant be at instead of a place I should be. Their hearts are black and that is sayin' somethin' coming from me!
They throw their gold piece in and look at Richard to do the same. They offer Acheh the bones. Throw your gold in and smile to Lady Luck!
| Richard Holysmith |
Richard tosses his coin in. Sherix is fascinated. She should say gambling is bad but... who knows? Maybe Richard will win the pot!
| DM RichD |
Seeing that Acheh is not taking the dice, one of the thieves harumphs and takes the dice back. He smiles at Richard, Well now laddie, it is our turn fer the next four turns you in?
Assuming Richard puts a gp in some or the whole time....
Thief 1: 2d6 ⇒ (1, 3) = 4
Thief 2: 2d6 ⇒ (2, 6) = 8
The second thief takes the bones and he is ecstatic when one die lands on 2 and the other lands on 6. He jumps up and down shouting, I won the pot! I won the pot! The other thieves look disappointed, Well! Ye be buying tha drinks tonight, Harvey, ye lucky bastard!
| Richard Holysmith |
Richard pays up the ante. "Ah well, good job then. If you want to head off now for drinks, we can take over. Go on, enjoy the night!"
Diplomacy: 1d20 + 17 ⇒ (2) + 17 = 19
| DM RichD |
Harvey looks noncommittal. I don't know paly. We were told to stay here and guard this spot. Against what we have no idea!
Whether he is reluctant because he is afraid of getting in trouble, or he doesn't want to spend his newly-gotten fortune on drinks, you are not sure.
| Richard Holysmith |
"Alright, alright. Well, can we get in there, then?"
Richard casts >Charm Person<, hoping to earn favors in a different method. Will Save DC 15