| Eponine |
Seeing Wren and Sophy focused on puzzling out the statues and soot, Eponine discusses it with them, hoping their thoughts and theories may trigger a memory for her.
Knowledge: Arcana 1d20 + 8 ⇒ (2) + 8 = 10
Knowledge: Dungeoneering 1d20 + 8 ⇒ (5) + 8 = 13
Knowledge: Engineering 1d20 + 8 ⇒ (8) + 8 = 16
Knowledge: History 1d20 + 8 ⇒ (12) + 8 = 20
Knowledge: Nature 1d20 + 8 ⇒ (3) + 8 = 11
Knowledge: Planes 1d20 + 8 ⇒ (15) + 8 = 23
Knowledge: Religion 1d20 + 8 ⇒ (6) + 8 = 14
As she ponders, she drifts away and surveys the room as well, perhaps to find something else that has escaped notice. Perception 1d20 + 12 ⇒ (19) + 12 = 31
| Mythril DM |
Wren and Eponine join the discussion about the soot and the statues, but neither of them is able to come up with anything new to add. Eponine searches about the room for any other clues, but other than the damaged statues, and the grime on the walls the room is empty.
| Mythril DM |
Eponine walks up the inclined floor to the door on the eastern wall and after checking it over pushes it open. On the other side is a short hallway that rises in a slope to the east. Five feet from the western door, the floor is polished and shiny, unlike the dusty floor elsewhere. A pair of stone statues depicting stern men wielding glaives stand in alcoves north and south of this section of the hallway. At the eastern end stand two stone doors, their faces carved with strange runes. Between the doors is a third alcove in which a partially collapsed statue sits. The top half of the statue is missing, leaving behind a ragged stump of a torso. A muffled voice can be heard coming from a closed door in the northern wall. Eponine starts into the room when her monkey starts to chatter causing her to pause and take a closer look. Without going farther than five feet into the room she inspects the ceiling, the statues, and the floor. She discovers two hidden iron portcullises are recessed into the ceiling around the polished section of floor. (indicated on the map) She deduces that if a creature steps between them, a pressure plate causes them to both drop with a clang. The position of the statues and the glaives they wield indicate to her, that once the trap is sprung they will start slashing anything caught within the sudden cage. Taking a wedge from her toolkit she feels along the edge of the pressure plate until she finds the sweet spot where she forces the tool into the seam to prevent the plate from begin able to trigger the trap.
Perception: 1d20 + 13 ⇒ (14) + 13 = 27 Disable Device: 1d20 + 13 ⇒ (18) + 13 = 31
| Victor Montoya |
Victor gulps at the death trap. "Yes. Well done, Ms. Eponine. I do not want to know what happens if one were to step in the wrong place." He proceeds to step lightly, following the example of the others.
| Mythril DM |
The trapped hall is too small for all of the Heroes of Sandpoint. Eponine and Wren pass over the trapped pressure plate, leaving Sophy to stand in the area between the two deadly statues. Victor is right behind her, while Belril, Kern, and Orik remain in the outer chamber. The muffled voice is coming from the northern door, sounds male, and possibly angry.
| Eponine |
"Shall we see who it is behind the door?"
Eponine will give others a chance to get into position with weapons as they see fit. Once she makes eye contact with each person to confirm they are ready, she'll check the door for traps and to see if it is locked.
Perception 1d20 + 13 ⇒ (14) + 13 = 27
And, if needed:
Disable Device trap 1d20 + 13 ⇒ (10) + 13 = 23
Disable Device lock 1d20 + 13 ⇒ (2) + 13 = 15
| Mythril DM |
Everyone Check the Map and let me know which spot you want to start in, what weapons you have drawn, and if you cast any pre-battle spells. Once everyone has posted I will move us into the room (combat). I will NPC Belril if needed. Orik has his bastard sword out, and starts in J10, Eponine starts in I16 since she is checking the door.
Eponine checks the door for traps and finds it is clear, the lock is free and she can push the door in anytime she is ready. She looks to the others and waits to be sure all of them are prepared before entering into the northern room.
| Wren Chavali |
Sophy has the plan! Wren wants to be middle to back, so she can start spellslinging if necessary. She also has Mage Armor cast on her.
| Mythril DM |
Eponine Stealth: 1d20 + 17 ⇒ (6) + 17 = 23 Tsuto Perception: 1d20 + 4 ⇒ (16) + 4 = 20 Lyrie Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Eponine silently opens the door.
"...up, whatever she was looking for we are not going to find. We should cut our losses and head for Riddleport tonight." Tsuto's back is to the door.
Lyrie is in front of Tsuto, but his body blocks her from seeing the door open. "NO! Nualia had almost freed him, I know we can do it. With his power we can take over that little town and make them pay for what they did to you."
| Mythril DM |
"Tsuto look out!" Lyire shouts before uttering a few magic words and flinging a glob of acid at Eponine that hits the floor at her feet instead.
Range Touch Attack: 1d20 + 2 ⇒ (10) + 2 = 12
Eponine has the top Initiative spot with Lyrie second, treat Eponine as if she Delayed her first round action; Tsuto is surprised and can not act this round
RND 1 Order of Initiative-- Eponine (Delay), Lyrie, Sophy, Victor, Kern, Wren, Tsuto (surprised), Orik, Belril
Sophy is next up, Eponine can act anytime if she chooses
Initiative Tsuto: 1d20 + 2 ⇒ (7) + 2 = 9
Initiative Orik: 1d20 + 1 ⇒ (7) + 1 = 8
Initiative Kern: 1d20 + 1 ⇒ (15) + 1 = 16
Initiative Belril: 1d20 + 4 ⇒ (3) + 4 = 7
Initiative Wren: 1d20 + 2 ⇒ (12) + 2 = 14
Initiative Victor: 1d20 + 8 ⇒ (11) + 8 = 19
Initiative Sophy: 1d20 + 8 ⇒ (17) + 8 = 25
| Eponine |
Excellent, ask them questions instead of killing them quick... came a discontented, mumbling grumble from somewhere behind Kern.
"I thought considering the overwhelming odds against them, they might surrender." Or launch into a villainous monologue. It's usually easier to work them into a good rolling monologue.
| Mythril DM |
Kern pushes his way into the room and lands a mighty blow on Tsuto, knocking the half-elf traitor to the floor. Orik runs down the hall and into the room calling out, "Lyrie, enough of this. He does not share your love, give him up and let Nualia's fool quest go...come away with me."
Map update Tsuto is knocked 5' and is Prone; Belril is up +any delay actions you want to use before we start round 2.
Belril Leokas
|
Belril moves as far towards the action as he can manage and readies an action to fire a sling at Lyrie if she begins casting...
Swift action Rangers Focus.
Readied Action Ranged Attack: 1d20 + 11 + 4 + 1 ⇒ (17) + 11 + 4 + 1 = 33
Damage: 1d6 + 3 + 1 + 4 + 1 ⇒ (1) + 3 + 1 + 4 + 1 = 10
| Mythril DM |
Belril moves as far towards the action as he can manage and readies an action to fire a sling at Lyrie if she begins casting...
Where on the map are you trying to be? With Eponine, Orik, and Kern all in the doorway there isn't a spot in the hall that gives you any line of sight right now.
| Kern Bevaniky |
Into the room if possible. I don't know if there's any squares free. Why is Tsuto prone, Kern didn't trip?
Before making the post, I debated heavily with myself whether I wanted Kern to make a trip attempt. Maybe Mythril read my mind. ;)
| Eponine |
Eponine uses her delayed action to charge forward into the room. Despite charging right past her foes, she twists and turns with such speed and grace that it is difficult for them to react and land a blow.
Acrobatics 1d20 + 20 ⇒ (8) + 20 = 28 F16 vs. Tsuto.
Acrobatics 1d20 + 20 ⇒ (8) + 20 = 28 E16 vs. Lyrie.
Acrobatics 1d20 + 20 ⇒ (20) + 20 = 40 E16 vs. Tsuto.
Acrobatics 1d20 + 20 ⇒ (11) + 20 = 31 D15 vs. Lyrie.
Acrobatics 1d20 + 20 ⇒ (11) + 20 = 31 D15 vs. Tsuto.
Acrobatics 1d20 + 20 ⇒ (13) + 20 = 33 D14 vs. Tsuto.
| Mythril DM |
Into the room if possible. I don't know if there's any squares free. Why is Tsuto prone, Kern didn't trip?
DM Call...Tsuto completely unaware of the attack, that hit him in the back, and did more than half of his total hp. Basically he just got knocked flat on his face.
| Mythril DM |
Eponine makes a mad dash though the circular room, skipping over Tsuto and avoiding the grasp of the dark skinned spell caster. Belril moves up to take her place just outside the rooms door, he can see Lyrie around Orik and Kern and is ready to take the difficult shot should she try to work anymore magic.
New Order: Lyrie, Sophy, Victor, Kern, Wren, Tsuto (prone), Orik, Eponine, Belril
Round 2
A wide stone ledge of red marble lines the curving walls of this room, which is well-lit by four burning skulls that sit in each corner. Three chairs rest in the room, and both stone ledges are covered with books, scrolls, teeth, bones, scrimshaw artwork, jars of deformed creatures soaking in brine, taxidermied animals and limbs, and other strange objects. To the north, a large round fountain filled with frothy blue water fills the room with the gentle sound of bubbling. Lyrie's eyes betray her thoughts, seeing they are hevily outnumbered and Tsuto already on the ground she drops her head, her arms fall to her sides, and she sighs...defeated.
| Wren Chavali |
"Stay where you are, the both of you and we won't hurt you. Let us bind your hands and we can talk further," Wren calls out, clever enough to accept the proffered surrender.
| Mythril DM |
True, I was keeping the Initiative still going since I hadn't declared that Tsuto had surrendered, but he doesn't have many options, so Wren ends the combat as she enters.
"Stay where you are, the both of you and we won't hurt you. Let us bind your hands and we can talk further," Wren calls out as she comes into the room, clever enough to accept the proffered surrender. Soon Kern has both Tsuto and Lyrie bound with rope and the rest of the party has surrounded the captives. Orik helps tie them up, holding Lyrie's arms while scowling at Tsuto. He tells her, "They want Tsuto and Nualia, they are the ones behind all of this and if we cooperate we may just walk away from this. I was in jail yesterday and today I am free, trust me. Tsuto may never have cared for you, but I do." Within a few minutes they are both secured, and stripped of their gear.
You notice Orik speaking to Lyrie, and as he makes his declaration of love his eyes glance at you betraying some kind of tension in his words.
| Mythril DM Treasure |
The items taken from Tsuto and Lyrie include:
What do you want to do with these?
Lyrie
-- detects as magical
a wand covered with elven runes
an amber colored potion
five spell scrolls
a long black cloak
-- not magical
dagger
a silver hair comb
3 platinum coins in a small pouch with a dirty handkerchief, some finger nail clippings, and a pearl eating
spell book
Tsuto
-- detects as magical
a thick green potion that looks like slime
composite short bow
a gold signet ring (not the Kaijitsu crest)
-- not magical
10 Platinum coins
6 pouches of gold dust
8 pouches of silver dust
| Sophy Cassell |
Spellcraft: wand 1d20 + 8 ⇒ (10) + 8 = 18
amber potion 1d20 + 8 ⇒ (13) + 8 = 21
cloak 1d20 + 8 ⇒ (16) + 8 = 24
green potion 1d20 + 8 ⇒ (1) + 8 = 9
short bow 1d20 + 8 ⇒ (7) + 8 = 15
ring 1d20 + 8 ⇒ (14) + 8 = 22
Sophy has read magic to decipher the scrolls, so no Spellcraft rolls necessary. She also uses detect magic to see if the fountain has an aura. If so, Spellcraft: fountain 1d20 + 8 ⇒ (7) + 8 = 15. Dialogue pending the results of her examination of the fountain.
| Mythril DM |
The room is silent as Lyrie and Tsuto sit tied up stiff lipped while Sophy scours over their belongings and takes a look about the room.
The elven wand can fire a blast of energy at your enemies. The amber potion will heal wounds, even if they are slightly severe. The cloak wraps is wearer in a field of magical protections from forces that would cause them harm, while the ring provides a similar defensive protection aura for whoever puts it on. The scrolls each contain a magical spell -- sleep, comprehend languages, minor image, whispering wind, invisibility. Looking about the room the four skulls providing light are enchanted with a continual flame. The fountain has the lingering aura of some ancient magic, but it is long since ceased to actually function.
Wand of magic missile w/28 charges, Potion of cure moderate wounds, Cloak of Resistance +1, Ring of Protection +1
The icky looking green potion can cure injuries.
Potion of cure serious wounds
I made an error the composite short bow is NOT magical, it is useful for someone with a +1 Strength and I accidently included it in the magic item list. sorry.
| Wren Chavali |
Wren reveals that the green potion is oen that cures Serious Wounds. "That's a strong one, right there," she nods as she hands it back to Sophy.
"Is there anything else in this place? I bet there is, or why would you two still be piddling around here. What are you two looking for," Wren asks the two prisoners.
| Sophy Cassell |
Wren reveals that the green potion is oen that cures Serious Wounds. "That's a strong one, right there," she nods as she hands it back to Sophy.
Sophy makes a face as she gingerly accepts the unappetizingly viscous concoction. "You'd have to be pretty near death to choke that down," she mutters, recorking the vial for safekeeping. "This wand is like yours, Wren," she goes on. "This is a healing potion as well, only not as potent -- or thick," she comments, with a shudder. "The cloak strengthens one's defenses against magic and poison and such things, and the ring makes it more difficult for physical attacks to injure you."
wand of magic missile (28 charges), potion of cmw, cloak of resistance +1, ring of protection +1
She studiously avoids looking at Orik as she waits to see if the captives will reply to the questions posed them.