Miro Ammars
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The halfling frowns, a serious expression on his face as he sees the men at both ends. "My friends, you have just made a serious mistake. Finarin here and I will show you what happens to those who f$ with Taldor's best!"
Surprise Round - Start Inspire Courage
Round 1 - Maintain inspire, Move, Cast grease so that Buster and Phil are on left 2 squares of the 10' square. DC 15 Reflex Save or fall prone.
Gunari Maximoff
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Gunari waits in suspended animation while the encounter progresses!
| GM Damo |
Buster reflex save: 1d20 + 6 ⇒ (18) + 6 = 24
The bandit ducks beneath the flaming sphere, but is nontheless singed. He steps forwards a little and then as one, the four of them hurl the stones they've been holding.
Hitting a square, so AC 5
Larry thunderstone, range penalty: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21
Ned thunderstone, range penalty: 1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7
Buster thunderstone, range penalty: 1d20 + 5 - 2 ⇒ (14) + 5 - 2 = 17
Phil thunderstone, range penalty: 1d20 + 5 - 2 ⇒ (15) + 5 - 2 = 18
A hideous cacophony echoes through the streets as the stones hit the ground. Each individually would be enough to be painful, but that many in a row and the companions' ears begin to bleed.
4 separate thunderstones, so 4 sets of saves as I read it. Let me know if that's not right...
Larry
Amaranti fort save: 1d20 + 5 ⇒ (5) + 5 = 10
Kaisharga fort save: 1d20 + 2 ⇒ (4) + 2 = 6
Ibid fort save: 1d20 + 4 ⇒ (8) + 4 = 12
Miro fort save: 1d20 + 7 ⇒ (4) + 7 = 11
Ned
Amaranti fort save: 1d20 + 5 ⇒ (13) + 5 = 18
Kaisharga fort save: 1d20 + 2 ⇒ (3) + 2 = 5
Ibid fort save: 1d20 + 4 ⇒ (1) + 4 = 5
Miro fort save: 1d20 + 7 ⇒ (13) + 7 = 20
Buster
Amaranti fort save: 1d20 + 5 ⇒ (10) + 5 = 15
Kaisharga fort save: 1d20 + 2 ⇒ (2) + 2 = 4
Finarin fort save: 1d20 + 7 ⇒ (4) + 7 = 11
Gunari: 1d20 + 8 ⇒ (12) + 8 = 20
Miro fort save: 1d20 + 7 ⇒ (16) + 7 = 23
Phil
Amaranti fort save: 1d20 + 5 ⇒ (15) + 5 = 20
Kaisharga fort save: 1d20 + 2 ⇒ (19) + 2 = 21
Finarin fort save: 1d20 + 7 ⇒ (18) + 7 = 25
Gunari: 1d20 + 8 ⇒ (2) + 8 = 10
Miro fort save: 1d20 + 7 ⇒ (7) + 7 = 14
Everyone but Cyrus (who was out of the area of effect) are deafened!
@Cyrus, I didn't give you an AoO because it seemed like you wanted to get behind them before attacking. If you'd rather have the AoO when it becomes clear they're hurling stones, please do make one yourself.
As the shock of the thugs' appearance wears off, and the ringing in their ears continues, the Pathfinders note that their assailants all seem to be carrying beautifully crafted shortswords coral hilts - exactly the same motif as Nicola's dagger.
I'll post Amaranti and Miro's actions (thanks for those, boys) if they don't get a chance to do so themselves once everyone else's actions are resolved. Let me know if you'd like to act after them and I'll sort it out.
Next up: Finarin, Gunari, Ibid, Miro, Cyrus, Amaranti, Kaisharga.
Active Global Conditions: None.
Individual Conditions: All but Cyrus - deafened.
Round 1:
- Finarin <= !
- Gunari <= !
- Ibid <= !
- Miro <= !
- Cyrus <= !
- Amaranti <= !
- Kaisharga <= !
- Bandits
Gunari Maximoff
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Ears ringing, Gunari yells out, "YOU BETTER RUN, YOU GODS DAMNED BANDITS!" He is not sure anyone has heard him, nor does he really care. The drunken priest runs up (only after realizing that there was an old man there), and attacks Buster, but not before calling upon the power of the Drunken Hero (casts Divine Favor - 20% fail chance)
Deaf >20 succeeds: 1d100 ⇒ 94
Church Key, VS, PA, IC #1: 1d20 + 9 ⇒ (12) + 9 = 21
Church Key, VS, PA, IC #2: 1d20 + 9 ⇒ (19) + 9 = 28
Church Key, PA, IC CONFIRM: 1d20 + 9 ⇒ (14) + 9 = 23
critical damage!: 3d8 + 24 ⇒ (5, 7, 3) + 24 = 39
"TAKE THAT, LORT! SEE WHAT I JUST DID? NO, YOU MUST BE OFF BOOZING WITHOUT ME!!!"
| GM Damo |
| 2 people marked this as a favorite. |
Gunari slides his rapier through Buster's throat and he falls to the ground, spurting blood from a major artery.
Buster stabilize, DC 12: 1d20 + 2 ⇒ (3) + 2 = 5 -- Blip
Buster stabilize, DC 13: 1d20 + 2 ⇒ (1) + 2 = 3 -- Bloop
Buster stabilize, DC 14: 1d20 + 2 ⇒ (6) + 2 = 8 -- Bleep
Buster stabilize, DC 15: 1d20 + 2 ⇒ (8) + 2 = 10 -- Blip
Buster stabilize, DC 16: 1d20 + 2 ⇒ (4) + 2 = 6 -- Bloop
Buster stabilize, DC 17: 1d20 + 2 ⇒ (3) + 2 = 5 -- Bleep
Buster stabilize, DC 18: 1d20 + 2 ⇒ (12) + 2 = 14 -- Blip
Buster stabilize, DC 19: 1d20 + 2 ⇒ (12) + 2 = 14 -- Bloop
Buster stabilize, DC 20: 1d20 + 2 ⇒ (12) + 2 = 14 -- Bleep
Buster stabilize, DC 21: 1d20 + 2 ⇒ (5) + 2 = 7 -- Beep
Buster stabilize, DC 22: 1d20 + 2 ⇒ (13) + 2 = 15 -- Beep
Buster stabilize, DC 23: 1d20 + 2 ⇒ (14) + 2 = 16 -- Beeeeeeeeeeeeeeeeeeeeep
Lort
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| 2 people marked this as a favorite. |
"Did someone just shout my name?" from somewhere across the street, Lort looks around and sees a scuffle in an alleyway. Oh! Yes!
The half-orc rushes out the door to lend his aid. His sharp eyes pick up that the assailants are surrounding Gunari and his other friends and he looks at the gap between them. His best estimate puts him there in just over twelve seconds. Lort's shoulders slump. "I'll never make it before they've taken all the fun out of the fight."
Sulking, the big warrior shuffles back into the tavern to watch the last few seconds of the scuffle.
Cyrus the Flea
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Not sure it really matters in the end about the AoO, I'll take it just so I can have the extra attack... Lets see what the fickle dice faeries have in store... Miro did post that he started IC in the surprise round, so I will add that into my rolls. I also found the other day that when the attacker is invisible he gets a +2 to attack, in addition to the defender losing any dex bonus to AC...
Cyrus, assuming the thugs would be charging in, is surprised when they unleash the thunderstones.
wow... intelligent bandits!
When Ned chucks his stone, Cyrus sees his armpit exposed, and knows that if you angle the blade just right, you can slip between the ribs...
Attack of Opportunity vs FF, attacking from invisibility, IC: 1d20 + 11 + 2 + 2 ⇒ (16) + 11 + 2 + 2 = 31 for Damage, IC, Sneak: 1d6 + 2 + 2 + 3d6 ⇒ (2) + 2 + 2 + (2, 2, 6) = 16
"baaahahahahah!" Cyrus lets out a sinister laugh as he pops into visibility, his blade stuck deep in Ned's side. Now on to first round action With a wink at the surprised bandits, Cyrus pops out of view again, only to reappear with his blade buried deep into bandit flesh once more.
Will use a swift action to spend a ki point to disappear again, then attack from invisibility so as to get sneak damage. If Ned is still alive, I will attack him. If not, then obviously go for Larry
Attack vs FF, attacking from invisibility, IC: 1d20 + 11 + 2 + 2 ⇒ (13) + 11 + 2 + 2 = 28 for Damage, IC, Sneak: 1d6 + 2 + 2 + 3d6 ⇒ (5) + 2 + 2 + (4, 3, 2) = 18
Cyrus then steps back to block any lanes of charging with that same sinister grin on his face.
"BAAAHAHAHAHA! You heard the Elf and Halfling! None can stand against our might! Flee while you still have feet to flee with!"
Finarin Moonstep
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Forgot to mention that I recalled my Shocking Grasp from the first fight with my Pearl of Power. If GM says no then I used an Arcane Pool point, and deduct 1 from my to hit and 1 from my damage.
Casting Shocking grasp, 21+ good: 1d100 ⇒ 75, Finarin's scimitar shows the tell tale sign of electricity cackling across it. Not satisfied with that, the blade becomes sharper. Spend Arcane Pool point to make scimitar +2 keen
Finarin flits around the battle field with the grace of a dancer.
He swings at Phil Scimitar Attack W/ +2 Keen Scimitar & IC vs Phil: 1d20 + 9 + 2 + 2 ⇒ (9) + 9 + 2 + 2 = 22
Scimitar Damage w/ +2 Scimitar & IC: 1d6 + 6 + 2 + 2 ⇒ (4) + 6 + 2 + 2 = 14
Shocking Grasp Damage: 6d6 ⇒ (3, 3, 6, 1, 5, 5) = 23
14 Scimitar Damage
23 Electricity Damage
Out of Actions so the flaming sphere will peter out
Ibid. Oxley Abel
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With his ears ringing, and the only sound seeming to reach is brain being the thunderous beat of his own heart, the old man tries to snap his weary bones into motion. Unsteady legs carry him a few feet forward and around a small jog in the wall, while his trembling hands manage to unsling his longbow and load an arrow. An odd look is plastered on Ibid's face as he draws back on the string, and releases an arrow toward one of the two thugs.
"drop your weapons!" he shouts louder than intended, though unaware of the volume himself.
Move Action: move 10-feet to current location and draw longbow as part of the movement.
Standard Action: Attack @ Ned
attack @ Ned, longbow(PA, DA, IC): 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
damge: 1d8 + 9 + 2 ⇒ (3) + 9 + 2 = 14
Cyrus the Flea
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Out of Actions so the flaming sphere will peter out
Just FYI - flaming sphere takes a move action to direct. It only winks out if it exceeds its range (medium). So it just stays there.
Finarin Moonstep
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Thanks, and I am soo rusty with Finarin, forgot to add +3 for wearing metal, if Phil is wearing metal so that is a 25 to hit
Gunari Maximoff
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Gunari will turn to Gill and ask, "YOU OK OLD MAN??"
sense motive, unless Damo wants to roll: 1d20 + 11 ⇒ (2) + 11 = 13
"AW, COME ON, FINARIN!!! I HAD THAT GUY TAKEN CARE OF!!!"
Assuming he believes Gill's response, and that Gill wasn't responsible for the ambush... he just double moves to the other end of the alley.
Miro Ammars
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Redact for Round 1
Seeing that Finarin and company have things well in hand on the right side, Miro doesn't chance casting a spell while he can not hear. Instead, he moves to assist Cyrus and Ibid, setting up so he can provide some assistance to the ranger should he be rushed. He pulls his sword out, continuing to inspire as he goes.
Double move, draw sword, continue IC
| GM Damo |
Holy sh*t. Finarin does EXACTLY Phil's HP. Talk about lucky.
"..." says Gill. Gunari apparently hasn't remembered that he is deaf. Gunari believes Gill's face to be sincere, but can only guess as to what the man said.
1d20 ⇒ 9
1d20 ⇒ 14
1d20 ⇒ 15
1d20 ⇒ 11
1d8 ⇒ 8
1d6 ⇒ 2
Finarin smashes into Phil with his electrically charged scimitar, dropping the man to one knee.
Ned cannot withstand Cyrus's onslaught, and makes to obey the young rogue. The man is completely ready to feel. Amaranti and Kaisharga rush up to Larry and put him in a similar condition to Ned. With no further prompting required, both bandits run away.
Phil remains, though, and cannot seem to move.
Combat over. Not sure what you're going to do about being deaf for an hour, but Cyrus and Gill escaped the problem so can probably listen on your behalf. Let me know how you'd like to proceed!
Cyrus the Flea
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Cyrus stalks over to Phil, not entirely registering that everyone is deafened from the stones. He pulls out his wand of healing as he moves, but places the tip of his magical blade at Phil's throat.
"quick breakdown for you. In less than 10 seconds you went from thinking you had us cornered to bleeding to death, and all your buddies are going to hope we didn't actually cut their livers out. Seriously, what were you thinking? Does a monkey ambush a jaguar? No, because the jaguar will eat him. You cannot be stupid enough to have thought this was a good idea, so someone must have made you do it. Who. Spill your guts, or I will do it for you. If you do tell me what you know and I'll use this little happy stick instead so you can limp home and tell your mommy that you have decided not to f&@% with the big leaguers anymore."
intimidate: 1d20 + 11 ⇒ (16) + 11 = 27
Gunari Maximoff
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Gunari looks at Cyrus, seeing the Kelishite in a rage, and apparently talking at the last remaining bandit. 'Why can I only hear ringing in my ears? What are they saying? Where's Gilligan? Did I leave him back at the Grand Lodge again? I hope that he is staying out of trouble.'
He turns to Phil, bangs on his helmet once or twice... even takes it off. "YEAH! YOU TELL HIM CYRUS! WHAT IS HE SAYING? TELL HIM WE DON'T APPRECIATE HIM DROPPING THOSE NOISEMAKERS ON US! I FREAKING NEED A BEER, HOW ABOUT YOU? WE ARE GOING TO LEAVE HIM ALIVE THIS TIME? "
[ooc]I'd love to aid to intimidate, but I think Gunari is going to be lucky to just not confuse matters more... but, here's a roll just in case.
intimidate aid: 1d20 + 6 ⇒ (5) + 6 = 11
Cyrus the Flea
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Cyrus says to gill, lid enough for Phil to hear, "see his weapons? Same as your apprentice. Something bigger is going on here. I just un-retired you. We are going to clean up your mess, and you aren't going to do anything without talking to Valsin first. And you are going to love him." Cyrus smirks, then winks at Ibid, who is sticking his fingers in his ears and rubbing vigorously, a slightly confused look on his face. took some liberties there for ibid, apologies if it was out of turn...
-Posted with Wayfinder
Finarin Moonstep
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Not being able to hear what Cryus is saying, but understanding the ninjas panache for threatening negotiations, Finarin moves the flaming sphere closer to the men, grinning madly.
intimidate aid: 1d20 ⇒ 15
Miro Ammars
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Thinking Cyrus has things under control, he instead decides to add to the moment, so these fools would know not to mess with agents of Taldor anymore. He slaps out a beat upon a nearby wall, staring at Phil menacingly.
Intimidate Assist: 1d20 + 13 ⇒ (7) + 13 = 20
Amaranti
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"WHAT!? NO CAN HEAR! WHAT HE SAY? HE TELL WHY HE ATTACK?" Amaranti booms, cupping his hand around his ear. Unfortunately, all he can hear is a high, ringing sound. "WE KILL HIM OR TAKE TO GUARDS?!"
Intimidate aid: 1d20 + 4 ⇒ (1) + 4 = 5
| GM Damo |
The thug looks nervously around, knowing he doesn't have it in him to fight or even run away, "Our boss, the Sea Witch... someone you don't want to mess with, half octopus, half man... he sent us here to retrieve that book of yours. He's got the one of them, and now he wants both to complete his ritual. Please, just let me go. I'll never go back there, I'll give up on this business and leave Absalom. Anything, just don't kill me."
Whatever you do to him in the end, he also coughs up directions to the tunnels where you can find this 'Na-Kraka'. Unfortunately, he has never been allowed into the inner sanctum and can't give you more than the entrance's location under Gilltown.
Stripping the man and his dead comrade of their gear, the companions discover a dagger also bearing a coral motif. Ibid note that the coral is not native to the Inner Sea region. The coral-hilted shortswords are magical (+1) and both bandits also carry a potion of cure moderate wounds, a tanglefoot bag and an extra thunderstone.
"see his weapons? Same as your apprentice. Something bigger is going on here. I just un-retired you. We are going to clean up your mess, and you aren't going to do anything without talking to Valsin first. And you are going to love him."
Cyrus diplomacy: 1d20 + 6 ⇒ (11) + 6 = 17
"Well, I, er...." Yargos stammers, "Well, yes. I guess that is the best course. After all, I should work to make amends for what I have done. So... erm... yes, assuming we survive, I will work for your Society and this Ambrus Valsin."
The rogue cannot help but get the feeling that someone is talking to him from inside his backpack. No-one else seems to notice, but Yargos does look increasingly worried and picks up the pace.
WE WILL DEVOUR YOUR SOUL, FRAIL THING!
WE ARE ESCAPING EVEN AS YOU TRY TO LOCK OUR CELL.
NOTHING CAN STOP US! YOUR CITY IS DOOMED TO FALL UNDER THE SWAY OF THE LEGIONS OF HELL.
... are some of the choice phrases he hears.
Led in silence by Yargos Gill and Cyrus, the group continues along their way, but through the crowded main streets this time. It takes just over an hour (since the exact time isn't mentioned, no need to waste your cash or posts) and the ringing in the companions' ears has subsided enough to allow in the cacophony of the Gilltown markets
An assemblage of dilapidated wooden shacks, baked-clay huts, and random tents denotes the neighborhood of Gilltown. The smell of stale water mixed with a hint of long- decayed seafood permeates the air here. Only a handful of people wander the area, the majority of them gillmen, though a smattering of other humanoid races mingle here as well. Most seem to be perusing the small stalls and impromptu markets, haggling with their gillman owners.
After a brief survey of the markets, the Pathfinders spy the holy Lady Ollystra Zadrian, venture captain of the Silver Crusade, haggling with a local gillman over what is later revealed to be a phylactery of negative channeling. While Yargos and the companions insist upon the urgency of their task, she is unhurried and will not be interrupted while she completes these 'important holy negotiations'.
"Now," she says once the item is in her possession, "Why don't you slow down and tell me what brings you here in such a hurry. I would like a full report. Then tell me exactly how it is that you expect me to help you." She is not unkind, but neither does the tone of her demands harbor any room for negotiation.
Report and request please!
Cyrus the Flea
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"Glad you guys can hear again. Not sure if you can hear the voices in my bag... or maybe they are the voices in my head. Either way, I am pretty sure we won't have much time before we have more visitors from this book." Cyrus looks up at the elegant paladin as if he has just noticed her for the first time.
"Oh, yes, Lady Ollystra. Here is the report. We are trying to stop the devil's version of the worldwound from happening right here in Absalom. This book here in my pack, the infernal text, has had the seal removed by this man here. My able companions and I have already dispatched an ernie... ah.. fallen angel. More devils are on their way. We need to re-seal this book, and I strongly believe the way to do that is with the companion to this book, the celestial text. We need you to help us understand how to make it happen. We also just finished dispatching a group of thugs, sent by Na-Kraka, a sea witch, who is intent on retrieving the book I now hold, and already has the celestial version."
Cyrus pauses, and realizes that she is waiting for more details.
"Apparently our faction from Andoran has financed the study of the texts, believing this infernal text lead to the secret of binding the forces of hell. The books were brought here from Tian Xia, and it is clear they were wrong about the secrets it held."
Cyrus pauses again, and the lady once again, patiently waits for more information. The ninja looks to the others with an exasperated look on his face.
sure... go invisible, get out of the range of the thunderstones. Be the only one who could hear anything when the incompetent thugs were interrogated.
"Bad book, good book. Bad book letting devils out. Need the good book to close it. We go get the good book, you enact the ritual that seals the bad book. Its all our own society's fault, so we are going to clean up the mess. In the process we get to kill a sea-witch, and hopefully don't get cursed along the way. Good chance another devil pops out of this thing on the way."
Cyrus smiles, clearly done with his version of the story. He hopes he got everything in, but at this point the withering, yet somehow still gentle stare of the exquisite faction leader is not enough to get anything else out of the keleshite ninja.
I sure hope if I did miss anything, the rest of the guys fill in the details...
Ibid. Oxley Abel
|
"My lady," Ibid starts, following Cyrus' explanation of the goings-on and perils eminently facing the city. The old man to proceeds to continue to tell the tale, largely repeating what the youth has already said. At the end of his recap, Ibid continues along a slightly different path than Cyrus, however.
"As Cyrus has said, we would humbly request your help to seal this evil tome," Ibid continues, sincere in his deference toward Lady Ollystra Zadrian. "We are members of the pathfinder society, like you. And we will do whatever we can to help in aid in the task you are currently undertaking."
"Even if your current mission would not allow your assistance on ours, please let us know if there is anything we could do to aid you."
"Our tasks may even be related..."
Miro Ammars
|
"Indeed, my friends have said it well, ma'am. We can help you, and you can help us. And everyone wins!" Miro flashes the woman a winning smile, giving his friends a thumbs up behind his back.
Diplomacy: 1d20 + 16 ⇒ (17) + 16 = 33
Finarin Moonstep
|
Still unaccustomed to hearing his companions, and himself for that matter, Finarin has trouble regulating his voice to an appropriate level. "My lady, Lord Finarin Moonstep." The Elf lithely bows.
""As my compatriots have mentioned, we are prepared to ... right this wrong. However, should we both track down these evil creatures that are .... roaming Absalom for all we know, or should be capture this ... sea witch? We are not well suited to battling a creature in his home aquatic environment, so any .... aid you could give us would be appreciated. You know it is not everyday that .... Cyrus can steal a boat nor scale it sides." The elf ends with a mischievous grin.
"Oh and my lady, do you think there is a connection between your morning errand ... and this sea witch?" Finarin glances at the phylactery.
| GM Damo |
Note that Yargos confirmed that the Erinyes was the only devil to escape the bindings of the book. There are no more creatures roaming Absalom as a result of the ritual he conducted to unseal the book.
"Thank you for your report," Lady Ollysta says, her face neutral, "It was competently delivered and the conclusions you have drawn are reasonable. There may indeed be some link between this Sea Witch and my endeavors here. If he is trading in illicit items, like the Infernal Incantation, that would explain the unexpected influx in Gilltown."
The Venture-Captain pauses in thought before continuing, "Grix here, the merchant I just acquired the phylactery from, is also a purveyor of maps. He may have one of the tunnels beneath Gilltown."
"Indeed I do," burbles the merchant - sounding, as most gillmen do, like he is gargling water - he grins broadly, "For a price, of course. Worry not, my fees are reasonable. This map here is only five gold and should allow you to locate the place that this Sea Witch has holed himself up in." Grix indicates a strange, octopus-shaped cavern on the map, "This is an ancient lair of our people. It has been abandoned for many generations. I would look there first."
At less than 1gp each, I'm happy to hand-wave the cost.
Neither Lady Ollysta nor Grix has any additional information to provide.
"Travel beneath Gilltown and find this Sea Witch," the Lady says at last, "Retrieve the Celestial Song at all costs and if you cannot reseal the Infernal Incantation yourselves, bring them to me and we will se what may be done. I will look after Yargos aboveground in the meantime, to ensure he remains safe. Foolish though he may be, he still has the best information available for re-sealing that accursed tome."
With that, Ollysta Zadrian returns to her business, and the team makes their way to the tunnels, guided by Grix's map.
Just to help move things along, you don't need any aquatic equipment / magic items (Grix can tell you as much). The tunnels are wet and you may have to wade, but they are not completely flooded. Also, there is the matter of haste. The mission is quite urgent and you need to keep moving. With that in mind...
On the way to the subterranean hideout, the companions all here strange mutterings from within Cyrus's backpack.
OUR BINDINGS WILL SOON BE SHATTERED!
YOUR PATHETIC HUMAN CITY WILL FALL.
YOU SHALL FEEL THE WRATH OF HELL!
Picking up the pace, the Pathfinders plunge forwards into the moist tunnels.
The tunnels open to a vast chamber of crudely cut stone that extends upward sixty feet to a large, cavernous ceiling littered with moss-covered pipes. Eight tunnels exit the chamber, four on each side of the room. With the exception of the two southernmost exits, slabs of solid granite block the tunnels several feet down the halls. In the center of each of these six granite slabs is a crude, rusted chain extending into a hole. A set of great stairs begins at the halfway point of the room, ascending upward to a sealed metal door. Inexplicably, the stairs begin at a height of thirty feet off the ground, their base made of the cut stone that fills the room.
Ibid recognizes Low Azlanti numbers carved on each of the tunnels (marked on the map). Tunnels 1-3 and 6-8 are all blocked with solid granite barriers. Each of these barriers has a length of chain hanging from a small hole. Cyrus (and others) notice that there are holes in the walls 30 feet up, with a second set of holes higher up.
Scratched onto the granite doors next to the chains are numbers in Taldan:
Door :- Number scratched on it
1 :- 5
2 :- 20
3 :- 12
6 :- 4
7 :- 6
8 :- 3
Cyrus reckons the holes above the holes at the 30ft line would trigger a trap, though he is not sure how.
Okay, play with some chains! There is a puzzle here, and it actually works well on PbP. If you would like to try pulling chains, let me know which ones and in what order you would like to pull them. They require a DC 7 STR check, so just take 10.
Cyrus the Flea
|
"Ahhh... Hrm." Cyrus purses his lips and taps a finger on them as he thinks, blissfully oblivious to the filthy water he has been wading in, and is no doubt all over his hands as he touches his face.
"These voices in my head are getting louder. Or in my bag anyways... To bad I can't just dunk the book in water and have it fill the prison they are in and drown them all. Wouldn't that be easy..." He muses out loud, only half paying attention to himself as he stares at the numbers, chains and holes in the wall above them.
"So the upper row of holes, somehow those are tied to triggering a trap. That I know for sure. Here is my best guess how. Pulling these chains will flood this area with water. That is how we will get to the platform behind us. I feel relatively certain that if we flood the room to much, and the water flows into the holes above, we will be... well... that is what will trigger the trap. I think. Pretty sure. Mostly sure. Hope you can swim either way." Cyrus rambles for a few moments.
"Miro, pull that chain in front of you. Lets see what happens, then I will pull mine."
Just some wild guesses as to what could be happening here, won't know much until we try. As mentioned above, I think we need to flood the room. I am guessing the numbers have something to do with the water level that will result from pulling the corresponding chains. Could be as simple as addition, just pulling the right combination, could be more complicated if perhaps we pull two chains (or more) at the same time. Also pretty confident that if we go over 30 feet, happy gilmore will stick his head out of the upper row of holes with a timely, snide remark.
Suggesting we pull #1, then #8, then see what happens. Do the chains retract when we let go? What does the water level do? Am I completely way off base? I don't know, playing 3rd base.
Gunari Maximoff
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iPuzzles... why puzzles. Makes my brain hurt. I need a beer.'
Gunari sits back, watching the two skill monkeys play with the chains, for now. He is very interested, because Uncle Guaril is interested!
Ibid. Oxley Abel
|
"So, door number two has a '20' inscribed on it," the old man says aloud, turning to look over the other doors. "Does that mean pulling this lever will raise the water level twenty feet?"
"If so, then also pulling the lever for door number six, which has a '4' inscribed on it ... While also pulling the level for door number seven, which has a '6' inscribed on it... Will cause their total summation to equal thirty."
"Thirty is the level of the first, non-trapped holes," he adds, continuing to turn and examine the doors and levers. His voice is none too sure. "Of course this is all purely conjecture."
Miro Ammars
|
Miro shrugs. "Until we know what the chains actually do, it is purely conjecture, as you said. Let's pull a chain and see what happens. Perhaps with that knowledge we can make more informed decisions. Maybe we can start with the four, in case it is the water level."
Cyrus the Flea
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If it is straight addition, you can pull every chain but the 20 to add up to 30 as well. I suggested chains 1 and 8 above, which are the scribed in numbers 5 and 3. It doesn't matter what we pull at first, until we are what happens.
-Posted with Wayfinder
Amaranti
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Umm, so did we arrive from the tunnels 4&5?
"Amaranti good at pulling chains. Which chain to pull? This?" the Garundi says, omitting that he is not so good with puzzles. Especially those with arithmetic. Believing Miro is not up to the task of pulling the heavy chain, Amaranti takes the one Cyrus pointed, and gives it a good pull.
So pulling #8. Let's test the theory with small numbers first. If it's simple addition, then we'll have our calculations done.
Gunari Maximoff
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Gunari, always helpful, but not the most quick minded of adventurers, walks over to chain #1. He waits to see what happens to Amaranti's chain, and gets ready to pull it.
Gunari Maximoff
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I assume I am going to want to talk to Grix about the tunnels and all, but I'll post something about that in a bit.
| GM Damo |
Just as an aside, I noticed (and hoped you wouldn't notice) that there were 2 ways to get to the number 30. I think this is purely an oversight on the author's behalf. I'm going to award both solutions (even though some fuzzy mathematics later on doesn't work out).
At Cyrus's suggestion, Amaranti takes over from Miro and pulls the first chain. A grating of stone against stone can be heard and water rushes in. The level rises to exactly five feet, the number inscribed in Taldan on the door. After a little experimentation, without going over 30 total, the group discovers that pulling chains 2, 6 and 7 is the most efficient way to get through (but 1, 3, 6, 7 & 8 also work). Water rises just up to the first set of holes, but not beyond. As the liquid rushes in, a metallic clicking and clunking is heard and the metal door at the top of the set of stairs opens. The group climbs up the stairs and peers into the room beyond.
Crudely carved stonework expands into a dank circular chamber. Twin torches on both the eastern and western ends of the cavern illuminate a large stone slab that resides in the northern portion of the chamber. Littering the area around the slab are all manner of strange offerings, ranging from chipped skulls, ancient coins, strange pearls, crude tools, and broken pieces of art. Among all the treasures on the makeshift altar, the largest item appears to be an open tome of the most immaculate bone-white shade. From the tome comes an ear- shattering hymn—a chorus which sings the most beautiful of melodies.
DC 15 perception check (modified by distance) to understand what your fellows are saying. Please spoiler your spoken text and roll perception to hear someone else. A pain, I know, but hopefully someone will close the book. :-)
A rather strange creature with the torso of a man, but the body of an octopus (which Ibid recognizes as a cecaelia) turns from the altar to glare at the intruders.
We'll take it 1 round at a time until / unless combat breaks out.
Gunari Maximoff
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perception: 1d20 + 3 ⇒ (3) + 3 = 6
The warpriest doesn't hear a thing that the octoman is saying. Concerned that they'll have to fight, he casts Calm Emotions (Will DC 15), centering it on the back wall. He also uses fervor to cast Shield of Faith, to improve his defenses.
GM - just realized we never healed ourselves. I'll live with it, 'causes its my own fault, but just pointing out the obvious!
"We mean you no harm. We are here to collect the book, and bring it to a safe place. We need it to prevent its opposite from releasing a swarm of devils upon Absalom. Please help us... do not make us use force!"
He then moves up,intending to close the book and take it (weapon is not drawn).
Actions are the same if combat starts due to his casting.
Cyrus the Flea
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perception: 1d20 + 9 ⇒ (3) + 9 = 12
Cyrus stares hard at the book, knowing that this somehow is tied to what his illustrious leader is looking for. He doesn't want to miss a thing I'd they are going to read his mind to get the information, and therefore doors not even notice that the sea witch is yelling at them he moves closer, his hand near his side so add to be able to draw his blade if necessary.
oof, can't hear anything...
-Posted with Wayfinder
Miro Ammars
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Perception: 1d20 + 11 ⇒ (4) + 11 = 15
Miro smiles at the Octoman, holding out his empty hands. "Look, friend, we just need to use the book for a bit to tie up some loose ends. No need for this to get messy, ok? Can we do that, hmmm? Settle this without bloodshed? I don't know you, but I'm sure you're a rather fine...person. And I abhor my friends getting hurt. Be a pal and just let us have the book, ok?"
Diplomacy: 1d20 + 16 ⇒ (11) + 16 = 27
Amaranti
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Perception: 1d20 + 0 ⇒ (7) + 0 = 7
"WHAAAT?! NO CAN HEAR! JUST GIVE BOOK, WE GO AWAY!" Amaranti booms. This day has made the Garundi wonder if there is something permanently wrong in his hearing. Miro seems to be talking a lot, and the halfling is pretty persuasive. Maybe he can talk them out of this. Or maybe he can't... Still, Amaranti restrains himself of taking any offensive action yet.
Finarin Moonstep
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Perception: 1d20 + 8 ⇒ (19) + 8 = 27 There goes my crit
Diplomacy Aid: 1d20 + 9 ⇒ (15) + 9 = 24 I will remember these rolls fondly as I roll a 4, 7, 2 on my attacks
| GM Damo |
From way back:
Going to assume you heal him, please let me know what method you use.
So heal up, Gunari, just let me know if you use the wand or your own personal spells. In fact, both you and Finarin used wand charges. I've even marked them down on my tagline. I think you just forgot to update your own taglines. So... please update those and we're all good!
For this encounter, I'm sorry, but even the awesome diplomacy (loved Miro's chosen tack), the (high) numbers you've managed to roll still aren't high enough - and I don't think you have an appropriate item to give him in exchange anyway. I'm going to brush over any further discourse (since his tactics say he is genuinely uninterested in it). Please let me know if you're unhappy with that and I can retcon. Otherwise...
FYI, you can take 10 on your perception checks to hear while out of combat... as the Sea Witch is doing now in order to hear your threats and diplomacy.
The Sea Witch strains to hear what the Pathfinders have to say. A look of extreme annoyance at being interrupted is perpetually on his face. Still, he does hear the group out, albeit impatiently. Finally, he turns his nose up at the proposals and shakes his head.
Amaranti & Kaisharga initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Cyrus initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Finarin initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Gunari initiative: 1d20 + 5 ⇒ (14) + 5 = 19
Ibid initiative: 1d20 + 4 ⇒ (9) + 4 = 13
Miro initiative: 1d20 + 7 ⇒ (4) + 7 = 11
Na-Kraka initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Next up: Amaranti, Kaisharga, Gunari, Cyrus.
Active Global Conditions: DC 15 perception to hear.
Individual Conditions: None.
Round 1:
- Amaranti <= !
- Kaisharga <= !
- Gunari <= !
- Cyrus <= !
- Na-Kraka
- Ibid
- Miro
- Finarin
Gunari Maximoff
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perception: 1d20 + 3 ⇒ (19) + 3 = 22
can only take 10 if you think you can succeed!
Gunari is undecided on whether he should shut the book or not. Thinking that shutting the book would be the right thing to do he does that.
Standard action: shut the book
Move action: draw rapier
Swift Action: fervor for Divine Favor
"We only wish to help. The book is not what you think it is, and Absalom needs you to be reasonable!"
| GM Damo |
Cool! Shutting the book normally draws an AoO, but octo-dude is flat footed. Works well.
Gunari reaches over and boldly closes the Celestial Song. Immediately, the signing stops and it seems like the room is left in silence by comparison. That is, until Na-Kraka screams mightily at his ritual being interrupted, "Fool priest! You will pay dearly for your insolence!" No-one is under any illusions as to who Na-Kraka will attack first.
Next up: Amaranti, Kaisharga, Cyrus.
Active Global Conditions: None.
Individual Conditions: None.
Round 1:
- Amaranti <= !
- Kaisharga <= !
- Gunari <= Not much for reading (or celestial sining)
- Cyrus <= !
- Na-Kraka
- Ibid
- Miro
- Finarin
Gunari Maximoff
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Gunari just grins.
"Bring it... bîtch!"
Cyrus, you've got your flank, if you want it!
Amaranti
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"No more talk? Good, no hear anyway. Let weapons do talking!" Amaranti smiles as he feels the adrenaline rushing in his blood. Quickly, he casts the spell of haste, and follows his eidolon to the enemy.
Cast Haste on everybody but Miro.
Cyrus the Flea
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Cyrus blinks away the confusion that the oppressive noise wrought, and doesn't hesitate as he sees the inevitable attack coming to Gunari.
"Lort may pick fights better than you, but you have an amazing ability to make these fools want to attack you!" Cyrus exclaims as he runs in.
The Ninja ducks in to the corner, leaning back to prevent leaving an opening for the witch. acro to avoid aoo, boots, ki point, dc+10 for full speed move: 1d20 + 16 + 5 + 20 ⇒ (10) + 16 + 5 + 20 = 51
Once in place, he lashes out at the obstinate witch. attack, flank, boots, canny tumble: 1d20 + 11 + 2 + 1 + 2 ⇒ (3) + 11 + 2 + 1 + 2 = 19 for damage, sneak attack: 1d6 + 2 + 3d6 ⇒ (1) + 2 + (3, 3, 4) = 13
-Posted with Wayfinder
Kaisharga
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Kaisharga had heard all the interactions just fine, but the eidolon decided to stand silent and let the events roll out. It could have transmitted all the spoken words to its master, but talking to the simple-minded Garundi is usually rather frustrating deal. Silence is golden, as they say.
By its master's will, Kaisharga flies forwards before the enemy is able to act out its threat. Once adjacent, the eidolon studies the enemy, preparing to strike should the enemy start casting spells.
Ready action: Strike if enemy casts spells
| GM Damo |
Cyrus just barely manages to hit the Sea Witch. He must count himself fortunate that the creature was still flat on its feet. Still, the attack seems to do less damage than the ninja would have expected. An eerie ghostly mist escapes from the Sea Witch as his blade sinks in. Finarin recognizes this as the remnants of a false life spell, as well as the tell-tale shimmer of a mage armor spell. Clearly, Na-Kraka had some time to prepare for the companions' arrival.
Cyrus, you get +1 to hit for haste, too and didn't need to make a full-move (since your speed is doubled by haste). You can have the Ki Point back if you like.
Na-Kraka laughs at the pitiful attempts to attack him and decides to enfold Gunari within his tentacles.
Gunari AoO vs Na-Kraka, flank: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Gunari tries to poke his Church Key into Na-Kraka, but cannot land a blow as the Sea Witch's tentacles surround him.
Na-Kraka grapple vs Gunari: 1d20 + 18 ⇒ (11) + 18 = 29
"Silly priest, you shall die a watery death!" cries Na-Kraka.
Next up: Ibid, Miro, Finarin (Round 1), Amaranti, Kaisharga, Gunari, Cyrus (Round 2).
Active Global Conditions: None.
Individual Conditions: Gunari & Na-Kraka - Grappled.
Round 1:
- Amaranti <= Yallah!
- Kaisharga <= Don't you cast it!
- Gunari <= Not much for reading (or celestial sining)
- Cyrus <= sneaky flanky
- Na-Kraka <= Grab-a-priest
- Ibid <= !
- Miro <= !
- Finarin <= !
Round 2:
- Amaranti <= !
- Kaisharga <= !
- Gunari <= !
- Cyrus <= !
- Na-Kraka
- Ibid
- Miro
- Finarin
Gunari Maximoff
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"I have you right where I want you!" yells the warpriest. He isn't sure if he means that or not, but he will take the opportunity to infuse the Church Key with the Drunken Hero's power of luck. Swift action: Sacred Weapon to add keen
I am assuming that Miro inspires courage
He then attacks, not caring that he is grappled.
Church Key, VS, PA, IC, DF, Flank, Grappled #1: 1d20 + 9 ⇒ (12) + 9 = 21
Church Key, VS,PA, IC, DF, Flank, Grappled #2: 1d20 + 9 ⇒ (17) + 9 = 26
Church Key, VS, PA, IC, DF, Flank, Grappled Confirm: 1d20 + 9 ⇒ (1) + 9 = 10
Church Key, VS, PA, IC, DF, Flank, Grappled Reroll: 1d20 + 9 + 4 ⇒ (14) + 9 + 4 = 27
Critical damage: 3d8 + 24 ⇒ (3, 5, 2) + 24 = 34 TASTY!
Kaisharga
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Kaisharga lashes out with it's full fury, and then moves away to give its master some space to attack.
Bite, haste: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Bite, haste: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Tail slap, haste: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Note, Inspire Courage is not added to the rolls. So if it becomes active, please add +2 to hit and damage