| GM Brute Squad |
As you force open the door at the end of the room, you realize that it opens out into the hall where you first came in. Light streams in from outside to your right, and darkness and cobwebs are to your left.
So, are you resting inside, outside, or going back to your beds in the city?
Dasiji Lekaya
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Never mind, here's a conditional answer. If we have time to get back to our own beds before dark, then Dasiji would favor that as safest. If not, but there's still some daylight left, then he'd favor camping outside to see anything coming from farther away. If it's nearly dark, then he'd rather camp in the last set of rooms; they can rig things to fall and alert them if one of the doors is opened, and can flee out the other door if necessary.
Zedril "The Vengeful"
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Camping just outside might be best, so we can deter anyone else who may be coming for the loot as well.
| GM Brute Squad |
You arrive back at the city as the sun sets, and return to your respective homes/beds/holes in the ally for a good night sleep. The next morning you meet up for another run at Asad’s Keep. The hike back is just as difficult as you remember it being the day before and blessedly uneventful.
You can shop quickly if you want to, otherwise you are back at the entrance.
Dasiji Lekaya
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"Let's check out that room that we skipped the first time, the one by where the living goo attacked us. With everything in ruins, it's impossible to tell which rooms might hold something useful."
| GM Brute Squad |
I think I posted this before, but as a refresher…
This cramped chamber stinks of something worse than rotten eggs. A black mildew covers the walls and the three holding cell doors that lie beyond the entrance. Each has a small metal slot at its bottom, but the latched covers long ago rusted away.
Anyone who enters this room is automatically Sickened until they leave the room.
Zedril "The Vengeful"
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Auto, as in no save?
I'm fine going into the mildew room and taking the sickened condition, Would just need a healer to stick behind me just in case.
Zedril, in a playful and slightly sarcastic tone says:
Let's see what new creatures we'll find today. Perhaps we can be attacked by some other mindless monster guarding a stack of trade agreements.
Dasiji Lekaya
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"Here, let me... ah... loosen it for you." Dasiji takes a shot at opening the first door, but as expected, the derelict door resists his attempts. Str: 1d20 + 2 - 2 ⇒ (8) + 2 - 2 = 8
"Maybe I'll have better luck with this one..." Dasiji tries the next door, but it sneers at his puny efforts. Str: 1d20 + 2 - 2 ⇒ (1) + 2 - 2 = 1
"Third time's the charm, right?" Getting embarassed, Dasiji puts his shoulders into it when he tries to open the third and final door. Str: 1d20 + 2 - 2 ⇒ (10) + 2 - 2 = 10
Zedril "The Vengeful"
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My brothers, do not hurt yourselves, these doors are meant to keep people like us out. Allow me.
Strength: 1d20 + 1 - 2 ⇒ (3) + 1 - 2 = 2
A mighty foe indeed.
Dasiji Lekaya
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"These doors are meant to keep people out... and this sword is meant to inflict damage. Let's see how they like this!" Dasiji begins savagely hacking at the first door with his greatsword, taking out his frustration on the obstinate inanimate object. Unless that could hurt the sword, in which case never mind.
Damage Rolls (sickened):
2d6 + 3 - 2 ⇒ (5, 3) + 3 - 2 = 9
2d6 + 3 - 2 ⇒ (2, 1) + 3 - 2 = 4
2d6 + 3 - 2 ⇒ (4, 2) + 3 - 2 = 7
2d6 + 3 - 2 ⇒ (5, 3) + 3 - 2 = 9
2d6 + 3 - 2 ⇒ (5, 5) + 3 - 2 = 11
I hope that's enough.
Zedril "The Vengeful"
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I think we just made it into the Pathfinder Hall of Shame.
| GM Brute Squad |
LOL!
The first door gives way to Dasiji's hacking. In it you find the long dead remains of some poor prisoner. His shredded garb has a hint of finery about it. You find on his person a folded letter, written in Tian, bearing a seal of a kirin flying amid three clouds.
Anyone know Tian, or wish to make a Language check?
Dasiji Lekaya
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Dasiji views the splinters of his conquered foe with satisfaction. "Lesson learned: if brute force isn't enough, try deadly force." He nods sagely.
The Mwangi ranger stares blankly at the letter, since he was hard-pressed just to learn Chelish (what Avistanis call "Common"). Dasiji looks away and shrugs. "Tell me when you're ready and I'll start on the next door."
In the interest of time, apparently Kehl knows Tien? And Linguistics too! He is full of surprises.
2d6 + 3 - 2 ⇒ (3, 5) + 3 - 2 = 9
2d6 + 3 - 2 ⇒ (4, 1) + 3 - 2 = 6
2d6 + 3 - 2 ⇒ (6, 6) + 3 - 2 = 13
2d6 + 3 - 2 ⇒ (5, 3) + 3 - 2 = 9
Zedril "The Vengeful"
|
Well done, from this day forward let us call you Dasiji The Door Slayer!
I do not know Tian.
Which of these wooden monsters will you slay next Dasiji?
| GM Brute Squad |
The letter introduces the ambassador Xeng Li, and describes the gift to Taliq Asad - a jade katana, a representation of the Li family’s honor and its ties to House Asad.
Upon forcing open the other two doors you find two more corpses, imprisoned for centuries, with nothing interesting on them.
Quintus Valorian
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Quintus reads the translation aloud to everyone.
"Well this is interesting. I wonder if this," Quintus points to the corpse in the first cell, "was the ambassador mentioned in the note. If so, why would he be imprisoned? The incivility of the Qadirans knows no bounds. Does that also mean these trade agreements were with someone invading Absalom? This is quite a political dilemma."
Zedril "The Vengeful"
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That is interesting. No wonder we were sent down here. We may be in the middle of an incoming war. We should find the katana as quickly as possible and return.
Dasiji Lekaya
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"Might I suggest a concerted effort to force a door instead of hacking it - loudly, I should add - to pieces?"
Dasiji looks dubious. "Ah, yes. Teamwork. Wouldn't hurt to try it, I suppose. I'm not sure how many of us could try to bust down the same door at once, though."
Cracked and crumbling frescos line the walls of this large empty room. The sections of the frescos not destroyed by the passing ages show Qadiran men engaged in battle. A hall juts off the room immediately to your right, and a wider passage curves off the northeast corner of the room. A rough stone tunnel leads off to the northwest, as if the ground simply cleft in two ages ago. A pile of bones rests just inside the passage; a dumping ground for some carnivorous creature.
"How about the northeast passage next?"
Zedril "The Vengeful"
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Let's head to the wider passage.
| GM Brute Squad |
This crossroads of stairs has one dominant feature: a crumbled statue in the southeast corner, once the image of a proud warrior chiseled roughly in granite. The statue’s helmeted head now rests on the floor, its lifeless stone eyes gazing toward the south. On the helmet, a single Kelish word is carved in the stone, “Earth”. The wide stairway to the north leads to a passage that ends in a cave-in ten feet past the foot of the stairs. A smaller stairway leads up to the east.
Kehl "Trembles" Farren
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"My favorite part is how homey this place is. Time has done wonders for it." Kehl stares at the statue's head for a long moment. He draws a coin from a pouch and flips it, catches it and opens his palm.
1d2 ⇒ 1
"Coin says north! Who are we to argue with gold?" he pockets the coin.
Dasiji Lekaya
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"Coin says north! Who are we to argue with gold?" he pockets the coin.
"I wouldn't argue, except that I don't feel like digging out a cave in. How about you stay here while I check it out real quick, and then we go east instead?" Dasiji winks and then practically bounces up the stairs, in a remarkably good mood after exploring several rooms without fighting anything.
| GM Brute Squad |
Barrels and boxes of supplies fill this cramped chamber with a door exiting to the south.
Perception:
Dasiji 1d20 + 6 ⇒ (20) + 6 = 26
Kehl 1d20 + 4 ⇒ (5) + 4 = 9
Irijaya 1d20 + 0 ⇒ (19) + 0 = 19
Quintus 1d20 + 0 ⇒ (17) + 0 = 17
Zedril 1d20 + 4 ⇒ (14) + 4 = 18
As you enter, you can hear voices speaking from the next room, muffled by the door. Anyone know Draconic?
Dasiji Lekaya
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After trotting back down the northern stairs, Dasiji scoops up Kehl's dropped coin on his way back to the front of the line. Looking back at Kehl, he grins and raises his eyebrows at the knife fighter. "Let's see if your gold lies consistently. That could still be useful!" He idly flips the coin for practice, then slips it into a convenient pocket and advances up the smaller eastern stairs.
Ninja'd by mere seconds...
Zedril "The Vengeful"
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Perception check for the barrels and boxes of supplies.
1d20 + 4 ⇒ (10) + 4 = 14
Not sure of the PFS policies on loot checks, just playing this as I do on my real life game. We check everything.
Dasiji Lekaya
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Oh, well in that case...
Dasiji helps Zedril look over the barrels and boxes. Aid Another w/Perception: 1d20 + 6 ⇒ (2) + 6 = 8 vs. DC 10 for +2
Huh. Apparently dice rolls get their own line now -- and mine was terrible. So, apropos of nothing, I'm going to go outside and fry meat.
Dasiji Lekaya
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Well I failed to Aid Another, but I tried, so here's the Stealth check. And another test of the Emergency Dice Line System. 1d20 + 4 ⇒ (10) + 4 = 14 Did it put the roll on its own line? Why, yes. Yes, it did.
Zedril "The Vengeful"
|
Untrained Stealth=
1d20 + 4 ⇒ (7) + 4 = 11