Petronicus Krupt |
Petronicus moves over to Zuuga and hits him over the head with the flat of his polearm, knocking him out instantly. He then searches through his belongings, grumbling when he finds nothing. He rips his "crown" off the mite's head and tosses it to Um'bala.
"There you go. Now you, the halfling, and the Magnimarian can fight over who gets to wear them. To nobody's surprise, the mite has nothing of value on him, most especially a diamond the size of his head. I'm guessing that it was in his head the whole time."
He then give the unconscious mite a swift kick in the side.
Um'bala |
Um'bala sighs as Petronicus brains King Zuuga, and the mite goes sprawling to the floor. "That's...that's fine. I bear the Shard of Pride, so I really don't need much more at this time. I think Milo might get the most out of them - he's more often closer to the fray than Quintus or myself, but that's just my opinion on the matter." He sheepishly places Clickylegs on the ground, his cheeks flushing red from the embarassing way this whole debacle turned out.
Milo Bandersnatch |
Milo was uncertain whether or not diplomacy was really going to get them anywhere, but was interested in the attempt. When the Chelaxian attacks the King he should not be, but nevertheless finds himself surprised, "So much for diplomacy."
When Um'bala offers the magic items he is a bit abashed, "Yes, well... I am uncertain how appropriate it would be for me to wear a crown."
What do these things actually look like. How ostentatious is the crown?
GM BrOp |
What do these things actually look like. How ostentatious is the crown?
LOL, they are magical bracers that he was wearing as a "crown" (e.g. Bracers of Armor).
Milo Bandersnatch |
Yer killin' me!
Looking closer Milo realizes that he really had not been paying close attention and continues, "But, of course, if one were to wear his 'crowns' as bracers then the conversation is rather different!"
Standing Bear, Spirit Speaker |
Chuckling as he looks to Milo, "I don't know...you might be able to wear it as a pair of crowns, Milo...Grandfather thinks it would be...the word he uses is Dapper...which isn't one I am familiar with." Despite this, Standing Bear is clearly amused by the concept.
GM BrOp |
OK, so it seems that Milo will be wearing the bracers then. They are bracers of armor +2 btw, which means your normal and flat-footed AC goes up by 2, Milo. You're AC is also increased by 2 against incorporeal attacks, since the bracers are a force effect.
After this, where do you want to go? You've already explored all of this level, but on the lower level where you found Clickylegs, there's the stone door in the torture chamber as well as a corridor leading from the room you found the cave fisher.
Milo Bandersnatch |
Regarding the Bracers... Thanks all!
Back to the place where we think is the illusionary wall?
Milo accepts the 'crowns' and wears them as bracers, "I shall happily take less of whatever treasure we next come across. Thank, you, comrades!
GM BrOp |
The illusory wall? OK, that's one level above where you are now (or two higher than the level with the spiders).
The group makes its way back up through the giant chamber with the ant hills, up the stairs to where you encountered the mite scout. These things seem to have happened ages ago, although you know that in truth, little more than an hour has passed since then.
Passing through the corridor above the chambers returns you to the chamber with the pool where you fought the giant amoeba. Like before, you see a green, scum-covered pool extending across the northern half of the room (to your left as you enter). Passages exit to the sides, and curving stairs rise to a balcony over the south end of the room. The floor and walls are streaked with dark smears of guano in thick layers. The amorphous shapes of the amoebas can still be seen floating in the water. They are quite still, although the surface is occasionally disturbed by fish, which seem to be feeding on their remains.
You also remember that there is a crevice too small for any of you to crawl through on the eastern wall (tiny size or smaller). As before you feel a fresh breeze coming from the north, although you can only see a solid wall. To access that part of the room requires getting into the water, which is of unknown depths due to its opacity.
GM BrOp |
Weird, this game fell off my radar.
"So, did we want to dive into the water to explore what lies beyond the illusory wall?"
You're obviously not the only one this happened to.
Milo Bandersnatch |
"Well, I for one am not a very good swimmer, so I prefer to investigate this 'wall'. I mean, we seem to have good evidence it is an illusion, do we not?
"But, of course, you are our Wizard, Um'bala, and, perhaps, Quintus might have some useful insights....?"
Um'bala |
"Well, what if we tied a rope around Milo, and had him swim out to where we believe the illusory wall to be? If there's something weird on the other side, or if there's something in the pool that takes offense to our presence, we yank him back out." The mage looks to his fellow Pathfinders and the Shoanti for input on this plan of his.
Milo Bandersnatch |
That Um'bala looks to everyone but him for input on his plan is not lost on Milo. With a sly smile he speaks, "I appreciate the valor with which you have offered my services [u]and[/u] asked for my thoughts on the matter, my friend.
"Right. Well, I suppose it is not without reason.... Not only my size, but that I am the only one that does not need a weapon aside from my body means that I might do this most easily regardless of my ability to swim. And with a safety line that might abrogate that. I suppose the only remaining specific concern I have is related to light.
"I can not see in the dark."
Petronicus Krupt |
Petronicus chimes in. "You can let Um'bala cast a light spell on your clothes. That should be plenty of light, in my opinion." He then takes off his backpack and pulls out a long piece of hemp rope and begins tying it around the halfling.
Milo Bandersnatch |
Milo nods, "Yes. If you can do that that would solve that problem. It would also make me a wonderful target, but I imagine that if there is anything under there or on the other side of the illusion they probably would not need to 'see' me to detect me."
Assuming that this scheme is the agreed approach Milo begins to take off his gear. He folds and piles everything neatly. Given that his monk's garb is designed for ease of movement, and he does not know how cold the water is, he will not strip off any clothes besides his cloak. He slings his temple sword over his shoulder and besides a dagger, which is sheathed in a wrist sheath, this is all he intends to wear.
Taking earplugs out of his adventurer's sash, which remains folded on top of his cloak, backpack, et al. and in inserting them into his ears he looks up, "Well, I suppose I am ready!"
Milo Bandersnatch |
Milo nods again, "Yes. Right. Okay. I'm ready!", he takes a deep breath and walks to the pool.
His plan is to wade/swim out into the pool and see if he can swim under the 'wall'.
GM BrOp |
The pool quickly becomes too deep for Milo, who continues swimming forward through the murky water. He discovers within a few strokes that he is swimming through salt water. Moving to the back of the room he feels along the back wall, which seems quite solid. After a bit more exploration (and a successful Will save) he realizes that a small part of the back wall is actually an illusion, which he guesses connects directly to Magnimar harbor.
Milo Bandersnatch |
Upon discovering where the illusion is, and assuming he has sufficient rope to swim further, Milo will take a deep breath and attempt to see first hand what is on the other side.
If it does not seem as if there is enough rope to continue he will swim back and report his discovery.
I'm uncertain whether you're saying that you've already rolled for me and I succeeded or that I need to make a Will save, so here's one just in case. Also, a Perception roll as well, just in case, though I have not deducted anything here for the ear plugs:
Will: 1d20 + 8 ⇒ (9) + 8 = 17
Perception: 1d20 + 11 ⇒ (6) + 11 = 17
GM BrOp |
I was just hand-waving the rolls to keep things moving. There is enough rope to get you to the other side.
Milo pops through the illusionary wall and comes up in the darkened bay of Magnimar. The shadows of the bridge and its pylons loom impossibly large above him. The halfling himself is illuminated by magical light that makes him clearly stand out in the darkness, but show that he seems to be on one of the other sides of the Crow from where the dock is located.
Other than the twinkling lights of Magnimar, Milo does not see anything of interest.
Milo Bandersnatch |
Milo floats there for a momhtent. He has not spent much time in the bay. Even less beneath the Crow. It is an impressive vista....
And then he remembers why he is here and how seemingly fruitless this has all been.
Turning back he looks for something to remind him of this location from this side before taking another deep breath and diving back down to return to the party.
Once more on the other side he swims back and wades 'ashore', "Well..."
He takes a deep breath, "All that's on the other side is The Crow. Literally. It's Magnimar bay. I guess this was meant as an escape route?"
Um'bala |
I mentioned I was looking at the other Pathfinders for input - that definitely included Milo as well! :)
"Seems that way," Um'bala replies, helping to haul the halfling back onto dry land. "Well, at least we discovered that, even though it wasn't particularly useful to us in the moment. Where to now, friends? Back down to the spiders?"
GM BrOp |
So there are two ways to go now on the level below the one with the illusionary wall: try to get through the stone door in the torture chamber, or continue through the room where you found Clickylegs?
Milo Bandersnatch |
Wait... There was more beyond where we found Clickylegs? I don't recall that. While we're at it, I don't recall anything about the stone door in the torture chamber. Why didn't we try that? Sorry, but at this point I'm confused. I'm happy to go wherever anyone else suggests.
GM BrOp |
Yeah, things are fuzzy because all that was so long ago. I'll say you travel on to the closed stone door.
After drying himself off a bit, Milo and the rest of the party descend back down the spiral staircase to the torture chamber. All seems to be as you left it.
The stone door in the western wall seems quite heavy, but working together, you are able to pry it open, revealing a long corridor that heads southwards.
A short walk later you enter a room that once seemed to have been a barracks. The beds and furniture, however, have long since crumbled into ruins. A passageway to the east seems to connect to the high-ceilinged room where you found Clickylegs. To the south the corridor reaches a staircase going further down.
As far as you know, you have been to all the other rooms on this level.
Um'bala |
Good choice of words there, boss. ;)
"Looks like there's more down there," Um'bala says, gesturing towards the stairway. "Let's give the place a quick once over, then head on down."
I'll search what's left of the furniture to see if there's anything worthwhile in the rubble.
Perception: 1d20 + 1 ⇒ (13) + 1 = 14
GM BrOp |
I'll search what's left of the furniture to see if there's anything worthwhile in the rubble.[dice=Perception]1d20+1
Um'bala does a quick search of the room (with Petronicus' help), but doesn't come up with anything of value.
Milo Bandersnatch |
Milo moves along with the party and looks about the room as Um'bala and Petronicus does, but says little as he does so.
Perception: 1d20 + 11 ⇒ (16) + 11 = 27
When the wizard suggests moving on he grunts agreement as he is glancing about.
GM BrOp |
After some brief investigations, the party heads down the stairs. Unlike the other spiral staircases, this one is straight, and ends in another long corridor.
The corridor eventually leads south and ends in another heavy, stone door that appears to be unlocked and untrapped (after everyone Takes 10 on Perception checks).
Milo Bandersnatch |
Following the party down the corridor to the stone door he glances around the staircase and walls, but having no knowledge of engineering it all probably looks pretty much the same unless something is rather obvious.
When they get to the door, though...
Knowledge checks can't be made if one doesn't have the specific Knowledge, can they? I'm assuming not, but I'll roll it just in case...
Knowledge (engineering): 1d20 ⇒ 14
Perception: 1d20 + 11 ⇒ (14) + 11 = 25
GM BrOp |
Knowledge checks can't be made if one doesn't have the specific Knowledge, can they? I'm assuming not, but I'll roll it just in case...
Knowledge checks can be made untrained, but if you don't have ranks in the skill, the maximum you can achieve is 10. Since this was a DC 12 check, you learn nothing. Thankfully your Perception check was high enough, so feel free to check out the info in the spoiler tags.
Milo Bandersnatch |
Gotcha! I should better read things, maybe? ;)
"Seems as if we've maybe left the Crow... Anybody have any idea whether or not that's a good thing or a bad thing?"
Um'bala |
Perception: 1d20 + 1 ⇒ (3) + 1 = 4
"Oh, did we?", Um'bala asks, instinctively feeling the stone wall. "It's a good thing, archaeologically speaking - we've confirmed that the Crow's interior reaches down into the earth further than we thought! That might mean that the others have similarly large unexplored chambers. Who knows what secrets are in there!"
Milo Bandersnatch |
"Well... That's hopeful! I was beginning to be concerned that we'd seen just about everything to be seen here.
"Onward, fellows!"
GM BrOp |
Petronicus opens the heavy stone door. As the magical light you carry spills into the room, you can tell that this chamber has not been opened in a very, very long time. The air is stale and foul with decay, and slime cakes nearly the entire floor, especially in a large circle in the middle surrounding a red statue of a woman holding a ranseur. Three other stone doors can be found in the other cardinal directions, but what draws your attention is a 10–ft. long slug-like creature that is crawling around the statue. Its head spins around toward you, revealing a tortured face, and a mouth filled with sharp teeth and hundreds of squirming maggots. It lets out a bellow halfway between a tortured scream and a belch, as more maggots spill out of its gullet.
INITIATIVE!
Mach: 1d20 + 3 ⇒ (16) + 3 = 19
Milo: 1d20 + 3 ⇒ (16) + 3 = 19
Petronicus: 1d20 + 2 ⇒ (6) + 2 = 8
Quintus: 1d20 + 6 ⇒ (9) + 6 = 15
Standing Bear: 1d20 + 3 ⇒ (4) + 3 = 7
Um’Bala: 1d20 + 2 ⇒ (9) + 2 = 11
???: 1d20 - 1 ⇒ (17) - 1 = 16
Initiative Order: Mach or Milo, creature, rest of party
Mach Star |
Round 1: Actions
Move Action: Run up to the worm-thingy
Standard Action: Stab the worm-thingy with my short sword and pray to the heavens that it can be sneak attacked!
Mach's jaw drops as he sees the ugly-as-sin worm beast. "Eugh."
He then readies his blades and runs forward, hoping to catch the beast off its guard...
Sneak Attack vs. Flat-Footed: 1d20 + 4 ⇒ (19) + 4 = 23
Crit Confirm?: 1d20 + 4 ⇒ (12) + 4 = 16
Sneak Attack Damage *Blade of the Society*: 1d6 + 1 + 2d6 + 1 ⇒ (3) + 1 + (1, 6) + 1 = 12
Crit Damage?: 1d6 + 1 ⇒ (1) + 1 = 2
GM BrOp |
The creature can be critted, but your hit did not confirm.
Mach stabs the slug-like creature with his sword. His blade plunges through the giving flesh, causing pus to erupt over the tiefling's arm and weapon.
Milo is up, followed by the creature.
Um'bala |
Knowledge (planes): 1d20 + 10 ⇒ (3) + 10 = 13
Spooked Will save, DC 15+(creature's Cha mod): 1d20 + 4 ⇒ (14) + 4 = 18
"By the gods, what is that thing?!?", Um'bala wails, somehow managing to calm his racing heart at the monstrosity approaching him.
I'm assuming that this thing belching maggots doesn't have a Cha 16+. ;-P
Milo Bandersnatch |
Milo too is repulsed by the thing they see in the room. He realizes, though, that if they do not act swiftly all will be lost, so he manages to recover himself and as Mach moves so does he; however, given the creatures position and the nature of the room he opts to spend the round running to a spot to better attack next round rather than doing so this one. The speed his training grants him enables him to end up directly opposite Mach at the huge creature's back.
I've moved myself on the map. If I'm wrong about this and may attack then I'll edit my post.
Petronicus Krupt |
Knowledge (planes): 1d20 + 7 ⇒ (8) + 7 = 15
Petronicus grimaces and quickly calls out: "It's a damned soul from Hell, called here by Infernal magics. It's not quite yet a devil, but careful, it's hide protects it from fire, cold, and acid. It's also insane with pain and misery, so mind-warping spells won't do any good. "
That will work fine, Milo. Also known as a double move.
random: 1d2 ⇒ 1
GM BrOp |
In obvious pain, the creature's disgusting maw snaps at Mach, but the tiefling easily sidesteps the massive creature.
Bite vs. Mach: 1d20 + 8 ⇒ (1) + 8 = 9
The party is up!
Petronicus Krupt |
Petronicus charges into the room, his polearm held high. "No good trying to trip something with no legs," he mutters as he tries to slice the creature, but cuts nothing but its protective layer of fat.
"Ugh, how revolting! Go back to Hell, Pitspawn!"
Guisarme attack - PA + flank: 1d20 + 9 - 2 + 2 ⇒ (4) + 9 - 2 + 2 = 13,Damage + PA: 2d4 + 7 ⇒ (4, 4) + 7 = 15
GM BrOp |
I'm assuming that this thing belching maggots doesn't have a Cha 16+. ;-P
Definitely not :)
Um'bala |
"No fire, cold, or acid, eh?", Um'bala replies, racing into the room, placing the statue between himself and the monstrosity. "Let's see how it likes electricity!" He hurls another blast of energy at the infernal beast, but only succeeds in scorching the ancient stonework. He winces as the statue blackens where his electrical attack strikes it. "Ohh! I must be more careful - there are archaeological wonders here, I don't want to damage them!"
Attack, touch, cover, melee: 1d20 + 3 - 4 - 4 ⇒ (4) + 3 - 4 - 4 = -1
Milo Bandersnatch |
Now in position Milo thrusts his sword at the creature.
Flanking Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d6 ⇒ 4
Critical?: 1d20 + 6 ⇒ (6) + 6 = 12