Cornelius Bunbury |
"I have to admit, I am perplexed by Mr. Shaine's words.", Cornelius doing his best to aid the search.
Perception: 1d20 + 9 ⇒ (16) + 9 = 25
Aod the Witchchild |
Healing after the drake fight.
Bleed: 1d6 ⇒ 2
CLW: 4d8 + 4 ⇒ (8, 7, 7, 1) + 4 = 27
HP 70/72
Aod takes a quick look around.
Perception: 1d20 + 9 ⇒ (6) + 9 = 15
He then considers the location and the rules of magic is must follow. "If this is a place of magic, perhaps we should be looking for the arcane?"
Knowledge Arcana: 1d20 + 14 ⇒ (15) + 14 = 29
If nothing is discovered in the immediate vicinity, he suggests the group move upstairs and begin searching rooms.
I've marked the room where I think we should begin exploring.
EndlessForms |
I will warn you: you can use skill checks to gain hints or insights but this is an actual puzzle that you might have to play around with.
Looking about the main reception area, you notice that there is a guest registry near the entrance, identifying which rooms are available. Currently the registry lists nine rooms, including both room 8 and “room 8A”, even though no such room appears to exist. Room 8 is currently registered to the Pathfinder agent Osprey, while Room 8A is marked “Reserved—do not use.” At the top of the page are words written in delicate penmanship and red ink. “Arliss Hall values your privacy. Simply lock your door and we will see to it that you are not disturbed.”
Kilian fan-Vaylen |
"I'd guess that 8A is going to be what we're looking for, and it's going to be near 8. Do any of you know anything about Agent Osprey?"
Kilian will start checking rooms, not searching in depth but looking for any indication that it's where Osprey's staying.
Aod the Witchchild |
"Kreighton said the Lost Room would be reserved." Aod taps "room 8A on the registry. "I don't see it here, but Osprey is in room 8. Can't be a coincidence. Let's see if they answer the door."
Aod moves to knock on room 8.
Quiven Glist |
Maybe we simply go to Room 8 and lock the door? Quiven follows Aod to the door. If no one answers, Quiven will see if there are any traps and see if its locked. If locked, he'll ask if he should open it.
EndlessForms |
When you enter Room 8 and close the door, you notice the inside lock already has a key inserted in it.
EndlessForms |
Aod and Ander lock themselves in the room, which does not seem to change.
Kilian fan-Vaylen |
If nothing else happens when the pair emerges from Room 8, Kilian makes his way back to the main room and looks around the location he's in (the analogue to the location of Room 8).
Aod the Witchchild |
Aod looks around, then gives Ander a shrug. "Maybe whoever was in here left in a hurry and forgot to return the key." Aod gives the room a thorough search, and detects for magic for good measure.
if nothing is found, he will suggest Ander and he leave the room and try to return the room somehow at the ledger.
EndlessForms |
Ok guys, we need to pick up the pace if we hope to get much further in this act. We only have another week and this 'puzzle' is taking too long. You're close, but start throwing out different ideas!
Aod looks over the room with Ander but nothing seems different about it. The others wait around outside, locked out from whatever Aod and Ander are doing alone in the room.....
Quiven Glist |
Quiven will try to pick the lock and open the door from the outside and see if his two friends are still in the room.
I assume I can take 20
Aod the Witchchild |
"Ok, let's try a few things." Aod says as he unlocks the door and takes the key.
I'm just going to shotgun this to try and get things moving.
1. get everyone into room 8 and try locking the door, then reopening it.
2. get everyone out of room 8 and try locking the door and reopening it.
3. try returning the key to the register somehow to free up room 8 from thinking there are too many people in the area
4. see if Osprey's name can be erased or checked off the regiter.
5. search for a secret door (and get everyone to aid another for the best spotter - which seems to be quiven)
6. start knocking on doors
7. go through every door from 1 to 8, knock, then open
8. start breaking stuff!
EndlessForms |
Quiven will try to pick the lock and open the door from the outside and see if his two friends are still in the room.
When Quiven goes to pick the lock, he finds that the door actually opens to his touch, but he does not see Ander and Aod inside! Instead, a mirror stands in the room where there was not one before.
Ander and Aod:
Aod the Witchchild |
I was going to take 20, but here are individual rolls to see how long it takes doing this the hard way.
Perception: 1d20 + 9 ⇒ (17) + 9 = 26 Heh. 1 round.
"Look a this." Aod opens the secret door and gestures for Ander to follow. Once inside, he opens the door back into the main chamber and looks out.
Quiven Glist |
Ummm, did they turn into a mirror? Quiven looks to the others for advice. So, do we go inside and lock the door like they did?
EndlessForms |
"The good news is that we have a permanent portal to that section of the tower. Since the link is between two objects—a pair of full-length mirrors—it should be stable and safe to use."
With the mirror to the floating tower found, you can start filing through. And since Aod and Ander have found a way to rejoin you without leaving the room and resetting the puzzle, you can all go together without leaving anyone behind.
The southeast corner of the room you arrive in has broken off along with part of the floor. Rubble, loose bricks, and masonry litter the edges. Beyond the opening, blue sky and Absalom's city skyline are plainly visible. A solitary door is closed to the south and the full-length mirror you just exited is on the northwest wall behind you.
The door to the south seems to be blocked by fallen debris and will be difficult to open. DC 24 Str check to open the door or you can come up with something more clever like flying around or using Acrobatics/Climb to hop over to another part.
Quiven Glist |
I'm pretty sure I can hop over to the other side and help with opening the door from the outside if you want. Quiven will try to take a sneaky peek around the broken wall and see if anything is out there before doing anything.
Sneaky Look with Stealth: 1d20 + 21 ⇒ (4) + 21 = 25
If we go with me moving to the other side and if I can take 10 on Acrobatics it would be a 27. Of course, a lifeline of some sort would be nice.
EndlessForms |
Quiven doesn't see anything hostile and thinks he can easily leap around to clear some of the debris from the other side, which will make it easier for everyone else to push from the inside.
With that solved, let's just keep going!
The floor is empty and the middle of the tower only features some crumbled walls and gargoyles-of the nonliving variety-near the north and west windows. One of the rooms is an old guard station with cots and moth-eaten blankets smothered in a thick layer of dust and another contains some ancient siege supplies. If you need any mundane weapons or ammunition, you can grab some on the way up.
The last room contains winding stairs leading up: just what you need!
THe top floor of the tower is an open area undivided by interior walls but for the small space partitioning the stairwell. Windows large enough to step through line the exterior walls. Immense magical circles are permanently etched into the floor, their lines and curves inscribed and filled with several types of metallic powder. Faint, multi-colored mist rolls within the southern circle.
Two strange contraptions stand near the northwest and southwest windows. Each device is a large, red-tined crystalline lens mounted in a frame so that they may be angled in all directions.
Several Aspis Consortium agents have carried the Sky Key here in preparation for something nefarious, no doubt, when they became trapped as the tower broke of. One of the Aspis-clearly the leader, as he holds the Sky Key-is a half-orc in a dark red-and-black tabard over a suit of half-plate. With him are two half-orcs wearing no armor but with axes strapped to their backs.
orc: 1d20 + 0 ⇒ (12) + 0 = 12
Ander: 1d20 + 15 ⇒ (6) + 15 = 21
Kilian: 1d20 + 1 ⇒ (12) + 1 = 13
Aod: 1d20 + 4 ⇒ (19) + 4 = 23
Quiven: 1d20 + 12 ⇒ (9) + 12 = 21
Cornelius: 1d20 + 3 ⇒ (10) + 3 = 13
Initiative:
1. Aod, Ander, Quiven, Cornelius, and Kilian
2. Aspis Half-Orc Crew!
You guys are up!
Quiven Glist |
Quiven, again not wanting to act as tank, fires an arrow at the lead enemy!
Bow: 1d20 + 14 ⇒ (6) + 14 = 20 for Arrow: 1d4 + 1 + 4d6 ⇒ (1) + 1 + (2, 3, 6, 1) = 14
Aod the Witchchild |
"I'd ask you to put down the key and surrender," Aod smiles at the Aspis Agents. "but a fight would be more fun."
Activating his shield wand again, he casts it aside and steps into a battle dance.
Swift for wand, standard to cast shield. Move to enter battle dance.
Kilian fan-Vaylen |
Finally--something other than dwarves! Kilian takes a short step forward and attempts to knock over the red half-orc, then chops at it on his backswing.
With his Greater Trip feat, can Kilian take an AoO on the half-orc in addition to his iterative attack? I'll roll the AoO, just in case, but I'm not adding anything for a prone target.
Trip attempt, incl. leaping attack: 1d20 + 16 + 1 ⇒ (12) + 16 + 1 = 29
Iterative attack, incl. leaping attack: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Damage, incl. leaping attack: 2d4 + 9 + 1 ⇒ (4, 3) + 9 + 1 = 17
AoO on red half-orc, incl. leaping attack: 1d20 + 13 + 1 ⇒ (10) + 13 + 1 = 24
Damage, if applicable, incl. leaping attack: 2d4 + 8 + 1 ⇒ (3, 4) + 8 + 1 = 16
EndlessForms |
Quiven's arrow just barely bites through the half-orc leader's armor! Aod protects himself for the fight ahead and Kilian leaps forward to throw one of the half-orcs to the ground and then smash his polearm into the prone Aspis agent!
Initiative:
1. Aod, Ander, Quiven, Cornelius, and Kilian
2. Aspis Half-Orc Crew!
wp: 14 dmg
ro: 33 dmg, prone
bo:
Ander and Cornelius are up!
Cornelius Bunbury |
Cornelius heads out of the stairs, grabbing a bola. Seeing the threats, he whirls it in preparation of the oncoming assault.
Readied action to ranged trip using the bola at first enemy that moves closer (probably blue)
Bola trip: 1d20 + 10 ⇒ (19) + 10 = 29
EndlessForms |
As Ander and Cornelius prepare themselves, the half-orc wearing blue tries to step up to Ander but is tripped to the ground by Cornelius! He then stands back up quickly and tries to grab Ander's arm!
grapple: 1d20 + 16 ⇒ (18) + 16 = 34
The other leaps up from the ground (provoking from Kilian) and also tries to grab the mobile fighter!
grapple: 1d20 + 16 ⇒ (2) + 16 = 18
The half-orc in half-plate then shouts out, "You will not escape the chaotic destruction of Rovagug, you swine!" A burst of dark energy spreads through everyone....
damage: 4d8 ⇒ (6, 7, 8, 8) = 29
and sickened for 1d4 ⇒ 3 rounds
DC Will for half damage and to negate the sickened effect if you are good-aligned; if you are neutral, you automatically take half damage and are not sickened but a successful save can reduce the damage to one-quarter.
Initiative:
1. Aod, Ander, Quiven, Cornelius, and Kilian
2. Aspis Half-Orc Crew!
wp: 14 dmg
ro: 33 dmg
bo:
You guys are up!
Cornelius Bunbury |
Just to ask, would blue still have an action to grapple? He makes a move action to move, I trip him, he goes prone. He then has to use another move action to stand up so no standard. Alternatively, if it was a 5' step, my readied action stopped his 5' step for the turn, so it would either be move action to stand up and move action to reach Ander. In either case, I don't think Blue could grapple.
GM: What's the DC for the will save?
Will save: 1d20 + 12 ⇒ (16) + 12 = 28
Aod the Witchchild |
Will Save: 1d20 + 9 ⇒ (19) + 9 = 28
Aod pushes through the pain, draws out another wand, and activates a haste spell upon his allies.
"Don't hold back!" He says, discarding the second wand like the first. "Cause they won't!"
Everyone is hasted for 5 rounds!
Kilian fan-Vaylen |
Will save: 1d20 + 6 ⇒ (19) + 6 = 25
AoO on red: 1d20 + 13 ⇒ (9) + 13 = 22
AoO damage, if applicable: 2d4 + 9 ⇒ (3, 1) + 9 = 13
Kilian steels himself as the wave of dark energy passes over him and resists the worst of it. He takes a cut at the prone orc as it stands, then ducks to avoid being grabbed. Twisting away from the orc he swings at it again, powered by Aod's spell!
All attacks on red, unless I drop him, in which case any extras will go on blue.
Guisarme PA, incl. haste and leaping attack: 1d20 + 11 + 1 + 1 ⇒ (17) + 11 + 1 + 1 = 30
Guisarme PA, hasted, incl. haste and leaping attack: 1d20 + 11 + 1 + 1 ⇒ (1) + 11 + 1 + 1 = 14
Guisarme PA, iterative, incl. haste and leaping attack: 1d20 + 6 + 1 + 1 ⇒ (16) + 6 + 1 + 1 = 24
Damage, first attack, incl. leaping attack: 2d4 + 15 + 1 ⇒ (1, 3) + 15 + 1 = 20
Damage, third attack, incl. leaping attack: 2d4 + 15 + 1 ⇒ (1, 1) + 15 + 1 = 18
I've had better attacks.
Quiven Glist |
Will Save to Half: 1d20 + 6 ⇒ (5) + 6 = 11 That ain't makin' it.
Quiven is sickened once more! Despite the condition, the halfling decides to continue with the fight! With his increased speed, Quiven is able to flank the blue enemy with Ander!
Gladius: 1d20 + 14 ⇒ (11) + 14 = 25 for Damage: 1d4 + 2 - 2 + 4d6 ⇒ (2) + 2 - 2 + (1, 3, 2, 3) = 11
Currently at 20 HP though.
IronHelixx |
**********************
Overseer Announcement
**********************
The floating tower begins to shift, tilting slightly to one side. A shower of debris rains down on the lawn and buildings below.
Ander Jotum |
Will: 1d20 + 7 ⇒ (13) + 7 = 20 I belive it is DC 16
If Ander is not grappled.
Ander charges his blade with arcane power, then slashes at the Aspis in front of him.
keen and shock
Spellstrike: 1d20 + 13 ⇒ (4) + 13 = 17
Damage: 1d10 + 6 ⇒ (10) + 6 = 16
Iterative: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d10 + 6 ⇒ (4) + 6 = 10
Shocking Grasp: 5d6 ⇒ (1, 2, 6, 5, 1) = 15
Electricity: 1d6 ⇒ 5
Otherwise, if Ander is grappled, he would try a melee touch attack at a -2 (total -3 to the attack).
Cornelius Bunbury |
Cornelius moves up to Quiven and places his hand on his shoulder. "Let's fix that!"
Charitable Hands with Sickened mercy: 3d6 + 3 ⇒ (1, 5, 5) + 3 = 14 +50%!
21 HP to Quiven and sickened condition is removed!
EndlessForms |
Sorry! DC on the Will save was 16.
Even when I posted it, I wasn't totally confident that worked out right so here's my consolation: If your readied attack went off after his 5' step then he still could have stood up (move action) and grappled (standard) but he would have stood up in Ander's threatened area and Ander gets an AoO.
Sound like a reasonable compromise?
TL;DR - Ander gets an AoO against blue before the grapple.
Aod hastes the party as Kilian moves in a blur to smash and cut the red-clad half-orc so severely that he drops over (even despite his orcish ferocity!)
Quiven then works his gladius on the other half-orc as Ander shocks the Aspis agent grappling him! Cornelius heals Quiven but as he moves over the sigil in the ground, a claw materializes out of the primordial gas swirling in the area and attacks the hospitaler:
damage: 2d8 + 6 ⇒ (3, 1) + 6 = 10
And you are grabbed/grappled
---
As this happens, the tower begins to tilt to the east. DC 12 Ref save from everyone or fall prone!
Ref: 1d20 ⇒ 8
Also, movement to the west now requires a DC 10 Acrobatics unless you are flying or under some other effect that lets you negate it.
---
The grappler half-orc tries to throw Ander to the ground and then press his knee into Ander's chest
grapple to pin: 1d20 + 16 + 5 ⇒ (12) + 16 + 5 = 33
grapple to damage: 1d20 + 16 + 5 ⇒ (13) + 16 + 5 = 34
damage: 1d10 + 4 ⇒ (7) + 4 = 11
The Rovagug priest then moves behind Quiven and draws his axe against the halfling:
+1 greataxe: 1d20 + 12 - 2 + 2 ⇒ (17) + 12 - 2 + 2 = 29
damage: 1d12 + 9 + 6 ⇒ (6) + 9 + 6 = 21
Initiative:
1. Aod, Ander, Quiven, Cornelius, and Kilian
2. Aspis Half-Orc Crew!
wp: 14 dmg
bo: 31 dmg
You guys are up!
Kilian fan-Vaylen |
DC 12 Reflex save, incl. haste: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
He's got +12 Acrobatics, so he automatically makes the check to move west.
Kilian keeps his footing as the floor shifts under him, then easily advances across the tilting surface to introduce the leader to the floor and slice at him. "Aod, help Ander! I'll take this one."
Trip on the leader, incl. haste and leaping attack: 1d20 + 16 + 1 + 1 ⇒ (11) + 16 + 1 + 1 = 29
AoO on leader, if applicable, incl. leaping attack and haste: 1d20 + 13 + 1 + 1 ⇒ (19) + 13 + 1 + 1 = 34
Damage, if applicable, incl. leaping attack: 2d4 + 9 + 1 ⇒ (1, 4) + 9 + 1 = 15
ETA: Quiven, if the leader goes down you'll get an AoO on him too.
Quiven Glist |
So much for the healing, that axe blade covered it!
Reflex: 1d20 + 15 ⇒ (4) + 15 = 19 I can never remember if a 1 is an auto-fail on saves.
Quiven takes an axe to his back! The halfling holds his nerve and attacks the enemy he has flanked! With haste!
Attack: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21 for Damage: 1d4 + 2 + 4d6 ⇒ (4) + 2 + (4, 4, 3, 3) = 20
Attack: 1d20 + 14 + 2 ⇒ (10) + 14 + 2 = 26 for Damage: 1d4 + 2 + 4d6 ⇒ (2) + 2 + (6, 3, 5, 5) = 23
Attack: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27 for Damage: 1d4 + 2 + 4d6 ⇒ (3) + 2 + (5, 3, 5, 4) = 22
Offhand: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24 for Damage: 1d4 + 1 + 4d6 ⇒ (3) + 1 + (3, 4, 6, 4) = 21
Thanks for the healing, looks like I'll need some more!
Aod the Witchchild |
Reflex: 1d20 + 8 ⇒ (9) + 8 = 17
Aod's Acrobatics is an auto succeed for movement, though I don't think he needs to make a check with bladed dash anyway.
Aod springs forth his wand of bladed dash and spins into a dance-like sequence of steps combined with a whirling of his sword and wand. In a instant he is next to the priest.
Swift to spring wand. Full attack with spell combat and wand wielder.
Battle Dance 2/7
Bladed Dash +1 bastard sword - PA - SC + BD + Haste: 1d20 + 12 + 3 - 2 - 2 + 1 + 1 ⇒ (1) + 12 + 3 - 2 - 2 + 1 + 1 = 14
Damage: 1d10 + 10 ⇒ (5) + 10 = 15
+1 bastard sword - PA - SC + BD + Haste: 1d20 + 12 - 2 - 2 + 1 + 1 ⇒ (1) + 12 - 2 - 2 + 1 + 1 = 11
Damage: 1d10 + 10 ⇒ (9) + 10 = 19
Iterative: 1d20 + 7 - 2 - 2 + 1 + 1 ⇒ (6) + 7 - 2 - 2 + 1 + 1 = 11
Damage: 1d10 + 10 ⇒ (7) + 10 = 17
Haste: 1d20 + 12 - 2 - 2 + 1 + 1 ⇒ (16) + 12 - 2 - 2 + 1 + 1 = 26
Damage: 1d10 + 10 ⇒ (5) + 10 = 15
AC 28
HP 56/72
Cornelius Bunbury |
@GM: Sounds fair to me. That is a bit of a gray area, so I shall agree to your consensus :)
Reflex: 1d20 + 11 ⇒ (7) + 11 = 18
Seeing the party get battered and harried, Cornelius exerts himself and calls upon Sarenrae's energy twice. "The Dawnflower shall undo your evil, foul Rovagugan!"
Using Channel and Quick channel via 3 channel energy uses. And of course using Selective channel to ignore the baddies :)
Channel Energy: 4d6 ⇒ (1, 2, 2, 1) = 6
Quick Channel Energy: 4d6 ⇒ (6, 5, 2, 4) = 17
Really, 6 for one of them? Bah. At least the second one looked better.
23 to everyone!
Ander Jotum |
AoO: 1d20 + 14 ⇒ (17) + 14 = 31
Damage: 1d10 + 6 ⇒ (7) + 6 = 13
Feeling the thugs arms around him, Ander reaches to his belt, grabs a wand, and taps it to his leg. Suddenly the elf is coated in a slick greasy covering.
grease
EndlessForms |
Kilian rushes over and drops the leader to the ground, planting a blow to the half-orc's knee in the process! Quiven digs his blade again and again into the half-orc wrestling with Ander until the Aspis agent drops over limp! The halfing then turns quickly and slashes at the prone leader!
Aod rushes across the room but only one of his strikes connects with the Aspis leader! Cornelius continues to heal the party despite being grappled by some protean energy. I have a feeling Ander's actions need to be retconned since his grappler has fallen.
Initiative:
1. Aod, Ander, Quiven, Cornelius, and Kilian
2. Aspis Half-Orc Crew!
wp: 48 dmg, prone
Ander is up!
Kilian fan-Vaylen |
It occurs to me that since Aod actually acted before Kilian in the round, he'd be close enough to get an AoO on the leader when Kilian tripped him. Every little bit counts, right?