| Zea of Kintargo |
Zea moves toward the corner she detects magic in. "I think she's somewhere over here!" She's so focused on finding the cultist, she barely notices the teens. "Oh uh... hi. Sorry. We have to catch this cultist quickly then we'll help you."
Saul Gibson
|
"Shit."
Hearing the door open, Jackdaw runs north and then around to the sacrifice room, where he tries to listen and pinpoint where she went. Once again, he tries to blocks the door, but it is a double door. updated position on map
"Someone come stand next to me, and someone block that secret door. Let's seal all the exits and hope there isn't another way out!"
perception just listening: 1d20 + 8 + 1d6 ⇒ (19) + 8 + (3) = 30
| Zea of Kintargo |
Zea moves into the next room, still detecting magic.
Should have exact locations now. Even if the invisibility spell is gone somehow, I should be able to detect magic items on her person.
Saul Gibson
|
"There is a room in the corner! Check it, maybe she is hiding in there!"
Jackdaw steps into the room and closes the double door. The he jogs over to the secret door and closes that too.
Jarithe the Hunter
|
I learned from road musicians mostly travelling around as a merchant. The shared fire is a great place to hear stories and learn Bard craft. When did you discover your magical affinity? Jarithe says leaning against the wall waiting for the door to open.
| Foxy Quickpaw |
Glyph of Warding DC17: 3d8 ⇒ (7, 3, 5) = 15
Reflex Save for half
As Zea steps into the door frame something explodes with a really loud bang.
Saul Gibson
|
At the noise, Jackdaw rushes forward to Zea, yelling as he goes, "Get a move on, you lot! And close the door behind you!"
Jarithe the Hunter
|
Jarithe steps into the room blocking the door and then let's Cassius in using detect magic to ensure nothing gets past and then closes the door behind them and then wraps a chain around the door handles and uses his lock from the bag to secure it, if possible.
Saul Gibson
|
"Do you have another lock, Kyda? Can you lock the other one?"
Jackdaw calls over his should as he runs toward the corner room.
I updated my position and Jarithe's and Cassius but they can alter of course
| Foxy Quickpaw |
With all entrances blocked or guarded, and herself cuffed and an eager party of adventurers on her back Luculla gives up. She silently moves over to the altar, jumps up and lays down on her back again.
Dropping the invisibility she calls out. "If you need me dead we can as well get it over with."
| Zea of Kintargo |
Zea shakes her head. "Oh no. No way. We are NOT killing you on this altar thing like you wanted those other guys to." She then shackles the woman and drags her off the altar.
I took 7 damage. Fhingle, is life link up?
Saul Gibson
|
Jackdaw checks over the shackles to make sure they are secure, then he pulls out rope, tying it around her to be certain she is helpless.
Is she helpless? Let me know if you want rolls.
Saul Gibson
|
"Uh...remember, Cassius was his last code name. Brakisi, do you think you can get her to talk?"
bluffing to protect cassius's real identity :): 1d20 + 7 ⇒ (1) + 7 = 8
| Fhingle Nib |
Fhingle walks up to the woman as a spell washes over him. Enhanced diplomacy
"So what exactly was the sacrifice for here?" Fhingle asks the woman.
Diplomacy: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17
HP 43/43
CMB/CMD: +3/13
Melee +1 heavy mace +4 (1d6)
Ranged sling +6 (1d3-1)
Special Attacks channel positive energy 4/day (DC 15, 3d6), halfling jinx
Oracle Spells Known (CL 5th; concentration +8)
2nd (5/day)— aid, cure moderate wounds , path of glory ACG, lesser restoration
1st (7/day)— bless, cure light wounds , detect undead, magic weapon , protection from evil , shield of faith
0 (at will)— detect fiendish presence , detect magic , enhanced diplomacy , light, read magic , stabilize
Mystery Life
Energy Body (1d6+5, 5/5)
Life Link (5 Bonds 145’)
Channel Positive (3d6 4/4 DC 15)
Potion Cure light wounds (2)
Scroll of Day light
Scroll of Remove Blindness/Deafness
Scroll of Remove disease
Wand of Alight Weapon 14/50
Wand of Cure Light wounds 40/50
| Zea of Kintargo |
Zea searches the woman for anything magical and takes it away from her.
Detect magic to remove anything magical. Fhingle, I think life link has pushed 7 damage to you from the trap. Might want to heal that.
Saul Gibson
|
"Good decision. She never would have told us anything of interest. She couldn't even be bothered to preach at us or convert us to her crazy god. Better off dead. Before we go to that door, take a look around. Let's loot the place."
perception, looking around the temple area, the side room, the devils room: 1d20 + 8 + 1d6 ⇒ (1) + 8 + (1) = 10
Apparently Jackdaw decides to put on his blindfold first.
| Foxy Quickpaw |
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The only creatures left on this side of the door are the two shackled youngsters.
On the one dead cultist, the private room in the corner and on Luculla you find
potions of bear’s endurance (2),
potion of cure light wounds,
potion of cure moderate wounds,
scroll of glyph of warding
+1 chain shirt,
mwk net,
mwk sickle,
cloak of resistance +1,
ring of protection +1,
key (to door at area C1),
amber-and-jade facemask of Mahathallah worth 500 gp,
gold unholy symbol worth 100 gp,
74 gp
gold-plated skull worth 250 gp
four doses of unholy water in the skull
Statuette of Mahathallah worth 100 gp
| Fhingle Nib |
"So what do we do now? Open that last door or send back for the Hell Knights and have them come now to help out?" Fhingle asks looking over the items they have gathered. "Do you think that Devil is really gone?"
We really cannot sell some of those items, unless we find a fence or someone like that