GM FurtiveZoog |
Actually, Herman removed the lid with some slight of hand, and Xeno did a remarkable backflip examination of it.
Herman, I haven't been adding in the +1 to Perception rolls since I will expect the PCs to remember to do that. They might not be adding it because usually I see something like 1d20+4+1, breaking it down that the +1 is being added.
1d20 + 0 ⇒ (1) + 0 = 1 Something I forgot to do.
Boomkin flips the basket over and the key goes flying and the wadded cloth flips out.
1d6 ⇒ 5
A very disturbed, writhing, small green viper falls out of the wadded cloth and strikes at Tromos!
1d20 + 5 ⇒ (1) + 5 = 61d2 - 2 ⇒ (2) - 2 = 0
Dazed by being so upset (literally), the viper misses. It now draws back, defensively.
The small viper is poisonous, but unlikely to cause death in healthy individuals.
Normal snakes like this are unlikely to strike if not disturbed, and do not chase people. You're safe if you stay a few feet away from it.
What, no one has Mage hand or Prestidigitation? :P
Tromos Hamaret |
Yeah, I forgot to add the Careful Teamwork bonus to the Perception rolls, and it looks like Zoog forgot to add it to the Reflex save. Worth editing into the little spoiler bar thing?
Gonna assume the snake isn't near the key or the chests.
Knowledge (Nature): 1d20 + 9 ⇒ (19) + 9 = 28
Tromos flexin' that skull muscle.
"Remain calm," the alchemist cautions his allies. "The creature is venomous, but not fatally so. I doubt it will attack us if we do not agitate it further."
Tromos approaches the copper-banded chest, and attempts to unlock it with the jeweled key.
Tromos Hamaret |
So the entire chest was an illusion, nothing inside it?
Anyone may assume Tromos will give them the key if they wish to try anything with it, btw.
He alchemist shrugs. "A harmless illusion. But to what purpose?"
He moves to the steel cube, and tries the key there.
Tromos Hamaret |
Scratch that last part about borrowing the key. I'll hold off, let someone else have a go.
Herman Halfshanks |
Herman will grab the key from the basket, if it appears safe to do it given Tromos warning, and examine it.
Herman Halfshanks |
Herman looks at the runes on the key in his hand, and compares them to the runes etched around the lock on the red, laquered chest. Any similarity?
"This puzzle is making my head hurt," says the unhappy halfling.
Storn |
"You hurt? How do you think I feel? Gorum weeps tears of blood to see me idle as such. Can we pour that acid on one of the chests to melt the lock or something? Maybe the keys are a distraction?"
Storn stands where he is, eyeing the snake warily.
GM FurtiveZoog |
Herman notices that the runes on the blue stone key do, indeed, match the runs on the red-lacquered chest.
I'll just have you try it...
The red-lacquered chest opens, revealing a key forged into the end of a jeweled scepter. (A careful inspection reveals that the jewels are mere costume jewelery.)
Several of you also hear a click and whirring and, looking about the room, see a small golden key has come through a slit in the 15 foot ceiling, hanging on a string about 6 inches down.
Storn |
Storn stares up at the key descending from the ceiling. "This is getting silly. I bet the key is full of bees or something."
He turns to Amaruu, all business.
"So are we tossing Herman up there or what?"
Amaruu |
Amaruu smiles "That was most enjoyable" That was the first time Amaruu has shown anything other than a sour look
"Even in jest that idea may be best. You hold me up, I hold Herman up."
GM FurtiveZoog |
It seems that that would work.
Storn, perhaps with the help of the table, gets Amaruu up onto his shoulders and everyone else helps Herman get stably up onto Amaruu's shoulders, and Herman unties and retrieves the small gold key. Back down, you now have two keys and the steel cube chest and the lock on the door.
Herman Halfshanks |
The jeweled scepter key and one from the ceiling with a steel cube chest and the door lock?
Herman will take the new key from the ceiling and try to open the door of the room, thinking that the most hard to get key is the one. If it doesn't work, he tries the scepter key in teh door as well, disregarding the steel cube for now.
GM FurtiveZoog |
Yes, the small gold key.
Boomkin tries the small gold key in the steel chest and it opens, but then there is a *Poof* that fills much of the room with ... blue for a moment.
No one had the DC 15 perception check while looking for traps, but then we don't have many classical rogues around anymore with the ability to disable magical traps.
Amaruu's will save, DC 11: 1d20 + 4 ⇒ (7) + 4 = 11
Boomkin's: 1d20 + 6 ⇒ (20) + 6 = 26
Herman's: 1d20 + 2 ⇒ (13) + 2 = 15
Storn's: 1d20 + 5 ⇒ (13) + 5 = 18
Tromo's: 1d20 + 0 ⇒ (19) + 0 = 19
Xeno's: 1d20 + 0 ⇒ (3) + 0 = 3
You think it was the Prestidigitation spell.
Everyone but Xeno successfully resists; Xeno turns blue.
Inside the chest you find the map of the Salhar burial vaults beneath Sothis and a wand.
In is a Wand of Knock (CL 3rd, 11 charges).
Hint: Someone has the ability, I would say, to reverse the blue effect.
When you open the vault door and go to leave, you see the servant who is taking notes on the condition of the room and of each of you. He then tells you that you can keep the map and wand, but asks you to give back any keys you may have.
Herman Halfshanks |
Herman gladly returns the keys, grateful he's not the one covered in the blue stuff.
"Well, what's left on the list?"
GM FurtiveZoog |
You list is now completed. Time for a relaxing walk back to the Lodge, or something...
After leaving Dremdhet Salhar's mansion, you head back with all four tasks accomplished. When you are passing through the Foreign Quarter on the way to the Grand Lodge, a throng of people blocks the street ahead. A performance art group commandeers the street, drawing graffiti to create a jolly hellscape complete with illusory devils comically dancing around in circles. A few citizens avoiding the crowd slip off-street through a nearby alley, the only egress past the gathering.
As you go down the alley - not for the first time today - some of you notice that something is wrong this time. Amaruu, Boomkin, Herman, and Xeno - who noticed the halfling - and see him again in front of you. Amaruu, Boomkin, Herman, and Storn's earlier sense motive also allows them to act, forewarned of this danger.
Amaruu, Boomkin, Herman, Storn and Xeno can act in the surprise round. Sorry, Tromos.
Initiative, Deandre Dulay: 1d20 + 1 ⇒ (20) + 1 = 21
Initiative, Halli Fosta: 1d20 + 2 ⇒ (17) + 2 = 19
Initiative, Larkin Waever: 1d20 + 5 ⇒ (14) + 5 = 19
Initiative, Ledford: 1d20 + 3 ⇒ (2) + 3 = 5
Aveage = 16
Amaruu Initiative: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Boomkin Initiative: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
Herman Initiative: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
Storn Initiative: 1d20 + 1 + 1 ⇒ (12) + 1 + 1 = 14
Tromos Initiative: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Xeno Initiative: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
You see:
- the halfling, now with a greataxe;
- a woman who may be the previous red-haired woman, now wearing a Norgorber mask and wielding a short sword;
- a blond woman smiling maniacally; and
- a brown-haired man in a brown cloak wielding a rapier.
The maniacal woman just finishes an incantation and sudden mists emanates out from her, obscuring the group! (The areas with the orange dots are obscured: all vision, including darkvision stops after 5', partial concealment at less than that.)
Surprise Round: Boomkin, Herman, *The bad guys, Amaruu, Storn, Xeno
Round 1: Boomkin, Herman, *The bad guys, Amaruu, Storn, Tromos, Xeno
Boomkin and Herman are up. You can take a move action or a standard action (or charge, if you can and are out front. (Or delay.)
The new map is up!
Boomkin |
Should've set that Faerie Fire! On the other hand we have a smurf lol
Boomkin moves to D7 for the surprise round, and fires off a Storm Burst directed at the one with the greataxe. (Surprise and Round 1)
Storm Burst: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Concealment: 1d100 ⇒ 61
LOL my pic all of a sudden changed into a smurf!
Storn |
Storn beams delightedly, showing broken yellow teeth as the mist piles out from the group in front of them.
"I don't know what they want, and don't care! ATTAAACKK!"
GM FurtiveZoog |
The halfling charges out of the mist toward Boomkin, raging and swinging his greataxe with all of his power!
It's a little uncertain, but I'll allow a charge since everyone saw everyone a moment ago.
1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 91d10 + 4 ⇒ (8) + 4 = 12
But too much power is put behind the swing and the halfling misses with his deadly blow!
The brown-cloaked man moves forward in a position around the corner of the building.
The red-haired masked woman casts a spell, but the obscuring mists make it very difficult to tell what it is.
It is shield of faith.
There are more sounds of spellcasting from the mist, but it is impossible to see.
Everyone except Boomkin can go.
Keep in mind the cover provided by the mists and the corners of the buildings.
Storn |
"Gorum's power wash over you all! We are blessed and will smell the entrails of those who dare to oppose us!" calls Storn, grasping his holy symbol. A burst of light floods from his holy symbol before settling onto his companions.
That there's a bless spell. +1 to attack, +1 to fear saves. 1 minute. Also, remember that you can move through squares occupied by allies without issue.
GM FurtiveZoog |
Yes, it is quite a narrow path. They're pretty blocked, too. But, you could do an Acrobatics check to get through the halfling's square ("Move through an enemy's space [is] DC 5 + opponent's Combat Maneuver Defense") taking twice the regular movement distance.
It would be a DC 15 climb check to pull yourself up by the building eaves, counting as 20 ft of movement (the 5' distance counts as 4 times normal distance). The slope would make the roof difficult terrain.
Since Boomkin isn't the best armored, I'll do his action as specified and then have him step back one square. The map is updated.
Tromos Hamaret |
If Tromos can try the check despite not having an action:
Spellcraft, DC 30: 1d20 + 11 ⇒ (19) + 11 = 30
Amaruu |
Amaruu moves in front of Boomkin and punches the halfling with his spiked gauntlet.
activate judgement +1 sacred bonus to attack
Attack 1d20 + 2 + 1 + 1 ⇒ (12) + 2 + 1 + 1 = 16
Damage 1d3 + 3 ⇒ (2) + 3 = 5
Herman Halfshanks |
Herman will advance to the square in front of Tromos, and casts Ear Piericing Scream on the halfling who charged the group.
"Is this one of the tests? Who ARE these crazy people?" Herman shouts to no one in particular.
GM FurtiveZoog |
Sorry, Amaruu, I was ninja'd by your post and missed it. Since I messed up and we are so close, I'll allow it as a charge this time.
Amaruu - feeling that his true talents are being put to use at last - charges and punches the halfling, the spikes of his gauntlet piercing deeply into his shoulder.
Halfling's Fort save, DC 15; damage: 1d20 + 7 ⇒ (14) + 7 = 211d6 ⇒ 4
The halfling winces and recoils as if hearing an ear-piercing scream that he alone can hear.
Boomkin adds to the halfling's woes, causing a sudden stormburst to appear over his head, buffeting him.
1d20 + 2 - 4 ⇒ (8) + 2 - 4 = 61d6 + 2 + 1d6 ⇒ (6) + 2 + (6) = 14
The brown-cloaked man, though, is skilled in ways you haven't seen before, and Amaruu feels flanked even though he has both of his foes in front of him. His deadly rapier thrust, however, cannot connect, especially given the intervening building.
1d20 + 5 - 1 + 2 - 2 ⇒ (19) + 5 - 1 + 2 - 2 = 231d10 + 4 + 3 ⇒ (1) + 4 + 3 = 8
The halfling now attacks again, this time swing his greataxe against Amaruu, slashing deeply across Amaruu's chest!
Fortunately, he doesn't crit on a 19.
1d8 + 1 ⇒ (7) + 1 = 8
The red-haired, masked woman steps forward and casts a spell, and touches the halfling, causing his wounds to seal up completely.
1d4 + 1 ⇒ (4) + 1 = 5
The blonde woman steps forward in the mists - laughing maniacally - and casts a spell, causing a bolt of energy to leap from her fingertips and find its way unerringly to Amaruu's wounded chest, causing him to go down!
Sorry, Amaruu. Fortunately, you have a healer in the group.
Everyone but Boomkin is up!
Xeno - Black Widow |
Thanks
Xeno move forwards slipping past Boomkin and grabbing Amaruu and pulling him back. As she passes Boomkin she says "Move back and we can two of us will be able to fight one of them, like they did to Amaruu."
Amaruu ends up on the ground in E5 with Xeno standing over him. When he stand up he can choose where to move to.
Tromos Hamaret |
The alchemist observes as the red-haired woman draws an item from her pack. Through the fog, he can barely make out a parchment inscribed with divine runes. Focused on his arcane recollections, he is half-oblivious to the melee occurring in the middle of the alley.
"The red-haired woman has armored her companion in divine magicks," Tromos announces to his companions.
He steps a few feet forward to gain a better view of their attackers. He draws another flask, and after the short preparations hurls it towards the halfling.
Move SE, E. Throw bomb at the halfing. Splash damage is 6, Reflex DC 15 for half.
Attack vs. halfling (ranged touch): 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
Damage: 1d6 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Miss direction: 1d8 ⇒ 6