Rhylellia Carilyss Boyce |
Rhylellia sighs but relents Very well, Sir Rose. However you would be amazed at what you can keep secret. I shall hope for our enemies to be stupid. Are the Knight and Alexis lovers? Hmm
Rhylellia Carilyss Boyce |
Rhylellia sets about re-disguising herself, by a fixing her head wrap and veil.
Disguise: 1d20 + 8 ⇒ (6) + 8 = 14
Then turns to Alexis and asks Do I look covered? flashing a smile. She like wise pats herself to check
Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Rhylellia Carilyss Boyce |
Oh Urgathoa's rotten Insides, I have bungled it! This is not acceptable. Rhylellia say exasperated bows furrowed. However her expression changes rapidly to a dawning look. Perhaps it would be best to leave the veil in the pack. She look towards her new companions.
Hmm if Sir Rose's plan is to be obvious, then it may be best to play that fully by being loudly subtle and spreading false rumors. Especially about our chosen route. Can I ask where we are headed? I would like to know so I can pack, and purchase any needed supplies before leaving. How much time till we vacate?
I did not buy beyond my carry weight. So no bed roll and other stuff.
Nazard |
As a reminder, your destination is only a 90 minute walk away from the city, and anybody who would have any interest in interfering with you already knows where the Citadel is. However, you've also had no reason so far to believe that anybody is aware of what you're doing, except the people at the Seventh church.
Rhylellia Carilyss Boyce |
As a reminder, your destination is only a 90 minute walk away from the city, and anybody who would have any interest in interfering with you already knows where the Citadel is. However, you've also had no reason so far to believe that anybody is aware of what you're doing, except the people at the Seventh church.
Please, clarify. As the the new god unveiling was public and crowded as was the prophesy. So anybody who cared to listen to an old man cry out knows about that at least? You did have people react to him shouting Aroden.
Nazard |
Nazard wrote:As a reminder, your destination is only a 90 minute walk away from the city, and anybody who would have any interest in interfering with you already knows where the Citadel is. However, you've also had no reason so far to believe that anybody is aware of what you're doing, except the people at the Seventh church.Please, clarify. As the the new god unveiling was public and crowded as was the prophesy. So anybody who cared to listen to an old man cry out knows about that at least? You did have people react to him shouting Aroden.
People reacted to him shouting about Aroden, but by the time he was relating what he saw, the crowd had returned their focus to Masoumi. Nobody (that they know of) heard him talk about redeeming the Inheritor's cloak.
Nazard |
The party presumably lets Rhylellia know just how close by their destination is, so she can make some last minute purchases. You all agree to meet at the western gate at high noon, do your last minute shopping, and arrive. With the sun high overhead, you set out again towards the Chelish Citadel.
The journey takes a little over an hour and a half. The walls and spires of Absalom as still barely visible over the distant trees when you arrive. Sir Rollynd is silent for the journey. Though his fear seems to be gone, you sense shame on his features, and he rarely if ever meets your gaze.
Before you stands the Chelish Citadel, rising out of an area of unusually parched grass, a quatrefoil structure which stands 80-feet high. No trees grow within fifty feet of the tower, and no vines climb its exterior. The stonework of its walls appears pristine, with no arrowslits or ports for siege weapons, nor cracks or chinks to provide a hand or foothold, save for a bit of rubble against its eastern-most edge.
Daniel Proudmore Rose |
seemingly silly question but... Does their appear to be anyway in? A gate? Door? Window? Or is it similar to a room with no door
Nazard |
You've approached from the south. There's no visible door on that side, but perhaps another.
Although you were told that there was no visible way to get in, and given the unnatural smoothness and uniformity of the stone, it's not hard to believe. Still, you can't see the whole structure yet, and there is the afore-mentioned patch of rubble.
Thanephos |
Thanephos moves closer to the rubble with his bow in hand. As he walks, he glances around for potential foes, before examining the rubble more closely.
Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Nazard |
You approach the eastern edge with weapons drawn.
The rubble strewn about the ground seems to have fallen away from a stone sheathe that covers the rest of the tower, revealing an iron door. No handle or lock is evident. In the centre of the door are two small depressions, one shaped like the Eye of Aroden, the other an inverted pentagram.
Or both.
Rhylellia Carilyss Boyce |
Rhylellia still distracted with traveling equipment.
You are welcome guys. I bought campsite material.
As she hands a key to each party member.
This unlocks the large chest on the wagon.
Thanephos |
Knowledge Engineering w/surge: 1d20 + 1d6 + 6 ⇒ (8) + (4) + 6 = 18
Thanephos looks at the tower, This is interesting, I don't understand why such a thing would be built out here, unless it had some method of moving or attacking elsewhere.
Daniel Proudmore Rose |
Daniel will hold the symbol he was given. Then look at the indention in the door. does it look like it would fit it?
Ty Purgest |
In the centre of the door are two small depressions, one shaped like the Eye of Aroden, the other an inverted pentagram.[/i]
"Does anyone know what this means?" Ty says as he fingers the inverted pentagram.
Rhylellia Carilyss Boyce |
I think it more likely Asmodeus symbol was added later to the building. Most of Aroden's places of worship have been ... refurbished. Rhylellia states staring at the carved eye.
Daniel Proudmore Rose |
hmmm. Perhaps, I believe both symbols will be needed to gain entrance. That, or a few score of men and several battering rams.
Daniel Proudmore Rose |
Daniel will place the symbol in the matching socket.
Nazard |
At first, nothing happens.
After a few heartbeats, the door begins to groan and shudder. A rumbling and cracking sound comes from the stone itself. Spiderwebs climb the stone sheathe to a height of twenty feet.
As the rumbling worsens, flakes of stone rain down on you, and larger pieces begin to shift high above.
Ty Purgest |
If there's a door into the building that seems available, Ty will run inside and encourage the others to do the same. If not, he'll encourage everyone to back away, and he'll do the same himself.
Nazard |
If your intention is to avoid the rubble, you might want to back up...you have a bit of time. Just tell me how many feet away from the tower you position yourselves.
Ty, the door is trying to open, but whether through age-ruined mechanism or something to do with the unnatural stone covering, the door isn't able to move.
Thanephos |
Thanephos backs up about 15 feet away, looking at the door to see what may be obstructing it from opening.
Knowledge Engineering: 1d20 + 6 ⇒ (10) + 6 = 16
Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Ty Purgest |
Ty will also back away. He'll watch for falling rocks about to hit anyone and try to help them avoid being hit.
Saving Shield feat, Shield Bearer trait, or Aid Another as applicable.
Ty Purgest |
Ty will only move back as far as he has to be able to aid the pesron(s) closest to the tower. I guess that would work if he were one square behind them? So, if Thanephos is closest to the tower at 15 feet, Ty will be at 20. If someone stays closer than that, Ty will stay behind them.
Daniel Proudmore Rose |
Daniel will snatch the pendant from the door and back to thanephos. anyone here good with architecture?
Rhylellia Carilyss Boyce |
Rhylellia turns to stare at a beams and supports.
Knowledge Engineering: 1d20 + 1 ⇒ (20) + 1 = 21
Does look like the wedges or beams look weak? Or does it look intentional?
Perception: 1d20 + 4 ⇒ (17) + 4 = 21
I admit that I am not a mason but ...
Nazard |
Rhylellia, all you can see from the outside is a well-made stone wall of one sort of stone with a door, surrounded by a seamless sheath of a different stone. From what she can tell, the original stone looks fine, and the difficulties are internal mechanical ones. You could try to smash through the original stone to access a mechanism of some sort, but that would likely take much longer than you have as pieces are already coming down from above.
Nazard |
The spiderwebs of cracks continue up the exterior of the Citadel. Debris rains down as you frantically back up to what you hope is a safe distance. When the first big pieces start to fall with a crash, you realize you didn't back up far enough. Rhylellia calls out a quick warning as her keen eyes see where the rubble will begin to fall, allowing you to hop back enough to avoid the worst of the damage. You take few hits that'll leave bruises, but it could have been much worse (2 rolls above 20 are too good not to reward somehow).
Thanephos: 2d6 ⇒ (1, 2) = 3
Everybody else: 1d6 ⇒ 4
Reflex saves DC 12 for half damage. Unfortunately Ty, this is a save instead of an attack. There are abilities that let you grant cover bonuses to allies with your shield, but you don't have any of them yet.
Taking in the pile of debris and gaping hole that now exists in the side of the Citadel, you see more than just stones, rocks, and smashed bits of wooden furniture. Two leather armour-clad human skeletons, partially buried by debris, twitch and writhe against their restraints, their eyes glowing red with an unholy light. Above you, six more skeletons leap down onto the debris pile, their eyes also glowing maliciously as they advance upon you, while four more wait above on the remains of the second floor..
Acrobatics 5: 1d20 + 2 ⇒ (17) + 2 = 19
Acrobatics 6: 1d20 + 2 ⇒ (6) + 2 = 8; Damage: 1d6 ⇒ 4 and destroyed
Acrobatics 7: 1d20 + 2 ⇒ (6) + 2 = 8; Damage: 1d6 ⇒ 1 and prone
Acrobatics 8: 1d20 + 2 ⇒ (6) + 2 = 8; Damage: 1d6 ⇒ 3 and prone
Acrobatics 9: 1d20 + 2 ⇒ (8) + 2 = 10; Damage: 1d6 ⇒ 2 and prone
Acrobatics 10: 1d20 + 2 ⇒ (13) + 2 = 15
One of the skeletons explodes as it misses its landing and smashes its rib cage on a sharp piece of rubble!
Skeleton 1
HP: 3/4
AC: 16 (12 ff; 14 touch)
F/R/W: +0/+2/+2
Skeleton 2
HP: 4/4
AC: 16 (12 ff; 14 touch)
F/R/W: +0/+2/+2
Skeleton 3
HP: 4/4
AC: 16 (12 ff; 14 touch)
F/R/W: +0/+2/+2
Skeleton 4
HP: 4/4
AC: 16 (12 ff; 14 touch)
F/R/W: +0/+2/+2
Skeleton 5
HP: 4/4
AC: 16 (12 ff; 14 touch)
F/R/W: +0/+2/+2
Skeleton 6
Destroyed
Skeleton 7
HP: 4/4
AC: 16 (12 ff; 14 touch)
F/R/W: +0/+2/+2
Skeleton 8
HP: 1/4
AC: 16 (12 ff; 14 touch)
F/R/W: +0/+2/+2
Skeleton 9
HP: 2/4
AC: 16 (12 ff; 14 touch)
F/R/W: +0/+2/+2
Skeleton 10
HP: 4/4
AC: 16 (12 ff; 14 touch)
F/R/W: +0/+2/+2
Skeleton 11
HP: 4/4
AC: 16 (12 ff; 14 touch)
F/R/W: +0/+2/+2
prone and pinned
Skeleton 12
HP: 4/4
AC: 16 (12 ff; 14 touch)
F/R/W: +0/+2/+2
prone and pinned
Initiative!
Alexis: 1d20 + 5 ⇒ (12) + 5 = 17
Daniel: 1d20 + 4 ⇒ (7) + 4 = 11
Rhylellia: 1d20 + 7 ⇒ (20) + 7 = 27
Thanephos: 1d20 + 5 ⇒ (8) + 5 = 13
Ty: 1d20 ⇒ 15
Skeletons: 1d20 + 6 ⇒ (4) + 6 = 10
Initiative
PCs, Skeletons
ROUND 1
You all beat the skeletons' initiative, so go as you post. When you adjudicate your own actions, remember that skeletons have DC 5/bludgeoning.
Ty Purgest |
Ty draws his warhammer instead of his spear as he steps around Thanephos and onto the edge of the rubble to engage the closest skeleton. Instead of attacking, he'll grant his Holy Strike blessing to Thanephos' bow.
Saving Shield feat applies to Thanephos.
Thanephos |
Reflex: 1d20 + 6 ⇒ (14) + 6 = 20
Thanephos steps back as he draws a wand and points it in the direction of the nearest skeleton. Two bursts of green light shoot from the tip, the first connecting with a nearby skeleton and sending it scattered to the ground, as the other shoots by and hits the most fragile-looking skeleton, whose bones are barely intact. He'll hit Skeletons 1 and 9
Missile: 1d4 + 1 ⇒ (3) + 1 = 4
Missile: 1d4 + 1 ⇒ (1) + 1 = 2
Map 2