Quinn the Investigator
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The alchemist fire continues to burn the flying mass of bats.
Second round of alchemist's fire: 1d6 ⇒ 4
Seeing his fellow Pathfinders being chewed to pieces, Quinn draws a flask of acid and tosses into the mix!
Throwing this at the bottom right square the swarm occupies, so only Iskur (sorry!) gets a point of splash damage.
Ranged touch attack vs. swarm: 1d20 + 1 ⇒ (13) + 1 = 14
Damage: 1d6 ⇒ 3
Iškur
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Iškur, wounded and unable to act, retreats as best he can from the room.
hp: round 1 damage = 3, round 2 bleed = 1 ... stings indeed,
Warren Moon
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Scream Profously
Warren hunkers down, screaming as the bats and multiple flasks of fire come flying at him, waving his hands in front of him like a squid on meth
Iškur
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Glancing at the stores he's staggered back into, "No? Funny, I find myself ready to retrieve a bottle or two just now myself." ... then, turning slightly green, "Well, if my stomach stops doing somersaults."
Simeon von Klempt
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Just a minor rules point - I was reading the Bestiary entry on the swarm subtype (Bestiary p. 313) and it looks like splash weapons are included in the category of area attacks that receive an extra 50% damage against swarms.
The quote is: "A swarm takes half again as much damage (+50%) from spells and effects that affect an area, such as splash weapons and many evocation spells."
Here's to hoping that those few extra points of damage are enough to have finished off these bats! :-)
Simeon von Klempt
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In case the bats are still alive, Simeon grabs the least expensive-looking bottle of wine from the nearby shelves. He begins to fashion a makeshift molotov cocktail, starting by ripping a strip of cloth off of his robe and preparing to soak the strip in the alcohol.
Roustan
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In case the bats are still alive, Simeon grabs the least expensive-looking bottle of wine from the nearby shelves. He begins to fashion a makeshift molotov cocktail, starting by ripping a strip of cloth off of his robe and preparing to soak the strip in the alcohol.
I was wondering if that was actually doable!
| GM Nowruz |
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In case the bats are still alive, Simeon grabs the least expensive-looking bottle of wine from the nearby shelves. He begins to fashion a makeshift molotov cocktail, starting by ripping a strip of cloth off of his robe and preparing to soak the strip in the alcohol.
I would allow that. Standard Action to prepare one molotov cocktail. Standard Action to light it and throw it but you have -4 to hit for improvised weapons and you do d3 damage (also to swarms). Alternatively, I would allow a torch to be used with 1 point of fire damage to the swarm for each hit.
| GM Nowruz |
Just a minor rules point - I was reading the Bestiary entry on the swarm subtype (Bestiary p. 313) and it looks like splash weapons are included in the category of area attacks that receive an extra 50% damage against swarms.
The quote is: "A swarm takes half again as much damage (+50%) from spells and effects that affect an area, such as splash weapons and many evocation spells."
Here's to hoping that those few extra points of damage are enough to have finished off these bats! :-)
Thanks for pointing that out! ;-) BATTLE OVER!
The last burning of the alchemist fire was enough to eat the main body of the swarm.
You see black, dead bats everywhere and the smell of burned flesh is almost nauseating.
Quinn the Investigator
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"That was bracing! I hope everyone is okay."
Roustan
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After stomping on a couple bats to be sure, "Warren just lit his sunrod, so best to put it to good use and check out the tunnel." Then he unsheathes his greatsword and stomps on a couple more bats.
Warren Moon
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Those bats were brutal!
Warren shines his sunrod throughout the tunnels, looking for any clues or anything that seems out of place, or out of the ordinary..
Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Simeon von Klempt
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Simeon pushes the cork back in the bottle that he pulled off the rack and quietly replaces it, whistling to himself while he does it. Looking down at his ripped cloak he lets out a small sigh.
"I'm game to continue looking into Dreng's mystery. I propose that we head to the mausoleum of Arkath in the Ivy District."
| GM Nowruz |
You can still decide where to go. Just moving things a little.
You decide to leave the cellar and the secret room and return to the upper level.
The kitchen personnel is a little astounded to see you again, especially with some of you having blood stains on their clothes. And although Heryn Gale is quite busy when you return she notices that you obviously were in a fight.
"Oh my god, what happened to you?!" she asks with great concern and wants to run down to see what is going on.
Warren Moon
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"Oh my god, what happened to you?!" she asks with great concern and wants to run down to see what is going on.
Warren yells over at Gale "Tis nothing to be concerned about, we just had a disagreement with some very loud and obnoxious squatters downstairs!"
Warren nods over to the rest of the group, voicing his decision "Good idea Simeon, ALTHOUGH if able I'm going to want to do some shopping on the way. I'm buying this town's entire supply of alchemist's fire, and a masterwork swarmsuit.. made of adamantium." Warren says out loud, his notebook already out, scratching gods knows what into its pages
Bressa
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"An adamantium swarmsuit? I like your style. I could never stomach being so cramped, but I sure would love to see you standing in the middle of a swarm, just flipping them off casually as you go about your business." She giggles to herself. "And you better share some of that fire. I'm buying three for myself."
Are we able to restock our alchemist fire on our way to the Ivy District?
Warren Moon
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"No really! What did you do down there? What happened to Dreng's bottle?" and she seems concerned and on the way to check the cellar out.
Warren walks slowly over to Gale as she tends to her bar patrons, leaning in close when she's free of any riff-raff overhearing and talks to her in a hushed tone..
"Got the bottle, but pissed off a swarm of bats in the process, barely made it out alive. The cellar may have taken some SLIGHT fire damage." Warren says, chuckling. He pulls the bottle of vintage wine from out of his pack and shows it off to Gale, spinning it as he does, showing off Dreng's bottle
Quinn the Investigator
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Feeling a bit ashamed about hurling flasks of acid and liquid fire in the tavern's basement, Quinn calls out after her: Dreadfully sorry! It really was an emergency. I'm sure Venture-Captain Dreng will compensate you for any damage.
Iškur
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"We are all a mess; gather around let's see what I can do"
channel positive: 1d6 ⇒ 6
"And I could do with a bit of that alchemist's fire myself ... bad business, bats. He shudders, remembering the nausea.
| GM Nowruz |
Feeling a bit ashamed about hurling flasks of acid and liquid fire in the tavern's basement, Quinn calls out after her: Dreadfully sorry! It really was an emergency. I'm sure Venture-Captain Dreng will compensate you for any damage.
Heryn looks at Quinn with some hope in her eyes "Ok, just tell me what is going on! We never have any issues down there."
Roustan
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"Thanks so much Iskur!"
Roustan waves Heryn away from the bar, closer to kitchen door and whispers, "Turns out there was a lever behind VC Dreng's bottle of wine. That lever opened a room that had a desk with notes and then some tunnel openings. When we tried to enter the tunnels we were attacked by a million bats. This all happened in the room and the wine racks area were untouched."
After a long breath, "The notes on the desk now have us looking into a Society concern."
| GM Nowruz |
When you explain to her that you found the secret door she obviously is very surprised about what you found.
Heryn then says "That is truly unbelievable and I agree with you. But to be honest such a matter has to be discussed with a Venture-Captain to align on the next step. I do not know what you want to do now but good luck to you! And please come back and inform us what to do with the room ... I ... I am still in shock ... unbelievable."
| GM Nowruz |
You depart to check the lead involving Arkath. Details left by Selmius Foster indicate the location of Arkath’s burial site: a plot of land in Eastgate operated by the faith of Asmodeus.
A fence surrounds the necropolis grounds, and although members of the faith of Asmodeus and city guards routinely patrol the property, you know that it is still legal to enter the grounds to respect the departed.
Arkath’s crypt is the northernmost structure on the map that you found in Selmius documents.
While the gates into the necropolis are left open to those paying their respects, the doors of the mausoleums are sealed with sturdy stone slabs.
You suddenly see a man in robes and a large pendant with the holy symbol of Asmodeus approaching. The man is holding up his hands and it is visible that he has lost several fingers.
This seems to be a low-ranking cleric of Asmodeus and based on your knowledge he has the responsibility to watch over the tombs of the honored remains of friends of the church. You also know that especially for clerics of Asmodeus guarding the sanctity of the tombs is the cleric’s primary responsibility, but each cleric has different motivations and sometimes evil goals.
You know this guy! Durward is his name you believe. A former street thug, Durward lost several fingers and toes — and almost his life — before finding refuge among Absalom’s Asmodean priests. He enjoys his position of privilege and the powers granted to him by his god.
But you also know that Durward is ruthless in persecuting those who do not follow the rules and believes the strong should always be in a position of power.
The man approaching shouts out loud "Who goes there?!"
Iškur
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knowledge religion: 1d20 + 4 ⇒ (14) + 4 = 18
diplomacy: 1d20 + 8 ⇒ (19) + 8 = 27
"Peace, fellow cleric; we are a small group of friends, come to pay respects at the tomb of a stone mason of some repute ... one Arkath by name. Can you point us the way?"
| GM Nowruz |
The priest looks at you suspiciously.
"Cleric of what god? There is only the dark prince! Be happy that you are still standing here and have not been blown to bits by Asmodeus' might you follies!"
He looks down to you and steps uncomfortably close to you.
"Do you want me to express my obviously superior thoughts or are you pissing your pants and leaving!"
| GM Nowruz |
He takes a step back an looks at Iskur again and for some strange reason he seems to be slightly surprised.
His facial features suddenly turn into a smile.. "Ye others deserve no answer and if not for ya strong gnome here, ya would need to kiss my feet first."
He eyes you all again. "So whadaya want here?!"
Quinn the Investigator
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Knowledge (Local): 1d20 + 1d6 + 7 ⇒ (20) + (2) + 7 = 29
"Hello, Durward. I'm not sure if you remember me--my name's Quinn. These are friends of mine. We've come to ask your permission to enter one of the mausoleums on a matter of great historical interest. You can rest assured we'll comply with all rules, regulations, and lawful conditions you impose."
Bressa
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Bressa bristles visibly when the priest was threatening Iskur and she moves to his side. She relaxes as little when he steps back, but she is still on the balls of her feet, and her knees are slightly bent. She lets the others do the talking but never breaks eye contact with the priest.
Warren Moon
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Warren looks over to Durward, adding to Quinns intro..
"Praise be to Asmodeus! The dark one! I must point out, that we will not be handsy with anything inside, and won't lay a finger on anything valuable." Warren says with a straight face, getting his own jab in at the man who just threatened his ally
Bressa
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Bressa finds it very hard to keep a straight face, let alone look intimidating, after Warren's remarks. Finally, she just rolls her eyes and shrugs a vague apology at the priest.
| GM Nowruz |
"This plot of land in Eastgate is dedicated to the faith of Asmodeus and used as the resting ground for those that have served the dark prince, the most powerful of the nine archdevils that inhabit Hell."
He specifically looks at Bressa and continues "If you do not respect and obey me here then you are welcome to start a fight ..." and his view wanders to the east where you see two city guards routinely patrolling the area around the property.
"... but this is the favor I ask of you: Show respect the lord of darkness and provide the church with a share of what is to gain. I will grant you permission to access the mausoleum you seek." he says with a stern look.
"ButThe sooner you are gone the better." and then he turns around and walks away.
| GM Nowruz |
You start walking to the mausoleum.
Arkath must have paid a substantial sum to have his remains guarded here as the mausoleum houses only 24 sarcophagi and the names clearly mark many of the other deceased as nobility.
Arkath's sarcophagus is one of the first you see after entering the mausoleum. It is quite simple but very well made. His name is engraved in Taldan. There are no obvious religious symbols to be seen.
You believe that some strength is needed to open the sarcophagus but that you can jointly remove the upper section to peer into it.
Roustan
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"Maybe we should attempt looking for traps or wards before we start touching stuff. Would hate to be a victim of some Asmodeus smiting while touching a sarcophagus in his mausoleum."
perception: 1d20 + 1 ⇒ (19) + 1 = 20
Warren Moon
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"Well Bressa, Roustan. Looks like we got a sarcophagus to open! Heres hoping theres a mummy inside, never saw a mummy before. Kinda sheltered life. But anywho lets break into a coffin, ill give you brutes a hand..."
Warren aids Bressa and Roustan with there manual labor
Aid Another: 1d20 ⇒ 18
| GM Nowruz |
Together you start to move the upper section of the sarcophagus and it is obvious that some of you are not really happy with this act ... disturbing the peace of the dead sometimes comes with harsh results.
But in this case you find darkness, dust and the skeleton of a humanoid being that is resting peacefully in his grave ... you see that the interior of Arkath’s sarcophagus is otherwise empty. You assume this to be the stonemason’s long-dead skeleton.
You something shiny behind the skeleton's teeth. You remove a coin from the skeletons mouth.
This apparently is a simple coin and resembles ancient currency. A little chip at the side of the coin shows intricate gold and platinum wires within.
Roustan
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Roustan looks around trying to not disturb anything else.
perception: 1d20 + 1 ⇒ (6) + 1 = 7
Roustan then looks at everyone and shrugs his shoulders.