Quinn the Investigator
|
1d20 + 5 ⇒ (19) + 5 = 24
"Oh, my. Look at this!" Quinn points out the hidden object to the others.
Simeon von Klempt
|
Simeon examines the coin and notices the strange wires inside.
"What do you make of these wires? Do you think the coin is something other than what it seems? Maybe it can be opened? Or the wires manipulated somehow?"
Quinn the Investigator
|
"I've never seen its like! But Adolphus' journal entry said his diviners predicted it would be a key--I wonder if that was a literal or a metaphorical statement?"
Warren Moon
|
Warren laughs hysterically at Bressas joke, scribbling it down in his notebook for future use..
"I agree with Bressa's hilarious deduction, be alert though. Im still suspicious of no fingers the demon lover waiting outside..."
Roustan
|
"I suppose the Arcanamirium to talk to the gnome wizard, Fimbrik. With not knowing what our coin-key thing does currently."
The 1st handout says Fimbrik's address was noted.
| GM Nowruz |
You all decide to go to Fimbrik's home first and his address was noted in the documents you found.
FIMBRIK's HOME
You all arrive at the Arcanamirium's campus in Absalom’s Wise Quarter.
Fimbrik's home itself is an impressive stone dwelling reminiscent of what one might expect from an eccentric wizard’s home.
A brick step leads to Fimbrik’s front entrance, which is locked with a rusty lock.
Numerous stacks of newspapers—roughly 2 years’ worth of monthly copies—are piled around the door and crammed into a thin slot at its base. Each rounded corner of the building has a large window, allowing creatures to look into the structure without difficulty.
See the map in the slides for a layout of the house. Can you please place your icons where you would like to be.
You ring the bell and knock but receive no answer. In general the house does not look like it has seen many visitors recently.
You begin to walk to the first window on the left of the front entrance.
D3. Bedroom
A bed and desk occupy this room.
Then you walk to the window on the right of the front entrance.
D4. Study
This study contains a round table surrounded by chairs, and the walls are replete with tome-laden bookshelves.
An elderly gnome garbed in noble attire with a dapper rounded hat on his head and a can tipped with a brilliant glowing gem in his hand is standing in the room. It seems as if he is perusing his book collection.
Simeon von Klempt
|
Simeon decides the check for magical auras, using Detect Magic. He checks the coin found in the mausoleum, the lock and front door on Fimbrik's house and the bedroom and study visible through the windows. Assuming that Fimbrik doesn't notice him, he takes his time and spends three rounds focusing on any magical auras that he notices.
Bressa
|
"I wonder if he's really gone and just left the lights on." At first you think she's gone daft, but when you see her peering intently through the class at the gnome, you get an idea of what she means.
disbelieve in illusion: 1d20 ⇒ 9 Any bonuses????
Roustan
|
"I wonder if he's really gone and just left the lights on." At first you think she's gone daft, but when you see her peering intently through the class at the gnome, you get an idea of what she means.
[dice=disbelieve in illusion]1d20 Any bonuses????
Roustan goes over and stares at the gnome also.
Simeon is doing a Detect Magic, hopefully that tells us something.
Quinn the Investigator
|
Quinn raps on the windows of the study with his cane.
Warren Moon
|
If possible Warren casts Ghost Sound (DC 14) inside the study, imitating the sound of someone yelling indiscriminately
Warren attempts to get the elderly gnomes attention by casting one of his favorite cantrips to get them an audience, or at least noticed, by Fimbrik
| GM Nowruz |
Your attempts to detect magic show that the coin you found in the mausoleum is magical.
PATHFINDER’S COIN
PRICE 1,500 GP
SLOT none
CL 3rd
WEIGHT — lbs.
Aura faint divination
This apparently simple coin, usually styled to resemble ancient currency, hides intricate gold and platinum wires within. This matrix, carefully modeled after fragmentary Azlanti coins, causes the Pathfinder’s coin to rise an inch into the air and slowly spin in place if placed atop a wayfinder. In addition, when levitating above a wayfinder, the coin can be given a message of 25 words or fewer. This message repeats in the speaker’s voice the next time the coin is floated above a wayfinder. Only one message may be stored at a time, and once it is triggered, the message is expended and a new one may be recorded.
CONSTRUCTION COST 750 GP
Craft Wondrous Item, identify, levitate, magic mouth
You also see that there are magical auras surrounding all the rooms you are looking at.
Moderate Illusion
The gnome does not react at all to Quinn's and Warren's efforts to get his attention.
Roustan
|
"I'm surprised that no one has tried cleaning up the neglected newspapers. I would think there would be some kind of health check or something."
Simeon von Klempt
|
I Take 10 on the Spellcraft check for an 18.
"Hey, not only is there illusion magic throughout Fimbrik's house, but the coin we found in Arkath's tomb is magical as well. It appears to be a "Pathfinder Coin", which can contain a hidden message playable by a Pathfinder's Wayfinder."
"Unfortunately, I don't have a Wayfinder yet... Do any of you have one? If not, maybe we can grab one of our colleagues back at the Wounded Wisp who might be able to help. After we investigate Fimbrik, of course."
Simeon von Klempt
|
"Speaking of Fimbrik, I don't think he's actually home. Do any of you have any experience with breaking and entering? If not, we might need to find a less scrupulous Pathfinder to assist us."
Bressa
|
bash it in!: 1d20 + 3 ⇒ (1) + 3 = 4
Bressa tries the door and slips on the newspapers. I guess we'll have to take 20, assuming the city guards don't come and stop us beforehand.
Simeon von Klempt
|
Simeon walks slowly away from Bressa and Roustan as they begin to slam themselves into Fimbrik's door. He puts his hands behind his back and whistles while trying to look inconspicuous.
Quinn the Investigator
|
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With a Knowledge (Local) roll, would Quinn know if the group could ask the local constabulary to assist in forcing open the entrance to perform a health check on the fellow? It seems like there may be exigent circumstances if he's ill or a crime has been committed and covered up with an illusion.
Knowledge (Local: 1d20 + 1d6 + 7 ⇒ (18) + (4) + 7 = 29
| GM Nowruz |
Simeons question on Wayfinders lingers in the air ...
Quinn knows that the current act is highly illegal and probably will be retributed by the the mage guild but in this moment he sees that the door is already opened by the joint efforts of his colleagues.
Bressa believes the newspapers to be real.
As soon as you open the door you suddenly see a magical circle sparkling and only a fraction of a second later three fiendish looking beetles appear next to the sofa and try to attack you.
Perc(Bressa): 1d20 + 5 ⇒ (9) + 5 = 14
Perc(Quinn): 1d20 + 5 ⇒ (19) + 5 = 24
Perc(Roustan): 1d20 + 1 ⇒ (20) + 1 = 21
Perc(Simeon): 1d20 + 4 ⇒ (16) + 4 = 20
Perc(Warren): 1d20 + 5 ⇒ (11) + 5 = 16
Perc(Iškur): 1d20 + 4 ⇒ (12) + 4 = 16
You all see the beetles a little earlier then they are ready to react.
Kn(Planes)
N Small fiendish vermin
Init +0; Senses darkvision 60 ft.; Perception +0
DEFENSES
AC 12, touch 11, flat-footed 12 (+1 natural, +1 size)
hp 4
OFFENSE
Speed 30 ft., fly 30 ft. (poor)
Melee bite +1 (1d4)
Fort +2 , Ref +0, Will +0
SR 5
Fiendish – Resist Cold and Fire 5
Immune mind-affecting effects
Special Attacks Smite good
Base Atk +0; CMB -1 ; CMD 9 (17 vs. trip)
Skills Fly +2
SQ luminescence
SPECIAL ABILITIES
Luminescence (Ex) A fire beetle’s glowing glands provide light in a 10-foot radius. A dead fire beetle’s luminescent glands continue to glow for 1d6 days after its death.
Smite evil 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against good foes; smite persists until target is dead or the fiendish creature rests).
Initiative
Ini(Bressa): 1d20 + 2 ⇒ (14) + 2 = 16
Ini(Quinn): 1d20 + 1 ⇒ (5) + 1 = 6
Ini(Roustan): 1d20 + 7 ⇒ (7) + 7 = 14
Ini(Simeon): 1d20 + 6 ⇒ (18) + 6 = 24
Ini(Warren): 1d20 + 4 ⇒ (6) + 4 = 10
Ini(Iškur): 1d20 ⇒ 18
Ini(Beetles): 1d20 + 1 ⇒ (15) + 1 = 16
Round 1
1. Bressa, Roustan, Simeon, Iskur -> You are up!
2. Beetles
3. Warren, Quinn
Simeon von Klempt
|
Knowledge(Planes): 1d20 + 11 ⇒ (17) + 11 = 28
Are these beetles considered summoned creatures? Simeon has an ability from his "Egorian Academy Infernal Binder" archetype that allows him to Assume Control of summoned creatures. He needs to succeed at a Caster Level check against a DC of 10 + the summoner's caster level. Based on the DC of the Detect Magic check earlier, I assume that Fimbrik is casting at 6th level...
Simeon sees the fiendish beetles appear magically before him and he flashes back to his exercises from the Egorian Academy. He instinctually attempts to assume control of the first beetle (the Red token).
Caster Level Check: 1d20 + 1 ⇒ (12) + 1 = 13
The beetle appears to resist his attempt at control.
Realizing that he might need to resort to physical violence, Simeon reaches around and retrieves his crossbow. As a move action.
Roustan
|
Roustan 5ft-steps to the right and takes a swing at yellow while yelling, "Why do I always forget about magical traps!"
attack: 1d20 + 6 ⇒ (10) + 6 = 16
damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8
Bressa
|
"Bat, bugs, what is this?" Frustrated with the current turn of events, Bressa rushes into the room and tries to put down the threat quickly.
unarmed: 1d20 + 4 ⇒ (7) + 4 = 11
lethal: 1d6 + 3 ⇒ (4) + 3 = 7
| GM Nowruz |
Roustan's attack destroys the first beetle!
I do not know why but I cannot access the slides currently. Can you remove any beetle that you hit with 4 damage or more please.
Bressa does not hit with her fists and also Iskur shoots with his light crossbow but does not hit.
Iskur bot: light crossbow: 1d20 + 1 ⇒ (10) + 1 = 11
* * * *
The two remaining beetles try to hit Bressa and Roustan but both do not connect.
bite @Bressa: 1d20 + 1 ⇒ (3) + 1 = 4
bite @Roustan: 1d20 + 1 ⇒ (5) + 1 = 6
* * * *
ALL PATHFINDERS ARE UP!
Can you remove any beetle that you hit with 4 damage or more please.
Round 1
1. Bressa, Roustan, Simeon, Iskur
2. Beetles
3. Warren, Quinn -> You are up!
Round 2
1. Bressa, Roustan, Simeon, Iskur -> You are up!
2. Beetles
3. Warren, Quinn
Warren Moon
|
Move 20 ft, Cast Daze (DC 14) against red token
"AHHA What lovely summoned creatures you are, pity to have to send you back to your home plane"
Warren moves into the house, jumps over the back of the couch and lays down, waving his hands in an intricate pattern, he chants the words to an enchantment spell to daze and disorient the beetle trying to take a chomp out of Bressa
Quinn the Investigator
|
Quinn sighs, thinking And Pathfinders wonder why they have the reputation they do . . . Nonetheless, he draws his sword, takes a step into the room, and slashes at a beetle.
Attack Roll: 1d20 + 3 ⇒ (15) + 3 = 18
Damage Roll: 1d6 + 2 ⇒ (5) + 2 = 7
Simeon von Klempt
|
When Quinn's blow kills the beetle on the right, Simeon rushes past the where the creature had been and moves towards the center of the room. He aims his crossbow at the last beetle and fires.
1d20 + 2 - 4 ⇒ (9) + 2 - 4 = 7 -4 penalty for firing into melee
His shot unfortunately goes wide.
Roustan
|
if wall corner isn't blocking me
Roustan swings at the last bug!
attack: 1d20 + 6 ⇒ (3) + 6 = 9
damage: 2d6 + 4 ⇒ (1, 2) + 4 = 7
Iškur
|
Iškur hastily prepares his crossbow for another shot and lets fly. The target range did little to prepare him for this level of chaos in real battle.
light crossbow: 1d20 + 1 ⇒ (7) + 1 = 8
Glad for the clarification on 'daze'; I was about to try it out myself ...
| GM Nowruz |
None of the Pathfinders are able to hit the last beetle!
The remaining beetle tries to hit Bressa and Roustan but both do not connect.
bite @Bressa: 1d20 + 1 ⇒ (17) + 1 = 18
bite damage: 1d4 + 1 ⇒ (1) + 1 = 2
* * * *
ALL PATHFINDERS ARE UP!
Can you remove any beetle that you hit with 4 damage or more please.
Round 2
1. Bressa, Roustan, Simeon, Iskur
2. Beetles
3. Warren, Quinn -> You are up!
Round 3
1. Bressa, Roustan, Simeon, Iskur -> You are up!
2. Beetles
3. Warren, Quinn
Quinn the Investigator
|
Quinn steps forward and tries to finish off the final threat.
Attack Roll: 1d20 + 3 ⇒ (5) + 3 = 8
Damage Roll: 1d6 + 2 ⇒ (2) + 2 = 4
Warren Moon
|
Cast Acid Splash
Warren, still waving his hands, jumps into another spell. Conjuring forth a small globe of acid, he hurls the projectile from the couch sofa!
Acid Splash, Touch AC, firing into melee: 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1
Damage: 1d3 ⇒ 1
..the orb goes really wide, nearly burning a big hole in the couch he was laying on LOL