Alezandaru Skenec |
perception: 1d20 + 5 ⇒ (13) + 5 = 18
"Yes, keeping an eye out is a good idea. And none of you recall seeing this already in passing through here? Did anyone in town have a similar amulet?"
GM PDK |
At the end of the hallway you find a one-way door that can only be opened from its western side - YOUR side - but you note that there's a mechanism that would close the door automatically after entering the room unless held open.
Do you open this door?
Aroden Reincarnated |
"Greenblade, can you disable the mechanism so the door will not shut behind us?
We could just wedge the door open but I think disabling it is a safer option."
Bram Stonefist |
I'll wait to see what Greennlade does. If the mechanism isn't on this side I'll open the door and hold it for him.
-Posted with Wayfinder
GM PDK |
The mechanism isn't on this side. Bram: upon opening the door you see a central pillar in the middle of a pit. After a few seconds, the pillar starts rotating and starts shooting dozens of arrows everywhere in the room! (make a dexterity check, DC 15, to close the door in time before some of these hit you!)
Bram Stonefist |
I'm not sure if I'm still injured from when I fell down entering the Crypt. Assuming that I am.
Bram sees the arrows fly, and moves as quickly as his injured ankle will let him.
Dex: 1d20 + 2 - 1 ⇒ (10) + 2 - 1 = 11
Alezandaru Skenec |
"I doubt I can disable that, unfortunately. Is there another way around?"
Since the finding that Vigilante cannot disable traps, I am basically shut out from doing trap finding. Let me know if I've misread this!
Aroden Reincarnated |
Anyone with Disable Device can disable mundane (mechanical) traps. Or jam doors.
Only those with the trapfinding class ability can disable magical traps. The Mummy's Mask campaign trait that gives trapfinding is not PFS legal.
At the moment, however, we have a spinning pillar shooting arrows to deal with.
GM PDK |
One arrow manages to slam harmlessly into Bram's helmet (narrowly missing his nose) before he closes the door! (and 3 more hit loudly into the closed door)
blunt arrow vs. Bram: 1d20 + 10 ⇒ (7) + 10 = 17 for 1d8 ⇒ 5 nonlethal damage.
GM PDK |
You all hear arrows thud into the closed doors for a full minute, after which the noise stops.
Aroden Reincarnated |
"I believe so."
Aroden will open the door just a crack and check (so hopefully getting cover from it if needed). If no arrows shoot, he will open the door further.
GM PDK |
As you open the door, you first see hundreds of destroyed blunt arrows on the floor everywhere. Then, the pillar starts rotating again, but now you hear a series of clicks and hollow 'twangs' instead of seeing arrows come out of it. The shooting pillar appears depleted of arrows.
Aroden Reincarnated |
"There seems to be a door south of the statue of Kassen, though if it is a construct it could be guarding that door.
There is also a door south of the arrow pillar. I imagine we'll want to check both eventually, so I am fine with either way."
"Spark" |
Let's try the one south of the pillar first... just in case the other is protected by that statue somehow, let's save it for later."
"Spark" |
SPark will move with Konner, keeping pace with the swashbuckler.
GM PDK |
After a short passage you arrive in a large chamber. A continuous carving of mourners runs along the walls here, leading to a staircase on the south side of the room that leads down to a lower level of the crypt. Anyone listening at the stairs can hear the sound of dripping water and a low, distant moaning.
As you enter the room, bloody human skeletons drag themselves from behind the pillars, reaching for you all with long claws.
Spark: 1d20 + 1 ⇒ (16) + 1 = 17
Alezandaru: 1d20 + 5 ⇒ (7) + 5 = 12
Aroden: 1d20 + 2 ⇒ (14) + 2 = 16
Bram: 1d20 + 2 ⇒ (4) + 2 = 6
Findlefarb: 1d20 + 2 ⇒ (1) + 2 = 3
Konner: 1d20 + 6 ⇒ (7) + 6 = 13
Brother Antonidas: 1d20 + 3 ⇒ (13) + 3 = 16
Bloody Skeletons: 1d20 + 6 ⇒ (10) + 6 = 16
Round 1:
Spark may go;
then my bloody skeletons go;
then everyone else
"Spark" |
Spark draws her earthbreaker as she rages and charges the one to the west.
to hit: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
dmg if hits: 2d6 + 2 + 2 ⇒ (3, 5) + 2 + 2 = 12
to confirm crit: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
xtra dmg if crits: 4d6 + 4 + 4 ⇒ (3, 2, 5, 2) + 4 + 4 = 20
hope that 16 hits its flatfooted ac... I want to obliterate one into bone shards, lol
GM PDK |
Skeleton 1 is now a paste of bone and blood.
Vs. Spark:
Skeleton 2: 1d20 + 2 ⇒ (17) + 2 = 19 for 1d4 + 2 ⇒ (3) + 2 = 5[HIT!]
Skeleton 3: 1d20 + 2 ⇒ (15) + 2 = 17 for 1d4 + 2 ⇒ (4) + 2 = 6[HIT!]
Skeleton 4: 1d20 + 2 ⇒ (11) + 2 = 13 for 1d4 + 2 ⇒ (3) + 2 = 5[MISS!]
Aroden Reincarnated |
Foresight 3/7: 1d20 ⇒ 9
Not quite good enough. Needed a 10 to cast defensively.
Aroden moves directly up to the skeleton, then steps east (single move, making sure to provoke an AOO on the movement).
Hoping it does not have Combat Reflexes, he then calls upon his godly might (Arcane Reservoir) and casts Burning Hands, catching all the skeletons but not Spark.
DC 15 for half: 3d4 ⇒ (1, 3, 1) = 5
Needn't have worried about catching Spark with a damage roll like that.
GM PDK |
AoO claw: 1d20 + 2 ⇒ (2) + 2 = 4 [miss]
Aroden burns all the skeletons! they fall to the ground. But the bones are still somehow oozing blood...
"Spark" |
"I could use a little healing here!" Spark says, raising her earthbreaker again to hopefully bash more bones you didn't say 'out of combat', so I'm assuming she can't actually act yet, just ready to! lol
Aroden Reincarnated |
Aroden may or may not know anything about these things.
Religion: 1d20 + 8 ⇒ (5) + 8 = 13
Aroden's wand currently has 38 charges (started with 45, 7 I think used so far). I am perfectly happy for Brother Antonidas to use that on Spark.
"Spark" |
she has her own in actuality, but she wants to smash some bleeding bones before they reactivate if that's what they might do,
Spark smashes some bones
coup de grace on one of the skellies that's still bleeding: 6d6 + 6 ⇒ (6, 1, 1, 3, 6, 6) + 6 = 29
Konner Therinor |
Konner will get out his mace and smash bones along with Spark. What are those things? Bones that bleed? Never heard of those before...Konner says as he looks around, checking for more skeletons. perv: 1d20 + 5 ⇒ (9) + 5 = 14
"Spark" |
just an fyi, if the 'bleeding bones' are actually just people in skeleton suits, that should be kinda obvious now that they're on the ground, right?
GM PDK |
Aroden: these are bloody skeletons, with the following special ability:
Deathless (Su) A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing to thereafter resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.
GM PDK |
Doesn't say so if you mash it up good in one pile and toss any amount of positive energy in the resulting mess we'll call it a day. Stairs at the end. Going down?
Aroden Reincarnated |
Did we see a door next to the statue? That looks like the last room on this floor to check out.
Aroden did see that the stairs were trapped but nobody has disarmed that trap yet.
Aroden Reincarnated |
"We should go investigate the room with the statue some more. Disarm the trapped stairs if we can, and explore the door in the south wall. I can make someone invisible for a few moments if we are worries about opening the door activating the construct."
Can cast Vanish at CL3.
GM PDK |
Botting: Alezandaru says that there is no way to disable whatever mechanism is built in the stairs, but that it is connected to the construct standing immobile on that platform at the bottom; most likely the stairs will collapse, fall or transform in two gigantic slides if the construct steps off its platform. As long as the party is all at the bottom when the construct steps off, the party won't be separated.
GM PDK |
Why don't you guys walk downstairs and find out? I think you guys are reading way too much into that 1st level dungeon, considering the traps so far have dealt nonlethal damage. I'm not saying be stupid, but I think you are being way too careful for this evergreen dungeon, and this lack of risk taking is taking it's toll I think as this is taking way too much time than it should.
"Spark" |
"Well if we don't have anyone who can disable this trap, we can always just set it off and see what happens... "
Spark heals up first... either getting someone to use her wand on her, or with cure light potions:
clw: 1d8 + 1 ⇒ (7) + 1 = 8
clw: 1d8 + 1 ⇒ (1) + 1 = 2
Spark goes down the steps... or at least starts doing so. Cautiously perhaps, but down nonetheless.
taking the 2 charges off the wand, but if no one can use it on her, let me know and I'll restore the 2 charges and remove the potions from inventory
GM PDK |
I'm gonna go ahead and bot everyone to move downstairs, using the order of march established at the beginning. My next post will be tomorrow with an initiative count! :)
Aroden Reincarnated |
taking the 2 charges off the wand, but if no one can use it on her, let me know and I'll restore the 2 charges and remove the potions from inventory
The wands can be used by Brother Antonidas, who may still be around, and Findlefarb, who is definitely gone. Do we bot Findlefarb? Does he vanish?
GM PDK |
After you all go down the stairs near the construct, it steps off its platform and animates. The stairs flip 45 degrees as it does so, creating smooth slides that would be hard to climb...
Round 1 -
All of you are up;
Kassen's Golem is dead last.
(rolled init already but the boards ate my post... the golem was last)