| GM Pathmaker |
No worries, lets keep moving.
Hurastas yanks the door open as Akter releases an arrow that sails clear through. Meanwhile, Dale tries to entice the creature into play tag without any response. Presently, you do not hear any shouting or banging.
Round 4, Initiatives:
Ned'farious: 22
Dale: 16 UP
Huratas: 10 UP
Akter: 10 UP
Tere: Delay
Selfi: Delay
Selfi Appleblossom
|
Confused by the whole business, Selfi briefly considers chasing the gnome down and spitting him. Some hunter's impulse urging her on.
Instead, she becomes still and listens. perception: 1d20 + 7 ⇒ (1) + 7 = 8
50% miss chance: 1d100 ⇒ 47
greatsword: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 2d6 + 3 ⇒ (6, 3) + 3 = 12
Dale~
|
Move Action
Dale moves again.
Standard Action
He readies for any hunch of movement he sees with a Color Spray. DC 16 Will
Perception: 1d20 + 1 ⇒ (1) + 1 = 2
Akter Phruse
|
Akter moves in the other room and, again, tries to spot the creature or any sound he could make.
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
If by any chance he can at least pinpoint where the creature is, he will shoot; otherwise, he will ready to shoot, for now.
Attack: 1d20 + 5 ⇒ (13) + 5 = 18 + 1 (PBS if applicable)
50% Miss Chance (50 and under misses, over 50 hits): 1d100 ⇒ 81
Damage: 1d8 ⇒ 4 + 1 (PBS if applicable)
Selfi Appleblossom
|
Selfi continues listening.
perception: 1d20 + 7 ⇒ (3) + 7 = 10
50% miss chance: 1d100 ⇒ 84
greatsword: 1d20 + 3 ⇒ (10) + 3 = 13 damage: 2d6 + 3 ⇒ (2, 2) + 3 = 7
| GM Pathmaker |
While Huratas throws his weight on the door to prevent an opening, the others are spread out and poised with weapons and spells. A piece of wall curtain flutters abruptly and one of Zerta's earrings flies across the room to land near Selfi. "Kkkk KKkk Kk!", the creature's chuckle is heard throughout the rooms.
Round 5, Initiatives:
Ned'farious: 22 acted
Dale: 16 UP
Huratas: 10 UP
Akter: 10 UP
Selfi: 10 UP
Tere: Delay
Dale~
|
Where is the wall curtain that fluttered, or what dresser was the earring on?
| GM Pathmaker |
The curtain is near Tere and the earring was thrown to wall near Selfi.
The cackle turns into a hiss as the Zerta's pet materializes in front of Tere’s nose and rams it’s poisonous stinger forward into his chest, ”GET OUT!” It is a red-skinned, winged humanoids with bulbous features, mere two feet tall, with an equal wingspan.
stinger: 1d20 + 8 ⇒ (18) + 8 = 26; dam: 1d4 ⇒ 3 hit!
Poison (Ex) Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Round 5, Initiatives:
Ned'farious: 22 acted
Dale: 16 UP,
Huratas: 10 UP, AoO on Imp
Akter: 10 UP
Selfi: 10 UP
Tere: Delay, AoO on Imp
Dale~
|
Move Action
Dale moves over to the imp.
Standard Action
"You got it Huratas?"
He tries to help Huratas grapple the devil.
Grapple CMB (Aid Another): 1d20 - 2 ⇒ (17) - 2 = 15
Tere di Montefeltro
|
DC 13 Fort save: 1d20 + 3 ⇒ (18) + 3 = 21
The elf gasps in surprise, and is unable to tag the tiny creature in return.
Silver mace to face: 1d20 + 5 ⇒ (2) + 5 = 7
Akter Phruse
|
Akter drops his bow and moves close to the creature, pulling his longsword on the process. He attempts to Disarm the box from the creature's left hand.
CMB (Disarm): 1d20 + 3 ⇒ (5) + 3 = 8 I don't have Improved Disarm; if the creature wasn't grappled, I'd provoke from him. Yet, this roll goes against his grappled CMD. If I fail for more than 10, I drop my own sword
Selfi Appleblossom
|
unimproved grapple: 1d20 + 5 ⇒ (16) + 5 = 21
| GM Pathmaker |
With just about everyone's hand pulling on each limb of the screaming imp, Selfi rushes in and yanks the box free of it's grasp. "NOOO!!! Damn it! Damn it!!!", it shouts as you release it back into Darlneen's bedroom and begins thrashing it again.
Zarta laughs with excitement as you exit her bedchamber. "Splendid! He won't soon forget that lesson, I'm sure!" She caresses Akter's arm, sizing up his muscles. "We should have more like you working for Cheliax's goals. Nothing says, 'shut up and behave!' like a big man. You can all keep that letter opener as a gift until we meet next time."
She gives your group a personal escort to the exit, wishing you well, and promising to invite you back again soon.
1st Task completed!
Where to next, Pathfinders?
Tere di Montefeltro
|
"Wise Quarter next, and the Scarab Sages."
ETA:
"And if someone could use this on the sting?" Tere offers a wand.
CLW, 49 charges remaining: 1d8 + 1 ⇒ (4) + 1 = 5
Dale~
|
"Agreed. Don't see any reason to deviate from the order, since we must do them all."
| GM Pathmaker |
Walking under an overcast afternoon sky, it's a little difficult to tell the time, but you believe it's around midday when you enter the Wise Quarter and arrive at the rich estate of Grand Councilmember Dremdhet Salhar. However, an eerie feeling that you were being watched was tugging at your perception.
You are greeted by a guard who is apparently expecting your group as you reach a tall, wrought-iron gate that serves as an entrance to the grounds. Inside a servant leads you down well decorated hallways, and past expansive rooms.
"I'm am sorry to inform you that Salhar is not present." He says, then explains. "He was called away on important Council business. His most trusted adviser is available to negotiate any business you may require." He brings you to a simple study near the end of a long hallway. Inside a tan-skinned old man sits behind a desk flipping through pages in a large tome. Some of you recognize him as Amenopheus, called the Sapphire Sage. He is a mysterious figure in the Society, and it is well known that he currently serves Dremdhet Salhar. As you approach the open door, the wise sage silently gestures you into the study with one thin hand, while closing the tome with the other. Once inside, he addresses your group.
“Good day to you, Pathfinders. I am Amenopheus,, the Sapphire Sage, advisor to Master Salhar. I understand you were sent here to discuss archaeological permissions. Knowing this was coming, I spoke with Master Salhar at length on the subject and have this to say."
“Since Osirion was reopened to exploration a decade ago, adventurers, historians, and treasure-seekers flock to my country by the hundreds, perhaps thousands. While most families with ancestral burial vaults maintain guards and keep their sites out of the hands of casual thieves, not all families have the wealth or power to restrict everyone, and as we all know, not every defense is perfectly secure. Unscrupulous tomb robbers and maligned merchant organizations cause Osirion to bleed relics into the Inner Sea—something the descendents of Ancient Osirion cannot afford. We Osiriani have thousands of years of rich history coursing through our veins, and while that power has been out of focus in recent years, we are content to wait, knowing our enemies will wear themselves down. As they fall into arrogance, folly, or greed, we wait for our return to power, knowing we bear the riches of
our ancestors at our feet."
“Master Salhar remains impressed by the Pathfinder Society, orating in their favor a handful of times in front of Absalom’s Grand Council, in fact. Due to previous relationships between him and the Society, Master Salhar has agreed to grant permission to the Pathfinder Society to explore his family’s vaults below Sothis. The only thing he requires is that you retrieve the map of the vaults from his own vault here. The servant will lead you to the basement and show you the room.” The Sapphire Sage’s eyes twinkle as he smirks knowingly, then he turns back to reading his book as though he had never been disturbed.
Before you can form a question, a cleared throat announces the sudden return of the servant (or perhaps he never left). "This way, if you please."
The servant brings your group back through the spacious estate, leading you down sturdy stone steps into the cool basement. Through a hallway, after a couple turns, you end up at a plain wooden door, which the servant opens and, with a bow, gestures within.
PCs UP
Tere di Montefeltro
|
DC 15 Perception check: 1d20 + 4 ⇒ (16) + 4 = 20
At some point Tere nudges Selfi. "Someone might be watching us. Hood, cloak. Keep watch."
The elf walks slowly into the room and looks around, alert for small flying mummies. Hey, after getting stabbed during the meeting with Zarta he's a little paranoid.
| GM Pathmaker |
The servant patiently waits as each of you enter the plain stone room with five items. Three chests: a copper-banded chest of smooth, dark wood; a red lacquered chest; and what looks to be a cube of solid steel. Behind the chests sits a low table holding a clear glass jar half full of liquid and a covered wicker basket.
"THUNK! Click!"
You turn around to find the door closed and locked behind you. Written on the back of it is a message:
“Within these cases lies your quest and your way out.”"
-Posted with Wayfinder
Akter Phruse
|
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Sense Motive: 1d20 + 2 ⇒ (19) + 2 = 21 Is the Sapphire Sage telling the truth?
Akter sees the man Tere referred to, but doesn't say much. Instead, he feels very untrustful with the recent activities, but follows with his group as much as this wasn't his desired reflex. Confused when the door closes, he moves to it to check if it can be forced open, ignoring the message and the cases.
Dale~
|
"Hrm..."
Dale casts Detect Magic in the room.
Selfi Appleblossom
|
On the way, after Tere notes there shadow.
perception: 1d20 + 7 ⇒ (5) + 7 = 12
"How do you hear or see an thing in this- this mushroom dream you call a 'sih tea'?"
[Ooc]Inside the chamber.
Selfi looks about confused as to what she needs to break first.
| GM Pathmaker |
"How do you hear or see an thing in this- this mushroom dream you call a 'sih tea'?"
lol haven't heard that one before.
Is the Sapphire Sage telling the truth?
His story about Osirion, family treasure and request for your help seems genuine... That is until the water starts filling up the sealed room quickly. J/K
The vault door is masterwork and sealed tight; there are no other apparent exits from within this small vault. Dale's incantation reveals that basket and copper box emanates magical auras. See map
Tere di Montefeltro
|
In the absence of active hostiles, Tere walks over to the chests and checks them for keyholes. At some point I should really learn more about locks and such...it could come in handy.
Tere di Montefeltro
|
The elf strokes his chin with one pale, long-fingered hand. "We have one key in the liquid, which I don't trust." He looks around for something to pour the liquid into to get at the key.
Tere di Montefeltro
|
Tere takes the container and, unless something intervenes, carefully pours some of the liquid out onto the floor in one corner. He'll then try to use a dagger to fish out the key.
| GM Pathmaker |
Tere pours out the liquid carefully from the glass jar onto the ground, which turns out to be acid from the hiss and splatter it makes. {Tere 1pt damage} The key seems undamaged by the acid. Meanwhile, Akter looks over Huratas' shoulder as he inspects the red box and indeed find it to be mechanically trapped.
| GM Pathmaker |
Huratas disables the trap and prevents it from springing a complex pulley system rigged in its lid, which runs through the floor, and up to the ceiling. He determines that it would have released a small, golden key from a slit in the ceiling, dropping it 6 inches down from the 15-foot-high ceiling. The box contains nothing else.
Selfi Appleblossom
|
Selfi stacks one chest atop of another (and if the cube is shoe box size or bigger that on top of the others) beneath the key. She climbs atop the structure and uses her sword to snag the key.
Dale~
|
Dale casts Light to make sure there is enough light for the flurry of activity.
Dale starts seeing how to open the copper box.
Tere di Montefeltro
|
Tere rinses the key with a bit of water from his waterskin and hands it over to Huratas. "Does this fit any of the chests?"
Huratas Pelicore
|
Staring up at the ceiling a few moments.
"Maybe, Maybe we are supposed to have that key. I'll try to get it to drop. Someone stand under it to catch it."
I'll use Disable Device to trigger the trap.
disable device: 1d20 + 12 ⇒ (15) + 12 = 27
Looking oddly at Tere.
"It doesn't require great skill to put a key in a lock. Find out yourself."
Akter Phruse
|
Now Akter keeps a greater distance. He smiles while stepping back.
That's some funny way of asking for help from the Society. This room, maybe this entire mission, is definitely on the intriguing side...
Tere di Montefeltro
|
Tere half-smiles. "It's a test, just like most of what they're putting us through now. Easier to find your way through odd puzzles in the field if you've done something like this on your doorstep where the stakes are lower." He glances down at the acid burn on his hand. "Lower, but not zero."
| GM Pathmaker |
Hurastas triggers the key release with ease, causing the key to dangle on a six inch yarn from the ceiling. Selfi stacks the chests and cube together then climbs on, reaching out with her greatsword but coming up short by about two feet. Dale casts Light on the whole situation. Akter watches from the rear with amusement while Tere discusses the merits of teamwork and an acid burn.
OK post good now. Helpful to use map as guide
Selfi Appleblossom
|
Hurastas triggers the key release with ease, causing the key to dangle on a six inch yarn from the ceiling. Selfi stacks the chests and cube together then climbs on, reaching out with her greatsword but coming up short by about two feet.
acrobatics (jump): 1d20 + 3 ⇒ (14) + 3 = 17