Treble Tan the Third
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Quietly praying to Madgh, Treble casts Guidance on himself, hoping to help muffle his movements.
perception: 1d20 + 7 ⇒ (18) + 7 = 25
| Tusk, MD |
The door swings open silently, and you see the Main Hall stretched out before you. The moonlight through the large windows provides areas of shadow and, at most, dim light, but it appears to be much as it was a few hours earlier. The stairwell is a black hole along one side, completely cutoff from the diffused moonlight, but Treble Tan, with his darkvision, can make out that it appears to be unobstructed. The various antiques are on display behind protective glass, and you can barely see the large map hanging on the far wall, unprotected.
Unlike this afternoon, there are no guards in the Main Hall. Everything is quiet.
Where too? Most of you will need some light in order to move around safely.
Elemenar
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"Didn't Jianghong say that the real map was upstairs? That's probably where we should head." Elemenar steps into the room. His elvish senses allow him at least partial vision in the moonlit chamber. However, he isn't able to penetrate the darkness of the stairwell so he stands to the side waiting for others to enter.
| Tusk, MD |
Ohm-Eran activates his sunrod, and light fills the area around the party, though the far end of the Main Hall is still dim and shadowed. The stairs come into view and are unobstructed.
Zadim leads the group quietly up the stairs. When you reach the upper floor, the stairs open into a narrow hallway lined with doors. Based on the second-story windows you saw from outside and the layout of the first floor, you expect each of these doors to open into one of the faculty offices that Jianghong mentioned.
Feel free to correct the marching order on the map (slide 5 - sorry in advance, I didn't have anything pre-printed that fit the scene).
Zadim by Blue Moose
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With the light behind him, Zadim moves to the first door in the hallway and checks it for traps and locks.
Perception: 1d20 + 4 ⇒ (13) + 4 = 17
Would you like for me to roll up for all the doors, so we can quickly speed by the Doors - eaters of time and posts?
| Tusk, MD |
That makes sense to me - just list them in order by room number, starting with 2. Only one roll needed per door.
Zadim does not detect any traps at the first door, and it appears to be unlocked.
Zadim by Blue Moose
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Zadim slips down the hallway, inspecting each door in kind.
Perception(Door #2): 1d20 + 4 ⇒ (13) + 4 = 17
Perception(Door #3): 1d20 + 4 ⇒ (8) + 4 = 12
Perception(Door #4): 1d20 + 4 ⇒ (16) + 4 = 20
Perception(Door #5): 1d20 + 4 ⇒ (15) + 4 = 19
Perception(Door #6): 1d20 + 4 ⇒ (16) + 4 = 20
| Tusk, MD |
As you make your way down the hall, trying doors as you go, you find that the first five offices are unlocked. Each of these contains only spartan furnishings - a simple desk and chairs, some work in progress and half-graded assignments, and notes on the syllabus for the coming term.
The sixth door, however, is locked. Zadim does not detect any traps.
Zadim by Blue Moose
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"No skill in lockpicking if that's what you're asking." Zadim mutters as he gets a better look at the lock. "I can try breaking it, but first, We have 5 offices up here, maybe a key is in one of them."
He points to the door opposite him, (Door #3) "Let's start here."
| Tusk, MD |
In the other offices, you find scattered coins, paper clips, and several loose keys - but none that look like they will work on Door #6.
Zadim by Blue Moose
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Zadim scowls at that thought as well. "Do we want to try the window? It's a second floor window, but I'm fairly sure I can boost one of you up to it."
Treble Tan the Third
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Sensing the growing unease in his companions that reflects his own, Treble tries to lighten the mood. "Since we are probably breaking this door, perhaps we should just try knocking first?" Without waiting for an answer, Treble walks up to he door and knocks firmly.
| Tusk, MD |
There is no answer to Treble's knocking.
Sorry - I've been stuck in meetings all day. Anyone wants to can make perception checks to listen at Door 6; I'll roll for anyone who doesn't in a few hours and post the results.
| Tusk, MD |
Elemenar hears the scrape of a chair or table being moved slowly across the floor coming from inside Door 6.
Zadim by Blue Moose
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"Fine, Here goes." and with that, Zadim goes to shoulder the door open ...
STR: 1d20 + 4 ⇒ (1) + 4 = 5
...only to bounce off the door frame at an awful angle. "Grah!!"
| Tusk, MD |
It will surprise nobody to learn that a 5 did not succeed. Feel free to aid another.
| Tusk, MD |
You think you might have heard a burst of laughter from the other side of the door, and possibly the sound of one hand clapping... over the laugher's mouth to stop themselves from making more noise.
| Tusk, MD |
That's more like it!
Zadim charges into the locked door. With a thunderous crack that echoes up and down the hallway, the doorframe shatters around the lock, sending splinters flying into the office through the now-open door.
The inside of this office is cluttered with calligraphy samples, brushes, and inkstones across every flat surface except a low table in the center of the room. The window on the other side of the room is open, and a shadow moves across the sill with a flutter of orange silk.
The chase is on. See the spoilers for rules. Quick - whoever that is, they're getting away!
Everyone can act once each round, as normal.
Ohm-Eran
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Ohm-Eran locks his eyes on the perpetrator. He gives him a cutting Stare (swift) and then casts a spell of Mental Block. Will DC 18, target takes a -2. Ohm-Eran hopes whatever plan or knowledge of the layout will be blocked out!
Treble Tan the Third
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Casting guidance on himself, Treble attempts to discern what their quarry's intent is, then relay that information to the others.
sense motive + guidance: 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14
Elemenar
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Elemenar sizes up the situation in an instant. He can't let whoever that is get away. With a quick gesture and arcane word the window sill becomes covered in grease.
Reflex DC 15 for the figure to avoid slipping
| Tusk, MD |
Interesting choices - I'll give Zadim a few more hours to post before resolving the actions and moving to round 2.
Zadim by Blue Moose
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Seeing as Zadim was already in motion from breaking through the door, the Kelish man just lets his movement carry him forward, going to dive for whomever the other theif is.
Acrobatics: 1d20 + 4 ⇒ (11) + 4 = 15
| Tusk, MD |
Mystery roll: 1d20 ⇒ 5
Mystery roll: 1d20 ⇒ 18
Mental Block
A vaguely familiar voice mutters in Tien, "Wait - what am I doing up..."
Sense Motive
Treble believes the shadowy figure is thoroughly confused, and scared to find himself balanced precariously on a windowsill...
Grease
... which is suddenly covered in an oleaginous coating.
Acrobatics
The shadowy figure flinches as Zadim lunges across the office towards him. The thief's movement is just enough to cause him to lose his balance on the slippery windowsill, and he falls, orange silk trailing behind him. Zadim arrives at the window just in time to see the figure clamber out of the shrubbery that broke his fall, grab the orange fabric, and weave towards the path leading around the side of the Main Hall, one hand clutching at the side of his head.
Round 2: Go, go, go!
Zadim by Blue Moose
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Not letting the figure get away, Zadim hops out the window and into the bushes, hoping to sneak up on their quarry.
Stealth: 1d20 + 4 ⇒ (10) + 4 = 14
Ohm-Eran
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"Stop! We don't want to kill you, but we've summoned ninjas and they're just beyond ready to kill! Please, think about your future!" Despite the ridiculousness of the lie, Ohm-Eran is a really good liar. Bluff: 1d20 + 11 ⇒ (19) + 11 = 30. Hopefully its enough to make him pause long enough for Zadim to tackle him.
Elemenar
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This is a stretch but I don't have a lot of other applicable skills.
Knowledge(local): 1d20 + 8 ⇒ (2) + 8 = 10
Hearing Ohm's declaration, Elemenar tries to bolster the bluff by adding in local knowledge. He hopes that he can make the lie sound just a little bit more plausible.
"The ninjas are local to this region so they know this area like the back of their hands. There is no way you can escape."
| Tusk, MD |
Mystery roll: 1d20 ⇒ 8
Mystery roll: 1d20 ⇒ 5
Mystery roll: 1d20 ⇒ 13
Zadim drops from the window, landing silently on the grassy strip between the path and the shrubs that line the outer walls of the building. He begins padding quietly after their quarry.
Non-lethal falling damage: 1d6 ⇒ 1
Just as the figure is about to disappear from view around the corner of the building, he pauses at Ohm-Eran's threat and a surprised "What?!?" escapes him (in Tien).
Elemenar's attempt to help only seems to spur the thief (the other thief) on. He picks up his pace and vanishes from sight, just as another figure - this one somewhat larger, steps into Zadim's path, about 20' away, blocking his route to follow the thief and the ancient map. From what Zadim can see in the dim moonlight, it appears to be one of the guards - perhaps calling out from the window has attracted their attention and brought them down from the wall?
Starting Round 3. I'll give Treble an extra action when he checks back in.
Treble Tan the Third
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Peering through the darkness, Treble attempts to see where the thief has gone, again casting guidance on himself. perception+guidance: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
"Come, friends! The silhouetted shyster slips further away!"
Zadim by Blue Moose
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Zadim notes the new guard with a bit of irritation. Can't get past easily.... let's do something about that.
And with that, Zadim takes off in a different direction, doing his best to make just enough noise to attract the nearby guard, but only him.
I'm trying to use what I know about tracking people to lead this guard away from our thief, and hope I give the others enough time to catch him.
Survival: 1d20 + 4 ⇒ (16) + 4 = 20
| Tusk, MD |
Looking good so far! Treble, you can have one more action for round 3 if you'd like to post something. I'll hold off posting to resolve the actions until later this afternoon (Central time, US) to give Ohm-Eran and Elemenar time to post for round 3 as well.
Elemenar
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From the window Elemenar spots the second man. "He's going to keep us from chasing the thief," he says to no one in particular. Then with a swift movement of his hands Elemenar casts a spell on the man, hoping to make him stop for a few seconds.
Casting daze on the new man. DC 14 will save to avoid.
| Tusk, MD |
You're almost there, Pathfinders! One or or the other, the chase is over at the end of this round!
Ohm-Eran
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It's been a little while, but I don't think I've used Daze on him yet....
Ohm-Eran stares into the man, striking him with his penetrating gaze. The mesmerist then weaves a spell designed to addle him for just long enough. Cast Daze after a stare. DC is 16, and he takes a -2 on the roll.