
GM SpiderBeard |

After a moment Dejik does not detect any evil auras. The woman looks rapidly between Sarkast and Jinxx and takes a step back from the group, giving herself around ten feet. Brawny and with a vicious facial scar, she looks like one of the thousands who have been "donated" by local law enforcement to aid the crusade. Sarkast glances in the house to see several more looters wielding bows.
"R-right," she says, trying to maintain the sense she's still in control. She puts a sack at her feet, holding out a sword to ensure nobody comes close. She proceeds to lift items out of the sack and replace them.
"Silverware set. Goblet. Some painting. Couple'a bombs - which I will use if you take ONE step closer. And some potions and arrows."
As she speaks she lifts out a set of fancy cutlery, an ornate brass goblet, a small portrait of a young man, and what look like flasks of acid, alchemist's fire, holy water, and two unknown potions. She also holds up a couple of arrows carved to look like bolts of fire.

Nilus Romani |

"Think about this. Where will you go? Who would you sell this to, a dretch? The countryside crawls with demonspawn, will you leave the city and risk your life, and very soul? I am giving you the chance right now to make the right decision, to make the only decision really. Take my coins and go to the Defenders Heart. We need you, right now, more than you have ever been needed. Look for Irabeth Tirabade and the password is Strongheart, tell Mistress Tirabade that Nilus Romani sent you. Do the right thing, I beg you by the blessed Rose. " Nilus says as he holds up his coin pouch.
-Posted with Wayfinder

GM SpiderBeard |

The woman stares belligerently at Nilus and lets out a loud groan.
"Fine! I'll take yer money, crusader. Yer robbin' us blind, but so be it. There's more loot t'be had elsewhere. C'mon boys! Let's get outta here!"
With that, she places the bag full of loot down, and holds out her hand for the money as the looters pour out of the store, weapons lowered.

Nilus Romani |

"Go to the Defenders Heart. It is safe, and we could use your help in the coming days. " Nilus says as he steps out of their way and hands over all his coins
-Posted with Wayfinder

GM SpiderBeard |

The woman fights with herself for a moment, but sees a way out. She snatches the coins and takes off into the streets. THe looters pile out behind her, shooting the group dirty look.
"Robbed by crusaders, never thought I'd be seein' t'day," mutters one. He spits on the ground.
The group is now in possession of the following:
The cutlery is worth 125 gold.
The goblet is worth 15 gold.
The painting (cut from its frame and rolled) is worth 55 gold.
- A nice set of cutlery
- A painting, cut from its frame and rolled
- A brass goblet
- An acid flask
- An alchemist's fire
- Two vials of antitoxin
- Three vials of holy water
- Three ornate arrows crafted to look like fire bolts
- A clear potion that seems to magnify its surroundings
- A rich brown potion

Dejik |

Dejik will detect magic on the items, paying special attention to the ornate arrows.
Spellcraft: 1d20 + 4 ⇒ (16) + 4 = 20

GM SpiderBeard |

As a general rule, during ID-the-item time, I'll just roll everyone's spellcraft to make best use of game time.
Dejik successfully identifies the arrows as +1 flaming arrows.
Spellcraft: 1d20 + 4 ⇒ (8) + 4 = 12
Spellcraft: 1d20 + 4 ⇒ (17) + 4 = 21
Ayesha's Spellcraft: 1d20 + 10 ⇒ (20) + 10 = 30
Dejik also picks out the first potion as an elixir of vision. Ayesha recognises the second potion as a +2 potion of barkskin.
Elixir of vision grants a +10 competence bonus on perception for an hour.
The looters have now departed and the open door of the building hangs on its hinges as invitingly as a door in a demon-infested ruin can.

Nilus Romani |

Nilus nods at Ayesha I can guard the door. and he moves into the building.

GM SpiderBeard |

The group step in to explore the shop. It's a relatively unassuming herbalist's shop which looks to have been repeatedly picked over. Dead plants line the shelves and broken alchemical equipment and vials are scattered around the area.

Dejik |

Dejik steps inside and sweeps around with Detect Magic. If she finds anything interesting, she'll point it out to Ayesha and Sarkast.

GM SpiderBeard |

Sarkast starts prodding his way around the shop. He sees a few alchemical supplies which are surprisingly unharmed. Largely because they are wooden and fixed to the shelf. Grabbing onto a large vial, he twists it to the side and a click sounds. The shelves swing to the side, revealing stairs descending to a basement beneath Topaz Solutions.

Dejik |

Before you go... Dejik touches Sarkast on the shoulder and asks Iomedae to protect him.
Dejik casts Shield of Faith on Sarkast. It will last three minutes.

Sarkast |

Sarkast takes the light, and thanks Dejik for the protection. He then takes a deep breath before starting down the stairs. He holds the light in one hand, and his spear in the other as he descends.
Taking 10 for 18 Stealth to be quiet as he goes. Obviously he has no cover from anything watching, but in case being quiet helps, he does. :)

GM SpiderBeard |

Sarkast bravely creeps down the stairs, making nary a sound as he heads into the basement.
The air in this basement is damp and musty-smelling. The walls and floor are packed earth, while dozens of gourds hang from the ceiling beams. A sludge of rotting plant matter covers the floor. Against one wall, a wooden table holds a strange apparatus that looks like a clockwork toy of a snake-bodied, six-armed woman holding a sword in each hand. A tightly corked bottle, filled with what looks like water, sits before the statue.
A wooden chest covered with engraved runes stands under the table, and a sinister image of a star surrounding a goat's face is painted on the wall above the table. The basement is otherwise uninhabited.
This is one of the symbols of Baphomet, one favored by his human worshippers as opposed to his demonic or monstrous ones.

Sarkast |

"It appears safe, the rest of you can come down ... there are some rather sinister items here, there may be enchantments."
Without touching anything, Sarkast checks for any visible signs of traps.
Take 10 for 20 Perception, 21 for traps.

Dejik |

Dejik walks down the stairs carefully, checking for magic auras.
Knowledge religion: 1d20 + 4 ⇒ (15) + 4 = 19

GM SpiderBeard |

The combined caution of Sarkast and Dejik pays off. As Sarkast begins to enter the room, Dejik spots a faint magical aura on the goat's mouth, which extends 15' surrounding it. She stops Sarkast from crossing into its field. The clockwork toy itself also has a faint magical glow to it.
Sarkast also notices two things are amiss - the first is the clockwork toy is spring-loaded, ready to smash the bottle. The second is that the chest moved a bit, and the stench of decay comes from the chest directly.
The spell is an illusion spell of the glamer subtype.
The spell is magic mouth, set to trigger when somebody steps inside of the circle.
The clockwork toy has a unique, but weak magical effect on it. It has been wound and will activate (likely swing its sword) once a command word is spoken.

Dejik |

Spellcraft: 1d20 + 4 ⇒ (16) + 4 = 20
I think the toy idol will break the glass on command, and I suspect breaking the glass will be bad for us...but I don't know what the other magic aura is. Ayesha? Can you make out what the goat's mouth does?
Sarkast, be careful of that chest--it reeks of death...or undeath, more likely. Dejik switches her life link to Sarkast and invokes Iomedae to heal herself. Then she steps back and tries to sense any evil aura from the chest.
Standard action to switch the life link, swift action to Lay on Hands, and move action to concentrate on the chest (or the creature in it) and Detect Evil.
LoH: 1d6 + 3 ⇒ (1) + 3 = 4
Ayesha: down 0 hp
Nilus: down 0 hp
Jinxx: down 0 hp
Ronan: down 0 hp
Dejik: down 1 hp
Sarkast: down 0 hp
Bellis: down 0 hp

Ayesha Jalal |

K. arcana: 1d20 + 10 ⇒ (16) + 10 = 26
Following closely behind the pair, Ayesha scanned the room as well. At Dejik's words, she replied, "Oh yes. Yes indeed. If Sarkast had crossed that aura, he would have triggered a spell. A harmless one, normally. It's just a spell to speak a certain word or phrase, but if the mechanism is set to break the glass on command..." She broke off, not needing to state the obvious.
"The question is, how can we disarm this little booby trap without damaging any of the evidence we came looking for?"

Sarkast |

"I am equally concerned with that chest ... I saw movement, and there is a distinct odor coming from it."
Sarkast keeps a close eye on the chest while the others examine the trap.

GM SpiderBeard |

Sarkast's expertise in traps leads him to a fairly simple solution. Just throw something at the clockwork toy. Provided the bottle is not accidentally smashed, it should knock the toy over, preventing it from destroying the bottle.

Sarkast |

Sarkast's expertise in traps leads him to a fairly simple solution. Just throw something at the clockwork toy. Provided the bottle is not accidentally smashed, it should knock the toy over, preventing it from destroying the bottle.
That was in fact my thought ... I was checking Sarkast's gear for what would be appropriate! Too bad Ayesha beat me to it, I was going to use my Folding Pole which I've had since day one. :-)

GM SpiderBeard |

Ayesha's expert shot hits the clockwork toy dead on. It collapses to the ground without harming the bottle.

GM SpiderBeard |

As Ayesha steps boldly forwards, the goat's mouth in the symbol begins to move, speaking in a deep, booming voice.
"Ahh... I hope you are among Iomedae's slaves... I would hate to think of mere peasants wasting suhc a personal greeting from Lord Baphomet!"
At the word Baphomet, there's a loud clack as the clockwork toy strikes the wall, now safely away from the bottle. Furthermore, the lid of the chest flips open. A strange growling wail sounds out as a filthy creature that resembles a small child made from leaves, vine, tree bark, dirt, and tubers crawls out!
This is a mandragora, a vicious creature borne of a mandrake root. It is known for its poisonous attack, blood drain, and horrendous shriek and incredible reach.
Dejik: 1d20 + 3 ⇒ (18) + 3 = 21
Nilus: 1d20 + 1 ⇒ (18) + 1 = 19
Ayesha: 1d20 + 3 ⇒ (20) + 3 = 23
Ronan: 1d20 + 2 ⇒ (18) + 2 = 20
Jinxx: 1d20 + 2 ⇒ (8) + 2 = 10
Sarkast: 1d20 + 2 ⇒ (15) + 2 = 17
Plant Baby!: 1d20 + 6 ⇒ (17) + 6 = 23
The strange plant creature leaps out of the box, and lets out a horrendous, blood-curdling shriek!
Everybody make DC 17 will save using constitution or become nauseated. Then, everyone is up!
Plant Creature
---
Ayesha
Dejik
Ronan
Nilus
Sarkast
Jinxx

Nilus Romani |

I think Nilus is upstairs watching the door. Would he have heard the sound?

Ayesha Jalal |

1d20 + 3 ⇒ (6) + 3 = 9
Ayesha was still smiling at the failed attempt to crack the bottle when the chest popped open. The waves of sound buckled her legs and she leaned against the nearest wall, vomiting and weakly shaking her head.

Sarkast |

A CON based Will save? WTF? Let's see: +1 for Rogue level, +1 for CON 12 -- that's a big ol' +2 to the die:
Will save: 1d20 + 2 ⇒ (1) + 2 = 3
As the creature emerges from the chest, the stench overwhelms Sarkast completely. He retches in the corner as he staggers up the stairs to try to find clear air.
A single 30' move should get him up the stairs, but you have two copies of Dejik and Nilus, so I'm unsure where he can land. Please move Sarkast's token once you have that sorted out. ;-)

GM SpiderBeard |

Unfortunately yes, everyone is in range of the shriek. And I'll correct the tokens. I now have Nilus, Ronan, and Jinxx upstairs and Ayesha, Dejik, and Sarkast downstairs.
Ronan: 1d20 + 5 ⇒ (16) + 5 = 21
Jinxx: 1d20 + 2 ⇒ (10) + 2 = 12
The shriek penetrates upstairs, sending Jinxx reeling. The eidolon slumps against the wall, drooling and unable to concentrate. Ronan somehow manages to resist the attack of the plant creature.

Nilus Romani |

ConbasedWill: 1d20 + 7 ⇒ (5) + 7 = 12 Nilus grabs at his head, the scream fills it with pain and he cannot move correctly!
Nilus readies Radiance for battle and moves toward the sound.

Dejik |

Will save +Con modifier: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
Knowledge Nature: 1d20 + 4 ⇒ (6) + 4 = 10
Dejik moves up the stairs, reeling from the stench.

GM SpiderBeard |

Ayesha: 1d4 ⇒ 2
Dejik: 1d4 ⇒ 1
Nilus: 1d4 ⇒ 2
Sarkast: 1d4 ⇒ 3
Jinxx: 1d4 ⇒ 4
Ronan looks around, the only one to resist the scream of the plant creature. He grabs his crossbow and heads downstairs. Once down, he levels it and fires a bolt which slams into the creature!
Attack: 1d20 + 4 ⇒ (17) + 4 = 21 Damage: 1d8 ⇒ 3
The plant creature flops forwards, looking like a disturbed baby with a giant leafy mouth. Once within 10' of Ayesha, enormous vines grow from its body, and lash out at the vomiting magus! However, Ayesha manages to twist to the side, avoiding the attack.
Slam: 1d20 + 8 ⇒ (2) + 8 = 10 Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Slam: 1d20 + 8 ⇒ (4) + 8 = 12 Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Dejik feels the ringing in her ears cease, and regains her balance. The nausea fades away.
Everyone can go! Dejik is no longer nauseated.
Plant Creature (3 dmg)
---
Ayesha (nauseated)
Dejik
Ronan
Nilus (nauseated)
Sarkast (nauseated)
Jinxx (nauseated)

Dejik |

Dejik moves back down the stairs and fires her bow at the plant creature.
Attack: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d8 ⇒ 6

Nilus Romani |

Nilus will move within glaive reach of the thing
-Posted with Wayfinder

GM SpiderBeard |

Nilus staggers forward within 10' of the plant creature while Dejik's arrow pings off of the wall.

GM SpiderBeard |

Summoning takes a full minute, and the nausea has already worn off of Dejik which means it only lasts a few rounds - so it'd be a moot point. If this was a longer effect like a disease... I'll burn that bridge when I come to it.

Sarkast |

Being still nauseated, Sarkast can't do anything except move to escape the source. Is he still within range of whatever caused it? If so, move further out; if not, he'll stay in place.