| Lilika |
The group has 12 days worth of rations, so I'm removing four days from it for the whole group, leaving us with eight more days of rations (which will last the party two days). I can create water and we have some containers for it. I don't need a light source, although I do have some candles the group could use out of desperation if needed. I don't have a proper light source.
In short: I've got the food and water, but someone else needs to handle the light source.
| Colcille Russidhe |
We can easily use my ioun torch for a light. And if we're sharing food, you can add the 5 days' worth that I have to the communal pool.
| Lilika |
Got it!
| Perfire Ridal |
I also have 5 days worth of food and can use light to save on torches during my awake hours and to give a second light source.
Over a meager breakfast Perfire again opens the discussion of what their next course of action is. 'I still haven't thought of a way further into the spire aside from the spider-pit. I think our best course of action, for now, is to go face Grulk. He's too much of a threat for us to leave him to ambush us at some point from the dark when we're at our weakest.'
| Lilika |
"There's still rooms Colcille hasn't examined. Let us show her them first. As for betraying this Grulk..." Lilika tilts her head to the side then back again, in a clear gesture of indifference.
I feel like we talked about attacking Grulk before and had to decide against it since Wymund's a paladin. If you two made Grulk any kind of deal for safety or anything he can't go back on that, or let us do so. He could fight back against a deal breaker, but not initiate. I'll backread to double check what you told him when I have the chance if no one else does.
Edit: Looks like Wymund and Perfire (and other characters no longer around) promised to defeat Klarkosh in exchange for safe passage through Grulk's territory. He's been giving us safe passage, but we haven't found or killed Klarkosh yet. Although Perfire could break that bargain if he wanted to a paladin can't, so it sounds to me like attacking Grulk is off limits -- unless Grulk broke the terms of the agreement and attacked us first, or if Wymund suspects our truce with Grulk is causing more harm than it is good. Or, I suppose, after we kill Klarkosh. That's debatable, I guess. That said, it's Wymund who would be gambling with his paladin powers if we did attack Grulk, so I leave the decision up to him.
| Wymond Dwerryhouse |
"He's held up his end o' the bargain so far, Perry. Though a bugbear he may be, if'n we attack him, WE'RE the ones breakin' our word, an' Erastil don't have truck with word-breakers," Wymond replies. "I agree with Lili that we should show Colcille the other spots down 'ere. Maybe there's a way down in one of 'em we couldn't get to without her. If not...well, we got rope. We could always climb down into the pit if that's the only way down."
| Colcille Russidhe |
"There's also the matter of the darkness up there. It's stronger than my torch, which can usually fight even magical darkness, we aren't equipped to deal with it. Let's go see what's around here."
With Lilika showing where the traps they already detected are, Colcille starts methodically looking for any other secret door on the walls.
I'm keeping the walls at my right and going through every one of them, looking for traps and hidden doors and disarming any trap that's around here.
Perception: 1d20 + 8 ⇒ (14) + 8 = 22 as well as detect magic. +1 if it's related to a trap.
Perception: 1d20 + 8 ⇒ (4) + 8 = 12 as well as detect magic. +1 if it's related to a trap.
Perception: 1d20 + 8 ⇒ (19) + 8 = 27 as well as detect magic. +1 if it's related to a trap.
Perception: 1d20 + 8 ⇒ (5) + 8 = 13 as well as detect magic. +1 if it's related to a trap.
Perception: 1d20 + 8 ⇒ (2) + 8 = 10 as well as detect magic. +1 if it's related to a trap.
Perception: 1d20 + 8 ⇒ (12) + 8 = 20 as well as detect magic. +1 if it's related to a trap.
Perception: 1d20 + 8 ⇒ (1) + 8 = 9 as well as detect magic. +1 if it's related to a trap.
Perception: 1d20 + 8 ⇒ (16) + 8 = 24 as well as detect magic. +1 if it's related to a trap.
Disable Device: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30
Disable Device: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24
Disable Device: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
Disable Device: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33
| Colcille Russidhe |
"Down the pit we go, then? Perry, do you mind lighting up a stone and dropping it, so we see where this is going?"
| Wymond Dwerryhouse |
"Well, good thing we've got this place all cleared out. It'll make a good fall-back point as we descend further. We're all rested an' recovered, I imagine we'll be able to finish off that lot down below once an' for all."
| Perfire Ridal |
Perfire finds a loose stone and suffuses it with magical light before dropping it down the large pit.
| Lilika |
Lilika watches to see how far it falls...
| Perfire Ridal |
'Well, at least we won't need to tie off a rope. Who wants to lead the way?' Perfire asks, crouching at the edge of the pit.
| Lilika |
Lilika checks for traps and other dangers...
Perception: 1d20 + 11 ⇒ (14) + 11 = 25
...if the ladder is sturdy and stable...
Engineering: 1d20 + 4 ⇒ (1) + 4 = 5
...and how recently used the spider webs are...
Knowledge Nature: 1d20 + 6 ⇒ (17) + 6 = 23
Survival: 1d20 + 12 ⇒ (15) + 12 = 27
| Wymond Dwerryhouse |
"Want me te go first?" Wymond asks the others.
| Colcille Russidhe |
"No problem, I'll scout ahead first. If everything's quiet, you can follow, and if it's not, well, please do it anyway."
Colcille moves down the ladder, stopping one step before touching the ground and scanning for any traps.
Perception (trapfinding): 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
| Colcille Russidhe |
"Safe as safe can be! Come one, come all, and welcome to another level of the Emerald Spire!"
| Wymond Dwerryhouse |
Wymond makes some space in his backpack and then puts Triath inside, his head poking out of the top as Wymond dons the backpack anew and begins his own descent, the ladder creaking a bit under his heavily armored bulk.
| GM Tarondor |
Broad stone stairs open into a small, irregularly shaped chamber lit by oil lamps. To the east, a short flight of steps leads up to a sturdy door set in the middle of a wall and flanked by arrow slits. To the north, a wide gate of iron bars blocks an archway leading to a larger chamber filled with the eerie green glow of the Emerald Spire.
| Colcille Russidhe |
Colcille flips a silver coin, snatching it out of the air and pressing it against the back of her other hand.
Heads says east, tails says north: 1d2 ⇒ 2
"Tails! I welcome the challenge of yet another iron door." she announces, moving to examine the northern gate.
Perception(trapfinding): 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
If I find a trap, Disable Device: 1d20 + 10 + 2 + 1 ⇒ (3) + 10 + 2 + 1 = 16
| Lilika |
Lilika follows the others. At the sight of the flickering lamps and arrow slits she takes a few steps back, being sure to stay out of sight.
Stealth: 1d20 + 2 ⇒ (18) + 2 = 20
Hidden from view of the arrow slits she waits silently for Colcille to open the way forward.
She waits where I've placed her.
| Perfire Ridal |
Perfire wipes his hands on his leggings and squints into the darkness ahead.
| Wymond Dwerryhouse |
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"By the Bloody Bones of St. Gilmorg, who wants to know?!" Wymond bellows back.
Kingmaker reference LOL!
| Wymond Dwerryhouse |
Which friend is that, just for context?
| Colcille Russidhe |
Colcille's mouth starts moving as quickly as her thoughts, improvising an explanation that is also technically not a lie. "Ah, serendipitous to find other souls around here. As we Elves say, je pense que ce sont les malfaiteurs d'hier, right, Lili? We are just explorers of the Spire, by the by, and I myself would have no problems with just passing through and being on our merry way. Whatcha think o'that?"
Bluff: 1d20 + 6 ⇒ (16) + 6 = 22
If they are humans, I get a +2 to my Bluff check.
| Lilika |
Lilika remains still and silent...
| GM Tarondor |
There is silence from behind the wall for nearly twenty seconds. Maybe a bit of whispering. Then...
Perception: 1d20 + 2 ⇒ (13) + 2 = 15
| Colcille Russidhe |
Sense Motive: 1d20 ⇒ 19
The whispers are warning enough to Colcille, who steps back into cover. "Back, back, back, folks. Not a great engagement."
| Wymond Dwerryhouse |
Wymond nods at Colcille's words, taking up a position at the corner, ready to wallop anyone who comes around said corner.
"You lot realize we're not just gonna go away, right? That's what always happens with bad eggs like you. Ye may have success robbin' a few merchants who don't 'ave the steel te fight back, but eventually ye get too infamous an' start attractin' would-be-heroes lookin' te take ye down. We may just be the first, but we ain't gonna be the last. Yer days in the Spire are numbered!"
Diplomacy: 1d20 + 11 ⇒ (1) + 11 = 12
I know it likely won't do anything, but Wymond wants to give them a chance to see sense and get out of the banditry game while the getting's good! ;)
| Colcille Russidhe |
"I'm not your mother, you'ven't got gold enough to afford me!" quips back Colcille, before heading back towards the iron ladder.
"I've a smokestick if we want cover, or we can take the other way around. Perry, d'you know useful tricks? Lili, please, take the hint if I'm trying to pass a secret message. Maybe we should all learn a bit of Halfling, eh?"
| Perfire Ridal |
'Most of what I've been able to do I'd need to be able to see them to make happen. I could maybe try to distract them by levitating a small stone or torch out there' He offers
| Wymond Dwerryhouse |
"Big talk from a guy hidin' around the corner," comes the response. "Come on out here and make your speeches where we can see you."
"Yeah," says another voice. "Or send back your girlfriend. Her, we'll let in."
Clearly, they're not buying what you're selling, Wymond.
"And open myself up to a flurry o' crossbow bolts? No chance! We paladins are honorable, not stupid!" Wymond retorts with a snort.
"We seem to be at loggerheads," he says to the others.
| Lilika |
Lilika raises an eyebrow at Colcille. "I didn't deem it important enough to risk letting them know I was here. Better they think there's less of us than there are," she whispers.
She pulls out a smokestick and nods at Colcille. "I've got the cover. You handle the gate."
When Colcille looks ready Lilika cracks the smokestick and tosses it into the hallway. Then she draws another, moves behind the smokecloud, cracks it, and tosses it a little further forward.I marked the space I want the smokesticks to fill. The first she'll have to toss from a bit away, but the second she'll moves closer and lob it from behind the second cloud.
| Colcille Russidhe |
Thieves' tools in hand, Colcille moves behind the cover of the smoke, twisting and turning to make herself a slippery target. As she gets to the door, she sets to work on the lock.
Disable Device: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21
In case that was not enough and the lock is not jammed,
Disable Device: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30
Total defense while moving, for a +6 bonus to AC (because of my three ranks in Acrobatics). Then, unless we are forced into initiative, I'll go for opening the lock (each attempt is a full-round action).
| GM Tarondor |
When you say "I move", please move your token. Otherwise it confuses your GM, who is after all a bear of very little brain.
"Hey! Why you little..." The crossbowmen open fire when Lilika tosses her smokesticks, but they're not trigger-happy, so the first one lands and begins smoking before they get off a shot. Fewer people can see her by then and only one takes a shot at her. The quarrel hits her a glancing blow off the shoulder, its impact deflected by her armor.
Other quarrels emerge from the smoke, swift messengers of death, but miss the half-elf druid and smash into the far wall.
Light Crossbow v. Lilika: 1d20 + 5 ⇒ (9) + 5 = 141d8 ⇒ 6
When the arrow slits are obscured by smoke, Colcille runs lightly across the killing ground to inspect the northern gate. It is heavy and without a lock. It must be operated by a chain or rope from elsewhere. Colcille knows that Wymond is quite strong, but wonders whether he'd be strong enough to bend these bars enough to let her slip through.
| Wymond Dwerryhouse |
When you say "I move", please move your token. Otherwise it confuses your GM, who is after all a bear of very little brain.
"Hey! Why you little..." The crossbowmen open fire when Lilika tosses her smokesticks, but they're not trigger-happy, so the first one lands and begins smoking before they get off a shot. Fewer people can see her by then and only one takes a shot at her. The quarrel hits her a glancing blow off the shoulder, its impact deflected by her armor.
Other quarrels emerge from the smoke, swift messengers of death, but miss the half-elf druid and smash into the far wall.
[dice=Light Crossbow v. Lilika]1d20+5;1d8
When the arrow slits are obscured by smoke, Colcille runs lightly across the killing ground to inspect the northern gate. It is heavy and without a lock. It must be operated by a chain or rope from elsewhere. Colcille knows that Wymond is quite strong, but wonders whether he'd be strong enough to bend these bars enough to let her slip through.
Oh, bother! :P
Wymond grips his bardiche firmly, awaiting the tactical advice of his friends.
Holding.
| Perfire Ridal |
Perfire inches up towards Wymond. 'Can you see what's happening?' He whispers to his friend.
| Wymond Dwerryhouse |
Wymond coughs.
"O'course not! How would I, she just threw a smokestick?!" he whispers back. "But it sounds like they just tried shootin' an' missed."
| Colcille Russidhe |
I'm sorry, I'm used to only moving on a tactical map during combat.
Colcille curses in Sylvan between her teeth, then moves quietly behind the cover of the smokescreen.
Stealth: 1d20 + 11 ⇒ (4) + 11 = 15
Double move at half speed to get to the door.
| GM Tarondor |
Arrows continue to fly out of the smoke, aimed at nothing but making life difficult. Colcille manages to sidle up to the door. At this point, she is dimly visible to the defenders of the gate. "There's one! Shoot!"
Light Crossbow v. Colcille: 1d20 + 5 ⇒ (8) + 5 = 131d8 ⇒ 2
Miss Chance: 1d100 ⇒ 37
Light Crossbow v. Colcille: 1d20 + 5 ⇒ (17) + 5 = 221d8 ⇒ 4
Miss Chance: 1d100 ⇒ 49
An crossbow quarrel comes very close to Colcille, but flies past her into the smoke.
What're you going to do, Colcille?
| Colcille Russidhe |
Under the cover of the smoke, Colcille sets to work on the bandits' door, trying to open the lock.
Disable Device: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24
That is, assuming it turns out to be locked after all.