Caladrel Quinn
|
Cal watches in amusement as person after person struggles or fails. He walks straight to his rope and carefully climbs up to Korval.Take 10Climb: 12
{The} Herald
|
Hmpfh. Showoff.
Come on, then, Hustavan. If I can do it, surely such a fine specimen of Taldan nobility as you can too.
I hope Detect Sarcasm is not a class skill for Nobles.
Assuming Hustavan makes it up the rope,
Well, then. Which door?
Clak-Clik
|
Once everyone else has climbed, Clak-clik puts his crossbow on a strap across his back and then makes the climb himself.
Climb: 1d20 + 1 ⇒ (16) + 1 = 17
GM Tyranius
|
With a few attempts the group eventually make it up the sheer cliff face, though it took quite a bit of urging to get Hustavan to quit cowering and make his way up.
"What do you know about these doors up here? More traps? Monsters?
Hustavan takes a moment to think. Ummmm. The door to the east leads further into the crypt here and this door. The northern one leads to a small sleeping area. I can't tell you too much more. I haven't been here for over a week! He pokes the large man. Please hurry up so we can get out of this damnable place and back to society!
Korval
|
- Attacks:dagger +5 (1d4+4/19-20),greatsword +5 (2d6+6/19-20),longsword +5 (1d8+4/19-20),javelin +3 (1d6+4)
- Skills:Acro +5 (+9 to jump),Perc +6,SenseMotive +3,Survive +3
Upon hearing Hustavan
"A small sleeping area seems like a good place to check before moving on." Korval looks over at the badly burned corpses. "Could some one help me check the northern door for traps?"
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
{The} Herald
|
Stand aside. Let wisdom and experience lead the way.
Perception: 1d20 + 4 ⇒ (9) + 4 = 13
Although youth and good eyesight have their benefits...
Anibal Ibarr
|
"Oh, umm.. Yes, of course.", Anibal responds, as if having been in deep thought for a moment. He stops scanning the scorched bodies and tries to look around the door for signs of other traps.
Perception: 1d20 + 9 ⇒ (10) + 9 = 19
While doing that, he starts thinking out loud: "Didn't they set up these traps themselves?" He turns towards Hustavan for a moment. "They set up traps and then...", he stops in the middle of the sentence.
"That doesn't make sense."
GM Tyranius
|
Anibal finds little more signs of traps around either of the doors. Korval opens the northern door to the sleeping quarters. A row of nine open coffins stretches from east to west across the north wall of this room. Each coffin is made from a dark wood, painted black, and polished to a mirror finish. The inside of each coffin is lined with green fabric and holds a ratty blanket and musty pillow. Boxes, crates, and barrels line the south wall on either side of the simple wooden door there.
The boxes, crates, and barrels contain a variety of food supplies, such as flour, sugar, dried meat, grains, and so on. The entire room smells sickly sweet, vaguely like a mixture of rotting vegetables and fresh taffy. The furthest coffin on the east side of the room has the body of a male elf in it.
The body of a second male human lies crumpled in front of the barrels on the southeast side of the room
Korval
|
- Attacks:dagger +5 (1d4+4/19-20),greatsword +5 (2d6+6/19-20),longsword +5 (1d8+4/19-20),javelin +3 (1d6+4)
- Skills:Acro +5 (+9 to jump),Perc +6,SenseMotive +3,Survive +3
"Looks like they know we are coming for them, they prepared and bought coffins."
{The} Herald
|
Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Lucky bastards.
Herald has no healing skill, and is apparently too absorbed by the rotting smell to see anything unusual.
Korval
|
- Attacks:dagger +5 (1d4+4/19-20),greatsword +5 (2d6+6/19-20),longsword +5 (1d8+4/19-20),javelin +3 (1d6+4)
- Skills:Acro +5 (+9 to jump),Perc +6,SenseMotive +3,Survive +3
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Korval points to the elf corpse.
"Look a sword and a piece of paper with strange words on it"
{The} Herald
|
I'll take the scroll for whoever needs it. The sword looks well crafted but is not to my suiting.
Clak-Clik
|
Heal: 1d20 + 4 ⇒ (20) + 4 = 24
Heal: 1d20 + 4 ⇒ (2) + 4 = 6
Perception: 1d20 + 9 ⇒ (16) + 9 = 25
"Sword not a weapon preferred, but if none want, Clak-clik will carry."
The tengu looks over the bodies, and points to the first one. "Poisoned, this one."
Anibal Ibarr
|
Anibal shakes his head. "They build traps and then fall prey to them. Voluntarily or not. Then they poison each other. Voluntarily or not."
He looks at the coffins again. "And they have coffins too... Maybe we should just leave and come back in a few days? Surely everyone will be dead at that point."
He takes a while to think, and speaks again. "But why? HUSTAVAN! What's the hell is this cult about?"
GM Tyranius
|
"But why? HUSTAVAN! What's the hell is this cult about?"
Hustavan begins to explain.
Known as the Grim Harvestman, the Harbinger of Unexpected Tragedy, and Most Hated Rival of Pharasma, the godling Zyphus holds dominion over unexpected death. His cults, though small in number, have spread throughout Golarion and seek to extend his glory from their graveyards and barrows. True believers of Zyphus teach their followers that souls who perish by accident do not travel on to Pharasma’s Boneyard in the Great Beyond, but are instead captured by the Grim Harvestman and malignantly absorbed, making their deity ever more powerful. Most of the Zyphus cults remove themselves from civilization, orchestrating small accidents and disasters to feed their master’s will. A few overtly assault the establishment, planning and executing large events such as ferry sinkings, mass fires, and building collapses. Never before has a Zyphus cult planned an event that could unexpectedly wipe out a city, a region, or even a whole country. Until now.
Gaeldn is getting ready to dig around in the coffins when Clak-Clik warns him that there is more than likely residual poison all over the inside.
Anibal Ibarr
|
Anibal responds to Hustavan with a grin - Okay, well... They are idiots. It's not accidental death when you poison yourself, or set up a trap for yourself. What's this city wipe plan, then?
Korval
|
- Attacks:dagger +5 (1d4+4/19-20),greatsword +5 (2d6+6/19-20),longsword +5 (1d8+4/19-20),javelin +3 (1d6+4)
- Skills:Acro +5 (+9 to jump),Perc +6,SenseMotive +3,Survive +3
Korval thinks for awhile then starts laughing.
"Hehehehe, I guess when I kill them deliberately these cultists will meet Pharasma directly. So much for going to be with your God!"
GM Tyranius
|
Anibal: 1d20 + 9 ⇒ (12) + 9 = 21
Caladrel: 1d20 + 0 ⇒ (2) + 0 = 2
Clik-Clak: 1d20 + 9 ⇒ (6) + 9 = 15
Gealdn: 1d20 + 3 ⇒ (7) + 3 = 10
Korval: 1d20 + 6 ⇒ (12) + 6 = 18
Herald: 1d20 + 4 ⇒ (3) + 4 = 7
Opening the only remaining door leads to a large cavern. This area is just part of the larger tunnel complex beyond. The tunnels are 5 feet wide and 10 feet tall. This area is separated from the larger tunnel complex by a heavy black canvas that was nailed into the ceiling and drapes across the tunnel 10 feet from the door in the west wall.
Anibal notices that the large black canvas seems to be holding dozens of heavy stones ready to fall on anyone brave enough to walk through the doorway.
{The} Herald
|
Herald, unable to disable traps aside from the easy way (setting them off by accident), goes to the sleeping quarters and drags a medium sized crate or barrel and moves to push it into the doorway, without entering the room himself.
Korval
|
- Attacks:dagger +5 (1d4+4/19-20),greatsword +5 (2d6+6/19-20),longsword +5 (1d8+4/19-20),javelin +3 (1d6+4)
- Skills:Acro +5 (+9 to jump),Perc +6,SenseMotive +3,Survive +3
Seeing Herald struggle with the crate, Korval says,
"Do you need help with that?"
{The} Herald
|
What...(oomph)...would...(ugh)...makeyou...(ooof)...think...
Herald pauses, breathing heavily.
Well, what are you waiting for? An invitation?
Anibal Ibarr
|
After pointing out the rocks, Anibal watches the hilarity that ensued.
"Well, we could just tear down the fabric - But this is also good. However, I'm not one of the strong types. Would you do the honors, guys? He looks at the Varisian and the Half-Orc."
Korval
|
- Attacks:dagger +5 (1d4+4/19-20),greatsword +5 (2d6+6/19-20),longsword +5 (1d8+4/19-20),javelin +3 (1d6+4)
- Skills:Acro +5 (+9 to jump),Perc +6,SenseMotive +3,Survive +3
Korval takes the crate that Herald has been pushing around and moves it to the entry way of the eastern corridor. Having been warned of the potential of collapse rocks, Korval hurls the crate at the canvas with the all strength he can muster.
Hurling strength: 1d20 + 4 ⇒ (11) + 4 = 15
{The} Herald
|
Well, uh...that's one way to do it.
GM Tyranius
|
Korval hurls the crate at the canvas, tearing a large hole through it. Piece by piece rocks come showering down in front of the door.
As the dust settles Korval can see more of the vast cavern before the group. These tunnels were carved out by hand and braced with thick planks of wood. The carved ceilings stretch to 10 feet in height and around five feet in width. The walls and floor are damp, and the sound of dripping water can be heard throughout. The tunnel splits in two separate directions.
Korval
|
- Attacks:dagger +5 (1d4+4/19-20),greatsword +5 (2d6+6/19-20),longsword +5 (1d8+4/19-20),javelin +3 (1d6+4)
- Skills:Acro +5 (+9 to jump),Perc +6,SenseMotive +3,Survive +3
Korval moves in and looks down the first hallway.
What does he see?
Anibal Ibarr
|
Anibal follows Korval into the tunnel. Looking at the narrow passage, he raises an eyebrow.
"Will you even fit through there, big guy?"
Korval
|
- Attacks:dagger +5 (1d4+4/19-20),greatsword +5 (2d6+6/19-20),longsword +5 (1d8+4/19-20),javelin +3 (1d6+4)
- Skills:Acro +5 (+9 to jump),Perc +6,SenseMotive +3,Survive +3
Korval chuckles and responds to Anibal.
"Well I guess if I need to I'll just need to reshape the cavern in my image."
{The} Herald
|
I don't doubt that you could.
GM Tyranius
|
Korval sees that the tunnel branches around, making it difficult to see completely down.
Korval
|
- Attacks:dagger +5 (1d4+4/19-20),greatsword +5 (2d6+6/19-20),longsword +5 (1d8+4/19-20),javelin +3 (1d6+4)
- Skills:Acro +5 (+9 to jump),Perc +6,SenseMotive +3,Survive +3
Korval moves over to the next tunnel to see what he can see down it.
GM Tyranius
|
Korval sees that the two tunnels quickly converge back into a single tunnel. Which one do you go down?
Caladrel Quinn
|
Cal just meanders along in the rear of the group, letting the youngsters lead and enjoying their problem solving methods. They're crafty lads I'll give them that. Cal occasionally turns around and peers behind them, making sure nothing is trying to sneak up behind them. Perception: 1d20 ⇒ 6 After you lads.
Anibal Ibarr
|
Anibal nods at Cal, takes out his bow and pushes himself through the hole. He turns around, looks at his companions: "Someone should check on the other tunnel."
Since he is checking for potential danger, his progress slow.
Perception: 1d20 + 9 ⇒ (15) + 9 = 24
Korval
|
- Attacks:dagger +5 (1d4+4/19-20),greatsword +5 (2d6+6/19-20),longsword +5 (1d8+4/19-20),javelin +3 (1d6+4)
- Skills:Acro +5 (+9 to jump),Perc +6,SenseMotive +3,Survive +3
Korval proceeds down the eastern tunnel helping Anibal investigate the paths.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
{The} Herald
|
I'll stay with the big guy.
GM Tyranius
|
The group splits their way down the tunnels when suddenly three men leap from the shadows as they whisper rapid prays to the Gods of calamity and misfortune.
Anibal: 1d20 + 6 ⇒ (2) + 6 = 8
Caladrel: 1d20 + 5 ⇒ (1) + 5 = 6
Clik-Clak: 1d20 + 7 ⇒ (14) + 7 = 21
Gealdn: 1d20 + 5 ⇒ (2) + 5 = 7
Korval: 1d20 + 2 ⇒ (16) + 2 = 18
Herald: 1d20 + 1 ⇒ (12) + 1 = 13
Cultists: 1d20 + 1 ⇒ (3) + 1 = 4
Round 1
Clak-Clik
Korval
Herald
Anibal
Gaeldn
Cladrel
-----------------------------------
Cultists
-----------------------------------
{The} Herald
|
May the chaos of the mighty void stay away from your arm.
Herald casts Guidance, giving Korval a +1 to any d20 roll in the next minute.
Go get 'em. I'll wait here, where it's safe.
Korval
|
- Attacks:dagger +5 (1d4+4/19-20),greatsword +5 (2d6+6/19-20),longsword +5 (1d8+4/19-20),javelin +3 (1d6+4)
- Skills:Acro +5 (+9 to jump),Perc +6,SenseMotive +3,Survive +3
Korval approaches the culist 5ft step draws his sword and slashes into his enemy.
Power Attack Greatsword: 1d20 + 4 ⇒ (10) + 4 = 14 Damage: 2d6 + 9 ⇒ (6, 6) + 9 = 21
Anibal Ibarr
|
Anibal will draw an arrow and wait until the cultists get into a more favorable angle.
Consider this a ready action.
Mwk Comp LBow: 1d20 + 3 ⇒ (3) + 3 = 61d8 + 2 ⇒ (6) + 2 = 8