| GM Wolfpirit4W |
Who all is where when the door is closed? Everyone in the room or anyone out in the hall?
From the inside of the room, nothing appears to have changed when you close the door. It's nice and cozy, no apparent portals or extra-dimensional spaces.
There is Strong Conjuration magic radiating from the doorway, stronger than the aura that permeates the rest of the house.
Penelope 'Nella' Tabor
|
For what it's worth, Nella's line of thinking was for everyone to be inside the room before trying the trick with the key and the door, so I guess she'd be inside.
Jillia Tennille
|
Inside.
"Did it work?"
What did Shaine say? 'Rarely can anyone find the most room alone...'
"I doubt it would be this easy...the way Shaine spoke, it's not likely something anyone can do alone?"
| GM Wolfpirit4W |
Ah, puzzles. The bane of PbP. What you did clearly isn't the solution to what you need for now... what are you going to try next?
It seems pretty much everyone has stumbled at this point in different groups, too ;)
Smiley Stonegirdle
|
Smiley, on a hunch (and because he's a little bit cold), heads back down to the fireplace and feels along the back wall while the rest of the group mills about Room 8.
He still keeps his eyes closed, though, because that's how you find things that can't be seen.
Kharg
|
Well, I have to admit I am not sure where Kharg is at this point. He understood that Nella was thinking of going in the room. It seems Markus closed the door from outside, though. So, since Kharg is CN, I will roll randomly for him: odd he is outside and even he is inside.
random roll: 1d10 ⇒ 1
Looks like he is still in the hall.
Markus Notine
|
I had assumed that everyone was inside the room, but I realise that I didn't make that clear, sorry.
| GM Wolfpirit4W |
Kharg, the chaotic type that he is waits outside as the rest of the party files into the room. From the hall, he hears a "click" as the door is closed and locked, and sees the faintest outline of an 'A' that appears next the the 8 on the door.
Kharg
|
On hearing the click and seeing the faint letter A, Kharg runs to the top of the stairs and shouts down
Smiley! Smiley! are you still down there? Come up here quick! Something has happened!
Well, I have reread the posts and I see where I screwed up. I hope I can catch up with you all.
Penelope 'Nella' Tabor
|
"Well, that's disappointing..." Nella sighs as nothing seems to change on the inside of the room. "Is there anything different on the outside?"
Smiley Stonegirdle
|
My poor friend Kharg is in trouble!
Smiley rushes back up the stairs, fists comically winding up to punch the assailant(s) into next week. Upon seeing only Kharg outside room 8, Smiley is confused.
What's up, old buddy?
I guess I'm as dumb as Smiley today. I was assuming that when the door is locked from the other side it leads to 8A, and when unlocked leads to 8.
| GM Wolfpirit4W |
Smiley, you can notice the faint addition of an 'A' to the 8 on the door as well.
This is an... odd puzzle, I'll give you guys that.
Smiley Stonegirdle
|
Huh. Lookee that. I coulda sworn this was room 8, not 8A.
Smiley tries the door.
Markus Notine
|
When nothing happens as the door locks, Markus checks to make sure the door is locked. Satisfied, he moves towards the mirror and tries to tap on it with the tip of his knife.
| GM Wolfpirit4W |
Markus taps on the mirror with a satisfying, metallic <thunk>, but nothing obvious to assist the group in their quest.
However, when Smiley opens the door, He and Kharg see a room completely identical to the way it was moments ago, except in that it doesn't contain any of their party members!
| GM Wolfpirit4W |
Moving this forward at lunch. We can have people's reactions / retcon afterwards, but I want to get this moving again into the end in less than a week!
Smiley Stonegirdle
|
Smiley grins broadly, understanding exactly what happened.
Look, Kharg! The rest of the party is invisible!
Smiley's reality is not always the same as ours, but it's an interesting one.
He closes his eyes and strides confidently into the room.
Nella? Jillia? Markus?
IronHelixx
|
**********************
Overseer Announcement
**********************
The floating tower begins to shift, tilting slightly to one side. A shower of debris rains down on the lawn and buildings below.
Kharg
|
Smiley! Wait! Be careful! I may not know much of the arcane arts, but something is just not right here.
Kharg follows Smiley in the room, trying to keep him from hurting himself. As he enters, he looks around for some sign of what happened.
I heard Markus say something about locking the door.
Kharg looks at the door with anticipation, hoping to see a key.
Smiley Stonegirdle
|
| 1 person marked this as a favorite. |
Jillia! Markus! Nella! Orky-oinky all-friends free!
Smiley, heedless of Kharg's warning, continues waving his hands in front on him as he stumbles around the room.
| GM Wolfpirit4W |
Sorry, had a lunch meeting that kept me from posting, then the web goblins ate my post! Moving things along to get closer to the action
With a little bit of trial and error, the group is able to determine that now that Smiley is in the room 8A, that the group that is in room 8 can leave, then join their erstwhile companion. This time, touching mirror in this room causes any prying tool or appendage to pass through, allowing access to the Tower!
Once through, the group finds that the southeast corner of this room has broken off along with part of the floor. Rubble, loose bricks, and masonry litter the edges. Beyond the opening, blue sky and the Absalom’s city skyline are plainly visible. The full length mirror the party came through is bolted to northwest wall and solitary door is closed to the south. From brief observation, it appears that the door is unlocked, but it feels like something heavy has the door wedged shut on the other side.
After dusting yourselves off, the group only has a moment to observe the door, though, before several of the group are knocked flat as the tower lists to the east slightly!
Moving in the West direction for the remainder of the scenario is considered Difficult Terrain unless you succeed a DC Acrobatics Check.
There are two main avenues to go from here, to chance the open sky and swing around the broken wall to the other side, or attempt to get past the door!
You manage to scramble around the side of the wall over open air (and a broken floor underneath) and see into the hallway beyond. There is a large pillar wedged up against the door [ooc]Assuming it hasn't been pushed aside already.
You manage to push the door open! A large column that had fallen against it shifts free with a massive cracking sound, but allows you to venture into the rest of this floor!.
Penelope 'Nella' Tabor
|
"I'm glad that oddness is over with," Nella comments as they appear inside the floating tower, but immediately wishes she hadn't when it becomes apparent just how high up they are. "Never mind, I'd like to go back to the odd room..."
"Um...maybe we should-WHOOOOAA!" she cries as the tower suddenly lists and sends her sprawling on the floor. "Like I said, maybe...maybe we should try the door..." she mumbles from her position on the floor. "We're awfully high up..."
Kharg
|
Fighting to regain his balance after the tower lurches to the east, Kharg looks in amazement through the open wall at the skyline of Absalom beyond.
Yes, we are high up. Let me try the door. Kharg says as he slides carefully across the room.
Strength Check DC21: 1d20 + 4 ⇒ (9) + 4 = 13
The door is stuck good, Kharg calls out, Maybe somebody else can get it. It make take a couple of us.
Penelope 'Nella' Tabor
|
Pulling herself to her feet, Nella makes her way over to the door. "You're probably right, maybe if we all try we can budge it," she agrees as she attempts to help force the door open.
Str (Aid Another): 1d20 ⇒ 19
Markus Notine
|
Confused by the room's strange access condition, Markus steps into the tower and is nearly blown out of the tower by a gust of wind. Moving carefully away from the missing floor, Markus cries out in alarm as the whole tower shifts.
"Aaaaagh!" he shouts, struggling to stay on his feet and grabbing at a wall sconce to keep himself from plummeting off the tower. Regaining his composure, he looks over at Nella and Kharg trying to force open the door. "Keep pushing guys, we need to get out of here before the tower tries to kill us again.
Jillia Tennille
|
Maybe the easy way is the right way.
"I'll see you on the other side. Maybe it'll be easier from there. Hold the other end of this rope," Jillia says, hoping 'the other side' refers to the tower gap.
Acrobatics: 1d20 + 7 ⇒ (5) + 7 = 12 (+3 more if it counts as 'jumping')
| GM Wolfpirit4W |
I'll consider that "Jumping"
For a brief, stomach clenching moment Jillia is over empty sky with only a broken floor beneath her should she fall. There is a harrowing moment where she almost slips, but manages to hang on long enough to flip herself onto the other side of the wall!
From there Jillia is able to see more of the Tower outside of the room. It appears that a heavy column is pressed up against the door and will have to be removed to get past.
Or, you know, the entire party dances on the sky...
Smiley Stonegirdle
|
Hey! Where ya goin'? Wait for me!
Smiley attempts to swing out next to Jillia.
Acrobatics: 1d20 + 5 ⇒ (13) + 5 = 18
Is there any way to get in to the hallway to move that pillar?
| GM Wolfpirit4W |
Smiley, too, manages to get out from the room without plummeting. From your vantage, you might be able to move the pillar out enough a bit easier than just banging on the door.
Smiley Stonegirdle
|
Har, we're in luck. It's only a giant, immovable column.
Smiley attempts to move the column away from the door.
Strength: 1d20 + 3 ⇒ (5) + 3 = 8
Immovable seems to be the right adjective so far. Can we try again?
Smiley Stonegirdle
|
Jillia, help me out here. GrrrrrrRRRRRAAAAAAWWWWWRRRRRR!
Smiley grunts with a supreme effort.
Strength, Aid Another: 1d20 + 3 ⇒ (8) + 3 = 11
Markus Notine
|
Markus' stomach lurches as Jillia and Smiley seem to throw themselves into the sky, and he clings even tighter to the wall. Hearing Smiley's shout, he carefully sidles towards to door.
"How about I push from down here while you and Nella shove at the top," he suggests to Kharg. He sets his feet, and drives his shoulder against the blocked door.
Aid Another, Str check: 1d20 - 2 ⇒ (13) - 2 = 11
Jillia Tennille
|
"Look out below!" Jillia shouts down to the ground far below. Then she gets around to helping the rest of the excavation attempt.
Strength: 1d20 + 1 ⇒ (4) + 1 = 5
Can we take 20?
| GM Wolfpirit4W |
Yeah, you can take 20.
With a few minutes of effort on both sides of the door, the pillar is moved aside with a loud crash! The tower is accessible to the rest of the group!
Will post what you find in a couple hours
| GM Wolfpirit4W |
Exploring the current floor, it appears that this is a mixture garrison, armory, and siege tower. Numerous arrow slits surround the sides, and you find an unlocked collection of weaponry (You can take any mundane weapon or ammunition, just post what you take.)
With nothing else of note in sight, you continue on, up a winding set of stairs.
The top floor of the tower is open, undivided by interior walls but for the small space partitioning the stairwell. Windows large enough to step through line the exterior walls. Immense magical circles are permanently etched into the floor, their lines and curves inscribed and filled with several types of metallic powder. Faint, multi-colored mist roils within the southern circle.
Two strange contraptions stand near the northwest and southwest windows. Each device is a large, red-tinted crystalline lens mounted in a frame so that they may be angled in all directions.
As you walk up, three Aspis agents appear ready for you!
Dagger Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Dagger Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Charge, Greatsword: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Dagger, sneak attack @ Jillia: 1d4 + 2 + 1d6 ⇒ (4) + 2 + (4) = 10
10 points of damage to Jillia
Group Red + blue Initiative: 1d20 + 7 ⇒ (2) + 7 = 9
Group orange Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Jillia Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Kharg's's Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Markus' Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Nella's Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Smiley's Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Next up:Markus, Smiley, Nella!
<= ! -- means you're up!
Goodies:
- N/A
Baddies:
- N/A
Active Global Conditions: None.
Round 1:
- Smiley <= !
- Nella <= !
- Markus <= !
- Blue + Red
- Kharg
- Jillia
- Orange
Smiley Stonegirdle
|
Not sure which one has the greatsword. Lockwood, please.
Smiley, seeing what looks to be a worthy opponent, springs forth and tries to take his weapon away.
Disarm: 1d20 + 5 ⇒ (10) + 5 = 15
Har! Gimme that!
If successful, I will keep the sword in hand for now.
Edit: Smiley will pick up a scizore, if one is available in the armory. He's not wearing it at the moment though.
Smiley Stonegirdle
|
Just missed the cutoff for editing.
If the greatsword wielder is Blue, then it appears I don't have enough movement to reach him this round, and no clear path for a charge. If so, I'll use that roll to disarm Red, moving West of him with a 5ft step to allow flanking with Kharg if he so desires.
Penelope 'Nella' Tabor
|
Nella cries out in surprise as they're immediately set on by more Aspis agents as soon as they reach the top of the tower. "Jillia! Stay strong!" she calls to her companion as she reaches out and places a hand on the halfling's shoulder.
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Burning another spell to spontaneously cast Cure Light Wounds on Jillia; Nella will stay where she's at for the moment.
Markus Notine
|
The presence of nefarious Aspis agents this far into Arliss Hall is an unwelcome surprise. Markus quickly regains his wits, and sees Jillia take a serious looking slice from a huge sword. As Nella's magic heals her wounds, Markus' hand flicks forward and a thick length of vine shoots from it, wrapping itself around the leg of the greatsword wielder.
Standard Action to use Tanglevine against Orange, aiming to trip him.
Tanglevine to trip, vs CMD: 1d20 + 4 ⇒ (16) + 4 = 20
| GM Wolfpirit4W |
The Aspis brute really isn't having a good day, as his initial attack missed, he just barely holds onto his favorite weapon (it was a birthday present!) when suddenly finds himself flat on his back after a strange vine trips him up, and...
Direction: 1d9 ⇒ 4
He cries out in horror as there is a strange sound, similar to the one you heard in the Sky Key room. He flickers around in various places and directions, before coming to rest just inside the Southern Circle! Before he can even move, the mist trapped within the circle congeals into a pair of purplish arms that crush and rip him up!
Purplish Horror of Death: 2d8 + 6 ⇒ (2, 8) + 6 = 16
You can still hear him screaming, still alive, but in a really really bad place in the middle of the circle.
The remaining Aspis agents exchange worried glances, and throw vials of acid at the party!
Acid vs Markus: 1d20 + 3 ⇒ (18) + 3 = 21
Acid vs Jillia: 1d20 + 3 ⇒ (3) + 3 = 6
Acid damage vs Markus: 1d6 ⇒ 4
Markus gets splashed in the face and the rest of the party gets burning droplets on them 4 points on Maruks, 1 point on the rest of the group.
Orange is essentially out of the fight unless you guys do something really odd, so I'll roll the group into the same initiative
Next up:Everybody!
<= ! -- means you're up!
Goodies:
- N/A
Baddies:
- N/A
Active Global Conditions: None.
Round 1:
- Smiley <= !
- Nella <= !
- Markus <= !
- Blue + Red
- Kharg <= !
- Jillia <= !
- Orange: “I had a bad day again…”
Smiley Stonegirdle
|
Smiley eyes Orange warily, pondering whether to finish him off or leave him alone with his new purple friend.
That's a big helping of Nope!
Seeking less existentially worrisome opponents, he spies Blue and sidles up to him with the intent of taking his weapon.
Using Expertise for +1 AC.
Disarm, Expertise: 1d20 + 5 - 1 ⇒ (2) + 5 - 1 = 6
Ho! You're a quick one. Gimme that.
Jillia Tennille
|
"Stay strong, indeed! Smiley, Kharg, Nella, Markus. Let's show these bastards what we can do."
Standard Action: Use Tactician for Coordinated Maneuvers.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a grapple.
Jillia moves adjacent to Smiley in an attempt to better harry their foe. Pointing her blade at the Asp, she explains, "You are running out of options, serpent. You can leave this tower as a corpse or help us find some way out that doesn't involve funeral preparations."
Move Action: Move, Draw Sword
Markus Notine
|
Markus barely has time to register the bizarre fate of the sword-wielding Aspis agent, when he feels a hot burning sensation across the the backs of his legs. "Aaaaagh!" he screams, as the acid melts into his flesh. The pain quickly subsides, and Markus turns towards the thrower.
Markus uses Kharg's intimidating size to distract the Aspis man, shouting "Go on Kharg, slice him up!", and flicks out another tendril of thick green vine to wrap around the agent's leg as he stares in horror at Kharg's double axe.
5ft step northeast (Lockwood please) remaining adjacent to Kharg, then Standard Action to use Tanglevine to trip Red with Jillia's Coordinated Maneuver bonus.
Tanglevine to trip vs CMD + Coordinated Maneuvers: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Kharg
|
Kharg watches in astonishment as one of the Aspis agent disappears in a eerie purple mist that looks suspiciously like arms.
Gorum's Gory Greatsword! he balspemes.
He his shaken out of his reverie by Markus shouting at him to attack.
Move action: move next to red, staying adjacent to Markus.
Attack action: Two handed swing on red
attack: 1d20 + 6 ⇒ (8) + 6 = 14
If he is tripped (prone), do I get +4 to attack? if so that would be an 18
If I hit:
damage: 1d8 + 6 ⇒ (8) + 6 = 14
| GM Wolfpirit4W |
| 1 person marked this as a favorite. |
The tag-team duo of Markus / Kharg continues to be effective as Kharg knocks out the downed opponent!
Nella-bot attempts to Bless Smiley with improved AC in the face of the remaining enemy, who scrambles back 5 feet! The Aspis agent mutters a curse as he brings the strange contraption to bear, which shoots out a fiery lance at the dwarf!
Sky Lance Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Sky Lance Damage: 2d6 ⇒ (2, 5) = 7
The ray leaves a smoldering red mark on Smiley's chest, burning and singing his beard!
No one. No one touches a dwarf's beard.
Next up, everyone!
Smiley Stonegirdle
|
Oh, no, you di'n't!
Smiley moves to the far side of Blue and attempts to rip his arm out of its socket.
Grrr!, with Flank: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13 Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Oh, yes, you d'id, apparently.
Edit: forgot Flanking. I doubt it helps though.