Nor'scrik
|
"Ooh that would be sneaky wouldn't it, very Ratfolk idea that Trig." Nor'scrik takes his time checking the door for wires and other trap related triggers.
perception, trapfinding: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
"It looks safe to me." says Nor'scrik as he tries to push the door open.
| DoubleGold |
The heroes disable the trap and the door open. The walk into the Foyer room. A faded tapestry hangs on a wooden frame on the western wall of this chamber. Faded and delicate, the tapestry depicts a middle-aged man, accompanied by a woman and two children, with a small estate in the background. To either side of the tapestry are two small pedestals, upon which sit two dead and preserved animals. Stone double doors exit the chamber to the north, south, and east. You came from the east, so you can move north or south out of this room after you are done exploring it.
Haron Lightstep
|
Oh what are those on the pedestals.
Haron moves to the small pedestals to examine the preserved animals. He is careful of traps as he moves forward and will stop for anything unusual but curiosity compels him to move.
Perception: 1d20 + 9 ⇒ (17) + 9 = 26
Survival: 1d20 + 7 ⇒ (20) + 7 = 27 To determine what animals these are if it is not clearly obvious.
Thundering Bull
|
Thundering Bull's brow furrows ever so deeply as he stares at the floor. After a solid minute of intense contemplation, he looks up at Steinfaust. "Right or North? Which way we go?" While searching the room, he continues to contemplate what the boulder said to him. Coin talk? How? How coin know way to go?
Perception: 1d20 + 2 ⇒ (20) + 2 = 22 Watch out world
Haron Lightstep
|
That way big guy. I am right behind you. Haron points north.
Very glad he is on our side. Can't wait to see him in action.
| DoubleGold |
Alright north it is. I saw Steinfausts post yesterday, but I was waiting to see if everyone agreed or if anyone was going to try to split the part.
This is the Chariot Chamber
A brightly painted chariot sits in the center of this chamber. Beyond the chariot, a large canvas stretches between two stone columns. The skins of several animals--antelopes, great cats and crocodiles--now faded and deteriorated with age, are tacked to this canvas. A wooden chest, lacquered white and trimmed with gold inlay, sits in the southeast corner. In each corner of the room a small stone shield is molded into the masonry at shoulder height. An open hallway leads to the east, and set of stone double doors leads south (where you came from)
Question, are you all closing the double doors behind as you enter the last room or leaving them open? All stone double doors open from both sides.
Haron Lightstep
|
It would never even cross Harons mind to close a door unless something was chasing him.
Nor'scrik my friend I think it best if you check that chest for traps. I still have a scar from something like that.
Haron rubs his sholder blade remembering.
Not far to put a trap on nice thigns like a chest.
Not sure why but I did not expect this place to be so quiet. I will go check out one or two of those sheilds.
perception: 1d20 + 9 ⇒ (4) + 9 = 13
Thundering Bull
|
More traps? How boring. Where fighting? Thundering Bull lumbers around the room following Nor'scrik, trying to find anything of interest. Rat break trap good. Thundering Bull stay close.
Perception: 1d20 + 2 ⇒ (17) + 2 = 19
Nor'scrik
|
"A pretty chest can contain pretty shiny treasures, but treasures are precious and people protect precious things, yes?"
With that the ratfolk goes over and looks over the chest. He looks at the hinges, the opening edge and even the floor near the chest while trying to make sure the chest is safe to open.
perception, trapfinding: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12 Oh Nor'scrik, stop getting distracted while looking for traps!
"I can't see anything bad." with that he checks to see if the chest is locked.
disable device: 1d20 + 11 ⇒ (14) + 11 = 25
| DoubleGold |
Steinfaust spots the trap on the chest and Nor'scrik disables it.
It contains 200 gold, a potion of darkvision and 2 potions of cure light wounds.
Steinfaust also notices that the chariot could be disassembled as it is worth money getting it out the door. unless someone has craft carpentry or profession driver, it ain' happen
He notices that the shield things are torch holders. The rest of you don't see nearly as much as he does as he notices ever detail down to the shade of color something is.
The only place to head from here is right to the Hall of Judgement or go back the way you came.
Haron Lightstep
|
Nice bit of gold there Nor'Scrik.
Haron takes a moment to admire the chariot. Walking around it appreciating the craftsmanship. Clearly this is a new device for him.
What fun it would be to shoot from the back of this thing.
Haron will follow the others out of the room.
Thundering Bull
|
"Boring room is boring..." Thundering Bull grumbles as he slowly makes his way to the next room. Rat have fun traps. Boy have fun cart. Thundering Bull want fun fighting.
Haron Lightstep
|
Right you are big man. Boring is boring as they say.
Heron doesn’t want for Thundering Bull to get to far away, he has a feeling he will need him as a shield.
Tell you what. You get bored and move on I will follow every time.
Triccio 'Trig' Petali
|
Spellcraft, in order: 1d20 + 5 ⇒ (6) + 5 = 11
Spellcraft: 1d20 + 5 ⇒ (16) + 5 = 21
Spellcraft: 1d20 + 5 ⇒ (8) + 5 = 13
"These potions are interesting, but I can only make out the middle one. It's cure light wounds. We should give it to someone else."
Nor'scrik
|
"Haron is right about gold. We should all share, yes?"
Nor'scrik counts out the gold and shares it in equal piles. He picks his pile up then realises how heavy a lot of money really is.
"Bull, hey Bull! Don't forget your share of shiny gold. You also help your carry my heavy gold, please?"
Haron Lightstep
|
Looking at the chest.
"If someone wants to carry it by all means but lets get a move on before our large friend leaves with out.
Moves to follow Thundering Bull knowing that carrying things is not his strong suit.
Silverback
|
Silverback attempts to ascertain the nature of the other potions and does have some success.
"We should save the division of our newly-acquired assets to the end," the ancient oracle agrees. "For now, we have many more rooms to explore."
spellcraft to ID: 1d20 + 8 ⇒ (8) + 8 = 16
spellcraft to ID: 1d20 + 8 ⇒ (19) + 8 = 27
Kroone
|
I will help carry it. Let's move, though. - says the Paladin, coming out of his silence and taking point again.
I don't usually post on weekends :) Sorry guys!
Triccio 'Trig' Petali
|
"The money can wait," Trig agrees. "But we should split the potions now. Having a cure potion in their pocket could save someone's life."
I think that will ID to other 2 potions. Let's give dark vision to a normally sighted heavy hitter. A CLW to Nor'scrik, and the other CLW to a 2nd liner who is not Trig.
Nor'scrik
|
Nor'scrik looks disappointed that he doesn't get to count out the gold.
"I can count it later then, yes? I like to count shiny coins and treasures."
I know sharing found gold makes no difference in PFS play, this is just a little character thing i was playing up.
Witht he treasure sharing decided the ratfolk follows the others to the next room.
| DoubleGold |
Okay, as you all move into the hall of Judgement, this hallway is 10 feet by 10 feet and leads into the Trophy room. 2 of you can be upfront, side by side.
Hall of Judgement.
Four funerary masks hang on one wall of this short hallway, staring down as if in judgement at anyone standing in the corridor. If you want to identify them, that would be a religion check, and you would have had time to do this right before this combat coming up. Not that it matters in PFS, but each mask is 75 GP
Trophy room. This room is 20 feet by 20 feet.
A table displaying a three-dimensional diorama occupies much of the north side of this room. Three shields with different designs are displayed upon a rack against the east wall, while various weapons hang from another rack along the south wall. Array around the room are five small chests and a clay urn.
As soon as two heroes enter the trophy room, some warrior like construct dolls animate. They are up against the left wall from the heroes perspective.
warrior doll init: 2 + 1d20 ⇒ 2 + (18) = 20 alright, roll init and if you go before them you can go. Some of you may have to get past your allies, but you all have enough movement to get into the room, and over to the right wall if you want.
Haron Lightstep
|
initiative: 1d20 + 6 ⇒ (2) + 6 = 8
Heads up fellows looks I don’t think they want a hug.
Silverback
|
Silverback moves more quickly than he should, as if he were responding to something a few seconds early. The ancient elf tries to identify the creatures, then draws a wand to bless the group.
+1 ATK...don't forget it!
initiative: 1d20 + 4 ⇒ (16) + 4 = 20 FYI, I always roll twice for initiative and keep either result from Temporal Celerity.
initiative: 1d20 + 4 ⇒ (5) + 4 = 9
knowledge arcana: 1d20 + 9 ⇒ (8) + 9 = 17 +1 if related to elves. Looking for 1)vulnerabilities 2)immunities 3) special abilities
knowledge local/planes/religion: 1d20 + 6 ⇒ (5) + 6 = 11
Nor'scrik
|
initiative: 1d20 + 4 ⇒ (15) + 4 = 19
Thundering Bull
|
Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Thundering Bull has just enough time to let out a defiant snarl as his foes close in on him.
Will there be a map for this combat?
| DoubleGold |
The enemies move up.
Triccio, you did Id the masks before the combat. They represent the gods Pharasma, Abadar, Sekhmet, and Osiris
Oracle identified the enemies.
Special abilities: Flammable: the object gains vulnerable to fire.
Strong: the object is unusually strong for its size, +4 to str
These are tiny sized creatures, you don't need a check to tell that.
The creatures have a hardness of 5 and are considered constructs.
okay so the creatures attack. I put the 2 tanks up front
contruct 1 slam: 3 + 1d20 ⇒ 3 + (18) = 21 slam 2: 3 + 1d20 ⇒ 3 + (2) = 5
contruct 2 slam: 3 + 1d20 ⇒ 3 + (6) = 9 slam 2: 3 + 1d20 ⇒ 3 + (19) = 22
contruct 3 slam: 3 + 1d20 ⇒ 3 + (3) = 6 slam 2: 3 + 1d20 ⇒ 3 + (6) = 9
Krone was hit twice. total dmg: 2d3 ⇒ (2, 3) = 5
alright, pcs are up
Haron Lightstep
|
Round 1 Initative 8
Haron makes a quick move to his right to get a clear shot and fires at point black shot.
These things don't look so tough.
Pistol To Hit: 1d20 + 6 ⇒ (14) + 6 = 20 vs. Touch [/ooc
Damage: 1d6 ⇒ 1
[ooc] 5ft Step, Fire, Reload
Triccio 'Trig' Petali
|
Trig readies his staff and begins a chorus of "King Charles and his Paladins".
Bardic Performance: An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
Kroone
|
Oh, you're not the one hurt, my friend! - says Kroone, smiling to Haron, but focused on fighting.
The Nagaji side steps, giving an opening to his allies and unleashes his greatsword against the enemy.
Versus Construct #1 - I assume Steinfaust got my previous spot when I moved out
Attack: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
Damage: 2d6 + 4 + 1 ⇒ (4, 6) + 4 + 1 = 15
| DoubleGold |
Krone swings his greatsword hard at the construct with a violent diagonal slashing motion, cutting through the head down to its waste.
Krone has killed construct 1
Steinfaust tries to hack at number 3, but misjudges the distance and the ?axe? lands just in front of the construct hittin the floor. Wasn't sure which weapon you were using?
Triccio sings a song to help out his allies.
Haron shoots a construct, but the bullet does not pierce its hard body. I don't remember how hardness works, but I think you do have to deal more damage than the hardness, and it has hardness 5
Thundering Bull and Nor'scrik is up
Haron Lightstep
|
You are correct.
Hardness:
Each object has hardness—a number that represents how well it resists damage. When an object is damaged, subtract its hardness from the damage. Only damage in excess of its hardness is deducted from the object's hit points