Nor'scrik |
I've already completed Iron Gods book 1 for PFS credit so i'm locked out of playing that, otherwise i'd certainly play it again as i enjoyed it. I've not done anything with the character who got the Iron Gods credit though so maybe i can get a couple more XP on him and get him ready for when this group finishes that book.
Thundering Bull |
Thundering Bull stomps into the bar. "THRISTY. MEAD NOW," he roars. Announcement complete, he makes his way to the bar and slams his bucket down. Drink in hand, he begins to gorge himself to recover from the long trip.
Haron Lightstep |
I believe this run will bring Haron to lvl 2 so that is good. I am not going to worry to much about equipment at this point, honestly Iron Gods will give a pistol user some cool options anyway.
I am trying to keep up from FLA but may have missed a detail. Does the section we did produce a PFS log sheet?
DoubleGold |
No PFS log sheet yet, you have to complete both dungeon, the sanctioned portion of book 1 to get your chronicle
Okay, heroes celebrate and talk to other heroic groups. And spend the night at the end. The next morning, heroes prepare before they head out to the next dungeon. You had a long rest and are fully healed, if the healer doesn't heal you, it is assumed another healer in town does. Anyone want to buy anything before heading into the next dungeon?
Nor'scrik |
Nor'scrik finds the local temple to Pharasma and buys himself a couple of healing potions. He also heads to a general goods store to buy a couple of vials of acid.
"I make sure to not mix these up in a fight. Special healy liquid different colour than melty acid, seee!" he holds them up so everyone can see how different they are.
"Nor'scrik ready to go now. Will next place be full of traps too? I cleaned up tools and oiled them just in case."
Chop Meat |
While everyone wakes up ready to go, Thundering Bull wakes up a changed man. Having had the most obscene bender this side of the Inner Sea, he has found himself weakened and in such a state that he can't even remember his own name properly. He half falls, half rolls down the stairs and announces his presence.
"THUNDERING BULLETTE HUNGRY. FOOD NOW." He sits down for a big breakfast, stocks his bucket and meets up with the party. He is as ready as he is ever going to be!
Kroone |
So, just double-checking: there are some gold coins that we received but we can't use for anything permanent, right? They'd be "lost" after the AP because of a cap or something? If there are coins that I can't use for anything to keep after we finish here, then I'd like to spend them on cure potions as well
DoubleGold |
You completed half the scenario, and you get 1195 gold for the adventure, so you can spend about half the gold of 1195 (for permanent items or consumables, you get more gold in the second dungeon) if you run out of the the gold you came here with. So if you have 5 gold on hand (what you started with) and you spend 500 now (how much you get at the end of dungeon 1) you will gain 1195 gold for the adventure but have spent 500 and end up with 700 remaining gold at then end of the adventure.
Part 2: The House of Pentheru.
You pick up the detail from the priests at the Grand Mausoleum. The second site is a walled, two story mansion with surrounding grounds, with the Pharasmins believe belonged to some minor nobility of the city.
Outer Gate: Sandstone walls ten feet high enclose this estate, affording those who once lived inside some privacy. A two-story stone house is visible beyond the walls, adjoining the rear wall of the property. In the center of the estate's southern walls stands a pair of tarnished bronze gates hanging partially open. A pair of statues flanks the gate. Dusty hieroglyphics are carved into the wall at eye level to the left of the gate. Perception checks, or stand there for 2 minutes and take 20 if you want. You need the Ancient Osirian language to read the hieroglyphics.
Nor'scrik |
"ooh funny squigly picture writing again."]
perception: 1d20 + 7 ⇒ (1) + 7 = 8 Oh...
Haron Lightstep |
"Well more things I can't read it seems. May as well have a look anyway."
Perception: 1d20 + 9 ⇒ (20) + 9 = 29
Boo-Ya!! Old Haron is useful today!
Silverback |
"It seems to me this country was not always as hot as it is now," Silverback observes.
"Well, what are we waiting for? Let's go in, younglings!"
perception aid: 1d20 + 5 ⇒ (3) + 5 = 8
Haron Lightstep |
After explaining what he heard Haron shrugs.
"As normal I don't think shooting something will help much. Desna help us."
Desna, I have followed your teachings. A little help here.
Nor'scrik |
"Fix.. that's not normally what i do with these tools, but i'll try. I think i have a little oil with tools too to stop it going squeak."
disable device: 1d20 + 11 ⇒ (10) + 11 = 21
Kroone |
Can we aid on DD even without the skill being trained, and without the ability to disable magic traps? Not sure this is a magical device anyway, just asking out of curiosity.
Kroone tries to help the ratfolk to the best of his skills. He's agile, but not trained on this kind of activity at all.
Disable Device (Aid Another): 1d20 + 3 ⇒ (15) + 3 = 18
Haron Lightstep |
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Watching TB smack the gate Haron laughs quietly to himself and squats down, gun in hand, waiting to see what happens next.
This is quite the group. A mouse and a bull seem to do most of the work.
Nor'scrik |
"Oh that hinge at the bottom is still not working."
disable device: 1d20 + 11 + 2 + 2 + 2 ⇒ (19) + 11 + 2 + 2 + 2 = 36
"Thank you for holding the gate still everyone"
Silverback |
Silverback looks on as the ratling disables the trap with ease.
"You almost handle those tools with the skill of an elf!" he says. "And that is the highest complement I can give!"
Silverback |
Yes, affecting me, too.
Silverback casts bless on the group from his wand, then takes a position at the rear.
"Time will tell what lies beyond the portal," he muses.
Haron Lightstep |
Had the same problem. Wondered why there were no posts.
Nor'scrik |
I'm glad you mentioned that GM as i use that feature as a trigger to read posts. I'll just check 'manually' for now until it's fixed.
Nor'scrik sneakily takes a peek around the gate to see what lies inside.
stealth: 1d20 + 12 ⇒ (1) + 12 = 13 maybe the gate is still squeaking, or maybe that's Nor'scrik...
Just a little look, not fully going around the corner.
DoubleGold |
Almost forgot, the hieroglyphs are figures of Pentheru the Elder and Pentheru the Younger.
Kroone goes in first easily getting the door open.
B2: Outer Courtyard
Dust and sand cover the ground of this small courtyard. To the east and west stand pairs of columns, once brightly painted and now bleached from the sun, which support stone archways leading to the other section of the property. Tarnished bronze gates hang open under both arches. To the north, a small flight of steps leads up to a pair of ornate doors in the south wall of the house between another set of columns.
New map is up
Kroone |
Kroone describes what he sees, and immediately after inquires his companions.
Should we start with that door all the way to the East, further from the stairs?
As he questions, he prepares to turn right across the column towards the door - but stopping around 10-15 feet before that as to have Nor'scrik do his trapfinding thing.
Haron Lightstep |
"Sounds like as good a place to start as any Kroone."
Why do I want to call him snake guy all the sudden.
DoubleGold |
Map is updated
A spacious yard fills the compound east of the house. To the east, several small stone outbuildings have been built right into the compounds outer wall. A well stands between two of these outbuildings, opposite a stone table and benches that sit in the shadow of the house. To the west, two sets of steps, both flanked by columns, led up to the doors into the main house. To the northwest, an open doorway leads into an extension of the house, next to a small structure with a doomed roof.
Silverback |
"This place must have been lovely at one time," Silverback observes.
He points to the door just ahead of them. "My competent ratfolk friend...would you do the honors?"
Nor'scrik |
Old pointy-ears man called me competent!
Nor'scrik moves in front as quietly as he can as heads for the door with a smile on his ratty face.
stealth: 1d20 + 12 ⇒ (1) + 12 = 13
He checks over the big doors to see what secrets they hold.
perception, trapfinding: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Thundering Bull |
Thundering Bull follows his favorite ratman, keeping about 10ft between them. Seeing Nor'scrik try to move quietly, he attempts to emulate.
Stealth: 1d20 - 6 ⇒ (20) - 6 = 14 XD
Despite his bulky armor, he somehow manages to outperform his furry friend! Hmmm... Thundering Bull rogue now. With this new development, he closes the gap and prods Nor'scrik in the shoulder with a meaty finger. "Am rogue. Thundering Bull find trap."
Perception: 1d20 + 2 ⇒ (8) + 2 = 10