Thistle Voltare |
Not sure about you, but it seems like between the journal and talking to this guy we have enough about who they are an what they are doing. Perhaps there is some sort of bounty on the bandits back in the strictly lawful town... Maybe ask him what the gas does? I assume this is why we are wearing the masks... Maybe it is some sort of buff gas...
Caranthir Silverhand |
Caranthir moves to the cells they had passed and looks to see if he can find a key or other way to secure the cell doors.
DM Kludde |
Actually, the bandit already said something about the gas: it's a synesthesia gas. You can ask him what it means...
Caranthir does find keys to the locks of the two cell doors. It would be a straightforward exercise to lock up the three scouts there.
Caranthir Silverhand |
"Asuna, once you are finished gathering information from these fine young men, perhaps we should leave them in this waiting room while we finish exploring this level," he says while pointing to the cells.
"We can then escort them to the proper authorities when we are done here."
Asuna Kaneda |
"Oh don't worry about us deary. We are just passing through, exploring the tower and such. So what is that synesthesia gas that is hanging around and you have these masks for?" Asuna continues asking
diplomacy: 1d20 + 11 ⇒ (17) + 11 = 28
DM Kludde |
The gas confuses the senses. It makes you hear sights, feel sounds, smell touches. It is meant to repel intruders - anyone coming in is an easy target, driven mad slowly by the gas. Our masks protect us, as the nosepiece contains an antidote.
Asuna Kaneda |
"Ow that is a very nice idea. So what can you tell us about Klarkosh? And for that matter, tell us about this level. We are just exploring and it would be an awful shame if we stepped in a trap or missed a secret section. Could you tell us what we can expect further down here my dear?" Asuna says, while trying to charm the poor prisoner with her looks as well as her spell.
Think I got all I wanted from this guy, unless he has some secrets lying around.
DM Kludde |
There's another gas trap at the end of the hallway, but you should be fine if you wear the mask. Dar does all the dealings with Klarkosh, so I don't know what exactly the deal is.
Time to move on, this is all he knows. Where do you want to go?
Caranthir Silverhand |
Caranthir gestures toward the cells.
"Why don't you have your new friends wait in here for us. We want to make sure they don't get lost anywhere," he says as he jangles the keys.
Let's hit this door to the west before we explore those northern and eastern doors...
Thistle Voltare |
Assuming the group relays the information about the gas to the deaf one...
Thistle screws up his face in confusion at the revelation. He yanks the cloth off his face, which was obviously hindering the operation of the mask. He grimaces in frustration at the obvious gaffe, hoping he had now fixed the problem. Nodding to his companions, he is ready to move on.
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Bruce W. |
Bruce comes back and compares notes with what Asuna learned from one of the prisoners. "Given that this appears to be a bandit lair I would like to capture as many of them alive as possible to turn over to the Hell Knights." Bruce puts his short sword away and draws his sap. He will then move on to the next door inspecting for traps before opening.
Perception: 1d20 + 10 + 1d6 ⇒ (8) + 10 + (2) = 20
Caranthir Silverhand |
Caranthir follows along, eager to continue the exploration after the delay.
"Three prisoners so far..."
DM Kludde |
The door is unlocked, and opens to what appears to a large room with many beds. The double bunks and footlockers in the alcoves of this large room suggest it serves as a barracks. The walls are decorated with simple paintings and murals, which include sketches of building, temple, and ruin layouts with notations suggesting how to get past obstacles and traps. Two small privy chambers stand against the southern wall, and doors exit to the southeast and the northwest.
The room is empty. The footlockers contain only spare clothes, bedding, and a few small keepsakes of no real value.
Asuna Kaneda |
"Well I can cast that sleep spell 3 more times today. Let's see if we can use it to good effect, shall we?"
DM Kludde |
There's an exit on the north side of the barracks, and the the main corridor still has unexplored exits on the northeast: two single doors and a double door.
Bruce W. |
"I'd feel more comfortable clearing this hallway." Bruce goes back and checks the next door.
perception: 1d20 + 10 + 1d6 ⇒ (9) + 10 + (6) = 25
Fellgrim Cogmaester |
Fellgrim will move up with Bruce.
Caranthir Silverhand |
"Agreed, Bruce. Let us check all of these doorways before proceeding through the barracks," Caranthir says.
Thistle Voltare |
After helping to lock the prisoners into the cells, reaffirming the wisdom of the plan to turn them in to the hell knights, Thistle takes his customary place near Bruce as they search and open the next door.
Quick check on everyone's HP, please let me know if you are less than ideal... thats my job here :)
DM Kludde |
The next door in the hallway open to a kind of laboratory. The room is choked with tables stacked with stills and alembics, flasks, bubbling vats, and crockery. The eastern wall is fitted with stout wine racks filled with bottles of various sizes and shapes.
The contents of the rack are all labeled: they include 11 bottles of wine, five bottles of brandy, eight bottles of vinegar, 14 vials of synesthetic agent; eight vials of antidote for synesthetic agent, three vials of acid, four vials of Small centipede venom, three potions of cure light wounds, and two potions of bull's strength.
The ones labeled 'bull strength's' have their labels underlined.
Caranthir Silverhand |
"These potions should prove very useful," Caranthir says. "Anyone care for any in particular?"
perception: 1d20 + 5 ⇒ (10) + 5 = 15
Fellgrim Cogmaester |
"I wouldn't mind taking a vial of acid and a potion of bull's strength, maybe even a cure. We should probably take at least 1 synesthetic agent and 1 antidote for study as well. Of course ... we can't leave the brandy either :-)"
Thistle Voltare |
Looking through the find, Thistle holds one of the potions of bull's strength up in the air to indicate he would like to take one. He hands one to Jelani as well, leaving the last one up for grabs.
Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Underlined? Thats odd...
Thistle casts detect magic on the find, just to be sure, then shows the bottles to Asuna for a second opinion, noting the underlined title.
Spellcraft: 1d20 + 3 ⇒ (17) + 3 = 20
Guessing these might be "special" versions somehow, so trying to be cautious here.
Bruce W. |
perception: 1d20 + 10 + 1d6 ⇒ (16) + 10 + (1) = 27 "Hmmm it is odd that these are underlined." Bruce takes the remaining potions and holds it up to the light. Alchemy: 1d20 + 9 ⇒ (3) + 9 = 12
"Looks normal. Maybe it has a different magical aura." He casts detect magic from his wayfinder. Spellcraft: 1d20 + 9 + 1d6 ⇒ (1) + 9 + (1) = 11
"I am stumped."
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Caranthir Silverhand |
Caranthir looks at the potion, as well, but can't differentiate it from any other of its kind.
spellcraft: 1d20 + 9 ⇒ (5) + 9 = 14
perception: 1d20 + 5 ⇒ (3) + 5 = 8
Jelani |
"Thistle and Felgrim can have the strength potions. I'm strong enough already," Jelani says. "I've got a healing wand in my belt by the way if I ever go down, or we're desperate, I can share. In the meantime..." he continues snatching one of the bottles of wine. He pulls the cork from the bottle with his teeth, and gives it an appraising sniff. If it smells sufficiently better than vinegar, he'll take a couple long drags before waving it about. "Anyone want some?"
DM Kludde |
Bruce inspects the underlined potions. It doesn't quite look like bull's strength to him, perhaps the potions were mislabeled?
Fellgrim Cogmaester |
"Is something wrong with the potions Bruce?"
Fellgrim will also examine the strength potion to see if he can detect anything amiss.
Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Spellcraft: 1d20 + 6 ⇒ (2) + 6 = 8
Craft (Alchemy): 1d20 + 6 ⇒ (17) + 6 = 23
Asuna Kaneda |
spellcraft: 1d20 + 7 ⇒ (13) + 7 = 20
"Well it isn't bull strength... maybe they mislabeled it on purpose as a trap?" Asuna suggests.
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Caranthir Silverhand |
Caranthir looks at the potions with a critical eye.
"Mislabeling the potions seems much more likely to result in friendly fire than to lure Pathfinders who, in an unlikely event, happen to invade their lair and drink the potions. Regardless, perhaps we should simply not utilize them until we know for sure what they do. For now, let's continue forward and try the next set of double doors."
DM Kludde |
Fellgrim inspects the 'mislabeled' potions, and finds out they are, in fact, strong poisons rather than beneficial concoctions.
Caranthir Silverhand |
"It is good we did not imbibe of these poisons," Caranthir says in response to Fellgrim. "Good catch. Still, let us proceed to the next room," he says as he points toward the double doors.
Bruce W. |
"Good eye Fellgrim." Bruce says before moving on to the next door.
Perception: 1d20 + 10 + 1d6 ⇒ (5) + 10 + (1) = 16
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DM Kludde |
This room is full of small cages containing rabbits, mice, rats, cats, and dogs. The din is deafening, and the room smells strongly of animal waste.
There's a man here, tending to a kind of metallic snake. As the adventurers open the door he jumps up to defend himself.
Init, Thistle : 1d20 + 0 ⇒ (16) + 0 = 16
Init, Bruce W: 1d20 + 2 ⇒ (14) + 2 = 16
Init, Asuna: 1d20 + 2 ⇒ (14) + 2 = 16
Init, Jelani: 1d20 + 5 ⇒ (9) + 5 = 14
Init, Carathir: 1d20 + 7 ⇒ (17) + 7 = 24
Init, Fellgrim: 1d20 + 3 ⇒ (19) + 3 = 22
Init, Jaris: 1d20 + 6 ⇒ (16) + 6 = 22
Init, Snake: 1d20 + 2 ⇒ (17) + 2 = 19
---
Caranthir
Fellgrim
---
Jaris
Snake
---
Thistle
Bruce
Asuna
Jelani
---
Caranthir Silverhand |
Caranthir steps into the doorway and launches a pair of arrows at the man, hoping to take him out before he can react.
both of these shots vs. flat-footed AC...
Attack rapid fire: 1d20 + 7 ⇒ (7) + 7 = 14 for damage: 1d8 + 2 ⇒ (3) + 2 = 5
Attack rapid fire: 1d20 + 7 ⇒ (5) + 7 = 12 for damage: 1d8 + 2 ⇒ (1) + 2 = 3
Fellgrim Cogmaester |
Round 1 Initiative 22
Fellgrim quickly moves forward with Caranthir and tosses a precise bomb at the man.
Bomb: 1d20 + 7 ⇒ (12) + 7 = 19Fire: 1d6 + 2 ⇒ (5) + 2 = 7 and Splash DC13: 3 = 3
DM Kludde |
Reflex: 1d20 + 2 ⇒ (11) + 2 = 13
Caranthir rapidly fires off two arrows, one of which plinks harmlessly off the rogue's armour, while the other drives deep into the flesh. The effect can briefly be glimpsed before a loud explosion throws the man backward.
The rogue moves to the other end of the room, and casts a colourful spell
Color spray, Bruce and caranthir make a DC 14 will save
Bite, Caranthir: 1d20 + 3 ⇒ (5) + 3 = 8
---
Thistle
Bruce
Asuna
Jelani
Caranthir
Fellgrim
---
Jaris (12)
Snake (1)
---
Asuna Kaneda |
Asuna casts a daze spell on the man and orders Kirito to attack the snake thing.
bite: 1d20 + 5 ⇒ (6) + 5 = 11
dmg: 1d6 + 6 ⇒ (4) + 6 = 10
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Fellgrim Cogmaester |
Round 2 Initiative 22 (Delayed?)
As Kirito moves in to attack the mechanical snake, Fellgrim will fire his crossbow at the Rogue ...
Giving the Rogue Soft Cover from Bruce and Caranthir
Light Crossbow: 1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 16 for Piercing: 1d6 + 1 ⇒ (4) + 1 = 5
Bruce W. |
Knowledge Arcana on the snake: 1d20 + 9 + 1d6 ⇒ (19) + 9 + (6) = 34
Will: 1d20 + 3 ⇒ (8) + 3 = 11
"Watch out that's a...." Bruce is only able to get half a sentence out before the effects of the rogue's spell hit him.
DM Kludde |
Bruce is blinded and stunned for: 1d4 ⇒ 2 rounds.
Asuna flings a spell at the man as Kirito snaps, but hits only air.
Will: 1d20 + 3 ⇒ (2) + 3 = 5
Fellgrim manages to land a bolt in the rogue, who seems to be distracted by Asuna's cantrip.
It's an iron cobra, a small construct. Since you can ask for more properties than it actually has, just go ahead and read the monster description
---
Thistle
Bruce - Blinded, Stunned
Asuna
Jelani
Caranthir
Fellgrim
---
Jaris (17) - Dazed
Snake (1)
---
Thistle Voltare |
Thistle steps forward, shaking his head and hissing, slowly and rhythmically, bobbing and weaving his head back and forth as he stares deeply into the eyes of the rogue.
"Droooop your weaponsssssssss, call off your ssssserpent" he commands.
Using my ability, Hypnotic Gaze which casts hypnotism for 1 round. DC 15 Will save, affects up to 2d4 ⇒ (1, 2) = 3 HD of creatures. If he complies, hopefully the rest of the group can tie him up. Could potentially affect both rogue and snake.
DM Kludde |
Will, in combat: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
The rogue just stares blankly at Thistle, though the snake seems to be unaffected.
---
Thistle
Bruce - Blinded, Stunned
Asuna
Jelani
Caranthir
Fellgrim
---
Jaris (17) - Dazed, Fascinated
Snake (1)
---
Jelani |
Jelani moves into the next chamber. He sees the rogue occupied by Thistle, so he heads for the snake. The mwangi warrior swings his earth breaker at the metal monster.
Move on red line.
Attack (Power Attack, Furious Focus): 1d20 + 10 ⇒ (15) + 10 = 252d6 + 14 ⇒ (5, 4) + 14 = 23
Caranthir Silverhand |
Caranthir aims his next shots at whatever is not yet dead.
Attack rapid fire: 1d20 + 7 ⇒ (9) + 7 = 16 for damage: 1d8 + 2 ⇒ (1) + 2 = 3
Attack rapid fire: 1d20 + 7 ⇒ (2) + 7 = 9 for damage: 1d8 + 2 ⇒ (6) + 2 = 8
DM Kludde |
Jelani's earth breaker crashes onto the snale, leaving only a corpse of flattened metal
I'm calling combat over, with the rogue hypnotized