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"Let's tie him down and remove any dangerous items from him. It appears he can casts spells. Better tie his hands and gag him while we are at it."
-Posted with Wayfinder

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"I can knock him out," Jelani offers, hefting his hammer. Now that he's standing still it shouldn't be too hard. He saunters over to the hypnotized man, in case the KO is needed.

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Bruce eventually regains his senses. "Did we win?" Curious about the iron cobra he checks to see if it was filled with any poisons.

DM Kludde |

The rogue is tied up and locked up in another cell. Among his equipment were three doses of poison and a masterwork short sword.

DM Kludde |

The doors open to the next section of the corridors. A large natural cave has been widened by excavation. Masonry walls enclose structures within the cave, including what looks like a temple to the north and a crypt to the west. In the eastern end, a low stone wall encloses a large pool of water.

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So many rooms in here... I wonder if this is the tunnel the journal spoke of, where these bandits moved in and out of this spire.
Thistle re-adjusts his mask, now paranoid he still might not have it set right. He moves forward into the room, and takes his time inspecting the pool of water as his companions move in.
Take 20 Perception (hopefully thats not getting boring or annoying...): 20 + 7 = 27
Happy thanksgiving everyone! (belated) Hope you all had a great holiday.

DM Kludde |

The body of water looks like a natural spring, and there is clear evidence of this being used as a water supply for the bandits here. The water is clean and pure.

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Fellgrim follows Bruce and Caranthir further into the cavern.

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Thistle nods to Bruce, pointing out the several doors in this rough hewn area, indicating the single door right in front of them. If they hadn't alerted every bandit in this level to their presence by now, it seemed likely they wouldn't. He considers for a moment filling his waterskin, but remembering the false labels and other things in this area, decides against it. Besides, he can just create his own water.
As much as he didn't like the Hell Knights, there was a certain sense of satisfaction to knowing they were bringing several of these rogues to justice, however cruel that justice was in this area.
His normal look of grim resolution turns into a little smile as he reflects on the current effectiveness of this group, watching Bruce go about his work.

DM Kludde |

Caranthir take his time exploring the hallway, but finds nothing out of the ordinary, and exposes no traps.

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Bruce moves toward the door indicated by Thistle and inspects it for traps.
Perception: 1d20 + 10 + 1d6 ⇒ (1) + 10 + (1) = 12
If it looks good he will open it.
Snake eyes.

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"May I take a look too Bruce?"
Perception: 1d20 + 8 ⇒ (15) + 8 = 23

DM Kludde |

Neither Fellgrim nor Bruce find any traps, and the door open to something of a private room. A finely woven rug with a subtle tan and moorit pattern covers the floor of this bedroom. A garderobe enclosed by a wall is in the northeast corner, and to the west of it stands a large wardrobe.
The wardrobe is locked with a combination lock.

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Asuna follows the others in the tunnels.
"Hmm perhaps the guy we knocked out knows something about that combination if it is too much for you Brucy?" Asuna teases.

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"If Bruce can't open it, it is highly unlikely any of these pawns will know the combination," Caranthir muses. "Though I highly suspect Bruce is up to opening the lock."

DM Kludde |

Bruce tries a simple combination, and then proceeds to open the lock by trying all combinations in rapid succession. Inside the wardrobe is a chest containing 450 gp, 1,250 sp, a pouch of six onyx pieces worth 50 gp each, and a Spire transport token.

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Thistle looks at the goods uncovered by Bruce's persistence. He pats the man on the back with his scaly hand, then screws his face up in slight confusion.
What is a Spire transport token?
He points at the token, shrugging his shoulders.
Any reference to this that we have seen anywhere? I suppose we could ask one of the prisoners, or just wait and ask the next person we capture...

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It can teleport us quickly out of the tower according to the chronicles.

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"Well done, Bruce. I suspect there aren't many locks that could keep you out," Caranthir says as he prepares to continue their explorations.
"Let's try these other double doors," Caranthir suggests. Right where we're standing...

DM Kludde |

The double doors open to a spacious room. Rows of pews and a stone altar on a low dais show that this room is a shrine. A large statue of a mysterious, hooded figure stands solemn vigil at the east end. Paintings on the walls depict a gray- hooded man in a variety of exploits and triumphs, culminating in his ascension to godhood, when he begins aiding lesser thieves.
There's a woman in the room, clearly interrupted in a ritual of sort, along with two of the bandits wearing red robes and face masks. The woman looks up and says halt! Who goes there!

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"Tarrin right? Yeah Phenogian hired us. Said he needed some more materials for the gas he couldn't get his hands on. He said to come to you for payment actually. He's happy with the amount we gave him. Should last him another couple of months for sure." Asuna says from behind her mask.
bluff: 1d20 + 20 ⇒ (12) + 20 = 32
She does a fake cough and whispers to the others
"Advance and suprise em"
"Cough cough, ugh that stuff itches my throat. Do you really need to have all that gas? It's not like anyone will come in here. But hey, a job is a job." She continues against the woman.
That mask of stony demeanor is kinda silly on how easy it is to get high bluffs.

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Fellgrim enters the room as Caranthir and Asuna begin speaking. As he walks, he seems to be juggling various alchemical components trying to look like he is analyzing the atmosphere.

DM Kludde |

I said halt!
Seeing Jelani advance, the scouts start drawing their swords, and the woman takes a defensive stance. She casts a spell, and a brief pandemonium engulfs Caranthir, Asuna and Fellgrim
Damage, Sound Burst: 1d8 ⇒ 1
DC 15 Fort or be stunned
Init, Thistle : 1d20 + 0 ⇒ (3) + 0 = 3
Init, Bruce W: 1d20 + 2 ⇒ (18) + 2 = 20
Init, Asuna: 1d20 + 2 ⇒ (19) + 2 = 21
Init, Jelani: 1d20 + 5 ⇒ (10) + 5 = 15
Init, Carathir: 1d20 + 7 ⇒ (11) + 7 = 18
Init, Fellgrim: 1d20 + 3 ⇒ (16) + 3 = 19
Init, Dars: 1d20 + 6 ⇒ (17) + 6 = 23
Init, Scouts: 1d20 + 3 ⇒ (17) + 3 = 20
---
Asuna
---
Scout
Scout
---
Bruce
Fellgrim
Caranthir
Jelani
Thistle
---
Dars
---

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fort: 1d20 + 3 ⇒ (12) + 3 = 15
Phew
"Wow lady, that's not very friendly is it! Here have some of your own medicine!" Asuna says as she casts a sleep spell centered on the woman, hitting everyone.
"Kirito, attack any who remain standing."
The dinosaur roars and rushes in, attack any who is still standing from the magics his master used.
bite: 1d20 + 5 ⇒ (9) + 5 = 14
dmg: 1d6 + 6 ⇒ (3) + 6 = 9

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In that case Kirito will advance on silly caster lady ;)

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fort save: 1d20 + 4 ⇒ (16) + 4 = 20
Caranthir shrugs off the spell, though his ears ring as he moves to battle.
He decides to return the favor, and a vivid cone of swirling colors erupt from his hand, striking the woman and one of the bandit lackeys head-on.
cast color spray, DC 14 Will, should easily hit her and the bandit to the north of her.

DM Kludde |

Kirito advances on Tarrin Dars, and the teeth of the dinosaur make a scratching sound as they hit the armour of the bandit leader.
The scouts react by flanking Kirito, and attacking the saurian with their swords.
Short sword, Kirito: 1d20 + 3 ⇒ (12) + 3 = 15
Short sword, Kirito, Flank: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
Caranthir unleashes his spell on the bandits. One of the bandits drops to the floor, out cold.
(CS)
Will: 1d20 + 0 ⇒ (5) + 0 = 5
Will: 1d20 + 0 ⇒ (14) + 0 = 14
(Sleep)
Will: 1d20 + 0 ⇒ (10) + 0 = 10
Will: 1d20 + 0 ⇒ (9) + 0 = 9
Will: 1d20 + 6 ⇒ (5) + 6 = 11
---
Bruce
Fellgrim
Caranthir
Jelani
Thistle
Asuna
---
Sleep spell activates
---
Scout
Scout
Dars
---

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"It was a boring conversation anyway." Bruce moves along the south side of the room and pulling from his inner strength attempts to strike one of the scouts with his sap.
Melee: 1d20 + 3 + 1d6 ⇒ (18) + 3 + (6) = 27
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Used 2 points of inspiration to add a d6 to my attack roll.

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Round 1 HP 13/14 Point-Blank, Precise Bomb, Into Melee
Fortitude DC 15: 1d20 + 3 ⇒ (17) + 3 = 20
Fellgrim moves in and tosses a bomb at the caster ...
Bomb: 1d20 + 6 + 1 - 4 ⇒ (2) + 6 + 1 - 4 = 5 for Fire: 1d6 + 2 ⇒ (6) + 2 = 8
Misdirection: 1d8 ⇒ 3 for 5 ft. and Splash DC 13: 3 = 3 Excluding Kirito and splashing all 3 opponents

DM Kludde |

Actually, it lands one range increment (10 feet in this case) away from your target. The bomb doesn't hit anyone...
Bruce sneaks up and whacks a scout over the head.
---
Bruce
Fellgrim
Caranthir
Jelani
Thistle
Asuna
---
Sleep spell activates
---
Scout - Blue
Scout (3) - Red
Tarrin Dars - Green
---

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Shoot ... I thought I had the rule down. So the caster is within 20 ft, which is Fellgrim's range increment; at 1 square per increment, that should be a square adjacent to the caster right?

DM Kludde |

{ooc]I never read the rules that way, and I see what you mean. Some googling got me this, which seems to favour your interpretation of the rules (the explanations offered get pretty clear towards the end, if you ignore the flamey bits). I therefore formally apologise, and I'll adjust. Kirito still gets hit, though![/ooc]
Fellgrim's bomb lands off-target, and explodes in the midst of the frantic melee with kirito (Actually one square west), burning all around the dinosaur.
RFX: 1d20 + 5 ⇒ (17) + 5 = 22
RFX: 1d20 + 5 ⇒ (13) + 5 = 18
RFX: 1d20 + 6 ⇒ (15) + 6 = 21
---
Bruce
Fellgrim
Caranthir
Jelani
Thistle
Asuna
---
Sleep spell activates
---
Scout (1)- Blue
Scout (4) - Red
Tarrin Dars (1) - Green
---

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is that a reflex for Kirito or should I roll that? I believe Kirito get's one since the bomb lands in the square, not on him.reflex: 1d20 + 6 ⇒ (8) + 6 = 14

DM Kludde |

They were reflex saves for the two bandits and Dars. Kirito made his save (with your roll of 14), so he takes 1 point of splash damage

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Jelani shrugs, and with a roar enters his battle rage. His veins and muscles swell as his body fills with fury. He whips Chain Breaker from his back with blinding speed, and immediately swings it at one of the bandits next to him. "I WILL WEAR YOUR FACE!" he screams maniacally.
I don't know which one is asleep, attack whichever one isn't.
Attack (Rage, Power Attack, Furious Focus): 1d20 + 12 ⇒ (13) + 12 = 252d6 + 19 ⇒ (3, 3) + 19 = 25

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Thistle walks into the room, holding himself ready, but stoic, having gotten used to the groups tactics of attempting parlay with their enemies. It was clear this one did not fare as well as others. As the flurry of activity begins, Thistle calmly points his finger at a red scout, and wills him to run away. His nostrils flare as his stoic face turns into a scowl, promising pain and death.
Cast Command, commanding him to flee. DC 15 Will save or he takes his full turn to run away, provoking attacks of opportunity as normal. (detailed in the spell I linked in case there were questions)
Jelani - none of them are asleep yet, the spell hasn't gone off. Presumably you destroy one of them on your turn, and the other one would need to make the will save, or run away and likely provoke an AoO from you, Kirito, and either Bruce or Caranthir.

DM Kludde |

One of the bandits is unconscious, so I'll assume that Jelani attacks the conscious one. Which means that thistle probably cast the command spell based on wrong info.
In a rage, Jelani splatters the one scout all over the place. The other scout is unconscious, as just as Jelani has taken apart his foe, the bandit leader falls asleep.
I'm calling combat over, since both enemies are out.

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"That's how you use spells you stupid b**ch" Asuna says and sticks her tongue out.
"Let's remove any gear they have and tie her up properly. This one casts spells so we should gag her."
I don't think interviewing them has any benefit so let's just loot everything!

DM Kludde |

The leader has a magical shirt and rapier, a light crossbow, a holy symbol and a potion labeled 'invisibility' (not underlined).

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*joink* and Asuna casts detect magic on the shirt and rapier.
spellcraft: 1d20 + 7 ⇒ (19) + 7 = 26
whats the diety of the holy symbol?