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This guys is a transmuter. He's been learning and experimenting on the animals. Kohi knows a bunch about Norgerber, but this guy's not much for divinity. You get the sense, however, that this group (the Splinters) is more about thieves and murder.
Knowledge Local tells you that the Splinters are an up-and-coming guild of thieves and assassins. By questioning him, Kohi finds out that a bunch of the Splinters are failed Hellknights.

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Kohi frowns. "You failed at being Hellknights so you all went as far to the opposite as you could? Not that they're a pleasant bunch, either, but..." She shakes her head and looks to the party. "We don't really have time for this discussion, do we? Does anyone have a way to keep our new friend secure while we finish our exploration? I don't want to hurt him, but we can't have him wandering around behind us, either."

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Yes, you can totally tie him up / disable him. I am revealing the rest of the map based on what your captive tells you.
C14: 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.
C15: This secret room is filled, floor to ceiling, with shelves and pigeonholes. The air holds the dusty aroma of ancient parchment.
C16: 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. Tarrin is likely to be in here.
C17: A low tunnel exits the northern end of the excavated cavern, heading off into darkness. A cool breeze faintly stirs in its entrance.
C18: An ancient stone door opens into a dusty old crypt. Five stone sepulchers sit in the chamber's northern and center portions. Each is carved with an effigy of a masked man or woman. To the south, one large sepulcher lies, its lid secured with iron bands.
C19: One wall of this chamber is fitted with arrow slits, looking south toward a large room with a distinctive green glow. A barred wooden door leads to the room beyond the arrow slits.

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Desh does a thorough search of the man (taking 20 on Perception for a 28), making sure to remove any keys, lock picks, weapons, doodads, toothpicks, or basically any tool of any kind. After tying the man's hands behind his back, he puts him in one of the cages ... making sure to jimmy the lock shut when it's closed.
Disable Device: 1d20 + 11 ⇒ (6) + 11 = 17
I say we swing through C10 > C19 for good measure first, being our best to be Stealthy/paranoid as we do so. Then head through C13 to C18.
Though there's not much reason behind the move towards C18 second. So I'm open better ideas.
Along the way, Desh will scout as usual, taking 10 on Stealth and Perception.

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You won't find anything till you hit C14. Go through the rooms in numerical order?
C14: 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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"Desh, I'd like to go to the room with the scrolls, via the secret door, then prepare to deal with Tarrin via the next secret door," says the elf, clearly a little excited about the prospect of finding new spells.

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I actually intended to move clockwise and end at C14 n order to keep less unexplored spaces at our backs at any given time (since Desh has been locking doors behind us as we go).
But I'm happy to go with C14 if everyone else is.
Desh gives Kay a chance to scan the room (and specifically the wardrobe) for magics before he searches it for traps and tries to open the lock.
Perception: 1d20 + 8 ⇒ (19) + 8 = 27; +1 vs traps
Disable Device: 1d20 + 11 ⇒ (20) + 11 = 31

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"Tight quarters, for all of us. Perhaps once we've investigated these scrolls, we should spread out to cover all exits?"
Flyn takes this time to switch to his greatsword.

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Garrett mentions that he wouldn't mind having one of the tokens. He follows behind the group, working on the wording for his next epic. "I would prefer to be paired with one of our fighters if we spread out. I'm not much of a fighter alone."

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Kohi tags along, glancing behind to make sure their prisoner is...well, not comfortable, but not in too much discomfort either. "He seemed at least a bit repentant, and he didn't actually hurt anyone, did he?"
As Garrett and Flyn mention splitting up, she pauses and shifts her longspear's weight from one shoulder to the other. "We'e never done that before. My only concern is that if we separate, one of our parties could run into this Tarrin and be killed, and then the other would have to either get out alive or fight Tarrin by themselves as well. It's safer to travel together, and we don't have to make sure everyone here is dealt with, just explore it, right?"

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Desh locked the caster in the open animal cage (in this post). Did he get out?
And Desh's 31 Disable Device didn't get it open?! O.o

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Desh locked the caster in the open animal cage (in this post). Did he get out?
And Desh's 31 Disable Device didn't get it open?! O.o
No, he didn't get out. I was just (trying to) joke around. :-)
My bad; I misread your disable device. The DC was 30. You open it and find a locked chest. You open that and find the token. You also find: 450 gp, 1,250 sp, and a pouch of six onyx pieces worth 50 gp each.
Where to from here?

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"As Garrett and Flyn mention splitting up, she pauses and shifts her longspear's weight from one shoulder to the other. "We'e never done that before. My only concern is that if we separate... It's safer to travel together, and we don't have to make sure everyone here is dealt with, just explore it, right?"
For the record, I'm not suggesting we split up, so much as spread out. It will be difficult for us all to squeeze through that secret chamber and come out the same single door. We know that room has multiple entrances... I'd prefer surrounding whoever might be in there, to mushing up in a group and maybe getting the whole group zapped again.
"That nearly got us killed, just now. I don't fancy squeezing us all through small space, to go after a priest who worships the god of thieves and assassins. Best case, he escapes; maybe goes for reinforcements. Worst case - we don't even make it through the door before he casts some mumbo jumbo on us all."
Also, can everyone update their position? I thought we were all still at c12.

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@ Engleaktig: Gotcha ... always the chance for confusion with the humors in the spoken word space. :)
@ Flyndal: Ah. I mistook your suggestion.
Also, Engleaktig, you revealed the secret space in C15 both on the map and through written text. Did the transmuter tell us about it? Or do our characters still not know about it?
As the team (quietly) discusses their next step, Desh spends some time searching the room he’s in … looking for anything useful. (or hidden doorways, if we don’t already know about it.)
Taking 10 on Perception/Stealth

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Kay detects magic into the scroll room, hoping hoping hoping for ARCANE SCROLLS (without Explosive Runes)
Oh my word, I just realized I'm a grumpy elven caster. ...at least I don't have a raven familiar...
"Flyn, a fair point, but surprise is important in taking this Tarrin down. Something to silence or bind her is best. You know how sneaky casters are," says the elf with a grin.

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Why don't you have a raven familiar?
"Why don't we see about that, um, bedroom and then the little library he told us about? If we could use that hidden passage, we might be able to get Desh and Flyn into the room on opposite sides from Tarrin. Kay could follow Desh while the rest of us go with Flyn, or something. Just a thought, if we're planning on attacking from different sides."

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Desh shrugs, then points Flyndal towards the western door while he leads the others towards the double doors.
Simple appraoch? Flyn and Desh quietly open the doors at the same time,then we respond to whatever ambush or trickery is awaiting for us?
If so, Take 10 on Stealth/Perception, as usual.

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Uh.. is one of us taking the other door? That's what I was going to do...

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gahgh, what happened to looking at the secret room? Oh well...
I thought you already had?
Flyn rushes into the room, moving around the three figures in a wide arc.
Move to open door;
Move into room

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Kohi steps into the room through the now-open door, holding her spear in one hand and holy symbol in the other. She raises it above her head, shouting a chant in Celestial.
Casting Hold Person DC 14 Will on the one the pink line is pointing to. I know it'd be more impactful to hit the leader, but I think if it's a cleric, its will save is likely to be too high.

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Garrett enters the room with Desh and quickly casts a spell directed at the nearest enemy. "Laugh, fool, laugh!"
Hideous Laughter on enemy right next to the C16. Will Save DC 14.

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Nice, Kay!!! :D I'm sure you'll have a blast at the recording.
Will Save vs Hold Person: 1d20 ⇒ 15
Will Save vs Hideous Laughter: 1d20 ⇒ 18
The minions save against Kohi and Garrett.
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Reflex vs Grease: 1d20 + 6 ⇒ (16) + 6 = 22
Reflex vs Grease: 1d20 + 5 ⇒ (5) + 5 = 10
Reflex vs Grease: 1d20 + 5 ⇒ (17) + 5 = 22
One of the enemies falls in the grease.
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Acrobatics: 1d20 + 7 ⇒ (6) + 7 = 13
Acrobatics: 1d20 + 5 ⇒ (7) + 5 = 12
Tarrin and one of her minions step out of the grease.
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"Turnabout is fair play," Tarrin says as she casts Hold Person on Kay.
Will Save vs Hold Person: 1d20 + 4 ⇒ (5) + 4 = 9
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The prone scout throws a dagger at Flyn and misses.
1d20 + 3 ⇒ (6) + 3 = 9
Kohi takes an AoO and misses.
1d20 + 3 ⇒ (4) + 3 = 7
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The other scout swings a shortsword at Desh and draws a little blood.
1d20 + 3 ⇒ (16) + 3 = 19, Damage: 1d6 + 1 ⇒ (2) + 1 = 3
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The party is up!

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Disarm!: 1d20 + 5 ⇒ (1) + 5 = 6
Garrett lashes out with his whip in an attempt to disarm the thug; however, his aim is completely off and he nearly trips himself up with the bungled attack. He then moves into a flanking position with Desh, hoping the thug will continue to focus on the half-orc.

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Desh responds to the scout's attack in kind ... only far, far more viciously.
Longtooth: 1d20 + 6 + 2 - 1 ⇒ (11) + 6 + 2 - 1 = 18
damage: 2d4 + 4 + 3 + 1d6 ⇒ (4, 3) + 4 + 3 + (4) = 18
If that kills the scout, Desh circles the greased area to threaten the priest. (the priest is the guy with the "P" on the map, right?

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I made a position update, as I had misunderstood which bad guy was where. Now Desh threatens the priest.
EDIT: getting to that spot without provoking requires an Acro.
Acrobatics vs Prist's CMD: 1d20 + 7 ⇒ (1) + 7 = 8
And Desh's AC is 22 if he does provoke for the movement.

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Hang on there, cowboy. Don't I get an AOO on dark blue (the priest, I assume?) Nevermind – that must have been a 5' step. I just saw 'move' and got all stabbity.
"Alright, ya mystical bastard – turn this!" Flyn steps up, lunging at Tarrin(?) with his mighty blade.
5' Step
Mwk Cold Iron Greatsword, Power Attack, Fav. Enemy, Flank: 1d20 + 6 + 2 + 2 ⇒ (14) + 6 + 2 + 2 = 24
Damage: 1d10 + 6 + 2 ⇒ (1) + 6 + 2 = 9

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In case it was missed, Flyn edited back in his actions after you posted, Engleaktig.
Yeah. Technically, I was just changing my AOO to a regular attack, but Engle posted right before I submitted changes.

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Kohi casts a spell on her longspear, which begins shining a lustrous golden color. She whips it around to face her closest enemy, threatening him with its tip.
Casting Magic Weapon on my longspear. Potential AoOs will use this roll.
Longspear: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14
Damage?: 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6

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Sorry for the delay guys.
Garrett swings his whip with a flourish!
Desh kills a minion.
Flyn whacks the crap out of the caster (9 HP).
Kohi casts magic weapon.
Kay starts summoning.
The enemy caster channels negative energy. Kay is out of the area of effect being outside the room and around the door.
Channel Damage: 2d6 ⇒ (3, 4) = 7
Desh Will Save: 1d20 + 3 ⇒ (2) + 3 = 5
Flyn Will Save: 1d20 + 5 ⇒ (12) + 5 = 17, saves for half
Garrett Will Save: 1d20 + 4 ⇒ (1) + 4 = 5
Kohi Will Save: 1d20 + 6 ⇒ (13) + 6 = 19, saves for half
Kohi takes an AoO on the prone guys as he tries to get up. The enemy is injured but alive. Acrobatics: 1d20 + 7 ⇒ (4) + 7 = 11, Ranged: 1d20 + 3 ⇒ (18) + 3 = 21 He is still prone, but he hits Kohi with a ranged attack 1d8 ⇒ 6 dealing 6 HP of damage.
The party is up!