Callanto
|
And I'll roll for Acid Orb, ranged touch attack.
1d20 + 2 ⇒ (13) + 2 = 15
damage
1d3 ⇒ 2 acid damage
Polami Telera
|
Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Polami closes to the imp, silver dagger in hand.
"You know," she says, "We don't need to take out the imp -- we just need to get the box away from it."
As soon as she can she will use the dagger to make a disarm attempt.
Disarm (roll + CMB + Improved Disarm): 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8
| GM Dak |
Initiative-Omar: 1d20 + 1 ⇒ (2) + 1 = 3
Terrill fires as Trippen throws both striking the imp with their shots. Callanto lobs an orb of acid but it hits to the left, fizzling against the cool stone. Polami closes with the Imp. Only one standard or move action for surprise round so you can attempt disarm on your turn. Omar pulls out his bow and readies for the fight, as Rilmor watches intently to see where the battle leads.
The imp realizing it is under siege simply vanishes from sight.
Turn order: Imp, Callanto, Tippen, Terrill, Polami, Omar, Rilmor
Callanto
|
Callanto edges back against the wall, readying an acid orb if the imp materializes. "Did he leave? " Callanto asks.
I'd like to ready a shoot action just in case he pops up
Trippen
|
"Yup, mission accomplished." Trippen casually trots over to the lockbox and retrieve it before the imp comes back.
move action, standard to pick up if the imp isn't actually gone.
"It's pretty banged up, but i think it will be fine. Hopefully some spells won't blow us up while we are taking it back" Trippen says as he wipes it off on his shirt and grinning sheepishly as he shows it to Polami beside him.
JUST KIDDING none of that happened
| GM Dak |
Trippen walks over to where the imp was but doesn't see the box anywhere around. Trippen you get an odd feeling when you walk toward where the imp aws but you're not sure what.
???: 1d20 + 20 ⇒ (6) + 20 = 26
Polami: 1d20 + 1 ⇒ (19) + 1 = 20
Trippen: 1d20 + 6 ⇒ (19) + 6 = 25
Callanto: 1d20 ⇒ 11
Rilmor: 1d20 + 10 ⇒ (14) + 10 = 24
Terrill: 1d20 + 6 ⇒ (7) + 6 = 13
Omar: 1d20 + 6 ⇒ (7) + 6 = 13
Terrill Mayern
|
Terrill grips the bow and arrow both in his left hand and steps quickly over to the door, closing it in an effort to contain the invisible imp in the room with them.
Polami Telera
|
"I hate invisibility."
Polami readies the dagger and looks around the room, all her senses tingling.
Polami will hold her action until she knows where the imp is, then she will close and disarm, trying to get it to drop the book. (If it's too far away to do that she'll charge and bull rush it instead, trying to drive it into the nearest wall.)
I'll just go ahead and make the roll, use it however and whenever is appropriate, and with whatever modifiers it needs.
Disarm: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
| GM Dak |
???: 1d20 + 20 ⇒ (6) + 20 = 26
Polami: 1d20 + 1 ⇒ (5) + 1 = 6
Trippen: 1d20 + 6 ⇒ (1) + 6 = 7
Callanto: 1d20 ⇒ 4
Rilmor: 1d20 + 10 ⇒ (15) + 10 = 25
Terrill: 1d20 + 6 ⇒ (14) + 6 = 20
Omar: 1d20 + 6 ⇒ (16) + 6 = 22
You think you hear something but can't really place it. A moment later you see the box fly from the bed and hit the wall behind the bed, where it clinks against the wall to rest on the ground.
Round 2 - Callanto, Tippen, Terrill, Polami, Omar, Rilmor
Callanto
|
"On the bed?" Callanto asks, and shoots Acid Orb at the bed where the box materialized.
1d20 + 2 ⇒ (3) + 2 = 5 and then a miss chance of...?
Terrill Mayern
|
Terrill makes a dash for the box, attempting to grab it before the imp, saying "Keep it busy if you can!"
Not sure if there's an appropriate roll, I'll throw one in here just in case.
Grab the thing and get out check: 1d20 ⇒ 9
Terrill Mayern
|
That's what I intended, to get to the box and pick it up this round. The name of the roll was just for fun, sorry if it was confusing. If I have to put my bow back on my shoulder to carry the box, I will do so.
Edit: if it matters in getting across the room to get the box, Terrill has a 40' move from Desna's Travel domain.
Polami Telera
|
If Terrill has the box, then I'll try and run interference for him.
Polami runs over to the bed, and swings her dagger wildly over it, not really hoping to connect with the imp, but more to attract its attention and to provide a screen for Terrill when he comes back the other way.
Wild Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d4 - 1 + 4 ⇒ (2) - 1 + 4 = 5
Rilmor Kinnon
|
Rilmor stops concentrating and moves over to Terrill. He casts Protection from Chaos on him. "Let's see if that works. Time to leave!"
I don't necessarily expect that to do much outside of the saves and AC, but we'll see if it can keep the imp away.
Trippen
|
Trippen runs to Polami's side attacking where he believes the imp to be
attack: 1d20 + 5 ⇒ (14) + 5 = 19
miss: 1d100 ⇒ 15
damage: 1d4 ⇒ 4
I'm not sure why you would be casting protection from chaos, as devil's are lawful.
Terrill Mayern
|
I'm not sure why you would be casting protection from chaos, as devil's are lawful.
I doubt any of our characters know that. And the thing is sure acting chaotic.
| GM Dak |
Trippen swings where Polami says she hit something invisible, but doesn't seem to connect.
GMPCing Omar as he noted he may not be able to post.
Omar takes a shot at the location where the imp was.
Attack: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Concealment: 1d100 ⇒ 75
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
He let's loss an arrow and it seems to stick in place. Moments later the imp returns into view. Throwing his hands up in the air, waving "Please, please stop... I do not wish to leave so soon and I have not harmed you. Take the blasted box and tell Mistress Dralneen I deserve what comes my way."
Terrill Mayern
|
Clutching the box in both hands, Terrill moves across the room, saying "Right, then, on to the next simple task." He pulls the door open and heads through it and into Dralneen's study. Assuming she is there, he says "Not sure what the problem was, your imp happily handed over the box and we popped it open. It'll be a pleasure to tell the Venture-Captain what we found."
Looking over his shoulder to confirm his companions are with him, he continues towards the exit without pause.
Terrill Mayern
|
If you mean popped it open as in you opened the box, the box is still sealed. Also, need to know where you all plan to head next.
I know we never got it open, or even tried to, but she doesn't. ;p I think our next step was the Osirian in the Wise Quarter, since we're knocking off the, uh, easy tasks first.
| GM Dak |
Continuing on their pre-agreed upon route the group heads to the Wise Quarter. You make your way to the rich estate of Grand Councilmember Dremdhet Salhar, and are greeted by a guard who is expecting you as you reach the tall, wrought-iron gate. Once you are inside, a servant tells the group Salhar is not present, called away on important Council business, but his most trusted advisor is available to negotiate any business you may require. The servant explains this while leading the group down well decorated hallways, past expansive rooms. After a few minutes, the group arrives at a simple study near the end of a long hallway.
Inside a tan-skinned old man sits behind a desk flipping through pages in a large tome. Scraps of paper jut from the book marking over two dozen different places. As you approach the open door, the wise sage silently gestures the group into the study with one thin hand, while closing the tome with the other after finishing what he was reading. Once you are all inside the study, he addresses the group.
“Good day to you, Pathfinders. I am Amenopheus, the Sapphire Sage, advisor to Master Salhar. I understand you were sent here to discuss archaeological permissions. Knowing this was coming, I spoke with Master Salhar at length on the subject and have this to say."
“Since Osirion was reopened to exploration a decade ago, adventurers, historians, and treasure-seekers flock to my country by the hundreds, perhaps thousands. While most families with ancestral burial vaults maintain guards and keep their sites out of the hands of casual thieves, not all families have the wealth or power to restrict everyone, and as we all know, not every defense is perfectly secure. Unscrupulous tomb robbers and maligned merchant organizations cause Osirion to bleed relics into the Inner Sea—something the descendents of Ancient Osirion cannot afford. We Osiriani have thousands of years of rich history coursing through our veins, and while that power has been out of focus in recent years, we are content to wait, knowing our enemies will wear themselves down. As they fall into arrogance, folly, or greed, we wait for our return to power, knowing we bear the riches of our ancestors at our feet."
“Master Salhar remains impressed by the Pathfinder Society, orating in their favor a handful of times in front of Absalom’s Grand Council, in fact. Due to previous relationships between him and the Society, Master Salhar has agreed to grant permission to the Pathfinder Society to explore his family’s vaults below Sothis. The only thing he requires is that you retrieve the map of the vaults from his own vault here. The servant will lead you to the basement and show you the room.”
The Sapphire Sage’s eyes twinkle as he smirks knowingly, then he turns back to reading his book as though he had never been disturbed.
The servant comes in and ushers you out of the room before you have a chance to ask any questions, as to leave the Sapphire Sage to his studies. After leaving Amenopheus’ study, the servant brings you back through the spacious estate, leading you down sturdy stone steps into the cool basement. Down a hallway, after a couple turns, you end up at a plain wooden door. The servant opens the door, gesturing to the room with a bow, and waits silently for you to enter.
Terrill Mayern
|
Terrill looks at the open door, then glances sidelong at his companions, before saying ”See, another simple task – drop by the house, pick up the permission, toddle off to the next item, right? At least no one’s calling us teacakes. Polami, would you care to lead the way?”
Callanto
|
is this basement room lit? If not Callanto will cast Light on... Something convenient on Polami. If it is lit, then I'll step in and roll perception .
1d20 + 0 ⇒ (20) + 0 = 20
| GM Dak |
The room is lit.
The groups steps into the room and you hear the door close and lock behind you.
A plain stone room contains three chests: a copper-banded chest of smooth, dark wood; a red lacquered chest; and what looks to be a cube of solid steel. Behind the chests sits a low table holding a clear glass jar half full of liquid and a covered wicker basket.
Looking back at the door you see some writing that says “Within these cases lies your quest and your way out.”
Terrill Mayern
|
Terrill looks at Trippen and says ”Well, you think you can get any of those chests open? I’ll see what’s in the basket.” He draws a dagger and uses the tip of it to carefully lift the cover off the basket before peering in.
Terrill Mayern
|
Looking up from the basket, Terrill calls out, ”Hey Trippen, looks like another thing for you to check out. There’s what looks like a key, made out of some kind of blue stone, sitting on some rumpled cloth. If you could check it out a bit before anybody sticks a hand in there, might be a good idea. I like surprises generally, but I don’t think I’d like whatever surprises this place has to offer.”
Rilmor Kinnon
|
Oops, forgot to post in narrative format.
"Lovely. There's a keyhole on the red chest that's surrounded by some glowing runes. I'm going to check out the other ones as well." Rilmor proceeds to the wood and steel chests using the same level of caution.
Perception (Take 10): 10 + 10 = 20
| GM Dak |
Will: 1d20 + 6 ⇒ (16) + 6 = 22
Examining the copper banded chest you realize this chest is an illusion. When you touch the chest it fades into a faint outline.
This steel cube has only the faintest crack where its lid meets the base, and would be completely featureless save for its narrow keyhole.
Rilmor Kinnon
|
"Well, it looks like the copper chest is an illusion." Rilmor sticks his hand through the top of chest to show everyone.
He makes his way over to the steel chest and examines it. "It looks like this steel one is real and it's not solid. There's definitely a small keyhole and a lid part to it."
"So far, we've got one key, two chests, and some odd glass of liquid. Did you find anything else interesting in the basket?"
Polami Telera
|
Polami crosses to the table. "I'll take a look at the jar. I'm not good with locks, but let me know if there's anything you would like for me to break."
Perception: 1d20 + 1 ⇒ (4) + 1 = 5
Oh my. With a roll like that I might not even *find* the jar.
Terrill Mayern
|
Seeing that the other items do not appear to be trapped, Terrill reaches into the basket and removes the key. He studies it closely, then lifts up the rumpled linens and examines them, looking under them into the basket as well.
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
| GM Dak |
Reaching into the basket you grab the key and feel something strike out at you.
???: 1d20 + 3 ⇒ (19) + 3 = 22
Init-Terrill: 1d20 + 3 ⇒ (12) + 3 = 15
Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Quickly removing your hand with the key before getting bit, and looking into the basket you see a green viper hidden among the wadded cloth on which the rune-etched blue stone key sat.
Terrill Mayern
|
"Yikes, that was close!" exclaims Terrill, as he quickly closes the lid of the basket. If he can do so without the snake striking him. "That'll teach me to wait for the rogue next time - there's a viper in the basket, nearly got me!"
Callanto
|
Callanto goes over to the cube of steel and takes a close look without touching it.
perception 1d20 ⇒ 4