Narayan Singh
|
Narayan will set his wayfinder aglow, and follow close on Amiri's heels.
Parrym
|
As the group starts to go down, Parrym gets into her saddle, on Meneldor's back, who can fly off with her and her equipment, if he wishes, thanks to the powers of Ant Haul.
But she simply urges him to move along with the group, and you hear the clatter of the giant hawk's talons on the stone stairs.
When it goes dark, Parrym casts light with, and on, her Wayfinder too.
She will take whatever position anyone desires in the marching order... middle, or back.
In case of stress, I will roll - but then will probably use taught Tricks, w. are an autosuccess (will tell which Tricks used etc.). To Ride, Parrym has +11, so can Guide the Hawk with her knees and fight on its back etc. w/o a roll, and I will give DCs etc. for other actions - Just saying all this since riding flying mounts etc. is not always something people are super used to, so I'll give actions/DC - unless not desired
GM Thrawn
|
Esmerelda casts dancing lights, courtesy of her new half-orc companion. She will move at a slower pace, taking time to move the lights ahead of the party to try and ensure Amiri gets as good of a view as possible.
Dancing lights require a move action to move around, so I won't be able to do the equivalent of a double move every round like everyone else. When I can position them ahead, I won't have to use move actions on them every round, but likely at least 1 out of 4 movements will be repositioning lights.
| GM Fez |
This chamber’s brick-lined walls are supported by fifteen foot-high stone arches. Between each arch, circular alcoves have been cut into the wall, each containing a stone sarcophagus. One sarcophagus on the southern wall has toppled over, spilling its long-dead occupant partially out on the brick floor. A dry swath of black sludge nearly ten feet wide runs down the center of the room, connecting the west and northeast stairs. The far end of the hall seems to have collapsed long ago.
Parrym
|
Feeling sad for the disturbed corpse, another one shaken up while in repose, Parrym looks around, to see if anything moves... but is ready to head for the other stairs, or have Meneldor follow anyone with a plan.
Narayan Singh
|
Narayan is saddened to see such desecration.
The harm is truly done to a community by ssuch transsgressionss. And to the ssinner who sseparatess themsselves from their kin thereby.
Besst be wary that nothing more harmful has been wrought from thiss body, however.
Once within sight of the body Narayan will use Detect Evil as a de facto Undead detector
Inspector Pendergast
|
The Inspector lights up his Wayfinder as well.
"If our quarry is indeed hiding under cover of Invisibility, I can heighten my senses to detect them, but I can only do so once in a day. I would prefer to save resources until we are sure they'll be of benefit."
And as a reminder, the Inspector has Trap Spotter.
Esmerelda Balcescu
|
Esmerelda moves two of the dancing lights up to the next corner ahead of Amiri, hoping that they give enough light around the corner. "Why can't architects build with more straight lines."
| Voodoo Amiri |
Awaiting the conclusion of the use of Detect Evil, Amiri takes one final survey
PER: 1d20 + 8 ⇒ (17) + 8 = 25
if it seems all clear she slowly enters the area
does the dissipation of the stench end the sickened condition, or will you specifically state the condition ends when its runs its course?
Esmerelda Balcescu
|
Usually, yes, unless you are unable to for some reason. (Sometimes you can't via phone apps.) In those cases, make sure you are descriptive enough that someone else can move you.
Parrym
|
Parrym moves along, passing rapidly up front, behind Amiri, muttering the Divine words of spell casting, and touching the Barbarian lass, giving her the blessing of the Hunt... before moving back to let the others take their place before her.
cast Guidance on Amiri (+1 stacking Competence bonus to next d20 roll - Attack, Save, Skill ; if cast in the next minute)
| Voodoo Amiri |
Amiri walks over to the door and listens
PER: 1d20 + 8 + 1 - 5 ⇒ (11) + 8 + 1 - 5 = 15
+1 for Parrym's bonus, -5 for the increased Dc of listening through a door
Esmerelda Balcescu
|
Esmerelda moves to the center of the room, arranging the floating lights into places to illuminate where threats might come from, with one placed at the stairs, another in an alcove, and the third near Amiri and the door. Feeling better now that the stench is gone, she begins to whistle a somber tune as she walks and works the lights.
| GM Fez |
Imhakaru doesn't see or hear anything from the other passage, though it looks as though it continues downward for quite some time. Likewise, Amiri doesn't hear anything from the other side of the door.
It is unlocked, but can't be moved, as though it were barricaded with heavy material on the other side. DC 24 Str to open the door.
| Voodoo Amiri |
"I don't hear any sound coming from inside. This door is unlocked, but something is barricading it from the other side." Not knowing she may need a little help "I can try to force it if you all want to take up tactical positions...just in case!"
Parrym
|
Parrym moves over to Amiri, and once again gives her the touch of the Hunt.
Guidance - +1 on Skill checks, but I do not think the STR check will count?
Then she heeds the strong battle-lady's advice, and moves towards the side, ordering Meneldor to rise and remain in flight, up against the ceiling, its wings flapping in place.
Meneldor can still take 10 for a 22 (15 needed)
Esmerelda Balcescu
|
"I have a spell that might help. Well, I don't, but Riva here does. We can add to you strength, but it only lasts a few minutes."
Bulls strength, +4str for 5 min if you want it.
| Voodoo Amiri |
At Esmerelda's offer of assistance, Amiri pauses, as her attention is diverted to Narayan Singh. His muscled frame betraying any disguise of weakness.
"He's stronger than you...you know he is."
Since being betrayed by her people, any ounce of xenophobia she would otherwise have had, has made way for a deep respect bordering on fascination with the more "exotic" races. She concedes.
"Master Singh, do you think it better for you to try the door, and me to cover you? I would be grateful for your input."
Narayan Singh
|
As you wish, Amiri Huntresss.
Narayan strains against the door until it finally gives way with Amiri's help.
Strength: 1d20 + 5 ⇒ (13) + 5 = 18
Strength: 1d20 + 5 ⇒ (4) + 5 = 9
Strength: 1d20 + 5 ⇒ (20) + 5 = 25
If the door bites him or something, the later strength checks will need to be retconned.
Esmerelda Balcescu
|
"Riva's magic won't work on him as well as it will on you. But it can make either or both of you stronger when we need it. That big bird might benefit from it in the right situation too...I don't care that you don't like being called Riva. Your mother should have named you something with more vowels, and shorter."
| GM Fez |
The door suddenly lunges out and grows 8 legs! Or something...
Narayan gives the door several good shoves, each time pushing it a little further in. With one final push the door swings open, scattering a pile of rubble into the room.
The walls of this long chamber are of brick, the ceiling supported by stone arches. Remnants of bedrolls and other camping equipment lie along the southern wall. Another door sits in the north wall.
Narayan Singh
|
A grim placce to live.
Narayan noses around the campsite.
Perception: 1d20 + 2 ⇒ (9) + 2 = 11
Esmerelda Balcescu
|
"Seems this place isn't as abandoned as expected. I see no signs of the sludge in here, so this place seems to have been spared by whatever monstrosity came to the surface. It was barricaded from this side though, so keep your guard up. Whoever blocked that door is either in this room, or proceeded through the next door."
| Voodoo Amiri |
The lack of action in the room affords Amiri to take Esmerelda's hand.
"I beg your pardon ma...Esmerelda...I meant no disrespect. I have taken it upon myself to front an adventuring party so often, that sometimes, I try and do everything myself. Your offer of magicks reminded me I am part of a team that possesses many useful skill sets...some superior to mine. I meant no slight."
Esmerelda Balcescu
|
"It's no slight against me. It's not even my magic. And if Riva is offended, I don't rightly care. I plan to use his magic to our advantage at some point. It's merely a matter of weather it will serve us better no, or serve us better later."
Parrym
|
Mounted on Meneldor, Parrym lands besides the little camp, and tries to determine who might have stayed here, how long ago, and how many they were.
Perception: 1d20 + 15 ⇒ (16) + 15 = 31
| Voodoo Amiri |
"Right. Though I would like to make sure the Eastern part of the previous room provides no feasible means of advantage against us. It seems it would have connected to the next room had it not "appeared" to have completely collapsed."
| Voodoo Amiri |
"I guess a quick once over wouldn't hurt. Take a look with me Parrym?" Unless Pendergast want to take a look with one of his Knowledge skills, maybe Engineering--botted or otherwise, unless he is going to be botted for combat only
PER (collapsed area of the East wall in the previous room): 1d20 + 8 ⇒ (2) + 8 = 10
Parrym
|
Perception: 1d20 + 15 ⇒ (7) + 15 = 22
Guiding Meneldor to fly along behind and above Brave Amiri, Parrym looks around the collapsed wall...
| Voodoo Amiri |
"Right!" Amiri calls her comrades back into the original room and speaks in a low voice, just enough to where her allies can hear. "ok, this is the way I see it. I believe the clamor we made opening that last door was enough to alert whoever abandoned that camp...so they know we're here. The question is-are they surviving adventurers who barricaded themselves away from whatever lumbered through the area, or are they somehow a part of this? I say we knock on the next door and announce ourselves. Esmerelda do you have any illusion based magicks?"
Parrym
|
Parrym follows Amiri, and, having listened, nods her agreement to this plan: "The Hunt sometimes necessitates coaxing the quarry out of their hiding, thus my God Ketephys has blessed me with certain spells that might help the one doing the speaking".
Parrym has +9 Diplomacy, and can also cast two Orisons (on anyone) that last 1 minute and give stackable Competence Bonuses: Guidance (a +1 to any one roll), Enhanced Diplomacy (a +2 on one Diplo' or Intimidate roll) ;
If really needed and I am the one doing the roll, I can cast a 1st level spell - Tap Inner Beauty - on myself (not on others), giving a +2 to CHA based spells for 4 minutes
| Voodoo Amiri |
Amiri gets an idea. She takes out her rope(unless some was available in the abandoned campsite then she'll use that) and her shovel. She attempts to strap the four bedrolls together, and whatever else is available into something vaguely humanoid
SUR: 1d20 + 7 ⇒ (19) + 7 = 26
in the square 5' back from the door.
"Back in our village, one of the magic-touched elders went slightly mad and basically holed himself up in his dwelling. When dinner was brought to him, you never knew whether you were going to be greeted by a lightning bolt. So we constructed a dummy, and used the lighting to our advantage just in case. Esmerelda, can you position your lights behind this construct so as the outline is basically the only thing they can see from the other side?"
| Voodoo Amiri |
This is assuming it feels right within a reasonable time constraint. Either way Amiri will suggest she takes position to the left of the door and have Parrym present herself (vocally) as a rescuing party, and say we are coming in, and push open the door from the side if possible
Parrym
|
Will let others speak up and see if all okay with this. Just in case all are okay and we do this, here is a roll (disregard all if another course of action is taken):
for talking: 1d20 ⇒ 16
Either it will be Diplomacy (are we really a Rescue party? Probably realistic) and then I will be with +12 (+9+1 Guidance+2 Enhanced Diplo') ; or Bluff (if we are not a Rescue Party) in which case +5 (+4+1 Guidance)
Parrym looks to the others, to see if all are in accordance.
Finding the dummy stratagem quite clever, she goes along with the plan, dismounting and going up to the door:
Knock, knock
"Mayor Heggry sent us, we are here to investigate and rescue those we can. We can Heal the wounded, and take you to safety!".
| Voodoo Amiri |
Amiri will not open the door if Parrym is directly in front of it, her idea is for Parrym to be just behind Amiri close enough to present herself vocally. Esmerelda, may amiri take the spot you're icon is presently in? When the whole party is in position they will execute the plan.
| Voodoo Amiri |
Amiri chuckles at herself. "The best made plans...Alright, maybe we just try the direct approach, for now. Esmerelda, if the offer is still open, I think I will take that strength spell."
| Voodoo Amiri |
Amiri waits for her comrades to position themselves as they see fit, then tries "the direct approach."
STR: 1d20 + 6 ⇒ (11) + 6 = 17
STR: 1d20 + 6 ⇒ (16) + 6 = 22
STR: 1d20 + 6 ⇒ (6) + 6 = 12
STR: 1d20 + 6 ⇒ (5) + 6 = 11
I guess she'll keep trying til she succeeds or tires herself out...DC 24 right?
STR: 1d20 + 6 ⇒ (9) + 6 = 15
STR: 1d20 + 6 ⇒ (11) + 6 = 17
STR: 1d20 + 6 ⇒ (12) + 6 = 18
WEAK! LITERALLY!
STR: 1d20 + 6 ⇒ (2) + 6 = 8
At any point Narayan Singh is welcome to step up and help Amiri as she embarrasses herself epically