Misarru
|
"No sweat, this one looked easy. Simple set-up, easy rig to dismantle. It was better camouflaged though."
Misarru holds back and wiats for another to take point.
"We should indeed be careful, though I'd say we should check these alcoves as well. They might house valuable or more of those bat-eared critters."
Misarru follows the others and keeps an eye out for anything suspicious.
Take 10 on Perception for 16
Vitarri_Tyrim
|
1d20 + 3 ⇒ (5) + 3 = 8
Vitarri was cautious but wasn't as wary as the others were. He shrugs at the talking and backs up whoever enters the room first with Oathkeeper drawn and ready...
GW is out unable to update map as I am on my phone. Sorry. :(
Aeilín Ardghail
|
Seeing the others hesitate, Aeilín steps to the fore, and leads the others across the threshold. Stepping carefully, she peers into the alcoves, wary of more trouble lurking in the shadows.
Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Stealth: 1d20 + 3 ⇒ (1) + 3 = 4
Dagnobar
|
Misarru
|
While the others move forward, Misarru stops at the locked alcoves and knocks on the first. If something's inside of it, better check first.
Perception: 1d20 + 6 ⇒ (9) + 6 = 15
If he doesn't hear anything, he takes a look and see if he can find the lock and open it.
Disable device: 1d20 + 7 ⇒ (15) + 7 = 22
"Best stand back lads, ye might never know if I missed something."
Vitarri_Tyrim
|
Hearing Dagnobar's grunts and limping Vitarri turns and motions Muchiko to switch spots momentarily. He pulls forth his holy symbol and starts castng the same shimmering armor like he did when he healed Msarru hours ago. As the plates began to take shape he slammed his fist through them which destroyed them and showered positive energy over Dagnobar. "Feeling better now?"
Convert Armor of Faith -> CLW Targeting Dagnobar: 1d8 + 1 ⇒ (8) + 1 = 9
Aeilín Ardghail
|
Moving out of Misarru's way
Dagnobar
|
"Wow, I feel much better, thank you very much. Yesterday was very rough."
Being careful to not set off the trap, Dagnobar walks in the same steps as the others, but then moves ahead to a lookout position, using his darkvision to see anything incoming to their position.
Vitarri_Tyrim
|
Vitarri can cast light on objects if needed. A Rock, a spare shield or even on your armor. ;) So just add it in a post (In text or OOC-blue) if you need/have Vitarri cast light. Don't worry on waiting on my response. :)
Vitarri waits impatiently before turning towards Xander. "Switch places with me. You won't be able to see as well as I can and I am sure Togg is roaming somewhere in this place..." If Xander agrees Vitarri will take his spot and sheath Oathkeeper before drawing his bow and nocking an arrow.
Map ifXander agrees to switch.
I didn't know if Xander was using a light source and this will limit our noticeable foot print and keep those who have a hard time seeing together incase things go south on us. ;)
Misarru
|
"Ahh drat. Damn door is more difficult than I imagined. Must be a new lock they don't teach ye."
Misarru tries again, given that there actually is a lock to begin with.
Open Door: 1d20 + 7 ⇒ (20) + 7 = 27
Aeilín Ardghail
|
Nice.
Dagnobar
|
Dagnobar keeps a keen lookout with his darkvision.
I'd like to take 10 if possible on my perception, so 18 total.
Misarru
|
"Hmm.. junk if I ever seen it... Lt's move on."
When the group gets to the next one, he'll inspect it and try to open it as well.
Take 10 on Perception for Traps for a 17
Opening door?: 1d20 + 7 ⇒ (20) + 7 = 27
Would like these rolls when in combat, but this is a good gift ^^
Dagnobar
|
I believe you can take 20 on opening the lock. Have to get GM approval, but pretty sure opening locks is one of the things where it works.
Aeilín Ardghail
|
From the PRD: "Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform)."
| StephNyan |
I'll allow taking 20 here, there's no timer for this part of the scenario.
Misarru opens the second cell, and finds some more musty blankets. A third cell reveals even more musty blankets. It occurs to the party all cell walls contain minor scratches, chips, and cracks. Much like those at the rat statue.
When Misarru tries to open the fourth cell, no matter how hard he tries, he's not able to open it with his skills.
The map's updated, with Misarru in front of the last cell he tried to open. (I decided to speed that up a bit, because the opened cells are empty anyway.)
Dagnobar
|
Misarru
|
"Drat, this last one won't budge. You would almost expect there to be something valuable behind it, but it could be some musty blankets... again..."
He sighs and looks to the others.
"I'm done here, let's get going"
Aeilín Ardghail
|
Aeilín follows behind Misarru, eyes and ears probing for trouble.
Perception: 1d20 + 5 ⇒ (18) + 5 = 23 - What can I say? I like to roll.
| StephNyan |
B5. The Hall of Exquisite Agony
The few furnishings in this large chamber are restricted to racks, iron maidens, and other implements of torture. Near the center of the room a massive table with manacles hanging from each corner bears testament to grisly interrogations, and nearby a pair of wooden tubs stand empty, their contents long since evaporated. Against the north wall stand several empty racks and hooks for holding weapons or tools; the implements that once hung there are now scattered in disarray across the floor. A short series of steps near the eastern wall leads to the only exit.
On the other side of the room stands a jinkin wearing a robe, and another small creature with tentacles spanning almost 5 feet. The jinkin looks up at the party when they enter the room, and curses loud. "Geh weg, du bist nicht willkommen!"
Dagnobar: 1d20 + 3 ⇒ (12) + 3 = 15
Misarru: 1d20 + 4 ⇒ (11) + 4 = 15
Muchiko: 1d20 + 3 ⇒ (13) + 3 = 16
Vitarri: 1d20 + 3 ⇒ (14) + 3 = 17
Xander: 1d20 + 8 ⇒ (14) + 8 = 22
Mifra: 1d20 + 6 ⇒ (3) + 6 = 9
Xarmigash: 1d20 + 6 ⇒ (3) + 6 = 9
Turn progression:
Aeilín
Dagnobar
Misarru
Muchiko
Vitarri
Xander
Mifra
Xarmigash
The map's updated. Everyone's up!
Dagnobar
|
Dagnobar's perception exceeds the DC
Dagnobar moves up 10' (half speed) and says "What did that thing say? Oh, and watch your step."
Misarru
|
The tools are only on the floor right? The table is safe to stand on without having those caltrop effects?
Misarru moves 10 feet as well, assuming a defensive psoture. Taking Total Defense, AC 21
"What Dagnobar said, the ground is littered with rusty spikes."
Updated Map
Xander Telesphorus
|
Xander will move up next to Misaru then use Shift(Su) to teleport 5 ft forward as a swift action and cast grease beneath the two creatures and the two squares in front of them. (DC16 Reflex or fall)
I am on my phone. Could someone move me(and Snips)?
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
Aeilín Ardghail
|
Stepping carefully, Aeilín bares her blade and moves out in a flanking maneuver.
Aeilín's Perception = the DC. Double move at half speed (40'*2/2) - 30' move total. - MAP
Am I correct in assuming that those are pillars I'm standing next to? (cover?)
Vitarri_Tyrim
|
| StephNyan |
@Misarru: Yes, the table is safe to stand on :)
Reflex Mifra: 1d20 + 8 ⇒ (11) + 8 = 19
Reflex Xarmigash: 1d20 + 3 ⇒ (19) + 3 = 22
Most members of the party move into position, and Xander casts grease. Both the jinkin and the creature next to it don't seem bothered by it.
Vitarri casts bless to aid the party.
Someone please post for Muchiko.
| StephNyan |
@Aeilín & Muchiko: Yes, those are pillars.
Muchiko moves into the room and readies her bow. She doesn't yet shoot it, but holds the attack. When will she shoot? It's something that has to be specified when you ready the action.
The creature next to the jinkin touches the jinkin and casts a darkness spell. As Vitarri's still in the hallway, the light created by his spell doesn't reach far enough to fully reveal the entire room. The dim light the two creatures stand in becomes total darkness, and only those with darkvision can still see their position.
From the darkness the jinkin casts sleep, targeting the area in between Xander and Misarru. Both of them, and also Snips and Dagnobar, are caught in the spell's radius. Dagnobar and Xander resist the spell, but Misarru and Snips drop to the floor.
Will save Dagnobar: 1d20 + 7 ⇒ (12) + 7 = 19
Will save Misarru: 1d20 + 2 ⇒ (2) + 2 = 4
Will save Snips: 1d20 + 0 ⇒ (6) + 0 = 6
Will save Xander: 1d20 + 2 ⇒ (15) + 2 = 17
Turn progression:
Aeilín
Dagnobar
Misarru (Asleep)
Muchiko
Snips (Asleep)
Vitarri
Xander
Mifra
Xarmigash
The map's updated, and those in bold are up!
---
From Vitarri position, his light reaches till the yellow stars. The darkness reaches till the blue squares.
East of blue squares: normal light
In between stars and squares: dim light and thus concealment (20% miss chance)
West of yellow stars: darkness and thus total concealment (50% miss chance)
Dagnobar
|
Hey, just FYI, my Will save versus a spell would be +9 since i'm a Dwarf. Maybe I should change my header to add that info?
Dagnobar continues to move forward slowly to avoid stepping on stuff. I'll get there soon enough!
Xander Telesphorus
|
Xander never got positioned correctly on the map last round here is where he was standing.
Updated Map
Xander Telesphorus
|
Xander will pick up Snips (Move Action) and then reach down and give Misaru a sound slap on the cheek to wake him. (Standard action to Aid Another)
Now, now, none of that. This is no time for a nap!
| StephNyan |
@Dagnober: Yes, that'd be helpful :) Perhaps adding something like [+2 vs. spells] behind it?
@Xander: Okay! The sleep spell would've targeted a different area, but the same people would've been caught in the spell's effect area.
As Dagnobar moves forward, Misarru is slapped in his face by Xander. Misarru wakes up and gets back on his feet.
Muchiko stands behind one of the pillars, and keeps her bow ready to shoot an arrow at the first enemy to get in her sight.
Turn progression:
Aeilín
Dagnobar
Misarru Gets a single move/standard action after waking up.
Muchiko
Snips (Asleep)
Vitarri
Xander
Mifra
Xarmigash
Those in bold are up.
Aeilín Ardghail
|
Point of order: On Vitarri's last post, he posted the same map link as I did, yet intended a move of 15ft. I'm updating that in my map link here.
Stepping more gracefully than her armored mass would suggest possible, Aeilín picks her way to the jinkin, giving him a taste of her blade, a cold light in her eyes.
Raging, Power Attack, Bless: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 2d6 + 10 ⇒ (5, 4) + 10 = 19
| StephNyan |
Vitarri forgot to move and quite some time passed since he did. His change in position would've affected the enemy's actions, and possibly your actions. I will ignore his movement from last round.
To avoid any retcons Vitarri's intended movement for last round will be treated as his move action for this round.
Vitarri steps closer and Muchiko can see the creature next to the jinkin from her spot behind the pillar. She doesn't manage to hit the creature, despite seeing its position.
<21 = Miss for Muchiko: 1d100 ⇒ 53
<21 = Miss for Aeilín: 1d100 ⇒ 42
Aeilín moves into the dim light, and attacks the jinkin. She doesn't seem bothered by the dim light, but still her attack misses horribly.
Misarru picks up his rapier, and his tail delivers him a new dagger.
Turn progression:
Aeilín
Dagnobar
Misarru
Muchiko
Snips (Asleep)
Vitarri
Xander
Mifra
Xarmigash
Vitarri is up, he has spent 1 move action.
The map's updated. East of the blue squares is normal light, and west of the blue squares is dim light (20% miss chance).