Odo the Bold
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"Now things begin to make sense. Some charlatan hides in these spy holes using his magical power to bamboozle gullible worshippers. We will root him out. And we will take his idol..."
Since Trig did not find any doorway into the secret passage, Odo heads for the room's exit. "The route to the spy hole may through the other door on this level. We should go check it out."
Darvan Moll
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Let's stick to the one from this room.
Darvan shrugs dismissively. "It's possible, I suppose. I don't subscribe to that form of magic, personally." He gives a short whistle to Sahba and makes his way to the door at the rear of this chamber.
Luke_Parry
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Alright, then...
Opening the door reveals an impressive sight:
Against the east wall sits an ornate brass throne, sculpted to resemble an enormous hand of flame. Wood painted to resemble tendrils of smoke rising from behind the throne merge into a detailed mural of Moloch’s idol on the wall.
Beautiful tapestries line the other walls, depicting a grand battle between soldiers of flame and the dervishes of Sarenrae.
As you enter the room, you hear the sound of a large squadron of soldiers approaching along the path that you did not take, clanking and clattering as they move, and stopping just outside the other door to the room, where they loudly discuss the readiness of a horde of fire creatures that have assembled in the Inferno Heart.
Let me know what you want to do next :-)
Darvan Moll
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Knowledge (History, Untrained): 1d20 ⇒ 5
Sense Motive: 1d20 + 9 ⇒ (4) + 9 = 13
Darvan, sees the tapestries and hears the soldiers, but can't help but feel confused. "There are no fire creatures here, and we did not see any sign that there might be a squadron of soldiers in here at all. However, this might have been the scene at the time the battle depicted on these tapestries was fought. This must be an illusion, or some sort of phantasm."
Triccio 'Trig' Petali
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Sense Motive: 1d20 + 6 ⇒ (12) + 6 = 18
Know history: 1d20 + 2 ⇒ (14) + 2 = 16
"I'm betting they're ghosts. Now be quiet and let me listen."
Trig steps into the room and glides quietly toward the other door, trying to make out exactly what the hopefully ghostly soldiers are saying.
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Stealth: 1d20 + 6 ⇒ (8) + 6 = 14
Odo the Bold
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Know History, untrained: 1d20 ⇒ 17
Sense Motive: 1d20 + 7 ⇒ (19) + 7 = 26
Perception (after successful sense motive): 1d20 + 3 ⇒ (8) + 3 = 11
"Since we know some wizard or other spellcaster is here, it is possible there are soldiers as well. Yet it is also possible this is another magic trick to fool us. I say, if they are coming this way, let us ambush them. And if nobody comes through that door, then I think we will have evidence of it being a magic trick."
Odo then moves up to one side of the door, prepared to attack any enemy who walks through.
Triccio 'Trig' Petali
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"They were talking nonsense about fire elementals, salamanders, and a great work. It must be some kind of ghostly echo from Sarenrae dervishes who broke into the temple, " Trig says seriously, but he smiles quickly, " Or a magic trick. A pretty good one. That level of control is hard to master. In either case, let's see what we have here."
Trig crosses the room to examine the throne and mural.
Detect magic -- and Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Odo the Bold
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"I think we should stay here and open this door, forcing it if necessary. We seem to have been attacked by a spellcaster using secret passages to spy on us and strike without fear of retribution. I say we put that fear into him."
"It may also give us the side benefit of being able to use the secret passages and spyholes to our own advantage" Odo adds.
Luke_Parry
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I am waiting for someone to declare that they are opening a door / unlocking a door / breaking down a door / doing something else entirely. So far, we have people waiting for a door to open, but no-one opening one.
Luke_Parry
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Fair enough.
Darvan moves forward, and opens the door.
The walls of this room are lined with weapons: crossed halberds, spears, and longswords, all decorated with flame motifs. Two shields with portraits of Moloch towering over the Citadel of Flame sit near the ceiling.
A plain obsidian bench sits on the floor, with a skeleton splayed across it. The skeleton’s armor is bedecked in stylized flames, and its scimitar’s hilt is shaped like an idol of Moloch.
As soon as Darvan steps into the room, the skeleton jerkily stands to it feet, picking up its scimitar...
Darvan: 1d20 + 4 ⇒ (2) + 4 = 6
Odo: 1d20 + 3 ⇒ (4) + 3 = 7
Triccio: 1d20 + 2 ⇒ (18) + 2 = 20
Billin: 1d20 + 0 ⇒ (5) + 0 = 5
S: 1d20 + 6 ⇒ (9) + 6 = 15
Round 1: Triccio, Madok, S, Odo, Darvan, Billin
Triccio and Madok are up.
Triccio 'Trig' Petali
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Sweet timing.
Looking over Darvan's shoulder Trig notices the skeleton stand. He quickly digs into his belt pouch and his hand comes out with a small paper wrapper. He squishes the package while pronouncing a few syncopated syllables. Blue-splotches yellow goo oozes from between his fingers and he throws it forward. A similarly colored ooze blossoms on the floor beneath the skelton's feet.
School conjuration (creation); Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (butter)
Range close (25 ft. + 5 ft./2 levels)
Target one object or 10-ft. square
Duration 1 min./level (D)
Save see text; SR no
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.
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
Position the grease so that the party can enter the room and surround the skeleton. Secondary goal is to have the skeleton have to walk through a second square to reach the party.
Odo the Bold
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Sense Motive: 1d20 + 7 ⇒ (16) + 7 = 23
Perception: 1d20 + 3 ⇒ (6) + 3 = 9
Not sure what the follow-up perception check is for.
Luke_Parry
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@Odo: It is meant to be mysterious ;-)
@Madok: It's a skeleton (so it doesn't need to move into your space to attack), and based on the map, it is nowhere near you...?
Madok readies to attack if the skeleton comes close to him.
The skeleton attempts to stagger to its feet...
Acrobatics: 1d20 + 2 ⇒ (19) + 2 = 21.
...and succeeds, closing with Darvan.
Round 1 to 2: Odo, Darvan, Billin, Triccio, Madok, S
Party is up.
Darvan Moll
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Darvan draws and swings his cudgel at the skeleton, then steps aside and orders Sahba to attack as well.
Move action: Draw club
Standard action: Attack skeleton
Attack (Club): 1d20 + 6 ⇒ (20) + 6 = 26
Damage (Club): 1d6 + 4 ⇒ (1) + 4 = 5
Critical Confirm (Club): 1d20 + 6 ⇒ (12) + 6 = 18
Critical Damage (Club): 1d6 + 4 ⇒ (1) + 4 = 5
Not an action: 5' step, as indicated on map
Free action: Order Sahba to attack
Handle Animal (Link): 1d20 + 5 + 4 ⇒ (2) + 5 + 4 = 11
Sahba
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Sahba steps into the gap and lashes out at the skeleton with tooth and talon.
Not an action: 5' step, as indicated on map
Full-round action: Full attack on skeleton
Attack (Bite): 1d20 + 4 ⇒ (14) + 4 = 18
Damage (Bite): 1d4 + 1 ⇒ (3) + 1 = 4
Attack (Talon 1): 1d20 + 4 ⇒ (14) + 4 = 18
Damage (Talon 1): 1d6 + 1 ⇒ (4) + 1 = 5
Attack (Talon 2): 1d20 + 4 ⇒ (14) + 4 = 18
Damage (Talon 2): 1d6 + 1 ⇒ (1) + 1 = 2
Odo the Bold
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Odo shuffles back to get a better line on the skeleton, sheathes his sword and draws out his sling.
Luke_Parry
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The blow from Darvan's club crushes the skeleton's skull. It stands upright for a few seconds, before the bones dis-articulate, and scatter across the floor... but rather them falling still, the fragments skitter across the floor to the skeleton's original position (before the party entered the room), and reform into the 'complete' skeleton, but going senescent.
Combat over.
Triccio 'Trig' Petali
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Trig disregards the weapons. "There's space behind this wall. I'll look for a way in in the first room."
He exits through the door to the east and examines the western wall of the entry room. E1
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Odo the Bold
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Taking a cue from Trig, Odo tries to figure out a way into the gap from the other end (E5). He searches about the wall and ornamentation for any sign of a secret panel or door. He is content to take his time at it...
Taking 20 to search - gives him a result of 23
Darvan Moll
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Darvan seems confused for a moment. "It seems that this skeleton is some sort of illusion, as we suggested the voices were earlier." He then casts a quick spell to detect any other magical auras in the area.
Cast detect magic
Odo the Bold
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"We are out of regular doors, it would seem. Time to explore the hidden ways of this profane fortress."
Odo moves up, ready to try to open the door and see what is in the gap surrounded by E1-E5. (dare I guess E2?) ;)