Oret Terra |
Oret is impressed and glad to not need to draw arms. But he's also somewhat disappointed that Adabar's justice was bit demonstrated.
"I'm afraid magic is not my forte."
Oret continues to bear his arms, and indicates he is ready to move on.
Dryden Nightember |
Dryden takes time to heal himself using a wand of healing.
CLW: 1d20 + 15 ⇒ (13) + 15 = 281d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d20 + 15 ⇒ (14) + 15 = 291d8 + 1 ⇒ (6) + 1 = 7
Grandmaster TOZ |
The chill wind carries the sound of the battle below over the cliffside, but nothing stirs around the party.
Dryden Nightember |
"I suggest we carry on with our mission. We are fortunate to have dispersed that bunch so lets get moving before they can regroup or they can call for reinforcements."
Madam Ionnia Nevarion |
Sounds Good to me
If no one else does/opposes she'll walk forward and open the door
Grandmaster TOZ |
Alright, please give me a marching order on the map for how you will go down.
Oret Terra |
I've roughly put folks in order of where I think you might want to be, feel free to adjust it..
Oret takes line somewhere in the middle, ready to march forward. "Agreed, the sooner we end this madness, the better for all of us."
Kel-Aurthraxis Maleocorr |
Kel will sigh as no one else seems to listen to him, and will take whatever items he detected in the hopes that someone can identify them later after this is all over. He will keep in the middle of the group so as to be able to protect them from things, renewing his Message spell.
"If any of you wish, since none of us are particularly stealthy, I can purge invisibility for just under 10 minutess. Say the word and I will enact this protection around uss."
Madam Ionnia Nevarion |
I could try posting this on the correct board, Order looks good to me. Always happy to be a meatshield.
Ionnia will look in front of her for obvious traps/hidden enemies and push forward.
Perc: 1d20 + 10 ⇒ (2) + 10 = 12
Grandmaster TOZ |
Ionnia sees no hazards as she opens the trapdoor. Beyond is a 15-ft.-tall metal ladder that occupies the center of a wide chamber. A second trapdoor is situated ten feet north of the ladder’s landing. Around the edges of this chamber are cots and makeshift beds, with uninteresting personal effects littered around. No windows light the area nor are there any torches to brighten the darkness, only Lorian's glowing nodachi.
Oret Terra |
Sorry Kel, I do not have spellcraft..
"Kel, keeping us under the cover will give us an added advantage, with the element of surprise. I take no exception to your idea."
Oret is cautious and will detect magic continuously as they move along. And will also stop the advance in the event he notes something magical.
Perception: 1d20 + 3 ⇒ (8) + 3 = 11
Oret Terra |
"Halt! There is a magical aura on the trapdoor to the next floor." Oret looks to someone with a much better knowledge of the Arcane to decipher it.
I've got no ranks in Arcana or Spellcraft.. Someone else want to take a shot?
Grandmaster TOZ |
Dryden can recognize auras of illusion and necromancy on the trapdoor.
Dryden Nightember |
Dryden holds his hand up to halt the further movement forward of the party. "Be aware. There are auras of illusion and necromancy on that trapdoor. I have no way at this time to try to dispel it and I have no skill in dealing with traps magical or otherwise. Suggestions?"
Dryden Nightember |
"Perhaps I can try to open or set off whatever possible trap is there with magic. Unless anyone has something they want to try first."
I can use mage hand to try to manipulate the door or use an object of 5lbs or less to mess with the door.
Kel-Aurthraxis Maleocorr |
Kel will detect magic and then try to spellcraft the aura on the trapdoor to try and learn more.
Spellcraft: 1d20 + 12 ⇒ (5) + 12 = 17
Regardless of how things turn out with this particular obstacle, Kel will cast Invisibility Purge (7 minute duration) once the entire team is inside the bunker, provided we aren't opening the door directly into a combat.
Oret Terra |
"That sounds like a good idea Dryden." Oret comments in an approving manner.
No exception to mage hand idea.
Dryden Nightember |
Dryden then uses the mage hand cantrip to try to manipulate the trapdoor. If that fails he will pick up a small object to try to pry the trapdoor.
Grandmaster TOZ |
Dryden finds that the trapdoor is apparently too heavy to be moved by the force of the mage hand against it. Kel’s spell reveals a magic rune hidden on the top of the door.
Lorian the Peacemaker |
Minata looked over to where the rune was and had no idea how to disable it, other than the old fashioned way...Triggering it. "Maybe use magic to ward someone from the ill effects of the dead?" he suggested.
Anyone have Death ward handy?
Kel-Aurthraxis Maleocorr |
"Hmm...the best I could do would be to help protect one person against the influence of evil for a few minutess."
(i.e. Protection from Evil)
Oret Terra |
only bless handy here, and shield.
"I'm afraid I do not feel confident in pulling the door open, but I also may be able to assist with some protection."Oret adds in.
Dryden Nightember |
"I have a wand that can allow me to attack from 20 feet away. That may be worth trying."
Your weapon elongates and becomes whip-like. As part of casting this spell, you can use this weapon to attempt a trip combat maneuver against one creature within 20 feet, and you gain a +10 bonus on your roll, after which the weapon returns to its previous form. In case we think that is worth a shot.
Nemesis Melek |
The best that Nemesis can do to help is try to better decipher the rune....
detect magic/Spellcraft: 1d20 + 5 ⇒ (10) + 5 = 15
Knowledge (Arcana): 1d20 + 5 ⇒ (19) + 5 = 24
Linguistics: 1d20 + 8 ⇒ (14) + 8 = 22
Grandmaster TOZ |
Nemesis is unable to identify the nature of the rune other than to confirm the nature of the magical auras emanating from it. Dryden's flexible blade slides across the surface, flipping the rope handle over. However, the door does not budge.
Really good idea, but I have to say that the trip attempt just doesn't have leverage to open the trapdoor.
Madam Ionnia Nevarion |
Sorry for any delay, I guess others have been able to be on but I have seen nothing but the Paizo Goblin screen in the past 5 days or so.
I can't get rid of that marking, but if needed everyone can backup and I'll go through myself putting only me at risk
Oret Terra |
Oret nods and expends his last spell of bless just in case. "It would be most appreciated."
Kel-Aurthraxis Maleocorr |
Protection vs Evil on Ionnia (7 minute duration)
Grandmaster TOZ |
Yeah, website issues have been a pain. What I'm hearing is Ionnia is going to take any protective spells available, everyone is going to clear out, and let her bear the brunt of the wards?
Oret Terra |
Oret withdraws his wand of cure light wounds in his main hand, while the other holds his shield high in anticipation for what is to come.
Yurp.
Madam Ionnia Nevarion |
Sounds good to me, I mean sounds terrible, but like what we should do. Feel free to make any appropriate saving throws for me to help things move along
Grandmaster TOZ |
1 person marked this as a favorite. |
In the interest of time, I'll assume everyone clears fully out of the bunker, as quibbling over map positions is fairly irrelevant.
Ionnia Will Save: 1d20 + 6 ⇒ (19) + 6 = 25
Ionnia steps forward and wrenches the trapdoor open. A wave of negative energy washes out into the room, but her resolve stands firm. Descending into the northern end of the room, a 15-ft.-tall metal ladder leads to the next floor. Two trapdoors rest in the southwest and southeast corners of the chamber, whose walls and table are covered with maps. Two green-tinted glass windows, each roughly ten feet in diameter, look out to the canyon floor below.
How...anticlimactic. Successful save negates both the Cha damage AND the curse that converts the next healing received by the character into damage instead. So, carry on good Pathfinders! Nothing to see here!
Lorian the Peacemaker |
With the trapdoor open, Minata headed down the ladder. "There are two trap doors down here." he said, taking a closer look at the maps as he waited for the others to descend.
"Door one or two?" he said when the others got down, pointing first to the one in the Southwest and then to the Southeast.
Dryden Nightember |
"That was impressive Ionnia. I am sure I could not have shrugged off that magic as you did. Well done."
Dryden follows Ionnia into the next room searching and detecting magic as he goes.
perception: 1d20 + 11 ⇒ (17) + 11 = 28
Kel-Aurthraxis Maleocorr |
"Indeed! Nicely done!"
Kel will join the others and keep to the middle of the group.
"While some caution is advisable, do remember that some of the protective spellss I have cast on you will not last for more than a few minutes..." He gives a glance towards Oret, "and we need to defeat this general with an overwhelming show of force. Something that will demoralize his non-demonic followers and save the lives of our Pathfinder, Crusader, and Dwarven armiess in the canyon below!"
Madam Ionnia Nevarion |
Well I am good at disabling traps it's just usually with my face
As for the doors, it seems like we can only go one person at a time, may be worth checking both, if they are split and something bad happens the majority will be able to react to one, or we'll at least end up even between them, but whatever you want to do is fine by me.
Oret Terra |
"Much agreed brother Kel. The demon general must perish." Oret moves forward with the rest of the group. Looking at the doors, Oret suggest to open the South-East first, and then the South-West without going down, but definitely opening one door at a time. "Does that sound reasonable?" He says particularly looking towards Ionnia.
Lorian the Peacemaker |
Minata took a look at the trap doors to see if they also had magic on them as he waited for them to be opened.
cast Detect magic and scan the room
ASF 1-35%: 1d100 ⇒ 72
Grandmaster TOZ |
Minata detects no magic in the room with his sweep, as Ionnia pulls open the south-east trapdoor. Twin ladders lead down into the bottom chamber of the bunker. Only 15 feet separates the northern and southern walls, and the southern wall is home to a 15-ft.-wide set of ominously large teeth. A single metal lever rests to the west, while through the teeth the vista of the battlefield can be seen. Despite the light of day streaming through open portal, much of the room is swathed in shadows.
A rough voice calls out from the darkness below. "Come then, assassins. Face Brae-Hagen, Warlord of the Wound, and die. Or flee back from whence you came in cowardice."
init, Minata: 1d20 + 4 ⇒ (16) + 4 = 20
init Kel: 1d20 + 2 ⇒ (2) + 2 = 4
init, Ionnia: 1d20 ⇒ 4
init, Dryden: 1d20 + 8 ⇒ (7) + 8 = 15
init, Enemy: 1d20 + 2 ⇒ (16) + 2 = 18
init, Nemesis: 1d20 ⇒ 14
20 Minata
18 Brae-Hagen
15 Dryden
14 Nemesis
12 Oret
5 Kel
4 Ionnia
Minata is up first! Green means the door is open, red is closed. It is a 15ft climb down into the lower floor of the bunker. Gray is dim light, the rest of the room for the most part is darkness.
Lorian the Peacemaker |
Minata tried to cast another spell, but it fizzled. Not able to get where he wanted, he walked over to the trap door and jumped down, yelling a challenge "I am Minata Oni Slayer! Prepare to die demon! but falling flat on his face in the process as his foot caught one of the rungs.
ASF 1-35%: 1d100 ⇒ 9
Acrobatics: 1d20 - 4 ⇒ (7) - 4 = 3
Oh bother! At least I will help cushion the fall of anyone else. Using Challenge on the Demon.
Grandmaster TOZ |
"Feh. It is no joy to kill you on your back. Stand and fight!" the fiend mocks Minata from within the cloud of darkness.
20 Minata (Damage: 3)
18 Brae-Hagen
15 Dryden
14 Nemesis
12 Oret
5 Kel
4 Ionnia
Alright, the rest of the party may make their moves now that Minata is thoroughly embarrassed..
Falling Damage: 1d6 ⇒ 3
Madam Ionnia Nevarion |
Drop down the hole (potion in one hand, naginata in other)
Acro: 1d20 - 1 ⇒ (15) - 1 = 14
rage, move action drink potion, and grab naginata with offhand
AC =5. HP = 99, Reach = 10
Nemesis Melek |
Nemesis makes her way down carefully...and without looking around until she's made it down.
My movement speed is 20 feet. What does it take me to climb down? Can I still make a standard action?
Grandmaster TOZ |
Climb checks are move actions to go 1/4 speed, or 1/2 speed at a higher DC.
Nemesis Melek |
If I double-moves to go down 10 feet, then dropped down the remaining 10 feet as (I assume) a free action, would I avoid falling damage?
If so, that's what I do. If not, I just go down 10 feet.
Acrobatics if it will help me not land prone: 1d20 - 3 ⇒ (13) - 3 = 10
Grandmaster TOZ |
Ionnia and Nemesis fail the acrobatics check, but intentional jumps deal nonlethal for the first 10ft, so you'll just take some falling damage without going prone.