Badriyah Hameedah
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Spellcraft: 1d20 + 7 ⇒ (18) + 7 = 25
Taking the potions from Mazon, she removes the stopper from one of them and gives it a quick sniff. Dabbing a bit on her pinky, she tastes the brew and nods her head with a smile.
"I'd say they are all healing potions. Cure Light Wounds." She looks down at the fallen assassin. "Odd thing for one of her kind to be carrying around unless she was expecting trouble." She adds with a shrug.
Ser Willem Dargerion
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Ser Willem listens as he helps pick up the remaining gear. ”We need to get this information to Torch as soon as possible. I would leave most of this junk here for them, as we have other matters to attend to if we want that information from him.”
Thanagar Hol
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Than listens to Ser Willem's suggested course of action. I agree friend lets not get involved in the coals. We have things to do. Than moves to ready to go and offers to heal anyone who did not get healing if they need it.
Badriyah Hameedah
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"Some of this actually has a little value." Badriyah says as she gathers the remaining potions along with the hand crossbow and various kits. The gold she distributes to the nearby people who were accosted by the thugs. To each of them she quietly says with a grim smile, "In case anyone asks, you saw two elves and a dwarf all in black take those people down. You overheard them refer to something called the Night Spider's gang."
Diplomacy: 1d20 + 8 ⇒ (18) + 8 = 26
| Venture Teller Play b'Post |
Bodies being left in the street? & only one potion is claimed. Do you want them all or leave them for the Hundred Fingers gang?
Returning to the White Uraeus Grandmaster Torch sees the party almost immediately. He still sits in a tub to sooth his burned skin.
EDIT: all potions claimed. Also you could go to another task rather than return immediately to Torch.
| Venture Teller Play b'Post |
Bodies? Next task? Report to Torch? Three people build a consensus, two if no other responses in a day.
Ser Willem Dargerion
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Ser Willem had already mentioned he wants to report to Torch before going onto the other tasks. Bodies and loot are of little concern at this point to him.
-Mazon-
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Apparently, we are hoping that the Hundred Fingers gang is going to take care of the bodies. But if they won't, we can take the bodies off the street, maybe put them in a midden heap somewhere nearby.
Badriyah Hameedah
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Badriyah was just going to leave the bodies, hopefully bribing the locals into giving out bad descriptions to either the authorities or other gang members.
I'll vote for going back to Torch, if it moves us along.
| Venture Teller Play b'Post |
Returning to the White Uraeus Grandmaster Torch sees the party almost immediately. He still sits in a tub to sooth his burned skin. "Back so soon?" he asks.
Ser Willem Dargerion
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Ser Willem speaks up. ” You may already be aware of this, but your life is in danger, thus our returning to you before we complete the other tasks. The Red Mantis have a contract for you.”
| Venture Teller Play b'Post |
Grandmaster Torch gives a noncommittal grunt and shrugs his shoulders. "Persistance does not guarantee success." He adjusts his back and an assistant pours ladels warm water onto it. "They have tried before and failed, thanks in part to Pathfinders." He asks about the assassin and when the party tells him what happened, he nods to one of his bodyguards who soon disappears. "Still I thank you for finding the Hundredfingers for me and delivering their message."
After Torch answers any other questions they may have the Pathfinders head off to their next task.
Sorry, in retrospect, I could have passed that on a several posts ago. Where to?
Badriyah Hameedah
|
With the message delivered, Badriyah is quite relieved once they are again away from the Grandmaster's presence.
"I'm not sure I'll ever get used to his condition." She confides to the others when they get back outside. "But we all do what we must. Shall we collect the artifacts from the well?" She suggests looking to the rest of the group for their thoughts on where to go next.
| Venture Teller Play b'Post |
Two hours outside of town lies and old well. Before Eto began taxing those who entered its gates, this low ruin was a way station for water sellers. Wild grasses hug the low walls surrounding the wide mouth of the well. The far side is protected by a large flat of stone that rises out of the desert floor.
Just a reminder: Eto taxes Osiriani artifacts entering the city.
Ser Willem Dargerion
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Know (Local): 1d20 + 0 ⇒ (8) + 0 = 8
Ser Willem shrugs his shoulders. "I don't suppose he gave us money for the taxes it's going to cost us to get these back into the city.", he says, nodding towards the well that should have the artifacts in it.
-Mazon-
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Mazon heaves a big sigh. "Nope. Looks like we are going to have to try to sneak them in again. On the bright side, we only need to bring one."
Now is when I wish someone had Sleight of Hand skills.
Badriyah Hameedah
|
With a grimace, Badriyah curses herself for forgetting about the tax. "Well, we might get lucky." She says while moving closer to get a better look at the well. "Maybe there will be some coins hidden in the stash to cover the tax. I'd rather not test old Mahu twice. He seemed to handle it kindly the first time, but he might react poorly should we get caught a second time."
Take 20 to search around well for a 25 perception
| Venture Teller Play b'Post |
Bardiyah leads the party in a very thorough search and finds no hint of the hidden artifacts. Thirty feet down the well, the fifteen foot well narrows to just five feet. Murky water hides its depth beyond that.
| Venture Teller Play b'Post |
oops the large flat of stone is more like a cliff. Think Ayers rock in Australia's outback.
| Venture Teller Play b'Post |
Than sees a shadow where one part of the well is darker than another. But since the water is so murky, he can't quite tell what it is.
| Venture Teller Play b'Post |
Belvica quietly unravels 200 feet of rope from her pack and says "Mesa haves ropes... "
Knowledge Nature 1d20+7
She then takes out her bow and aims at the cave mite 1d20+6
causing 1d8+3
oops my bad. "might" not "mite" Since the only folks with nature knowledge have a desert background I tried to make a sea cave sound like something read about but never seen. :)
With length of rope, Badrayah is able to weight one end after tying off the other. The rope stops spooling only three or four feet after hitting the water.
The water in the bottom of the well gets murkier as anyone descends into it. They sink another foot in silt making the water 5 feet deep. A cave slopes up to the east, big enough for a person to crawl through. It is completely dark. The well is five feet around at the bottom, so only two characters can be there at one time.
Badriyah Hameedah
|
Seeing the water isn't very deep, Badriyah uses the rope to slowly and carefully climb down into the well. Wrinkling her nose as her feet slip into the water she takes a moment to light a candle and then searches the well and cave entrance.
Climb with Rope: 1d20 - 1 ⇒ (7) - 1 = 6
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
| Venture Teller Play b'Post |
Badriyah has a short crawl through the shaft. When Mazon's lights follow her out of the water she sees an open space.
Everyone can make a DC 5 climb check if they take 10. I moved Sir Willem in behind Badriyah.
Badriyah Hameedah
|
While the others make climb down into the well, Badriyah moves a little further into the hidden cavern to make room and to see if there are any hidden dangers.
Perception: 1d20 + 5 ⇒ (15) + 5 = 20
| Venture Teller Play b'Post |
The ghost light of Mazon's does not function fully. It's lights stop fifteen feet from the source.
-Mazon-
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"This is strange. Instead of the 110 ft my lights can go away from me, they can only go 15 ft. I'll get a little closer to you Badriyah." Mazon says while trying to figure out the reason.
Perception: 1d20 + 3 ⇒ (19) + 3 = 22
Belvica Insnare'ba
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Belvica makes sure the rope is properly used so that both ends go to the bottom around the anchor point then she descends last 1d20 + 5 ⇒ (2) + 5 = 7
Once reaching the bottom, she leaves the rope afixed
Perception 1d20 + 8 ⇒ (2) + 8 = 10
| Venture Teller Play b'Post |
"This is strange. Instead of the 110 ft my lights can go away from me, they can only go 15 ft. I'll get a little closer to you Badriyah." Mazon says while trying to figure out the reason.
[dice=Perception]1d20 + 3
Spellcraft is more relevant, but we'll use this roll :)
The glowing globes travel normally but the darkness here swallows the light. Mazon adjusts the location to light as much of the area as possible for the two humans in the party. She, Than, and Belvica can see the whole area.
A dark pool fills the center of this vast chamber spilling out of its cracked basin. The trickle of water flows west through a short tunnel of rough-hewn stone and pools at the bottom of a collapsed well. Alcoves set in the walls give the illusion of staring at the flared hood of a cobra. Two altars face each other across the pool in the chamber’s northwest and southeast corners. A statue of a robed human male stands in the northeast corner, and what must have been its twin lies toppled in the southwest corner.
Map adjusted.