"Hmm, well everything seems to be in order. Have a fine evening people and remember to tip the doormen on your way out." the gendarme says while stepping aside.
Once inside the Weaver’s Parlor, you have no problem fitting in. Many of the gamblers are eccentric, so those attending the tournament display a variety of styles and mannerisms. Several entrants earned their fortunes through piracy and swagger about in gaudy clothing; other notable gamblers include a halfling sailor accompanied by a wiselooking ape, a white-clad devotee of the Prophecies of Kalistrade, and a set of suave Varisian triplets.
Harried servers and attendants bustle throughout the Weaver’s Parlor, meeting the often-peculiar demands of the eclectic clientèle with practiced smiles. Several Gendarmes provide security in the gambling hall, but they concentrate their attention on the gaming tables rather than the comings and goings of people.
You quickly notice the entrance to the wine cellar. The door is discreetly tucked beneath the stairs leading up to the second-story balcony.
After having a chance to make a circuit of the gambling hall to try to see if anyone is watching more closely than an initial look indicates, Jolly suggests we send Auric to check the door and then all try to slip through quickly since sending one at a time over several minutes might be even more obvious.
Perception for watchers: 1d20 + 6 ⇒ (10) + 6 = 16
Auric casually moves to the door and turns his back to it, as if observing the room. With his hand he tries to turn the handle, finding that the door is unlocked. While he does this he hears faint noise from behind the door, as if some woodworking is going on. He also hears voices speaking in what appears to be Varisian.
Alektara will move slowly and hopefully unnoticed towards the door to the wine cellar. She will not enter yet, more like providing cover for the others to enter and watching the room to ensure they are safe.
Val will do a quick tour of the tables, make a couple of small bets as he works out which tables are "hot" and then after a minute or so also quietly head down the stairs.
Not wanting everyone to go down at once, Telos remains by some of the tables, watching carefully.
It isn't until the others have already made their way through the door that he tries to enter discreetly.
perception: 1d20 + 5 ⇒ (13) + 5 = 18
stealth: 1d20 + 2 ⇒ (11) + 2 = 13
"If its construction, we'll need to see if we can get them to leave us alone for a little while. Auric, maybe you should tell them we've been brought in to handle a big recurring rat problem in the basement and for their own safety, we need them to leave for a couple hours."
Once she thinks the others have not been detected moving through the doorway, Alektara will move through and join them. Stealth: 1d20 + 11 ⇒ (9) + 11 = 20
" Auric, maybe you should tell them we've been brought in to handle a big recurring rat problem in the basement."
Exactly :) I figure its a nice not too threatening threat for the poor work crew. Now we just need to get Auric through the door ;-) I'll go second since it sounds like a Bluff may be in order.
"I'm not exactly dressed like a rat catcher, unfortunately. However, I could act as your boss. Moreover, I could also make one of us invisible, but casting a spell here would be somewhat conspicuous and draw unwanted attention. Your plan sounds good, let's put it in motion."
Auric knocks at the door then boldly strides into the room with an air of self-confidence about him. He doesn't remain in the doorframe but moves into the room to leave room for his bulkier companions to follow him inside.
"Greetings gentlemen, we were sent to take care of the rat problem, and my men here will help you with that. Would you be kind enough to point us where this is? It seemed pretty urgent."
Bluff, Heroism: 1d20 + 18 + 2 ⇒ (10) + 18 + 2 = 30
"Think big rats Auric. Not the ratter kind. Big rats need people that are heavily armed and capable."
Jolly follows Auric through the door, "Heard they've got a big hole back in a corner someplace they keep coming in. Big things. Big as a dog and mean."
Bluff to assist not that Auric needs it thank goodness: 1d20 + 2 ⇒ (2) + 2 = 4
The wine cellar of the Weaver’s Parlor is cooler and quieter than the bustling floor above. A few lanterns illuminate rows of casks, and a sturdy rack bisects the room, obscuring the western half. The rack extends from floor to ceiling, but does not reach the walls to either side, allowing passage around the rack to the north and south.
On the far side of the sturdy rack, you notice two men and one woman balancing atop empty casks, each person carefully drilling a small hole into the ceiling of the wine cellar—that is, through the floor
of the gambling hall above. They jump down when Auric addresses them.
"Rats? We haven't seen them around. Go ahead and do your thing while we do our work." the woman answers. "As a matter of fact we haven't seen you either, just as these rats you were talking about"
"Where do you want me boss?" Alektara asks from the back trying to make her way to the front.
Deciding that these lowlifes aren't worth your time or attention you search for the secret door and find it. After making sure that it is not trapped you quickly pass through it to find stairways going down.
You descend the stairways and enter a wide stone room. It is deep underground, but decorated as though in a country manor. Standing lamps illuminate the decor, which includes pastoral paintings of landscapes typical of southern Avistan. Hallways extend to the north and south.
Alektara: 1d20 + 4 ⇒ (8) + 4 = 12
Auric: 1d20 + 13 ⇒ (19) + 13 = 32
Jolly: 1d20 + 6 ⇒ (4) + 6 = 10
Scratcher: 1d20 + 8 ⇒ (14) + 8 = 22
Telos: 1d20 + 5 ⇒ (1) + 5 = 6
Valandil: 1d20 + 5 ⇒ (14) + 5 = 19
Map is up!
Assuming Auric tells us of the sounds
"Let us follow the sounds to the south. If we can avoid conflict with the golems that would help reduce our risks, both from combat but also in attracting attention.
"'Ight, Boss!", Scratcher moving forward, claws drawn.
-Posted with Wayfinder
Jolly quickly unpacks a Pathfinder flag from his things and affixes it to his spear, then follows Scratcher to the south. He watches the corridor for any sign of traps.
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Find secret door
Alektara: 1d20 + 4 ⇒ (18) + 4 = 22
Auric: 1d20 + 13 ⇒ (5) + 13 = 18
Jolly: 1d20 + 6 ⇒ (19) + 6 = 25
Scratcher: 1d20 + 8 ⇒ (15) + 8 = 23
Telos: 1d20 + 5 ⇒ (10) + 5 = 15
Valandil: 1d20 + 5 ⇒ (20) + 5 = 25
Hear metallic noises
Alektara: 1d20 + 4 ⇒ (1) + 4 = 5
Auric: 1d20 + 13 ⇒ (13) + 13 = 26
Jolly: 1d20 + 6 ⇒ (10) + 6 = 16
Scratcher: 1d20 + 8 ⇒ (18) + 8 = 26
Telos: 1d20 + 5 ⇒ (12) + 5 = 17
Valandil: 1d20 + 5 ⇒ (17) + 5 = 22
Note: you are not supposed to look behind the GM screen ;-), feel free to check out other spoilers
You walk to the south and come up to a door. You collectively check the door for traps, but find no traps. There is no noise coming from the room, while some of you still hear coming metallic noises from the northeast and going noises from the southwest.
You attempt to open the door and it is unlocked, the room contains mundane goods such as casks of fresh water, spare furniture, and basic tools. Several large, flat, wooden boxes packets are also stored upright in this room. East wall, top of map
After a quick check of the room Valandil and Jolly discover a secret door in the north wall of the room. When the door is pointed out Auric and Scratcher hear metallic noises coming from behind the secret door!
From the hallway, through the open door you can't hear the noises at the moment.
I assume you check every door for traps and then open it. I also assume you check out every room for anything peculiar (single perception check). If anyone wants to take 10 instead of rolling for perception let me know. Lastly, can I get a marching order?
Please adjust your icon on the map.
"Secret doors are often hiding places for valuable information. We should remember to look in there on the way out.." suggests Valandil.
His gaze is drawn to the crates and he has a bit of a peek inside to see what is being transported. Glancing at the secret door he adds
"If there are clockwork golems in there, then we should probably avoid the fight at the moment, if we can."
Opening the first crate takes a minute. Inside Valandil finds a large mirror, carefully wrapped.
"Be aware that if need be, I can conjure an area of silence to cover the noise of battle. What's more, these guardians could be guarding something precious, potentially the Spider herself. I wouldn't mind attacking them, but let's see what the rest of our companions think."
"I think Auric has a good idea since it sounds like there may be more than one. Let's finish looking around in here. Then we can try to see if we can catch one by itself and use Auric's spell to keep the other unaware."
Perception to look further around contents of the room: 1d20 + 6 ⇒ (10) + 6 = 16
I wouldn't mind taking 20 in here to search thoroughly once the door is closed. As for marching order, Jolly is a front liner, but a reach fighter so he can go in row 1 or row 2
"I'll either take front row with scratcher if it's 2 wide or I'll go second if single file.
"It sounds like a plan," Telos agrees with Jolly. "Let's keep looking..."
perception: 1d20 + 5 ⇒ (3) + 5 = 8
"OK, I have trail security. Let us push forth and be quick about it lest some nosy people come down here asking about rats."
Val looks around.
"I think the middle for me would be best, or towards the back. I can use my arts best when there are not things in my face. Speaking of which - I summon creatures. So if you see something odd appear, do try not to attack it immediately."
Right before entering, Auric will cast silence on one of his durable adamantine arrows, and draw his bow, ready to shoot that very arrow.
Auric Voralius: 1d20 + 5 ⇒ (11) + 5 = 16
Jolly Janipani: 1d20 + 2 ⇒ (4) + 2 = 6
Scratcher: 1d20 + 3 ⇒ (2) + 3 = 5
Telos Phane: 1d20 + 2 ⇒ (5) + 2 = 7
Valandil Anwamanë: 1d20 + 3 ⇒ (10) + 3 = 13
Blue: 1d20 + 8 ⇒ (15) + 8 = 23
Green: 1d20 + 8 ⇒ (16) + 8 = 24
Red: 1d20 + 8 ⇒ (20) + 8 = 28
You open the secret door, only to stare right in the mechanized eyes of three clockworks! Their spring-loaded reactions out-beat your slower humanoid muscles and they fire three nets in your direction! They manage to catch Jolly, Telos and Valandil in their nets!
Ranged touch attacks
Blue vs Joly: 1d20 + 6 ⇒ (18) + 6 = 24
Green vs Telos: 1d20 + 6 ⇒ (20) + 6 = 26
Red vs Valandil: 1d20 + 6 ⇒ (10) + 6 = 16
Red and Blue fired before Green, after that Green closed to within 10 ft of Telos
If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.
Jolly - Entangled
Telos - Entangled
Valandil - Entangled
- - -
The clockworks are unarmed, they are four-armed, human-sized clockwork construct that balance on three legs that rise into a central body. A weird tube on their shoulder fired the net.
Also edited my post, there are three of them...
Please remember that Auric has cast silence, so no speaking ;-)
Val uses a withdrawl action to remove himself from combat.
Can someone mark where the silence arrow is at the moment? Val can't do anything in the silence. IF it is in another corner, Val may well have taken his withdrawl to another square in the room if it was outside the silence. He likely would have moved away from the secret door before it was opened as well, but this being PbP I guess we assume it was opened in typical chaotic PF fashion!
Silence is the red circle
Val, sorry for that. I will try to stick more to the marching order (which I posted with the map)
Scratcher walks up to the door and attacks the construct, hoping to hold the line as the others try and escape, cursing loudly to himself :P.
Using Combat Expertise and Power Attack; Threatening Defender trait allows no penalty for the first increment of Combat Expertise
CE PA tekko-kagi @ Green: 1d20 + 7 - 1 ⇒ (12) + 7 - 1 = 18
Damage on hit: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7
AC is 21 right now
Telos watches as the nets ensnare his companions. The warrior readies an attack on the first one through the door.
MW Bardiche (power attack, overhand chop): 1d20 + 6 ⇒ (2) + 6 = 81d10 + 14 ⇒ (8) + 14 = 22 Boo
The scratcher holds the line, but fails to hit the construct in front of him while Val relocates to a safer spot. Telos readies an attack for the moment the clockwork comes closer, despite the net that is hindering him.
Jolly - Entangled
Telos - Entangled - Readied attack to hit AC 6, Damage 22 you forgot the net: -2 on attack rolls
- - -
- - -
Valandil - Entangled
Val, feel free to adjust your movement to another place
Edit: Ninja'd by Telos, who is entangled and does not seem to care.
NP. Chaos happens, one of the fun bits about PbP. Time to throw some daggers I suspect. I forgot silence is now 20' - for so many years the spell was called "silence 15'radius"
Hmmm...I had missed your edit about me being entangled, too. However, since I can't make a DC 20 Escape Artist OR a DC 25 Str check, I guess it doesn't matter since it's impossible for me to get out during combat.
Telos: The net has 5 hit points.... and hardness 0... do you have a dagger?
Flag is out! +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects if you are within 30 feet and can see the flag.
Jolly readies an action to attack any of the constructs that come within his reach (the one by the door is too close for him to attack).
Attack (Arcane Strike): 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 6
Damage: 1d8 + 6 ⇒ (3) + 6 = 9 Adamantine, not that it matters with the 1
Auric shoots the furthest creature with his silent arrow, however the shot misses and ends up in the wall opposite the archaeologist.
+1 Shortbow, RS, Luck, Heroism, PBS, AS: 1d20 + 10 - 2 + 2 + 2 + 1 ⇒ (1) + 10 - 2 + 2 + 2 + 1 = 141d6 + 1 + 2 + 1 + 2 + 1 ⇒ (5) + 1 + 2 + 1 + 2 + 1 = 12
+1 Shortbow, RS, Luck, Heroism, PBS, AS: 1d20 + 10 - 2 + 2 + 2 + 1 ⇒ (15) + 10 - 2 + 2 + 2 + 1 = 281d6 + 1 + 2 + 1 + 2 + 1 ⇒ (5) + 1 + 2 + 1 + 2 + 1 = 12
Both arrows are durable adamantine ones.