Haris Hawkson |
Linguistics: 1d20 + 4 + 5 ⇒ (12) + 4 + 5 = 21
Linguistics: 1d20 + 4 + 5 ⇒ (2) + 4 + 5 = 11
Haris looks back and forth between the options, ”I'm with Roary. These are Sczarni, we don't play nice.”, he holds up his sword then notices the huge mouth he's looking through, ”But I don't think we can storm the room through this hole. Maybe Rowanna can hold their attention here while the rest go around?”.
Rowanna Nachtalus |
"I can hold the attention of one of them at best. Perhaps we should just go around, I would rather not be shot out while waiting for everyone else. It's a pity they aren't standing together."
Rowanna Nachtalus |
"Let's just see what's in the other room. If we can deal with it quickly and efficiently, I can return here and set up an ambush for these men while the rest of you rush through the doors."
Tessara Omelion PFS |
Tess nods , ready to quietly search the next room with the others.
Roary Flamebearer |
Roary heads back to the main passage and lets Hawk take the lead again..
DM Rah |
Your group descends into a 10-foot-by-40-foot stone chamber that appears less damaged by the wet conditions than other areas of the crypt. No supports are positioned here to hold the roof up.
Eighteen standing crypts are set into the walls here. Several indistinct names are inscribed upon each “lid.”
A short passageway at the southeast corner leads to a sturdy wooden door, leading to what should be the large chamber seen from the secret passage.
Gerard Dessedeaux |
So quick to kill without even knowing 'oo zey are... Durvin Gest must be rolling in 'is grave at zee thought!
Gerard shakes his head, but says nothing.
GM: Is there an updated map? Having a bit of trouble following the description... EDIT: Found it, posts crossed! Thanks!
Gerard Dessedeaux |
Knowledge (religion: 1d20 + 6 ⇒ (5) + 6 = 11
"Zeez are not tombs, but memorials for zose lost at sea. Interressant..." Gerard examines the names as he passes them (assuming the group advances).
Rowanna Nachtalus |
"I left Morrey outside to protect him from danger. I'll cast a dancing lights spell and send it towards you as the signal."
Rowanna will move back to the mouth and wait until the guards are within 10' of each other, then she'll cast Dancing Lights down the tunnel, and send it as a signal to the others, while casting Glitterdust (DC 16 Will) on the guards to hopefully blind them temporarily. The group should be able to mop them up. I'm on my phone so I can't access the map, if someone could move her to the appropriate spot I would appreciate it.
DM Rah |
Seems like most agree with Rowanna's plan, so I'll get the ball rolling here.
Surprise Round! All PCs can make one move or standard action!
Rowanna's dancing light appears in the hallway, signaling her readiness. She then casts a spell into the room, catching both overseers in a blast of glittering magical dust.
Will Save 1: 1d20 + 1 ⇒ (19) + 1 = 20
Will Save 1: 1d20 + 1 ⇒ (19) + 1 = 20
Wow...
Both instinctively cover their eyes as the dust appears and avoid blinding.
INITIATIVE
Haris: 1d20 + 4 ⇒ (4) + 4 = 8
Badr: 1d20 + 6 ⇒ (6) + 6 = 12
Roary: 1d20 + 2 ⇒ (11) + 2 = 13
Tessara: 1d20 + 3 ⇒ (4) + 3 = 7
Rowanna: 1d20 + 8 ⇒ (17) + 8 = 25
Gerard: 1d20 + 3 ⇒ (12) + 3 = 15
Overseer 1: 1d20 + 3 ⇒ (12) + 3 = 15
After everyone has made their surprise round actions, we'll go right into Round 1:
Rowanna <=UP
Gerard <=UP
Overseers
Roary
Badr
Haris
Tessara
Rowanna Nachtalus |
Gotcha. Thanks for clearing up the misunderstanding.
Surprise action: Glitterdust as stated above.
Round 1 action
Rowanna moves away from the mouth, casting Mage Armor once she is no longer in danger of being shot at.
Gerard Dessedeaux |
Gerard attends Rowanna, and will use his blunt arrows on any armed enemy who doesn't seen to be blinded.
Longbow: 1d20 + 7 ⇒ (16) + 7 = 23
damage: 1d8 + 2 ⇒ (6) + 2 = 8
Badr al Din Ibn Badriyah |
Badr lines up a straight shot at one of the two overseers at the back and fires with a roar of fire and thunder.
Bang 1d20 + 7 ⇒ (19) + 7 = 26 (Has precise shot. Target is Flat footed? Attack isn't within touch attack range)
Damage 1d12 ⇒ 3
Roary Flamebearer |
Roary will rage and charge at one that still up.. He'll use the flat of his blade..
Attack/Rage/Charge/Non-Lethal/PA: 1d20 + 9 + 4 + 2 - 4 - 2 ⇒ (17) + 9 + 4 + 2 - 4 - 2 = 26
Damage: 2d4 + 16 ⇒ (1, 4) + 16 = 21 Non-Lethal
AC is 12 this round
Roary Flamebearer |
Ill just move up and charge when i can.. You mind me keeping the roll?
Gerard Dessedeaux |
Gerard observes the effect of his first arrow. If the first crossbowman goes down, he will switch targets to the other. He won't shoot if the target is ensorcelled by Rowanna, to avoid messing up her spells.
If both of the crossbowmen are down or captivated, Gerard will ready an action to shoot the first person who either draws a weapon or raises the alarm.
DM Rah |
Everyone gets a free surprise action, then Rowanna and Gerard get additional actions on Round 1 due to high initiative rolls.
Gerard's first arrow hits and injures the overseer and Badr's shot gives him another wound, but he does not go down.
Both reach for their crossbows as Roary barges into the room.
Still waiting on surprise actions from Tessara and Haris. Gerard, take your ready action.
Tessara Omelion PFS |
DM, heading out for the evening and don't want to slow things down. Tess will open the door with her surprise action.
Gerard Dessedeaux |
Gerard grimaces. Asking for zurrender while attacking? Zeems unlikely to succeed...
Gerard fires at the same guard he hit before, hoping to knock him out before the others kill him. Long bow: 1d20 + 7 ⇒ (17) + 7 = 24nonlethal damage: 1d8 + 2 ⇒ (6) + 2 = 8
"Twincandles! Rise up against your oppressors! You owe zem nothing, we will liberate you!" I hope I 'ave read zee situation correctly...
DM Rah |
Haris Crit damage: 1d4 + 3 ⇒ (3) + 3 = 6
Despite the range, Haris hurls a dagger across the entire length of the chamber and deep into the stomach of one of the overseers.
Gerard puts an arrow into the other overseer, and he drops.
Badly injured, the remaining overseer pulls Haris dagger from his gut and looks at Roary charging across the room. Instead of firing his crossbow, he takes cover behind a table.
The twincandles youths look around in shock and drop next to their tables, trying to stay out of the fight.
INITIATIVE - all PCs are up!
Roary <=UP
Badr <=UP
Haris <=UP
Tessara <=UP
Rowanna <=UP
Gerard <=UP
Overseer
Unable to edit map at the moment. Someone please move the northern overseer behind the table.
Roary Flamebearer |
Roary will move up to where the guard hid.. "Drop the bow or I'll cleave you in two.." If he doesn't surrender than my above roll should send him into the afterlife even with it being non-lethal.. If you want me to roll again let me know..
Tessara Omelion PFS |
Tess approaches the children. "Who are you? Where did you come from? Are your parents looking for you? Do you know more about this place, or the people who held you?"
Rowanna Nachtalus |
"Everyone did a fine job." Rowanna replies to Haris, almost sounding bored, "That's why they send in the best."
Gerard Dessedeaux |
Gerard will move to enter the room, and checks the downed men for signs of life. He will stabilize any that are still alive.
Heal check: 1d20 ⇒ 14
Heal check: 1d20 ⇒ 17
Any live guards are disarmed and tied up.
He then looks up at the Twincandles. "Were zees men holding you against your will? Tell us where their leaders are, quickly!
DM Rah |
Both of the overseers still breathe and are in no danger of dying, one having been knocked out by one of Gerard's blunt arrows, and the other subdued by the flat of Roary's blade.
The Twincandles youths volunteer what they know without much coercing. They work here cataloging objects stolen by Titus Terliss and his thugs. They are too inexperienced to realize Terliss is operating without Sczarni authority, and are eager to leave this place. They have never been further than this chamber, though they report that Terliss and his drug-crafter, a bronze-skinned tiefling named Lal Chawda, are somewhere beyond.
The worktables in this room are littered with archaeological finds, art objects, and many other valuables accumulated during the instigators’ crime spree, including a set of white jade figurines, an ancient bronze sacrificial dagger studded with chunks of roughly cut obsidian, well-preserved Taldan tapestries, and several darkwood Mwangi masks.
Several items are magical and more than simple art objects and historical relics. Among these are a brooch, an arrow, and a candle.
Rowanna Nachtalus |
Rowanna casts Detect Magic and attempts to ascertain the purpose of the magical items.
Spellcraft brooch: 1d20 + 10 ⇒ (2) + 10 = 12
Spellcraft arrow: 1d20 + 10 ⇒ (18) + 10 = 28
Spellcraft candle: 1d20 + 10 ⇒ (12) + 10 = 22
Rowanna Nachtalus |
"The brooch protects from magic missles, although it's shown some use. The arrow can instantly kill vermin. The candle forces everyone near it to speak the truth when it's lit." She explains after a brief examination of the objects.
Roary Flamebearer |
"Someone should wear that brooch.. Could be a wizard down here.. Shall we continue?"
GM Lamplighter |
"I will carry zee magic arrow for now, if no one objects," suggests Gerard. He turns to Roary. " I agree, mon ami, we should continue. We do not know if we have been 'eard..."
Gerard motions the Twincandles away. "Go, now, and rethink your life of crime! Do you think these - " he gestures to the tied-up overseers - "would really have let you live when they were finished using you?" He lets that thought hang in the air as he follows the group, again taking rear-guard position.
DM Rah |
Haris doesn't find anything dangerous about the door, and though his first attempt fails to pick it, the lock is not beyond his ability and he soon has it open.
Through it is another crypt, similar to the one passed through west of the central chamber. However, the stained stone walls conceal actual sepulchers. The heavy stone lids that seal the tombs are each approximately 3 feet square, and etched with the name and rank of some departed sailor. Virtually all of the cells have been unsealed, their lids now lying cracked on the stone floor. Jumbled, crumbling skeletons lie heaped within each cell, recently looted of any valuables. Nothing of value remains in the graves. One lid remains intact, on the chamber’s western wall at floor level. It swings open on visible hinges, no longer adequately disguised as a secret door. It leads to a curving passageway scarcely larger than the dimensions of the doorway. Harsh chemical fumes emit from the opened hatch, and the sound of voices and the flicker of movement in front of a light come from the passage beyond.
The narrow, curving passageway is 3 feet wide and 4-1/2 feet tall—narrow enough that Medium creatures have to squeeze in order to pass. Place your tokens in a marching order please.