Reidog Blessedstone |
"All right, ye wee wooden beastie. Let's see how ye fare against dwarven steel!"
Reidog 5 foot steps into melee and swings his axe.
Axe,PA: 1d20 + 5 - 1 ⇒ (11) + 5 - 1 = 15
Damage?: 1d10 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Calvert Calvinson |
Calvert, blocked by the doorway to be fully effective, lunges in an effort to distract the construct.
aid another to give Reidog +2AC; need to hit AC 10
aid another: 1d20 + 4 ⇒ (7) + 4 = 11
Mythryndyr |
Myth will move 10' west and shoot over Reidog at the golem...
Shortbow w/Magic, Precise Shot, PBS, Rapid Shot: 1d20 + 7 + 1 + 1 ⇒ (12) + 7 + 1 + 1 = 21
Magic/Cold Iron Damage + PBS + STR: 1d6 + 1 + 1 + 1 ⇒ (6) + 1 + 1 + 1 = 9
Conney Donnovan |
CLW: 1d8 ⇒ 7
Conney, seeing Gru'Gar getting hit, and noting that that he doesn't have a great way to toss a bomb, whips out his wand and does what he can to heal Gru'Gar.
Pai Shecks |
Itty bitty Pai can hardly see a darned thing with all these big guys in front of her, so she scampers into the barracks and hops along atop the beds, calling out: "Reidog's right! Everyone back in here so we can flank it! Phew! It stinks in here!"
Wrinkling her little nose at the big stench coming from the pipe in the barracks, Pai activates her Air Shroud, then takes a deep breath of fresh, clean air. "Ahhhh!" Air Shroud: always surrounded by air, as air bubble
Reidog Blessedstone |
"Hrm! Way I heared tell, goo-lems 'r' supposed ta be tougher'n that."
Putting his axe away, he starts to examine the body to see if it left behind anything interesting.
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
"We done in here? Still got ta find tha Lashmistress and deliver what she got comin'"
Reidog chuckles to himself, enjoying his pun.
Mythryndyr |
Myth ponders a moment before speaking. "Maybe we should not give these items to the Lashmistress as that is what the Aspis wish us to do...withholding them might increase the tensions between the Lissalans and the Aspis. Or, as we suspect the Calistrian Priestess has sabotaged the dagger, we give her that and that alone...
"Either way, we should look for other opportunities for sabotage..."
Conney Donnovan |
Stashing his wand with a bit of a flurish "No problem, glad I could help. Yes, Mythryndyr, we need to do damage. Go, have fun!"
Mythryndyr |
Might as well check D next and if it's a storage room like B was, then go straight to F...
Myth will check the doors in the rooms to the east, D first and then F...
Perception: 1d20 + 9 ⇒ (16) + 9 = 25
GM Nowruz |
The next small room you enter looks the same as the last.
You continue to the eastern room.
Eastern Room
This room contains several mats and low beds. The walls of this room are deeply carved with jagged runic symbols. A small table sports a large brick of burning incense, but the incense’s heavy scent does not quite disguise an underlying sharp smell.
GM Nowruz |
The underlying smell in the room is clearly carbauxine. It is probably leaking through the carvings in the walls.
(Carbauxine is a colorless gas that is a byproduct of heavy carbon deposits. It heavier than air and highly flammable, and will violently combust if exposed to an open flame. Additionally, long term exposure has poisonous effects.)
Long-ago, dwarves learned how to harvest carbauxine gas safely, using it to create exceedingly hot flames that could be used for smelting. Based on what you know on the subject, one of these forges is dangerously close to the safehouse. Could the underlying smell be carbauxine?
(Carbauxine is a colorless gas that is a byproduct of heavy carbon deposits. It heavier than air and highly flammable, and will violently combust if exposed to an open flame. Additionally, long term exposure has poisonous effects.)
Reidog Blessedstone |
Reidog, can't you take 10 on your Knowledge (Engineering) check?
Yes, I COULD have *facepalm*
Calvert Calvinson |
Kn(local): 1d20 + 4 ⇒ (15) + 4 = 19
"During my time as a slave, I worked in mines for a short time. There might be a carbauxine build up here form a nearby dwarven forge., It's highly flammable and potentially poisonous. No bombs in here please - or at least until we talk with the Lissalans."
not sure I'm interpreting the local check right, so feel free to look
Mythryndyr |
GM, with your permission, I'll roll for Sapper since he has a couple of pertinent knowledge skills...
Sapper - Knowledge (Engineering): 1d20 + 10 ⇒ (7) + 10 = 17
Sapper - Knowledge (Nature): 1d20 + 7 ⇒ (11) + 7 = 18
Myth tries to see if he can recall anything...
Knowledge (Local): 1d20 + 4 ⇒ (4) + 4 = 8
...but nods to Calvert, saying, "Very interesting, I had not heard that..."
Pai Shecks |
Narrowing her eyes in suspicion, Pai drops her Air Shroud so she can smell what Calvert is talking about.
Knowledge: Nature: 1d20 + 4 ⇒ (14) + 4 = 18
Knowledge: Local: 1d20 + 5 ⇒ (6) + 5 = 11
"Yup, he's right. It's probably leaking in through those deep carvings. It's poisonous if you're exposed to it for a long time, but we should be fine if we leave soon. I have an ability that can protect up to four other people from breathing it for a couple of minutes, if anyone's interested."
Once everyone has decided what they'll do about her offer, Pai will activate her Air Shroud ability again. If anyone wants two minutes of kineticist's Air Shroud (for effects, see Air Bubble), Pai will take 1 point of Burn to extend her ability to them. Just let me know so I can mark it down. Its effect on Pai lasts until it is dismissed.
Mythryndyr |
Myth smiles. "T'would appear we have another opportunity...Pai, I will gladly take you up on your offer m'lady, if you please...I'll try to widen these carvings into cracks and let more of the gas leak in...
"I would advise those who cannot be protected by Pai and have no alternate protection, leave the room while we sabotage this room..."
I'm guessing this would also be a Disable Device check? If not, someone else might be have a better skill check...
Once Pai's Air Shroud is in place, Myth will use his tools and any other objects around that he can find to open up the carvings into cracks, if possible...
Disable Device: 1d20 + 13 ⇒ (14) + 13 = 27
Reidog Blessedstone |
"Oh, that? Didn't even notice tha smell. Just seemed normal."
I'll try Strength if you want, but someone's Dungeoneering check would probably be better
Pai Shecks |
Pai enthusiastically tries to help, but just gets in the way.
Strength: 1d20 - 2 ⇒ (1) - 2 = -1
Mythryndyr |
Myth gives a wry grin. "Very well done...we should leave this area though and move on before the gas overwhelms us...I left my badge in the pipe room...if one of you can leave a badge near where the cracks our, that will further implicate the Aspis..."
Reidog Blessedstone |
"I'd be more worried 'bout tha burning incense lightin' tha gas. Leavin's tha right answer, though."
Reidog tosses his badge along the wall, then leaves the room and heads toward the final room, keeping an eye out for trouble along the way.
Perception: 1d20 + 6 ⇒ (9) + 6 = 15 +2 for stonework
GM Nowruz |
You enter the northern room, and pass underneath a large sheet with a Sihedron rune placed just above the entrance.
The chanting is audible very loudly now!
The centerpiece of this stark stone chamber is a low stone dais designed to display a statue. A black sheet painted with a seven-pointed rune hangs before the southern exit.
The western exit is a set of doors consisting of iron bars an inch in diameter and six inches apart, like those of a cage.
On the dais probably stood the elaborate rune-carved contruct of a creature with a serpent’s body, a woman’s torso, six wings, and a Sihedron rune in place of a head, that attacked you and that you destroyed.
GM Nowruz |
You already fought the golem so I continue the story.
The party moves to the western room.
As you move past the bars, you see several heavy black curtains with a seven-sided rune on them. As a matter of fact, you see several layers of these black curtains.
As you move past, you start hearing loud chanting and drums. Once you reach the last, the sound seems almost deafening compared to the silence of the rest of the safehouse.
This cavernous stone chamber may have once been an underground amphitheater. Several curtains painted with a seven-pointed rune obscure a complete view, but steep stairs and rows of stone benches descend into a central pit.
Pounding drums and the rhythmic chanting of dozens of voices reverberate throughout this chamber. Many of the cultists whip themselves with barbed whips and then whip the blood onto the woman and the altar in the middle of the room.
Peeking into the pit, and with some effort, you count no less than 25 people in the room, not including yourselves. Cultists are gathered in the pit, on multiple layers of stairs and benches. The lowermost level contains a small stone altar, and a woman leading the ceremony. Her body turns into a fiery form in one moment, and she lets out a stream of colours that move around the room in the next.
* * * *
The cultists all chant, except for one. A man approaches you quickly after you enter.
He was clearly tasked by guarding the entrance. He speaks in a hushed voice, thought the cultists below probably couldn't be roused by full-blown shouting either:
"I don't know who you are, but you shouldn't be here. Explain yourselves, or leave."
Based on his appearance, the man seems like a younger acolyte tasked with mundane assignments until he gains experience, or an even younger member joins in.
Mythryndyr |
Myth bows to the acolyte...hoping to give one of the more charismatic of his friends an opening to embellish, he says, "We were sent by our master, Vidrin Jenk of the Aspis to present this dagger to your Lashmistress, as a gesture of our enduring goodwill..."
Aid Another (Diplomacy): 1d20 + 2 ⇒ (11) + 2 = 13
GM Nowruz |
The man lets out a sigh of relief and relaxes the hand resting on his weapon once he hears you are 'with' the Consortium.
"I see. Still... you can't be here. You will interrupt the rituals. I understand you have something for us. I will be more than happy to pass on whatever you brought to the Lashmistress once the ceremony is finished, but I will not disturb her now. And neither will you."
"She expressed she doesn't wish to speak with you anyway, but she told everyone to expect you arriving today. Unfortunately, you chose a bad time if you wanted to negotiate anything. Just give me whatever you brought and I will pass it on. The Lashmistress would contact - or have someone get in touch with - your people afterwards."
Reidog Blessedstone |
"Funny way 'o showin we're expected, leavin' a trap active on tha way in. Ye got another way out? One what don't have traps?"
Reidog tries to pitch his voice low. The people below probably can't hear it, but whispering isn't in the dwarf's vocabulary.
Calvert Calvinson |
In a whisper to Gru'Gar: "Maybe get this peon to take the dagger, not knowing any better?"