Elado Zoros |
Elado shrugs and sends more ice toward the snake.
ray of frost, bless, pbs: 1d20 + 5 + 1 + 1 ⇒ (3) + 5 + 1 + 1 = 10
ray of frost damage, pbs: 1d3 + 2 ⇒ (2) + 2 = 4
caster level check: 1d20 + 4 ⇒ (5) + 4 = 9
Pig the Runt |
Pig grunts as the metal snake bangs on his armor.
"Shiny snake in Pig's way," the half-orc complains as he swings his broad bladed axe at the construct's sinuous body.
MW Greataxe, PA: 1d20 + 8 - 1 ⇒ (16) + 8 - 1 = 23
S, PA: 1d12 + 6 + 3 ⇒ (7) + 6 + 3 = 16
M. Reynard AKA Ragathiel's Hand |
Raga continues to attempt to add to Pig's defense until another option becomes available.
Aid Defense(Pig): 1d20 + 4 ⇒ (13) + 4 = 17
Yroh of the Snows |
Raising his shield, Yroh bulls in along with Pig as the snake shatters.
Total Defense and then move in to beside the door, assuming Pig will 5ft forward to press the attack.
GM Redelia |
I'll assume Baku continues to have his spell attack the bandit.
bandit reflex save: 1d20 + 5 ⇒ (6) + 5 = 11
3d6 ⇒ (6, 5, 3) = 14
The bandit falls over.
You carefully look around the rooms, but are unable to find anything other than the bandit's gear (3 doses of poison, 2 flasks of acid, a masterwork shortsword, and rope) and the animals he has clearly been experimenting on.
You move on to the next room, and find a huge natural cavern. Before you explore all the new doors you just found, you look into the last room in your current hallway.
What you find appears to be the messy workshop of someone who enjoys alchemical experimentation. There are several tables covered in bottles and gear, the bottles all clearly labelled. Looking over these, you find 11 bottles of wine, five bottles of brandy, eight bottles of vinegar, 14 vials of synesthetic agent eight vials of antidote for synesthetic agent, three vials of acid, four vials of Small centipede venom, two potions of bull's strength, and three potions of cure light wounds.
Pig: 1d20 - 1 ⇒ (18) - 1 = 17
Baku: 1d20 + 11 ⇒ (12) + 11 = 23
Raga: 1d20 + 7 ⇒ (4) + 7 = 11 bonus for traps and secret doors
Yroh: 1d20 ⇒ 14
Darioos: 1d20 + 4 ⇒ (1) + 4 = 5 bonus for traps
Elado: 1d20 + 6 ⇒ (20) + 6 = 26
Please tell me what order you want to explore the last few doorways.
Elado Zoros |
Elado pauses at one of the potions. Eh, this one seems strangely labeled. I may have someone identify it properly before it's consumed.
also suggested an order for the room discovery.
Pig the Runt |
Pig looks through the labeled bottles of wine and spirits.
"Ah ha! Pig and friends find great treasure!" he cheers and looks around at the others. "Can drink when outside tower, Pig suppose."
Baku Shaw |
Shortly after the man collapses, the crackling cloud sucks in on itself and vanishes.
"Well done all! Well done." remarks the druid as he looks about. Grabbing one of the vials, he mumbles "Yes, that would be good Professor....I see your meaning Elado. That is troubling..."
Prying the stopper out, he takes a cautious wiff of the contents. "Why dont' we just make sure, before we feed it to Pig..." Staring at the liquid for a long moment, he shakes his head. "I don't know, but I don't like it." Replacing the cork, he pockets the flask. "We'll have to be cautious on this one."
Spellcraft (With Detect Magic): 1d20 + 8 ⇒ (2) + 8 = 10
GM Redelia |
You examine the next unknown room you come to, and find what is obviously the personal room of someone very important, because it's far nicer than any room you've seen so far. It includes a personal 'outhouse.'
Pig: 1d20 - 1 ⇒ (15) - 1 = 14
Baku: 1d20 + 11 ⇒ (2) + 11 = 13
Raga: 1d20 + 7 ⇒ (18) + 7 = 25 bonus for traps and secret doors
Yroh: 1d20 ⇒ 19
Darioos: 1d20 + 4 ⇒ (6) + 4 = 10 bonus for traps
Elado: 1d20 + 6 ⇒ (17) + 6 = 23
M. Reynard AKA Ragathiel's Hand |
"Huh. That's interesting. Hardly ever see one of those indoors. Hey, does anyone else see that line over there? I think there's something hidden behind the hole. Give me a board or something, would you?"
Barring any other means, Raga is going to board over the personal toilet and attempt to examine the hidden compartment, ready for just about anything.
Perception: 1d20 + 7 ⇒ (4) + 7 = 11Bonus for Traps
Disable Device(If needed to open): 10 + 12 = 22
Pig the Runt |
"Pig thank Darroos, but axe no drink," the half-orc warrior says with a big, toothy grin.
M. Reynard AKA Ragathiel's Hand |
Raga carefully and slowly closes the door, attempting to not trigger the construct.
K:Arcana(Inspiration): 1d20 + 7 + 1d6 ⇒ (11) + 7 + (2) = 20
"There's a construct in here, and a small library. Let's come back to this after checking out the rest of this floor -- we might be able to find the passcodes in another location and it'd be a shame to destroy this one if we don't have to?"
I think I may have moved Raga to the wrong non-porta-privy on the map. Would the GM please move Raga and the rest of the team to the appropriate location? :)
Pig the Runt |
"If Fox say so," Pig concedes. "What construct look like?"
GM Redelia |
Having agreed to come back to the hidden library later, you enter the next room. Rows of pews and a stone altar on a low dais show that this room is a shrine. A large statue of a mysterious, hooded figure stands solemn vigil at the east end. Paintings on the walls depict a grayhooded man in a variety of exploits and triumphs, culminating in his ascension to godhood, when he begins aiding lesser thieves.
A woman, far more richly dressed than any of the bandits you have met so far, is lecturing to two ordinary looking bandits. When you come in, she looks at you.
"What are you doing here? You are clearly not one of us!"
Elado Zoros |
Clearly. The dozen we've encountered before you were no match. Stand aside or the Pig gets to oink YOU!
intimidate: 1d20 + 7 ⇒ (5) + 7 = 12
Baku Shaw |
==Earlier==
'Not magical at all...huh...' considers Baku. 'Definitely need to have these looked at later.'
==Now==
"He speaks the truth ma'am. However, we don't have to kill you, if you agree to let us be. I would suggest you find yourselves a new hideout though. We are charged with exploring these halls."
A thought ringing from the back of his head, he adds "You aren't perhaps a wizard? If you are THE wizard, then we did agree to end you for the residents above."
Diplomacy?: 1d20 + 1 ⇒ (3) + 1 = 4
M. Reynard AKA Ragathiel's Hand |
"Would that make you leader, then? Some of your deceased associates couldn't keep their mouths shut." Raga inquires with a bit of a squint. "We can, and we handled that situation for you. Hope you don't mind?"
"Given our exploration thus far and ultimate goals, yes, the path to Klarkosh would be preferred." the kitsune offers after a brief moment.
I want to end this brigand so much... but the party is trying SO hard.
Diplomacy(spending Inspiration): 1d20 + 3 + 1d6 ⇒ (12) + 3 + (1) = 16
Eesh.
Yroh of the Snows |
Yroh peers at the woman intently. "Tarrin." He nods to himself. "Your men were disloyal to you. How wonderful that we could provide them discipline. If you have not seen it, you also have an infestation of gibbering mouths nearby. Hopefully this warning serves you well and dispels any worry of our intentions."
Diplomacy Aid Another: 1d20 + 4 ⇒ (4) + 4 = 8
Elado Zoros |
sense motive: 1d20 ⇒ 17
Elado is worried about her intentions. Although, he will tentatively follow if more than one of the party also follows the lady.
Baku Shaw |
Sense Motive: 1d20 + 6 ⇒ (17) + 6 = 23
If Baku feels she's being sincere, he'll follow
'Well, seems we shall continue our quest of befriending the lords of each level.' he considers with a smirk.
M. Reynard AKA Ragathiel's Hand |
Sense Motive(spend Inspiration): 1d20 + 7 + 1d6 ⇒ (10) + 7 + (6) = 23
Raga watches the richly clad person warily, as they ARE part of a band of brigands, for any sort of duplicity or hint to begin the assault.
Trust, but verify.
GM Redelia |
1 person marked this as a favorite. |
You guys can tell that she is being honest about wanting you to leave her alone and go bug Klarkosh. :)
What she may plan afterwards is less clear. Because this is PFS and each level is an independent 'adventure,' I don't think this part actually can be an issue. Negotiating with Tarrin Dars I do interpret to be success at this level if that is what you choose to do, based on how the encounter with her is scripted.
Yroh of the Snows |
Yroh feels no particular need to murder someone who isn't trying to murder him. :)
GM Redelia |
You follow Tarrin Dars through some hallways (marked with a red scribble on the map) to a room near where you started, and she shows you the stairs down to the rest of the Spire. She explains that she will let her guards know to let you come and go as needed.
Good job, guys, that's the end to Level 3 of the Emerald Spire.
Feel free to post here with any reactions or conversation; we'll move over to discussion for dealing with chronicles and things.
M. Reynard AKA Ragathiel's Hand |
"You know, if you set up a small shop here as a waystation, you'd make a LOT more money than banditry. As we're working with an extended organization, they'd probably even be interested in having your resources work for them -- and it'd make our tasks further in the Spire a LOT easier... and potentially more lucrative for you." Raga offers with a hopeful thought.
"That is, if you're not heading for the backwoods to avoid local entanglements. Won't stop you if you do, but you look like you've got a good set here and most of the idiots that were weighing you down have been culled, so it'll be much more profitable for you in the future if you were to work with us."
No reason to murder them, but Raga's backstory is her family was murdered by bandits coming over the Crown of the World and she only barely survived, so she'd very much like to get them to at least the side of Neutral(notEvil) if not Goodness eventually. It might be hard as they follow Nogoodberg, but it's a nice pet project?