| GM Chyro |
Father Burdock never finished that line, your line sounds a tad meta. You don't know where he is. Bunch of bloodhounds :). We'll see.
| Father Burdock |
I am ok with that only because I did see him chug a potion. But to identify the effect... Spellcraft: 1d20 + 5 ⇒ (20) + 5 = 25
Burdock steps over and slams the door shut again. "Stay and finish what you started, coward!"
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| GM Chyro |
I'm not saying PCs don't know, just that typing ooc and IC the same assumption without knowing feels kinda meta. Also, fyi, it's a double door, as you can see.
Anyway, long sequence short. Hank poofs away and when he does, the archer is sitting on his knees against a column, holding his hands behind his head in surrender.
| Lyssa Kail |
"Do we want to investigate this Grint, or do we tie him up again?"
Lyssa pouts. "Or shall I knock him out cold? Or unconscious? That also works for me, I'm in a good mood."
| GM Chyro |
Jenny and Lynnen enter the circular room when the sound of combat is over.
Just as you are going about the usual routine of picking clean the bodies.
5 studded leather armor
2 longbows
3 wooden shields
3 heavy maces
10 remaining arrows.
1 mwk dagger
10d5 ⇒ (5, 4, 2, 3, 5, 1, 1, 3, 4, 4) = 32gp and 15d10 ⇒ (6, 7, 3, 7, 2, 2, 4, 3, 9, 3, 1, 4, 4, 9, 8) = 72silver
"Wh-what k-kind of peo-peo-eople are th-they?"
The large statue, at the wall to the right, seems to have some spots less dusty. Its hand looks a little loose.
The door in the west leads to a wooden balcony, its wooden construction as dated as the one you walk on. In contrast to the exterior of the asylum, the garden 25ft below seems well kept and flourishing. A rope ladder lies folded on the side of the balcony.
| Lyssa Kail |
Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Lyssa walks over to the statue at the eastern wall, and pulls its hand in various directions to see if it gives.
Perhaps its some kind of lever?
| GM Chyro |
Lyssa grabs the large right hand, with both her own hands and starts pulling. Before pulling firmly she had noticed it could be moved slightly in 5 directions.
l,u,r,d
She tries;
1d4 ⇒ 4 d, Dmg: 1d4 ⇒ 2 Reflex: 1d20 + 5 ⇒ (10) + 5 = 15, Lyssa partially dodges a flame jet, taking 2 fire dmg.
1d3 ⇒ 3 r, Dmg: 1d4 ⇒ 1 Reflex: 1d20 + 5 ⇒ (17) + 5 = 22
Lyssa partially dodges a flame jet, but still taking 1 fire dmg.
1d2 ⇒ 2 u.
A *clink* is heard, the left hand which was thumb forward, turns 45 degrees. The arm raises enough to be crouched underneath, into what seems to be some hidden room.
| Lyssa Kail |
"I don't know what compelled me to keep trying after the first flame jet hit me, but I seem to have unlocked a hidden room."
Lyssa shrugs and dusts off her clothes. She then takes a careful look at the interior of the new room. And more importantly, she looks to see if there are more traps inside.
Perception: 1d20 + 8 ⇒ (6) + 8 = 14
"Could the magic squad do a sweep here?" Lyssa asks before she considers entering the room.
Lyssa turns to address Jenny, who she forgot to address earlier. "Sorry Jenny, the statue caught my attention for a moment. To answer your question: they were bad people. They attacked us for no reason at all."
| Sabel Ea'tari |
Sabel claims one of the longbows and arrows if she can find them.
"Why did you keep pulling on the statue? It had solved the puzzle but you might have botten badly Hurt! "
casting defect magic on the room for Lyssa.
Perception: 1d20 + 2 ⇒ (15) + 2 = 17
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| GM Chyro |
Sabel doesn't detect magic within the room, neither does Lyssa find signs of traps. Sabel notices faintly elevated outline of a circle on the desk. The room contains a chest and a desk, its candles still lit. A private office or quick hiding chamber are plausible purposes.
On the table lies a stack with papers, going over them you see instructions for renovations. Both graphical and in writing.
The 2nd floor in East wing is to be repurposed as a grand chapel.
With the current amount of patients, we should have an ample amount of followers, after their 'rehabilitation'. We should make haste, we have troublesome visitors, so be alert.
The Father
The chest is wooden and with a simple sliding lock.
Scroll of ear piercing scream.
Scroll of sleep
A pouch containing 250gp
| Grint Mavric |
Grint picks up one of the longbows as well and splits the arrows with Sabel.
"This place still gives me the creeps, this whole place begins to seem more and more like a haven for evil people and cultists." Grint says after seeing the room and the purple circle, not even having read the note that accompanies it.
| Jadwiga Elsa Harcatha |
Indeed Grint, you are very observant. For a male. Elsa says, and she takes the two scrolls.
Is everyone healed from the last round of fighting?
| GM Chyro |
Indeed Grint, you are very observant. For a male
Pfft XD, aw poor guy. The scroll is at CL1, btw. Then again mooks have poor to no will bonuses.
| GM Chyro |
To Elsa's question, there had been no mention of such, so not yet.
Couple of options; an unexplored room, a balcony to the garden?
| Lyssa Kail |
I'm at 19/24HP, but that's fine for now.
After the others have taken all that's to be taken from the hidden room, Lyssa moves over to the unexplored room's door. Of course she's even more careful now she actually encountered a trap. "Whoever built a flame trap in a building with a wooden floor is nuts..."
Perception: 1d20 + 8 ⇒ (19) + 8 = 27
If the hall and door seem safe, and the magic squad has had a moment to confirm a lack of magic traps, Lyssa will attempt to open the door. If someone detects magic, Lyssa will immediately back off twenty feet.
| Sabel Ea'tari |
Sabel follows close behind Lyssa holding her bow. She looks happier now that she is holding a good weapon again. She casts detect magic on the spaces indicated by Lyssa.
"You ready? Want to get out of this place as soon as possible."
-Posted with Wayfinder
| GM Chyro |
Oh, but there's still such wonders to see here, muhahaha.
Lynnen:ຜູ້ທີ່ສອງເບິ່ງຢູ່ໃນລັດທີ່ທຸກຍາກ, ຜູ້ຊາຍ bow ແລະແມ່ຍິງຜິວເນື້ອສີຂາວໄດ້.
ເປັນກຸ່ມຂອງທ່ານເຖິງແມ່ນການດໍາເນີນການຟື້ນຟູ? ສູ້ກັນວິທີການຂອງທ່ານອອກໄດ້ຖືກ doomed ຖ້າຫາກວ່າບໍ່ໄດ້ຢູ່ໃນສຸຂະພາບດີ.
"Those two look in poor state, the bow man and the blonde woman.
Is your group even carrying restoratives? Fighting your way out is doomed if not in good health."
No magic radiates from the hall or the door, no traps either.
Opening the door reveals a group of card playing men, who look up to see the unknown visitors.
Elsa: 1d20 + 1 ⇒ (13) + 1 = 14
Father Burdock: 1d20 + 1 ⇒ (9) + 1 = 10
Grint: 1d20 + 6 ⇒ (15) + 6 = 21
Lyssa: 1d20 + 2 ⇒ (19) + 2 = 21
Sabel: 1d20 + 4 ⇒ (9) + 4 = 13
Melee: 1d20 + 2 ⇒ (3) + 2 = 5
Round 1
Grint & Lyssa
Elsa
Sabel
Father Burdock
Enemies
*Red
*Blue
*Green
| Grint Mavric |
Well not being in good health is what you get when the DM moves you forward into combat after saying that ;) Also, why initiate combat, perhaps we're not so murderhobo as you think?
Before combat Grint obviously seems pained by his several wounds, he keeps holding a hand on his chest as the party is moving, but he doesn't ask for healing himself.
Not sure what the room looks like and if I have LoS.
Grint raises his bow, looks at Lyssa with a raised eyebrow, shrugs then fires two arrows at the closest target.
Attack, Rapid Shot, Longbow, Deadly Aim: 1d20 + 5 ⇒ (1) + 5 = 61d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d8 + 1 + 2 ⇒ (2) + 1 + 2 = 51d8 + 1 + 2 ⇒ (6) + 1 + 2 = 9
If within 30 feet add +1 to Att and Damage
| Jadwiga Elsa Harcatha |
Why are we firing first? Are these guys necessarily the enemy? The clerk in the other room wasn't...
| Grint Mavric |
My thoughts exactly, but apparently the combat music has started playing and thus we know we are in combat and they are hostile. Combat Music
| GM Chyro |
True, but these guys are armed and look none too friendly, contrary to archivist Caleb.
Edit: somehow i knew you'd be posting that, if there was a link. Classic.
Round 1
Lyssa
Grint shoots twice, red is hit for 9.
"What's the big idea?"
Elsa & Sabel
Father Burdock
Enemies
*Red
*Blue
*Green
All can post, but it'll resolve in order.
| Jadwiga Elsa Harcatha |
I don't like the idea of rolling initiative being construed as being "in combat" unless you are 100% certain that as a GM you won't try and trick us with that. Also, Grint I have no idea what you are talking about....unless you are talking about that somehow Grint in game knew that the Game Master had rolled initiative and thus in no way could guys playing cards be friendly.
Elsa glowers at the men playing cards Surrender now and spare yourselves unnecessary pain and discomfort. Intimidate: 1d20 + 11 ⇒ (15) + 11 = 26
| GM Chyro |
Elsa's command gets the men shaken for 3 rounds.
The injured man seems understanding, after seeing the row of 'reinforcements' outside of the door.
As for the others, 2d2 ⇒ (2, 2) = 4.
They understand as well.
With the ease of previous fight in the circular room, these 3 surrender. They were weaklings anyway.
The room itself is a sleeping quarter for guards, several bunks are against the walls. 2 weapon racks to the west contain 3 longswords, 1 mace and a belt with 4 daggers.
Some of the matrasses seem to have a slight bulge, there's pouches of money.
Total of 8d20 ⇒ (12, 18, 7, 6, 5, 7, 16, 13) = 84 gp and a few gems.
Appraise 15, they would be worth 200 to a jewelsmith or alchemist.
Looking underneath the table or inquiring about the room, reveals a trapdoor underneath the table. The guards tell you it leads down to the 1st floor.
| Lyssa Kail |
Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Diplomacy: 1d20 + 0 ⇒ (20) + 0 = 20 What?
"Sooo... which game were you playing?" Lyssa asks laughingly as she steps into the room. "No, seriously, I'm sorry about that arrow. Our Grint's a bit impulsive, you see. Never mind him. And don't worry about that wound, it'll be healed in no more than a week and a half."
"Anyway, we're searching for the Vault. Do you guys know where it is?"
Lyssa nods when she's told about the trapdoor underneath the table, which leads to the first floor. "And where do we need to go from there?"
| GM Chyro |
With Elsa overseeing the 'negotiations', the three men answer Lyssa's questions.
#1 "What...you shoot and then ask what game?"
#2 shoves an elbow in #1's side. "It's called Pazaack, really easy actually." Equivalant of Blackjack.
#1 "The Vault? From what i know there's three 'wings' to the place. West, East and North. Your best bet would be north."
#3 "That trapdoor, leads to the floor below, ends you near the entrance to East Wing. We're hired arms, need to know basis."
Where you went with the orderly and had to have your gear 'secured'.
| Lyssa Kail |
Lyssa shrugs. "Sure. You'll probably feel better using your own weapons."
She pushes the table away from the trapdoor. "This trapdoor isn't trapped, is it guys?" Lyssa asks the men.
| GM Chyro |
#2"No, we've got to move through it too you know."
2/5 for the trapdoor to 1st floor, balcony to the garden still open.
| GM Chyro |
Alright then.
Jenny looks wary of the 3. "Is it s-s-safe to j-just let th-them be?"
Whatever your actions are with these 3, you proceed down the trapdoor. You descend a ladder down a dimly lit shaft. A lever activates a (untrapped & non-magical) door. It opens and you find yourself on West wing's 1st floor, seemingly in a staff corridor. A door with the plaque "guard post" is conveniently to your immediate right.
You notice some drops of red liquid underneath the door, not outside it, underneath.
A plaque to your left indicates a staircase down to ground floor, as well as 'cell block'. You went over a walkway above the cells earlier.
When headed to the top of the staircases;
Sounds of battle are vaguely heard.
| GM Chyro |
....
In short, you open the door to find a mess. The guard lies in a pool of blood. On him is the key to a cabinet, which contains your gear. Achievement added.
Despite his uniform/armor, this wound was a 1 hit kill with a slashing weapon of large proportion likely.
So stairs to the ground floor or stairs to the cell block?
| Sabel Ea'tari |
Perception #1: 1d20 + 2 ⇒ (10) + 2 = 12
Perception #2: 1d20 + 2 ⇒ (4) + 2 = 6
Heal check: 1d20 ⇒ 19
"Finally my own weapons again!"
Sabel exclaims as she opens the cabinet after grabbing the key from the guard. Afterwards she goes to him to inspect his death.
"He was killed by a large slashing weapon. I think we should be careful around here. We still haven't found the darn language expert. Where shall we be able to find him you think?"
She asks the group.
| Grint Mavric |
Perception 1: 1d20 + 11 ⇒ (10) + 11 = 21
Perception 2: 1d20 + 11 ⇒ (20) + 11 = 31
Heal: 1d20 + 2 ⇒ (2) + 2 = 4
Before opening the door
Grint halts briefly as he notices the probable blood under the door.
"Wait a moment, guys, there's blood under the door, someone has been killed here. Quite recently I expect."
After opening the door
Grint halts again and listens carefully.
"Careful now, listen." He says, "There's sounds of battle nearby, I wonder who's fighting who."
Grint doesn't see the cut on the man, but after Sabel makes her comment, he raises an eyebrow and looks again with Sabel poiting out the wound.
"Uhm... Not to alarm you or anything, but doesn't this look like our friend with the barbed wire for his eyes? I think this might be the work of his sword."
| Jadwiga Elsa Harcatha |
Elsa shudders at the thought of facing that thing again....
| Lyssa Kail |
Perception: 1d20 + 8 ⇒ (4) + 8 = 12
Perception: 1d20 + 8 ⇒ (5) + 8 = 13
Heal: 1d20 + 4 ⇒ (10) + 4 = 14
Lyssa's oblivious to all Grint and Sabel are talking about, but she does understand one thing very well: time to get out of here before the barbed wire fellow shows up again.
"Let's hurry up, I don't want to be knocked out again! Does anyone know where we have to go from here?"
Back where we started... woohoo...
Achievement! :)
| GM Chyro |
Right, to the cellblock then. Mage armor has expired.
'knocked out'? Sliced open you mean ;), that depends on if you want to go head to head with him again.
The sounds of shouting and screams of injured become clearer.
As you come from the stairs to a corridor to the cellblock, a slightly opened barred door provides access to the rows of cells below.
Screams of panic alternate with the sound of metal.
The guards are locked in combat with a figure wielding a large greatsword.
Some guards lie dead on the floor, cut open or in 2 pieces.
DC14 will vs shaken 1 minute, DC15 fort vs nausea.
On the far back of the wall is a door that wasn't there last time you were in this part. An injured guard sits against the wall, getting paler by the minute. He seems to mutter something.
"You there, that man...thing....came through a door that suddenly appeared on the wall. Unless you know of a way to stop this thing, i suggest you leave."
| Sabel Ea'tari |
Perception: 1d20 + 2 ⇒ (1) + 2 = 3
Fort save: 1d20 + 1 ⇒ (6) + 1 = 7
Will save: 1d20 + 4 ⇒ (20) + 4 = 24
Sabel suddenly becomes nauseated at the sight of the men dying.
"I suggest we leave. They make a fine diversion for us. We may be able to find the person in the meanwhile."
| Lyssa Kail |
Will: 1d20 + 7 ⇒ (3) + 7 = 10
Fort: 1d20 + 4 ⇒ (14) + 4 = 18
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Lyssa takes a couple of steps back. "We should probably leave..."
She takes a look at the big man to determine if he's also wounded. If he is, Lyssa tries to determine how bad the wounds are.
Heal: 1d20 + 4 ⇒ (16) + 4 = 20
If the guards were able to wound him badly, we may be able to take him...
| GM Chyro |
From the 100ft distance and several guards blocking proper sight, Lyssa is unable to determine if the thing has any injuries.
But the cry of a guard after another visible swing of the large greatsword hinted it's still in condition to fight.
| Father Burdock |
Burdock wants to buff and fight!
-Posted with Wayfinder
| GM Chyro |
Pfft :), you might want to drag Father Burdock away, 4 out of 5 dislike a fight with the barbed wire man.
| GM Chyro |
What's next? Avoid the scene, intervene (via distraction, assault, drag away guards.) ?
| Jadwiga Elsa Harcatha |
Elsa isn't interested in fighting the thing. Let's move on.
| GM Chyro |
That's 3/5 to avoid this and move.
Your 2 escortees are happy you don't choose to fight and decide to continue your escape.
Greatsword, PA: 1d20 + 11 - 2 ⇒ (19) + 11 - 2 = 28 Dmg: 3d6 + 6 + 6 ⇒ (1, 1, 5) + 6 + 6 = 19
Greatsword, PA, cleave: 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 17 Dmg: 3d6 + 6 + 6 ⇒ (3, 4, 4) + 6 + 6 = 23
Especially after seeing the sword go through 2 guards at once left to right.
Taking the safer route of the stairs to the ground floor, the sounds of battle fade. You end up in a service hallway, orderlies and sisters are working in their normal routine, some even walk straight past you, not even commenting on you being in here.
The clarity of the staff's eyes is dull, as if spaced out.
| Sabel Ea'tari |
Sabel looks at Burdock as he watches the guards being slaughtered.
"We must leave. If we interfere we will lie next to them next. I'd rather not see that happen just yet."
New area
Perception: 1d20 + 2 ⇒ (17) + 2 = 19
"I don't think these people are all that alive. It looks like they had their brains scrambled."
She casts detect magic on the passing people.
| GM Chyro |
A vibe of a mind-affecting enchantment is felt from any of the staff passing by. Spellcraft DC13 for more info.