GM Smashomancer |
The lady makes her way through the hall in further silence but with a newfound sense of urgency. It would be palpable without the cacophony in the room behind. Conversation on Reggie's end stops quickly when the whole group rejoins.
Celiss?
She places the tray in the middle of the desk motioning for the group to help themselves.
Celiss retrieves a small notepad from the desk and begins writing a series of notes with remarkable speed in response to Reggies speech.
So, you wanna let 'em know? You know you don't hafta.
Ey did they 'ave any more a them fancy oranges in the hall?
Sorry, right. Well, don't gotta tell me twice. After a bit more of this, Reggie turns back to the party.
So, Liss thinks she knows where Gabe wudda gone. There's an old mill s'posed to be demolished soon, but ya know. Bureaucrats. It's inside the city. Gabe an' her used ta use it as a stompin' ground. Celiss an' 'im were in with some bad folks before they came ta us. I think maybe 'e might 'ave kept a couple contacts after we told 'im not to. I, uh. Look, ya don't need an alibi from 'er, right?
Azrael Lackless |
I check to see if someone answered me because Paizo's been wonky again and thought I had lost my dot... and I discover f&$*ing website ate the post I wrote yesterday!
Azrael smiles and shakes his head "As far as I am concerned, there won't be need, Reggie. She has helped us more than we could have hoped for, and for that I thank you." says Azrael as he turns to Celiss and bows slightly.
"May both the Old Lord and the Choleric Queen bring you happiness in your life, Celiss."
Returning his attention to Reggie and the rest "The only piece of information I would please ask you for is: which bad folks? Anything we know about them could prove useful if we face them."
Unsure if this calls for Diplomacy, but I can't wait for Azrael to f%%! up again with his rolls
Diplomacy: 1d20 + 9 ⇒ (7) + 9 = 16
Only a 7? That's even worse than a 1, it's plain mediocre. Damn you RNG! Daaaaamn youuuuuuu!
Gwynn Cleary |
Don't worry about that, buddy. Happens to everyone sometimes. Gwynn says to Kek'ra, trying to pat him on the back, and realizing too late why that was a bad idea. I, er... Sorry 'bout that, mate.
She listens to what Reggie had to say. Thanks for telling us this. She said, watching for what how he was saying what he was saying.
Sense Motive: 1d20 + 5 ⇒ (8) + 5 = 13
Lanliss Seldlon |
Sorry for the long absence. I had lots of stuff to do.
Do you know what resources these "bad folks" may have? If we have to get involved in, um.. conflict, we have to be prepared.
GM Smashomancer |
Gwynns cunning intuition tells her that Reggie does not seem like he wants to have to give an alibi for Celiss this morning.
"Please... use 'Reginald' if ya would. Lotta bad experiences in primary school." Celiss gives him an aside glance after his quick interruption of Azrael.
"Righto. Tha blokes the twins used to hang 'round 'r just a bunch a petty thugs. They moved in after the Chevaliers moved outta the area. To be honest, they might not even still be there, but there's a reason they picked up these two. Gabriel had a knack fer mechanics. Makin' contraptions, opening locks. If he's there he probably has a few traps set up in the building. I dunno if there'd even be others with him still. I'll give ya directions if yer lookin' ta hurry. He had a habit a hangin' around the lot anyway. 'E could be there for a while if'n he don't think 'e was followed."
Lanliss Seldlon |
Thank you, yes directions would be nice. The quicker, the better.
GM Smashomancer |
"La rivoluzione deve vivere!" The felines head jerks around in a panic, eyes wide.
"Oh! oh. Err, yes. Right! Return trip. Gentlefolks found what you were looking for I trust? No more trouble, yes?" He starts the car up and its unholy sounding engine signals it's time to go.
Feel free to discuss a plan of attack on the way to the city. I would encourage it even. The sun will be setting on your arrival.
GM Smashomancer |
Welp, I suppose that's long enough.
The sun swings low on it's arc through the sky, only briefly showing through the parts in the clouds. These partings disappear by the time the dreary trip comes to an end. Dark clouds arrive in the sky with an ominous tone. Lack of color only partially correct. The firelight from the few streetlamps lit contrast the dull colors.
Your trusty driver Lembe follows your directions, stopping the vehicle about half a block away. As a group you find your way to the building pretty easily. A cursory check from the outside reveals a distinct lack of life, save for a scurrying raccoon. The sign that used to state the name of the building is graffiti'd over and scratched out. As well, the double doors in the entryway are left half swung open. The placement of the windows suggests multiple floors to the building from the outside.
What do you do?
Azrael Lackless |
I wanted to comment on the drivers words, but Paizo didn't find necessary to notify you had posted :( The revolution will have to wait, it seems...
Dismounting the carriage, Azrael draws his scythe for good measure "Well, look like nobody's home... but I doubt that's the actual case."
The paladin walks closer to the double doors and listens intently... Perception: 1d20 - 1 ⇒ (4) - 1 = 3 before waving his hand to the rest and saying "This room seems clear, come fast before whoever resides here notices us!" as he enters the building.
Abel The Wanderer |
perhaps we should take a small break, discuss what we are all thinking, discuss what information we have. oré we could investigate this old rundown building. Abel being ever cautious listens himself, before taking action.
percept: 1d20 + 8 ⇒ (2) + 8 = 10
Seraphina Firedancer |
Sorry, a prolonged illness and death in the family has kept me from paying close attention. But I'm still here, just.
"It sounds better than any plan I have," Serephina admitted. "Sneaking and talking our way in didn't work that well for us last time."
GM Smashomancer |
My condolences. Life takes priority of course. It's hard to tell if someone has something they want to do, and I don't want folks to miss it if I push on too quickly.
Those peering into the building will note a cluttered floor down a fairly long hallway. A staircase on the other end of the hall (along with more doorways) leads upwards and downwards. There are weak lights keeping the light levels tolerable. Just inside the opening doorway lies a second doorway on the right into a small room. If there was a door, it hasn't been there in a while. There's a wide open safe with small gold and silver coins visible through a mess on the floor. An overturned chair and scattered long faded papers with a torn apart book shoved under a table leg for balance. Hard to make out anything more specific from here.
Besides the low hum of the lighting? It's quiet. Dead quiet.
Wat do? And in what order?
Lanliss Seldlon |
sorry. Couldn't get to my phone or computer when I had any free time. I'll set reminders to make sure I don't do it again.
It looks like it's deserted. Leaving a safe full of coins in plain view isn't something people usually do. Unless it's a trap of some kind. Lanliss knocks on the door. Gabe? Lanliss speaks into the building.
Seraphina Firedancer |
"Yeah, it's a trap. It almost has to be." Then again, the scene looked like something might have turned violent...might no one had been around to hide it again, or they weren't in a state to move it.
Abel The Wanderer |
if it's a trap, then we prepare to take advantage of that trap. either moving on or opening it, with everything there is possibility for risk, of course there is also the chance that we are overreacting. We could also attemp to move the safe to a different location, if that would help Abel prattles on like a teacher talking to students.
Lanliss Seldlon |
Lanliss knocks again and speaks louder. GABE!
GM Smashomancer |
Lanliss chooses to project his voice down the hall in hopes for an answer from the man he and his allies have begun to search for. The only response is the continued hum of the lights. At first. A couple of seconds slowly tick by when the slow groaning sound of shifting metal emanates from above changing to wavering, dissipating pulses of sound.
Truth be told, I've been waiting for someone to post something I can continue with. I suppose shouting in the spooky building will have to do.
Azrael Lackless |
Not even trying Perception, can't make it.
Azrael changes his scythe from one hand to the other while he meditates "If there is anybody in here, our noises had already alerted them. We need to hurry so they don't have time to set an ambush or escape."
Having said that, Azrael advances towards the stairs and waits the others with a foot on the first step "C'mon, we have no time to waste!"
Lanliss Seldlon |
I can make it on a nat 20. Come on...
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Wow....
Lanliss draws his rifle and loads it.
Lets hope no one hostile is in there.
Gwynn Cleary |
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
If you could get past that whole 'being intangible' thing, you'd be of great help, I'm sure. She said to her tengu friend. By the way, how are you standing on the floor? She asked.
Gwynn pulls out her pistol. Even if they're not hostile, try for a shoot-first kind of deal. Gwynn said, her tone indicating that she was probably joking. Just aim for a non-vital area.
Seraphina Firedancer |
Serephia raised an eyebrow at that idea, but didn't comment. She simply followed.
GM Smashomancer |
C: 1d4 ⇒ 4
D: 1d6 + 1 ⇒ (2) + 1 = 3
Azrael strides through the hallway, ignoring any distractions like the other doors, or the small needle sticking out of his neck after the faintest snap is heard under his feet. The loose papers on the floor rustle ever so slightly. It seems that whoever set the tripwire had concealed it under book corpses. Fortitude save DC 13 or Azrael takes 4 con damage.
The rest of the party follows, the passage seeming clear now. Peeking around the top of the staircase, the next hallway seems almost identical to the last. Papers scattered about, doors shut and silent. Another staircase leads upwards. There is a window on the other end.
Azrael Lackless |
Fort Save: 1d20 + 9 ⇒ (1) + 9 = 10
Now you gotta be kidding me... I'm seriously considering creating a new alias and porting the info there, this shit is starting to be spooky
The paladin brings a hand to his neck and says "For Lord's sake, what was th-" but he leaves the sentence uncomplete as the poison passes his biological barriers as well as his holy blessings "I don't feel that well..." he adds as he stumbles towards the closest wall and rests. "Poison... be careful..."
I'm assuming he isn't oblivious to the fact that he's been poisoned, but if he indeed is please ignore the last sentence
Seraphina Firedancer |
Seraphina winced. "I'm sorry, I can't help with poison. I can restore what has been lost once it runs it's course though. Are you going to be OK?"
Azrael Lackless |
"I think so, Seraphina. But I don't feel like running or swimming or getting beaten right now. Not much in the mood at all." tries to joke Azrael as he regains his composure and removes the needle. "Any of you is keen on perceiving hidden traps? I'd rather find next one before it sticks out of my neck."
GM Smashomancer |
Abel can see the poison is made from the somewhat uncommon Graymould. A lichen that's only mildly toxic on its own, distilled down to a potent thick liquid with miscellaneous ingredients. He is also aware and able to help the holy man shrug off the poison should he choose to do so.
Feel free to make some medical babble up if you want. Since Abel made the check, Azrael receives a +4 bonus tomorrow morning to remove the poison, otherwise he will take more con damage unless the poison is removed in the meantime. So all he has to do is get any other number on his d20 when he tries that save, and he's good.
Lanliss Seldlon |
Lanliss holds up his wand.
I can cast armoring spells on us, if you'd like. In case of arrow traps.
GM Smashomancer |
The hallway lingers on ahead. Dust motes float listlessly through the air. A sudden crash of thunder cracks it's way through the ears, and lightning flashes in from the window.
Seraphina Firedancer |
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Aware she was not the most observant of creatures, Seraphina murmured, "I don't think I see anything...do any of you?"
Lanliss Seldlon |
perception: 1d20 + 5 ⇒ (13) + 5 = 18
"It's probably just your imagination. Don't people get more jumpy during thunderstorms?" Lanliss casts mage armor (with his wand) on himself. "I'm not taking any chances with traps."
Abel The Wanderer |
Graymould poison, distilled from a specific lichen. luckily i've seen the plant and poison before, it attacks the bodies ability to fight foreign substances and sickness . It would normally keep getting worse and harder to overcome if left alone. The wanderer says making a small incision near the wound, and pressing enough to force a bit of bleeding. That should get some of the poison out, other than that keep it clean . I'll look at it again tommorow to make sure the poison has passed. Abel wipes the blood, letting the cut heal on it's own.
Abel returns to the task at hand looking down the hallway like everyone else, I see nothing as well, unless anyone objects i'll take point
perception: 1d20 + 8 ⇒ (11) + 8 = 19
Gwynn Cleary |
perception: 1d20 + 5 ⇒ (12) + 5 = 17
Getcher head in the game, Gwynn.
Neither do I. Perfectly safe to me. She said, strolling on ahead.
See, that's the difference between you an' me, Kek'ra. She said. If I were in your position, I wouldn't even want to give the illusion that gravity affected me. I swear I'd be walking on the walls.
GM Smashomancer |
Do we proceed directly down the hallway? "Do not pass go", so to speak?
The party makes their way down the hall, reminiscent of the last...
As you pass the last door on the left you catch a glimpse of another tripwire, this one already triggered. There's blood on the door. And a man crumpled in the dark corner. He looks to be a human.
Seraphina Firedancer |
Moving over cautiously, to avoid any more traps that might be lurking, Seraphina knelt to examine the man and see if there was any sign of life...or if there was any hint as to what had happened, if there wasn't.
Perception: 1d20 + 4 ⇒ (16) + 4 = 20
Heal: 1d20 + 7 ⇒ (6) + 7 = 13
GM Smashomancer |
The man's breathing is slow and ragged and though there's a wide, nearly invisible bloodstain running over his dark clothes he yet lives, hanging on by a thread.
"...go ...I couldn't..."
Lanliss Seldlon |
Lanliss looks around for any more traps
Perception: 1d20 + 5 ⇒ (11) + 5 = 16, and then squats down near the man. He tries to put pressure on the wound and stop the bleeding. Heal(Untrained): 1d20 ⇒ 15 Come on... come on... don't die on me.