Tathane Halfbarrel |
Tathane jumps back and dodges out of the way as the ugly spider thing tries to bite him. "Wait!? I won't be able to hurt this thing with my bow? Is that what you said?"
Acrobatics: 1d20 + 4 ⇒ (12) + 4 = 16 To avoid AoO if one exists
Tathane sizes up the creature and decides his best bet is to move away, far away. With athletic movements he moves to the other corner of the room.
Einarr Bjornson |
Einarr moves across the room to confront the giant spider and swings with his axe...
Battle Axe w PA: 1d20 + 4 ⇒ (4) + 4 = 8...DMG: 1d8 + 6 ⇒ (7) + 6 = 13 but the dang carpet snagged his foot and he misses with his attack.
The World's Most Interesting GM |
1d20 + 6 ⇒ (10) + 6 = 16
In his flight, Tathane stumbles over a pile of lacy red and black undies under which he discovers the box!
Map updated.
Doughlas |
Not seeing anything under the bed, Doughlas jumps up(standing move action) when he hears the group yelling and everyone running around the room.
readies Ray of Sickening for when spider comes in view
Perrine Ravella |
When she heard that silver could harm the imp, Perrine pulled that silver dagger and moved to engaged the magical creature.
Would someone move me up to the imp, please? Thanks.
The World's Most Interesting GM |
concentration (cast defensive) DC 16: 1d20 + 8 ⇒ (19) + 8 = 27
The spider's set of compound eyes widen at sight of the revealed box. Suddenly the thing's body bulges, and ripples and instead of a spider now there is a huge feral pig. It drops to the floor on sharp cloven hooves, and fixes it's little piggy eyes on the half-elf. It snorts. Then it sounds a deafening squeal.
Round 3 (Theme ♬)
The Bold May Act!
_________________
__ Imp disguised as a boar now
__ Einarr
__ Esper
__ Perrine
__ Tathane -2 hp
__ Ramachandra
__ Doughlas
Map Updated.
Tathane Halfbarrel |
Tathane spots the box and immediately picks it up. "Hey guys. I think I found it." Then he spots the thing that used to be a spider, now a pig, staring at him and the box. He looks around and spots a lacy under garment of some sort. He picks it up and tries to make a show of covering the box with it and then tossing it on the bed. In reality, he holds the box behind his back while tossing the cloth to the bed.
Slight of Hand: 1d20 + 4 ⇒ (5) + 4 = 9
The World's Most Interesting GM |
If possible the pig looks angrier at the attempted deception.
Einarr Bjornson |
Einarr sees the transformation and yelps out a quick "By what Siedr magik is this...!" before he swings his axe...
B.Axe: 1d20 + 4 ⇒ (9) + 4 = 13...DMG: 1d8 + 6 ⇒ (3) + 6 = 9
Esper Zevral |
Sorry, couple clarifying question: Is the door to the bedroom open or closed, and would I need to pull or push to open it?
The World's Most Interesting GM |
Esper The doors pull open into the office/lobby room. They are open right now.
Einarr's axe swings high, and takes a chip out of the corner of the wall.
Esper Zevral |
Esper approaches the battle. Seeing the strange boar, she focuses her mind on it, and then swings her quarter staff at its head.
Move to the battle. Swift to activate hypnotic stare, which gives him -2 on Will saves, and is a supernatural mind effect. This also allows her painful stare ability to function. Full details on my profile.
Attack: 1d20 ⇒ 18
Bludgeoning Damage: 1d6 ⇒ 6
Note: The next time the imp takes hp DAMAGE before her next turn (including right now if she manages to hurt it past its DR) she can activate Painful Stare as a free action, which increases that damage by one point. This only happens 1/Rd. Full details on my profile.
Doughlas |
Doughlas 5ft steps from the wall and readies Acid Splash for when he has a clear shot at the pig.
rolls for readied action
Acid Splash: 1d20 + 3 ⇒ (5) + 3 = 8
damage: 1d3 + 1 ⇒ (1) + 1 = 2
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect one missile of acid
Duration instantaneous
Saving Throw none; Spell Resistance no
DESCRIPTION
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.
Ramachandra Mishra |
[b]Doughlas, imps are true devils. Immune to fire and poison, highly resistance to acid and cold.[b]
With no other effective weapons, Ramamchandra steps to the side and stabs at the imp hoping for a lucky strike.
Longspear: 1d20 - 1 + 1 ⇒ (4) - 1 + 1 = 4 Damage: 1d8 - 1 ⇒ (6) - 1 = 5
Shashi continues to refresh the guidance on Ramachandra.
The World's Most Interesting GM |
Esper delivers the beast a blow that sounds like someone falling on sand. It seems to focus the creature's attention upon her for a moment, but has little other effect.
A clear shot never arrives for Doughlas, as the surrounded pig has plenty of cover from the wall and Doughlas's teammates.
-4 firing into melee, plus -4 cover from the wall and Einarr.
Perrine nearly fumbles the huge (for her) silver letter opener. -2 inappropriate-sized weapon penalty.
Fighting like--well, like a cornered pig the beast lashes out at Perrine with its tusks. Perrine though manages to step aside in time.
gore v Perrine: 1d20 + 6 ⇒ (9) + 6 = 15 damage: 1d8 ⇒ 6
Round 4! (Theme ♬)
The Bold May Act!
_________________
__ Imp disguised as a boar now -2 hp
__ Einarr
__ Esper
__ Perrine
__ Tathane -2 hp
__ Ramachandra
__ Doughlas
Map Updated.
Einarr Bjornson |
Einarr curses under his breath and then swings again...
B.Axe: 1d20 + 4 ⇒ (20) + 4 = 24...DMG: 1d8 + 6 ⇒ (4) + 6 = 10
B.Axe confirm?: 1d20 + 4 ⇒ (18) + 4 = 22...DMG: 1d8 + 6 ⇒ (3) + 6 = 9
"SKOL!"
The World's Most Interesting GM |
**CLANG!**
1d8 ⇒ 6
The stunned pig looks stupidly at Einarr for a long moment before keeling over stiff as a wooden plank. A red sulfurous cloud puffs from the body obscuring it for a moment when it lifts it reveals the tiny limp form of an imp in the pig's place.
Einarr Bjornson |
"You... book folk... is it dead...?" the ulfen man asks the others hovering over the small creature ready to strike again should the need arise.
Doughlas |
"I say we cover it real quick and run off with the box. Leave the bedroom door open and let Paracountess deal with it if it wakes back up." Doughlas says with a shrug of his shoulders.
Esper Zevral |
Esper nods. "Yes, it looks quite dead. Well done, Einarr!"
Esper bows to the Paracountess as they all file out of the mansion. "Thank you for your time, Paracountess."
The World's Most Interesting GM |
Map Updated. Where to next?
Einarr: 1d20 + 6 ⇒ (1) + 6 = 7
Esper: 1d20 + 1 ⇒ (18) + 1 = 19
Perrine: 1d20 + 4 ⇒ (3) + 4 = 7
Ramachandra: 1d20 + 10 ⇒ (19) + 10 = 29
Tathane: 1d20 + 6 ⇒ (4) + 6 = 10
Ramachandra Mishra |
Does the fact that the imp's body is still here mean that it was called rather than summoned, or am I reading too much into it?
"The Salhar Estate is closest."
Tathane Halfbarrel |
Tathane makes haste with the others to leave as soon as the imp falls. "The estate sounds good to me as well. I doubt we'll meet someone quite so interesting as the paracountess was though."
Einarr Bjornson |
"I had enough of that foo-foo lifestyle. Makes a man weak you know.... Lead on to the next stop, I'll follow along as I need to get whatever that was we fought off my axe while I walk."
The World's Most Interesting GM |
Later:
The air seems drier and spicier in the Wise Quarter like all scholarly books in the district had drunk in all the moisture from it. It is noticeable even beyond Tathane's cloying peach perfume scent. The traffic here is predominantly: camels, their drovers, pages, sages, street corner philosophers, students of the Arcanamirium, and other students of the arcane, and the merchants and shopkeepers who cater to them all.
Visit the offices of Osirian nobleman Dremdhet Salhar in the Wise Quarter. The Pathfinder Society needs to obtain permission to delve the Salhar ancestral vaults beneath Sothis. He has made a verbal agreement, and your visit makes it official. You will receive an official charter and detailed maps. Do not embarrass the Society in this matter.
The party comes to a huge stone edifice whose arched facing casts cool shadows over the street. Beyond its ominous facade, a wrought iron fence and a guard bar the way, or seem to as you approach a silent servant emerges from the shadows, and waves the party through.
Amenopheus, the Sapphire Sage |
After a quick spritzing of scented water, and a more-or-less unobtrusive inspection for skin parasites, the servant shows the party into the cool and well-appointed foyer where a wizened man in a turban awaits you.
Another servant arrives with steaming tea.
"Good day to you, Pathfinders." He bows. "I am Amenopheus, the Sapphire Sage, advisor to Master Salhar. I understand you were sent here to discuss archaeological permissions. Knowing this was coming, I spoke with Master Salhar at length on the subject and have this to say.”
“Since Osirion was reopened to exploration a decade ago, adventurers, historians, and treasure-seekers flock to my country by the hundreds, perhaps thousands. While most families with ancestral burial vaults maintain guards and keep their sites out of the hands of casual thieves, not all families have the wealth or power to restrict everyone, and as we all know, not every defense is perfectly secure. Unscrupulous tomb robbers, maligned merchant organizations and so-called 'murder hobos' cause Osirion to bleed relics into the Inner Sea—something the descendants of Ancient Osirion cannot afford. We Osiriani have thousands of years of rich history coursing through our veins, and while that power has been out of focus in recent years, we are content to wait, and bide our time for Osirion's eventual ascendancy to the world stage as a major power once more.”
“Master Salhar remains impressed by the Pathfinder Society, orating in their favor a handful of times in front of Absalom’s Grand Council, in fact. Due to previous relationships between him and the Society, Master Salhar has agreed to grant permission to the Pathfinder Society to explore his family’s vaults below Sothis. The only thing he requires is that you retrieve the map of the vaults from his own vault here."
Amenopheus takes a sip of tea. "If you agree, the servant will lead you to the basement and show you the room.”
Einarr Bjornson |
Sitting in the back, Einarr sniffs the tea... but since he does not want to be rude to the Poffy Seidr who could turn him into a frog, the Ulfen will take out his brandy flask and pour some brandy into his tea cup to make it more palatable. After he quickly puts the flask away see sips his new tea and smiles at the man...
Esper Zevral |
Esper bows deeply to Amenopheus. "Greetings, sir. May the sun shine long upon you."
She sits in a comfortable chair and nods her head at the servant in gratitude. Savouring her tea, she listens to Amenopheus' tale.
After his spiel, Esper smiles sweetly. "We appreciate Master Salhar's faith in our society, Master Amenopheus. Please relay our gratitude to him."
She takes another sip of tea, then continues. "It is a great honour that Master Salhar has afforded us. Of course we will retrieve the map, as requested. Will the vault have defences we will need to bypass, or will it be open to us already?"
Amenopheus, the Sapphire Sage |
"You will forgive this old man for being melodramatic, but one rarely has such an opportunity--even in a life as long as mine. Your answer my dear is: both."
The servant from the front door appears again. Amenopheus looks at the man. The man bows.
"Do you still accept?"
Doughlas |
"We accept Mr. Amenopheus," says Doughlas with a bow of his head and turns to follow the stuffy servant.
The World's Most Interesting GM |
After leaving the reception room, the servant brings the group back through the spacious, pillar-lined halls, leading them down sturdy stone steps into the cool basement. Down a hallway, after a couple turns, the party ends up at a plain wooden door. The servant opens the door, gesturing to the room, once they enter he closes the door and the there is an audible click.
A magical flame hovers in the middle of the chamber providing illumination.
Written on the back of the door (the side facing them now) is the message: “Within these cases lies your quest and your way out.”
The room itself contains a number of chests and other containers described in detail on the map.
Map Folio updated. (Well, rearranged with the most important page on top.)
What do you do?
Einarr Bjornson |
Einarr looks at all the containers and scratches his head.
"Umm... what do we do now?... just pick one?"
Doughlas |
Doughlas tries concentrating on his Detect Magic spell. He's looking over each of the boxes but to everyone else it just looks like he's trying to not soil his small clothes. Still coming to terms with his new abilities, he's just not sure what the results mean to him.
perception: 1d20 ⇒ 10
knowledge(arcana): 1d20 + 5 ⇒ (20) + 5 = 25
spellcraft: 1d20 + 5 ⇒ (15) + 5 = 20
Esper Zevral |
Esper takes in her surroundings carefully...
Perception: 1d20 + 1 ⇒ (18) + 1 = 19
Then she focuses upon the room and boxes, searching for magical auras throughout the room. Detect magic. Rolling to aid Doughlas.
Knowledge Arcana to AID: 1d20 + 5 ⇒ (18) + 5 = 23
Spellcraft to AID: 1d20 + 10 ⇒ (5) + 10 = 15
The World's Most Interesting GM |
random aura identification: 1d4 ⇒ 2
Both agree that the aura radiating from the brown copper-bound box is of the illusion school.
Doughlas |
Doughlas mentions to the others, "The brown chest seems to have an illusion spell on it. The red chest and steel box also have a faint magical aura. The wicker basket may be a safer one for now."
Perrine Ravella |
”Well, fortune favors the bold, Ive always heard. If no one has any advice, we could just dive in headfirst.”.
If no one stops her and gives advice, Perrine tries to open the half filled tub with the key in the bottom. ”Can any of you tell if this liquid is poison?”
Tathane Halfbarrel |
"Wait a minute!" Tathane stops anyone from opening one of the containers. "Let me look for traps first. You know, sharp pokey poison things. Sometimes even exploding things." Tathane examines each of the containers for traps.
Perception,trapfinding@brown: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
Perception,trapfinding@red: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Perception,trapfinding@grey: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Perception,trapfinding@orange: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
Perception,trapfinding@blue: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
The World's Most Interesting GM |
1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25
Perception,trapfinding@brown No traps here, but locked.
Perception,trapfinding@red Nor here! (Locked as well).
Perception,trapfinding@grey There's some sort of devious magical trap on it, and it is locked.
Perception,trapfinding@orange It's seems to be an ordinary basket of the sort you might use for laundry. The lid is just resting on top of it.
Perception,trapfinding@blue It's just a jar full of clear liquid. What could this hide? Wait-a-minute there's a strong chemical smell coming from the liquid (strong enough Tathane can smell it through the peach perfume). You think it might be caustic. The jeweled key at the bottom looks as if it will fit all three chests/boxes.
Einarr Bjornson |
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”Can any of you tell if this liquid is poison?”
"Drink it... we will find out soon enough."
Einarr Bjornson |
"HAR AHR HAR!... you are so funny when you get tiffed." Einarr playfully responds to Perrine and tries to ruffle her hair as he would a child as he walks by.
Esper Zevral |
Esper quirks up her lips in a slight smile at Perrine and Einarr's antics. The she waits patiently for Tathane to examine the boxes and jars.