Altovin Prynn |
I read the status line about me feeling the effects again as not having control but I can move and what not? (Atm at least?)
Altovin Prynn |
Oh, ha you are right. I am so used to it at this point I must have just jumped to that thought.
"Yes, let us quickly move through these rooms. It is starting to affect you all as well. I am worried for your health."
GM Abraham |
00:30 || Out of initiative
Conditions:Boxes: DC 10 climb check to enter, difficult terrain, give higher ground;
Altovin - dmg; 1 DEX dmg; 3 WIS dmg; life link (Dasus);
Courage - dmg; 9 WIS dmg;
Dasus - dmg;
Yanda - dmg; mutagen (00:40);
Ylosani - dmg; 0 non-lethal, 4 CON dmg; 4 WIS dmg;
Romulus - 1 dmg; 10 WIS dmg; antitoxin (1:11);
Sorry for the posting delay. Things have been hectic lately.
Although the poison once again seems to affect everyone but Altovin, fortunately most of the group is able to fight off its ill effects with no lasting consequence. They are all sickened and fascinated again, but these effects end after a relatively while. Only Ylosani and Courage suffer any lasting effects. (4 Wis and 1 Wis dmg, respectively).
When Yanda dons one of the masks in the armory, she notices that the nosepiece has a small reservoir of liquid that drips into the red silk veil. The rest of the group also don the masks and robes, making them look much like the Splinters whom they have been fighting.
The pathfinders then set off to resume their exploration of the Splinters' lair, starting with the room to the East where Ylosani earlier encountered the gruesome Gibbering Mouther. This chamber is a small barracks with a pair of double bunks and a small privy in the north wall. The eastern portion of the room is partitioned into a pair of cells with doors made from iron bars. Inside each is a shoddy bunk and a rusty bucket.
Firewarden Yanda |
Naturally we search the room.
I figure SOP includes someone with detect magic blazing. I forget if you like to roll perception or want us to.
GM Abraham |
You find nothing of interest.
The purpose of this room was to trigger your encounter with the gibbering mouther, which you triggered way back when by making a ton of noise outside the door, and then opening the door.
Where to next?
You can always make a Perception check (or other checks if they seem appropriate) of your own volition. I will sometimes roll such checks for you behind the GM screen if I want to avoid giving you a heads up that there's something afoot, but that doesn't mean that you can't also roll on your own.
Firewarden Yanda |
I put the party next to the next door to try. Any objections to the= Marching order or next door? Speaking of which I give the other PCs permission to do this sort of thing with my character in a door to door explore situation. It just seems expedient and avoids those cases where one player's icon is left in a room 200' away.
"How about the room across the hallway?"
Ylosani |
Having been half pulled, half pushed and half pointed by Yanda into the appropriate place in front of the door, Ylosani simply nods.
It is likely best if others make decisions for him in his current state.
Firewarden Yanda |
It is likely best if others make decisions for him in his current state.
He's at 8 wisdom now? That's not too bad! Romulus, on the other hand...
GM Abraham |
00:35 || Out of initiative
Conditions:Boxes: DC 10 climb check to enter, difficult terrain, give higher ground;
Altovin - dmg; 1 DEX dmg; 3 WIS dmg; life link (Dasus);
Courage - dmg; 9 WIS dmg;
Dasus - dmg;
Yanda - dmg; mutagen (00:40);
Ylosani - dmg; 0 non-lethal, 4 CON dmg; 4 WIS dmg;
Romulus - 1 dmg; 10 WIS dmg; antitoxin (1:11);
This chamber is someone’s personal quarters. A comfortable bed stands in the southwest corner. Several small keepsakes, including a couple of small leather journals, clutter the wall shelves. The keepsakes on the shelves include a gold chess piece worth 25 gp, an ivory comb worth 40 gp, and a statuette of a woman with a lyre worth 15 gp. Searching the room, the Pathfinders find nothing magical or anything else of interest.
Where would you like to go next?
Firewarden Yanda |
Middle door across the hallway. Icons moved
[b]"Well, I suppose we should open that one next."
Firewarden Yanda |
Middle door across the hallway. Icons moved.
"Well, I suppose we should open that one next."
Ylosani |
"Ooh...pretty shiny," Ylosani says, picking up the gold chess piece that's shaped like a small tower and currently completely unaware of the irony between a person of his race finding a chess piece of that type appealing.
It takes him a moment of admiring the shine before crossing the hall and opening the next door.
Dasus |
Oops, I misunderstood what room we were going back to earlier when I moved my token. Of course, given that Dasus has less wisdom by default than Ylosani has after the wisdom damage, it is reasonable he made the same mistake only to come back when he realized the others weren't coming with him. :-)
Embarrassed, Dasus catches back up to the others and moves in front of the door as well, lifting his axe once again.
Altovin Prynn |
Altovin admires the chess piece with the Ysolani and tries to stay with the group, worried but a bit unsure about what specifically he should be worried about.
"This place is quite a bit larger than I expected."
Firewarden Yanda |
"Not surprising. It is the Emerald Spire and I often imagined that it was larger the further you went down. I hope we find something that will relieve the poisoned ones somewhere in here."
perception: 1d20 + 7 ⇒ (19) + 7 = 26; for when we go into the room and search.
GM Abraham |
00:40 || Out of initiative
Conditions:Boxes: DC 10 climb check to enter, difficult terrain, give higher ground;
Altovin - dmg; 1 DEX dmg; 3 WIS dmg; life link (Dasus);
Courage - dmg; 9 WIS dmg;
Dasus - dmg;
Yanda - dmg;mutagen (00:40);
Ylosani - dmg; 0 non-lethal, 4 CON dmg; 4 WIS dmg;
Romulus - 1 dmg; 10 WIS dmg; antitoxin (1:11);
Three matched doors stand on the corridor’s east side. Each is carved with the images of lordly feasts, although a hooded gray figure appears in each image, silently watching.
Once the pathfinders open the door, they see that this mess hall’s north and south walls are fitted with shelves containing mismatched goblets, platters, and bowls. A number are made of fine porcelain emblazoned with crests of noble families. A raised table with three lavish chairs stands at the east end.
From the plates and food still sitting out on the main table, it appears that four people were dining here recently, and they seem to have stood up from the table in haste; one of their chairs still lies on the floor.
Yanda notes that among the dishes are eleven pieces worth 50 gp each.
Also, Yanda, your mutagen has now expired. You mentioned earlier that you were creating a new one (how long does that take - I can't remember). Let me know when/if you take it.
Where to next?
Altovin Prynn |
Altovin shivers.
"Is anyone hungry?" he says peeking past Dasus.
Firewarden Yanda |
"I don't think it would be wise to eat anything from their table. Remember that these guys love traps and poison."
A mutagen takes an hour to put together. You said there were tree doors to the east. I don't see any doors there on the map. Are they cosmetic or something?
Right after saying this Yanda's form begins to contract, her fingers and limbs returning to a more normal size, and though she is still spindly creature she no longer looks so unnatural, unless you consider a Sylph unnatural.
"Oh dear. It wore off. Well, if you are all willing to wait for an hour I can brew a new dose and take it. It really does help in combat. But I don't really need to be mutated in order to be effective. What do you all think?"
GM Abraham |
The three doors are all side by side, all leading into the mess hall. The module doesn't explain why there are 3 doors all leading into the same room but I'd like to think it's an expression of how hungry the Splinters may be when the meal bell rings :-)
Ylosani |
Ylosani has a roll halfway to his mouth when Yanda points out how poor a decision it would be to eat their food. He examines it then tosses it back onto the plate.
He shrugs. "We have been here this long. Another hour hardly matters."
I don't have a problem waiting an hour ooc.
Firewarden Yanda |
Aha! Corridor's east side. Corridor being the operative word. I was thinking of the room. It all makes sense now.
Yanda steps out and collects her alchemy crafting kit and loses herself in her work for an hour. She sets up shop by the green glowing spire. She likes the light and she's not one to worry about what it does to her complexion. When she is done she straps the mutagen to her belt, feeling much more prepared (though she does not down it as yet).
"Thank's for waiting. Shall we examine the new room now?"
GM Abraham |
You have several doors to choose from. The mess hall has two (other) doors leading out of it. Down the corridor you see another statue of a woman with a flowing pitcher of water and, just beyond her, you can glimpse another door.
Ylosani |
While Yanda works, Ylosani thinks hard about where they should go. In the end, he just picks the door that's closest to them.
Moved myself but no one else. He'll open the door as soon as the hour is up and Yanda's work is finished.
GM Abraham |
01:40 || Out of initiative
Conditions:Boxes: DC 10 climb check to enter, difficult terrain, give higher ground;
Altovin - dmg; 1 DEX dmg; 3 WIS dmg; life link (Dasus);
Courage - dmg; 9 WIS dmg;
Dasus - dmg;
Yanda - dmg;
Ylosani - dmg; 0 non-lethal, 4 CON dmg; 4 WIS dmg;
Romulus - 1 dmg; 10 WIS dmg;antitoxin (1:11);
The group takes a little breather while Yanda putters about with her chemicals and flasks and flagons. Once they are ready to resume their exploration, they pick up where they left off, and promptly find... the kitchen!
This room serves as a kitchen. A large hearth takes up most of the south wall, and there’s a basin for washing up against the west wall. Dry goods, provisions, and cooking gear clutter the space.
Where to next? Romulus, note that your antitoxin has expired.
Ylosani |
Ylosani finds that there is no need for his sword here. He spots a door on the other side of the room, though and crosses, going through it and out the other side.
GM Abraham |
The pathfinders find themselves back in the corridor, with several doors to choose from, as well as the previously-mentioned statue/fountain.Map updated
Firewarden Yanda |
I assume we spend 10 minutes or so exploring each room as we pass though. Does that sound about right?
Yanda points arbitrarily to the door to the east and says/asks, "That one?"
GM Abraham |
01:40 || Out of initiative
Conditions:
Altovin - dmg; 1 DEX dmg; 3 WIS dmg; life link (Dasus);
Courage - dmg; 9 WIS dmg;
Dasus - dmg;
Yanda - dmg;
Ylosani - dmg; 0 non-lethal, 4 CON dmg; 4 WIS dmg;
Romulus - 1 dmg; 10 WIS dmg;
Yes, 5 or 10 minutes or so to explore each room. The timer at the top of the initiative card shows how long it has been since the group first entered this level (currently one hour and 40 minutes).
This room is full of small cages containing rabbits, mice, rats, cats, and dogs. The din is deafening, and the room smells strongly of animal waste. The animals look angry and malnourished.
Firewarden Yanda |
Take 10 on the knowledge roll.
"These animals look familiar, but off a bit. Look at that squirrel. It's like any other squirrel but with sparkly blue fur. And that bird over there sounds like a lion. Weird. I'd love the opportunity to examine them. Perhaps later."
She looks around for some food she can give them and will dip into her own supplies if necessary. After searching the room, she points at the next one and says, "Shall we?"
Icon positioned next to the door to the indicated room.
Dasus |
Dasus continues to follow along, curious but mostly uninterested in the rooms they pass through. He does stop with the animals, however, making sure each animal has water if they have a dish to put it in. "We should take them back, there should be someone at the Fort who can take care of them."
He follows Yanda along still, but this time takes the lead at the door, stepping in front of it ready to open as soon as the others have caught up.
GM Abraham |
01:45 || Out of initiative
Conditions:
Altovin - dmg; 1 DEX dmg; 3 WIS dmg; life link (Dasus);
Courage - dmg; 9 WIS dmg;
Dasus - dmg;
Yanda - dmg;
Ylosani - dmg; 0 non-lethal, 4 CON dmg; 4 WIS dmg;
Romulus - 1 dmg; 10 WIS dmg;
This room is choked with tables stacked with stills and alembics, flasks, bubbling vats, and crockery. The eastern wall is fitted with stout wine racks filled with bottles of various sizes and shapes.
Firewarden Yanda |
Yanda gets a bit excited at this find.
"I wish we had time to tinker with this stuff. Looks like an apothecaries lab or, dare I hope, and alchemists lab? but we don't so lets do a quick search and move on."
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Ylosani |
Ylosani has little use for alchemical items and even less for alcoholic ones, so the room doesn't present much temptation for him.
He stands to watch Yanda for half a minute or so to make sure she doesn't blow herself up or accidentally free some menace then pushes through the double doors to his left.
Finding himself back in the semi-finished cavern, he takes the time to check out the pool, now.
Perception: 1d20 + 7 ⇒ (11) + 7 = 18
GM Abraham |
The potions and reagents in the racks are all labeled. The contents of the rack include 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.
Yanda notices that the labels on the bull's strength vials are underlined, but no others are.
Firewarden Yanda |
Not trusting the labels, she decides to test the potions labeled bull's strength
craft alchemy: 1d10 + 13 ⇒ (7) + 13 = 20
Might as well also test the CLW
craft alchemy: 1d10 + 13 ⇒ (7) + 13 = 20
And antidotes
craft alchemy: 1d10 + 13 ⇒ (10) + 13 = 23
GM Abraham |
Yanda is confident that the potions of CLW and the antidotes are all as they should be, but that the two vials labeled "bull's strength" are, in fact, lich dust poison in an oily suspension.
Firewarden Yanda |
"Dang! These guys are nasty. Do NOT drink the ones labeled Bull's Strength."
I wonder what interesting uses I could get out of this stuff?
"In fact... I think I'll just set these aside..." Yanda pockets the intriguing (and expensive) poisons, briefly wondering what use they were originally intended for.
Firewarden Yanda |
Yanda joins Ylosani at the pool.
"You done here? How about we try the nest door?"
Yanda gestures at the door nearest the pool and waves the rest of the party on over and takes her mutagen.
Ylosani |
Assuming he sees nothing of interest in the pool, Ylosani turns his attention to the remaining doors. There are still a lot so he just takes the closest one. There are 2 very close to him, but he decides on this one. This time, he waits 10 whole seconds for everyone to catch up before opening up the door.
GM Abraham |
01:55 || Out of initiative
Conditions:
Altovin - dmg; 1 DEX dmg; 3 WIS dmg; life link (Dasus);
Courage - dmg; 9 WIS dmg;
Dasus - dmg;
Yanda - dmg; mutagen (2:35);
Ylosani - dmg; 0 non-lethal, 4 CON dmg; 4 WIS dmg;
Romulus - 1 dmg; 10 WIS dmg;
A finely woven rug with a subtle tan and moorit pattern covers the floor of this bedroom. A garderobe (i.e. a toilet) enclosed by a wall is in the northeast corner, and to the west of it stands a large wardrobe.
Dasus |
Dasus walks a quick circuit of the room, and comments, "Strange, it's almost like a room you'd see in the city." Shrugging, he moves out to the next doors, immediately to the north where they were standing. If nobody stops him to do a thorough search of the bedroom, he opens them.
Firewarden Yanda |
"Where have they all gone? Weird. Well, let's loot it and move on."
Perception, mutagen: 1d20 + 7 - 1 ⇒ (8) + 7 - 1 = 14
Finding nothing of interest Yanda moves on to the double doors and lines up for the entrance, figuring that if any doors would be trapped, these would be the ones, so she downs a shield extract.
Altovin Prynn |
"How have we not seen the others that were in here...maybe they are looking for us too." Altovin muses quizzically.
GM Abraham |
02:00 || Round 1
Conditions: The pews do not block line of sight or effect but they are difficult terrain and require a DC 8 Climb or Acrobatics check to enter.
Blue - dmg;
Yellow - dmg;
Yanda - dmg; mutagen (2:35); shield (2:04); blinded (0/1); stunned (0/2);
Altovin - dmg; 1 DEX dmg; 3 WIS dmg; life link (Dasus);
Courage - dmg; 9 WIS dmg; unconscious until rd 8; blinded until rd 12; stunned until rd 13;
Ylosani - dmg; 0 non-lethal, 4 CON dmg; 4 WIS dmg; blinded (0/3); stunned (0/4);
Romulus - 1 dmg; 10 WIS dmg;
Tarrin Dars (Red) - dmg;
Green - dmg;
Cyan - dmg;
Dasus - dmg;
Purple - dmg;
Orange - dmg;
Before they open the next door, Yanda guzzles down an extract of shield.
As the door opens, the pathfinders have a brief moment to glimpse rows of pews and a stone altar on a low dais which 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 gray- hooded man in a variety of exploits and triumphs, culminating in his ascension to godhood, when he begins aiding lesser thieves.
Before they have an opportunity to investigate, however, they are greeted by a fierce and bitter cry of welcome from a figure by the altar, at the far end of the room. "Ah, at last the invaders accost us here, here, in our very sanctum! Welcome invaders - know that Norgorber does not smile upon those who defile his sacred precincts, nor those who accost his servants. The taste of your own blood shall be your reward! I am Tarrin Dars, we are the Splinters, and your names shall soon be forgotten!"
Altovin: 1d20 + 2 ⇒ (16) + 2 = 18
Yanda: 1d20 + 3 ⇒ (16) + 3 = 19
Dasus: 1d20 + 1 ⇒ (9) + 1 = 10
Romulus: 1d20 + 3 ⇒ (11) + 3 = 14
Ylosani: 1d20 + 1 ⇒ (17) + 1 = 18
Red, Tarrin Dars: 1d20 + 6 ⇒ (7) + 6 = 13
Yellow: 1d20 + 3 ⇒ (19) + 3 = 22
Orange: 1d20 + 3 ⇒ (1) + 3 = 4
Green: 1d20 + 3 ⇒ (9) + 3 = 12
Purple: 1d20 + 3 ⇒ (4) + 3 = 7
Blue: 1d20 + 6 ⇒ (16) + 6 = 22
Cyan: 1d20 + 2 ⇒ (8) + 2 = 10
Directly in front of the group, you see a creature (Cyan) that resembles a small, metallic cobra. Its body is made of overlapping iron plates, and its eyes are pinpoints of red light.
The other six figures in the room all appear to be human. And definitely hostile.
The pews do not block line of sight or effect but they are difficult terrain and require a DC 8 Climb or Acrobatics check to enter.
Blue rushes forward and sends a sparkly blast of colors flying towards the group through the open door, catching everyone but Romulus (15' cone).
Altovin, Wis dmg: 1d20 + 4 - 1 ⇒ (17) + 4 - 1 = 20
Dasus: 1d20 + 4 ⇒ (13) + 4 = 17
Yanda: 1d20 + 1 ⇒ (8) + 1 = 9
Courage, Wis dmg: 1d20 + 6 - 4 ⇒ (1) + 6 - 4 = 3
Ylosani, Wis dmg: 1d20 + 2 - 2 ⇒ (9) + 2 - 2 = 9
Yanda, Courage, and Ylosani all fail. Use yer rerolls if ye got 'em! The DC is 14.
Yanda, blinded & stunned: 1d4 ⇒ 1 +stunned for 1 more round
Courage, unconscious, blinded, stunned: 2d4 ⇒ (3, 4) = 7 then Courage, blinded & stunned: 1d4 ⇒ 4 +stunned for 1 more round
Ylosani, blinded & stunned: 1d4 ⇒ 3 +stunned for 1 more round
Note that stunned includes dropping anything you had in hand, such as a weapon if you had drawn it.
Yellow lets fly with a crossbow bolt aimed directly at the flatfooted Dasus...
crossbow vs flat footed AC: 1d20 + 3 ⇒ (5) + 3 = 8
... but the bolt skitters harmlessly away.
Pathfinders (except Dasus) are up! Note, however, that barring rerolls or other shenanigans, Yanda, Courage, and Ylosani cannot act.
Firewarden Yanda |
Character Portfolio reroll will ST: 1d20 + 1 ⇒ (9) + 1 = 10
Alas but the Will ST is not her thing and she drops everything and goes into a fugue.