Lady Naysha
|
Jenk nods seriously as Fuzzzy knocks. "It's the Aspis Consortium. We're here to see the Lashmistress."
Jenk waits with an impatient and grumpy look on his face.
If no one answers he huffs loudly. "Fine. We'll come in ourselves." He waves a hand in the air at Syllyn. "Go on. I want that door open."
Sok Pintar
|
"Allow me to examine it first, please."
Perception, looking for traps: 1d20 + 11 + 1d6 + 2 ⇒ (4) + 11 + (2) + 2 = 19
Ruslo
|
"Well, that statuette sounds like it could come in handy. Even if it is a frog." he winks at Syllyn.
Ruslo also helps check for traps.
Perception: 1d20 + 7 ⇒ (11) + 7 = 18 (+1 higher against traps)
| GM_CariMac |
No one responds to Fuzzy's hails or Jink's speach. The trapdoor isn't well trapped.
The trap door in the tattoo parlor leads to a series of stone tunnels beneath Riddleport. The entry hall is a little used section of the underground storerooms and beast pens for Zincher’s Arena separated by a wall of iron bars.
You have a Map
Sok Pintar
|
Perception: 1d20 + 11 + 1d6 ⇒ (16) + 11 + (1) = 28
Sok pauses his origami long enough to hold up his hand. "Hold. That glyph does something, though I'm not sure what. Would one of you more magically-inclined folk please examine it before anyone crosses over it?"
Syllyn
|
spellcraft to prattle: 1d20 + 4 ⇒ (15) + 4 = 19
"Glyphs are strange things. Sometimes just reading them sets them off, ssometimes casting a spell, sometimes by walking over them. They can also be set up as barriers. Thing is, I don't really know how to tell one glpph from another. I suppose I could cast read magic, but, as I said, even that has risks. Maybe we should send the frogs in or some other summoned creature?"
Fuzzzy
|
Fuzzzy laughs. He pulls out a piece of chalk and writes in giant letters all around the trap door: 'RICH PEOPLE LIVE HERE!' Then he draws lots of arrows that point at the trap door. Then he draws some more arrows from the busy road all the way to the trap door. And he writes more stuff like 'BIG SCORE THIS WAY' and 'GIANT MEANIES' and 'RICH PEOPLE HERE' and 'HIDDEN STASH! ROB THEM BLIND'
Then he laughs some more and follows the others into the tunnels.
"Glyphs? How exciting!" Detect magic and...
Knowledge Arcana: 1d20 + 10 ⇒ (8) + 10 = 18
Spellcraft: 1d20 + 10 ⇒ (18) + 10 = 28
Lady Naysha
|
Lady Naysha giggles and helps Fuzzzy! She pulls out her charcoal and draws more arrows and writes more signs! She hopes that the gangs and pirates will come bug the Lisalans later. That would be so funny!
Syllyn
|
Syllyn is a bit nonplussed.
Why do they always assign the crazies to my team? Why?
Ruslo
|
Ruslo chuckles at Fuzzzy and Lady Naysha.
Ruslo taps his chin. "What if we tossed stones at it from afar? Would that do the trick." After a moment he adds, "If it's safe to approach I can try to disable it."
If after the knowledge checks it's alright to approach it ...
Disable Device: 1d20 + 7 ⇒ (15) + 7 = 22
| GM_CariMac |
Fuzzzy with his Spellcraft check discovers that the glyph is a Dispel Magic Glyph. He also notices that the wall to the left of the glyph is glowing with magic as well.
Syllyn
|
"Toss something magical on the glyph? How about that frog statue?"
| GM_CariMac |
Place yourselves on the map please. I put you down there, but it was random. Map link is in my profile header.
Fuzzzy
|
"Frogs? Oh, don't use them. Terribly unreliable. At least, I think they're unreliable. I think. Perhaps we need those frogs for something else later?"
Fuzzzy thinks a bit.
Can it be disabled with Ruslo's disable device? He can deactivate magical traps. If so then I can hold Ruslo's magical items while he gets close enough to disable it.
Sok Pintar
|
Sorry, long day yesterday and Ruslo beat me to the post. If we think it can be disarmed and Ruslo didn't get it, then Sok will give it a go. He also has Trapfinding, so can Disable magical traps. If we don't think it can be disabled, then send in the frogs.
Syllyn
|
Lineup looks good. Once the traps are taken care of, we will probabaly switch things up a little.
Lady Naysha
|
Jenk gasps. "Not the froggies! I love animals..."
It sounds funny coming from Jenk's grumpy voice and face!
"Go on, Ruslo and Sok! I command you to disable that offending magic trap!"
| GM_CariMac |
Ruslo tries to disable the glyph but it didn't work, and the trap is sprung. The illusionary wall falls and you see two, yes two, very grumpy Basilisks on the other side of the bars. The basilisk pen walls are floor-to-ceiling iron bars an inch in diameter and 6 inches apart, like a jail cell. They turn their gazes toward the party.
I need for Saves from Sok and Ruslo.
Sok Pintar
|
Fort save: 1d20 + 3 ⇒ (18) + 3 = 21
Knowledge (Arcana) to identify: 1d20 + 8 + 1d6 ⇒ (16) + 8 + (2) = 26
Assuming those are enough...
"Basilisks! Don't look at them!"
Syllyn
|
"Nasty. Just plain nasty."
Ruslo
|
Fortitude: 1d20 + 6 ⇒ (19) + 6 = 25
Syllyn
|
Is this a trap that Jenks would have known about?
| GM_CariMac |
Sorry Gang. Every time I tried to log on for the last couple of days the site has been down. No Jenk's would not have known about the trap.
Both Syllyn and Sok avoid their gaze attack. They growl but don't follow you. As long as your gazes are averted there does't seem to be much danger. What are our adventurers going to do?
Fuzzzy
|
Fuzzzy doesn't look at the lizards. Instead he walks down the hall and looks around.
Perception: 1d20 - 1 ⇒ (13) - 1 = 12
Lady Naysha
|
Jenk wanders down the hall and looks around.
Perception: 1d20 + 0 ⇒ (12) + 0 = 12
Syllyn
|
Syllyn nervously follows and positions himself in the corner where he is least likely to accidentally peek at the beasts. He has no intention of becoming a statue.
Ruslo
|
Ruslo shields his eyes to ensure he doesn't peek at the basilisks, then hurries past and to the front of the group. He holds his hook ready for melee just in case.
Aglynn Plossl
|
Aglynn shudders and hurries past, with her eyes covered.
| GM_CariMac |
Fuzzy, Bobby and "Jenk" see a door at the end of the hallway. The perceptively notice it's closed.
Syllyn
|
Syllyn waits for one of the trap springers to check out the door before making any move. He can almost feel the basilisks' stares boring a hole into his skull, but he refuses to look.
Fuzzzy
|
"Look! A door! Door's are meant to be opened!" Fuzzzy moves to open the door.
I will go slow though so someone can check it for traps before I open it.
Lady Naysha
|
Jenk points at the door. "Handle that!" she orders her minions.
Syllyn
|
Syllyn gives Lady 'Jenks' Naysha a strange look.
"Handle what?"
I'm betting you did not see that the door was already opened when you made that post :)
Sok Pintar
|
"Wait! We've already seen one particularly nasty trap. Let us proceed with caution." Sok moves up to inspect the door for traps before Fuzzzy opens it.
Perception for traps: 1d20 + 11 + 2 + 1d6 ⇒ (9) + 11 + 2 + (6) = 28
Ruslo
|
Ruslo also helps look for traps.
Perception: 1d20 + 8 ⇒ (6) + 8 = 14
| GM_CariMac |
Fuzzy tries to open the door, but finds it locked. Jenks lets the power go to her head, and she orders her companions to deal with the door.
Ruslo and Sok don't find any traps, but it is locked tight.
Sok Pintar
|
"Hm. Seems safe enough. Let's see if we can't get this thing open."
Disable Device: 1d20 + 15 ⇒ (19) + 15 = 34
Fuzzzy
|
Fuzzzy tries to open the door once it's unlocked.
Lady Naysha
|
"Open up, Mister Door!" Jenks orders.
Ruslo
|
"Hey, you're pretty good at that," Ruslo remarks to Sok.
Then, to Lady Naysha, he nods. "Yes, sir!" You never knew when someone was watching.
| GM_CariMac |
The door opens and a long hallway greets your view. At the end of the hallway you can see a room.
Several tunnels meet in this room. Three wooden tables and a number of chairs are stacked here, out of the way, along with a shipping crate about two feet square. To the east, a portion of the stone wall stands ajar a few inches.
Syllyn
|
Syllyn sneaks (kind of) up to the first hallway and peeks around the corner.
stealth, heroism: 1d20 - 4 + 2 ⇒ (3) - 4 + 2 = 1
perception, heroism: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
Fuzzzy
|
"Oh, look. Chairs. Chairs are meant for sitting."
Fuzzzy walks into the room and sits in a chair. From his seat he looks around.
Perception: 1d20 - 1 ⇒ (5) - 1 = 4