Malvo |
Did my Detect Magic turn anything up? That's what I was waiting for.
Artyom Julum |
Artyom scratches his chin at the sight and Alara’s explanation of origami. ”Interesting. Though, I doubt that I have the dexterity to do such a task. And I doubt that the origami grasshopper is anything but ordinary.” He also tries to check for magic.
Using detect magic as well.
GM SpiderBeard |
Nothing magical shows up. It's just an orgami grasshopper from outward appearance - although placed with great foreboding.
Malvo |
Concerned that the paper toy is going to turn into a frightening monster, Malvo moves in carefully to look around. "Well, let's keep an eye on it and continue on."
He steps toward the double door and nods to Ridill.
Alara Shinrin |
Knowledge (Local): 1d20 + 8 ⇒ (6) + 8 = 14
"Well, from what I understand, back in Minkai, grasshoppers are seen as a sign of good luck." Alara starts to approach the origami grasshopper, looking around for any traps.
Perception?: 1d20 + 7 - 1 ⇒ (8) + 7 - 1 = 14
Malvo |
Taking 10 for 20 Perception, by the way. In case it matters. ;-)
GM SpiderBeard |
Alara looks around the grasshopper and nobody finds any traps. She does notice writing within the grasshopper and finally, you open it up.
"The new Master wants you gone from here. I have little patience."
Since you spent what feels like three days staring at a grasshopper, you've had ample time to listen to the next door. Malvo hears buzzing. Sounds like a lot of insects.
Artyom Julum |
Artyom scratches his chin. "And there was no other way of communicating that than messages in paper grasshoppers?"
Brother Tornell Alderwyn |
"Probably some pompous dramatic jackass that thinks he's being all mysterious and spooky. Problem is we're mortals in the Boneyard. That's just the typical background noise."
"Buzzing insects? That sounds very unpleasant. Is it, like, a few big ones we can smash, or a swarm we'd have to burn?"
Malvo |
"Be ready for either, and open the door. I'm getting tired of this place."
Malvo prepares to use his cantrip to open the door so everyone else can have their hands ready for attacking or casting spells as needed.
GM SpiderBeard |
BACK! Also, missed some loot from the perception check
You look through the room before opening the door. The liquor cabinet contains six fine glasses engraved with a detailed image of a snail, they look valuable. The cards and dice here could be enough to put together a deck of harrow cards and a gambler's kit.
And a very odd deck has been ducked away in an ivory case; Artyom notes that it is magical.
---
You open the south door.
This elegant library is in shambles. Piles of shredded books are heaped untidily throughout the room. A small desk is scarred by deep grooves across its surface. Several large, umbrella-shaped masses of parchment and torn paper hang from the ceiling. Sliding double doors lead out of this room to the north and south, and a narrow glass door in the west wall leads to a small semicircular balcony. The glass of the door is badly cracked.
Within the room you see a few wasps buzzing about.
Malvo |
Does Ridil's Wild Empathy seem to have any effect? I was waiting to see that before stepping into the room.
GM SpiderBeard |
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The wasps and Ridill seem to have a bit of a standoff, and it's pretty clear to Ridill that they do not want you to tarry, but if you leave them the hell alone they'll do the same. You're big and scary and may wreck their nests.
You can get through the room but will be attacked if you hang out.
Malvo |
Malvo follows Ridill, glancing out through the glass to the balcony as the group moves to the opposite set of doors.
Take 10 on Perception as we cross, the room; unless something is especially noteworthy on the balcony, use Open cantrip on the double door.
Artyom Julum |
You look through the room before opening the door. The liquor cabinet contains six fine glasses engraved with a detailed image of a snail, they look valuable. The cards and dice here could be enough to put together a deck of harrow cards and a gambler's kit.
Seeing the pieces to a harrow deck, Artyom decides to gather the cards into it and then wraps the deck in his sister's kapenia before slipping it into his pocket.
Anything unique about this deck? Like in terms of art or its look or aesthetic? Asking out of curiosity.
And a very odd deck has been ducked away in an ivory case; Artyom notes that it is magical.
This odd deck catches Artyom's interest. He casts a couple of spells and looks it over.
Casting detect magic. Also casting read magic in case there is any magical writing on the cards. Also rolling for Spellcraft to try and identify the item.
Spellcraft: 1d20 + 10 ⇒ (11) + 10 = 21
Current Room...
Artyom heeds Ridill's advice and moves quickly behind the others.
Artyom and Ricky will take 10 on Perception, giving 12 to Artyom and 19 to Ricky.
GM SpiderBeard |
Artyom takes a moment. The harrow deck is... well, just a harrow deck. Nice though and the art is unlike anything he's seen. A harrow deck that actualyl comes from the Boneyard may have some value if he can find a buyer.
As for the deck, it's a fascinating item where if a card is drawn and thrown at the ground, a -very- convincing illusion of a fearsome creature will be created. ALl of the jacks are missing, though.
This is a deck of illusion.
You all give the wasps a -wide- berth and quickly beetle into the next room.
This study has several tall wingback chairs, a small writing desk, and a peculiar iron statue of nine bearded snails climbing a rocky waterfall. One sliding double door leads north, while another leads east, and a wide glass door opens onto a small semicircular balcony to the south.
The study looks largely unused and the only object of interest is a gaudy fire opal being used as a paperweight. It's probably quite valuable.
From here, a door leads eastwards. There's also a nice balcony but you can just look out onto the horrifying expanse of the land of the dead you wound up in.
Brother Tornell Alderwyn |
"Let's not loot everything this person has. We still need to get permission to get the hell out of this plane, remember? Best not to antagonize them and make it harder to get that stamp of approval."
Malvo |
Malvo looks around the room for anything of interest or use beyond simply sale value.
If nothing turns up, inspect and then open the next door.
GM SpiderBeard |
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If the group is NOT looting the entire house (btw I hate it when they do this with dungeon design) I'll just push you guys through rooms that feature nothing but loot.
Stealth: 1d20 + 4 ⇒ (20) + 4 = 24
Perceptions: 1d20 + 8 ⇒ (13) + 8 = 211d20 + 10 ⇒ (14) + 10 = 241d20 + 2 ⇒ (15) + 2 = 171d20 + 11 ⇒ (19) + 11 = 301d20 + 7 ⇒ (7) + 7 = 14
Reflex: 1d20 + 1 ⇒ (19) + 1 = 201d20 + 5 ⇒ (13) + 5 = 18
A cabinet with a large, shattered terrarium occupies the north wall of this room. The south wall has a spiral staircase leading upward with a thick purple curtain that obscures the space beneath the stairs. A sliding double door exits to the west.
At least you find the stairs leading up. You start filing into the room... and then a gigantic bug jumps at you and tries to spit poison in your face because everything here is awful. Alara and Tornell both hit the floor and a spray of green liquid flies overhead.
A weird stares at you. You stare at the weird bug. The fight is on!
This is a giant assassin bug, which normally would bury itself in the sand to jump out at prey. It can spray venomous liquid (which is obvious) and can transmit the same venom through its bite. It probably escaped from the terrarium.
Ridill: 1d20 + 2 ⇒ (1) + 2 = 3
Tornell: 1d20 + 4 ⇒ (20) + 4 = 24
Alara: 1d20 + 3 ⇒ (12) + 3 = 15
Artyom: 1d20 ⇒ 3
Malvo: 1d20 + 1 ⇒ (16) + 1 = 17
Assassin Bug: 1d20 + 2 ⇒ (19) + 2 = 21
Tornell
---
Assassin bug
---
Malvo
Alara
Ridill
Artyom
TORNELL is up!
Artyom Julum |
Earlier...
Artyom blinks as he manages to identify the deck in his hand. "This is a deck of illusion. A very nice find. It's missing a few cards. But it still works all the same."
Malvo |
Yeah, module designers seem to think every party takes everything that isn't nailed down, and then groups that aren't like that end up shorted in wealth by level. It's even worse in some older PFS scenarios, where the writer assumed you would actually attack and loot every NPC you met. WTF?
Ridill |
My understanding is they list those things because there are those parties that do Bethesda everything, on the other hand there is double the expected WBL spread throughout the adventure so parties that don’t murder and pillage absolutely everything aren’t entirely screwed.
Malvo |
Alara and Tornell both hit the floor
Just reread and noticed this ... why do they hit the floor? Were they damaged?
Brother Tornell Alderwyn |
"If it isn't extraplanar horrors, it's creepy ass bugs! What is wrong with this damn place!?"
Working off some agression, Tornell's flabby form charges forward, morningstar raised, to crush some giant insect carapace with it.
Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
EDIT:
GM SpiderBeard wrote:Alara and Tornell both hit the floorJust reread and noticed this ... why do they hit the floor? Were they damaged?
I assume it's saying we made our saves against the acid spray or something.
Malvo |
What Tornell said. They dive out of the way because they made the save.
OK, I read that as meaning they were now prone, and wondered what happened. :)
GM SpiderBeard |
Sorry missed him in the ooc spam lol
Attack: 1d20 + 6 ⇒ (13) + 6 = 19 Damage: 1d4 + 2 ⇒ (1) + 2 = 3
PFort: 1d20 + 4 ⇒ (10) + 4 = 14
Tornell -just- misses as he swings out at the bug. It responds by biting him, which really hurts but thankfully he seems to be alright otherwise.
[spoiler=Round One]
Tornell (-3) (poisoned, 1 save remaining)
---
Assassin bug
---
Malvo
Alara
Ridill
Artyom
Tornell takes 3 damage and passes his first poison save. Everyone is up!
Alara Shinrin |
"Hey! Get offa him!" Alara moves in to tumble to flanking position...
Acrobatics?: 1d20 + 9 ⇒ (7) + 9 = 16
...and strikes!
Flanking Sneak Attack: 1d20 + 7 ⇒ (9) + 7 = 16
Damage?: 1d6 + 4 + 2d6 ⇒ (3) + 4 + (1, 4) = 12
Brother Tornell Alderwyn |
"OW! STUPID BUG!"
Tornell continues to swing.
Attack: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Poison Save: 1d20 + 4 ⇒ (11) + 4 = 15
GM SpiderBeard |
Alara moves in behind the assassin bug and hammers it with her nunchaku, fracturing its carapace. Tornell follows up with a clunk from his staff while Ridill just chops into the floor.
Tornell (-3)
---
Assassin bug (-18)
---
Malvo
Alara
Ridill
Artyom
Malvo and Artyom are up! Tornell is free of hte poison.
Malvo |
Malvo watches the group move to surround the bug, and offers his moral assistance. "Squash it!"
Yeah, not very inspired, but Inspire Courage nonetheless. ;-)
Artyom Julum |
Not really seeing the current map and the bug on it. So, I'm just basing on what I imagine it is.
Artyom frowns, not being available to identify the bug. He then levels his quarterstaff and throws it at the bug.
Hand of the Apprentice (inspire courage): 1d20 + 1 + 4 + 1 ⇒ (7) + 1 + 4 + 1 = 13
Damage (inspire courage): 1d6 + 1 ⇒ (2) + 1 = 3