Grax, Son of Dray
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Perception, aid: 1d20 + 7 ⇒ (13) + 7 = 20
Perception, aid: 1d20 + 7 ⇒ (5) + 7 = 12
Perception, aid: 1d20 + 7 ⇒ (15) + 7 = 22
Perception, aid: 1d20 + 7 ⇒ (19) + 7 = 26
Perception, aid: 1d20 + 7 ⇒ (4) + 7 = 11
Grax moves down the tunnels, warily looking for any signs of the minotaur's passage.
Javon
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Perception, aid: 1d20 + 5 ⇒ (4) + 5 = 9
Perception, aid: 1d20 + 5 ⇒ (20) + 5 = 25
Perception, aid: 1d20 + 5 ⇒ (1) + 5 = 6
Perception, aid: 1d20 + 5 ⇒ (17) + 5 = 22
Perception, aid: 1d20 + 5 ⇒ (11) + 5 = 16
Javon, meanwhile, is a chatterbox, commenting on each and every turn, odd puddle, and dip in the tunnel.
Bahram al-Urgug "Jack"
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Perception: 1d20 + 4 ⇒ (9) + 4 = 13
Perception: 1d20 + 4 ⇒ (10) + 4 = 14
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Perception: 1d20 + 4 ⇒ (7) + 4 = 11
Perception: 1d20 + 4 ⇒ (8) + 4 = 12
"I could definitely see how difficult this would be if you were all by yourself."
GM Tyranius
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Another hour in six passageways flow together like a river in this chamber and seem to sublty shift and move. A large, bloody handprint is the only landmark that remains constant. Yet Kossar continues to lead the way through the maze, the passage abruptly ends at a smooth, white wall!
A skeleton lies against the wall ahead, a message crudely sketched in charcoal next to it: “Left is back but back is clockwise and right is too hot. I’m sorry, Garanel.”
Another hour of pacing the winding passages a low, rhythmic hum buzzes through the stones of the floor, causing a jaw-rattling vibration. The leftward-curving passage dead ends, but turning around to backtrack reveals a brand new passage that slopes gently upward.
The jaw-rattling vibrations cease as a giant, bronze door appears in the passageway ahead.
You have successfully made your way through most of the maze.
Kiyoko Tamahi
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Kiyoko pauses before the door. She looks around, then to the roof of the tunnel. Satisfied nothing is going to leap to attack them here, she nods to herself.
Jahz the Wanderer
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”Fascinating!” Jahz observes breathlessly. ”Oh, I almost forgot!” He quickly pulls out a scrap of parchment and starts drawing a very crude depiction of the massive door. ”Now, would you have described that buzzing from a little bit ago as humming or rattling?” he asks his companions.
Javon
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"Oh, a humming. Definitely humming, Jahz. Rattling has more clatter to it." Javon looks up at the door. As Jack checks the door for traps, Javon looks for any inscriptions or symbols on it.
Perception: 1d20 + 5 ⇒ (8) + 5 = 13
GM Tyranius
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Bahram finds no magic about the door as he looks upon it. Though, the comforting embrace of the bronze door ahead slips further away. The world spins as colors and sounds blend together into a sickening maelstrom. The chaos passes just as quickly, but the passage is suddenly gone and instead there is
now only a scrap of rock, surrounded by inky blackness dotted with distant points of light. Fractured sounds, like whispered curses, float across the darkness.
Flopping around on the ground is a parasite ballooned to monstrous proportions, its circular maw a spiral of teeth. You each hear a small whisper that tears at your minds. "Prophet...."
Kiyoko: 1d20 + 4 ⇒ (19) + 4 = 23
Grax: 1d20 + 1 ⇒ (4) + 1 = 5
Jahz: 1d20 + 3 ⇒ (11) + 3 = 14
Old Man Kossar: 1d20 + 5 ⇒ (5) + 5 = 10
Bahram: 1d20 + 1 ⇒ (20) + 1 = 21
Conig: 1d20 + 4 ⇒ (14) + 4 = 18
Black Slug: 1d20 + 1 ⇒ (20) + 1 = 21
Round 1
Kiyoko
Bahram (Blue)
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Monster
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Conig
Jahz (Red)
Old Man Kossar
Grax
Kiyoko Tamahi
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By the kami-- Kiyoko mentally curses, dashing past Conig on instinct. As she nears the parasite, she draws Reitenseiya and slashes at the creature.
Charge: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
1d8 + 3 ⇒ (4) + 3 = 7
Bahram al-Urgug "Jack"
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Bahram will take a step up (and turn himself upside down in the process) and take a swing at this nasty creature.
great axe: 1d20 + 3 ⇒ (12) + 3 = 151d12 + 3 ⇒ (8) + 3 = 11
"Ugh. I'm definitely going to need to be Prestidigitized."
GM Tyranius
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can't charge with someone blocking your path. But even with the -2 it is still a hit.
Kiyoko and Bahram do quite the number on the nasty creature as it is left quite bloody and looking near death. It's large maw leaps at Kiyoko.
Bite vs Kiyoko AC 14: 1d20 + 2 ⇒ (10) + 2 = 12
Kiyoko backhands the leech away from her as it slops to the ground.
Round 2
Kiyoko
Bahram (Blue)
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Monster
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Round 1
Conig
Jahz (Red)
Old Man Kossar
Grax
Jahz the Wanderer
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Knowledge (nature?): 1d20 + 7 ⇒ (2) + 7 = 9
”Ooo, again!” Jahz cries with delight. ”Show it that Good Ol’ Pathfinder gumption, like when the Society defended the city above from the horrors of the Darklands in... ah, the exact year isn’t important. It’s the gumption that counts!”
Standard to begin Weapon Song (+1 enhancement bonus and Superstition), Move to draw weapon and move.
Old Man Kossar
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Kossar dashes towards the thing hoping to avoid it's attacks. Getting into a better position he lashes out with a quick jab.
Punch
Attack: 1d20 + 7 + 2 + 1 ⇒ (11) + 7 + 2 + 1 = 21
Damage: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Grax, Son of Dray
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Grax steps forward and hacks at the weird creature.
Attack (PA, FF): 1d20 + 8 ⇒ (3) + 8 = 11
Damage (PA, WS): 2d6 + 9 + 1 ⇒ (6, 2) + 9 + 1 = 18
GM Tyranius
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Jahz begins a song as everyone's weapons glow with the brilliance of a torch. Kossar dashes in and begins pummeling the leech with his fists until it doesn't move anymore.
The monstrous creature slowly vanishes and you once again find yourselves strangely standing before the bronze doors.
This chamber is lined with symbols like those near the entryway. There are obvious signs of a recent struggle, including blood and the corpse of a morlock. Drag marks slide through a pool of blood formed around the head of the morlock, indicating a large creature was pulled through the sealed door on the east side of the room. The door in the east wall is intricately formed from bronze. Four interconnected, circular windows reveal a confusing series of cogs and sprockets within. Levers, dials, and knobs protrude from the frames surrounding the window, but nothing appears to be an obvious latch.
Conig
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Conig glides forward, tentatively. Going to look at this window arrangement. Cover me.
Conig holsters his pistol and begins examining the mechanisms.
kn engineering: 1d20 + 8 ⇒ (19) + 8 = 27
Kiyoko Tamahi
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Kiyoko nods her head silently and follows after Conig, more intent on watching their surroundings than the mechanism he's examining.
GM Tyranius
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This Clever Door, uses sophisticated clockwork mechanisms to seal itself. Levers and knobs must be operated in a chaotic pattern that only an insane intellectual mind would truly understand.
Jahz the Wanderer
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Jahz studies the door carefully. ”Hmm...”
Intelligence: 1d20 + 2 ⇒ (16) + 2 = 18
Bahram al-Urgug "Jack"
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Bahram sidles up next to Jahz and aids him. "Look at that little piece over there. Wonder what it does?"
Intellegence: 1d20 + 2 ⇒ (6) + 2 = 8
The 'little piece' that Bahram is referring to turns out to be the leg bone of a long dead mouse that has been caught in the mechanisms.
Kiyoko Tamahi
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Kiyoko lets the others do the pondering, keeping an eye out for other threats instead.
GM Tyranius
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@Jahz- The intelligence portion is more dealing with manipulating the puzzle on the door. Is that what you wish to do?
Jahz the Wanderer
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Yeah! Let’s door this puzzle and make like bananas!
Old Man Kossar
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Kossar wasn't ever described as an intellectual even before he spent decades in a monastery looking inwards. He just gets ready for anything leaping out at the more intelligent members.
GM Tyranius
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The door groans followed by a series of metallic clicks before the great circular plates on its face spin and rearrange at random. Levers spin and knobs turn, protrude, or retract, creating a rearranged mess of clockwork oddities. With a metallic creak, the bronze door in the west wall slams shut and bolts with a deafening clang. A few moments of ominous silence hang in the air briefly before a rushing, gurgling mass or water starts pouring in through several five foot wide chutes in the ceiling.
Opposed Int check (Jahz): 1d20 + 1 ⇒ (13) + 1 = 14
One of the chutes closes as Jahz manipulates the plates, leaving 4 remaining open. the water quickly rises to knee high. Looking up at the rate of the water bahram knows this room is going to fill rather quickly
You can each attempt an Int check if you wish or you can aid someone else's Int check.
1 Chute Closed; 4 open
Round 1
Kiyoko
Bahram (Blue)
Conig
Jahz (Red)
Old Man Kossar
Grax
Grax, Son of Dray
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THe half-orc looks up at the water pouring in. "Uh, maybe we close that? Yeah, let's try to close that." He tries to help Jahz understand which gears turn with which lever.
Int, aid (Jahz): 1d20 ⇒ 11
Jahz the Wanderer
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Intelligence, Aid: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
Jahz moves as if in a trance - or like a toddler grabbing the most interesting-looking toy before discarding it for something shinier. It seems to be working though!
Help Conig - I think he’s the smartest cookie in the bake!
Bahram al-Urgug "Jack"
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Concerned about how quickly the water is rising, Bahram doesn't think that Jahz will have time to turn them all before they are all submerged. Bahram relies on a bit of luck as he grabs one that he thinks will close a chute and turns!
int: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18
"At least it's not snakes, right?"
Kiyoko Tamahi
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Intelligence, aid another on Conig: 1d20 + 1 ⇒ (3) + 1 = 4
Too preoccupied with how her feet are quickly going underwater, Kiyoko is useless in her attempt to aid Conig in solving this puzzle. "Uh--this one? Chigau, Chigau--no, maybe this o--"
Conig
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The water hasn't quite reached his floating disc, but he's not happy about the situation. Conig doubles his efforts on navigating the door's mechanisms. Alright, I need some quiet. See if there's any other way out.
int: 1d20 + 4 ⇒ (8) + 4 = 12
Not amazing. Hopefully these aid rolls get us over.
Grax, Son of Dray
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I think we need to beat the opposed check 4 more times. So we could split into 2 groups with a lead and aiders in each group. Hopefully it just take 2 rounds.
Old Man Kossar
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Aid Conig: 1d20 - 2 ⇒ (20) - 2 = 18
Kossar taps Conig on the shoulder and points at something interesting.
GM Tyranius
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Opposed Int check (Bahram) DC 20: 1d20 + 1 ⇒ (17) + 1 = 18
Opposed Int check (Conig) DC 16: 1d20 + 1 ⇒ (7) + 1 = 8
The group splits onto two separate sides and frantically begins shifting plates and gears. The chaotic door has a difficult time keeping up on two fronts as two more of the chute hatches close off.
3 Chute Closed; 2 open
Round 2
Kiyoko
Bahram (Blue)
Conig
Jahz (Red)
Old Man Kossar
Grax
Jahz the Wanderer
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Oh, sorry for the misunderstanding - Jahz rolled a Primary check too, but got an Aid from Grax. In the future, I’ll write “to Aid” vs “, Aid” to show the difference between giving and receiving aid.
Jahz turns his attention to another plate, still in a trance-like state of intellectual insanity.
Intelligence: 1d20 + 2 ⇒ (13) + 2 = 15
Kiyoko Tamahi
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Intelligence, aid another to Conig: 1d20 + 1 ⇒ (11) + 1 = 12
"Chigau," Kiyoko mutters again. "No, maybe this one now?"
Bahram al-Urgug "Jack"
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int aid Jahz: 1d20 + 2 ⇒ (7) + 2 = 9
Not sure where to go from here with so many people trying to help out, bahram mostly watches Jahz, trying to help physically move things.
GM Tyranius
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Old Man Kossar Aid Jahz: 1d20 - 2 ⇒ (17) - 2 = 15
Opposed Int check (Jahz) DC 19: 1d20 + 1 ⇒ (3) + 1 = 4
Opposed Int check (Conig) DC 22: 1d20 + 1 ⇒ (11) + 1 = 12
Conig and Jahz make quick work of the door as the final chutes close. As the chutes seal off the knee high water quickly begins to drain off. As it does both sets of doors, including the Clever Door grinds open.
Once-cheerful mosaics of smiling children and adults running through the streets of Absalom line the walls, but age and water damage smear the faces enough to make it seem as though they weep. Sturdy work benches and bookshelves
line the walls. An intricate mess of bronze chains, plates, pendulums, and gears that form a sort of astrolabe dangle high above the room. Catwalks spin out from the walls in three places, curving on a horizontal plane and meeting in an open circle in the middle of the room. Between the catwalk circle dangles the body of a desiccated elf, ragged and dusty scraps of clothing barely covering his thin, bony body. He seems to be dangled in a maze of chains connected to the massive astrolabe above and the chains clank silently as he lolls his head from side to side.
Your hearts jump a beat as you see a minotaur in the room! He is chained to a dusty couch in the northern spiral of the room and is barely conscious. His body is covered in wounds. He doesn't look up.
Conig
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Conig takes in the scene, admiring the design and detail of the various mechanisms and tools. When his eyes meet the minotaur, he instinctively whips his hand to his waist and pulls his gun. Anyone else seeing this?
Kiyoko Tamahi
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Kiyoko nods. "Yes. A minotaur. And an elf. Probably dead." She advances into the room, glowing wayfinder held aloft, looking for any visible threats.
Perception: 1d20 ⇒ 18
Grax, Son of Dray
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"Javon, be careful!" Grax looks up at the astrolab and the elf hanging from it. He grips his greatsword tightly. "What is this? Is that elf trapped?"