Roscoe Elring - Champion |
Roscoe claps Ayita on the back. "Way to go!" he says. That was great!"[/b]
Musing, Roscoe says "So if these guys might be coming in behind us, should we try to chase them out of here before we come back for the gauntlet?"
Ayita of the Hawk Clan |
Ayita looks up, an image of a huge rolling ball trap somehow flashing into her mind... whew...
She hands the item to her more magically astute companions (whoever is closest) after snooping at it a bit
spellcraft: 1d20 + 5 ⇒ (16) + 5 = 21
GM Derek |
Ayita looks up, an image of a huge rolling ball trap somehow flashing into her mind... whew...
She hands the item to her more magically astute companions (whoever is closest) after snooping at it a bit
[Dice=spellcraft]1d20 +5
The cestus is an ancient piece of master craftsmanship. It is of a style long forgotten in Varisia and the world in general. You assume it is a Thassilonian style. The right collector would pay a good price for it.
When Frantino casts his magical sight upon it, it does not radiate anything.
Gregory C. Hatfield |
Hatfield still has a wand in each hand, though one is used up. During the 2d4 rounds it took Ayita to disable the trap, he casts a light spell on the spent wand.
After the trap has been disabled, while Frantino examines the cestus--expecting that the party will want to continue down the hallway--the herbalist begins to move in that direction as quietly as he can. He pauses to listen carefully:
Stealth: 1d20 + 0 ⇒ (14) + 0 = 14
Perception: 1d20 + 1 ⇒ (18) + 1 = 19
GM Derek |
Hatfield still has a wand in each hand, though one is used up. During the 2d4 rounds it took Ayita to disable the trap, he casts a light spell on the spent wand.
After the trap has been disabled, while Frantino examines the cestus--expecting that the party will want to continue down the hallway--the herbalist begins to move in that direction as quietly as he can. He pauses to listen carefully:
Stealth: 1d20 + 0 ⇒ (14) + 0 = 14
Perception: 1d20 + 1 ⇒ (18) + 1 = 19
1d20 ⇒ 9
1d20 ⇒ 9
1d20 ⇒ 12
1d20 ⇒ 17
1d20 ⇒ 1
1d20 ⇒ 12
1d20 ⇒ 14
1d20 ⇒ 6
1d20 ⇒ 20
1d20 ⇒ 16
1d20 ⇒ 3
1d20 ⇒ 4
1d20 ⇒ 4
1d20 ⇒ 6
1d20 ⇒ 10
1d20 ⇒ 5
1d20 ⇒ 16
1d20 ⇒ 10
1d20 ⇒ 20
In the distance, down the hallway, Doc sees an entryway on the south wall, similar to the previous one where Dolland's lab was located.
He doesn't see or hear anything out of the ordinary.
Gregory C. Hatfield |
In the distance, down the hallway, Doc sees an entryway on the south wall, similar to the previous one where Dolland's lab was located.
He doesn't see or hear anything out of the ordinary.
Hatfield waves at Roscoe and Frantino. He points to his eyes, then points down the hallway, and silently mouths the word 'DOOR' to them.
Roscoe Elring - Champion |
Roscoe nods, spirits stirring inside him as he investigates this Thassilonian ruin.
Their power--will soon be mine!
He moves up toward the door in the south wall, and once the others are with him, opens it.
Frantino Kaddren |
Perception: 1d20 + 13 ⇒ (19) + 13 = 32
Seeing the party move out to finish exploring this level, Frantino moves up behind Roscoe. Not seeing a door, he wonders how badly Hatfield did on his perception check.
Nasir al-Rafik Kamal |
Nasir sees Doc, Roscoe, and Frantino leave the room as he is collecting the potions in his pack and is surprised that they would leave this room so quickly when there is more to investigate here.
"Gentlemen, please wait until we see what's in the chest? It may also be a good idea to check the bed as well.
Ayita, please check to see if the chest is trapped before we try to open it. I know it is cliché, but there may be some valuable treasure there."
Ayita of the Hawk Clan |
Ayita checks it for traps... if she saw one, the disable roll is there below.
perceive trap on chest: 1d20 + 7 ⇒ (12) + 7 = 19
disable any found trap: 1d20 + 11 ⇒ (3) + 11 = 14
GM Derek |
Ayita checks it for traps... if she saw one, the disable roll is there below.
[Dice=perceive trap on chest]1d20+7
[Dice=disable any found trap]1d20+11
Ayita doesn't see anything on the chest. When Nasir opens it, it is empty. The style of ironwork on the chests suggests a similarity with the cestus.
Nasir al-Rafik Kamal |
Odd that there is an empty chest? Magical? But Frantino used his magic detection and this did not radiate anything. Strange...
Nasir shrugs his shoulders at the empty chest and heads over to the bed. He lifts up the bed to see if there is anything underneath.
GM Derek |
Odd that there is an empty chest? Magical? But Frantino used his magic detection and this did not radiate anything. Strange...
Nasir shrugs his shoulders at the empty chest and heads over to the bed. He lifts up the bed to see if there is anything underneath.
Beneath the bed is another loose sheet of paper with various combinations of runes listed methodically, one set per line. Each set of runes is crossed out.
Roscoe Elring - Champion |
Smaller than the others, Roscoe crawls under the bed to retrieve the loose sheet of paper.
He holds his everburning torch aloft so it lights the runes.
"Can anyone make anything of these lines of runes? Combinations to open something?" he asks.
linguistics: 1d20 + 6 ⇒ (19) + 6 = 25
GM Derek |
Smaller than the others, Roscoe crawls under the bed to retrieve the loose sheet of paper.
He holds his everburning torch aloft so it lights the runes.
"Can anyone make anything of these lines of runes? Combinations to open something?" he asks.
[dice=linguistics]1d20+6
They appear to be combinations Dolland has tried at the vault, per his notes (here).
GM Derek |
Unless there’s anything else somebody wants to do in this room? Let’s pick up with Roscoe checking the other room...
Ayita of the Hawk Clan |
If there is a chance, Ayita will check that new room for traps...
perceive for traps: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Roscoe Elring - Champion |
Roscoe reviews the notes one last time, trying to determine what they mean.
"It seems like something died, and they were trying to get it to open up the vault, but it kept making traps everywhere. I wonder if we'll encounter that thing--whatever it is."
He follows after Ayita, more secure in her searching after knowing how many traps there must be.
perception: 1d20 + 8 ⇒ (10) + 8 = 18
Ayita of the Hawk Clan |
Didn't we encounter something that was making traps -- that "Gear" thing, back up in the other room? Maybe they mean there is a vault there. Or down here.
Yazhi is guarding behind the Doc, her ears perked up. She had just gotten a salmon treat on the way down here and is hoping for more.
GM Derek |
[dice=Perception]1d20 + 13
Seeing the party move out to finish exploring this level, Frantino moves up behind Roscoe. Not seeing a door, he wonders how badly Hatfield did on his perception check.
Inside the room:
A marble table rises from the floor, and a small crate sits in the southeastern corner of this rectangular chamber. Cobwebs stretch across parts of the room, and debris and dust litters the floor.
From the hallway, Frantino notices a glowing rune of some sort etched into the northwestern end of the marble table. Given the previous traps, he is worried.
Frantino Kaddren |
"Ah yes, the gearghost seems to be busy here, and our setting off or dismantling of these traps may be creating a situation where it will want to come here to set more. Speaking of which, there may be a magical trap on the table, which I am unable to help dismantle."
Ayita of the Hawk Clan |
Ok, I'll give it a try; please stay back in case it goes off...
Ayita works to trace and dismantle any trap connected to that rune. She has Detect Magic, which can help narrow things down...
perceive trap: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
disable device: 1d20 + 11 ⇒ (3) + 11 = 14
Gregory C. Hatfield |
If allowed...
Before Ayita potentially activates an unknown number of traps, Hatfield switches Life Link to her. Then he backs away, down the hall.
After the party has successfully dealt with any traps/hazards in this room, he will switch Life Link back to Nasir.
GM Derek |
Ok, I'll give it a try; please stay back in case it goes off...
Ayita works to trace and dismantle any trap connected to that rune. She has Detect Magic, which can help narrow things down...
perceive trap: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
disable device: 1d20 + 11 ⇒ (3) + 11 = 14
Ayita considers how to disarm the trap. She steps forward and... A blast of flame explodes from the table!
Burning Hands trap DC11 Reflex half: 2d4 ⇒ (4, 1) = 5
Saves from Ayita, Roscoe and Frantino, please.
GM Derek |
Gearhost Stealth: 1d20 + 24 ⇒ (1) + 24 = 25
As the trap explodes fire upon everybody, Gregory Hatfield feels a pulling. No, almost a pushing sensation! His feet start to leave the ground!
Yazhi yelps as she is lifted off the ground, too!
Telekinesis Dmg (Will DC18): 1d6 ⇒ 4
If Doc or Yazhi succeed, they take no damage and resist the telekinetic throw. If Doc fails the save, he is thrown 30ft straight forward down the hallway. If Yazhi fails, she is thrown 25 feet straight forward.
Roscoe Elring - Champion |
"Gah!" Roscoe yells after being shot with the sheet of flames. Still, he ducks the worst of the damage.
"Wow--this place is trapped top to bottom, it seems" he says as he puts out a small flame on his cloak.
"You've got this, Ayita--keep your wits up and keep looking for these traps."
Refl: 1d20 + 5 ⇒ (8) + 5 = 13
GM Derek |
GEARGHOST FUN
Doc Hatfield: 1d20 + 2 ⇒ (5) + 2 = 7
Ayita: 1d20 + 2 ⇒ (6) + 2 = 8
Roscoe: 1d20 + 7 ⇒ (19) + 7 = 26
Frantino: 1d20 + 1 ⇒ (15) + 1 = 16
Nasir: 1d20 + 3 ⇒ (15) + 3 = 18
Gearghost: 1d20 + 7 ⇒ (19) + 7 = 26
Sorted Initiative ROUND ONE
-------------------------------------
Roscoe -
Gearghost -
Nasir -
Frantino -
Ayita -
Doc Hatfield -
BOLD may go!
GM Derek |
Floating down the hallway, 15 feet in the air, nearly touching the ceiling, is the gearghost. It says nothing. Makes no noise.
Gregory C. Hatfield |
Was I able to switch Life Link, per above?
__________
If Doc or Yazhi succeed, they take no damage and resist the telekinetic throw. If Doc fails the save, he is thrown 30ft straight forward down the hallway. If Yazhi fails, she is thrown 25 feet straight forward.
Will: 1d20 + 6 ⇒ (1) + 6 = 7
Hatfield is surprised by the assault and is unable to resist the throw!
GM Derek |
Was I able to switch Life Link, per above?
Yes!
Ayita of the Hawk Clan |
Ayita reflex save: 1d20 + 6 ⇒ (16) + 6 = 22
Yazhi Will Save: 1d20 + 2 ⇒ (14) + 2 = 16
Roscoe Elring - Champion |
Roscoe looks down the hall and sees the ghostly figure advancing.
"What--is that?!" he exclaims. "The thing setting all the traps?"
He readies his morningstar to attack it if it comes close to him.
READIED morningstar: 1d20 + 9 ⇒ (12) + 9 = 211d6 + 5 ⇒ (2) + 5 = 7
GM Derek |
[dice=Ayita reflex save]1d20+6
[dice=Yazhi Will Save]1d20+2
That's 4pts of dmg for Yazhi, who has DR5/adamantine. And 2pts of dmg for Ayita from the flame.
GM Derek |
The gearghost remains silent, floating where it is.
Roscoe feels his sihedron medallion yank against his neck, the chain taught as the medallion is pulled towards the gearghost.
Will DC18. Failure means the chain snaps and the medallion floats to the gearghost.
The gearghost's eyes glow a blood red, briefly.
In the trapped room, Ayita (Perception: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14) doesn't notice the rune on the table begin to glow blood red, again.
The trap explodes! Burning hands Ref DC11: 2d4 ⇒ (2, 3) = 5
Reflex saves for Yazhi, Frantino, and Ayita. Doc is outside the 15ft cone.
GM Derek |
GEARGHOST FUN
ROUND ONE
-------------------------------------
Roscoe - readies his morningstar
Gearghost - telekinesis Roscoe's medallion; reset trap
Nasir -
Frantino - still need Reflex save
Ayita -
Yazhi - prone
Doc Hatfield - prone
BOLD may go!
STATUS
----------
Roscoe -2hp
Frantino - ?
Ayita -2hp
Doc -4hp
Gregory C. Hatfield |
- Life Link: doesn't trigger; Ayita has only 2 HP of damage
- Free Action: drop "dead" wand
- Standard Action: pick up Yazhi / set the canine on its feet
- Move Action: Seeing the gearghost try to take Roscoe's medallion, Hatfield stows the "good" wand inside his healer's kit and wraps both his arms around it.
- Free Action: "Get 'em, pup!" the herbalist cheers his ally on.
Still prone.
Ayita of the Hawk Clan |
[Get out of this room!] Ayita tries to dodge the fire's worst effects while exiting the room.
reflex save: 1d20 + 7 ⇒ (3) + 7 = 10. OOPS
Yazhi reflex save: 1d20 + 5 ⇒ (17) + 5 = 22
Ayita does the (free) command for Yazhi to attack the Thing, glad that Doc got Yazhi back up. Yazhi gallops down the hall and tries to bite...
Yazhi Bite: 1d20 + 4 ⇒ (14) + 4 = 18
bite damage: 1d6 + 4 ⇒ (6) + 4 = 10
Ayita then gets out a holy water.
GM Derek |
Floating down the hallway, 15 feet in the air, nearly touching the ceiling, is the gearghost. It says nothing. Makes no noise.
Frantino Kaddren |
Reflex save 1: 1d20 + 4 ⇒ (6) + 4 = 10
Reflex save 2: 1d20 + 4 ⇒ (19) + 4 = 23
Frantino takes the first burning hands head on but manages to partially avoid the second as he moves down the hall, drawing a javelin and throwing it at the gearghost.
Javelin: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 1d6 + 4 ⇒ (2) + 4 = 6
Of course, my one weapon that doesn't threaten on a 19-20.
GM Derek |
GEARGHOST FUN
ROUND ONE
-------------------------------------
Roscoe - readies his morningstar
Gearghost - telekinesis Roscoe's medallion; reset trap
Nasir -
Frantino - moves, throws javelin; HITS
Ayita - gets out holy water
Yazhi - attacks, misses. Gearghost is out of reach, 15ft in the air
Doc Hatfield - sets Yazhi up, stows wand
BOLD may go!
STATUS
----------
Roscoe -2hp
Frantino -5-2 = -7hp
Ayita -2-5 = -7hp
Doc -4hp
Nasir al-Rafik Kamal |
Seeing the explosion of fire and the ghost floating above, Nasir draws his bow and fires a shot at the floating creature.
Can my arrows even hurt this thing? We'll find out soon enough...
Shortbow: 1d20 + 5 ⇒ (11) + 5 = 16 Dmg: 1d6 ⇒ 5
GM Derek |
Seeing the explosion of fire and the ghost floating above, Nasir draws his bow and fires a shot at the floating creature.
Can my arrows even hurt this thing? We'll find out soon enough...
[dice=Shortbow]1d20+5 [dice=Dmg]1d6
Nasir's arrow goes wide!
GM Derek |
GEARGHOST FUN
ROUND ONE
-------------------------------------
Roscoe - readies his morningstar
Gearghost - telekinesis Roscoe's medallion; reset trap
Nasir - draws his bow; shoots; misses
Frantino - moves, throws javelin; HITS
Ayita - gets out holy water
Yazhi - attacks, misses. Gearghost is out of reach, 15ft in the air
Doc Hatfield - sets Yazhi up, stows wand
FINAL
STATUS
----------
Roscoe -2hp
Frantino -5-2 = -7hp
Ayita -2-5 = -7hp
Doc -4hp
GM Derek |
GEARGHOST FUN
ROUND TWO
-------------------------------------
Roscoe - need Will save
Gearghost -
Nasir -
Frantino -
Ayita -
Yazhi -
Doc Hatfield -
BOLD may go!
STATUS
----------
Roscoe -2hp
Frantino -5-2 = -7hp
Ayita -2-5 = -7hp
Doc -4hp
Roscoe Elring - Champion |
Will save: 1d20 + 4 ⇒ (15) + 4 = 19
Roscoe resists the creature's effect, the medallion firmly attached to his neck, albeit pulling hard.
"Would everything stop trying to take my medallion?!?" he yells. "I'm starting to like this thing, and this is making me ANGRY!!!"
With the thing still floating at the ceiling, he drops his morningstar, draws his crossbow, and fires at it."[/b]
light crossbow: 1d20 + 9 ⇒ (12) + 9 = 211d6 + 5 ⇒ (2) + 5 = 7
GM Derek |
[dice=Will save]1d20+4
Roscoe resists the creature's effect, the medallion firmly attached to his neck, albeit pulling hard.
"Would everything stop trying to take my medallion?!?" he yells. "I'm starting to like this thing, and this is making me ANGRY!!!"
With the thing still floating at the ceiling, he drops his morningstar, draws his crossbow, and fires at it."[/b]
[dice=light crossbow]1d20+9;1d6+5
Hit! But the bolt seems to do little damage.
GM Derek |
"I will take the shard back from your body, then," intones the gearghost in Thassilonian.
"Bodybodybody," it cries in Common. "Hehe. SHARD!"
Its eyes glow a blood red. And Frantino's javelin lifts up and launches at Roscoe!
Javelin via Telekinesis: 1d20 + 8 ⇒ (15) + 8 = 23 Dmg: 1d6 ⇒ 3