| Devlin Lufftin |
Devlin leans on the doorway. "I would suggest you listen to my friend if you value your lives in the least."
Intimidate (Aid): 1d20 + 4 ⇒ (1) + 4 = 5
| Daniel Penfold 351 |
Ok you bind the remaining Tower Girl.
In terms of loot you have 2 of the following:
Smokestick
2 tanglefoot bags
Set of studded leather
Hand crossbow with 10 bolts
short sword
climber's kit
grappling hook with 50 foot silk rope
hooded lanter
flask of oil
second story harness
thieves tools
15gp
GM note - I'll update the treasure list later
| Devlin Lufftin |
"You made a wise decision. Now we have some questions for you. Answer truthfully and we will not bring harm to you. Don't and well, you know what will occur." Devlin continues to lean against the door frame as he speaks.
| Memnosyne |
Memnosyne is glad they were able to subdue these two so quickly. She flashes Oster a brief smile and 'thumbs up' as she helps sort through the gear they found.
| Daniel Penfold 351 |
The Tower Girl tells you that there are 8 other Tower Girls in the complex. In addition there are Ayala and 1 other Tower Girl who are wererats. There are also 6 donkey rats.
Ayala favours a bladed scarf in melee or a composite shortbow at range.
In terms of reaching the next areas you will need to make your way across a kind of spiders webs of ropes over the boat dock to get to the next chamber.
The tower girls have also set up a tripwire alarm trap a little further ahead. To get to Ayala's quarters and the doors you have to go up to reach an area where you can get back down.
| Devlin Lufftin |
"That is some darn fine information girls." Devlin pulls the group aside and whispers. "What should we do with them?"
Devlin divides out the found gold among the group. (3 gp, 7 sp, 5 cp each.)
| Memnosyne |
Whispering, Memnosyne suggests they use some of the rope to leave the women tied up. They can free them when they return. "Or we could flat out tell them, if you're so-called 'friends' find out what you've told us, they'll try to kill you. Best to hightail out of here and never return." She shrugs her shoulders. "If they aren't tainted by lycanthropy, we might even try to reform them."
| Oster Catus |
Oster shrugs.
"My thanks for the information."
Turning to the others:
"It's no skin off our nose either way. I say we leave her flee, and keep our rope handy."
| Devlin Lufftin |
"I don't have any issue with that so long as she doesn't take our boat when she leaves."
| Oster Catus |
"Good point."
He turns to the tower girl.
"Don't mess with our boat. Or I'll have to be much less polite on our next meeting."
| Daniel Penfold 351 |
You leave the Tower Girl tied up and head onwards.
The passage leads into another room. The murals in this room are scratched and faded. Several portions of the wall and floor show signs of past chipping. An empty plinth where a statue once stood rests by a small alcove.
Moving on again you come into a more open area. A ledge festooned with old bird nests looks out over a shaft dropping nearly two hundred feet to sea level below. A large coil of rope sits on the ground near the shaft, one end anchored to a large piton driven into a crack near the wall. Opposite the shaft is another ledge with a window looking out over Magnimar's harbour. The ceiling is a mere ten foot above, and crisscrossed by a complex tangle of stone arches that support the roof.
Between the two ledges, a five foot square wooden platform hangs from four thick ropes that hang from the stone arches. The platform is further anchored by two thick ropes to spikes hammered into the walls near the edge of the western ledge, while another pair of ropes hang from the ceiling above, anchored to a hook driven into the wall near the same ledge. It seems as if the only way onwards is to cross to the other ledge.
| Memnosyne |
as we pass by the plinth with the missing statue, Mem will do a quick detect magic. She'll also take a quick look at the murals to see if there's anything special there. You never know
Memnosyne looks a little green looking down at the drop. "I'm gonna err on the side of caution here," she says as she pulls out her own rope. "Why don't we tie this to someone, let them try it out. If it works, we'll follow through. If it's a trap, we'll have a good grip on you." She holds out one end of the rope after looping the other around her arm and a piece of the arch. "Who's up?" she says.
| Devlin Lufftin |
"I'll give it a go. The worst that could happen is that I die. Everything else is a step up from that." Devlin takes the loose end of the rope and ties it around his waist.
"Alright, here goes nothing." Devlin takes a running leap for the platform.
Acrobatics: 1d20 + 1 ⇒ (13) + 1 = 14
| Devlin Lufftin |
Devlin gives a little holler and a fist pump as he lands safely on the platform.
| Oster Catus |
Oster pipes up:
"Next!"
Acrobatics: 1d20 + 10 ⇒ (5) + 10 = 15
| Memnosyne |
"Hold the rope tightly, please," she says nervously. She follows Xango's model and removes her armor and shield to pack away before attempting such a feat. She also mutters a brief prayer to Pharasma for luck (casting guidance).
acro: 1d20 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Her fears are well founded. She clings to the rope for safety.
| Daniel Penfold 351 |
Oster makes it across easily.
Memnosyne you slip slightly as you make your way across but with the rope tied around you are quickly able to recover and get across.
The walls along this short passage bear murals showing strangely dressed Thassilonian priests placing bodies into crypts. Several niches in the walls may once have been burial crypts themselves, but today, the hall is strewn with bones and the niches lay empty.
The passageway leads on into darkness, although there is a faint glow of light far in the distance.
| Memnosyne |
Memnosyne says a prayer of thanks to Pharasma, and the others, before re-donning her armor. She quickly repacks her rope, before nodding to the others. "After you," she whispers.
| Oster Catus |
Oster attempts to disarm the tripwire safely.
Disarm Device: 1d20 + 13 ⇒ (16) + 13 = 29
| Devlin Lufftin |
Moving steadily along with the group Devlini scans the areas they pass through with Detect Magic in hope of avoiding any nasty surprises. "I guess that is the trap the girl spoke of. We will have to remain vigilant for others."
Perception: 1d20 + 1 ⇒ (10) + 1 = 11
| Daniel Penfold 351 |
Oster manages to disarm the tripwire easily without setting the tripwire off.
Moving on you see a hooded lantern sitting on the lip of a fountain in the west wall of the next room. A tinkling rill of water runs from a demon-shaped mouth on the wall into the fountain. A bedroll and several bags of rations sit on the floor just to the north of the fountain. There are two more Tower Girls here who appear to be asleep.
| Daniel Penfold 351 |
You manage to knock the two Tower Girls unconscious.
Moving on you come to another chamber. The eastern wall is buried under an ancient pile of rubble. Sitting near the entrance is a wooden crate and a dull gray amphora.
Moving on again there is a set of stairs leading down (to the Third Floor)
| Devlin Lufftin |
"This place twists and turns more than a acrobat." Devlin rumbles down the stairs to the third floor along with everyone else. He continues to keep an eye out for any additional traps as well as magical auras.
Casting Detect Magic and continuing to scan the areas that we pass through.
Perception: 1d20 + 1 ⇒ (19) + 1 = 20
| Memnosyne |
Memnosyne also casts detect magic on the crate and amphora. "Should we pop this open?" she asks the others as they near the crate.
| Oster Catus |
"Yes indeed!"
Oster examines the containers foe traps, ready to disarm any he finds before opening.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Disable Device: 1d20 + 13 ⇒ (12) + 13 = 25
| Devlin Lufftin |
Devlin whispers "Lets go East and deal with the loud rat." Devlin gives a wry smile as he finishes speaking. Who would have ever thought that such a ragtag group as ourselves would be tasked with a mission like this?
| Oster Catus |
Oster smiles and sneaks ahead, seeking a soft target, sap at the ready.
Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Stealth: 1d20 + 12 ⇒ (10) + 12 = 22
| Daniel Penfold 351 |
Oster sneaks forward. A dozen bedrolls occupy this large chamber, and a few pieces of crude wooden furniture have been set up between them- a couple of scavenged chairs, a bench, and a short table. Torches mounted on brackets in each wall burn merrily. There are 3 Tower Girls in here and 2 Donkey Rats. You'd be able to get the jump on one but not all.
| Oster Catus |
Oster decides to even the odds a little.
He sneaks behind the nearest tower girl, and whacks her on the head.
Sap sneak attack vs flatfooted AC for nonlethal damage: 1d20 + 6 ⇒ (13) + 6 = 19
Non-lethal Damage: 1d6 + 2d6 ⇒ (5) + (5, 1) = 11
So shaken for 17 rounds
In a soft, quiet voice, he says:
"Get down."
Intimidate to demoralise his target: 1d20 + 11 ⇒ (4) + 11 = 15
| Memnosyne |
Figuring the donkey rats may actually be lycanthropes, Memnosyne slashes at one with her silver dagger.
silver dagger: 1d20 + 6 ⇒ (7) + 6 = 13 damage: 1d4 + 2 ⇒ (3) + 2 = 5
| Oster Catus |
Oster keeps moving, swinging his sap at another enemy, with a menacing air about him.
Sap vs next tower girl: 1d20 + 6 ⇒ (16) + 6 = 22
Non-lethal Damage: 1d6 + 2d6 ⇒ (4) + (5, 1) = 10
16 rounds shaken
Intimidate to demoralise his target: 1d20 + 11 ⇒ (3) + 11 = 14