| GM TK-421 |
Red continues its assault on Towerr.
Claw: 1d20 + 10 ⇒ (2) + 10 = 12 miss
Claw: 1d20 + 6 ⇒ (13) + 6 = 19 miss
Claw: 1d20 + 2 ⇒ (19) + 2 = 21 miss
*** Round 3 ***
Bold may actRed (-26)
Blue (-34hp)
Yellow (-32hp)
Mason (23/32hp)
Rocky (38/44hp)
Roscoe (19/24hp, Grabbed)
Green (-18hp)
Towerr (44/44hp)
| Roscoe Talbot |
Roscoe will cast Guidance at Mason. Then as he grumbles ans shakes his head, he will cast Electric Arc at the 2 remaining creatures.
◆Guidance to Mason
Flat Check to Cast a Spell DC5: 1d20 ⇒ 13
◆◆Electric Arc
Electric Damage: 2d4 + 4 ⇒ (4, 1) + 4 = 9
Basic Reflex DC 19
| Rocky_ |
Rocky will take a 5ft step to get into Flank with Green and attack with a flurry of blows first then a strike.
◆5ft Step
◆FLurry of Blows in Flank
Flurry of Blows 1: 1d20 + 10 ⇒ (2) + 10 = 12
FoB damage 1: 1d6 + 4 ⇒ (1) + 4 = 5
Flurry of Blows 2: 1d20 + 9 - 4 ⇒ (7) + 9 - 4 = 12
FoB damage 2: 1d6 + 4 ⇒ (6) + 4 = 10
◆Strike in Flank
Unarmed strike: 1d20 + 10 - 8 ⇒ (20) + 10 - 8 = 22
Unarmed Damage: 1d6 + 4 ⇒ (3) + 4 = 7
| GM TK-421 |
Red Reflex: 1d20 + 10 ⇒ (8) + 10 = 18
Green Reflex: 1d20 + 10 ⇒ (1) + 10 = 11
Red and Greens luck runs out, and with a final zap of electricity, Roscoe brings both enemies down.
*** Out of Combat ***
Bold may act
Red (-35)
Blue (-34hp)
Yellow (-32hp)
Mason (23/32hp)
Rocky (38/44hp)
Roscoe (19/24hp)
Green (-36hp)
Towerr (44/44hp)
| Roscoe Talbot |
Roscoe will use his healing flames on Mason and Rocky then will treat wounds on himself. He will refocus as he is treating wounds.
Rejuvenating Flames
Healing Flames: 2d4 ⇒ (2, 2) = 4
Treat Wounds
Treat Wounds DC15: 1d20 + 10 ⇒ (15) + 10 = 25
Healz: 2d8 + 2d8 ⇒ (4, 2) + (3, 8) = 17
Rocky would probably use a lay of hands on himself and Towerr would probably help out Mason, then refocus when I would. Then we would all be at full and have our Focus Points.
| Roscoe Talbot |
After we are all healed up then Roscoe would like to check the room out for anything of use or more evidence.
Perception +8t
| GM TK-421 |
Besides the undead the agents faced seemingly made of the flayed skin of the adventurers they briefly battled in the opening of this adventure, the agents find the freshest skin in here—thankfully unanimated—has elaborate dragon sleeve tattoos in a distinctive Minkaian design that someone could identify as belonging to Shuno Danoma, one of the Dragonfly Pagoda builders.
The agents also locate evidence of a secret door on the eastern wall though the operating mechanism doesn't seem to be in this room, therefore the door is currently of no use to them.
| Roscoe Talbot |
That is a shame what happened to him, although with everything else we have seen so far I'm not as shocked. Towerr and Rocky you want to lead the way.
| Agent Ken Mason |
Mason nods to Roscoe in appreciation for the healing, then helps to look over the room. Finally he checks and reloads his weapon before readying up at the northern door.
"Ready when you are."
| GM TK-421 |
A large, circular well fifteen feet wide dominates the western section of this large stone chamber. Directly above the well, a matching circular hole in the ceiling extends up into darkness, its sides mirror-smooth. Doors exit the room to the south and northwest, and a corridor leading east bears two more. A metal basket with a ten-foot-long handle is propped up in the room’s northwestern corner.
Towerr recognizes this room as the one he briefly dangled over when he narrowly avoided a pit fall trap above.
| Agent Ken Mason |
Mason looks around the room as usual, giving a close look to the well.
is there liquid in it or is it just dark inside? Perc +10E
| Roscoe Talbot |
After the other move into the room then Roscoe will enter and look around as well.
Perception +8t
| Towerr Shield |
Following both Roscoe and Mason, Towerr inspects the well he'd have likely fell into had he fallen from the floor above.
Perception +7t
"I'm rather lucky I did not fall down here. With the time it took to fight through all we had to get here, I'd have likely drowned." Towerr lightly chuckles.
| GM TK-421 |
As Mason approaches the well for a closer look he recognizes the yellow-brown liquid as an ochre jelly, likely the one procured by Ahmoset Nez which the agents learned about in the House of Planes. Mason is able to stop the other agents from getting too close to the well and provoking the ooze.
The agents are able to infer that unlucky victims fall through the pit trap, directly into the ooze, where there are dissolved. The basket attached to the long handle is probably used to fish out any items left behind after digestion.
This combat has become optional at this point.
| Agent Ken Mason |
Mason gives a few hand gestures and points out the creature below and then moves closer to the northern door.
"No sense in getting that all riled up now, we still have a suspect to track down. Gonna have to make sure to put it in the report though as someone will have to deal with it eventually."
let's not poke the bear then and check out the next door/room :) i vote for checking the small door first before the double doors. Perc +10E
| Roscoe Talbot |
Yeah no need to bother a creature if we don't have to.
Also agree with Mason about single door before double doors. Perception +8t
| GM TK-421 |
A heavy, industrial-looking forge with a basin for melting metal takes up most of this small stone room. The equipment looks old and half-ruined, with a severely cracked chimney extending up along the back wall.
The smelter’s basin contains a few items including a locket inscribed with the words “To Anastatia, my love” and a large signet ring bearing the image of Rusty the Rust Monster from Knight’s Marvelous Menagerie.
| Agent Ken Mason |
"More evidence for the pile. Circumstantial, but needs to be noted regardless."
Mason moves to the double doors and gives them a critical eye for safety before opening.
perc +10E
| Roscoe Talbot |
Unfortunately looks like more people that might have perished to thi horrible hotel, but more evidence indeed. Let's be careful going forward. Towerr and Rocky lead the way.
Moved everyone up.
| GM TK-421 |
A square-sided pit yawns in the stone floor on the eastern side of this room, its bottom a nest of long metal spikes. On the wall above and behind the pit hangs a large, black metal sculpture of a mask with one starburst eye. Directly above the pit, the ceiling opens into a dark shaft leading upward. A red rug is positioned along the pit’s western rim, and a wooden lectern in the room’s southeastern corner holds a large book.
This is a shrine to the dread god of thievery, secrets, and assassination, Norgorber—particularly his murderous Father Skinsaw aspect—and as guards of Absalom, the agents can easily recognize the mask as the Ascended’s holy symbol.
The book on the lectern is a detailed ledger of Pratchett’s murders that stretches back to his parents—Pratchett sees its creation as an act of devotion to both Father Skinsaw and his secret-based Reaper of Reputation aspect. Many of the missing persons on the Edgewatch’s list can be found in the recent listings here, identified either by name or description. Careful examination of the writting leads the agents to believe the ledger is written in blood. Other details the agents learn are that Pratchett was at one time involved with, but departed from, a Skinsaw cult which is active in Absolom, though no details about the cult or its members are located within the pages.
| Roscoe Talbot |
This seems like the big evidence we were looking for, but I fear we are definitely too late in rescuing anyone we were looking for.
| Agent Ken Mason |
"Let's not give up all hope. It might look grim, but maybe he was exaggerating. Or perhaps put the cart before the horse as it were. Either way, let's keep looking."
Mason collects the book and puts it into his pack.
i had overlooked that there was a single door to the north before the double doors, mind if we here there next folks? i also don't like leaving the trap door we found unguarded. if we can't get in from this side, that means it's meant for something/someone to come OUT from there. either to ambush or run away. neither would be ideal.
| GM TK-421 |
Backtracking a bit the agents find themselves at a locked door that seems safe but secured.
| Agent Ken Mason |
Pulling out his picks, Mason tries to pop the lock on the small door.
Thievery: 1d20 + 7 ⇒ (13) + 7 = 20
Thievery: 1d20 + 7 ⇒ (9) + 7 = 16
Thievery: 1d20 + 7 ⇒ (17) + 7 = 24
Thievery: 1d20 + 7 ⇒ (5) + 7 = 12
not sure how many, so gave a bunch
| GM TK-421 |
A long wooden workbench along the north wall in the western portion of this room is crowded with books, scrolls, small bottles, and the skull of some ursine predator and is watched over by a humanoid skeleton on a wire stand. To the east, two open iron-barred cages collectively contain three slumped and decaying humanoid corpses.
The bottles on the counter are ordinary spell components worth a total of 1 gp. The tomes are treatises on necromantic lore and collectively comprise a spellbook. The writings include spells worth 25 gp. (Arcana to identify the specific spells).
In addition to Pratchett’s study materials, the workbench also holds two scrolls (Any spell tradition to ID).
The room also contains two items of interest: a spellbook with the name Kemeneles on it and a glass orb next to it. A brief examination of the spell book reveals the orb to be the wizard's bonded item.
More may be learned from Pratchettsl's notes with some time spent deciphering them and an active perception check. (Player rolled)
More may be learned from the three decaying bodies with a closer examination and an active perception check. (Player rolled)
| Roscoe Talbot |
Roscoe is unable to determine the spells in the spellbook but will look over the scrolls on the workbench.
Religion to ID scrolls: 1d20 + 8 ⇒ (5) + 8 = 13
Roscoe will also grab the wizards spellbook and bonded item. I will hold onto these, hopefully we can give it back to him if he is still alive. If not they should probably go to the kid that was with him that we met.
If I am able to also look at the bodies Roscoe would want to do that as well.
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
| Agent Ken Mason |
Perception on notes: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17
Perception on bodies: 1d20 + 8 ⇒ (15) + 8 = 23
can use a reaction to give one ally a +1 circumstance bonus to search the notes
| Roscoe Talbot |
Roscoe will check the notes as well.
Perception on the notes: 1d20 + 8 ⇒ (11) + 8 = 19
Hey Mason can you check out the spellbook it's not my area of expertise and I know you dabble in a bit of this and that. Also you know what scrolls these are?
| Agent Ken Mason |
Arcana: 1d20 + 9 ⇒ (6) + 9 = 15
iirc my current leads are on the missing workers and pratchet, so no bonus for the book. I know at one point I had kel as a lead, dang. Lol
| Rocky_ |
Rocky being her stoic self will take a look at the notes then the bodies.
Perception on notes: 1d20 + 6 ⇒ (1) + 6 = 7
Perception on bodies: 1d20 + 6 ⇒ (19) + 6 = 25
| GM TK-421 |
The compiled arcana represent ray of enfeeblement, true strike, chill touch, daze, light, mage hand, prestidigitation, shield, and a variation of the ritual Create Undead which makes one type of undead but the agents aren't able to determine which kind. It's likely this represents Pratchett’s accumulated spells.
The scrolls are Gentle Repose and Bind Undead, one of each.
As the agents approach the corpses for a closer look they realize not all is as it seems. The corpses are actually undead laying in wait. Once the agents hesitate in their approach the undead realize the ruse is ruined and spring forward to attack.
Roscoe: 1d20 + 7 ⇒ (8) + 7 = 15
Rocky: 1d20 + 5 ⇒ (3) + 5 = 8
Mason: 1d20 + 7 ⇒ (11) + 7 = 18
Towerr: 1d20 + 5 ⇒ (8) + 5 = 13
Red: 1d20 + 11 ⇒ (4) + 11 = 15
Blue: 1d20 + 11 ⇒ (9) + 11 = 20
Green: 1d20 + 11 ⇒ (5) + 11 = 16
Blue rises and lurches forward, towards Roscoe.
I put Roscoe in the lead this time because he was the first to express a desire to inspect the bodies, plus he was the closest to them in the marching order the tokens were left in. Because you made your Perception checks and didn't get right up on them they have to use actions to move up to you before attacking.
Blue claws at Roscoe.
Claw: 1d20 + 12 ⇒ (9) + 12 = 21 Hit
Slashing: 1d6 + 4 ⇒ (3) + 4 = 7
I need a DC 17 Fort Save from Roscoe or become Drained 1.
Religion to ID.
*** Round 1 ***
Bold may actBlue (+3)
Mason (32/32)
Green
Red
Roscoe (17/24, Fort Save needed)
Towerr (44/44)
Rocky (44/44)
| Agent Ken Mason |
Mason looks at blue to get a read on these creatures. Feeling extremely unsure of his tactics, he tries instead to shoot at red.
"Towerr, make a wall, Roscoe, get outta there."
◆ Interact (draw dueling pistol)
◆ Devise a Stratagem: 1d20 ⇒ 1
◆ ranged Strike vs Red: 1d20 + 8 ⇒ (20) + 8 = 28 woot!
Piercing: 1d6 ⇒ 2
Crit: 1d10 ⇒ 7
Fatal: 1d10 ⇒ 8
On a normal hit, 2 for a crit it is 22, concussive
| GM TK-421 |
Mason is unable to recall any useful information about the creatures.
He is able to recall how to use his pistol effectively and blasts Red.
Green rises from the ground and lurches towards the agents, reaching Roscoe first.
Claw: 1d20 + 12 ⇒ (16) + 12 = 28 Crit
Slashing: 1d6 + 4 ⇒ (2) + 4 = 6 12 total
Need another Fort Save DC 17
Red follows suit.
Claw: 1d20 + 12 ⇒ (10) + 12 = 22 Hit
Slashing: 1d6 + 4 ⇒ (2) + 4 = 6
Roscoe falls.
Still need two Fort Saves even though you've fallen. The Drained score stacks.
*** Round 1 ***
Bold may actBlue (+3)
Mason (32/32)
Green
Red (-22)
Roscoe (0/21 (24), Drained 1. Dying 1, Need 2 Fort Saves)
Towerr (44/44)
Rocky (44/44)
| Towerr Shield |
◆Strike on Red: 1d20 + 8 ⇒ (20) + 8 = 28
Crit, P: 1d10 + 3 ⇒ (10) + 3 = 13 Positive dmg: 1d4 ⇒ 4 Fatal dmg, P: 1d10 ⇒ 8
◆Lay on Hands, Red: 2d6 ⇒ (4, 2) = 6
◆Raise Shield
| Towerr Shield |
If red is dead off of first strike, then will substitute raise shield for a step on top of Roscoe's position to then use Lay on Hands on next target, Green.
REACTIVE SHIELD on standby should Towerr become struck to receive an additional +2 AC
| Agent Ken Mason |
trying to keep track of this. currently have used Battle Med on self and Roscoe for this day
| GM TK-421 |
Need to know Towerr's Class DC to roll the Fort save for Lay on Hands.
Roscoe passes one save but fails the other and becomes drained 2.
Towerr ends Red and steps forward laying hands on Green.
*** Round 1 ***
Bold may actBlue (+3)
Mason (32/32)
Green (-6?)
Red (-52)
Roscoe (0/18 (24), Drained 2. Dying 1)
Towerr (44/44)
Rocky (44/44)
| GM TK-421 |
Green Fort: 1d20 + 11 ⇒ (2) + 11 = 13 Fail
*** Round 1 ***
Bold may actBlue (+3)
Mason (32/32)
Green (-6, -2 AC)
Red (-52)
Roscoe (0/18 (24), Drained 2. Dying 1)
Towerr (44/44)
Rocky (44/44)
| Rocky_ |
Rocky will move up and attack the top enemy
◆Flurry of Blows 1: 1d20 + 10 ⇒ (6) + 10 = 16
FoB damage 1: 1d6 + 4 ⇒ (4) + 4 = 8
Flurry of Blows 2: 1d20 + 9 - 4 ⇒ (6) + 9 - 4 = 11
FoB damage 2: 1d6 + 4 ⇒ (5) + 4 = 9
Unarmed strike: 1d20 + 10 - 8 ⇒ (11) + 10 - 8 = 13
Unarmed Damage: 1d6 + 4 ⇒ (2) + 4 = 6
| GM TK-421 |
Rocky moves in and attacks landing one solid blow to the weakened Green.
Blue attacks Towerr.
Claw: 1d20 + 12 ⇒ (14) + 12 = 26 Hit
Slashing: 1d6 + 4 ⇒ (2) + 4 = 6
Need a Fort save from Towerr.
Claw: 1d20 + 8 ⇒ (11) + 8 = 19 Miss
Slashing: 1d6 + 4 ⇒ (3) + 4 = 7
Claw: 1d20 + 4 ⇒ (11) + 4 = 15 Miss
Slashing: 1d6 + 4 ⇒ (2) + 4 = 6
*** Round 2 ***
Bold may actBlue (+3)
Mason (32/32)
Green (-8, -2 AC)
Red (-52)
Roscoe (0/18 (24), Drained 2. Dying 1)
Towerr (36/44, need fort save)
Rocky (44/44)
| Agent Ken Mason |
Loading a new bullet into his pistol, Mason tries to aim carefully at Green before squeezing off a shot.
◆ Interact (reload)
◆ Devise a Stratagem: 1d20 ⇒ 19
◆ Strategic Strike, total result of 29
Piercing: 1d6 ⇒ 2
Precision: 1d6 ⇒ 3
Crit: 1d10 ⇒ 4
Fatal: 1d10 ⇒ 5
On a hit, 5 or on a crit 19
Rocky
Towerr
| Towerr Shield |
Fort Save: 1d20 + 9 ⇒ (11) + 9 = 20
| GM TK-421 |
Towerr saves vs the drained condition.
Mason lands a critical hit on Green.
Green attacks Rocky.
Claw: 1d20 + 12 ⇒ (16) + 12 = 28 Hit
Slashing: 1d6 + 4 ⇒ (3) + 4 = 7
Claw: 1d20 + 8 ⇒ (17) + 8 = 25 Hit
Slashing: 1d6 + 4 ⇒ (2) + 4 = 6
Claw: 1d20 + 4 ⇒ (7) + 4 = 11
Slashing: 1d6 + 4 ⇒ (3) + 4 = 7
Need 2 Fort saves from Rocky.
*** Round 2 ***
Bold may actBlue (+3)
Mason (32/32)
Green (-27, -2 AC)
Red (-52)
Roscoe (0/18 (24), Drained 2. Dying 1)
Towerr (36/44)
Rocky (31/44, 2 fort saves)
| Rocky_ |
Fort Save: 1d20 + 8 ⇒ (7) + 8 = 15
Fort Save: 1d20 + 8 ⇒ (11) + 8 = 19
Rocky will Flurry of Blows and Strike at Green then Lay on Hands Roscoe. Will target Blue if Green is defeated.
◆Flurry of Blows
Flurry of Blows 1: 1d20 + 10 ⇒ (15) + 10 = 25
FoB Damage 1: 1d6 + 4 ⇒ (5) + 4 = 9
Flurry of Blows 2: 1d20 + 10 - 4 ⇒ (7) + 10 - 4 = 13
FoB Damage 2: 1d6 + 4 ⇒ (5) + 4 = 9
◆Strike
Unarmed Strike: 1d20 + 10 - 8 ⇒ (1) + 10 - 8 = 3
Unarmed Damage: 1d6 + 4 ⇒ (3) + 4 = 7
◆Lay on Hands +12HP to Roscoe
| Roscoe Talbot |
Roscoe will stand up and shake his head to get his bearings. Then will look at the 2 remaining creatures and cast Electric Arc at them.
◆Stand up
◆◆Electric Arc
Electric Damage: 2d4 + 4 ⇒ (4, 2) + 4 = 10
Basic Reflex DC 19
| GM TK-421 |
Rocky lands a blow and heals Roscoe.
Roscoe gathers himself and casts a spell.
Green Reflex: 1d20 + 6 ⇒ (10) + 6 = 16
Blue Reflex: 1d20 + 6 ⇒ (6) + 6 = 12
Both enemies fail to dodge and take full damage, though an excess of vitality from their strikes against the agents helps mitigate that somewhat.
*** Round 2 ***
Bold may actBlue (-4)
Mason (32/32)
Green (-43, -2 AC)
Red (-52)
Roscoe (12/18 (24), Drained 2. Wounded 1)
Towerr (36/44)
Rocky (28/41 (44), Drained 1)
| Towerr Shield |
◆Strike on Blue
Strike: 1d20 + 8 ⇒ (10) + 8 = 18
Dmg, piercing: 1d6 + 3 ⇒ (2) + 3 = 5
Dmg, positive: 1d4 ⇒ 2
If Crit
Dmg, piercing: 1d10 + 3 ⇒ (7) + 3 = 10
Fatal Dmg: 1d10 ⇒ 6
◆Strike on Blue if not dead, if dead then on Green.
Strike: 1d20 + 8 - 5 ⇒ (5) + 8 - 5 = 8
Dmg, piercing: 1d6 + 3 ⇒ (1) + 3 = 4
Dmg, positive: 1d4 ⇒ 4
◆Raise Shield