| Tucci Hedgehopper |
Kasin HP: 47/52 (+14/14) DR 5/evil; AC: 25, tch 15, flat 21 (not included: +3 dodge when moving); SR: 13
Tucci Conditions = Focus: Bear (+4con) & Cat (+4dex) (sw, 7/8), Deadeye Lore (+4, full), Barkskin (+3, full), Shared Training (outflank, full), Heroism (full), Delay Poison (full), Tears to Wine (+2 int/wis, 3)
Kasin Conditions = Focus: Bull (+4str) & Bear (+4con), Smite (sw, 1/1d, +7dam), Greater Magic Fang (+2, full), Delay Poison (full), Tears to Wine (+2 int/wis, 3)
Weapon Equipped = Pike
Boarding Pike: Att: BAB +6/1, Size +1, Str +4, Attu +1 Dam: Str +6, Attu +1 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +5, Str +3(+5) Dam: Str +4(+7) Crit: 20/x2 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (8/8, +3 att/skill/ability/save (sacred) 1r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Rod of Extend Lesser (0/3, heroism, barkskin, shared training)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 8, Concentration +12, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (4/5): Cure Light Wounds, DeadeyeS Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (3/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (2/3): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -
Tucci moves to Kasin and lifts their unconscious target onto Kasin's back. He wants to strap her down in case they need to move quickly, but doesn't have time quite yet.
| Veronica Blackblade |
"Thanks, Mac. That should help if the rest of the guards come back. Or maybe we should look for them instead, make sure the shop is secure before we search it for more clues? I guess we could also just take Z and question her when she wakes up."
With the last guard down as well, Veronica moves back to the door, getting ready to strike if other the guards show up through it.
Attack (PA, Heroism, Haste): 1d20 + 3 + 6 + 6 - 2 + 2 + 1 ⇒ (13) + 3 + 6 + 6 - 2 + 2 + 1 = 29
Damage (PA,2h): 1d6 + 3 + 9 + 6 ⇒ (3) + 3 + 9 + 6 = 21
Frostbite(cold, non-lethal, IC): 1d6 + 8 ⇒ (6) + 8 = 14 +Fatigue+Entangled
Intimidate(Demoralise): 1d20 + 21 ⇒ (1) + 21 = 22 If check exceeds DC by 10 or more, Will Save DC 18 or be frightened for 1 round
| Eric Blackblade |
With the fighting over, at least for the moment, Eric stops his performance but keeps an eye out on the door.
Attack( Heroism,Haste): 1d20 + 1 + 4 + 4 + 2 + 1 ⇒ (17) + 1 + 4 + 4 + 2 + 1 = 29
Damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5
| Tucci Hedgehopper |
Tucci starts by lashing their prisoner onto Kasin for a swift departure if need be. Then he'll spend the next few rounds binding the wounds of those still breathing. No need to kill everyone they meet after all.
Heal: 1d20 + 4 ⇒ (7) + 4 = 11 vs DC 15
Heal: 1d20 + 4 ⇒ (15) + 4 = 19 vs DC 15
Heal: 1d20 + 4 ⇒ (14) + 4 = 18 vs DC 15
Heal: 1d20 + 4 ⇒ (2) + 4 = 6 vs DC 15
If there's time, and if they haven't succumbed to their injuries, he tries the two he failed again.
Heal: 1d20 + 4 ⇒ (11) + 4 = 15 vs DC 15
Heal: 1d20 + 4 ⇒ (14) + 4 = 18 vs DC 15
Kasin waits patiently shifting his weight from paw to paw under the weight of their prisoner.
Tucci makes a mental note to improve his healing abilities...
| Brother MacLaren |
Brother MacLaren sighs, but recognizes that Tucci is probably doing the right thing.
He works to stabilize the ones that Tucci failed at.
Heal: 1d20 + 7 ⇒ (13) + 7 = 20
Heal: 1d20 + 7 ⇒ (18) + 7 = 25
"There's probably more foes upstairs or in these rooms. Shall we head up?"
Mac drinks Bull's Strength and casts Extended Divine Favor (2 encounters, reservoir at 3).
Extended Communal Delay Poison (full dungeon)
Shared Training (Outflank) (full dungeon)
Extended Shield of Faith (2 encounters left)
Bull's Strength (2 encounters left)
Extended Divine Favor (2 encounters left)
| Veronica Blackblade |
"Makes sense to me - she was running upstairs instead of trying to leave the building. Doesn't seem like they realised something was happening, though. If we're careful, we might catch them by surprise."
Following Mac's suggestion, Veronica moves on up the stairs and waits for the others beside one of the doors.
| Tucci Hedgehopper |
Tucci needs to tie the woman down, so I figure he's downstairs another few rounds to make that happen. Once that is done, he and Kasin will make their way upstairs though.
No searching though, we seem to be in a hurry.
| narrator robot |
As Veronica and Eric watch for pirates and move upstairs, Tucci ties the Alchemist to Kasin's saddle and begins to make sure the pirates don't bleed to death. Having helped Tucci see to the pirates, Mac then drinks a couple potions.
Heading upstairs Mac and Tucci join the Captain and her brother. They realize there are three doors leading off of the hallway overseeing the steps and a set of stairs at the northern end of the hallway leads to the third floor.
Mac's at one door, Veronica at the other, what's the plan?
| Tucci Hedgehopper |
Tucci moves up the stairs and watches over either MacLaren or Veronica as they open the door. Kasin trails behind on the top step burdened by his load.
Tucci also keeps a half an ear on the rear, worried for others who might join them.
Perception: 1d20 + 18 + 2 ⇒ (11) + 18 + 2 = 31 (heroism) (listening behind them)
| narrator robot |
As Tucci keeps an ear to the floor below, he hears the moaning of the unconscious pirates. It sounds as if the one in the 'guards quarters' is calling for his mother, though Tucci cannot be sure. As Veronica opens the door she can see into two rooms from the hallway.
C12. Dining Room
This lengthy bare room might once have been a dining hall, given the long, dusty table standing in its center. Aside from the double doors exiting from the hall’s eastern end, there are two giant holes, large enough to push a chariot through, jaggedly knocked through the southern wall, revealing a chamber beyond. On the northern wall, windows let in light from the street
C13. Library
Empty bookshelves line the walls of this large decaying chamber. The place is partially demolished; several walls have huge holes smashed in them, revealing other rooms beyond. Tattered scraps of yellowing parchment are scattered over the floor, and long rows of scratches mar the central bookshelf. A large wooden tray filled with sand sits in the southwest corner.
Let's keep actions to one round. If we don't clearly make who goes into the rooms and in what order, I'll try and adjudicate as best as I can.
| Tucci Hedgehopper |
Kasin HP: 47/52 (+14/14) DR 5/evil; AC: 25, tch 15, flat 21 (not included: +3 dodge when moving); SR: 13
Tucci Conditions = Focus: None (sw, 7/8), Deadeye Lore (+4, full), Barkskin (+3, full), Shared Training (outflank, full), Heroism (full), Delay Poison (full), Tears to Wine (+2 int/wis, 2)
Kasin Conditions = Focus: Bull (+4str) & Bear (+4con), Smite (sw, 1/1d, +7dam), Greater Magic Fang (+2, full), Delay Poison (full), Tears to Wine (+2 int/wis, 2)
Weapon Equipped = Pike
Boarding Pike: Att: BAB +6/1, Size +1, Str +4, Attu +1 Dam: Str +6, Attu +1 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +5, Str +3(+5) Dam: Str +4(+7) Crit: 20/x2 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (8/8, +3 att/skill/ability/save (sacred) 1r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Rod of Extend Lesser (0/3, heroism, barkskin, shared training)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 8, Concentration +12, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (4/5): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (3/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (2/3): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -
”Why would they trash their own place? These people live like animals.”
Tucci will follow the others - either into the room or to the next doors (move) - but he keeps his focus on the rear (move - active perception). He has Kasin move up a bit off the stairs with her burden.
Perception: 1d20 + 18 + 2 ⇒ (8) + 18 + 2 = 28 (heroism) (listening behind him)
| Veronica Blackblade |
Veronica steps through the doorway and into the Dining Room, looking around for any sign of enemy guards before signalling the others to join her if it's safe.
Perception (Heroism, Tears to Wine?: 1d20 + 16 + 2 + 2 ⇒ (1) + 16 + 2 + 2 = 21
| narrator robot |
Mac: 1d20 + 3 ⇒ (1) + 3 = 4
Tucci: 1d20 + 2 ⇒ (18) + 2 = 20
Veronica: 1d20 + 1 ⇒ (9) + 1 = 10
average: 11.3
Enemy
Shimera: 1d20 + 4 ⇒ (3) + 4 = 7
Mac: 1d20 + 0 ⇒ (12) + 0 = 12
Tucci: 1d20 + 0 ⇒ (11) + 0 = 11
Veronica: 1d20 + 8 ⇒ (6) + 8 = 14
Veronica, Mac, Kasin please roll Fortitude DC 17 to negate sleep
Round 1 Bold may go.
Mac
Tucci
Kasin
Veronica
Eric
Shimerae HP 66 AC 21, t 14, f-f 16 Fort +9, Ref +9, Will +5
Zarskia: Fatigue+Entangled, shaken - 67 non-lethal - 31 HP 90 AC 26, t15, f-f 21, Fort +10, Ref +14, Will +6
Blue Pirate Guard: Fatigue+Entangled, shaken unconscious - 28 non-lethal - 50 HP 57 AC 19, t 14, f-f 15 Fort +6, Ref +9, Will +5; +2 vs. fear
Cyan Pirate Guard: Fatigue+Entangled, shaken unconscious/stable - 15 non-lethal - 61 HP 57 AC 19, t 14, f-f 15 Fort +6, Ref +9, Will +5; +2 vs. fear
Green Pirate Guard: unconscious/stable - 65 HP 57 AC 19, t 14, f-f 15 Fort +6, Ref +9, Will +5; +2 vs. fear
Orange Pirate Guard: HP 57 AC 19, t 14, f-f 15 Fort +6, Ref +9, Will +5; +2 vs. fear
Purple Pirate Guard: unconscious/stable - 69 HP 57 AC 19, t 14, f-f 15 Fort +6, Ref +9, Will +5; +2 vs. fear
Red Pirate Guard: HP 57 AC 19, t 14, f-f 15 Fort +6, Ref +9, Will +5; +2 vs. fear
Yellow Pirate Guard: HP 57 AC 19, t 14, f-f 15 Fort +6, Ref +9, Will +5; +2 vs. fear
"You should have stayed downstairs.
| Brother MacLaren |
| 1 person marked this as a favorite. |
Fort: 1d20 + 12 ⇒ (16) + 12 = 28
Brother MacLaren resists the effect of the strange creature's breath.
Waiting to see how the others do before taking my turn. If Veronica falls asleep I would need to pull her to safety.
| Tucci Hedgehopper |
Tucci Fort: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32 (heroism) vs DC 17
Kasin Fort: 1d20 + 8 ⇒ (14) + 8 = 22 vs DC 17
Tucci also waits to see how the captain does as he might be able to aid her should she fail.
| Eric Blackblade |
Hearing the strange words and seeing everyone ready themselves through the open door, Eric starts his performance again and moves into the room to better support the group.
Inspire Courage +3, 11/17 rounds left
| Veronica Blackblade |
I'll use one of the daily uses of the Four-Leaf Clover on this one.
Fort vs DC 17 (Heroism, Clover): 1d20 + 8 + 2 + 2 ⇒ (9) + 8 + 2 + 2 = 21
Resisting the creature's breath with a little bit of magical luck, Veronica steps forward and strikes twice at the beast in return.
Arcane Pool for +1 and Keen, 5 ft step, full attack
Attack (PA, IC, Heroism): 1d20 + 3 + 6 + 6 - 2 + 3 + 2 ⇒ (11) + 3 + 6 + 6 - 2 + 3 + 2 = 29
Damage (PA,IC,2h): 1d6 + 3 + 9 + 6 + 3 ⇒ (3) + 3 + 9 + 6 + 3 = 24
Frostbite(cold, non-lethal, IC): 1d6 + 8 ⇒ (6) + 8 = 14 +Fatigue+Entangled
Intimidate(Demoralise): 1d20 + 21 ⇒ (5) + 21 = 26 If check exceeds DC by 10 or more, Will Save DC 18 or be frightened for 1 round
Attack (PA, IC, Heroism): 1d20 + 3 + 6 + 1 - 2 + 3 + 2 ⇒ (5) + 3 + 6 + 1 - 2 + 3 + 2 = 18
Damage (PA,IC,2h): 1d6 + 3 + 9 + 6 + 3 ⇒ (4) + 3 + 9 + 6 + 3 = 25
Frostbite(cold, non-lethal, IC): 1d6 + 8 ⇒ (2) + 8 = 10
| Tucci Hedgehopper |
Kasin HP: 47/52 (+14/14) DR 5/evil; AC: 25, tch 15, flat 21 (not included: +3 dodge when moving); SR: 13
Tucci Conditions = Focus: Tiger (+4dex) & Bear (+4con) (sw, 6/8), Deadeye Lore (+4, full), Barkskin (+3, full), Shared Training (outflank, full), Heroism (full), Delay Poison (full), Tears to Wine (+2 int/wis, 2), Inspired
Kasin Conditions = Focus: Bull (+4str) & Bear (+4con), Smite (sw, 1/1d, +7dam), Greater Magic Fang (+2, full), Delay Poison (full), Tears to Wine (+2 int/wis, 2), Inspired
Weapon Equipped = Pike
Boarding Pike: Att: BAB +6/1, Size +1, Str +4, Attu +1 Dam: Str +6, Attu +1 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +5, Str +3(+5) Dam: Str +4(+7) Crit: 20/x2 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (8/8, +3 att/skill/ability/save (sacred) 1r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Rod of Extend Lesser (0/3, heroism, barkskin, shared training)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 8, Concentration +12, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (4/5): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (3/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (2/3): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -
Tucci swiftly takes on the mien of both the tigers and the bear (+4 to dex and con). He then moves into the room, and swats at the creature he finds there. ”Damn, but you’re ugly! And I like cats! No offense Kasin…” he mumbles at the end.
Pike: 1d20 + 12 + 5 ⇒ (18) + 12 + 5 = 35 (heroism, inspired)
damage (P): 1d6 + 7 + 3 ⇒ (2) + 7 + 3 = 12 (inspired)
He keeps Kasin by the door, ready to swat at any unfriendlies who come in.
Kasin Bite (magic): 1d20 + 9 + 7 ⇒ (4) + 9 + 7 = 20 (fang, focus, inspired)
damage (B/P/S): 1d8 + 4 + 7 ⇒ (2) + 4 + 7 = 13 (fang, focus, inspired)
- - -
| narrator robot |
Round 1
Resisting the beasts breath, the officers of the 'Charm' attack the cat like creature. Veronica chops at the thing twice, cutting it deeply once. As Tucci extends his pike and thrusts it deep into the creatures side.
Seeing her master strapped to the rat like so much dead meat, Shimerae knew there would be no quarter asked or given. Focusing on the woman with the black blade, the cat like creature attacks with tooth and claw while it's multiple snake-heads bite at Veronica. Sadly, suffering from the black blades multiple magical methods the dusk kamadan only strikes the captain with a claw. Arching her back and hissing at her opponents, Shimerae backs into the corner, knowing the end is near.
Round 2 Bold may go.
Mac
Tucci
Kasin
Veronica - 6
Eric
Shimerae: Fatigue+Entangled, shaken - 14 nonlethal - 36 HP 66 AC 21, t 14, f-f 16 Fort +9, Ref +9, Will +5
Zarskia: Fatigue+Entangled, shaken - 67 non-lethal - 31 HP 90 AC 26, t15, f-f 21, Fort +10, Ref +14, Will +6
Blue Pirate Guard: Fatigue+Entangled, shaken unconscious - 28 non-lethal - 50 HP 57 AC 19, t 14, f-f 15 Fort +6, Ref +9, Will +5; +2 vs. fear
Cyan Pirate Guard: Fatigue+Entangled, shaken unconscious/stable - 15 non-lethal - 61 HP 57 AC 19, t 14, f-f 15 Fort +6, Ref +9, Will +5; +2 vs. fear
Green Pirate Guard: unconscious/stable - 65 HP 57 AC 19, t 14, f-f 15 Fort +6, Ref +9, Will +5; +2 vs. fear
Orange Pirate Guard: HP 57 AC 19, t 14, f-f 15 Fort +6, Ref +9, Will +5; +2 vs. fear
Purple Pirate Guard: unconscious/stable - 69 HP 57 AC 19, t 14, f-f 15 Fort +6, Ref +9, Will +5; +2 vs. fear
Red Pirate Guard: HP 57 AC 19, t 14, f-f 15 Fort +6, Ref +9, Will +5; +2 vs. fear
Yellow Pirate Guard: HP 57 AC 19, t 14, f-f 15 Fort +6, Ref +9, Will +5; +2 vs. fear
Meanwhile Hearing the combat on the second floor the remaining three pirates discuss the situation from where they waited to spring their trap. Selecting one of their number to explore, the lone pirate eases out of their hiding place and moves up the hallway. Stopping at the bend in the hallway to perceive what might be going on.
Shimerae Bite attack, Veronica: 1d20 + 11 - 5 ⇒ (10) + 11 - 5 = 16 damage: 1d6 + 5 - 1 ⇒ (3) + 5 - 1 = 7
Shimerae claw attack, Veronica: 1d20 + 11 - 5 ⇒ (16) + 11 - 5 = 22 damage: 1d3 + 5 - 1 ⇒ (2) + 5 - 1 = 6
Shimerae claw attack, Veronica: 1d20 + 11 - 5 ⇒ (1) + 11 - 5 = 7 damage: 1d3 + 5 - 1 ⇒ (2) + 5 - 1 = 6
Shimerae snakes attack, veronica: 1d20 + 9 - 5 ⇒ (4) + 9 - 5 = 8 damage: 1d4 + 2 - 1 ⇒ (3) + 2 - 1 = 4 plus poison injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Con; cure 2 consecutive saves
| Tucci Hedgehopper |
Kasin HP: 47/52 (+14/14) DR 5/evil; AC: 25, tch 15, flat 21 (not included: +3 dodge when moving); SR: 13
Tucci Conditions = Focus: Tiger (+4dex) & Bear (+4con) (sw, 6/8), Deadeye Lore (+4, full), Barkskin (+3, full), Shared Training (outflank, full), Heroism (full), Delay Poison (full), Tears to Wine (+2 int/wis, 2), Inspired
Kasin Conditions = Focus: Bull (+4str) & Bear (+4con), Smite (sw, 1/1d, +7dam), Greater Magic Fang (+2, full), Delay Poison (full), Tears to Wine (+2 int/wis, 2), Inspired
Weapon Equipped = Pike
Boarding Pike: Att: BAB +6/1, Size +1, Str +4, Attu +1 Dam: Str +6, Attu +1 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +5, Str +3(+5) Dam: Str +4(+7) Crit: 20/x2 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (8/8, +3 att/skill/ability/save (sacred) 1r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Rod of Extend Lesser (0/3, heroism, barkskin, shared training)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 8, Concentration +12, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (4/5): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (3/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (2/3): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -
Tucci grimly takes a 5’ step and continues to press his attacks.
Pike: 1d20 + 12 + 5 ⇒ (5) + 12 + 5 = 22 (heroism, inspired)
damage (P): 1d6 + 7 + 3 ⇒ (3) + 7 + 3 = 13 (inspired)
Pike: 1d20 + 7 + 5 ⇒ (19) + 7 + 5 = 31 (heroism, inspired)
damage (P): 1d6 + 7 + 3 ⇒ (6) + 7 + 3 = 16 (inspired)
He keeps Kasin by the door, ready to swat at any unfriendlies who come in.
Kasin Bite (magic): 1d20 + 9 + 7 ⇒ (4) + 9 + 7 = 20 (fang, focus, inspired)
damage (B/P/S): 1d8 + 4 + 7 ⇒ (2) + 4 + 7 = 13 (fang, focus, inspired)
- - -
| narrator robot |
Combat over
Thrusting his pike into the strange cat, not once but twice, Tucci drops the large beast.
C14. Den
Inlaid wooden paneling lines the walls of this snug room, but the walls in the northwest are broken through into another chamber. In the southeast corner, a pile of sheepskin blankets lies next to a bricked-up fireplace. The strong wooden door to the south is locked (hardness 5, hp 20, Break DC 25, Disable Device DC 25).
Treasure:
Shimerae sometimes plays with a collection of colored stones scattered in the middle of the room. While these pretty baubles are only colored pieces of agate, quartz, zircon, and other low-value stones, they’re worth 290 gp in total.
Veronica: - 6 hp.
Shimerae: Fatigue+Entangled, shaken - 14 nonlethal - 65 HP 66 AC 21, t 14, f-f 16 Fort +9, Ref +9, Will +5
Zarskia: Fatigue+Entangled, shaken - 67 non-lethal - 31 HP 90 AC 26, t15, f-f 21, Fort +10, Ref +14, Will +6
Blue Pirate Guard: Fatigue+Entangled, shaken unconscious - 28 non-lethal - 50 HP 57 AC 19, t 14, f-f 15 Fort +6, Ref +9, Will +5; +2 vs. fear
Cyan Pirate Guard: Fatigue+Entangled, shaken unconscious/stable - 15 non-lethal - 61 HP 57 AC 19, t 14, f-f 15 Fort +6, Ref +9, Will +5; +2 vs. fear
Green Pirate Guard: unconscious/stable - 65 HP 57 AC 19, t 14, f-f 15 Fort +6, Ref +9, Will +5; +2 vs. fear
Orange Pirate Guard: HP 57 AC 19, t 14, f-f 15 Fort +6, Ref +9, Will +5; +2 vs. fear
Purple Pirate Guard: unconscious/stable - 69 HP 57 AC 19, t 14, f-f 15 Fort +6, Ref +9, Will +5; +2 vs. fear
Red Pirate Guard: HP 57 AC 19, t 14, f-f 15 Fort +6, Ref +9, Will +5; +2 vs. fear
Yellow Pirate Guard: HP 57 AC 19, t 14, f-f 15 Fort +6, Ref +9, Will +5; +2 vs. fear
Hearing the combat on the second-floor stop, the pirate turns to the others, putting a finger to his lips. Slowly moves into the hallway nears his friend, as the other two pirates slowly move from the room.
| Brother MacLaren |
Since the alchemist is still unconscious and MacLaren does not wish to heal her, he gathers his allies in the northwest corner of the room before channeling to heal.
Neither Veronica nor MacLaren were 100% healed before this fight started. Mac was -10 and Veronica was -14, meaning they are now -10 and -20.
He raises Last Call. "To your health!"
Channel 1 of 4: 3d6 ⇒ (1, 2, 5) = 8
Then he heals the Captain some more.
Divine Favor to CLW: 1d8 + 5 ⇒ (7) + 5 = 12
| Tucci Hedgehopper |
Tucci gathers the 'loot' and searches around - just in case. Kasin stays by the door - far from the healing wave for now.
Perception: 1d20 + 18 + 2 ⇒ (8) + 18 + 2 = 28 (heroism)
| Veronica Blackblade |
Veronica was under the effects of False Life, though, so the first 13 hp of damage were temporary HP. Which means the channel was enough to get her to full health, no need to expend the spell slot :)
"Thanks for the healing, Mac. Should be helpful if the guards remaining downstairs weren't smart enough to flee. Or if there are more surprises like this one waiting behind that door." Veronica nods at the cleric, and then points to the locked door behind the beast's body. "Might as well see what that thing was guarding. Eric, can you take care of the lock?"
Veronica moves towards the door as well and readies herself to enter the next room when the door gets open, just in case there's another surprise like the creature they just defeated lying in wait.
| Eric Blackblade |
"Sure thing, V. Seems simple enough, shouldn't take long."
Eric takes out his thieves tools and starts working on the lock.
Disable Device (Heroism): 1d20 + 19 + 2 ⇒ (14) + 19 + 2 = 35
He swiftly unlocks the door, nods at his sister and steps aside to let her open the door.
| narrator robot |
C15. Zarskia’s Laboratory
Benches and worktables hold alembics, crucibles, glass tubing, and other assorted alchemical accoutrements. Bubbling reagents, colorful chemicals, and jars of powders cover the worktop areas. In the middle of the north wall is an old hearth, its opening bricked up with mortared stones. The astringent odor of disinfectant hangs in the air.
Once the manor’s lounge, this room is now Zarskia’s main laboratory, where she refines venomous components, crafts deadly toxins, and researches new discoveries in alchemical poisoning. An everburning torch mounted on the corner of the fireplace illuminates the room.The strong wooden door to the northeast that leads to the second f loor landing is locked and barred on the southern side. (hardness 5, hp 20, Break DC 30, Disable Device DC 25),
Treasure
The alchemical components and comprehensive alchemist’s lab here are worth a total of 1,000 gp but weigh 125 pounds in total. In preparation for leaving the Shackles, Zarskia has sold off almost all of her stocks of poison aside from her personal supplies. Stored in a sealed chest with many now-empty partitions are 3 doses of id moss and a pouch of dried sassone leaves (which can be turned into 4 doses of sassone leaf residue with successful DC 16 Craft [alchemy] checks). A latched iron strongbox under the westernmost bench holds six flasks of acid, four flasks of alchemist’s fire, two vials of antitoxin, three smokesticks, two tanglefoot bags, and four thunderstones. In a reinforced brass tin are a vial of salve of slipperiness, a small, sealed bottle holding an ounce of sovereign glue, three flasks of unguent of timelessness, and a jar holding 5 uses of universal solvent. Inside a steel box is a journal containing notes and observations about Zarskia’s alchemical experiments. The last entry describes her work cultivating mandragoras.
Since everyone's perception check is over 10, whoever approaches the north eastern door will notice A corrosive chemical compound of concentrated babau slime and terinav root coats the inward side of the door’s stone handle, affecting anyone who attempts to open the door. Once detected, the trap can be easily bypassed by only touching the front part of the handle. If you want to remove the Toxic Door Handle trap it is a Disable Device DC 15.
| Tucci Hedgehopper |
Tucci gathers the portable alchemical wealth - especially the reinforced brass tin.
"Watch for that stuff on the handle. Nasty little trap there." he advises Eric who is no doubt going to unlock things. While he works though, Tucci searches the woman on Kasin's back for a keyring...
| Eric Blackblade |
"Nice eye, Tucci. That seems like some pretty nasty stuff to touch. Should be easily removed, though, which is probably the safer option. Wonder what else she might be keeping hidden here."
Eric takes care to remove the corrosive stuff on the handle, and then cautiously opens the door into the next room.
Disable Device (Heroism): 1d20 + 19 + 2 ⇒ (13) + 19 + 2 = 34
| narrator robot |
Having carefully cleaned off the babau slime and the teranav root from the door's stone handle, Eric opens the door revealing the hallway beyond.
Sorry, read the post and responded before looking at the map. Let me retcon slightly
After opening the door to the hallway, Eric moves to the door in the south-west corner. Inspecting it carefully, he determines it is safe to open. Revealing a storeroom of sorts.
C16. Storeroom
An enormous pile of old, broken furniture and other debris fills the center of this room. A ladder rests against the wall in the northwest corner, leading up to a roughly-cut hole in the ceiling.
| Brother MacLaren |
Brother MacLaren continues to guard the rear.
Kasin is by the door on the map (with the alchemist) - are they still there?
He listens for any sounds of movement in the hallway with the stairs while Eric and the others search the storerooms.
Perception, Heroism: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30
| Tucci Hedgehopper |
Yes, Kasin is still back a bit.
"I'm not sure Kasin can fit through that whole with his burden, so I'll wait here with him and watch the rear," Tucci suggests.
He will search through the debris with his pike, just in case there's something of value buried under the trash.
Perception: 1d20 + 18 + 2 ⇒ (6) + 18 + 2 = 26 (heroism)
| Veronica Blackblade |
Sorry, misread the info about the doors - I thought the trap was on the one leading to the storeroom.
"I'll check that hole up there, Tucci. Stay alert in case there's something lying in wait up there. If not, guess we take whatever valuables we can from the lab and start making our way back."
Veronica climbs the ladder and looks up into the hole in the ceiling (drawing her cutlass and casting light on it if needed when she gets to the top).
Perception (Heroism, Alertness, Tears to Wine): 1d20 + 14 + 2 + 2 + 2 ⇒ (18) + 14 + 2 + 2 + 2 = 38
| Veronica Blackblade |
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Veronica shrugs and approaches one of the north doors.
Better add a bit more protection, just in case - after that thing down below, who knows what manner of creature she could have up here.
Before going any further, Veronica casts her Mirror Image spell, trusting it to keep her safe while she explores further.
Mirror Image: 1d4 + 2 ⇒ (3) + 2 = 5 For 2 encounters
| narrator robot |
Sorry, I forgot Mac's post, will retcon:
Standing in the misused library, Mac hears Kasins heavy breathing, the alchemist moaning unconsciously and some much softer moaning from the unconscious wounded pirates downstairs.
AS Tucci moves to the ladder and Veronica opens the left-hand door.
C18. Bathroom
Pale tiles line the walls and floor of this clean bathroom. A luxurious bath adorns the floor’s center and an ornate stone basin, an inset cabinet, and several mirrors are affixed to the walls.
If she opens the cabinet it holds expensive perfumes and cosmetics worth 240 gp
| Veronica Blackblade |
Pretty nice place, especially considering it's only accessible from a rough cut hole in the ceiling. Wonder if there's anything worth taking here?
After a quick search through the cabinet for anything of worth, Veronica moves along to the next door, opening it carefully.
| Veronica Blackblade |
Hmm, there's quite a lot more to cover than I expected.
Seeing as this floor is quite a bit bigger than she was expecting, Veronica moves back downstairs to plan their next moves with the others.
"There's a whole other floor upstairs. At least two or three more rooms. Might be worth exploring, but we do have what we came here for already." She gestures towards the unconscious alchemist strapped to Kasin's back. "Figure if we're going to keep looking over the place, we'd better do it together, in case there's any other surprises waiting for us. What do you guys think? Keep going, or leave as is?"
| Tucci Hedgehopper |
"To the stairs!" Tucci grins, following the others. He agrees they should continue the search - you never know what you might find. And little Tucci is greedy.
Veronica, did you take the perfumes and cosmetics? If so, I'll add them to the loot sheet.
| narrator robot |
As Tucci leads the officers up the stairs and into the hallway, The strong wooden door leading into the first room C19 is locked and barred from the outside (hardness 5, hp 20, Break DC 25 Disable Device DC 25).
Along with the first locked door the very attentive halfling also notices a trap in the hallway.
Wyvern Blade Trap Type mechanical; Disable Device DC 20
| Tucci Hedgehopper |
Tucci does what he can to assist Eric in dealing with the trap and door.
Disable Device to aid: 1d20 + 7 ⇒ (13) + 7 = 20 vs DC 10 for +4 to disable the trap
Disable Device to aid: 1d20 + 7 ⇒ (15) + 7 = 22 vs DC 10 for +4 to open the door.
| Eric Blackblade |
"Thanks for the help, Tucci. We'll get this door open in no time"
Eric starts working on the trap when Tucci points it out and with the halfling's help gets it disarmed and the door opened quickly.
Disable Device(Heroism, Aid another): 1d20 + 19 + 2 + 4 ⇒ (9) + 19 + 2 + 4 = 34
Disable Device(Heroism, Aid another): 1d20 + 19 + 2 + 4 ⇒ (15) + 19 + 2 + 4 = 40
| Veronica Blackblade |
With the door now unlocked, Veronica takes point and opens it, figuring her magic protections make her the best person to be at the front in case there's any danger behind the door.
| narrator robot |
C19. Guest Bedroom (CR 7)
The stink of foulest rot and miasmic decay clog the air in this chamber. Along the west wall rests a heaped morass of mulch and slimy mud, and five open barrels stand in an alcove on the room’s southern side. The barrels to the south are half full of scummy water.
In the center of the room center lies the putrefying remains of an eviscerated, almost skeletal humanoid creature with a long tail, sharp claws, elongated skull, and needlelike teeth.