Merida Bowie |
Merida Bowie wrote:@GM Valen: Would it be possible to try and aid on that check? For example, looking over his shoulder and telling him where to (not) cut?Yes, since anyone may attempt a Heal check untrained. I am fine with everyone aiding, if they wish.
Thanks for clarifying! Whoever tries it, here's Merida's aid:
Aid Heal: 1d20 + 0 ⇒ (12) + 0 = 12 Yes! :-)
It certainly brings new meaning to the phrase, "lute the bodies".
:-D :-D :-D
The rest of the sewers await. Please feel free to attempt any skill checks and move your tokens accordingingly. Also, please indicate which PCs have a light source (and what it is).
Any info on the grate in the center of the floor? Merida took 20 on Perception for a total result of 27...
Menudo |
Heal of 0, will aid
Heal aid: 1d20 ⇒ 13
Menudo senses something off about the first wand Merida uses, but lets it slide. He also uses the CLW wand, readily.
While others fiddle with wands and grates, Menudo also tries to activate a wand.
UMD, Longstrider: 1d20 + 13 ⇒ (11) + 13 = 24
With that done quickly, Menudo joins Merida by the grate and peers down, activating his ability to Detect Evil.
Theron Randallas |
heal, x2 aid: 1d20 + 2 + 4 ⇒ (12) + 2 + 4 = 18
[ooc]ugh..soo close[/b]
Well, I tried. Usually I'm not as delicate with my cuts...and don't care if they're in pieces... he says as he wipes off his hands.
Lead the way, Kit...
Merida Bowie |
[dice=heal, x2 aid]1d20+2+4
ugh..soo close
Well, I tried. Usually I'm not as delicate with my cuts...and don't care if they're in pieces... he says as he wipes off his hands.
Lead the way, Kit...
It's not decided yet - there are 3 more characters that can aid your Heal check!
*looks at Ashtoret, Seebonickk and Kit*Ashtoret |
Heal Aid: 1d20 - 1 ⇒ (5) - 1 = 4
I don't think it's a big deal. She'll get over it by herself. I'm literally sure of it. )))
GM Valen |
With sufficient team work, and perhaps a little luck, the party is able to remove the venom sack while keeping it intact and the party unpoisoned.
The sewers lie ahead.
More of the map revealed based on Nightkit's position.
Ashtoret |
Ashtoret follows Nightkit carefully, but give the warriors space to get in front of her.
Nightkit |
Nightkit continues moving, tightrope walking over the bridges.
Ew. Are there actual bodies floating over there?
GM Valen |
Nightkit continues moving, tightrope walking over the bridges.
The sewer water flows in from the north and swirls about this room, drawing larger pieces of garbage and refuse into a floating pool of trash at the center.
Ew. Are there actual bodies floating over there?
There are.
In the middle of trash floats three well-dressed, bloated corpses, their skin purple and splotchy and their bodies floating face down.
Do you wish to inspect the bodies? If so, how?
Ashtoret |
Moved everyone on the map. Having cast the mage hand spell, Ashtoret first touches the bodies, and then smoothly pushes them closer to the party to see who it is and what killed them.
Theron Randallas |
Theron looks at the closest floater, looking first for what might have killed them, than examining their clothes.
heal untrained: 1d20 + 2 ⇒ (8) + 2 = 10or sub perception if thats more applicable
know local: 1d20 + 4 ⇒ (5) + 4 = 9
GM Valen |
Theron finds that the corpses and badly decomposed and that their clothes reveal them as one-time members of Taldor’s high society. He finds nothing else.
A short examination reveals that they were all killed by having their throats cut.
Where to next?
Menudo |
"If one of our holy ones could grant me some [b]Guidance I will try to cross that plank and see if it will hold. Given I'm wearing plate, I'm if it will hold me, it will hold any of you. Plus, being immune to disease, me falling into that sludge is more likely to offend all of your senses than my health."[/b]
With Guidance, Menudo's acrobatics take 10 on Acrobatics is 10.
GM Valen |
Nightkit keeps moving east
More of the sewers, and its associated odors, can be now be perceived by Nightkit.
Additional areas now uncovered on map on Slides.
"If one of our holy ones could grant me some [b]Guidance I will try to cross that plank and see if it will hold. Given I'm wearing plate, I'm if it will hold me, it will hold any of you. Plus, being immune to disease, me falling into that sludge is more likely to offend all of your senses than my health."[/b]
With Guidance, Menudo's acrobatics take 10 on Acrobatics is 10.
Token moved accordingly.
Anyone moving normal speed can cross these bridges without any trouble—crossing them at any faster speed requires a DC 15 Acrobatics check to avoid falling into the water. PCs who fail this check can make a DC 15 Reflex save to catch the bridge as they fall; otherwise they splash into the water below.
Merida Bowie |
@GM Valen: I'm sorry to bother you again, but did Merida find anything?
Any info on the grate in the center of the floor? Merida took 20 on Perception for a total result of 27...
Also, Menudo used detect evil on it...
@Menudo: Actually, you are our holy one... the rest of the party are a wizard, two rogues and two fighters. ;-)
@Party: Nobody here (except Kit) sees anything, we need a light source.
@Ashtoret, can we assume that you cast light?
Merida stays back, bow drawn an arrow nocked. Just in case the bodies start to move...
Nightkit |
If you did, my vision would be black and white and red all over. She moves to the next intersection east.
Nightkit's acrobatics on a Take 10 is 20
GM Valen |
Any info on the grate in the center of the floor? Merida took 20 on Perception for a total result of 27...
Yes, my apologies...
Merida concludes that the grate in the room has decayed and its bolts are rusted through, the latches that once held them in place long ago rotted away. If anyone steps onto the grate, they would cause it to crash into the pit below, taking that person with it.
Disable Device (DC 20) to somehow sure it up.
Menudo's divinely-touched senses have yet to detect any evil.
Merida stays back, bow drawn an arrow nocked. Just in case the bodies start to move...
They do not, though they do bob around in the swirling waters.
She moves to the next intersection east.
To the south, Nightkit sees that the sewers extend seemingly wihtout end, on into the darkness and the city depths.
To the north, someone has constructed a large dam made of wood scraps, ship beams, broken crates, and rocks. Beyond the dam is a room that once functioned as a catch basin for the sewers but now has dry, clean floors.
A huge chalk drawing of a rat about to pounce is sketched on the floor near the dam.
More of the map has now been uncovered on Slides.
Please indicate any light source(s) and move your tokens accordingly.
Ashtoret |
Ashtoret casts a light cantrip on Menudo's weapon. As befits a holy warrior!, she says with a friendly laugh, stroking the brooch so similar to the unholy symbol of the Pale Princess.
Merida Bowie |
@Menudo: No need for Acrobatics. This is what our GM posted:
Anyone moving normal speed can cross these bridges without any trouble — crossing them at any faster speed requires a DC 15 Acrobatics check to avoid falling into the water. PCs who fail this check can make a DC 15 Reflex save to catch the bridge as they fall; otherwise they splash into the water below.
"Just a head's up: Do not step on the grate in the first room - it is rusty and will crash down into the pit below, taking you with it!"
Merida checks out the bodies, too.
Aid Heal: 1d20 + 0 ⇒ (17) + 0 = 17
"That's weird... all of them had their throats cut. Who did this?"
The young fighter then follows the group.
Menudo |
@Menudo: No need for Acrobatics. This is what our GM posted:
Yes, after my check was made :)
Menudo stays near the front to give light. He is, however, anything but quiet.
GM Valen |
As the other Pathfinders wait back, Nightkit scouts ahead, concealed by darkness and the sounds of rushing water.
Nightkit moves towards the rat drawing and peers around the corner.
Nightkit, Pereption w/water: 1d20 + 6 - 4 ⇒ (1) + 6 - 4 = 3
Cultist (blue), Pereption w/water: 1d20 + 3 - 4 ⇒ (12) + 3 - 4 = 11Cultist (blue), Pereption w/water: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16
"I think I hear someone!" cries a male voice from around the corner.
"You know what we are supposed to do," replies the other.
Through the darkness, Nightkit spies a man with a quarterstaff, dressed in the garb of the Cult of Nature's Cataclysm, move toward a sewer grate set in the floor in the northwest corner of the room, taking up a defensive position.
Initiative, Menudo: 1d20 + 3 ⇒ (5) + 3 = 8
Initiative, Nightkit: 1d20 + 4 ⇒ (11) + 4 = 15
[Initiative,Theron: 1d20 + 4 ⇒ (7) + 4 = 11
Initiative, Seebonickk: 1d20 + 3 ⇒ (5) + 3 = 8
Initiative, Merida: 1d20 + 3 ⇒ (10) + 3 = 13
Initiative, Ashtoret: 1d20 + 2 ⇒ (19) + 2 = 21
Initiative, Cultist (blue): 1d20 + 2 ⇒ (1) + 2 = 3
Initiative, Cultist (red): 1d20 + 2 ⇒ (17) + 2 = 19
SEWER SMACKDOWN! - Round One Begins!
PCs in bold may act
Merida
Cultist (blue)
Cultist (red)
Menudo
Seebonickk
Nightkit
Theron
Ashtoret
Full room and placement of cultist, now revealed on map on Slides.
Terrain Notes: The water is 10 feet deep and moves rapidly, advancing anyone who falls into it 5 feet per round toward the east and south. The water in most places is 5 feet below the level of the adjacent walkways. All along the waterway, there are well-maintained ladders recessed into the wall that allow PCs in the water to grab at them and climb up should they fall in. These ladders are spaced every 10 feet or so and require a DC 12 Acrobatics check to climb as they are slippery. The sound of running water throughout the sewers causes a –4 penalty to all sound-based Perception checks. At nearly every sewer junction, the gaps between the waterways are bridged by makeshift wooden structures, nothing more than a few thick beams tossed across the sewage. Anyone moving normal speed can cross these bridges without any trouble—crossing them at any faster speed requires a DC 15 Acrobatics check to avoid falling into the water. PCs who fail this check can make a DC 15 Reflex save to catch the bridge as they fall; otherwise they splash into the water below.
Merida Bowie |
Is there a reason why Merida gets to act first?
Her initiative wasn't that high...
In fact, the whole initiative order doesn't fit the rolls - Ashtoret rolled the highest number.
If you are going to change the order, please disregard Merida's delay.
Merida waits for someone to shine light on the battlefield.
Delay.
GM Valen |
** spoiler omitted **
Merida waits for someone to shine light on the battlefield.
Delay.
"Light" coming. It seems that I must have looking at the wrong preview for Initiatives (or simply need more sleep) because the rolls are not reflected in the Initiative order.
SEWER SMACKDOWN! - CORRECTED - Round One Begins!
PCs in bold may act
Ashtoret
Cultist (red)
Nightkit
Merida
Theron
Menudo
Seebonickk
Cultist (blue)
Full room and placement of cultist, now revealed on map on Slides.
Terrain Notes: The water is 10 feet deep and moves rapidly, advancing anyone who falls into it 5 feet per round toward the east and south. The water in most places is 5 feet below the level of the adjacent walkways. All along the waterway, there are well-maintained ladders recessed into the wall that allow PCs in the water to grab at them and climb up should they fall in. These ladders are spaced every 10 feet or so and require a DC 12 Acrobatics check to climb as they are slippery. The sound of running water throughout the sewers causes a –4 penalty to all sound-based Perception checks. At nearly every sewer junction, the gaps between the waterways are bridged by makeshift wooden structures, nothing more than a few thick beams tossed across the sewage. Anyone moving normal speed can cross these bridges without any trouble—crossing them at any faster speed requires a DC 15 Acrobatics check to avoid falling into the water. PCs who fail this check can make a DC 15 Reflex save to catch the bridge as they fall; otherwise they splash into the water below.
Ashtoret |
The light is on the blade of Menudo, I conjured before.
Ashtoret walks forward and turns the corner, peering into the distance.
Do cultists have some kind of light? If so, they should be visible from this distance. And I still have a standard action.
GM Valen |
Ashtoret walks forward and turns the corner, peering into the distance.
Do cultists have some kind of light? If so, they should be visible from this distance. And I still have a standard action.
The room is lit by a single torch in the west wall.
Map now updated to reflect areas lit by torch.
The dam and room beyond are visible from Ashtoret's current location. However, I believe the wall blocks line of sight to the cultists.
SEWER SMACKDOWN! - CORRECTED - Round One Cont'd
PCs in bold may act
Ashtoret (standard action)
Cultist (red)
Nightkit
Merida
Theron
Menudo
Seebonickk
Cultist (blue)
Ashtoret |
Sorry, I was going to cast a spell, but now I realized that I still can't see the enemy from around the corner in any light. Ashtoret continues to move gently towards the light. Half speed so as not to do acrobatics checks in the dark.
GM Valen |
As Ashtoret moves through the dark, one of the wary cultitst's (red) approaches his ally and swings his staff around at the eady.
Map now updated to reflect areas lit by torch.
SEWER SMACKDOWN! - CORRECTED - Round One Cont'd
PCs in bold may act
Ashtoret
Cultist (red) (readied action)
Nightkit
Merida
Theron
Menudo
Seebonickk
Cultist (blue)
Terrain Notes: The water is 10 feet deep and moves rapidly, advancing anyone who falls into it 5 feet per round toward the east and south. The water in most places is 5 feet below the level of the adjacent walkways. All along the waterway, there are well-maintained ladders recessed into the wall that allow PCs in the water to grab at them and climb up should they fall in. These ladders are spaced every 10 feet or so and require a DC 12 Acrobatics check to climb as they are slippery. The sound of running water throughout the sewers causes a –4 penalty to all sound-based Perception checks. At nearly every sewer junction, the gaps between the waterways are bridged by makeshift wooden structures, nothing more than a few thick beams tossed across the sewage. Anyone moving normal speed can cross these bridges without any trouble—crossing them at any faster speed requires a DC 15 Acrobatics check to avoid falling into the water. PCs who fail this check can make a DC 15 Reflex save to catch the bridge as they fall; otherwise they splash into the water below.
Menudo |
Menduo moves south, crossing the plank. Only a single move, so no check needed. As he moves, he draws his Wand of Shield.
UMD: 1d20 + 13 ⇒ (14) + 13 = 27
As the mystical field surrounds him, he laments wearing plate mail in the sewers.
Merida Bowie |
Merida (double) moves carefully, bringing her closer a good position to shoot. (see map)
@Party: I do not think single move is necessary to cross - moving normal speed works just fine.
GM Valen |
More of the party approaches.
SEWER SMACKDOWN! - CORRECTED - Round One Cont'd
PCs in bold may act
Ashtoret
Cultist (red) (readied action)
Nightkit (delay)
Merida
Theron
Menudo (shield)
Seebonickk
Cultist (blue)
Terrain Notes: The water is 10 feet deep and moves rapidly, advancing anyone who falls into it 5 feet per round toward the east and south. The water in most places is 5 feet below the level of the adjacent walkways. All along the waterway, there are well-maintained ladders recessed into the wall that allow PCs in the water to grab at them and climb up should they fall in. These ladders are spaced every 10 feet or so and require a DC 12 Acrobatics check to climb as they are slippery. The sound of running water throughout the sewers causes a –4 penalty to all sound-based Perception checks. At nearly every sewer junction, the gaps between the waterways are bridged by makeshift wooden structures, nothing more than a few thick beams tossed across the sewage. Anyone moving normal speed can cross these bridges without any trouble—crossing them at any faster speed requires a DC 15 Acrobatics check to avoid falling into the water. PCs who fail this check can make a DC 15 Reflex save to catch the bridge as they fall; otherwise they splash into the water below.
Nightkit |
Nightkit sighs
I guess I got too far ahead .. oh well ... here goes
She draws her weapon and steps into the light trying to look sultry.
Hey boys! she purrs Wanna dance?
She readies to strike as soon as one attacks her.
GM Valen |
Displaying caution, one of the cultists (blue) advances towards the Pathfinder, but remains within the well-lit area. His arms grip his staff as if ready to strike.
Position of cultists now updated on Map.
SEWER SMACKDOWN! - Round Two Begins!
PCs in bold may act
Ashtoret
Cultist (red) (readied action)
Nightkit (readied action)
Merida
Theron
Menudo
Seebonickk
Cultist (blue) (readied action)
Terrain Notes: The water is 10 feet deep and moves rapidly, advancing anyone who falls into it 5 feet per round toward the east and south. The water in most places is 5 feet below the level of the adjacent walkways. All along the waterway, there are well-maintained ladders recessed into the wall that allow PCs in the water to grab at them and climb up should they fall in. These ladders are spaced every 10 feet or so and require a DC 12 Acrobatics check to climb as they are slippery. The sound of running water throughout the sewers causes a –4 penalty to all sound-based Perception checks. At nearly every sewer junction, the gaps between the waterways are bridged by makeshift wooden structures, nothing more than a few thick beams tossed across the sewage. Anyone moving normal speed can cross these bridges without any trouble—crossing them at any faster speed requires a DC 15 Acrobatics check to avoid falling into the water. PCs who fail this check can make a DC 15 Reflex save to catch the bridge as they fall; otherwise they splash into the water below.
Ashtoret |
Ashtoret walks forward and prepares to cast a spell at the first cultist she sees.
Ray of Enfeeblement: 1d20 + 5 ⇒ (16) + 5 = 211d6 + 2 ⇒ (5) + 2 = 7 vs touch; 7 str dmg, DC17 fort for half
PS This is ready action, but if she already sees enemy, she will cast right now
GM Valen |
Ashtoret walks forward and prepares to cast a spell at the first cultist she sees.
PS This is ready action, but if she already sees enemy, she will cast right now
Ashtoret can see a culist (blue), but the ray fails to find its mark.
Not wishing to be a target, the other cultist (red) takes up another position and prepares to act.
Position of cultists now updated on Map.
SEWER SMACKDOWN! - Round Two Cont'd!
PCs in bold may act
Ashtoret
Cultist (red) (readied action)
Nightkit
Merida
Theron
Menudo
Seebonickk
Cultist (blue) (readied action)
Terrain Notes: The water is 10 feet deep and moves rapidly, advancing anyone who falls into it 5 feet per round toward the east and south. The water in most places is 5 feet below the level of the adjacent walkways. All along the waterway, there are well-maintained ladders recessed into the wall that allow PCs in the water to grab at them and climb up should they fall in. These ladders are spaced every 10 feet or so and require a DC 12 Acrobatics check to climb as they are slippery. The sound of running water throughout the sewers causes a –4 penalty to all sound-based Perception checks. At nearly every sewer junction, the gaps between the waterways are bridged by makeshift wooden structures, nothing more than a few thick beams tossed across the sewage. Anyone moving normal speed can cross these bridges without any trouble—crossing them at any faster speed requires a DC 15 Acrobatics check to avoid falling into the water. PCs who fail this check can make a DC 15 Reflex save to catch the bridge as they fall; otherwise they splash into the water below.
Ashtoret |
Wow, 21 vs touch AC is a miss? Even with a cover -4... Just wow.
GM Valen |
1 person marked this as a favorite. |
Wow, 21 vs touch AC is a miss? Even with a cover -4... Just wow.
Oops. My mistake. They are taking defensive actions and have some cover, but a 21 DOES hit touch AC.
Ashtoret can see a culist (blue), but the rayfails todoes find its mark.
Position of cultists now updated on Map.
SEWER SMACKDOWN! - Round Two Cont'd!
PCs in bold may act
Ashtoret
Cultist (red) (readied action)
Nightkit
Merida
Theron
Menudo
Seebonickk
Cultist (blue) (readied action; -3 Str)
Terrain Notes: The water is 10 feet deep and moves rapidly, advancing anyone who falls into it 5 feet per round toward the east and south. The water in most places is 5 feet below the level of the adjacent walkways. All along the waterway, there are well-maintained ladders recessed into the wall that allow PCs in the water to grab at them and climb up should they fall in. These ladders are spaced every 10 feet or so and require a DC 12 Acrobatics check to climb as they are slippery. The sound of running water throughout the sewers causes a –4 penalty to all sound-based Perception checks. At nearly every sewer junction, the gaps between the waterways are bridged by makeshift wooden structures, nothing more than a few thick beams tossed across the sewage. Anyone moving normal speed can cross these bridges without any trouble—crossing them at any faster speed requires a DC 15 Acrobatics check to avoid falling into the water. PCs who fail this check can make a DC 15 Reflex save to catch the bridge as they fall; otherwise they splash into the water below.
Cultist (blue), Fort: 1d20 + 5 ⇒ (13) + 5 = 18