Theron Randallas |
Theron tries to ferret out any information he can find at the one place where people talk openly...the tavern. He approaches the barkeep and asks for a tankard of ale and some bread to munch on.
tell me, friend...where might one find a retaining wall in a set of ruins. he asks after downing half the ale in one go.
diplo, yeah right: 1d20 - 2 ⇒ (8) - 2 = 6
GM Valen |
1 person marked this as a favorite. |
"Hey, you with the beard! Where in this city would I find a retaining wall shoring up at set of ruins?"
"I don't have a beard! Look, I may be one of the underclass, the so-called "unbearded", but you don't need to taunt me, you know. What I object to is you automatically treatin' me like an inferior.!" cries Dennis (if you'd bother to find out his name). "That's lots of retaining walls 'round here, I say. And how'd they get there, then? By exploiting the workers! By hanging on to outdated imperialist dogma which perpetuates the economic and social differences in our society! If there's ever going to be any progress--"
Theron tries to ferret out any information he can find at the one place where people talk openly...the tavern. He approaches the barkeep and asks for a tankard of ale and some bread to munch on.
tell me, friend...where might one find a retaining wall in a set of ruins. he asks after downing half the ale in one go.
"Retaining wall, eh? Uh, excuse me," says Moe as he heads to the backroom.
When your character is not in immediate danger or distracted, you may choose to take 10 when approaching a bystander.
Nightkit |
Nightkit, still blushing a bit from Merida's compliment about her singing, attempts to smooth the situation over.
diplomacy: 1d20 + 7 ⇒ (13) + 7 = 20
I'm so sorry about that. I think that came out a bit mean. So. I'm Nightkit .... what's your name? Dennis huh? But yeah, we're looking for a retaining wall shoring up a set of ruins and I'd appreciate your help, please and thank you
Later ...
Awwww ... thanks Merida ... although it's not often I get a chance to sing .. mostly in the bath actually ... most of my entertaining is the escapes, the acrobatics and the dances.
GM Valen |
Upon hearing a description of the ruins, Dennis postulates that it may epresent the northeastern retaining wall that shores up some of the ruined towers of the ancient Quickfall Abbey in hopes of pointing you in the right direction.
Following Dennis' directions, you arrive at the northeastern retaining wall that shores up some of the ruined towers of the ancient Quickfall Abbey.
The wall resembles that depicted in the in the second wall painting in the cultists cell, except the painting showed an obviously barred door at this point in the wall wiht a figure of Aroden frantically attempting to batter or push it down.
What do you wish to do, Pathfinders?
GM Valen |
Seebonickk looks at the area.
"Are you sure you did?"
Seebonickk's look reveals to the gnome's eyes a secret compartment where the mark is located. The location of the compartment is the same location where, in one of the cultist's painting, a barred door is depicted and the figure of Aroden is shown frantically attempting to batter or push it down.
You detect a faint magical on the superior lock, which suggests that a magical ward has been placed on it.
If you succeed at a DC 16 Arcana check, you may open the spoiler below:
If you succeed at a DC 21 Arcana check, you may open the spoiler below:
DC 50 Disable Device to open.
If you succeed at a DC 18 Spellcraft check, you may open the spoiler below:
What do you wish to do, Pathfinders?
Menudo |
Menudo looks to Theron.
"Happy to help as well. Still have my trusty crowbar."
He pauses...
"Give me a minute..."
Menudo produces a whetstone and files the blade on one of his throwing axes.
GM Valen |
You may now uncover the Slide that labeled "HIT ME".
Now that the secret component is opened, you can remove the locking mechanism for later examination.
This requires a successful Disable Device or Knowledge (engineering) check.
If you succeed a DC 15 Perception check, you may open the spoiler below:
What do you wish to do, Pathfinders?
Menudo |
Menudo decides a little vandalism is for the greater good. Besides these city monuments are always garish and motivated by vanity.
He smashes the compartment with his crowbar, until it opens.
"I have no idea how to deal with this lock... Let's move on."
Menudo casually summons a warhorse, and climbs into the saddle.
Merida Bowie |
Knowledge: Engineering t: 1d20 + 6 ⇒ (20) + 6 = 26
:-O Of course now I roll a nat 20...
Merida checks out the locking mechanism and then tries remove it.
"Hm... I wonder how this lock works?"
GM Valen |
Menudo decides a little vandalism is for the greater good. Besides these city monuments are always garish and motivated by vanity.
He smashes the compartment with his crowbar, until it opens.
The compartment merely cracks a bit, before opening on its own. Such are the inexplicable ways of magic.
The contents of the compartment are revealed.Merida checks out the locking mechanism and then tries remove it.
"Hm... I wonder how this lock works?"
Merida is successful.
"I have no idea how to deal with this lock... Let's move on."
Menudo casually summons a warhorse, and climbs into the saddle.
Presumably... the party heads to the statue in front of Swift Prison, where the "I" symbol observed there earlier is readily found.
You find a secret compartment. The compartment is located in the same spot that is depicted in the cultist's painting of the statue, where Aroden is depicted brandishing a radiant holy symbol.
In the event that you just so happen to perform any of the following actions on the statue: laying on hands, channeling positive energy, casting any cure spell, or touching the holy symbol of a good-aligned deity to the statue, you may open the spoiler below:
You may now uncover the Slide that is labeled "BLESS ME".
With the full combination symbols now gained, the PCs need to determine exactly what they mean. To do so, the PCs may recall what Queck said about the crypt and its location believed to be somewhere within the city of Cassomir based upon each of the three clues.
If they wish, the PCs may also show all three pieces of parchment to a local Cassomirite with Diplomacy check (DC 10).
If successful, you may now uncover the Slide that is labeled "CLUE ME IN!".
Alternatively, you make "appropriate skill checks or Intelligence checks" to solve the puzzle on your own.
If you do so, you may now uncover the Slide that is labeled "JUST TELL ME!".
Nightkit |
perception: 1d20 + 7 ⇒ (14) + 7 = 21
Even though she's not a cleric, she applies her WHS of Desna to see what happens. If that's not enough, she calls Menudo over.
Ashtoret |
If someone casts detect magic
Knowledge: Arcana: 1d20 + 12 ⇒ (9) + 12 = 21
It is an arcane lock, but that the ward can be dismissed with an appropriate password or other sound.
GM Valen |
Even though she's not a cleric, she applies her WHS of Desna to see what happens. If that's not enough, she calls Menudo over.
It is enough.
The compartment opens immediately. Inside, a piece of parchment awaits with a symbol drawn on it.
With the full combination symbols now gained, the PCs need to determine exactly what they mean. To do so, the PCs may recall what Queck said about the crypt and its location believed to be somewhere within the city of Cassomir based upon each of the three clues.
If they wish, the PCs may also show all three pieces of parchment to a local Cassomirite with Diplomacy check (DC 10).
If successful, you may now uncover the Slide that is labeled "CLUE ME IN!".
Alternatively, you may, per the scenario as written, make "appropriate skill checks or Intelligence checks" to solve the puzzle on your own.
If you do so, you may now uncover the Slide that is labeled "JUST TELL ME!".
Nightkit |
Nightkit gets out a map of Cassomir and lays the parchments next to it.
I think I've got it. Look ... the pattern of dots on the first one looks like the towers of that castle wall thing just to the south of the Imperial Hall of Records. The second one is a representations of that long seawall to the south west near Swift Prison and the last one is that large square to the north west.
int: 1d20 + 2 ⇒ (6) + 2 = 8
Whaddaya think?
GM Valen |
Menudo quickly questions a local to confirm the theory.
Take 10 is over 10
The local Cassomirite confirms the theory.
Nightkit |
Yeah well .... sometimes I'm challenged to escape from puzzle locks that people bring into the club. Which means I have to solve it. Of course the side bets go wild on those occasions - and I have to admit, there are a few I wasn't able to crack.
She sighs.
So I got rather good at solving puzzles and stuff - as long as I have a clue to how it works
GM Valen |
Recalling what Queck told the party previously, the Pathfinders are eventually able--despite the effects of a prior trip to the tavern--to make what the scenario calls "a complicated series of deductions" in order to locate the entrance to their ultimate goal--the Crypt of Fools.
If you are unsure how, feel free to reveal the Slide labeled "JUST TELL ME!"
Of course, once there, the PCs are expect to make ANOTHER Perception check.
An ADDITIONAL DC 20 Perception check or a DC 15 Disable Device check (there is no danger, so a PC may take 20 on either. If successful, you may open the spoiler below:
As the party presumably descends, the temperature falls rapidly until it stabilizes at 40 degrees Fahrenheit. The stairs are in complete darkness. So the PCs will need a light source (or appropriate vision) to descend without falling.
After a number of quick turns and further descent, the Pathfinders find themselves in an ancient fountain decorates this open tunnel intersection.
Many chipped sculptures provide spouts which drizzles water splash into the basin below. The fountain’s cold concrete edges have carved symbols that adorn its sides in three distinct bands. A set of stairs leading down from above empties into the room from the south, while two 5-foot-wide tunnels exit the room to the east and west.
And, yes, the scenario now calls for TWO MORE Perception checks (from one or more PCs).
Merida Bowie |
Take 10 Knowledge: Engineering t: 10 + 6 = 16
Merida knows a bit about triangles - not the instrument, but the ones used in math(s).
"We have the corners of the triangle, now according to Master Queck we must find the center. This is done in the following way: Find the middle of each side of the triangle and draw a line to the opposite corner. Where these lines cross is the center - and hopefully the entrance to the Crypt of Fools..."
at the entrance:
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
"Here! I just spotted another letter “I” carved into the side of a brick in this wall!"
taking 20 on Perception for a total of 27.
"There's a loose brick, but pulling doesn't work! I wonder what happens when I push it..."
*click* *rumble* *rumble*
"Found the stairs! But it's dark down there. We will need light - again..."
You may open the spoilers and post accordingly. I dont want to hog all of the spotlight... ;-)
Nightkit |
perception: 1d20 + 7 ⇒ (5) + 7 = 12
disable device: 1d20 + 13 ⇒ (5) + 13 = 18
Nightkit helps out where she can then says in a deep and gravelly voice Dark in here. Isn't it Spot the reference
She then drinks her Potion of Darkvision then turns to Merida and says quietly.
Say, when you were complimenting me on my singing, you weren't trying to flirt with me were you? Cause you'd know I'd be agreeable - I just didn't wanna mess up our friendship
Merida Bowie |
Say, when you were complimenting me on my singing, you weren't trying to flirt with me were you? Cause you'd know I'd be agreeable - I just didn't wanna mess up our friendship
Merida blushes.
"Uh... well... let's talk about it later... after the mission... over a nice beverage, maybe?"
Nightkit |
Nightkit smiles.
OK. It's a date
She couldn't help teasing her friend - besides, Merida looked really cute with a blush.
Menudo |
Menudo sighs, dismounts, and orders his horse to stay and guard the entrance.
Then, he pulls out his trusty Wand of Longstrider.
UMD: 1d20 + 16 ⇒ (3) + 16 = 19
UMD: 1d20 + 16 ⇒ (1) + 16 = 17
Menudo sigh.
"I don't know whether to blame Desna for my bad luck, Nethys for magic failing me, or Irori for my own lack of skill..."
He stows the wand.
"Slow and steady wins the race, right.'
Overhearing Merida and Nightkit, Menudo grins a bit and says:
"I expect an invitation to the wedding."
Menudo has low-light vision, so can see farther under torch light.
"Are we sneaking? I say I take the lead and we just plod along until plot, something happens to us."
GM Valen |
"Found the stairs! But it's dark down there. We will need light - again..."
The steps eventually lead to an open tunnel intersection decorated by an ancient fountain.
Many chipped sculptures provide spouts which drizzles water splash into the basin below. The fountain’s cold concrete edges have carved symbols that adorn its sides in three distinct bands. A set of stairs leading down from above empties into the room from the south, while two 5-foot-wide tunnels exit the room to the east and west.
Nightkit spots a set of massive tumblers that circle the fountain’s base. Each of the three tumblers has hundreds of symbols inscribed on it and none of the symbols repeat themselves.
Require a Strength check or Disable Device check to turn them. Creative efforts by the PCs may also yield some bonuses to these checks.
As the party begins to process its discoveries, a series of sounds can be heard approaching the intersection from the west.
Perception, Menudo: 1d20 + 2 ⇒ (6) + 2 = 8
Perception, Nightkit: 1d20 + 7 ⇒ (6) + 7 = 13
[Perception, Theron: 1d20 + 7 ⇒ (12) + 7 = 19
Perception, Seebonickk: 1d20 + 9 ⇒ (6) + 9 = 15
Perception, Merida: 1d20 + 6 ⇒ (17) + 6 = 23
Perception, Ashtoret: 1d20 - 1 ⇒ (16) - 1 = 15
All of the Pathfinders, with the exception of Menudo, hear a series of desperate moans and cries in Taldane, also known as the common language, as well as sharp chatter spoken in Undercommon. These are indications that a slave procession is approaching.
All PCs--except Menudo--may take one round of actions to prepare.
Initiative, Menudo: 1d20 + 3 ⇒ (8) + 3 = 11
Initiative, Nightkit: 1d20 + 4 ⇒ (20) + 4 = 24
Initiative,Theron: 1d20 + 4 ⇒ (16) + 4 = 20
Initiative, Seebonickk: 1d20 + 3 ⇒ (4) + 3 = 7
Initiative, Merida: 1d20 + 3 ⇒ (13) + 3 = 16
Initiative, Ashtoret: 1d20 + 2 ⇒ (6) + 2 = 8
Initiatives, ? (black, white): 1d20 + 6 ⇒ (10) + 6 = 16
Initiatives, ?(blue, green, red, yellow): 1d20 + 1 ⇒ (2) + 1 = 3
BENEATH OLD CASSOMIR: FACE-OFF BY THE FORGOTTEN FOUNTAIN - Prep Round!
PCs in bold may take 1 round of actions
Nightkit
Theron
?
Merida
Menudo
Ashtoret
Seebonick
?
Nightkit |
disable device: 1d20 + 13 ⇒ (18) + 13 = 31
perception: 1d20 + 7 ⇒ (10) + 7 = 17
Nightkit draws her short sword and dashes into a potential flanking position, hoping that when the door opens, it doesn't slam into her face.
Merida Bowie |
@Theron: I moved your icon. I hope it is where you intended it to be.
Merida hustles to the other side of the room, draws her bow and nocks an arrow.
Ashtoret |
Ashtoret boldly walks forward and points her hand towards the door. Colored splashes are already dancing on her fingers, ready to rush forward in a whirlwind of bright madness at any second...
Ready action on opening of the door: СOLOR SPRAY, DC 16 WILL
GM Valen |
Most of the Pathfinders take up attack positions.
The door to the west opens wide and a mite emerges followed by two more mites, a pair of derros, and another mite struggling to carry a large glass jar filled with spiders. Further in the tunnels behind them are several enchained humans.
Ashtoret boldly walks forward and points her hand towards the door. Colored splashes are already dancing on her fingers, ready to rush forward in a whirlwind of bright madness at any second...[/ooc]
The first trio of mites are caught in a spray of colors!
Mite (blue): 1d20 + 3 ⇒ (1) + 3 = 4Mite (red): 1d20 + 3 ⇒ (2) + 3 = 5
Mite (green): 1d20 + 3 ⇒ (17) + 3 = 20
Two the mites (blue & red) drop to the ground unconscious!
Rounds?: 2d4 ⇒ (4, 1) = 5
BENEATH OLD CASSOMIR: FACE-OFF BY THE FORGOTTEN FOUNTAIN - Round One Begins!
PCs in bold may act
Nightkit
Theron
Derro (black)
Derro (white)
Merida
Menudo
Ashtoret
Seebonick (May take 1 round of prep actions only)
Mite (blue) (unconscious, blinded, stunned)
Mite (green)
Mite (red) (unconscious, blinded, stunned)
GM Valen |
BOTTING Theron - No post in 24+ hours (and I will traveling tomorrow, so not likely to post).
Theron considers his options with the two mites at the front already down.
Delay
One of the derros (black) casts sound burst, centered on Ashtoret.
5 ft. step
Sonic damage: 1d8 ⇒ 3
Must succeed on a DC 15 Fortitude save to avoid being stunned for 1 round
The other (white) touches a stone in the wall, plunging the area in darkness!
Stone radiates darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness.
Believing himself now concealed, the derro (white) rushes toward the first target he sees--Ashtoret!
Move
BENEATH OLD CASSOMIR: FACE-OFF BY THE FORGOTTEN FOUNTAIN - Round One Cont'd!
PCs in bold may act
Derro (black) (concealed in darkness)
Derro (white) (concealed in darkness)
Nightkit (Delay; Fort v stunned)
Theron -3 HP (Delay; Fort v stunned)
Merida
Menudo
Ashtoret (Fort v stunned)
Seebonick (May take 1 round of prep actions only)
Mite (blue) (unconscious, blinded, stunned)
Mite (green) (concealed in darkness)
Mite (red) (unconscious, blinded, stunned)
Nightkit |
Dammit Theron. Pick a target
fort: 1d20 + 2 ⇒ (3) + 2 = 5
And she's stunned for a round.
Are the mites on the tac map?
Nightkit |
No worries - that was just Nightkit being Nightkit. Since she can see in the dark, she was going to stab at a Derro but she's stunned now
Menudo |
Not even sure if this will work, Menudo again draws his wand of Faerie Fire and aims it at the source of the loud boom.
umd: 1d20 + 16 ⇒ (9) + 16 = 25
It's pointless, as FF is a level 1 spell and Darkness is level 2, but Menudo has no Spellcraft, so he wouldn't know that.
Menudo then steps to the edge of the darkness, hoping to draw a foe out.
Merida Bowie |
Merida tries to pinpoint the location of the source of the unfamiliar approaching rootsteps.
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
I hope that's high enough. 'Hear the sound of a creature walking' = DC 10.
"Don't move right now!"
She aims at the space in front of Ashtoret and Kit (the square occupied by the derro) and fires her arrows.
+1 Longbow Point-Blank Rapid Shot: 1d20 + 8 + 1 - 2 ⇒ (18) + 8 + 1 - 2 = 25
Magic Piercing: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Miss chance, high hits: 1d100 ⇒ 92
+1 Longbow Point-Blank Rapid Shot: 1d20 + 8 + 1 - 2 ⇒ (20) + 8 + 1 - 2 = 27
Magic Piercing: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Miss chance, high hits: 1d100 ⇒ 71
crit?: 1d20 + 8 + 1 - 2 ⇒ (2) + 8 + 1 - 2 = 9 I think not.
Additional Magic Piercing: 2d8 + 6 + 2 ⇒ (2, 4) + 6 + 2 = 14
Not sure if concealment or total concealment applies.
"Done, you can move again!"
GM Valen |
Are the mites on the tac map?
Yes, although the squares of the unconscious ones are now filled by derros.
Also, I realize that putting PCs on Delay is not ideal tactically, but I have found it is the most effective/efficient way to handle matters when facing a completion deadline for the table and is the best way to avoid potential conflict, preserves consumables, and reduces the need for "redos". If I thought the decision would put a PC at risk of permanent death or loss of XP or Prestige, then I would consider an alternative approach for that situation.
I hope that's high enough. 'Hear the sound of a creature walking' = DC 10.
Under the circumstances, I'll buy it.
She aims at the space in front of Ashtoret and Kit (the square occupied by the derro) and fires her arrows.
Not sure if concealment or total concealment applies.
Total concealment. My understanding is the party had torch light, which is dim light. The spell made the dim light darkness. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty.
Merida hears her projectiles repeatedly striking a soft target.
Theron, Fort v. stunned: 1d20 + 6 ⇒ (8) + 6 = 14
Ashtoret, Fort v. stunned: 1d20 + 3 ⇒ (11) + 3 = 14
BOTTING Seebonickk - Per discussion and to keep things moving. Most recent post seems to be for Prep round, but indicates an intent to do the following...
The gnome enters the chamber (5 ft. step) and prepares to fire on any target that emerges from the darkness. (readied action)
The two unconscious mites fail to stir. A third (green) moves easily through the darkness and strikes at Ashtoret, who had cast a spell on its allies!
Move
Melee (dagger): 1d20 + 0 ⇒ (13) + 0 = 13
Damage (P): 1d3 - 1 ⇒ (1) - 1 = 0
The mite strikes its stunned foe, but merely bruises the Pathfinder.
The other mite (yellow) continues to heft the large jar and its contents forward.
Double move
One of the derro (white) moves into a flanking position to strike Ashtoret, drawing a short sword!
5 ft. step
Melee (short sword): 1d20 + 5 ⇒ (20) + 5 = 25
Damage (S) w/sneak: 1d4 + 1d6 ⇒ (4) + (2) = 6
Confirm?: 1d20 + 5 ⇒ (20) + 5 = 25
Add Damage (S): 1d4 ⇒ 2
The other derro (black) slips past the stunned foes, drawing his blade, and striking Nightkit in the back!
Melee (short sword): 1d20 + 5 ⇒ (11) + 5 = 16
Damage (S) w/sneak: 1d4 + 1d6 ⇒ (3) + (3) = 6
BENEATH OLD CASSOMIR: FACE-OFF BY THE FORGOTTEN FOUNTAIN - Round Two Begins!
PCs in bold may act
Derro (black) (concealed in darkness)
Derro (white) -13 HP (concealed in darkness)
Nightkit -6 HP
Theron -3 HP
Merida
Menudo
Ashtoret -8 HP | -1 NL (stunned)
Seebonick (readied action)
Mite (blue)
Mite (green) (concealed in darkness)
Mite (red)
Mite (yellow) (concealed in darkness)
Theron Randallas |
Theron wheels and brings down his blade on the derro that is threatening Ashtoret, his swing carrying to the mite as he finishes.
you're not gonna hit her...or anyone...ever again, mutt!
attack, pa, ff: 1d20 + 12 ⇒ (3) + 12 = 151d8 + 5 + 4 ⇒ (5) + 5 + 4 = 14
miss, low good: 1d100 ⇒ 24
cleave: 1d20 + 12 - 2 ⇒ (8) + 12 - 2 = 181d8 + 5 + 4 ⇒ (5) + 5 + 4 = 14
miss: 1d100 ⇒ 82
did i mess that up? brain isnt firing on all cylinders this morning...
Merida Bowie |
"We need light!"
Seebonickk has the light and dancing lights SLAs.
And Ashtoret isn't stunned anymore in round 2, right?