Kurik
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Kurik stands near the Shrieker (but not too close!) in the open while wielding his earth breaker, hoping to draw attention of anything that comes through the door. He has detect evil activated, ready to scan the first creature arriving.
There are also a backpack and a trapdoor (with mold growing over it) in this room. We should remember that after the (potential) combat.
Egavreis
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Just need to move one square north or south so the opening door does not hit Egavreis, and also he gets an immediate stab on whoever comes through.
Sssala
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Sssala was hoping to cast mage hand and use it to lift the mold up and move it to the square right in front of the door so that anyone that comes out of it will stumble onto the mold.
Sssala casts mage hand with a range of 25 ft, so she should be able to move the mold without setting off the mushroom with her presence, but would moving the mold through the air past the shrieker set it off?
| GM Redelia |
Sssala is able to move the mold without triggering the shrieker.
One of you pokes the shrieker, perhaps with an arrow, and it is quite loud. 1d6 ⇒ 6
Right away, something begins to push at the door you are waiting on, although it is about a minute before the door is forced past the mold.
A sickly smelling nasty looking plant forces its way through the door.
surprise round for all of you!
since I need to wait for your surprise round actions anyway, you can also roll your own initiative
Kurik
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Kurik checks if that plant is evil.
Initiative: 1d20 + 0 ⇒ (5) + 0 = 5
Egavreis
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Initiative: 1d20 + 10 ⇒ (1) + 10 = 11
Egavreis quickly shoves a dagger into the surprised foe.
+1 Alchemical Silver Dagger: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
Piercing or Slashing Damage: 1d4 + 5 ⇒ (4) + 5 = 9
Sneak Attack: 2d8 ⇒ (7, 1) = 8
| GM Redelia |
Kurik finds that the plant is not evil, although he has a nagging sense that's only because it's a plant, and some would argue it should actually be considered evil.
Click-click's arrow misses.
Egavreis's blade slices deeply into the plant.
brown mold cold damage: 3d6 ⇒ (1, 3, 3) = 7
The plant is dead.
Jasmine moves the brown mold back out of the way magically, leaving you free to investigate the trap door you found earlier.
Kurik
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"Well, that was... unexpected. A plant?"
Kurik scratches his head, then shrugs and stows his earth breaker. He takes a looks at (and then into) the backpack.
"I wonder whose backpack this is - and where we should start to search for its owner..."
Sssala
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Sssala moves toward the top of the stairs but doesn't start down yet. She casts detect magic downward into the pit.
Ssslink sticks out his head, sneezes, spits at the plant, and looks like he would like to call it some not very flattering things.
Also DM, I'm playing Sssala not Jasmine. Wrong game.
| GM Redelia |
There is a clear aura of magic, but too far away to say anything more.
The backpack holds a collection of canopic jars, jeweled
death masks, gilded ushabti, and other valuable Osiriani
relics. Also inside is a scrap of paper with the phrase “The Eye is always vigilant” written on it.
Kurik
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Kurik tries to recall some details of the mission briefing.
"Hm... didn't VC Hestram tell us that Imrizade Blakros, the missing daughter, just returned to Absalom with a pack full of ancient relics collected throughout Osirion and northern Garund? Also, the museum’s curator - Nigel Aldain - promised the Society first pick of any of those pieces that catch our fancy. Looks like the items in this backpack are at least part of of this pack. We definitely should take it with us."
The paladin then looks around in the room.
"Didn't we find a trapdoor here? I'm not sure where it was exactly...."
I think the trapdoor is not the pit with the stairs - or am I mistaken? Anyhow, Kurik is the wrong character to investigate such doors to find traps or treasure...
Kirithiel
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Kiri is part of the Order of the Palatine Eye, so she is extra interested in the note and Osiriani artifacts. She'll use Object Reading on the note and if enough time is available on some of the other items.
| GM Redelia |
Yes, the trap door is the pit. The writing is a little weird here.
Kiri finds the note fascinating. It appears to have been written by a woman consistent with what you know of Imrizade Blakros, but there is a shadow of some other malignant intelligence, like possession or domination magic. And something about a push to open a portal to the Dark Tapestry. What was seen was obviously really yucky.
Kurik
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"Ah, yes. How silly of me. The trapdoor covered the pit."
Kurik looks at the stairs.
"These look quite slippery. And with my heavy armor I'm not very good with slippery. I'll go first so I don't hurt anyone else if I fall, but... shouldn't we investigate the room where the plant came from before we go down?"
I wouldn't want to have unexplored rooms behind us before we go down to another level...
Egavreis
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Egavreis goes into the room the plant came from.
Perception: 1d20 + 7 ⇒ (17) + 7 = 24
"Let's see... boxes, boxes, and for a change, some boxes..."
| GM Redelia |
This musty storeroom is filled with boxes and crates stacked in disorganized piles, some only a few boxes high and others reaching all the way to the ceiling. Small puddles stand on the floor, and the occasional drip of water echoes in the darkness.
Since you already drew the enemy out of this room, there is nothing of interest here.
Beleg Strongbow
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Beleg will lead the way down the stairs…
Made these rolls earlier:
Beleg warily heads down the stairs, senses and reflexes alert…
[dice=Acrobatics]1d20 (13) + 10 = 23
[dice=Perception]1d20 (14)+ 8 = 22
Kurik
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Kurik tries to follow Beleg...
Acrobatics - ACP: 1d20 + 0 - 5 ⇒ (8) + 0 - 5 = 3
Uh-oh...
Egavreis
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Egavreis follows.
Acrobatics: 1d20 + 10 ⇒ (10) + 10 = 20
Kurik
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"Whoaaaaaa!"
Kurik lands hard.
"Ouch..."
He slowly gets up, draws a wand and taps himself.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
"Aah, way better. That could have been so much worse..."
| GM Redelia |
oops, this is embarassing, but I misread the map and had you place tokens on the wrong part of the map. I've moved you, trying to respect your choices as to front or back row. Those who did not move themselves I placed, putting the squishier characters in back.
The shaft deposits you in an alcove at the far end of an antechamber, free of the riotous growths of fungi and mold that choke the shaft and archives above. The simple, clean lines of the basement’s basalt walls give way here to a disturbing, organic style of architecture that makes it seem like you are walking through the gullet of some monstrous behemoth. At the far end of the hall, a large, ornate arch that looks disconcertingly like the beast’s toothed maw stands in the wall, covered by a heavy black curtain with sickly green light from the chamber beyond shining around the edges. A plain iron box sits on the floor in the middle of the room.
Kiri: 1d20 + 9 ⇒ (18) + 9 = 27
Egavreis: 1d20 + 7 ⇒ (7) + 7 = 14
Kurik: 1d20 - 2 ⇒ (7) - 2 = 5
Beleg: 1d20 + 8 ⇒ (9) + 8 = 17
Sssala: 1d20 + 1 ⇒ (1) + 1 = 2
Click-click: 1d20 + 2 ⇒ (3) + 2 = 5
Kiri notices that the box has a stone of alarm sitting on top of it. The box also looks not quite right, somehow...
Egavreis
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Egavreis examines the box, being careful not to touch the stone.
Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Kurik
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Kurik stows his wand and draws his Nodachi, ready to face whatever foe comes at them.
He uses detect evil to determine if the box evil.
Egavreis
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No poking the stone of alamr. Egavreis ponders the box.
Knowledge: 1d20 ⇒ 20 +5 Religion, +7 Dungeoneering or Local, +10 Nobility
Kirithiel
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Can one touch the stone of alarm itself without triggering it so long as they avoid touching the attached object? If so, Kiri would try to use Object Reading on it with the hope of glimpsing the command word from the last user.
| GM Redelia |
Kiri knows that she can indeed safely touch the stone, as long as she does not touch the chest.
She sees a woman stuffing some creepy-crawlies into the chest, closing the chest, setting the alarm, and then scribbling down the command word (actually, a command phrase) on a piece of paper which she stuffs into a backpack. The command word is something about an eye. The backpack looks just like the one the team found earlier.
Egavreis
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"Stuff the box with monsters? I guess that's better than a box that is a monster."
Kirithiel
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"We found that note earlier. I believe it holds the command phrase so we can disable the alarm instead of setting it off on purpose."
Kiri argues against trying to set an ambush with it. "I suggest we open it silently. It won't only alert the next room, but continue to alarm for an hour up to a quarter mile away. And someone responding to an alarm won't be haplessly wandering into a room like last time. They will be ready, as that is the purpose of an alarm."
She plans to read the command phrase from the note found earlier unless the group wants to set it off. The Eye is always vigilant.
Kurik
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Kurik agrees. "I think you're right, Kiri."