Mercutio Menschjaeger
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“As the storm’s fury bends the strongest tree," Mercutio recites from the stele, "so can the wrath of man turn aside all obstacles.”
As he hears the telltale clicks and scrapes of Arioch's handiwork, he turns and smiles. "For behold; Ecce Homo!"
The half orc doesn't notice anything out of the ordinary. He realizes there no undead in the area.
*shifts with uncharacteristic discomfort*
Mercutio keeps apace (or nearly so).
Aid Arioch's Perception: 1d20 + 3 ⇒ (8) + 3 = 11
"Before we go any further," He suddenly announces, "I've brought...a sort of party-favor."
He draws what appears to be a pristine wand: A fine and elegant, if somewhat rococo, stretch of solid gold set with a series of small precious stones known for reputed correlation with the Cosmic Caravan, each cut with numerological runes. He wave it toward everyone in turn, and as he does so, you each experience a peculiar, vague premonition...
Today's luck has been brought to you by the numbers...!:
Benson: 1d20 ⇒ 12
Narka: 1d20 ⇒ 7
Arioch: 1d20 ⇒ 16
Daenerija: 1d20 ⇒ 6
Gamorra: 1d20 ⇒ 15
por moi: 1d20 ⇒ 10
Then, as if an afterthought, he draws a vial of murky black liquid, and two wands: One a twisting length carved of solid bloodstone and covered in complex runes inscribed in vitrified molasses, the other a polished branch of blackened poplar tipped with a small blue onyx. He shows them clearly to present company, and offers the last in particular to Narka.
"I ought to mention" He explains. "Should I come to harm, *do* stick with these to heal me, or similar magics if you know them. I have...an old family condition, you see."
*Arioch
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"Thanks for the help Mercutio. As for the sticks, well, maybe someone will stick it to you the right way eh?"
Benson Gangtee
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Sense Motive: 1d20 + 6 ⇒ (5) + 6 = 11
Benson listens to the banter but doesn't quite get what they are saying. He shrugs, since he can't use magic devices.
*Arioch
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"Think nothing of it, Mr. Fairysock."
Chuckling Arioch says, "You...I like you!"
GM Qstor
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opening the door
This massive room’s most striking feature is its thirty-foot-high
vaulted ceiling, decorated with faded frescoes of storm clouds.
Motes of flickering light occasionally flash into being within
the painted thunderheads, giving the imperfect impression of
watching a distant storm.
Centered on the north wall of the chamber is a massive
sculpture of a wrathful feminine face, mouth open in a silent
roar. The sculpted curls of her wild hair seamlessly merge with
the painted storm clouds above, creating the impression that
the howling face emerges from a storm-filled sky.
On the room’s south side is a similarly positioned face,
resembling an ancient, bearded man. From between his
defiantly clenched teeth issues a trickle of murky fluid, which
runs down the knotted coils of his beard to pool onto the
stone floor, which has been cut to resemble a fanciful variety
of coastlines and islands, each raised an inch above the rest of
the stone surface.
The fluid pouring onto the floor fills the low-lying areas
between these “islands,” which function as eccentrically
positioned steppingstones across the center of the room. The
water and islands create another illusion—that of looking out
across a great reflective seascape from the peak of an incredibly
high mountain.
The grandeur of the room is somewhat undone by the two
makeshift worktables positioned in its center, surrounded by
benches and stools. The worktables are littered with a variety
of small objects, statues, bits of pottery, and assorted relics.
On the east side of the room, a split staircase leads to a wide
platform ten feet above the floor, where a similarly cluttered
worktable stands. Sturdy wooden doors are set into the east
and west walls.
As the party opens the door two men reach for weapons. One shouts "Intruders" the other "Magenta!". Six kids, male and female cower at the wall or duck under the tables.
combat
Pathfinders up
Mercutio Menschjaeger
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As the party opens the door two men reach for weapons. One shouts "Intruders" the other "Magenta!".
"Columbia!" Mercutio shouts in reply, followed by a quizzical expression.
Wait, what does that even mean...?
He snaps his fingers, the resultant sound much louder than it ought to be, and once again you all feel an intense sensation in your weapon-arms, and see comely specters in your peripheral vision...!
Here we go again! Narka's Lash will be +2, Benson's sword is now Keen, and every other weapon +1! Don't forget your spectral satellites!
*Arioch
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Arioch moves into the room and readies to attack a threat attacking him.
@GM: The NPC near Benson can take an AoO since Arioch moved past it. I think it's one of the kids which is why Arioch isn't attacking it.
MW Elven Curve Blade: 1d20 + 7 ⇒ (1) + 7 = 81d10 + 6 + 1 ⇒ (6) + 6 + 1 = 13
And his new spectral ally will also attack:
Lost Soul: 1d20 + 7 ⇒ (9) + 7 = 161d4 + 4 ⇒ (4) + 4 = 8
Benson Gangtee
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Benson advances with a fencer's panache, and attacks.
+1 dueling Sword, 1-Hand: 1d20 + 10 ⇒ (6) + 10 = 16
Damage, S: 1d8 + 7 ⇒ (7) + 7 = 14
Sneak Attack damage: 1d6 ⇒ 3
lost soul: 1d20 + 7 ⇒ (3) + 7 = 10
Negative Energy Damage: 1d4 + 4 ⇒ (4) + 4 = 8
"Happy to give you a fight, but we could talk first, you know."
Daenerija
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Spellcraft: 1d20 + 6 ⇒ (4) + 6 = 10
Daen rushes into room and stabs the water creature. Her spectral companion does likewise.
+1 kukri: 1d20 + 2 ⇒ (2) + 2 = 4
slashing: 1d4 + 1 ⇒ (2) + 1 = 3
lost soul: 1d20 + 2 ⇒ (16) + 2 = 18
Negative Energy: 1d4 + 4 ⇒ (4) + 4 = 8
Narka Nama
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Narka enters the room and abserves the situation. If the ones huddled against the wall are not threatening the pathfinders she will instruct them to leave the area quickly for their safety and spend her action doing so starting with the closest individual...
Diplomacy: 1d20 + 10 ⇒ (7) + 10 = 17
if they are innocent then they should not clutter the battlefield and if they attack us then we know what to do next
GM Qstor
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Blue shoots his crossbow at the half orc.
attack: 1d20 + 6 ⇒ (20) + 6 = 26
damage: 1d8 ⇒ 6
crit confirm: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d8 ⇒ 4
"Intruders! You'll pay." he shouts.
The water elemental attacks Daenerija
attack: 1d20 + 5 ⇒ (10) + 5 = 15
damage: 1d6 + 3 ⇒ (4) + 3 = 7
The two attacks connect. The childern listen to Narka and start to slowly move away.
Pathfinders are up
Gamorra31
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Gamorra moves over to color spray blue, use 1 arcane pool to spin up dc will 21
if needed,
blinded/stunned: 1d4 ⇒ 2
5hd above stun 1 round,
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
Mercutio Menschjaeger
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Spellcraft: 1d20 + 6 ⇒ (11) + 6 = 17
Knowledge (Planes), 'Privileged Education': 1d20 + 4 ⇒ (5) + 4 = 9
"Why, goodman Gangtee, it appears you've won a door-prize! As they say in Rahadoum, mazel tov!"
Acrobatics to avoid AoO: 1d20 + 2 ⇒ (19) + 2 = 21
"Pardon, pardon, coming through...!" Mercutio mutters as he literally dances his way past Benson and his new "friend" to get at the man in the back.
"How do you do?!" He gives the man a quick fencer's salute with a sword so alarmingly long that it seems to have no business being wielded einhander, let alone with the ease Mercutio does...
+1 Estoc: 1d20 + 7 ⇒ (18) + 7 = 25
Holy s@!@...!: 1d20 + 7 ⇒ (20) + 7 = 27
CRITICAL HIT!!!: 4d4 + 8 ⇒ (4, 2, 3, 1) + 8 = 18
Lost Soul: 1d20 + 7 ⇒ (6) + 7 = 13 probably doesn't hit, but in case it does...
Negative Energy Damage: 1d4 + 4 ⇒ (1) + 4 = 5
...before he DM, would you do the honors of describing what just happened?!
*Arioch
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Getting blasted in the chest by a crossbow bolt, Arioch growls "You rat bastard!" and moves to strike his assailant:
MW Elven Curve Blade, Enhanced: 1d20 + 7 ⇒ (12) + 7 = 191d10 + 6 + 1 ⇒ (7) + 6 + 1 = 14
And his spectral assistant also partakes:
Lost Soul: 1d20 + 7 ⇒ (17) + 7 = 241d4 + 4 ⇒ (2) + 4 = 6
GM Qstor
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The thug is stunned as the dhampir runs his blade into the man's throat. He expires quickly. Arioch is left to strike the corpse.
The elemental vanishes.
combat over
the thug rolled a 6 on the save but it wouldn't post. There's no drugs FYI
The kids were removing dirt from a variety of archaeological items. On the tables are a set of white jade figurines, an ancient bronze sacrificial dagger studded with chunks of roughly cut obsidian, well-preserved
Taldan tapestries, and several darkwood Mwangi masks.
"Don't hurt us please!" one says.
*Arioch
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Arioch immediately sheathes his sword and holds up his hands, "We're not going to hurt you; we're here to rescue you. Can you help us out? The well-dressed guy over there has some questions for you."
Diplomacy Aid: 1d20 + 4 ⇒ (3) + 4 = 7
Can whomever uses CLW wands please stitch Arioch back together? Man 10 HP on a crossbow crit - ouch!
Mercutio Menschjaeger
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"Wasn't planning on it," Replies Mercutio as the specters disappear, and he withdraws his estoc and waves it in front of his nose for just a moment before cleaning it with a prestidigitatorial wave of his hand.
"Swill from a swill specimen...ANYWAY!" He turns around with a flourish and takes a seat on the bench next to him. "What brings you here? You're a bit more than we bargained for...not to mention these!" He adds as his gaze turns from the boy to the assorted treasures on the table, a conspicuous gleam in his coin-like eyes. "What's going on down here, do they tell you anything, or is it like the old joke about mushrooms?"
Diplomacy: 1d20 + 13 ⇒ (1) + 13 = 14 ...Somehow, that actually figures.
*Arioch
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Can someone cast Detect Magic on the items on the table?
@GM: Any Knowledge checks or an Appraise check to determine what's on the table and its value?
*Arioch
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"Wasn't planning on it," Replies Mercutio as the specters disappear, and he withdraws his estoc and waves it in front of his nose for just a moment before cleaning it with a prestidigitatorial wave of his hand.
"Swill from a swill specimen...ANYWAY!" He turns around with a flourish and takes a seat on the bench next to him. "What brings you here? You're a bit more than we bargained for...not to mention these!" He adds as his gaze turns from the boy to the assorted treasures on the table, a conspicuous gleam in his coin-like eyes. "What's going on down here, do they tell you anything, or is it like the old joke about mushrooms?"
[dice=Diplomacy]1d20+13 ...Somehow, that actually figures.
I'm renowned for my curse for rolling poorly and it often infects the other PCs. Sorry about that. :(
Narka Nama
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Narka can help heal Arioch with his heal stick and assists with the Detect Magic afterwards.
She auto aids in diplomacy for whoever is trying to illicit information from the street urchins.
"We are not hear to harm you. We just want to know what was going on here and what you were forced to do."
Gamorra31
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Gamorra seems more interested in the objects over the conversations. Looking for any value monetary or historical.
appraise: 1d20 + 3 ⇒ (15) + 3 = 18
history: 1d20 + 10 ⇒ (6) + 10 = 16
*Arioch
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Narka can help heal Arioch with his heal stick and assists with the Detect Magic afterwards.
She auto aids in diplomacy for whoever is trying to illicit information from the street urchins.
"We are not hear to harm you. We just want to know what was going on here and what you were forced to do."
Thanks! I'll roll the charges and see how many it takes to fill the hole in his chest...
CLW Wand: 1d8 + 1 ⇒ (5) + 1 = 6
CLW Wand: 1d8 + 1 ⇒ (8) + 1 = 9
Two it is!
Daenerija
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The kids were removing dirt from a variety of archaeological items. On the tables are a set of white jade figurines, an ancient bronze sacrificial dagger studded with chunks of roughly cut obsidian, well-preserved
Taldan tapestries, and several darkwood Mwangi masks."Don't hurt us please!" one says.
"No one is hurting you. Instead, as my friend said, you're rescued." Daenerija replies and turns to items on table and uses detect magic on them
GM Qstor
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Can someone cast Detect Magic on the items on the table?
@GM: Any Knowledge checks or an Appraise check to determine what's on the table and its value?
the items are work over 50 gp each and are nonmagical but are old
Narka can help heal Arioch with his heal stick and assists with the Detect Magic afterwards.
She auto aids in diplomacy for whoever is trying to illicit information from the street urchins.
"We are not hear to harm you. We just want to know what was going on here and what you were forced to do."
"We're with the Twincandles but these new guys seemed more interested in collecting these old things, preserving them and then selling them for money. We were helping clean but them but they aren't nice all the time." One of the kids points to the stairs to the east. "There's a few more up the stairs in the back room. Can we leave now?"
*Arioch
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"If you can get out of here safely go for it. Otherwise wait here for us."
Arioch assists Gamorra's search efforts.
@GM: He'll autosucceed on aiding Gamorra for secret doors and/or traps.
Benson Gangtee
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Benson nods a thank you to the others who dealt with the orc and the water beastie. He cleans his dueling sword and sheathes it.
When the children ask to leave, he says, "We want you to return safely to your families," Benson assures the children. "We'll escort you to keep you safe if you wish."
GM Qstor
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When the children ask to leave, he says, "We want you to return safely to your families," Benson assures the children. "We'll escort you to keep you safe if you wish."
One of the kids straightens his back. "Thanks mister but we got it! We're Twincandles after all!" A few of the other kids nod in support.
*Arioch
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He grins at the children, "No doubt. Good luck kids."
Arioch waits for Mercutio or Benson to take point since the children said there were more thugs upstairs.
"I can check for traps right in front of you - no worries."
@GM: The ole 19/23/24 again.
Gamorra31
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Gamorra climbs the stairs and checks the door area for traps, then opens it if able after anyone else who wants to check clears it of traps.
Perception: 1d20 + 13 ⇒ (10) + 13 = 23
Daenerija
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After children are gone Daen whispers to comrades "It looks like we have to fight again. Me and Gamorra likely would want to use fire magic, however we need to keep you out of harm's way.
*Arioch
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Narka moves closer to the stairs waiting to see the marching order as the group takes them to certain combat.
Arioch has Evasion but he's not standing in front of two flamethrowers! 8)
Benson Gangtee
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Benson takes the lead again waiting for the others to stand ready to proceed and for the door to be cleared of traps and locks. Once all is ready, he advances.
Stealth: 1d20 + 7 ⇒ (5) + 7 = 12
GM Qstor
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moving along
No enemies remain in this stone room. The Pathfinders hear mumbling from behind the door.
These stained stone walls conceal actual sepulchers.The heavy stone lids that seal the tombs are each approximately 3 feet square, and etched with the name and rank of some departed sailor. Virtually all of the cells have been unsealed, their lids now lying cracked on the
stone floor.
Jumbled, crumbling skeletons lie heaped within each
cell, recently looted of any valuables. Nothing of value
remains in the graves. One lid remains intact, on the chamber’s western wall at floor level. It swings open on visible hinges, no longer adequately disguised as a secret door. It leads to a curving passageway scarcely larger than the dimensions of the doorway. Harsh chemical fumes
emit from the opened hatch, and the sound of voices and
the flicker of movement in front of a light come from the
passage beyond.
*Arioch
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Ooo chemical fumes? Sounds like it might be combustible for our flamethrowers!
Arioch attempts to sneak a peek:
@GM: Taking 10 on Stealth and Perception for 20 and 19 respectively.
Benson Gangtee
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Benson grumbles at the desecration of sailor's graves, wishing those responsible would eventually be introduced to Davy Jones' locker where they could discuss their dark deeds with the souls of these sailors.
When everyone is ready, he leads the way to peek into the next room.
Stealth: 1d20 + 7 ⇒ (17) + 7 = 24