HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Perception:1d20 + 5 ⇒ (4) + 5 = 9
I cannot make the K. Local
"I have come to ask a few questions, I am part of the defense of the Beast of Lepidstadt, during our investigation we discovered a bottle that belonged to your company, the contents already used up. We are just wondering if you delivered supplies to the Old asylum that burnt down?"
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Herm rings the bell again, "Good Ser you are hindering justice, I realize it is late and you deliver to many places. Might I have a word with your boss?"
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
"We can check around back to see if they have similar containers laying around that we can inspect what is inside of." Herm leads the way around the back.
Female Human Alchemist (8) - Init+4, Save +7/+9/+5, AC19/12/17, HP 51, Perc. +11
As they come around Jominda asks "Wanna go in now? I can climb the walls and tie the rope to something up there. Or do you have better suggestions about how to proceed here?"
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Herm follows Jominda to the wall, helping her get higher before she has to climb up. Then taking the rope and climbing himself.
Female Human Alchemist (8) - Init+4, Save +7/+9/+5, AC19/12/17, HP 51, Perc. +11
Jominda downs the potion. As Herm helps Jominda up it feels like her feet are glued to him. And she continues to simply crawl up the wall on all four as if it were nothing. Once she is up there she ties the rope to the lightning rod.
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
"I feel right now compelled to see this through, that man was obstructing justice and it is by Iomadae's will that Justice be seen done."
Kendra looks about. Is there anything they could shove up to the wall to climb upon?
She also asks "Does anyone have an extra length of rope, so we can tie the ends together?"
It is not the best neighbourhood and there is garbage lying around that could be piled up to help with the climbing. Or as an alternative 'borrow' something more useful from a backyard? Like a ladder.
With announcer voice shouting at the audience: And now I present the human pyramid with the artists: Kendra Lorrimor, Herm Dunlaven and Harrold Bathsforth! (Str 10 for those at the ground and Acrobatics DC 15 for the one on top please)
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Str Check:1d20 + 4 ⇒ (17) + 4 = 21
Herm grabs the rope hoping it will hold his weight.
"Are you two really going to make the old man climb to the top?" Harrold says with a chuckle.
Acrobatics:1d20 + 3 ⇒ (15) + 3 = 18
His comment belies the agility which which he climbs into position and ties the end of his rope to the dangling one
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Climb:1d20 + 1 ⇒ (1) + 1 = 2
Climb:1d20 + 1 ⇒ (1) + 1 = 2
Climb:1d20 + 1 ⇒ (8) + 1 = 9
After a few attempts Herm gets up the rope to the second floor, "Well now that we are in are we looking for something specific?"
I think the roller is messed up like the website.
Current:
HP 48/48
LoH 4/4 (2d6)
Channel 2/2 (2d6)
Smite 2/2 (+2 Hit, +4 dmg)
Divine Bond (Angelic, 1/day) +3 (Su) As a standard action, halo sheds light and grants enhanced protection from evil to allies in 20 ft.
Shared Defense (2 rounds, adjacent, +1 AC) (Su) Lay on hands use: Aura provides AC and other bonuses to allies.
You're on top of the tower, which is like 4th floor or such. You get a nice view over town from up there. In the floor is a trap door that probably leads inside.
Kendra fumbles with the rope on her first try, but then gets the hang of it and goes up the tower. Having gotten up there, she says "I wouldn't lock a trap door this high up either. But let's see if I can get a hint of what awaits us down there." nodding towards the trap door. "There might be golems or guardians walking about."
Casting detect magic to see if anything magical moves around down there
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Herm will move over to the door and get ready to lift it, setting his hammer down to be with in quick reach Herm will draw his hand axe.
"My. That complicates things." Kendra says. "I think the trap door is exactly that. A trap. There's a spell linked to it.... it'll create a huge burst of sound, no doubt warning everyone of our arrival, and will stun anyone within ten feet. So that would be all of us here on top of the tower."
"That all sound like better options than going through the door." Kendra comments.
She takes a look at the courtyard, to see if she spots any movement there, and the roof, to see if there's any discernable entrance - and whether or not it's rigged with magic too.
An iron-wheeled cart sits in the courtyard, ready for deliveries. A door to the north leads into the workshop, while double doors to the east open into a sidebuilding. Above these, a large set of doors opens onto a loading bay as the moveable boom with reel, rope and hook suggests.
There is also kennel with something doglike lying in front of it.
Female Human Alchemist (8) - Init+4, Save +7/+9/+5, AC19/12/17, HP 51, Perc. +11
Knowledge(Arcana):1d20 + 11 ⇒ (8) + 11 = 19
Jominda climbs back up onto the tower to tell her companions. "There are a lot of doors there where one could try to break in. But our best bet would be the doors on the 2nd floor. They have a dog of the same make as Thomas. I don't think we want to meet that one."
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
"Lets tie a rope off since my Climbing skills are lacking and Harrold will need the assistance."
Herm gets to working trying a rope off while Jominda scouts out a platform for them to get down too.
Female Human Alchemist (8) - Init+4, Save +7/+9/+5, AC19/12/17, HP 51, Perc. +11
"Ok." Jominda replies and grab the rope. Climbing over the roof again she brings the end to the yard and ties it to the boom over the door. Then she takes a seat on the boom to be prepared when her spell will run out.
The sliding door to this room overlooking the courtyard and has a retractable timber is not locked. Presently the room has only a few wooden cases in it. But as the door noisily opens, the dog like golem jumps up and barks at the intruders.
Female Human Alchemist (8) - Init+4, Save +7/+9/+5, AC19/12/17, HP 51, Perc. +11
Acrobatics:1d20 + 5 ⇒ (18) + 5 = 23
Jominda lets herself down and hanging at the boom with her hands she swings back and forth two times before jumping into the room.
Once in she listens carefully if the intrusion causes some reaction from inside the building.
Perception:1d20 + 7 ⇒ (8) + 7 = 15
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Herm pulls out some trail rations and throws it down to the dog.
Kendra waits with following Jominda in, ready to help the next one to come down to reach the boom safely. She looks around the courtyard to see if anyone reacts to the dog golem, while keeping an eye on the tower to see if the next person is coming in.
"Are you alright Jominda? Any threats there?"
Female Human Alchemist (8) - Init+4, Save +7/+9/+5, AC19/12/17, HP 51, Perc. +11
Jominda starts building a defense wall out of crates, just in case. And takes a look into them. She doesn't want to hide behind explosives or such. "So far everything looks fine." she replies.
Among the empty boxes in this room are cases containing 12 vials of acid, 12 vials of nushadir (see the Advanced Player’s Guide), five tanglefoot bags, and three thunderstones, all packed in straw.