GM Chyro |
That's entirely up to you, there's a room with bunks nearby if you want to wait and regain spells if you want to take a gamble. But evil groups don't sit still.
Regardless of the conversations you can have, the office mentioned is down the hall.
Yet only Father Burdock & Grint get up close, as the others feel 'compelled to stay within the hall'.
Elsa: 1d20 + 3 ⇒ (7) + 3 = 10
Father Burdock: 1d20 + 6 ⇒ (17) + 6 = 23
Grint: 1d20 + 3 ⇒ (17) + 3 = 20
Lyssa: 1d20 + 7 ⇒ (11) + 7 = 18
Sabel: 1d20 + 4 ⇒ (10) + 4 = 14
Jenny: 1d20 + 2 ⇒ (9) + 2 = 11
Lynnen: 1d20 + 8 ⇒ (4) + 8 = 12
Despite that, the two men manage to ascertain the door is not trapped beyond a spell. It's a tiny office, with documents and books on a desk. Potentially a tiny office for Korvosa in his days. Within the desk they find a bronze key.
GM Chyro |
Guess you were waiting on a narrative...?
With Fear's eye on you, you leave the hall and head ack into the hallway.
There's the double door 1st on the right and a smaller one further down the corridor.
Lyssa Kail |
"I suggest we go straight for the Vault, does everyone agree?" Lyssa asks her comrades. "Resting won't do you much good if you can't use magic anyway."
Father Burdock |
Sorry, busy on my end!
Grabbing the key, Burdock nods to Grint and walk out. "Hope this does the trick.", the dwarf showing the bronze key.
"Agreed, just be prepared.", the cleric agreeing with Lyssa. "This place isn't like anywhere I've been to, before."
GM Chyro |
The key fits the double doors, which are made of firm metal enforced oak.
A wide column stands in the middle, with 2 corridors leading East and West.
A central plaque hangs in front of you indicating: Barracks (East), Forge (West)
A few tinily marked bricks are seen at the back of the column.
They seem a bit loose and pressable.
Grint Mavric |
Perception: 1d20 + 11 ⇒ (14) + 11 = 25
Grint looks at the plaques and then asks "Anyone have a preference?"
Then Grint walks around the column and notices the few marked bricks at the back of it. "Hey! There's something here at this side of the column. Look's like a pressure plate of some sort. Stand back guys, let me try."
Grint waits till everyone backs off a bit and then presses the marked bricks with his right hand.
GM Chyro |
I'll update tonight, if not somewhere this afternoon.
Sabel Ea'tari |
Sabel responds to Lynnen.
"Oke your choice, they suspect you might be an enemy though."
She turns round and tells the others what Lynnen told her.
"She simply wants to do as little as possible with common."
Sabel follows the others out of the creepy room into the now unlocked room. She stays back as Grint discovers the button.
"Wait, here."
She moves over to him and casts guidance.
"If there is a trap this might just be able to make a difference."
GM Chyro |
I'll have map up in an hour or less, depending if my screen isn't being a pain again.
As Grint pushes the bricks they click. Apparently they move in an order.
1d5 ⇒ 5
A dart shoots at Grint from a tiny hole.
Fort: 1d20 + 4 ⇒ (16) + 4 = 20
1d4 ⇒ 1 Grint manages to find the correct sequence and the sound of rock shifting follows. A spiral stairs down is revealed.
GM Chyro |
Sorry it took so long, my screen's been protesting, probably a sign of old age.
Lynnen shrugs at Sabyl's comment.
"My pendant should suffice as proof of my innocence."
As you head down, the walls get rougher. Either Korvosa built considerably, or this is an expanse. At the bottom of the stairs there are two hallways to double doors, neither show directions.
Lyssa Kail |
"Flip a coin?" Lyssa takes a copper coin and flips it.
1=East, 2=West: 1d2 ⇒ 1
"Unless anyone objects, let us go east."
Lyssa puts the coin away as she walks up to the eastern door. She immediately tries to open it.
GM Chyro |
The wooden door is firm, Lyssa eagerly ignoring safety, as several darts fly from the ceiling.
Darts: 2d3 ⇒ (2, 2) = 4 Fort Lyssa: 1d20 + 4 ⇒ (19) + 4 = 23
With a little effort, the door gives way and you see an empty room with a few paintings hanging from thick wooden columns.
Lyssa Kail |
Lyssa takes a look around from the door opening.
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
GM Chyro |
Some do, but the way these are aimed highly unlikely you're stepping aside.
There is nothing particular in the room aside from the paintings and a doubl door on the far left.
Sabel Ea'tari |
"Not much to see here. Shall we continue?"
Sabel says as she moves forward to the double doors. Before touching them she inspects them with detect magic and for traps with perception.
Perception: 1d20 + 2 ⇒ (19) + 2 = 21
GM Chyro |
Lynnen walks up to the paintings.
Perception: 1d20 + 9 ⇒ (12) + 9 = 21
Will: 1d20 + 7 ⇒ (14) + 7 = 21
"These paintings, stay clear of them."
Sabel sees nothing indicating traps on the door, but a lock hangs on it.
DC 20 Disable Device or DC22 str check to break down.
GM Chyro |
Of course aids are allowed, and you have 2 NPCs should need be.
Lyssa Kail |
"Let me, I've got this," Lyssa tells the others.
Strength: 1d20 + 3 ⇒ (5) + 3 = 8
"Okay, maybe not... Let me try again..."
Strength: 1d20 + 3 ⇒ (5) + 3 = 8
"..."
Strength: 1d20 + 3 ⇒ (15) + 3 = 18
Strength: 1d20 + 3 ⇒ (4) + 3 = 7
Strength: 1d20 + 3 ⇒ (13) + 3 = 16
Strength: 1d20 + 3 ⇒ (17) + 3 = 20
Strength: 1d20 + 3 ⇒ (18) + 3 = 21
Strength: 1d20 + 3 ⇒ (13) + 3 = 16
Strength: 1d20 + 3 ⇒ (3) + 3 = 6
Strength: 1d20 + 3 ⇒ (3) + 3 = 6
Strength: 1d20 + 3 ⇒ (20) + 3 = 23
"See? Got it!" she says triumphantly after many attempts.
Jadwiga Elsa Harcatha |
Elsa watches Lyssa break the door down impassively, she is quite done with this place and its insane contents.
GM Chyro |
After alot of muscle straining effort, Lyssa forces the lock and the door.
A few barizers lit in the hallway, you immediately notice a 10x10ft hole in the floor. In the distance you also hear voices.
That's a DC15 acrobatics to jump over.
Though the hole is very lifelike, there's flaws when comparing it with the wall/foundations, since none are currently visible below floor level.
Will DC 15 for disbelieving the illusion.
Jenny puts; "Y..you o-open a d-d-door and th-there's a p-p-pit?"
Sabel Ea'tari |
Perception: 1d20 + 2 ⇒ (18) + 2 = 20
Will save: 1d20 + 4 ⇒ (12) + 4 = 16
Sabel simply stares at the hole and walks on ignoring it. For the others it would seem she walks on air!
"Let us continue. I want to get out of this hell hole."
Father Burdock |
Perception: 1d20 + 3 ⇒ (13) + 3 = 16
Burdock seems confused, more so after seeing Sabel simply walk across the pit.
Assuming this is what I think it is, do I get a bonus after Jenny's comment and seeing Sabel do her thing?
Jadwiga Elsa Harcatha |
Assuming so...
Will Save: 1d20 + 5 ⇒ (13) + 5 = 18
Elsa haughtily crosses the illusionary floor.
If I made an incorrect assumption, Elsa just stares at Sabel dumbfounded at her new ability to walk across voids.
GM Chyro |
Nope, you're both in the clear.
Will: 1d20 + 7 ⇒ (11) + 7 = 18
As you eventually all Taking into account the aid on disbelief.... get across 'the hole', to the right there is a door saying 'warden's office, keep out.'
2 voices come from behind the door.
To your left is a wide hallway where the, now clearly multiple, voices came from.
#1 Think they got down here?
#2 Dunno, they would have to gotten past 'Fear' first.
#1 Maybe, but that one wasn't entirely reliable, much like his mind.
Father Burdock |
Perception: 1d20 + 3 ⇒ (2) + 3 = 5
Perception 2: 1d20 + 3 ⇒ (17) + 3 = 20
"Wait...", Burdock pausing the party quietly before pointing to the left hallway.
"Someone's expecting us and used that Fear person intentionally to stop us."
Jadwiga Elsa Harcatha |
Then lets not keep them waiting.
Lyssa Kail |
Perception: 1d20 + 8 ⇒ (6) + 8 = 14
Perception: 1d20 + 8 ⇒ (4) + 8 = 12
Lyssa nods and whispers "I agree, let's pay them a visit and beat them up."
Sabel Ea'tari |
Perception: 1d20 + 2 ⇒ (2) + 2 = 4
Perception: 1d20 + 2 ⇒ (16) + 2 = 18
Sabel stands in front of the door and readies her bow. The moment the door opens and someone is in sight she will shoot him/her.
Atk roll: 1d20 + 8 ⇒ (7) + 8 = 15
Dmg roll: 1d8 ⇒ 7
GM Chyro |
From your posts it's as if Lyssa & Sabel are headed for the warden's office and Elsa & Father Burdock want to head for the hallway.
Which is it going to be?
Jadwiga Elsa Harcatha |
Well, Elsa isn't going anywhere without them...she's following
GM Chyro |
Left it is.
The closer further you go down the hall, the closer the voices.
Halfway the hallway, you hear a door open and a trio comes into view, wearing the same uniform the hired arms above in the grand hall we wearing.
Seriously, why don't they give us the proper gear for the job. If things go sour, those loonies are in those anti-magic enforced cells for a reason and there was that halfling who escaped already.
>Quit your complaining, we've got numbers.
Numbers don't mean squat if it's a strong lunatic.
They have not spotted you yet and seem to head for a door opposite their own.
Some of the tiles in the hallway, the one NW of Father Burdock's current square, seem very slightly in a different color and perhaps half an inch higher than the others.
They will be marked with X if perception's met.
Grint Mavric |
Perception: 1d20 + 11 ⇒ (12) + 11 = 23
"Guys? Watch out for some of those tiles. Look at the colour of them, some of them don't match the others. Not only that they seem to be slightly higher as well."
GM Chyro |
Very likely pressure tiles for some purpose or another.
Since you noticed no immediate holes for projectiles, they could be traps themselves or alarms.
Grint Mavric |
"I don't see any immediate threats like arrow slits or seems in the ceiling for fallen traps or such. This might be a trap to alarm someone or the trap is somewhere else entirely."
Lyssa Kail |
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Lyssa points at the nearest door. "It'll be quite bothersome if we have to go there for the Aklo person..."
For now, she observes the men at the end of the hallway. "Maybe those will just leave, and we won't have to fight them."
GM Chyro |
Perception trio: 3d20 ⇒ (13, 12, 7) = 32
1d20 ⇒ 7
With their mediocre perception and busy chatting, the trio doesn't notice you and they enter a door opposite them.
Lyssa Kail |
"Does anyone have a good idea on how to reach this door here without triggering a trap?"
Lyssa takes another look around, hoping she's able to determine the kind of traps the party's facing.
Perception: 1d20 + 8 ⇒ (9) + 8 = 17
"If we'd be sure it's not an alarm trap we could just trigger it..."
Father Burdock |
Burdock will cast detect magic on the door.
Will be with out if town family tomorrow, bot as necessary.
-Posted with Wayfinder
Sabel Ea'tari |
"I have an idea. We could hide in the hallway we passed earlier with the fake hole in the floor. We could throw something on the trap from there and make them walk into our own trap."
She looks at the group to see if they agree.
GM Chyro |
Aside from the details Grint had pointed out, Lyssa sees no new details on the tiles.
Aside from 2 heavy locks on the door, there's definitely magic coming from the door.
Faint abjuration for starters, DC12 spellcraft hints at [Alarm]. Which type is usually set by the caster.
A second magic upon the door is a moderate enchantment.
Spellcraft 17 > Confusion.
Father Burdock |
Taking 10 on the first one, tolling fir the second.
Spellcraft: 1d20 + 6 ⇒ (4) + 6 = 10
"There's a magic alarm on the door... and something else I'm not sure of."
-Posted with Wayfinder
GM Chyro |
I'm guessing either Elsa or Sabel's going to beat the 2nd one with at least 5.
Jadwiga Elsa Harcatha |
Spellcraft: 1d20 + 7 ⇒ (13) + 7 = 20
That door is bad news...
GM Chyro |
Well she did beat it, that's royalty. ;)
Provided you take your time to carefully navigate across the hall, you notice the door the trio went through labeled as "shrine", there's talk inside, a 4th voice as well, an older male likely.
#1 So what now? Sure, they warden's got the keys, but is it really healthy to stay down here for so long?
#2 Shut it you fool, there's nothing to worry about, the only risk to the warden's health now is if a group of assassins would manage to work their way down here.
New voice: Calm yourselves, there's security measures on the door and we have defenders down here, even the small sentinels that keep watch over the Vault's cells.
#1 Aye, but those only activate when the cells are opened without the password.
#3 They'd have to get inside first anyway, only the warden and the mage-keeper hold the ways to unlock & bypass those. Ever noticed they never seem to smile?
Lyssa Kail |
Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Lyssa carefully navigates past the traps and overhears what's being said. She relays the info to the others, in a whisper.
GM Chyro |
Trio returns in: 3d6 ⇒ (3, 2, 6) = 11 rounds.