[LPF] Kostry Kopec

Satin Knights

First Post
"Well, kitty didn't find a way in." He pulls his backpack off and starts rummaging through. Finding the skeleton key, "Ah, we could try this. It works on most cheap locks. If that doesn't work, then using the drill on the door in is probably our best bet. Neither Gragnor or I want to swim through that gunk." Closing the pack up and hoisting it back into place, "Want to try?"
[sblock=ooc]Carrying 199 pounds of junk, I better find something that will get us in. ;), Skeleton key Disable Device of +10.[/sblock]
 

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jkason

First Post
With no dissent, Kalgor leads the group to the doors and tries his skeleton key in each set of doors, but to no avail. At that point, Rylidak reaches into a side pouch on her backpack, producing a rolled leather packet. The Crow kneels before one of the doors and unrolls the package, revealing an impressive assortment of small tools which Kalgor and Gragnor instantly recognize as being made for lockpicking.

"It's always helpful to know how your prey does what they do, yes?" she says with a smirk, though the smirk itself fades as she fumbles with the tools and the lock in her armor.

"Help me out of this, will you?" she asks Ausk, who helps the Crow divest herself of her metallic protection. Gragnor, meanwhile, cocks his head to one side, studying the lock. When Rylidak is once again ready, the eidolon noses an oddly ridged pick.

"Thiss one, with a light hand on the hammer at the catch," he says. The half-orc raises an eyebrow, looking from eidolon to summoner appraisingly, but says nothing as she sets to work with the tools Gragnor suggests. The look of assessment returns with a smile as she feels a tell-tale click.

"Okay, quick. Suit me up before we open this thing," Rylidak says to Ausk.

[sblock=ooc]Reading up on Skeleton Key, looks like you can't use it to augment DD, but have to use it on its own, and only get one roll each time. The key failed both sets of doors.

Rylidak has DD and masterwork tools, but even without her ACP, she couldn't succeed on a check without another bump, so I have Kalgor and Gragnor Aid Another checks. Gragnor made his.

It's slower, but the only other option was smashing the door in. Since the party's shown a clear tendency to take their time if they can avoid drawing attention, I made a judgement call that hopefully no one objects to.

The door (I'll let you choose which one) is now unlocked but unopened. Rylidak is getting back into her armor, so you guys can make any other prep you want before I send you in.[/sblock]

[sblock=Rylidak mini-stats]Rylidak Kel
Initiative: +1
Speed 20/30 (Heavy armor)
AC: 20 (Touch 11, Flat 19)
HP: 56 Current: 56
CMB: +10 CMD: 21 Fort: +8 Reflex: +5 Will: +6
Special: Immune fear, disease


Conditions:

In Hand: +1 aberration bane longsword

Consumables
Arrows: 20/20
CLW Wand charges: 50/50
Acid: 1/1
Alch Fire: 2/2
Liquid Ice: 2/2
Antitoxin: 2/2
Holy Water: 3/3
Tanglefoot bag: 1/1
Universal Solvent: 1/1
Scroll Bull's Str: 1/1

Melee: +1 Longword +11/+6 (1d8+5/19-20) (+2 dmg two-handed)
Ranged: MW Composite Longbow +4 STR +8/+3 (1d8+4/x3)

Divine Weapon +1
Smite Evil: +2 to hit, +6 dmg, +2 deflection AC
Combat Feats: Power Attack (-2/+4), Furious Focus (ignore attack penalty 1st power attack ea round w/ two hands)

Lay on Hands: 7/7 (3d6; Mercies: Sickened, Staggered)
Smite Evil: 2/2 (Special: 2 LoH for extra Smite - Oath of Vengeance)
Divine Weapon: 6 minutes
Orc Ferocity: 1/1
Spells:1st (DC 15): Lesser Restoration, Bless[/sblock]
 

Satin Knights

First Post
Kalgor draws his greatsword and waits silently for the paladin to get redressed. He scans the area around the building to see if any of the villagers are paying attention to their larceny. After she nods that she is ready, he opens the door, letting Gragnor go in first. Gragnor quietly sneaks in, reporting what he sees telepathically to his master.

[sblock=ooc]The east door. It is slightly more secluded from town folk, unless there are a lot of boats on the water.
A 1, 2 and 3. The die roller knows something about an ambush that I don't know.[/sblock][sblock=mini-stats]Kalgor AC 16 HP 54/54, Init +2, Perception +9/+11 vs human, Darkvision, Move 20' STR 18 Dex 14
+1 Greatsword +9, 2d6+7+1 dirty fighting trait when flanking, or
Handbo +8, d6+4
Comp Longbow, +7, d8+4..... Arrows 7 Normal, 5 CI, 3 Blunt, 2 Smoking
Fort: +5, Reflex +5, Will +6, CMB +8, CMD 20
...Summoner Cantrips: Detect Magic, Acid Splash, Arcane Mark, Mage Hand, Jolt
...... . . Mage Cantrips: Read Magic, Prestidigitation, Umbrella
.,....Summoner 1st Lvl: 4/4 remaining; Lesser Rejuvenate Eidolon, Shield, Magic Fang, Expeditious Retreat
.,....Summoner 2nd Lvl: 1/1 remaining; Haste, Lesser Evolution Surge
..,,,Mage 1st Lvl Spells: 3; Mage Armor(3hr), Vanish(3r), Mage Armor*(3h), Bonded Amulet
...,,......,..Racial Spells: 1/day, not used; Daylight (60 minutes)
,.Summoner Monster II:
4/4 remaining; std action SLA summon, (3 min), Celestial Hyena, d3 Celestial dogs, d3 celestial eagles
.,,.........Battle Shaper: 4/4 remaining; swift action to grow a claw, bite or gore attack

...,,.......Combat Feats: Precise Strike
.............Consumables: 2 Alchemist's Fires, 1 Cure Light Wounds potion
Party Supplies: Wearing the Ring +1 Protection
...........Party Supplies:
1 of 2 scrolls of Umbrella (1 successfully used), 2 scrolls of Create Treasure Map, Scroll of Devolution, Scroll of Unfetter, 3 scrolls of See Invisibility, Scroll of Comprehend Languages, 1 potion of lesser restoration (1 also carried by Tyrien), 2 scrolls of remove curse, 1 scroll of invisibility purge, 4 Cure Light Wounds potions (each carrying one)

Effects:

Gragnor HP: 26/26, AC 25 ..... Move 40'
Bite +8, d4; Claw +8, d3; Claw +8, d3 +1d6 Shock damage each
Fort +3, Reflex +7, Will +1, CMB +2, CMD 16, Evasion
Perception +14, Stealth +22, Darkvision
Acrobatics +18, Init +4, Precise Strike
Effects: STR 11-1
, Mage Armor 2.75 hours [/sblock]
 
Last edited:


jackslate45

First Post
Anaerion takes a position near the back of the group, knowing that he will be the last person to enter the building. He continues to ponder which spell he should start with, but he grabs his crossbow and loads it in the mean time.
[sblock=Stats]
Initiative: +9 Perception: +2 (low-light vision)
AC: 17 (10 flat-footed, 13 Touch )
HP: 44 Current: 44
CMB: +1 CMD:14(10ff) Fort: +4 Reflex: +5 Will: +5
+2 Will vs. Enchantments
Special: Immune to Magical Sleep
Current Conditions in Effect: Mage Armor
Current Weapon in Hand:

School Focus:
Shift: 15' Teleport as Dim Door. Does not Provoke AoO (8/8 remaining)
Summoner's Charm: Summoning Spells Last a total of 9 Rounds

Malkovian: Is Temperamental. Does not gain access to the following abilities.

Timely Inspiration: 3/3 Immediate Action, +2 Bonus, Range 60', Immediate action
Mage Hand: At will. Controllable by Malkovian
Bonus Power: Anaerion does not know this power.
Bonus Boon: Anaerion does not know this power.


Spells Prepared:
Level 0: Detect Magic, Read Magic, Acid Splash, Mending
Level 1: Mage Armor, Greasex2, Protection From Evil, Magic Missile, Silent Image
Level 2: Glittedustx2, Invisibility, Web, Create Pit
Level 3: Haste,SM3x2, Fly
Arcane Bond: Available
[/sblock]
 

jkason

First Post
Kostry Kopec's industrial district doesn't seem to have a great deal of foot traffic currently, and those who are out appear far more concerned with looking out for The Horror than they are for humanoids moving about, especially when one of them is wearing Crow colors. As far Kalgor can tell, then, no one outside seems to be showing any suspicion at the party's not-unsuspicious activities.

The group enters through the eastern set of doors, Gragnor entering first.

Bad smellss, bugss, and sssome nasty cauldron noises from the other rroom, but no one in the lobby the cat reports. With a nod from Kalgor, then, the others move in.

The air in this room is hot, humid, and foul smelling. A mix of acrid chemicals, burning refuse, and bitter smoke taints the air. The room itself is cavernous, with a forty-foot-high ceiling supported by a tangle of wooden beams and walkways. A large square table covered with bricks and tools sits in the center of the room, and a network of chains, ropes, and pulleys runs through the timbers above. Two flights of stairs lead up to the north to a long room filled with fumes and wisps of smoke.

Gragnor was right, as well, about the noise. A loud, slurpy bubbling noise wafts in along with the fumes, and explains why no one appears to have heard the jangling of the lock, or of the Paladin's armor.

[sblock=ooc]I realized setting you guys on the map that you've not updated marching order since Tyrien left and Rylidak replaced her. I put her near the back for now, but I don't know if that's where you guys actually want her.[/sblock]

[sblock=Rylidak mini-stats]Rylidak Kel
Initiative: +1
Speed 20/30 (Heavy armor)
AC: 20 (Touch 11, Flat 19)
HP: 56 Current: 56
CMB: +10 CMD: 21 Fort: +8 Reflex: +5 Will: +6
Special: Immune fear, disease


Conditions:

In Hand: +1 aberration bane longsword

Consumables
Arrows: 20/20
CLW Wand charges: 50/50
Acid: 1/1
Alch Fire: 2/2
Liquid Ice: 2/2
Antitoxin: 2/2
Holy Water: 3/3
Tanglefoot bag: 1/1
Universal Solvent: 1/1
Scroll Bull's Str: 1/1

Melee: +1 Longword +11/+6 (1d8+5/19-20) (+2 dmg two-handed)
Ranged: MW Composite Longbow +4 STR +8/+3 (1d8+4/x3)

Divine Weapon +1
Smite Evil: +2 to hit, +6 dmg, +2 deflection AC
Combat Feats: Power Attack (-2/+4), Furious Focus (ignore attack penalty 1st power attack ea round w/ two hands)

Lay on Hands: 7/7 (3d6; Mercies: Sickened, Staggered)
Smite Evil: 2/2 (Special: 2 LoH for extra Smite - Oath of Vengeance)
Divine Weapon: 6 minutes
Orc Ferocity: 1/1
Spells:1st (DC 15): Lesser Restoration, Bless[/sblock]
 

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jackslate45

First Post
"Shall we have Gragnor scout on ahead first, and get an idea of how we should do this?" Anaerion suggests.


[sblock=Stats]
Initiative: +9 Perception: +2 (low-light vision)
AC: 17 (10 flat-footed, 13 Touch )
HP: 44 Current: 44
CMB: +1 CMD:14(10ff) Fort: +4 Reflex: +5 Will: +5
+2 Will vs. Enchantments
Special: Immune to Magical Sleep
Current Conditions in Effect: Mage Armor
Current Weapon in Hand: Crossbow +6 1d8

School Focus:
Shift: 15' Teleport as Dim Door. Does not Provoke AoO (8/8 remaining)
Summoner's Charm: Summoning Spells Last a total of 9 Rounds

Malkovian: Is Temperamental. Does not gain access to the following abilities.

Timely Inspiration: 3/3 Immediate Action, +2 Bonus, Range 60', Immediate action
Mage Hand: At will. Controllable by Malkovian
Bonus Power: Anaerion does not know this power.
Bonus Boon: Anaerion does not know this power.


Spells Prepared:
Level 0: Detect Magic, Read Magic, Acid Splash, Mending
Level 1: Mage Armor, Greasex2, Protection From Evil, Magic Missile, Silent Image
Level 2: Glittedustx2, Invisibility, Web, Create Pit
Level 3: Haste,SM3x2, Fly
Arcane Bond: Available
[/sblock]
 

Satin Knights

First Post
Gragnor nods silently and slinks up the left stairwell to get a better view from above. Kalgor remains at the bottom of the stairs and pantomimes or whispers what is seen by the cat.
[sblock=ooc]Rylidak near the back to protect the mage is fine. [/sblock][sblock=mini-stats]Kalgor AC 16 HP 54/54, Init +2, Perception +9/+11 vs human, Darkvision, Move 20' STR 18 Dex 14
+1 Greatsword +9, 2d6+7+1 dirty fighting trait when flanking, or
Handbo +8, d6+4
Comp Longbow, +7, d8+4..... Arrows 7 Normal, 5 CI, 3 Blunt, 2 Smoking
Fort: +5, Reflex +5, Will +6, CMB +8, CMD 20
...Summoner Cantrips: Detect Magic, Acid Splash, Arcane Mark, Mage Hand, Jolt
...... . . Mage Cantrips: Read Magic, Prestidigitation, Umbrella
.,....Summoner 1st Lvl: 4/4 remaining; Lesser Rejuvenate Eidolon, Shield, Magic Fang, Expeditious Retreat
.,....Summoner 2nd Lvl: 1/1 remaining; Haste, Lesser Evolution Surge
..,,,Mage 1st Lvl Spells: 3; Mage Armor(3hr), Vanish(3r), Mage Armor*(3h), Bonded Amulet
...,,......,..Racial Spells: 1/day, not used; Daylight (60 minutes)
,.Summoner Monster II:
4/4 remaining; std action SLA summon, (3 min), Celestial Hyena, d3 Celestial dogs, d3 celestial eagles
.,,.........Battle Shaper: 4/4 remaining; swift action to grow a claw, bite or gore attack

...,,.......Combat Feats: Precise Strike
.............Consumables: 2 Alchemist's Fires, 1 Cure Light Wounds potion
Party Supplies: Wearing the Ring +1 Protection
...........Party Supplies:
1 of 2 scrolls of Umbrella (1 successfully used), 2 scrolls of Create Treasure Map, Scroll of Devolution, Scroll of Unfetter, 3 scrolls of See Invisibility, Scroll of Comprehend Languages, 1 potion of lesser restoration (1 also carried by Tyrien), 2 scrolls of remove curse, 1 scroll of invisibility purge, 4 Cure Light Wounds potions (each carrying one)

Effects:

Gragnor HP: 26/26, AC 25 ..... Move 40'
Bite +8, d4; Claw +8, d3; Claw +8, d3 +1d6 Shock damage each
Fort +3, Reflex +7, Will +1, CMB +2, CMD 16, Evasion
Perception +14, Stealth +22, Darkvision
Acrobatics +18, Init +4, Precise Strike
Effects: STR 11-1
, Mage Armor 2.75 hours [/sblock]
 
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jkason

First Post
As Gragnor slinks his way into the other room, the full noxious nature of middenstone manufacturing hits him. The stench and humidity in the air here is cloying and choking. He manages not to vomit so as to avoid giving himself away, but the nausea wave is unmistakeable to Kalgor; Gragnor is definitely out of sorts from it. Still, the cat moves forward, relaying what he sees to his summoner.

There is no proper floor in this room, only a series of five-footwide middenstone walkways passing along and over a series of pits ten feet below. Though he's moving slowly to avoid decection, the eidolon recognizes that the slick film which has accumulated on the walkways would make navigating them a bit of a challenge for anyone moving at a normal pace.

The ground is obscured by a layer of foul-smelling, bubbling water through which a tangle of violet middenstone pipes weave. Numerous huge metal cauldrons containing a nasty, bubbling violet sludge simmer in the pits, each vat cradled in a nest of steaming pipes. Above, the open ceiling is a tangle of timbers, ropes, chains, and pulleys, many bearing hooks sized for the rings around the cauldron rims below. The room has some measure of ambient light, though a source isn't apparent. Ropes and slippery ladders descend into the morass below every five feet along the edges of the slippery walkways.

Gragnor makes out a quartet of humans trudging about without much energy, Sloshing through the pit, tending the sludge. That lethargy seems to be working to the cat's advantage, as none of them appear to have noticed his presence. They have kerchiefs covering their mouths--likely in an attempt to avert some of the stench.

To the north is a warehouse containing bins of coal, barrels, cages, and other supplies. Beyond this, a huge steaming furnace churns and roars under an upraised observation deck. The cat notices four more of the workers moving through their duties with the same lack of verve as their fellows.

[sblock=ooc]Good gracious, Gragnor has some crazy Stealth. :)

Okay, let's see if I can get this all clear first time out:

* The squares on B2 are all on the same level, but are 10 feet above the blue areas. I've screened the workers who are down the level.

* Fumes in here are much more potent than out in the lobby. Base save Fort DC is 15 each round you're in the room to avoid being sickened while there. Gragnor failed his save.

* The walkways are slick. Moving at more than half speed requires a DC 5 Acrobatics check to avoid falling prone. Failing by 5 or more means you slip entirely off the walkway and fall to the vats below.

* You can use a free hand to make use of rails and chains to help steady you for a +5 on the Acro check, but that means the hand is not considered free for any actions during the round.

* Moving at full speed on the walkways gives a -5 on the Acro check.

* Area B3 is another 15' above the walkways in B2.[/sblock]

[sblock=Rylidak mini-stats]Rylidak Kel
Initiative: +1
Speed 20/30 (Heavy armor)
AC: 20 (Touch 11, Flat 19)
HP: 56 Current: 56
CMB: +10 CMD: 21 Fort: +8 Reflex: +5 Will: +6
Special: Immune fear, disease


Conditions:

In Hand: +1 aberration bane longsword

Consumables
Arrows: 20/20
CLW Wand charges: 50/50
Acid: 1/1
Alch Fire: 2/2
Liquid Ice: 2/2
Antitoxin: 2/2
Holy Water: 3/3
Tanglefoot bag: 1/1
Universal Solvent: 1/1
Scroll Bull's Str: 1/1

Melee: +1 Longword +11/+6 (1d8+5/19-20) (+2 dmg two-handed)
Ranged: MW Composite Longbow +4 STR +8/+3 (1d8+4/x3)

Divine Weapon +1
Smite Evil: +2 to hit, +6 dmg, +2 deflection AC
Combat Feats: Power Attack (-2/+4), Furious Focus (ignore attack penalty 1st power attack ea round w/ two hands)

Lay on Hands: 7/7 (3d6; Mercies: Sickened, Staggered)
Smite Evil: 2/2 (Special: 2 LoH for extra Smite - Oath of Vengeance)
Divine Weapon: 6 minutes
Orc Ferocity: 1/1
Spells:1st (DC 15): Lesser Restoration, Bless[/sblock]
 

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  • Vats.jpg
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Satin Knights

First Post
Whispering, "Okay. There are eight grunts inside on the main floor before getting to what is likely the office at the other end. The walkway is slippery. The easiest thing may be to have Rylidak simply walk in front. We move quietly and slowly across, holding the hand rail to get across the walkway. If a grunt looks up, Rylidak shouts down to them "Official business" and keeps walking. If they don't notice us over the noise, we simply go to the office."

"Simple enough plan?"

[sblock=OOC]The map disappeared in the EnWorld db shuffle.
Yeah. Gragnor is built for recon more than combat. :D[/sblock]
 

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