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PFS #41: Crypt of Fools
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<blockquote data-quote="IronWolf" data-source="post: 5826460" data-attributes="member: 21076"><p>With weapons being drawn, Jalil, Kronk, Kalenth and Isandra step into the building through the doors. The thick steam and mist vapor choke the hall on the other side of the door as well making visibility quite difficult. Isandra detects no magic within the hall the group just entered, though several hear the screams of a woman coming from the east, though unseen due to the mist.</p><p></p><p>Karasu, with words in his unusual tongue spoken, moves through the door before him and finds himself in a non-steam filled portion of the facility. He immediately finds himself very near a pair of half-ord warriors who are tormenting a female gnomish engineer who is the source of the screams heard by Karasu and the others. There are other engineers huddled nearby, but the female gnome being pressed by the half-orcs appears in the most dire need. From the corner of his eye Karasu glimpses a figure on the catwalk above.</p><p></p><p>Karasu hurriedly takes in the rest of the room as the scene unfolds quite close to him. There appears to be a brass planetarium rotating in the northeast corner, a clockwork contraption ticking and tocking as it turns on its axis and a giant metal crab that sits with its claws extended on a southwestern platform. The crab appears to have a hatch at one end.</p><p></p><p>[sblock=OOC]</p><p></p><p>Treat the clouded area as if in an <a href="http://www.d20pfsrd.com/magic/all-spells/o/obscuring-mist" target="_blank">obscuring mist spell</a>. "The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target)."</p><p></p><p>The black dots note the gnome engineers. Don't miss the red dot on the second level map on the catwalk to the right.</p><p></p><p>Go ahead and roll init.</p><p></p><p>[sblock=PeteZero]</p><p>I can get to Myth Weavers, but they have this note up on their main page:</p><p></p><p>"We recently had, and are recovering from, some reachability issues. The site may continue to load intermittently or look odd as the rest of the internet reacts to changes we had to make because of a DDoS on our DNS provider."</p><p>[/sblock]</p><p></p><p>[sblock=Updated Map]</p><p><img src="http://dl.dropbox.com/u/7056763/PFS41/images/hall_of_wonders.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>[/sblock]</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="IronWolf, post: 5826460, member: 21076"] With weapons being drawn, Jalil, Kronk, Kalenth and Isandra step into the building through the doors. The thick steam and mist vapor choke the hall on the other side of the door as well making visibility quite difficult. Isandra detects no magic within the hall the group just entered, though several hear the screams of a woman coming from the east, though unseen due to the mist. Karasu, with words in his unusual tongue spoken, moves through the door before him and finds himself in a non-steam filled portion of the facility. He immediately finds himself very near a pair of half-ord warriors who are tormenting a female gnomish engineer who is the source of the screams heard by Karasu and the others. There are other engineers huddled nearby, but the female gnome being pressed by the half-orcs appears in the most dire need. From the corner of his eye Karasu glimpses a figure on the catwalk above. Karasu hurriedly takes in the rest of the room as the scene unfolds quite close to him. There appears to be a brass planetarium rotating in the northeast corner, a clockwork contraption ticking and tocking as it turns on its axis and a giant metal crab that sits with its claws extended on a southwestern platform. The crab appears to have a hatch at one end. [sblock=OOC] Treat the clouded area as if in an [url=http://www.d20pfsrd.com/magic/all-spells/o/obscuring-mist]obscuring mist spell[/url]. "The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target)." The black dots note the gnome engineers. Don't miss the red dot on the second level map on the catwalk to the right. Go ahead and roll init. [sblock=PeteZero] I can get to Myth Weavers, but they have this note up on their main page: "We recently had, and are recovering from, some reachability issues. The site may continue to load intermittently or look odd as the rest of the internet reacts to changes we had to make because of a DDoS on our DNS provider." [/sblock] [sblock=Updated Map] [img]http://dl.dropbox.com/u/7056763/PFS41/images/hall_of_wonders.jpg[/img] [/sblock] [/sblock] [/QUOTE]
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