Mission: Scouting the Options [EYE] [EL 9] [Archive] - Wizards Community

Post/Author/DateTimePost
Erithmu

09-19-06, 05:45 PM
This is a EYE mission for Saffron Brass. If you are not Vathelokai or Erithmu Please to not post here.

Log:
Week 1: Saffron disabled a pair of theives (2*ECL7)
Used: Invis wand 2, Detect magic 2
Week 2: Saffron prevented herself from being crushed under stone (CR 9)
Used: Invis wand 1, Detect magic 1, Shard of disable device +6
Week 3: If at first you don't succeed ... (CR 9 pyro hydra)
Used: Potion: MA [1], Magic fang [1], CLW wand 8, Invis wand: 2

Saffron gains: 8100xp/13500gp

Mission Goal: GP rewards: 1400gp (http://www.hwx.it/wizards.com/dice.php?sid=688)

Saffron Brass
http://i14.photobucket.com/albums/a327/Vathelokai/CoCo%20Maps/Saffron1.jpg

Gender and Race: Female Brass Dragon
Size and Type: Dragon (Fire)
Height and Weight: 18" 20 lbs.
Age: Wyrmling (5 years)
Alignment: Chaotic Good
ECL: 9 (4 Dragon, 2 Lv. Adj., 1 Rogue, 2 Horizon Walker)
Experience: 44,382/45,000

Guild: EYE

Attributes
STR 10 (+0) [02 pts] [10 Base]
DEX 10 (+0) [02 pts] [10 Base]
CON 18 (+4) [10 pts] [16 Base, +2 Racial]
INT 17 (+3) [10 pts] [16 Base, +1 Advancement]
WIS 10 (+0) [02 pts] [10 Base]
CHA 16 (+3) [10 pts] [16 Base]

Miscellaneous Statistics
Hit Points: 72 [7 HD] [12 (Dragon) + (6.5 (Dragon) x 3) + (3.5 (Rogue) x 1) + (4.5 (Horizon Walker) x 2) + (7 HD x 4 Con)]
Armor Class (Normal): 15 [10 Base, +0 Dex, +2 Size, +3 Natural]
Armor Class (Touch): 12 [10 Base, +0 Dex, +2 Size, +3 Natural]
Armor Class (Flat-Footed): 15 [10 Base, +0 Dex, +2 Size, +3 Natural]
Initiative: +0 [+0 Dex]
Base Attack Bonus: +6 [+4 (Dragon), +2 (Horizon Walkr)]
Grapple: -2 [+6 BAB, +0 Str, -8 Size]
Speed (Land): 60 ft [60 Base]
Speed (Flight): 150 ft, average maneuverability [150 Base]
Speed (Burrow): 30 ft [30 Base]
Weight Carried: 7 lbs, light encumbrance [0-16.5 (Light), 16.6-33 (Medium), 33.1-50 (Heavy)]

Saves
Fortitude: +11 (+4 Endurance) [+4 Con, +4 (Dragon), +3 (Horizon Walker)]
Reflex: +6 [+0 Dex, +4 (Dragon), +2 (Rogue)]
Will: +4 [+0 Wis, +4 (Dragon)]
Immunities: Sleep, Paralysis, Fire
Vulnerabilities: Cold

Melee Attacks
Bite +8, 1d4, (20/x2), (Piercing) [+0 Str, +6 BAB, +2 Size]
Claw +3, 1d3, (20/x2), (Slashing) [Does not threaten adjacent squares] [+0 Str, +6 BAB, +2 Size, -5 Secondary]
Full Attack: Bite +8, 1d4, and 2 Claws +3, 1d3 (20/x2), (Slashing/Piercing) [+0 Str, +6 BAB, +2 Size, -5 Secondary]

Ranged Attacks
None [+0 Dex, +6 BAB, +2 Size]

Special Attacks & Abilities
Sneak Attack: +1d6
Breath Weapon: Line of Fire 1d6, 30 ft., DC16 Reflex [1d4 rounds to recharge]
Breath Weapon: Cone of Sleep, 15 ft., DC16 Will [1d4 rounds to recharge]
Eat anything
Tire at 1/2 speed during overland travel
Blindsense 60 ft.
Darkvision 120 ft.
Low-light vision [Quadruple Human Range]
Keen senses [Double Human Range]
Trapfinding [Find Traps Above DC 20]
Terrain mastery: Desert Immune to fatigue, and anything that would cause exhaustion causes fatigue instead. Also +1 insight to hit/damge creatures with "environment: desert" in their statblock.
Terrain mastery: Plains +4 spot checks. Also +1 insight to hit/damge creatures with "environment: plains" in their statblock.

Feats
HoverLvl 1
EnduranceLvl 3 [+4 to Saves vs. Environmental Hazards, Constitution Checks, and Swim Checks]
TrackLvl 6 [Track creatures in any environment]

Skills
Total Skill Points: 88 [63 (Dragon), 11 (Rogue), 14 (Horison Walker)]
Languages: Draconic, Common, Sylvan, Ignan, Celestial, Infernal, Abyssal, Terran, Auran, Aquan, Animal
[+1 Racial, +3 Int, +6 Speak Language (6 (Horizon Walker), +1 Spell-Like Ability]
Armor Check Penalty: +0 [0 Armor]

Spot: +16 [+0 Wis, +7 Ranks (6 (Dragon), (1 (Rogue), +5 Competence, +4 Terrain Mastery]
Listen: +5 [+0 Wis, 5 Ranks (5 (Dragon)]
Hide: +8 [+0 Dex, 0 Ranks, +8 Size]
Move Silently: +1 [+0 Dex, 1 Ranks (1 (Rogue))]

Bluff: +8[+3 Cha, 5 Ranks (5 (Rogue))]
Concentration: +9 [+4 Con, 5 Ranks (5 (Dragon))]
Diplomacy: +17 [+3 Cha, 10 Ranks (6 (Dragon), 1 (Rogue), 3 (Horizon Walker)), +2 Synergy (Bluff), +2 Synergy (Sense Motive)]
Disable Device: +4 [+2 [MW] Thieves Tools] [+3 Int, 1 Ranks (1 (Rogue))]
Gather Information: +11 [+3 Cha, 6 Ranks (5 (Dragon), 1 (Rogue)), +2 Synergy (Knowledge Local)]
Knowledge (Geography): +11 [+3 Int, 8 Ranks (7 (Dragon), 1cc (Rogue))]
Knowledge (Local): +8 [+3 Int, 5 Ranks (5 (Dragon))]
Knowledge (Nature): +10 [+3 Int, 5 Ranks (5 (Dragon)), +2 Synergy (Survival)]
Open Lock: +1 [+0 Dex, 1 Ranks (1 (Rogue))]
Search: +10 [+3 Int, 7 Ranks (6 (Dragon), 1 (Rogue))]
Sense Motive: +5 [+0 Wis, 5 Ranks (5 (Dragon))]
Sleight of Hand: +3 [+0 Dex, 1 Ranks (1 (Rogue)), +2 Synergy (Bluff)]
Survival: +8 [+2 Synergy: Avoid Getting Lost] [+2 Synergy: Find Tracks] [+2 Synergy: Above Ground Natural Settings] [+0 Wis, 8 Ranks (3 (Dragon), 5 (Horizon Walker)), +2/4 Synergy (Special)]
Tumble:+1 [+0 Dex, 1 Ranks (1 (Rogue))]

Prefight Actions
None currently

Equipment Worn and Carried
Broach of Shielding [101/101 charges] [0 lbs][1500 gp]
Eyes of the Eagle [0 lbs][2500 gp]
Gauntlets of Pain [CL 5] [50/50 charges] [2 lbs] [13,500 gp] [custom item: 15 credits] [metamagic changed: 5 credits] Gauntlets of Pain: These brass gauntlets are etched with images of lightning bolts and the Storm God. By speaking the command word, the wearer activates the their ability to summon pain. The gauntlets have 50 charges. When out of charges the braclets become mundane jewelry. The braclets weigh 2 lbs (1 lb. each).

This power functions exactly like the spell 'call lightning' as augmented by the metamagic feat subdual substitution. The effective caster lv. is 5 and the reflex save DC is 14.

Moderate Evocation; CL 5th; Craft Wonderous Item, call lightning, subdual substitution; Price 13,000.
Wand of Detect Magic [CL 1] [50/50 charges] [0 lbs] [375 gp]
Wand of Cure Light Wounds [CL 1] [31/50 charges] [0 lbs] [750 gp]
Wand of Detect Secret Doors [CL 1] [49/50 charges] [0 lbs] [750 gp]
Wand of Invisibility [CL 3] [39/50 charges] [0 lbs] [4500 gp]
Wand of Ray of Enfeeblement [CL 2] [49/50 charges] [0 lbs] [1500 gp][5 credits]
Handy Haversack [5 lbs] [2000 gp]

Gloves of Object Reading [0 lbs] [3000 gp]
5 Bags of Flour [5 lbs] [.1 gp]
20 Wooden Holy Symbols (20 Different Dieties) [0 lbs] [20 gp]
[MW] Thieves Tools [2 lbs] [100 gp]
Mirror [.5 lbs] [10 gp]
[MW] Manacles [2 lbs] [50 gp]
Lock, Amazing [1 lbs] [150 gp]
Bag of Holding (Type I)[15 lbs] [2500 gp]

Block and Tackle [5 lbs] [5 gp]
Crowbar [5 lbs] [2 gp]
100 Chalk Sticks [0 lbs] [1 gp]
Fishing Net [5 lbs] [4 gp]
Black Ink [0 lbs] [8 gp]
Red Ink [0 lbs] [16 gp]
Yellow Ink[0 lbs] [16 gp]
Blue Ink[0 lbs] [16 gp]
10 Empty Vials [1 lbs] [1 gp]
5 Ink Pens [0 lbs] [.5 gp]
10 Foot Pole [8 lbs] [.2 gp]
Hammer [2 lbs] [.5 gp]
Grappling Hook [4 lbs] [1 gp]
50 Foot Silk Rope [5 lbs] [10 gp]
Whistle [0 lbs] [.8 gp]
Wax [1 lbs] [1 gp]
Sewing Needle [0 lbs] [.5 gp]
Sledge Hammer [10 lbs] [1 gp]
Shovel [8 lbs] [2 gp]
Tent [20 lbs] [10 gp]
Blank Spell Book (Notebook) [3 lbs] [15 gp]
Spell Component Pouch [2 lbs] [5 gp]
Scale [1 lbs] [2 gp]
Hourglass [1 lbs] [25 gp]
Magnifying Glass [0 lbs] [100 gp]
5 Full Waterskins [4 lb each = 20 lbs][1 gp each = 5 gp]

22,169.4 gp in gems


Expendable Items Max total (ECL2 x 50): 4050 gp
Expendables (except tattoos) are in Haversack

5 Acid Vials [1 lb each = 5 lbs][10 gp each = 50 gp]
2 Antitoxin Vials [0 lb each = 0 lbs][50 gp each = 100 gp]
5 Smokesticks [0.5 lb each = 2.5 lbs][20 gp each = 100 gp]
2 Thunderstones [1 lb each = 2 lbs][30 gp each = 60 gp]
10 Tindertwigs [0 lb each = 0 lbs][1 gp each = 10 gp]

Universal Solvent [.1 lb each = 0 lbs][50 gp each = 50 gp]
Psionic Shard: Disable Device +6 [.1 lb each = 0 lbs][360 gp each = 360 gp]
Elixer of Love [.1 lbs][150 gp]
Elixer of Sneaking [.1 lbs][250 gp]
Elixer of Vision [.1 lbs][250 gp]

2 Potion of Mage Armor [0.1 lb each = .2 lbs][50 gp each = 100 gp]
Potion of Resist Elements: Sonic (10) [.1 lbs][300 gp]
Potion of Resist Elements: Cold (10) [.1 lbs][300 gp]
2 Potion of Blur [.1 lbs][300 gp each = 600]
Potion of Hide from Undead [.1 lbs][50 gp]
Potion of Magic Fang [.1 lbs][50 gp]
Potion of Pass without Trace [.1 lbs][50 gp]
Potion of Remove Fear [.1 lbs][50 gp]

Tattoo of Synesthete [100 gp]
Tattoo of Biofeedback [100 gp]
Tattoo of Forcescreen [100 gp]

Crawling Tattoo of MindLink [ML 2] [100 gp]
Crawling Tattoo of Empathic Transfer, Hostile [ML 5] [750 gp]

Equipment at Home
All Equipment in Haversack

Allies
Maximum CR per ally: CR 5 [ECL - 4]
Maximum ECL per ally: ECL 7 [ECL - 2]
Maximum CA of allies per fight: CA 7 [ECL - 2]

Non-Combat Abilities

Monsters as Player Races (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAsRaces.html)
A dragon is a reptile-like creature, usually winged, with magical or unusual abilities.
Features:
12-sided Hit Dice.
Base attack bonus equal to total Hit Dice (as fighter).
Good Fortitude, Reflex, and Will saves.
Skill points equal to (6 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.

Traits: A dragon possesses the following traits (unless otherwise noted in the description of a particular kind).
Darkvision out to 60 feet and low-light vision.
Immunity to magic sleep effects and paralysis effects.
Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which case it is proficient with all simple weapons and any weapons mentioned in its entry.

Proficient with no armor.

Dragons eat, sleep, and breathe.

A dragon can always use its breath weapon while grappling, as well as its spells and spell-like or supernatural abilities, provided it succeeds on concentration checks.

Dragons do not tire as quickly as other creatures when moving overland on the ground. If a dragon attempts a hustle or a forced march, check for nonlethal damage once every 2 hours instead of every hour.

A dragon’s metabolism operates like a highly efficient furnace and can metabolize even inorganic material. Some dragons have developed a taste for such fare.
Using a breath weapon is a standard action. Once a dragon breathes, it can’t breathe again until 1d4 rounds later. If a dragon has more than one type of breath weapon, it still can breathe only once every 1d4 rounds.

A blast from a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragon’s choice, with an area as noted on the table below. If the breath weapon deals damage, creatures caught in the area can attempt Reflex saves to take half damage; the DC depends on the dragon’s age and variety, and is given in each individual entry. Saves against nondamaging breath weapons use the same DC; the kind of saving throw is noted in the variety descriptions. The save DC against a breath weapon is 10 + 1/2 dragon’s HD + dragon’s Con modifier.

A tiny brass dragon has two types of breath weapon, a line of fire (30 ft) and a cone of sleep (15 ft). Creatures within the cone must succeed on a Will save or fall asleep, regardless of HD, for 1d6 rounds plus 1 round per age category of the dragon.

The fire damage for the brass dragon's breath weapon is 1d6 x the age catagory of the dragon.
A dragon’s spell-like abilities depend on its age and variety. It gains the abilities indicated for its age plus all previous ones. Its age category or its sorcerer caster level, whichever is higher, is the caster level for these abilities. The save DC is 10 + dragon’s Cha modifier + spell level. All spell-like abilities are usable once per day unless otherwise noted.

Speak with Animals:
Divination CL 1
Components: V, S
Casting Time: 1 standard action
Duration: at will
You can comprehend and communicate with animals. You are able to ask questions of and receive answers from animals, although the spell doesn’t make them any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.
All dragons have immunity to sleep and paralysis effects. Each variety of dragon has immunity to one or two additional forms of attack no matter what its age, as given in its description. Brass dragons are immune to fire and vulerablility to cold(+50% dmg).

Bite: Bite attacks deal the indicated damage plus the dragon’s Strength bonus. A dragon also can use its bite to snatch opponents if it has the Snatch feat.
Claw: (2/rnd) Claw attacks deal the indicated damage plus 1/2 the dragon’s Strength bonus (round down). The dragon also can use its claws to snatch opponents if it has the Snatch feat. Claw attacks are secondary attacks, requiring a –5 penalty on the attack roll. (Many dragons choose the Multiattack feat to lessen this penalty to –2).

A dragon knows and casts arcane spells as a sorcerer of the level indicated in its variety description, gaining bonus spells for a high Charisma score. Some dragons can also cast spells from the cleric list or cleric domain lists as arcane spells.

Brass dragons cast all cleric spells and those from the Chaos and Knowledge domains as arcane spells
Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
All dragons have skill points equal to (6 + Int modifier, minimum 1) x (Hit Dice + 3). Most dragons purchase the following skills at the maximum ranks possible: Listen, Search, and Spot. The remaining skill points are generally spent on Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Sense Motive, and Use Magic Device at a cost of 1 skill point per rank. All these skills are considered class skills for dragons. (Each dragon has other class skills as well, as noted in the variety descriptions.)

Bluff, Gather Information, and Survival are considered class skills for brass dragons.
All dragons have one feat, plus additional feats based on Hit Dice just like any other creature. Dragons favor Alertness, Blind-Fight, Cleave, Flyby Attack, Hover, Improved Initiative, Improved Sunder, Power Attack, Snatch, Weapon Focus (claw or bite), Wingover, and any metamagic feat that is available and useful to sorcerers.

Sneak Attack [When opponent is denied dex bonus]
Trapfinding [Can search for traps above DC 20]

Terrain Mastery: Desert [Immune to fatigue, and anything that would cause exhaustion causes fatigue instead. Also +1 insight to hit/damge creatures with "environment: desert" in their statblock.]
Terrain Mastery: Plains [+4 spot checks. Also +1 insight to hit/damge creatures with "environment: plains" in their statblock.]

+2 Att
+2 AC
+8 Hide checks
-8 Grapple checks
Uses smaller equipment
Carries 3/4 the weight of medium creatures


Miscellaneous Information


Ready for (Month) (Day) [Fight (?)] - (Free Activity) or
Ready for (Month) (Day) [Fight (?)] - Miniquest: EL ?, QL (Questlord) or
Ready for (Month) (Day) - (Full Activity) or
Ready for (Month) (Day) - Quest: EL ?, QL (Questlord) or
Ready for (Month) (Day) - Campaign: (Campaign Name) or
Ready for (Month) (Day) - (Type) Operation - (Subtype) - (Goal or Target)

Talk them to death.


See Quests in Fight Results


Previously Owned

These items were refunded full price due to the new expendables rule.

4 feathertoken anchors [200gp]
elemental gem (fire) [2250gp]
potion resist elements: electric (30) [1100gp]
tatoo expansionA-durration [ml3] [600gp]
potion bull's strength [300gp]
potion prot. good [50gp]
potion prot. evil [50gp]
2 potion hide (animals) [100gp]
Incense of obsession (w/ casting spells){cursed item} [200gp]

Refunded from rules change [link]: Tiny Greataxe [20 gp]


wand magic.miss [bought for 750gp][44/50 charges][value 660gp][330 gp]
Wand of Magic Missile [CL 3] [50/50 charges] [bought for 2250 gp] [1125 gp]
Potion of Bull's Strength [found for 225 gp][150 gp]
Potion of Lesser Restoration [bought for 300 gp][150 gp]
Potion of Endure Elements [bought for 50 gp][25 gp]


7 potions mage armor [50gp each] [350gp]
potion invisibility [300gp]
10 acids [10gp each] [100gp]
thunderstone [30gp]
[s]tatoo clairvoyant sense [300gp] cannot be made into tatoo
tatoo force screen [100gp]
tatoo biofeedback [100gp]
2 potion resist elements: cold (10) [300gp each] [600gp]
2 potion bears endurance [300gp each] [300gp]
2 potion blur [300gp each] [300gp]
Potion of Hide from Animals [50 gp]
Crawling Tattoo of Mindlink [ML 2] [100 gp]


Current 3FC Information


Time Before Fights: ?
Prebuffs/Ongoing Effects: None
Items Used: ?
x/day Abilities Used: ?
Free Activity: Guard


Time Before Fights: ?
Prebuffs/Ongoing Effects: None
Items Used: ?
x/day Abilities Used: ?
Free Activity: Guard


Past Fight Results

Completed Quest: Comming of Age (Tellish_of_Ket) - [7200 xp] [8000 gp]
Completed MiniQuest: Episode 1 ~ The Silver Soldier - [1500 xp] [1600 gp]
Completed MiniQuest: Episode 2 ~ The Golden Golem - [1500 xp] [1600 gp]
Loss vs Orc Vampire, Ftr. 5 (Monster) - [600 xp] [666 gp]
Loss vs Krunch (Tellish_of_Ket) - [700 xp] [866 gp]
Loss vs Pale Rider (Tellish_of_Ket) - [700 xp] [833 gp]
Win vs Daeren Stronghammer (TelinArtho) - [2100 xp] [2600 gp]
Loss vs Vandalar the Red (SoulLord) - [800 xp] [1133 gp]
Failed Quest: Grounding the Dragon (Waywreth) - [0 xp] [0 gp] [items reset]
Completed MiniQuest: Returning Home - [2100 xp] [2375 gp] [225 gp items]
Fixed Character Error
Loss vs Lord Frost (Macbrea) - [1200 xp] [1333 gp]
Win vs Morgan MacNiven (MysticMonk2005) and Lissa Longfellow (Gonbow) [hunter match] - [3200 xp] [4533 gp]
Loss vs Nell Leone (Huan) - [900 xp] [1500 gp]
Three Fight Cycle Rules Begin Here
Fight Cycle 1
Win vs Arch-Devil Asran (Zevox) - [3085 xp] [5141 gp]
Lost vs Gaston [Waywreth] [597 xp] [560 gp]
Win vs Anixx the Warbringer [Iced] [2700 xp] [4500 gp]

Fight Cycle 2
Win/Lost vs Character (Player) - [00 xp] [00 gp]
Win/Lost vs Character (Player) - [00 xp] [00 gp]
Win/Lost vs Character (Player) - [00 xp] [00 gp]
Erithmu

09-19-06, 05:49 PM
Sola walked up the stairs to Saffron's Dragon Roost. The little dragon of the EYE was busy doing her normal learning and studying. Saffron looked over at Sola and smiled. You spend so much of your time up here, I figured the only way to find out how you were doing was to see if you accept visitors. He smiled back and then stepped into the room, May I see what your working on?
Vathelokai

09-22-06, 08:51 PM
Sola has to repeat himself to get the tiny dragon's attention, but when he does, he recieves it full blast. "You have got to look at this" she slides a spellbook across the floor and Sola looks down at the pages. It looks like a nonmagical diary. The letters are a very strange scrawl, but after a second he recognizes the draconic. It's notes about members of the EHTC. "You know how those EHTC guys have been loitering around and making trouble. Well I grabed that Asran guys stuff and did some research on it. Did you know he's the son of a Devil? I know, crazy stuff, but he got most of his gear from his dad's horde. The Archdevil gave the stuff to him directly. And that Anixx guy, he's not the same Anixx guy that was running around last week. He seems to have all the same memories and stuff, and that seems so wierd. I've been asking around but no one seems to know what happened." Sola looks over the book and sees almost the exact same rant written down.

"Interesting. But what is all this other stuff?" Sola points around to the couple dozen pieces of dirt covered junk scattered around the floor.

"Oh yeah! I found all that stuff digging under the base. Arrow heads, broken weapons, used scrolls, boots. It was all laying around burried. Guess who it belongs to. GUESS?! You can't can you. Even if you knew you couldn't, cause the shadow is the only one that knows (I think) the exact circumstances. You see this scroll here belonged to Ankala, a witch over at TAO before the year of hell. And that pile of arrows belonged to a githyanki. That axe over there, that belonged to a dwarf weaponsmith from the founding of the city, but I didn't find that under the base. It was out on the east side of the continent. But I'm sure it's related somehow.

Anyway, check this out." Saffron pulls a pair of gloves from her backpack that was sitting in the corner. "Put these on and start touching stuff. Concentrate real hard. Go ahead!" Sola politely puts the gloves on and picks up the axe. At first there is nothing, but after a moment his vision is blured out and in the shadows he sees a dwarf pounding at a forge. The vision shifts again and he sees the dwarf in battle with some shadowy force. Then he sees Saffron picking up the axe and putting it in her bag.




""
Erithmu

09-23-06, 11:38 AM
Sola snaps back to his senses, the normally calm and collected man seems to have lost his composure with the sudden vision. Interesting, Saffron, would you mind seeing if the GSIS building actually has any stable foundation underneath? It would be useful in keeping some of our more interesting information safe from the eyes of others. It would also help us to see if there are any threats to our building from underneath.
Vathelokai

09-23-06, 11:51 AM
"Sure, that's what I've been doing with some of my spare time. Like a couple weeks back I crawled all the way down to the sewers below the base. Pretty nasty down there. I was looking around and got knocked out by the place, I think it was the place, but man. I'll go check the basement for cracks." Saffron takes the gloves and slides the stretchy material over her hands. She grabs her pack and fits it between her wings and hops into the air. "See you an a few. Anything specific you want me to check on?"

After final conversation bits, Saffron will fly out the window and dive into the ground. Circle the compound and check the dimentions of the place before entering. Remember to come up for air every 2 minutes or so (I think that's her Con range. Never bothered to check the suffocation rules).

Fast forwarding approved.
Erithmu

09-23-06, 02:11 PM
Sola shakes his head, To be honest I am not sure of what is down there, so I have no specifics. If there is history, find what you can. If there are dangers just report if you feel endangered. No need to dig your own grave, so to speak.

With that Saffron took to digging around. She spent more than an hour digging around the base of the new EYE building getting the measurements as well as possible entrance locations to the basement areas. As far as she could tell, there was no direct link to the new EYE building from the old GSIS building. There were a couple of windows by which she could enter the rubble. Poking her head through one she found that the air was stale but breathable. It was not so stale that there must have been some form of ventalation down to the ruins. The ruins still had the sewage access running to it, but Saffron could not break through the metal to find out if the pipes were full or empty. The windows were also not near where it would be easy to get back to the sewage entrance.

So here is what we have:
x = 200 ft long
y = 100 ft deep
z = 50 ft high
(0,0,0)SW corner floor

Likely 3 floors judging from where the windows are.
Sewage entrance (120,40,0) floor
Entry locations:
Window 1 (10,0,30) South wall (2nd? floor)
Window 2 (80,100,45) North wall (3rd? floor)
Broken Skylight (50,20,50) Roof
Vathelokai

09-23-06, 03:27 PM
Saffron returns to report to Sola. Then she makes her way to the skylight enterance. She taps herself with her wand of invisibility, then with detect magic before crawling through the enterance.

Hover down invis and moving slowly. Search the room for traps and such.
Erithmu

09-26-06, 12:03 AM
Good grief ... Its been a nutty week for me. Sorry about being slow. Lets see what we can to remedy that situation.

With wands in hand she hovers in the room with the skylight. This room appears to be a common room. There are remains of couches and bookshelves with a set of double doors leading to a hall. The ceiling itself is about 20ft high and the room dimentions are roughly 60x60. There is no magic in the room nor on the doors, as well as the doors appearing to be untrapped and unlocked. Opening them them it expands into a large hallway that runs the rest of the lenght of the building, as well as a North-South Hallway. It would appear that the third floor was the dormatory for the the old GSIS building.

With a quick scan of the hallway she again found no magic, but did hear some sounds from downstairs. A conversation of sorts, but nothing that could be distinguished without getting closer. It was comming from the stairs from the end of the hall.


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| 2|*|*|*|*|*|*|*|*|*|*|*|*|*| | |*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|* |*|*|*|*|*|
| 3|*|*|*|*|*|*|*|*|*|*|*|*|*| | |*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|* |*|*|*|*|*|
| 4| | | | | | | | | | | | |*| | |*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|* |*|*|*|*|*|
| 5| | | | | | | | | | | | |*| | |*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|* |*|*|*|*|*|
| 6| | | |C|o|m|m|o|n| | | |*| | |*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|* |*|*|*|*|*|
| 7| | | | | | | | | | | | |*| | |*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|* |*|*|*|*|^|
| 8| | | | | | | | | | | | |*| | |*|*|*|D|*|*|*|*|*|D|*|*|*|*|*|D|*|*|*|* |*|D|*|*| |
| 9| | | | | | | | | | | | |D|S| | | | | | | | | | | | | | | | | | | | | | | | | | |
|10| | | | | | | | | | | | |D| | | | | | | | | | | | | | | | | | | | | | | | | | | |
|11| | | | |R|o|o|m| | | | |*| | |*|*|*|D|*|*|*|*|*|D|*|*|*|*|*|D|*|*|*|* |*|D|*|*| |
|12| | | | | | | | | | | | |*| | |*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|* |*|*|*|*|v|
|13| | | | | | | | | | | | |*| | |*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|* |*|*|*|*|*|
|14| | | | | | | | | | | | |*| | |*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|* |*|*|*|*|*|
|15| | | | | | | | | | | | |*| | |*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|* |*|*|*|*|*|
|16|*|*|*|*|*|*|*|*|*|*|*|*|*| | |*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|* |*|*|*|*|*|
|17|*|*|*|*|*|*|*|*|*|*|*|*|*| | |*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|* |*|*|*|*|*|
|18|*|*|*|*|*|*|*|*|*|*|*|*|<| | |*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|* |*|*|*|*|*|
|19|*|*|*|*|*|*|*|*|*|*|*|*|<| | |D|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|* |*|*|*|*|*|


S = Saffron
D = Duh
<>^v = Stairs down
Vathelokai

09-26-06, 05:22 AM
Taking only mild interest in the voices, Saffron checks the north and south hallways, opening the doors. and looking down the stairwells. Then she slowly makes her way down the long hall, peeking into the dorm rooms along the way.

Move at half speed for quietness. Search doors before opening them; skip over trapped ones. Re-up my invisibility (if nessicary) before going down the long hall; step into the common room and shut the door to block the casting noise. Once I get closer to the voices move even slower and listen harder. Keep inching closer until I can understand what is said, or can see something.
Erithmu

09-26-06, 05:57 PM
Saffron flies down the hallway toward the first door. Reaching it she looks for traps and magic but finds none. With a little push she finds the door unlocked. With the gentlist of touches she pushes the door and it begins to creak. He holds off pushing it the rest of the way as the sound might alert the others downstairs. Looking at each other door she finds the same thing; no traps and rusted hinges.

As she reaches the end of the hallway she can begin to make out two distinct voices but is unable to hear what they are saying. Glancing over the railing at the East end of the hallway Saffron is able to look down and see what appears to be a General Multipurpose room. The two sets of stairs head North-South and then double back to meet in the middle. A Walled room with glass mostly shattered has room for about 80 guests. On the far side of the Ballroom she can see what appears to be a balcony leading to what must be the grand entrance room. She spies two men working on a door along the southern wall.

Adjusting her sight she suddenly notices a sheet of magic seperating herself from the ballroom.

Second Floor:

|xy|A|B|C|D|E|F|G|H|I|J|K|L|M|N|O|P|Q|R| S|T|U|V|W|X|Y|Z|a|b|c|d|e|f|g|h|i|j|k|l| m|n|
| 0|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*| *|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*| *|
| 1|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*| *|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*| *|
| 2| | | | | | | | | | | | | |*| | | | | | | | | | | | | | | | | | | | | | | |*|*|*|
| 3|*|*|*|*|v|v|*|*|*|*|*| | |*| | | | | | | | | | | | | | | | | | | | | | | |*|*|*|
| 4|*|*|*|*|*|*|*|*|*|*|*| | |*| | | | | | | | | | | | | | | | | | | | | | | |*|*|*|
| 5| | | | | | | | | | |*| | | | | | | | | | | | | | | | | | | | | | | | | | |*| |v|
| 6| | | | | | | | | | |*| | | | | | | | | | | | | | | | | | | | | | | | | | |*| |*|
| 7| | | | | | | | | | |*| | | | | | | | | | | | | | | | | | | | | | | | | | |m| |*|
| 8| | |o|p|e|n| | | | |*| | | | | | | | | | | | | | | | | | | | | | | | | | |m| |*|
| 9| | | |a|i|r| | | | |*| | | | | | | | | | | | | | | | | | | | | | | | | | |m| |*|
|10| | | | | | | | | | |*| | | | | | | | | | | | | | | | | | | | | | | | | | |m| |*|
|11| | | | | | | | | | |*| | | | | | | | | | | | | | | | | | | | | | | | | | |*| |*|
|12| | | | | | | | | | |*| | | | | | | | | | | | | | | | | | | | | | | | | | |*| |^|
|13| | | | | | | | | | |*| | | | | | | | | | | | | | | | | | | | | | | | | | |*|*|*|
|14|*|*|*|*|*|*|*|*|*|*|*| | | | | | | | | | | | | | | | | | | | | | | | | | |*|*|*|
|15|*|*|*|*|*|*|*|*|*|*|*| |2|*| | | | | | | | | | | | | | | | | | | | | | | |*|*|*|
|16|*|*|*|*|*|*|*|*|*|*|D|1| |*| | | | | | | | | | | | | | | | | | | | | | | |*|*|*|
|17|*|*|*|*|*|*|*|*|*|*|D| | |*| | | | | | | | | | | | | | | | | | | | | | | |*|*|*|
|18|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*| *|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*| *|*|
|19|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*| *|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*| *|*|


1&2: voices (still to far to hear) with 2 lanterns
m: magical field
* Unpassable rubble

You are about to run out of your first invis, but I figured since I didn't have you open the doors, you had time to peak over and take a look.
Vathelokai

09-27-06, 05:42 AM
Saffron tries to remember where the window enterences where outside. She guesses that one of them goes to the room the two strangers are trying to enter.

Not wanting to deal with a magical forcefield just yet, Saffron continues down the stairs, hopeing she can find another unblocked hall and stairwell.

I'm not sure if I'm interpreting the map correctly; is there a stair up and a stair down? If there's one down, continues scouting. If not, then go back up and out; try comming in through the second floor window. Spark up the invis and another det. magic before comming in.
Erithmu

09-27-06, 09:51 AM
Sorry ... Those stairs link the 2nd and 3rd floors.

Going back up through the skylight Saffron reenters the complex from the window after resetting her magical wards. Poking her head out she looks into an office that has for the most part been preserved with the exception of what the rubble through the window has done. It appears to be much like the guildmaster's quarters in the EYE. She still hears the two men outside working on the lock.

On the North wall nothing is placed, and the wall itself radiates magic (no ranks in spellcraft) of a moderate aura, as well as a few minor items on the desk and on a few of the locks in the desk, but the major aura comes from the wall.

The men seem to having difficulty with the lock and Saffron notices that there is a magic aura on the lock itself.

Room is basically 20ft NS and 40ft EW
Vathelokai

09-28-06, 06:41 AM
Suddenly torn between messing with a very interesting wall, and a pair of thieves, Saffron has to sit a moment and ponder it. She finally decides to step back out of the window and try a different spell...

Slide back out the window and tap self with wand of det. secret doors. Scan the room. Search what I find. If nothing interesting happens, tip toe over to the door and open it for the thieves (stand still after fliping the latch). See what happens when they mess with the wall. If they actually break into any of the locked doors and try to steal stuff, then hit them both with sleep gas.

If I cannot get the door open for them, then search the wall. Try to disbelileve it. If nothing else, toss some rocks at it.

Spend some time exploring the room. I'm open to hints, if I'm missing something obvious.
Erithmu

09-28-06, 09:34 AM
Sliding back into the ground Saffron adds another spell and scans the room. The only secret door seems to be on the west wall. However the only place it could go would be outside the building; possibly an escape route.

As Saffron tries to open the door she finds that it is locked from the inside as well. The door hums slighly as she does and she hears the other two on the outside. They obviously think they are alone

I told you not to do that again!
I'm trying, but this is one of the most stubborn locks I have tried to pick. I told you we should have had Varni come.
That arcanist would only take half the loot and leave the other half to split between us.
Maybe, but I heard that some people hire mages to lock their doors and it makes it almost impossible to pick manually.
Quit your yapping and get back to work, Otherwise I'll break the door down for you.
You know, for as much as I have mentioned about traps and locked doors, you seem to keep forgetting that this building was built by the Security council. They probably have traps everywhere. Like on this door when it opens.

Saffron notes that the door has a fair amount of space underneath that her sleep gas might be able to slide under.

The building encounters are kind of ambigious. Only the final encounter is mostly scripted. I just have to have two 'encounters' before then. Some of the hard part is that I can't give you schools of magic to improve your chances. I did give you a clue about the room door, this is a second one.
Vathelokai

09-28-06, 10:35 AM
Thieves...., Saffron thinks to herself. Irritated at their persistance, Saffron sticks her nose right under the door and puffs a cloud of gas through. If nothing else it should slow them down.

After listening to them panick for a moment, Saffron turns back to the wall. A secret door there. Fishing in her pack, she pulls out an impossibly long pole and begins poking at the wall. Maybe a multi dimentional room, or a teleporter, or some strange illusion. She had no idea, but was determined to find out.

Breathe on them, then mess with wall via 10 ft. pole. After that, try searching/feeling around on the wall.
Erithmu

09-29-06, 01:53 PM
Saffron moved over to the door quietly as the lock picker continued to work on the door. Taking in a silent breath her metabolism adjusted the air to a sleep gas as she breathed under the door.

What the...? Get back Trap!
I told you! *Cough Cough* What is this?
I don't know *Cough Cough* But ... I think I'll... *THUNK*
Hey wake up man ... Aww, don't be dead, com'on.

Will saves: 3,16
Sleep rounds 4
Recharge 3
Rolls under Rithquest/coco pass
Vathelokai

09-29-06, 07:34 PM
If the other guy sounds like he's close when my BW recharges (in 1d4 rounds), hit him again. Continue with plan to mess with magical wall using 10 ft pole.
Erithmu

09-29-06, 07:45 PM
Saffron waits as the one awake man continues to work on waking his buddy up, but the magical sleep keeps him under. Saffron waits and the guy almost panics about his buddy.

Ok Ok ... calm down, its probably just a trap which means ... that it wont reset, ok. He isn't dead cause he is still breathing, just got to wait for him to wake up.

There are a few sounds of him pacing infront of the door as Saffron breathes again ... hun ... *Thunk*

Content she takes the pole that she had collected and pokes at the hidden door. Nothing seems to do anything, so she checks it manually. There appears to be no magic on the door, or behind it. It simply appears to be an escape route. About this time she hears a small groan from outside the door as the theives wake up.

Wills: 5,14
Sleep 4 rnds
Recharge 1 rnd
Vathelokai

09-29-06, 09:28 PM
Saffron checks the locks and opens the secret door, keeping an ear on the two thieves. If they're not detered, she may have to go back around to deal with them.

I ment the 10 ft pole in my haversack, but that works.

Try to pick the lock (tools also in haversack). Search around behind it.

Might consider bringing one of the thieves in to open it for me.
Erithmu

09-29-06, 09:39 PM
Unlock/Open The secret door?


|xy|A|B|C|D|E|F|G|H|I|J|K|L|M|N|O|P|Q|R| S|T|
| 0|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*| *|
| 1|*|*|W|W|W|W|W|W|*|*|*|*|*|*|*|*|*|*|*| *|
| 2|*|d| | | | | | | |*|*|*|*|*|*|*|*|*|*|*|
| 3|*|d|c| | | | | | |*|*|*|*|*|*|*|*|*|*|*|
| 4|*|d| | | | | | | |D|*|*|*|*|*|*|*|*|*|*|
| 5|S| | | | | | | | |*|*|*|*|*|*|*|*|*|*|*|
| 6|*|*|*|*|r|r|*|*|*|*|*|*|*|*|*|*|*|*|*| *|
| 7|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*| *|


S = Secret door
d = desk
c = chair
W = magic wall
D = door w/ thieves on other side
r = diggable rubble
Note: the secret door is technically along the outer wall of the building.
Vathelokai

09-29-06, 11:49 PM
OOh. I mean search/probe/poke around on the magic wall.
Erithmu

09-30-06, 12:36 AM
There we go onto the same page ...

Saffron tries the wall out, but find that it is hard as rock to the pole. The make of the material is made of a puesdo reflective material from the light comming under the door. However, the darkness makes it difficult to make out what exactly it would look like. There doesn't seem to be any thing that does anything, but their might be something else. At this time is seems like the two outside have woken up.

Ok enough of this.

The next sound is a smashing sound against the wood of the door. Judging from the dent in the wood, it will take him one or two more hits to break through.
Vathelokai

10-01-06, 03:27 AM
Saffron's eyes widen. She looks around the room futiliely for a good place to hide. The only thing that looks close is the desk. She crouches down and crawls underneath it, putting the chair between herself and where she expets the heads of the intruders to be. She grips her wand of invis tightly, and reaches into her bag to grab a smoke stick. With any luck they won't see her, and find some of the nifty things in the room for her.

At least I know they arn't elves, she muses.
Erithmu

10-01-06, 06:30 PM
Saffron bunkers down underneath the desk quickly as she can. One pound, a second, finally the wood shatters, flooding the room with light. The first view of him shows mace in hand and finishes bashing in the door.

There, much easier.

GRRAHHHHAaaaa!

The noise reverberated throughout the building, Saffron was suddenly very worried about getting through this mess. It seemed that the two thieves were as well

You IDIOT! Always thinking with your muscles and not with your head, I've taught you better than that. I told you when we had to get past that black dragon, but nooooo! you wanted to try to kill it with your mace, I'm still carring the acid burns from that one. Then there trying to con that angel into going upstairs to sleep with you, granted she was hot, but seriously ... ARE YOU KIDDING ME?! You have all the charm of someone who had an ogre sit on you and take a dump. And now we have to sneak out of here past that THING! by the sewer grate. This will only end badly for me. One of these days your going to get the both of us killed! Or at least me.
You done yet. Relax it was chained to the wall, we will throw down a smoke stick and get past it. It probably can't see in the dark anyways
Neither can you...
Shut up and work on the desk, we need to find what we got paid for.

The smart one moved over to the desk, he didn't seem to notice the glint of brass in his search for gold. The other man just seemed to stand an loom over the first's work. Saffron was close enough that he could sink her teeth into either of their feet.

Edit:
We are on Week 2 and we haven't had a fight, but I think we can move through the encounters, I have about 5 or 6 that you can end up dealing with. It is just a matter of which you find first.

That and I'm having a kick writing for these two
Vathelokai

10-02-06, 05:44 AM
Saffron remains perfectly still while the thieves try to crack the desk. Most likely it's either trapped or has arcane locks. Might as well let them find out.

Let them fool around for a bit. Ready to set off a smoke stick if they cheer on opening the desk. If they set off a trap, then try not to laugh, and hope it dosn't hit me too. If they decide to pound the desk open, then let them.

After the smokestick goes off, breath sleep gas on them. Shackle whoever falls asleep (preferably the brute). Try to have a plesant conversation with the smart one. Take whatever they stole back.
Erithmu

10-02-06, 08:26 PM
The smart one works on the lock on the file drawer. It is rather odd that the building itself is in such decent shape after its destruction. The brute fiddles with stuff on the desk, mostly scraps of paper from the sound of it.

I find it odd you reading from a book.
Funny, I find it odd that you can't open that drawer. What the heck does this sign mean again?
Umm. Ka .. dor .. ne ... Kadorne

Saffron notices it first. The magical wall is starting to change texture. Almost changing what is visible. Hey hey. Slowly the wall began to display what Saffron guesses is the open air over the entry room. Both men turn and begin to look at the wall Lemme see that book. The smart one moves over to face the wall from the middle of the room. Flipping through the pages it looks like he is trying to read the material.

Li-mo.

The wall rotates its view to see to the left.

How about something more complex ... umm Tor-ith-mal-so-ah

Rapidly the wall shifts again and takes a sharp right turn to face the ballroom moves forward, makes another right down the hall way passing through a broken door and suddenly is looking at a man holding a book. He shifts his hand across the screen. Moves it back and forward across what must be a magical sensor that he can't see. Very interesting.
What is it?
I'm not sure, but .... The sounds of pages flipped rapidly as he looked for something specific. He seemed to mutter a long string of commands together making sure the sounds came out right. Soph-ani-ilu-eth-vis-lo-so-ah-mal-tor-pele

The wall waited a moment, turned to face the roof then flew forward through stone, rubble, the living quarters of the EYE, through Saffron's roost and up into the sky. It stopped and then looked downward. The whole city was in view, no sound was heard but the arena could be seen in all it's splendor, There were two areas that were blocked off as black patches. Saffron knew both: one was the area where the EHTC kept their headquarters, and the other was the TAO campus. Both would have been well protected from scrying. So ... who do you want to rob next.
Who needs treasure when you can walk in with no effort.
It's not perfect, but I should be able to figure out all the commands. Most of them are arcane casting components. ... That means that its based off spellcasting, stop giving me a dumb look. Neg-Roth The daylight went out that the wall communicated leaving only the two lanterns lighting the room. Lets find out what else is here and get out. We might need to get someone to help take out that thing after all. Dumb cannon fodder should do. What now?

The smart one walked over to the desk as if he was reading the book still. Heh ... Opra-tona Saffron heard every lock in the desk click open. She threw the smokestick out and breathed gas to knock the two thieves out. she quickly shackled the brute placeing him face down on the cold stone. She took the smart one's weapons away. She stowed the book in her haversack and waited for them to wake up. ugg .. I'm getting tired of .. hey .. what the ... Ty you there?
Yea, what is the deal with this place, I pass out more than I shou ... he saw Saffron and instinctively reached for his weapons, but found them gone, then saw that the small brass dragon was sitting on them.

Wills: both fail
Sleep 4 rnds
- shackle
- stow book
- strip weapons
- moving around
recharge 2 rnds
Vathelokai

10-03-06, 06:53 AM
"HI! I noticed you guys going through my stuff, so I figured I'd stop by and have a little chat."

"What the :censored: is that?! Get me the :censored: out of these!"

"Errr... that's not really the attitude I was expecting. Say, Smart Guy, why don't you and me go for a walk while this guy cools off? No? Sure? He's making an awful racket and it's hard to talk over him. Well, if that's your decision.

"So do you really think you can haul this entire wall out of here in one piece? That would be some crazy work. I don't even think it would work if you removed it.

How'd you guys get down here anyway? Through the sewer enterance? And you snuck by ... The Thing? You'd think if you could do that you wouldn't have to resort to breaking down the door. But then, you were asleep.

And now the million coin question: Who told you about this place? I need to know that, 'cause I went to a lot of trouble to keep people from knowing about it." Saffron rummages through doors while talking, but keeps an eye on the smart one, ready to evade or put him back to sleep as need be.
Erithmu

10-03-06, 04:39 PM
That souns very diplomatic with some issues of intimidate in there ... but I'll give you the Diplo check: 19 vs 7+??

Talk? Well ..
Don't talk to it, just kill it
Shut up for just a minute ok? There isn't always a kill or be killed option. Yea we got in through the sewer entrance, as for the thing. We just got lucky that it was asleep on our way in. Finding the place was just blind luck.

Bluff vs SM: He isn't telling the entire truth, but it is hard to determine fact from lie. Most likely they are half truths.
Vathelokai

10-04-06, 04:35 AM
"Blind luck? Wow. So you guys must work for the city cleaning the sewers or something, right? I do that sometimes myself." Saffron dosn't hide the sarcasm. She begins loading weapons into her pack. "So, lets make this a quick discussion. Oh, don't worry, I'm just carrying them for you. I'll give them back. My question for you is why are you down here? Just for the loot? I mean, this place is sooo coool. You can be honest. I don't bite. Humans taste nasty."

If he answers that he is there for the loot, then leave him in the room and forbid him to leave. Take anything that could count as improvised lock picks (and their picks if I havn't yet) and go explore.

If he says he's there for the adventure, then invite him to wander around with me. Leave Thug-O tied up until we're finished. Even if I know he's lying, go with it for now.

If they really want to fight, then get out the gauntlets, outmanuver them and knock them out.

Either way, proceed to scout this floor of the building.
Erithmu

10-05-06, 11:51 AM
The Smart one thinks about his options for a moment. He glances down at his friend for the moment and then back at the dragon. Is there anything else that we would be down here for. The wall is kinda nifty, but under my ideas, it is still loot.

Saffron realizes the small probablem of leaving them in the room is that the Brute destroyed the door, so there is no way to make sure they stay.

Yea ... sorry thought I made that clear, he could easily just walk out.
Vathelokai

10-05-06, 12:39 PM
Yeah, I know. But d+d manacles reduce your dex to 0, they effectivly count as a straightjacket and ankle shackels. If the smart one wants to try to carry his buddy all the way back out of the place that's fine. Best of luck. Just make sure there's nothing for them to pick locks with laying around and that all the good stuff is taken from the desk before I leave.

Saffron is just going to demand they stay put, and expect them to follow through on it. If she sees them out and about, then she'll knock them out with her gauntlets later. Felt like playing to the '5 year old with a low wisdom score' for a while.
Erithmu

10-05-06, 12:58 PM
Fair enough.

Getting all the good stuff out of the drawers the Smart one only watches, The Brute on the other hand has no end of choice words for the dragon. After looting the desk, he flutters around the edge as the Smart one moves around to take a seat in the chair. Moving through the door, she notices that the Smart one left his picks outside and gathers them as well. He flinches for a moment, but doesn't do anything more. Saffron looks over and sees where the magical sheet would be, but there is nothing left that is interesting on the second floor.

Looking over the balcony he sees the main entrance hall of the GSIS. The floor is in marble finery, and shows great craftmanship. Stairs lead up to the second floor along the north wall. From what Saffron can see, there appear to be two doors along the north wall, and a double door along the east wall. The main entrance doors have been sealed and look to be adamantine re-enforced.

Your move.
Vathelokai

10-06-06, 03:39 AM
Saffron stops to change out her gear, exchanging her gloves for her combat gauntlets. Then she makes herself invisible again, and reactivates her detect magic. She hovers down to the first floor while keeping an eye out for anything or one...

Basic plan: map out the entire place. Open what doors I can, search all over. If I find something interesting or threatening, make a note of it, finish scouting then come back to it.
Erithmu

10-08-06, 06:00 PM
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Blue Doors = Magic'd up none have any locks on them
Red = Where the Sewer entrance 'should' be
^ = main stairs up to 2nd floor

Sorry been a nutty weekend. Gimme Co-ords of which door you want to try.

Saffron searched the lower floor as best as she could, but found a larger amount of magic on this floor than the other two.
Vathelokai

10-09-06, 02:59 AM
Saffron inspects the set of double doors, before laying her tools on the ground. She takes her time searching it for traps...

Start with d8, and then the other two in that room. Search for traps on all three. Try to disable any trap I find (preferably the double door). If there's a trap on the double door, then use my psi-shard of diable +6.

If there are no traps, but they are all wizard locked, then move on to the two doors by the stairs, and follow the same pattern.
Vathelokai

10-12-06, 06:03 AM
Unfortunately I will be out of town most of the weekend. I might have time for a post or two, but not to crank this out. In the interest of time, I give you authority to run Saffron on autopilot. Her goal is to scout the place as much as possible and then go look at the sewer thing.

No worries: RL gets crazy sometimes. Can't let it keep you down:)
Erithmu

10-16-06, 05:37 PM
Saffron found that the doors opened easily for him without any side effects. There was a strange room where there were two doors as if it was a waiting room. She was about to enter when the magical aura in the room was rather odd. She looked around and found the room trapped. (Take 10) Pulling out her shard she began to try to disarm the trigger. (Disarm + shard = 20) and the field fell away.

As she moved into the room, there was a loud explosion on the second floor. She went back upstairs to explore and found that the two thieves had walked into the magic wall on the far side of the dance hall and had bad things happen to them. She went and got her manacles put them back in her haversack and went back downstairs.

Moving into the last room she looked into the room where the sewer entrance was and she saw what the two thugs were talking about. A chained beast that was directly over the sewer entrance. Eight heads whirled around to see nothing at the door, but they began to sniff the air. The beast was huge.

I have 10 rounds of invis left, you have detect magic from wand up, and the thing can reach all but 5 ft at the walls, and the corners. It is sunk down in the floor some due to the sewer drain construction, and the chains don't look like they will hold if you test them. Entry procedure?
Vathelokai

10-17-06, 07:35 AM
hrrrrmmmm..... nope. Saffron thinks for a second before retreating away from the doorway. What is that?! Saffron fights with her curiosity. Saffron looses and inches back toward the doorway.

Retreat 60 ft.
Try to talk to it using all methods available (tattoo of mindlink won't work unless the hydra has it's int boosted - but I'm willing to try it)
If allowed, run off and buy new chains, enough to bind the thing (heck, if I can do that, ask around town for a better mind link potion/tattoo).
Use wand of det secret doors to figure out other ways to the room or sewer. Circle the entire hydra room if possible.

When all that's done...
drink potion mage armor.
tap self with wand of invis
drink potion blur
tap tatoo force screen
tap tatoo biofeedback
draw potion of resist cold and be ready to drink it.
step into the doorway and breathe it to sleep. If it dosn't work, flee! Heal, recharge, try again. Prefer to keep healing short on the first and second trys to keep my buffs from running out.
If it falls asleep, then tie it up with the silk rope in my bag. It'll have to roll a 20 to break the bindings (unless this isn't an 8 headed hydra). Hopefully I can finish before it wakes up.

Well, nothing I can do damage wise will do anything to it with it's fast healing. At best I can tie it up and force a surrender. Saffron will go out of her way to be friendly to it; feed/water it, tell it jokes, whatever. If she can figure out a way to free it, then she will probably do that (even if it means releasing it into the 'wilds' of the sewer system).
Erithmu

10-17-06, 11:05 AM
The Hydra is sitting on the sewer grate currently. I am trying to fastforward this somewhat, so I'll tell you that if you go back to town it is the same as forefiting the mission (end of cycle) and that you do have the thug's great axe, and the smart's short sword. (but you did forget to pat the smart one down for 'extra' lockpicks)

Saffron prepares for the engagement, as the hydra sniffs around the door way, the chains shift some but hold. Moving back up to the door the heads all extend to the doorway and stare into space. Then a cloud of glass appears, each of the heads wake from a sleep and now see the dragon before them. Suddenly the hallway is an inferno. Anything that was on the walls is reduced to ash, and if Saffron was another type of dragon this might feel uncomfortable, but it was rather nice getting all the dust out of her scales.

Surprise:
sleep gas: Will 21 Recharge 2 rnds (rnd 3 use)

Round 1:
Pyrohydra: breathe fire
I'm evil, but not that evil
Saffron: ??
Vathelokai

10-17-06, 04:16 PM
I thought you might be that evil. :)
Since it's fire, stay just out of it's reach and keep trying to put it to sleep. If it breaks the chains, then back out of the doorway with withdraw and sleep it while it squeezes out of the door. Basicly keep withdrawing and use doors as bottle necks to slow it down. If i get to a room with high ceiling, then say above out of reach and continue. If I'm missing something, feel free to drop a hint.

As for the greataxe, there was a rule institud that dragons cannot use weapons. Saffron used to have a tiny greataxe, but refunded it because of the rules change. So possibly I could try to sunder a head with an improvised weapon while it's sleeping, but the odds are abominable. Secondly, I can't stop it from growing back, since area spells like fire breath only effect the body, (it specifies that you have to make a ranged touch or it effects the body). I only have 5 vials of acid, so I could weaken it, but not kill it that way.
Erithmu

10-18-06, 12:52 AM
Saffron backs up as the beast tries to wiggle it's way free of the chains, it fails to do so, but some of the wall begins to give, Saffron gives her sleep breath another try, but that also fails.

Again the Hydra tries to incenerate Saffron with fire, but finds the dragon still there, and finally falls asleep to the breath weapon.

A CDG w/ your bite would be 2d4+1d6 vs d20+11
Vathelokai

10-18-06, 03:51 AM
oh yeah... CDG.... :blush: I forgot about that... Where's my head at? Saffron's never actually killed anything before, so I just must have spaced it.

New tactic: CDG, sleep, CDG, sleep, etc.
Erithmu

10-18-06, 09:42 AM
Saffron engages in a long struggle as she wakes the beast up when she can't run away. She takes a few hits after the 5th try and has to retreat to heal herself, but she then quaffs a potion to up her damage and finally the creature doesn't rise.

Used: potion of mage armor, potion of magic fang
CLW charges: 8

I'd bore you with the details but ... eh.
Vathelokai

10-18-06, 10:39 AM
Details not nessicary

Thanks for the run.l