Burnt Offerings Part III - Glass and Wrath

   
Kaijitsu Glassworks
Sandpoint
Morning, 26th of Rova, 4707AR (Day 5)

Jackson moves into the barged door right behind Chatahee, and crosses the floor to get to the opposite end of the room. On the desk he sees nothing that catches his eye or his attention. Books and scraps of papers only. Awarthannen finds these papers and notes a lot more interesting, albeit totally irrelevant to your goal of finding Ameiko. He quickly concludes that the small foyer was used for meetings with customers who wanted artistic custom-made glass items.

In the meantime, Jackson moved his attention to the door behind the table. Seeing nothing curious or seemingly dangerous about it, he listens carefully, and over the deep rumble of the furnaces he does not hear anything unexpected from the other side. Carefully he opens the door that leads into a small archive room where shelves are stacked with accounting books, parchments and paper cases.

Chatahee, with Lurr right behind him, moves to the corner with the two doors. He slowly opens the left one with his pole weapon and looks inside. Through the open door he can see a smaller room with an intricately made glass table and three sofas in matching colors around it. This seems to be a more private meeting room for customers. There is another wooden door at the end of the northern wall of this room.

GLASSWORKS MAP
Use ctrl+alt+(+) to zoom in and ctrl+alt+(-) to zoom out

OOC on perception checksIf you roll a perception check I assume you actively take time and effort to search/listen etc. If Kartari says Awarthannen is searching through the books without rolling perception, I will assume he is doing a really quick search and use his passive skill (which is 12). If he does roll however, I assume he starts going over every page, which will take him 10 minutes or so, and he may still be unfortunate enough to roll under 12 (which is actually what just happened).

So...
There is no need to roll perception when you open a door or enter a room, unless you actively searching for traps on the door or the floor or for anything specific inside the room (which takes time). I will never walk you into a trap just because you didn't search for it (which is different than triggering a trap when you open a chest for example).
Roll perception when you are actively searching a drawer\table\shelf etc. for stuff that are not obviously visible.
When for example, you want to search for a specific name in a book.
Roll perception when listening intently for a few minutes for whats behind the door.
If what ever you do takes less than a minute or so of 'percepting' stuff, there is no need to roll perception.

Jackson “Jack” Ratarion
Human, URogue (Rake)
Please keep this up to date, especially during Combat
Vital Information
Current AC:16 Touch:13
Flat Footed: 14 CMD:15
Current HP: 13/13
Fort 1 Ref 6 Will 0
Please Include Any Temporary Effects and Note If They Are Already Calculated Into The Stats. Please Provide Links If You Can
Temporary Conditions and Magical Effects
None
As If Taking Ten
Trained Knowledge Skills
Knowledge local 14
Knowledge Nobility 14
As if Taking Ten
Passive Skill Checks
Bluff 19
Diplomacy 16
Perception : 15
Sense Motive : 15
Things which are permanent or long lasting which affect your character or others
Permanent Abilities or Magical Effects

Signature Moves
Black Sheep - Bitter Noble (Bluff)
Evasion
ooc
Notes
Relevant combat feats: Weapon finesse, Combat expertise, Improved feint.

Unconcerned with baubles or books Jack moves to the unopened door. Becoming a little impatient now he boldly opens the door and get deeper into the glassworks. Feeling as though time is of the essence Jack impetuously takes the lead in the hope of finding something more than writings and furniture.


Awarthannen

Elf Magus
Please keep this up to date, especially during Combat
Vital Information
Current AC: 15 Touch: 12
Flat Footed: 13 CMD: 16
Current HP: 20/20
Fort +4 Ref +3 Will
Add +2 bonus vs Enchantments (except if power and/or wealth are promised)
+3
Please Include Any Temporary Effects and Note If They Are Already Calculated Into The Stats. Please Provide Links If You Can
Temporary Conditions & Effects
As If Taking Ten
Trained Knowledge Skills
Arcana or Dungeons: 20,
Engineer:
Add +1 if there's 1d4 hours to study at Quink's library
16, History:
Add +2 bonus if there's 1d4 rounds to review his Pathfinder's Chronicle
18,
Planes: 20, all others:
Can use all untrained knowledge skills as if trained
15
As if Taking Ten
Passive Skill Checks
Perception: 14
Sense Motive: 10
Spellcraft:
Add +2 bonus to identify magic items' properties
18
Things which are permanent or long lasting which affect your character or others
Permanent Abilities & Effects
Darkvision 60 ft., Light Sensitivity
Immune to Sleep effects
Except if power and/or wealth are promised
+2 vs Enchantments
Things you think are important for others to know
Notes
Caster Level checks:
Add +2 bonus vs Spell Resistance
+5
Concentration:
May opt to add between +1 and +3 bonus to Cast Defensively, but penalize Attack rolls by same
+9
Arcane Pool: 4/4


After perusing a few books for a few minutes, Awarthannen places the last book back on the shelf from where he got it. As Jack heads in, he thinks aloud, "Indeed, glass colorants and marvering techniques can wait, Jackson. Lead on."

Art follows behind.

Kaijitsu Glassworks
Sandpoint
Morning, 26th of Rova, 4707AR (Day 5)

Zeno, moves in through the door that Chatahee just opened, and into the little office behind it. He looks around for a few seconds at the artistic glasswork and then, following Chatahee's moves, he slowly turns the handle of the door that leads north. When the handle clicks, he pushes it open with his spear.

Jackson just opened the other door and walked into a wide corridor. There is a heavy double door at the end of the corridor, 25ft or so from where Jack is standing. Another smaller door, on the south wall about 10 or 15ft from Jackson, is suddenly pushed open by a spear point, and Zeno steps through it. There is another double door at a branch of the corridor that leads to the north-east, and another smaller wooden door that leads to the south-west. The corridor is lighted by a decorative glass lamp. The rumble of the furnaces is deep and strong here, and it sometimes feels as if the walls themselves are shaking to it's rhythm.

GLASSWORKS MAP
Use ctrl+alt+(+) to zoom in and ctrl+alt+(-) to zoom out

Chatahee the Longspear
Half Elf Fighter
ooc
Vital Information
Current AC:18 Touch:13
Flat Footed: 16 CMD:17
Current HP: 13/13
Fort +4 Ref +2 Will +3/+5 vs enchantments
ooc
Temporary Conditions and Magical Effects

As If Taking Ten
Trained Knowledge Skills
K Engineering: 14
K Geography: 11
As if Taking Ten
Passive Skill Checks
Perception : 18
Sense Motive: 12
Stealth (in armor) : 12
Things which are permanent or long lasting which affect your character or others
Permanent Abilities or Magical Effects
Combat Reflexes allows AOOs even while flat footed.
Immune to Sleep spells and effects.
+5 Will Saves vs Enchantments

Things you think are important for others to know
Notes

Chatahee works his way around to where Jack is...


Awarthannen

Elf Magus
Please keep this up to date, especially during Combat
Vital Information
Current AC: 15 Touch: 12
Flat Footed: 13 CMD: 16
Current HP: 20/20
Fort +4 Ref +3 Will
Add +2 bonus vs Enchantments (except if power and/or wealth are promised)
+3
Please Include Any Temporary Effects and Note If They Are Already Calculated Into The Stats. Please Provide Links If You Can
Temporary Conditions & Effects
As If Taking Ten
Trained Knowledge Skills
Arcana or Dungeons: 20,
Engineer:
Add +1 if there's 1d4 hours to study at Quink's library
16, History:
Add +2 bonus if there's 1d4 rounds to review his Pathfinder's Chronicle
18,
Planes: 20, all others:
Can use all untrained knowledge skills as if trained
15
As if Taking Ten
Passive Skill Checks
Perception: 14
Sense Motive: 10
Spellcraft:
Add +2 bonus to identify magic items' properties
18
Things which are permanent or long lasting which affect your character or others
Permanent Abilities & Effects
Darkvision 60 ft., Light Sensitivity
Immune to Sleep effects
Except if power and/or wealth are promised
+2 vs Enchantments
Things you think are important for others to know
Notes
Caster Level checks:
Add +2 bonus vs Spell Resistance
+5
Concentration:
May opt to add between +1 and +3 bonus to Cast Defensively, but penalize Attack rolls by same
+9
Arcane Pool: 4/4


Art casually strides into the new room as well, observing the three doors. He approaches whichever door appears to most likely lead to the furnace, the part of the workshop where the black smoke was coming from outside.

Jackson “Jack” Ratarion
Human, URogue (Rake)
Please keep this up to date, especially during Combat
Vital Information
Current AC:16 Touch:13
Flat Footed: 14 CMD:15
Current HP: 13/13
Fort 1 Ref 6 Will 0
Please Include Any Temporary Effects and Note If They Are Already Calculated Into The Stats. Please Provide Links If You Can
Temporary Conditions and Magical Effects
None
As If Taking Ten
Trained Knowledge Skills
Knowledge local 14
Knowledge Nobility 14
As if Taking Ten
Passive Skill Checks
Bluff 19
Diplomacy 16
Perception : 15
Sense Motive : 15
Things which are permanent or long lasting which affect your character or others
Permanent Abilities or Magical Effects

Signature Moves
Black Sheep - Bitter Noble (Bluff)
Evasion
ooc
Notes
Relevant combat feats: Weapon finesse, Combat expertise, Improved feint.

Jack takes a deep breath to settle his nerves and slow his heart rate. He knows he should be disusing with his companions what to do and where to go. Somehow he just can not bring himself to do so however.

Instead he takes the lead once more nodding at Zeno as he passes and over to the double door. With little forethought and no preamble he opens the portal in the hoe that it leads further into the building as he suspects it does.


Awarthannen

Elf Magus
Please keep this up to date, especially during Combat
Vital Information
Current AC: 15 Touch: 12
Flat Footed: 13 CMD: 16
Current HP: 20/20
Fort +4 Ref +3 Will
Add +2 bonus vs Enchantments (except if power and/or wealth are promised)
+3
Please Include Any Temporary Effects and Note If They Are Already Calculated Into The Stats. Please Provide Links If You Can
Temporary Conditions & Effects
As If Taking Ten
Trained Knowledge Skills
Arcana or Dungeons: 20,
Engineer:
Add +1 if there's 1d4 hours to study at Quink's library
16, History:
Add +2 bonus if there's 1d4 rounds to review his Pathfinder's Chronicle
18,
Planes: 20, all others:
Can use all untrained knowledge skills as if trained
15
As if Taking Ten
Passive Skill Checks
Perception: 14
Sense Motive: 10
Spellcraft:
Add +2 bonus to identify magic items' properties
18
Things which are permanent or long lasting which affect your character or others
Permanent Abilities & Effects
Darkvision 60 ft., Light Sensitivity
Immune to Sleep effects
Except if power and/or wealth are promised
+2 vs Enchantments
Things you think are important for others to know
Notes
Caster Level checks:
Add +2 bonus vs Spell Resistance
+5
Concentration:
May opt to add between +1 and +3 bonus to Cast Defensively, but penalize Attack rolls by same
+9
Arcane Pool: 4/4


Awarthannen raises an eyebrow as he now takes notice of Jackson's obviously anxious haste. "Mr. Ratarion?" he paternalistically calls to the rake as if he were his school instructor. "Let's stick together now, shall we?"

Chatahee the Longspear
Half Elf Fighter
ooc
Vital Information
Current AC:18 Touch:13
Flat Footed: 16 CMD:17
Current HP: 13/13
Fort +4 Ref +2 Will +3/+5 vs enchantments
ooc
Temporary Conditions and Magical Effects

As If Taking Ten
Trained Knowledge Skills
K Engineering: 14
K Geography: 11
As if Taking Ten
Passive Skill Checks
Perception : 18
Sense Motive: 12
Stealth (in armor) : 12
Things which are permanent or long lasting which affect your character or others
Permanent Abilities or Magical Effects
Combat Reflexes allows AOOs even while flat footed.
Immune to Sleep spells and effects.
+5 Will Saves vs Enchantments

Things you think are important for others to know
Notes

Chatahee places his hand on one of the double doors, halting its movement.

"Slowly now, let's make the entrance large enough to see out of, but small enough to not allow enemies to run around us."

Kaijitsu Glassworks
Sandpoint
Morning, 26th of Rova, 4707AR (Day 5)

From the outside of the glassworks, Awarthannen could see three chimneys, spread in equidistant intervals from east to west along the center of the building. According to his calculations you should be standing now just south of the eastern-most chimney. While he was considering to go towards the double door at the end of the corridor leading north-east, Jackson went the other way and Awarthannen decided to follow the rake.

Chatahee and Jackson carefully and slowly open the double door, making sure nothing or no one is going to surprise them on the other side. The door opens to a long wide empty corridor. Like the corridor you are standing in, this one also has no windows and is lighted by five glass lamps, the two closest to you were violently smashed and the glass shards are scattered on the floor. At the far western end of the corridor, about 75-80ft from you, you can see a wooden door on the left wall, while the corridor itself turns to the north. Along the northern wall of this corridor there are no doors, but there is one leading south at the center of the southern wall about 25ft from you. The rumble of the furnaces is very strong here, and it clearly comes from behind the southern long wall, which also feels warm to the touch.

GLASSWORKS MAP
Use ctrl+alt+(+) to zoom in and ctrl+alt+(-) to zoom out




 

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