Copper Fratello |
Copper follows closely behind Snejin, trying to be as quiet as he can. He slides the wands in his sleeves back and forth a few times, making sure they are easy to draw.
Stealth 1d20 + 2 ⇒ (12) + 2 = 14
Rutter |
Rutter would like to go in about 10 ft ahead, because he doesn't expect anyone will be able to sneak in as quietly with him, but he wants them close enough to come to his aid if he wanders directly into a meeting or something.
Stealth: 1d20 + 11 ⇒ (5) + 11 = 16
At least he's quieter than Jericho.
DM Cloud |
Rutter opens the doors and leads the way through the doors. After taking a quick survey of the situation, he motions the rest of the party through. You’re standing in what appears to be a loading and unloading area for livestock and meat. Through the fence to the north, you can see one mournful looking cow rooting around in the mud for something to eat. A pair of sturdy doors lead into the building itself on the east wall and another pair of doors are visible in the pasture area (B6).
Most of the party is reasonably quiet coming through the door until Jericho slips on a pile of cow manure and lets out a curse, although he quickly catches himself, the epithet was a bit loud for comfort.
North is up on the map.
Updated dabbleboard map
Is Dabbleboard working okay for everyone? If not, I can use something like Imageshack instead.
Jericho: 1d20 + 1 ⇒ (12) + 1 = 13
Senjin: 1d20 + 6 ⇒ (4) + 6 = 10
Neva: 1d20 + 3 ⇒ (8) + 3 = 11
Copper: 1d20 + 1 ⇒ (13) + 1 = 14
Rutter: 1d20 + 6 ⇒ (15) + 6 = 21
Through the doors directly to the east (not the ones off of B6), you hear a conversation between two men that pauses at Jericho's unintentional outburst.
1d20 - 1 ⇒ (11) - 1 = 101d20 - 1 ⇒ (15) - 1 = 14
Rutter |
Rutter holds his hand out indicating "stop" and risks a quick look to the party behind him. He points to his ear, and then points at the doors to the east. He then points to the north, and moves to the easternmost doors going to B6. If the rest of the party start heading toward the westernmost doors going to B6, he'll go on through the pair he's at. Otherwise, he'll draw his dagger and try to make himself small against the eastern wall, hoping that if anyone comes through those doors to the east they'll be too focused on the rest of the party to notice him. Stealth: 1d20 + 11 ⇒ (15) + 11 = 26
Copper Fratello |
Copper hesitantly moves over where Rutter is directing him after doing a bit of pointing to himself and the rest of the group before pointing to the spot where Rutter wanted them to move, all the while looking slightly confused.
When it becomes apparent Rutter is going to try attack if someone enters the room, Copper waves to get his attention, then uses a series of overexaggerated hand gestures to let Rutter know he will try to put anyone who comes in to sleep with a spell.
Neva Vallastoi |
What the hells are they pointing at?! Neva thought with nervousness. As she waited for someone to move forward, she stepped over to take cover behind the cart. She raised her crossbow to cover the doors to the east.
DM Cloud |
The rest of the party remains in waiting for something to happen, but the door remains closed and the scene remains the same. Only the permeating smell of blood and manure punctuating the air and the bustle of the city streets from outside the tall fence.
Rutter |
Rutter points to his ear and turns his head toward the door to the east. Then looks back at the others and gives a thumbs up. He then points at the door, and then holds his free hand outward, facing down, as if holding something steady on a table, and then makes a chopping motion with his knife-wielding hand, and points back at the door again hoping he conveys what he hears inside.
Copper Fratello |
Copper nods his understanding of the situation to Rutter, but holds up a single finger, then two, then three, pointing towards the door with a questioning glance back at the halfling.
Rutter |
Rutter looks at Copper quizzically. He sneaks over to where he is, and talks to him quietly. "There's at least two. They were talking until they heard Jericho's outburst, but they dismissed it and went back to butchering. Do you want to get into position by the doors to put them to sleep, and I'll open the doors on your mark and you can hit them? Or we check out the pens to the north. After all, these two are probably just butchers."
Copper Fratello |
"I was tryin to ask if you could see where they were so that I could put them to sleep, yes. If you think they pose no real threat then, I agree, lets check through the other door before making any moves." Copper whispers in return.
Rutter |
Rutter checks the westernmost doors to B6 to see if they're locked. If they are, he'll unlock them, but he tells Copper and the rest to wait until he checks it out first. He'll then go to the easternmost doors leading to B6 and unlock those if necessary. Then he'll open them a crack to see what's inside. If it's a bunch of calm animals or is empty, he'll sneak in and listen at the door in B6. If there's anyone in B6, or if there are animals that look agitated, he'll close the door, lock it if possible and reconsider the back door.
Neva Vallastoi |
Neva watched Rutter and Copper point and count fingers with a growing sense of alarm. She felt a great sense of relief when they finally began whispering to each other. She covered Rutter with her crossbow as he fiddled with the pen doors.
DM Cloud |
A couple of stealth checks for Rutter
1d20 + 11 ⇒ (12) + 11 = 231d20 + 11 ⇒ (14) + 11 = 25
Perception check for Rutter
1d20 + 6 ⇒ (9) + 6 = 15
Rutter moves quietly into the outdoor pen, the lone cow looks up hopefully at him when he enters, but quickly loses interest when it realizes he has no food for it.
Neither of the doors to B6 are locked, there is a bar that goes across them, but it is only meant to keep livestock from opening them.
Rutter |
I updated Rutter on the map.
Rutter waits for the others to come in through the westernmost doors. He points at the cow, and then indicates a level well above his head, approximately the height of the cow. He then points at the door, and indicates a level at his upper chest. He then turns to the door, and attempts to get a glimpse inside, using the same cautious measures he took while entering B6.
Disable device, if necessary: 1d20 + 9 ⇒ (6) + 9 = 15
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Copper Fratello |
Copper whispers to Neva, Senjin, and Jericho, "I have no idea what he means this time. Something about the cow, maybe?"
Sense Motive check to see if I can figure it out
1d20 + 2 ⇒ (12) + 2 = 14 Is that good enough?
Senjin |
Whispering, "There are two levels?...or he is full up to "here" with how bad that pen smells?"
"Not really looking forward to going in there. It would put us at a disadvantage covered in mud and ...stuff." Senjin bites his tongue and seems to change what he was going to say. With a nod to Neva, "Begging your pardon Ma'am."
Rutter |
Rutter notes the confusion on the faces of his compatriots and Jericho. He shakes his head, and holds his hand up to indicate "wait". He then turns and continues with his plan to peek in the eastern door.
DM Cloud |
Rutter cautiously listens at the door and after a minute, tries the handle, finding it to be unlocked. He steps through the door cautiously.
Since Senjin has moved into the pen, he can also see through the door when Rutter opens it.
Two foul-smelling animal pens take up the majority of this room. Each pen is defined by a wooden fence set with a gate. Inside each is a long water trough and heaps of filthy hay. The floor here is hard-packed earth. Two large hogs occupy the larger, northernmost pen. They grunt loudly and crowd up to the gate, snuffling at Rutter, ever hopeful for a handout. The only obvious doors off of this room are to the south.
Rutter |
Cloud, do the doors at the south end of B5 open inwards toward B5 or outward into the other room?
Senjin |
Senjin carefully exits the pen and rejoins the group. With a thumb over his shoulder, "Pig pens with another door into this possible butcher room. That is what half-a-cow means. Rutter figures easiest to go through here. Jericho, why don't you and I get the doors. We will wait on your signal Copper. Neva and Rutter can get a start on the non-sleepy."
Senjin will wait for further discussion, but eventually take up position by the door. Token moved
Copper Fratello |
"Sounds good to me. Let's get this done and get out of here. Im tired of the smell of this place.
If there is some way I can not be standing out in the open and still see the butchers, all the better."
Copper moves to a spot where Rutter indicates he should be able to see the two butchers from and waits for eveyone else to get into position.
Copper Fratello |
I dont actually know which door we are going through off the top of my head, so If someone wants to move me to a good, hopefully cover-granting, spot, thatd be fantastic, lol.
Also, Im gonna be kinda busy this weekend, and I know we dont normally post then, but just sayin I wont be online much, in case you guys are waiting on me.
DM Cloud |
Just to make sure that I have your plan right. Someone (Senjin or Jericho) is going to open the doors in front of the wagon. Copper is going to cast sleep on those inside. Rutter and Neva will hang back and wait to see the results?
One complication is that sleep is a full-round cast, so Copper will be chanting for a full 6 seconds before the spell goes off. I'm actually not sure how targeting works for that, i.e. does he have to have his target in sight when he begins casting? Or just when he finishes? If anyone knows the answer, let me know. Otherwise, I'll just go with him being able to start casting, the doors open and he can target it when he finishes casting.
Senjin |
Just did a search on that question. It has come up before. Here is the response.
Pathfinder RPG pg 213:
You make all pertinent decisions about a spell (range, target, area, effect, version, and so forth) when the spell comes into effect.
Casting sleep is a full round action, so we will open the doors after he starts so as to closely time it for when the spell goes off.
DM Cloud |
Copper begins chanting, his voice clear and authoritative in the air. From behind the door, you hear a few cries of exclamation and a clatter of metal. Jericho throws open the door and the group takes in the scene in the split-second before Copper's spell goes off.
The floor of this grim chamber is strewn with blood-stained straw, and the reek of slaughter is almost overpowering. The room itself is a killing floor. A metal track affixed to the ceiling dangles meat hooks here and there, allowing the hooks and their gory loads to be moved easily from the northwest where a large hammer sits on the floor amid a permanent bloodstain. To the south, a bloodstained grill covers a wide hole in the floor. Just north of the grill sit two large vats of water; one boiling and one cold. Two large butcher blocks stand to the east next to barrels of salt, and in the southeast corner sits a reeking vat of cast-off meat and bones.
Two men in armor stand by the butcher blocks, bloody slabs of meat across them. A cleaver and knife lie on the floor, fresh blood dripping off of them. The men are scrambling to seize their crossbows that lie nearby.
Copper finishes his spell emphatically gesturing towards the men. Both men stagger under the arcane energy, but quickly regain their balance and raise their voices and weapons.
Perception checks: 1d20 - 1 ⇒ (15) - 1 = 141d20 - 1 ⇒ (20) - 1 = 19
Will Saves (DC 14): 1d20 - 1 ⇒ (19) - 1 = 181d20 - 1 ⇒ (17) - 1 = 16
Copper: 1d20 + 2 ⇒ (7) + 2 = 9
Rutter: 1d20 + 3 ⇒ (19) + 3 = 22
Jericho: 1d20 + 1 ⇒ (16) + 1 = 17
Senjin: 1d20 + 4 ⇒ (18) + 4 = 22
Neva: 1d20 + 2 ⇒ (15) + 2 = 17
NPCs: 1d20 + 4 ⇒ (20) + 4 = 24
Initiative order:
NPCs
Senjin
Rutter
Neva
Jericho
Copper
Dang! Wish I could roll that well when I'm playing instead of DMing! The two butchers go first, I'll post their actions in a separate post.
DM Cloud |
"Attackers! Thieves! Arm yourselves!" The two butchers cry out in the direction of the northernmost doors as they take aim at Senjin and Jericho. One bolt takes Senjin in the shoulder, while the other sinks into the door frame inches from Jericho's head.
Attack against Senjin: 1d20 + 2 ⇒ (19) + 2 = 21, Damage: 1d8 ⇒ 6
Attack against Jericho: 1d20 + 2 ⇒ (2) + 2 = 4
AC for each butcher is 16 this round (it will bump up to 18 if they get their shields ready for melee)
Battlefield notes: The vats of water are about two feet high and count as difficult terrain to move through. Also, the vat to the north is obviously very hot and will probably hurt to step in. There are two slabs of meat hanging from meat hooks along the track, one at each of the southernmost corners (over the grate). These would count as soft cover for hiding from missile fire.
Senjin is next up