A foul omen looms in the sky over the scoundrel city of Riddleport, an ominous shadow that defies the light. Is it a curse laid millennia ago by forgotten mages? Does it forewarn against the return of some terrible foe? Or does it portend a terrible
Well, it's only half past midnight now. We've used a few resources, but could certainly rush back and do it tonight.
Though we should figure out exactly what we want to know: Obviously who this mysterious ally is for Kwava, but at this point, I'd like to go let this wererat leader know there's a price for striking out at a follower of the goddess of retribution. I don't know if Kwava would want us going after this mysterious renegade elf, but that could be a consideration too.
HP 19/28, AC 15/12/13, F +4, R +5, W +2, Init +2, Per +7 (+12 traps)
Well, I think the idea is that we're not just hiding out from Saul, but anyone who might be keeping an eye out. After all, we do have a way of surviving things, so Saul might have arranged for protection, just in case the wererats didn't kill us.
Then again, if our casters are up for it, we can just do this right now and stealthily approach.
Male Goblin Wizard 2 (Abjurer); Init +2; Darkvision 60 ft,; Perception +3; AC 13 (+2 Dex., +1 size); hp 22; Fort +3; Ref +3; Will +4
Then again, I have two bottles of alchemist fire. We could just sneak around the Golden Goblin for a start and find out whether security has been upgraded, and if it hasn't, we rush in and nab Saul.
Kel has most of her stuff still available, she can buff her AC and drop a Bless at the beginning of combat.
I'm good with going back to the Golden Goblin now and acting as if nothing is amiss and we've just slain a few wererats, all in an evening's business, then lean on Saul for the cost of Lefrik's cure, then while the miserly man is shelling out a few coins away from his staff, we extract a little blood payment.
HP 19/28, AC 15/12/13, F +4, R +5, W +2, Init +2, Per +7 (+12 traps)
See, I don't think playing innocent's going to work with Saul. He knowingly sent us to our deaths - he'll probably figure (rightly) that his plan has gone awry the moment we walk through that door. I think Anklebiter's got the right idea. Let's sneak back and see what Saul's got waiting for us.
Male Goblin Wizard 2 (Abjurer); Init +2; Darkvision 60 ft,; Perception +3; AC 13 (+2 Dex., +1 size); hp 22; Fort +3; Ref +3; Will +4
Cheer up, big guy. Unless he has new mercenaries ready, bullying Saul should be easy enough. ;) We just have to make sure the rest of the staff understands he sent us to die, probably did the same to poor Larur, and might sacrifice any of them at any time. That ought to stop them from trying to stop us.
HP 19/28, AC 15/12/13, F +4, R +5, W +2, Init +2, Per +7 (+12 traps)
I'm not worried about the serving girl, she might actually be innocent in this. The half-orc, though...he's probably loyal to Saul. He might be tough to talk down.
And one more thing. We *need* to take Saul alive. It's not impossible to get info from a corpse, but it's probably easier and cheaper if we don't have to.
I needed Chainmail for the AC, then bam..suddenly we all need stealth rolls as a regular deal. If I ever get a bag of holding, I'm carrying two sets of armor ;)
Lefrik, are you trying to demoralize them? If so, that's a standard action. Is that for next round? Or do you want to replace those nice attack rolls with your intimidate?
I really need to get a better grip on the rules. (been way too long since i used some of them) . Consider that next round's action. Maybe killing/wounding two thugs and then that will be a nice combo. Assuming he lives to next round, of course.
Male Goblin Wizard 2 (Abjurer); Init +2; Darkvision 60 ft,; Perception +3; AC 13 (+2 Dex., +1 size); hp 22; Fort +3; Ref +3; Will +4
Do we have to start considering retreat, guys...? I've got one healing potion left, and provided I manage to get this mook out of the way, it's got Bruendor's name on it.
Retreat? *Checks Barbarian Dictionary* I'm not finding it...
;)
Seriously, I can see why it might be a good idea, but not sure if it would be any better at this stage. We turn our backs on Saul to run we may find arrows in them anyway
Male Goblin Wizard 2 (Abjurer); Init +2; Darkvision 60 ft,; Perception +3; AC 13 (+2 Dex., +1 size); hp 22; Fort +3; Ref +3; Will +4
... Barbarians may not know the meaning of retreat, but the Goblins who live today are the descendants of Goblins who ran like hell when the chips were down, and Wizards have big vocabularies they're more than willing to share with their friends. o_o
If we'd managed to sneak in, we might've made it, but things look bad. Please let's grab Calla and Bruendor and beat feet before the reinforcements get here. We need to regroup, recover and re-plan. And ambush Saul the next time he leaves his lair.
I was wrong to suggest we move in right away; my apologies. >_<;
Your plan might have worked if you'd just assaulted the place, but standing outside yelling at Saul gave him enough time to move 3 different groups into position.
At this point, you can choose to retreat out the front door, push your way into the kitchens (getting you away from the archers) and going out the back or using the stairs up or down to get into a more defensive position.
Or, you can make a final stand and hope the dice roller continues to like you.
Oops. I missed a few things... for some reason I thought Saul was still on the way TO the door and that was him at L8, not already through it. Yeah, no prize to beat up on even. Retreat is probably best.
I don't think we were outside that long, but I think we were hurt by the Sense Motive checks not working. Still, retreat seems like the best option and then, well, revenge is a dish best served cold.
If Lefrik's attack on Saul can be diverted to Beyar then that'll be 18 dmg. on him hopefully dropping the guy, then Kel and Lefrik threaten the last thug between them and the kitchen, Calla, Kel, and Lefrik can escape that way once he's dealt with. Bruendor will be tough though, he has thugs at R18, O18, and L16 causing problems. Add the 5 archers and it seems we're about to lose big time. I see one option, and it means that Kel might be dying, but with her 22 AC and +9 bluff it has the best chance to give you guys time to escape and maybe turn this in our favor. Kel might still be able to escape after that as well (fingers crossed)