Ennoia |
"Othine is playing us, she's turned to evil! "
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Sir Terramor the Blue Knight |
1) Swift Action: Use Swift Aid to add +1 to Shel's next attack roll.]
2) 1st attack, +1 adamantine longsword, Gang Up, Power Attack: 1d20 + 12 + 2 - 2 ⇒ (12) + 12 + 2 - 2 = 241d8 + 5 + 4 ⇒ (6) + 5 + 4 = 15
2nd attack, +1 adamantine longsword, Gang Up, Power Attack: 1d20 + 7 + 2 - 2 ⇒ (12) + 7 + 2 - 2 = 191d8 + 5 + 4 ⇒ (2) + 5 + 4 = 11
Attack non-grappled villain, then grappled villain if the first goes down.
3) Use Aid Allies, Bodyguard and Intercept to help Shel, I can burn an Attack of Opportunity whenever an adjacent ally is attacked to give that ally a +4 to AC.
EndlessForms |
Sir Terramor hits both of the slavers, taking one of them down! Othine shouts back to Ennoia, "You're damned right!" as she calls down a judgement from Lamashtu on Shel!
mwk longsword on Shel (combat expertise): 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 13
damage: 1d8 + 2 ⇒ (1) + 2 = 3
mwk longsword on Shel (combat expertise): 1d20 + 5 - 2 ⇒ (16) + 5 - 2 = 19
damage: 1d8 + 2 ⇒ (3) + 2 = 5
The slaver tries desperately to break free of Dalton's grasp.
cmb: 1d20 + 5 ⇒ (13) + 5 = 18
The gnoll tries to beat up on Dalton to make the human slaver's job easier:
mwk dire flail: 1d20 + 6 ⇒ (10) + 6 = 16
damage: 1d8 + 6 ⇒ (6) + 6 = 12
mwk dire flail: 1d20 + 6 ⇒ (4) + 6 = 10
damage: 1d8 + 6 ⇒ (8) + 6 = 14
Initiative:
1. Othine
2. Slavers (blue: 11 dmg, grappled by Dalton)
3. Delphine, Brachus, Shel, Ennoia, Dalton, and Sir Terramor
You guys are up!
Dalton Bodhi |
Dalton releases the thug that he was grappling, letting Sir Terramor deal with him. "You can take him, right?" He then takes a 5-foot step to Othine and tries to take care of her.
Standard
Grapple: 1d20 + 16 ⇒ (14) + 16 = 30
With Othine Grappled, the oread shifts his weight to pin the woman.
Move
Maintain Grapple to Pin: 1d20 + 16 + 5 ⇒ (17) + 16 + 5 = 38
Finally, as he pins Othine, Dalton gives her a fist to the temple, trying to knock the woman out.
Swift
Stunning Pin: 1d20 + 8 ⇒ (15) + 8 = 23
Non Lethal Damage: 1d8 + 4 ⇒ (1) + 4 = 5
DC 18 Fortitude Save or Stunned for 1 Round.
Wow, all-around good rolls.
Shel Whispertongue PFS |
Shel pounces at Othine! "For shame! You don't give up on the Society and turn to evil!"
Attack One with favored enemy 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
Damage 1d3 + 3 + 2 ⇒ (1) + 3 + 2 = 6 plus
Sneak Attack if pinned 2d6 ⇒ (5, 4) = 9
Attack Two with favored enemy 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Damage 1d3 + 1 + 2 ⇒ (3) + 1 + 2 = 6 plus
Sneak Attack if pinned 2d6 ⇒ (1, 1) = 2
Ennoia |
Ennoia glares at Othine, now fully sure that she was right. She aims and shoots three arrows at the blue-jacket slaver (or if he's down, at the gnoll).
+1 Composite Longbow (cold iron, RS, DA, Manyshot, PBS, cover): 1d20 + 12 - 4 ⇒ (15) + 12 - 4 = 232d8 + 18 ⇒ (2, 7) + 18 = 27
+1 Composite Longbow (cold iron, RS, DA, PBS, cover): 1d20 + 12 - 4 ⇒ (9) + 12 - 4 = 171d8 + 9 ⇒ (1) + 9 = 10
+1 Composite Longbow (cold iron, RS, DA, PBS, cover): 1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 211d8 + 9 ⇒ (5) + 9 = 14
Delphine Tarrasquel |
I think Dalton and thd woman now share a square opening up space for Delphine.
Delphine finally walks in and sees the fight for thd first time. She moves next to Dalton and attacks the other man with her fauchard.
fauchard: 1d20 + 8 ⇒ (15) + 8 = 231d10 + 5 ⇒ (10) + 5 = 15
-Posted with Wayfinder
Sir Terramor the Blue Knight |
"But of course!" Sir Terramor replied to Dalton.
1) Swift Action: Use Swift Aid to add +1 to Shel's next attack roll.
2) 1st attack, +1 adamantine longsword, Gang Up, Power Attack: 1d20 + 12 + 2 - 2 ⇒ (8) + 12 + 2 - 2 = 201d8 + 5 + 4 ⇒ (4) + 5 + 4 = 13
2nd attack, +1 adamantine longsword, Gang Up, Power Attack: 1d20 + 7 + 2 - 2 ⇒ (6) + 7 + 2 - 2 = 131d8 + 5 + 4 ⇒ (7) + 5 + 4 = 16
Attack non-grappled villain, then grappled villain if the first goes down.
3) Use Aid Allies, Bodyguard and Intercept to help Shel, I can burn an Attack of Opportunity whenever an adjacent ally is attacked to give that ally a +4 to AC.
Shel Whispertongue PFS |
On my last post, I forgot to add Sir Terramkre's +1 to my first Attack. If it's not too late, please do that, DM. Thanks.
Brachus |
Just to check if everyone did include the bonus from bless in their attacks?
"...evil she says..."
Brachus casts Magic Cirlce vs Evil on himself (should cover the entire party from my present location).
Ennoia |
I completely forgot, thanks for reminding me!
-Posted with Wayfinder
Delphine Tarrasquel |
Forgot as well ^^. Also Delphine is deaf so she has no idea whats going on. Just sayin ;)
EndlessForms |
Fort: 1d20 + 7 ⇒ (18) + 7 = 25
Dalton quickly pins Othine, although she remains conscious. The party quickly takes down the human and gnoll slavers.
Othine is pretty well incapacitated so I'll call it. Out of combat!
What are you doing with her?
Delphine Tarrasquel |
"Isn't this the woman we were supposed to rescue? Why is she fighting us? Perhaps I should just charm her so she can cooperate?" Delphine scribes on her notepad for the others to see while avoiding to let Othine look at it.
Brachus |
Brachus sits down in front of the pinned woman, looking her straight in the eyes
"It might be better if you'd tell us what's going on. You could take to us and provide us with answers..or we can do something else. something I'm sure neither one of us would like. But if you cooperate...who knows what would happen then"
Diplomacy: 1d20 + 13 + 1 ⇒ (11) + 13 + 1 = 25 (casting and using guidance before attempting to negotiate)
Ennoia |
"I had doubts after seeing the confused look on the slavers and the gnoll's faces, so I checked her with my ability to sense evil - which she is." elaborates Ennoia. "... but redemption could be an outcome, if she chose to renounce her Lamashtan ways."
Aid Another is automatic for me in Diplomacy.
Shel Whispertongue PFS |
Shel nods at Brachus's words. "Talk to us and we will make it easy on you."
Auto aid Diplomacy.
Dalton Bodhi |
Dalton keeps the woman pinned. "Yes, I suggest you make this whole process easier on yourself, Othine." He looks over at Delphine, "If you've got some magics that could help her more agreeable, I think that would be useful."
Aid Diplomacy: 1d20 - 1 ⇒ (4) - 1 = 3
Sir Terramor the Blue Knight |
"The Society can protect you or it can bring you to justice," says Sir Terramor, leaning on his sword. "We're willing to help if you are."
Aid Diplomacy: 1d20 + 11 ⇒ (10) + 11 = 21
EndlessForms |
"You were sent to find me, right?" Othine starts. "Ha! As if I needed saving! Ha! The Mother of Monsters holds sway here, so maybe you should just turn around and leave things as they are."
Shel Whispertongue PFS |
"Well, someone knock her out, and let's take her crazy butt back to the Society to deal with."
EndlessForms |
Back at the Society Lodge in Katheer, Othine is quickly put into a cell. "But what's going on down there?" the Venture-Captain asks. "Lamashtan cults in the qanat? This must be stopped!"
Shel Whispertongue PFS |
"We thought getting Othine back in one piece the most important task we could achieve right now. Perhaps we could ask her more questions about the slaving ring to see exactly how we could best go about completely disabling it," Shel suggests, wondering if the VC had other ideas.
Delphine Tarrasquel |
"Like I said. I can charm her if you like. Maybe we can get some more out her. " Delphine writes so not to spoil the surprise to the woman.
-Posted with Wayfinder
Ennoia |
"Maybe we haven't explored it all back there? You could interrogate her while we make another foray." proposes the paladin.
EndlessForms |
After a bit more interrogation, you can surmise that it is much more than just a slaving ring. While most of the gnolls and slavers were likely unaware of what was really happening, it seems that some of the slaves have been shunted further down to forcefully participate in foul experiments in the name of Lamashtu. As the Mother of Monsters, Lamashtu delights in the birth of monstrosities and Othine implies that such things have been going on down below for some time....
Shel Whispertongue PFS |
"Sounds like we've got a bit more to do down there. If there's evil experiments taking place on alaves, we've got to go back and bust it up," Shel nods.
EndlessForms |
The party makes their way back down into the qanat to continue exploring the slaver compound!
The first door that the party passed by is lit by the dull glow of an oil lantern. It seems to be a cramped sleeping quarters. Shoved into a corner is a desk covered with piles of notes, an alembic, and other strange alchemical tools. A small hammock hangs between the edge of the desk and a hook in the wall, while an unusually large pellet lies on the floor beneath.
Dalton: 1d20 + 4 ⇒ (18) + 4 = 22
Ennoia: 1d20 + 8 ⇒ (11) + 8 = 19
Shel: 1d20 + 8 ⇒ (9) + 8 = 17
Brachus: 1d20 + 2 ⇒ (12) + 2 = 14
Delphine: 1d20 + 7 ⇒ (1) + 7 = 8
Sir Terramor: 1d20 + 2 ⇒ (1) + 2 = 3
Shel, Ennoia, and Dalton find a pair of small metal strongboxes while searching the desk, but note that both are locked and rigged with some sort of explosive trap.
A journal, which seems to have come from the gnome you defeated earlier, describes a disturbing business arrangment, wherein he receieves etensive sums to secretly deliver slaves to a contact known as Gnarlpaw. What his contact does to the slaves he doesn't know, nor does he seem to care. Eventually Gnarlpaw returns the slaves, though almost all come back mad and often violently self-destructive, babbling tales of ritualized torture and demon worship.
To earn the rest of his money, Tinderwick must use his considerable alchemical and surgical skills to erase the slaves' memories. Most disturbingly, it seems the sole reason his notes contain so much detail is that he delights in performing these rehabilitations, which he refers to as "dociling."
Shel Whispertongue PFS |
Know. Local 1d20 + 10 ⇒ (16) + 10 = 26
On my phone. Please read the DM's spoiler.
Sir Terramor the Blue Knight |
Knowledge Local: 1d20 + 12 ⇒ (16) + 12 = 28
"I recall a gnoll named Gnarlpaw the Black, a cleric of Lamashtu, often seen wandering around the Twilight Gate district. He is one of only two black-furred gnolls in Katapesh. Let's go find him."
Brachus |
Arriving back where we left off Brachus takes a look around to see if we missed any clues last time we were around.
(Take 10 on perception - using guidance and detect magic - for a 27. If no clue's are found, ..let's go right?)
EndlessForms |
Brachus points the way onward and finds that the cave system makes a ring around what appears to be a pillar of rock, although he notes a secret door carved into the north side of the pillar. There is also a narrow passage leading north.
Shel Whispertongue PFS |
Shel will look at the secret door for traps and if she finds one she will try to disable it.
Perception 1d20 + 14 ⇒ (3) + 14 = 17
DD 1d20 + 17 ⇒ (8) + 17 = 25
EndlessForms |
Shel doesn't find any traps so the party gathers around as she opens the door.
Runes cover the walls of the hollow column. The secret chamber features a steep sloping passage filled with jagged crystal formations leading steadily downward.
Delphine Tarrasquel |
"Looks ominous..."
Ennoia |
"Down into the bowels of the earth..."
Shel Whispertongue PFS |
Shel leads on, scanning for anything strange as they descend.
Perception 1d20 + 12 ⇒ (17) + 12 = 29
EndlessForms |
New map!
Going down first? Still a few areas on this level if you want to get those before you head down. Up to you guys though.
Ennoia |
Do we have to clear everything? If not, I suggest we go down. If it proves to be a dead end, we can always come back to this level.
-Posted with Wayfinder
Shel Whispertongue PFS |
I'm fine either way. What do the rest of the group prefer...down or clear out this level? Current vote is 1-1.
Dalton Bodhi |
Dalton agrees with Sir Terramor, "Yes, I feel it's best to remove any threat we can up here first."
So, 2-1 for clearing the level.
Delphine Tarrasquel |
"I am good either way. White Fang can detect and protect us from any threats that might attack us from behind."
ok either way
Ennoia |
"Uh, you think any remaining enemies would attack us on our way back up? That would be... unlawful! But if they do, sure, let's finish exploring this level first."
Shel Whispertongue PFS |
Shel turns around and heads back up to look at the unexplored areas on this level.
Perception 1d20 + 12 ⇒ (19) + 12 = 31