Jory Redcap |
Well, Jory plans on learning as much about sailing as possible on the journey in case Otti's liver gives out.
In addition to making some nautical pictures for the scrap book.
GM Fnord |
The sounds of a busy tavern echo off the wooden walls of this unusual building. Resting precariously over Escadar's harbor, the Grindylow's Goblet offers an unequaled view of the water. In the bar's center, a thick glass aquarium presents a striking display. Within the tank, a coral statue of a goblin with the lower body of an ocropus hosts a school of colorful fish that flit about the nooks and crannies of its tentacles.
Several torches fill sconces that cast the tavern in normal illumination.
Two human servers busily provide food and drink to the tavern's half-dozen patrons, and a striking woman tends the bar.
GM Fnord |
Karzak also spotted the gillman bartender.
After you have a chance to settle in and perhaps have a drink or two, the gillman party arrives, consisting of only two Low Azlanti, a man and a woman. The male bears a delicately wrapped bundle of cloth, apparently around the Azlanti relic, while the woman seems to be acting as bodyguard.
The man carrying the bundle introduces himself as Shoalo; the other, a muscular female gillman named Ahrmisa, remains silent and stoic. Shoala sits at a table and places his package before them, offering the two seats opposite him to Nester Rees and any other member of your party.
Jake Hargrove |
Jake stands in a position between the bar and the table, glancing occasionally at the front door, his arms folded in front of him, a dour look on his face, but on the balls of his feet, prepared for action.
GM Fnord |
Rearranged everybody as it sounds like they described. Feel free to move yourself.
Shoalo places the bundle on the table, and pushes it towards Tiann and Nester.
Shoalo: "Can I inspect your item?"
Before responding, Nester unwraps the gillmen's relic, to examine it.
Anybody close to the table (i.e. not Tal unless he returns) can make an appraise check on the relic.
Jory Redcap |
Jory looks on at the item on the table.
"Shouldn't that radiate some magic of a rather high level."
He looks around to see if his comment draws any concern.
Sense Motive 1d20 + 8 ⇒ (18) + 8 = 26
Jory Redcap |
Jory waits for his dwarven words to sink in. Then he speaks calmly, "Shoalo, please tell me you have the real item and we won't have to hurt you for trying to cheat Pathfinders."
Jory knocks and points an arrow at Shoalo.
Talhaearn |
Jory's pulled his bow...while his actions are sometimes rash he's usually pretty good at reading people.
We still have our relic, right? Is Nester carrying it?
Our package is in a safe place. Tal speaks loudly so that he can be heard from across the room. We'll be holding on to our package until we can verify the authenticity of yours.
Tal is pretty sure he hears Jory snicker at all this talk of packages.
GM Fnord |
The bartender drops a glass, and it shatters loudly.
Tiann Ceriagh'u: 1d20 + 4 ⇒ (3) + 4 = 7
Jory Redcap: 1d20 + 8 ⇒ (3) + 8 = 11 (+2 vs stonework, auto)
Talhaearn: 1d20 + 10 ⇒ (19) + 10 = 29 (low light)
Jake Hargrove: 1d20 ⇒ 4
Karzak: 1d20 + 4 ⇒ (7) + 4 = 11 (darkvision 60')
Only Tal and the Gillmen get to act in the surprise round.
Init:
Tiann Ceriagh'u: 1d20 + 1 ⇒ (3) + 1 = 4
Jory Redcap: 1d20 + 1 ⇒ (13) + 1 = 14
Talhaearn: 1d20 + 6 ⇒ (11) + 6 = 17
Jake Hargrove: 1d20 + 4 ⇒ (4) + 4 = 8
Karzak: 1d20 + 1 ⇒ (3) + 1 = 4
Ulionestia: 1d20 + 6 ⇒ (15) + 6 = 21
Shaolo/Ahrmisa: 1d20 + 1 ⇒ (11) + 1 = 12
roll-off:
Tiann: 1d20 ⇒ 13
Karzak: 1d20 ⇒ 3
Surprise round:
21: Uli
17: Tal
12: Sha/Ahr
then Round 1:
21: Uli
17: Tal
14: Jory
12: Sha/Ahr
8: Jake
4.1: Tiann
4: Karzak
As the glass hits the floor, the other Gillmen close their eyes.
The bartender casts a spell.
The torches around the bar explode in a burst of bright, colored aerial light.
Roll Will DC 15 or be blinded for 1d4+1 rounds.
Tal is up in the surprise round. One standard or move action.
Jory Redcap |
Will 1d20 + 6 ⇒ (9) + 6 = 15
Jory learns a lesson from the blenheim, and gets his eyes closed just in time.
"We just want to keep to the original deal."
GM Fnord |
Shaolo moves sideways towards the bar, and Ahrmisa moves next to him. Both wield their spears.
Round 1:
21: Uli
The bartender casts another spell.
A many-layered mass of sticky strands coats the area around everybody but Tal. Web rules
It's a reflex DC 14 not to get grappled by the web. The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell's DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.
Those who haven't made their will save yet, make that on your turn before you do anything else. Everybody needs a reflex save when the web is cast to avoid being immediately grappled before your turn even comes up.
Tal is up, then Jory.
Jory Redcap |
Jory evades the Web using his lessons from Chaldira.
He rushes outside the affected area
] and draws a bead on the caster.
Posted from phone, ref rolls in wrong thread. Jory moves 20' outside the Web and readies a shot for when web shooter acts again. Please move me 20 feet to escape Web on map.
GM Fnord |
Ahrmisa goes down, run through by Tal, before she can attack.
Ahrmisa: HP -5/6, Stabilize: 1d20 + 1 - 5 ⇒ (19) + 1 - 5 = 15
She is unconscious and bleeding on the floor, but not dying.
Shaolo attacks Jake:
Spear: 1d20 + 2 ⇒ (13) + 2 = 15 vs. flat footed AC, damage 1d8 + 1 ⇒ (3) + 1 = 4
The gillman then takes a step back.
Jake is up, then Tiann and Karzak.
Jory - you can go east to escape along the north side of the bar; 10' will take you out of the web in that direction. Or you can go 20' north, away from the melee. Or once you've gone 10' to the north, anything east is also free of the web.
Karzak |
Will save1d20 ⇒ 9
Reflex save1d20 + 1 ⇒ (6) + 1 = 7
Blinded1d4 + 1 ⇒ (1) + 1 = 2
What the 'ell! Whosit?. Karzak sputters and struggles, now blinded and entangled in the sticky webbing. He roars in anger at his predicament and tries to rip through the webs to where he last heard or saw the bartended.
Perception to track him down1d20 + 4 ⇒ (17) + 4 = 21
CMB1d20 + 4 ⇒ (19) + 4 = 23
GM Fnord |
Time for GMPC...
Tiann will vs. blindness: 1d20 + 6 ⇒ (14) + 6 = 20
Tiann reflex vs. web: 1d20 + 0 ⇒ (10) + 0 = 10
Tiann CMD to escape web grapple: 1d20 + 0 ⇒ (17) + 0 = 17
Tiann is not blinded, but gets trapped by the web. She fights her way free, then loads her crossbow.
Seeing that her compatriots are down, the bartender casts another spell.
As she completes it, she triggers a loud ringing noise, and the aquarium shatters, the water, fish, and most of the glass falling straight down into the river.
The bartender dives straight through the hole into the water, and starts to swim away.