Lazarus Logos |
"The outcome of this auction is uncertain. The Runecarved Key will interest me no matter its future owner. I am a samsaran with untold mystic past lives. It is my quest to seek any clue that can shed light on my past. If your bid is successful, I hope you will permit me to study it--under your direction, of course," the samsaran answers truthfully.
"May Lady Luck bless you today, Lady Keddren. I hope we will meet again." The samsaran takes his leave of the noblewoman.
---
Lazarus moves through the gathering, trying to spot the Duchesses and Dymal Rinks.
Knowledge (local) to find the Duchesses: 1d20 + 7 ⇒ (6) + 7 = 13
Knowledge (local) to find Dymal Rinks: 1d20 + 7 ⇒ (17) + 7 = 24
As the samsaran passes by his companions, he discreetly points out their quarry.
Certain he's found Dymal Rinks, he approaches the man. "Good day, sir. If you are one of the interested bidders, might I offer my services to assist you? I am fluent in Thassilonian and a trained wizard."
Sense Motive: 1d20 + 9 ⇒ (20) + 9 = 29
GM Ladile |
"Hmm...I see," Lady Kaddren responds, now looking thoughtful. "A worthy goal and one that I would like to imagine striving towards myself, were I in your position. Very well! Should fortune favor me in this auction then by all means, please come and find me again," the noblewoman offers. "I am sure we can work out a mutually beneficial arrangement. Until then, may the Lady Starsong watch over you," she smiles and nods as Lazarus excuses himself from her company.
_______
With the group having made quite a bit of headway in seeking out the other bidders, Lazarus slips into the crowd once more to see if he can find the elusive Dymal Rinks or perhaps the enigmatic Duchesses. While the ladies continue to remain elusive, Lazarus finally spots a squat halfling, dressed in plain clothes skates about the edge of the crowd, his eyes flitting back and forth between the key and the exit. The description perfectly matches the one that Acolytes Gavin and Cynthia gave earlier of the shifty halfling, making Lazarus certain that he's the one they're looking for.
So focused on the key (and the exit) is the halfling that he visibly jumps when Lazarus approaches and addresses him. "Ye gods, man! Give someone a little more warning before you sneak up on them like that," he gasps. He then shakes his head and laughs weakly. "I'm afraid you're mistaken. I'm just here to appraise the key for one of my...wealthier clients, who has an interest in it. You see, I make my living as a merchant arbitrator and so I often attend these sorts of functions as part of my work," he explains. "Oh, but you're very kind to make such an offer, of course. Perhaps if my client decides to bid - and wins - then I could put the two of you in touch with each other?"
Giving this to you since he can't Bluff his way past that Sense Motive check!
While you're certain that he's telling the truth about his day job, you're also certain that he's lying about not actually being a bidder himself. His nervous manner also seems to indicate that he's fearful of someone or something.
Grayscales |
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"Oooh, your scales have such a shimmer! May I touch them?"
"Hey, so like, I heard your kind used to eat gnomes - is that true?"
Grayscale consents to the letting the curious guest touch his scales.
When asked about the gnome, the Nagaji looks questionable at the fellow, "I haven't eaten gnome, but if you have a favored reccipe to ssuggest..." flicking his forked tongue out as he talks.
Grayscale continues to glance around at the mono varied humans for ones that might match their guest list. He also tries to discern them through their behaviors.
perception: 1d20 + 6 ⇒ (19) + 6 = 25
sense Motive: 1d20 + 4 ⇒ (15) + 4 = 19
GM Ladile |
Grayscales Kn. Local: 1d20 + 3 ⇒ (10) + 3 = 13
Grayscales Diplomacy: 1d20 + 3 ⇒ (14) + 3 = 17
With just one bidder (or bidders, from the sound of it) left to find, Grayscales continues to glance around the room in search of his quarry. "Oh gosh no, I wasn't meaning anything like that," one of his 'admirers' gasps. "I just...well, you hear rumors sometimes, is all. Truth be told, I'm glad that you don't eat gnomes." The young woman - girl, really, maybe 17 summers if that - adds in a conspiratorial whisper, "But truth be told, if you did, I really couldn't blame you! I've never met a gnome yet that wasn't crazy as a loon. I'd probably eat one of them too if it meant saving my own sanity!"
Noticing the nagaji continually craning his head around, the young girl looks at him curiously. "Are you looking for someone?" When Grayscales casually makes mention of the mysterious Duchesses, the girl's eyes widen and then her face crinkles up into a smile of glee, clearly eager to tell what she knows. "Oh! Well, I can help you with that," she says as she turns and points towards a small bench situated out of the way of the crowds. Two women sit on the bench, conversing softly between themselves. Both are dressed in Varisian travelers’ clothes draped with thick cloaks.
"No one seems to know their real names, both of them just go by 'Duchess'," Grayscales' gossipy new friend explains. "That's how they introduce themselves and each other. Of course you can tell by their dress that they aren't from Magnimar, but that's really all anyone's been able to figure out. It's really quite a mystery!"
_______
All bidders have been identified!
Lazarus Logos |
The samsaran offers the halfling a friendly, disarming conspiratorial smile. "The way you're eyeing the key and the exit, you're either planning a quick getaway, or you're worried about someone coming through it and stealing your prize."
"Rest easy, Mr. Dymal Rinks. Your secret is safe with Lazarus Logos. If you suspect foul play, perhaps you'd care to confide your fears to someone who could help?"
Diplomacy: 1d20 + 7 ⇒ (11) + 7 = 18
If the halfling is too reticent to speak further, Lazarus heads toward the interesting pair of Varisian ladies Grayscales has been ogling.
---
The samsaran addresses the Duchesses in their native Varisian. "Good evening, Your Graces. My name is Lazarus Logos, an expert on the language of ancient Thassilon, a trained wizard, and a priest of the Song of Spheres." He traces the symbol of the butterfly wings in blessing.
He smiles and lowers his white eyes, "Until this day, I had never met a single Varisian noble person, and I confess my surprise at meeting two ladies of the highest of the five grades of the peerage at this very auction.
He follows their eyes to the artifact on display. "Are you as interested in Thassilon and the Age of Legend as I am? Surely, the Runecarved Key must have been forged by your powerful forebears. Who will win the prize, do you think? Or is the better question, who should win it?"
Sense Motive: 1d20 + 9 ⇒ (14) + 9 = 23
Shifty |
***OVERSEER POST***
The cathedral’s sexton calls everyone’s attention “The pre-auction gala has ended; all must leave the cathedral immediately. Thank you for attending and we’ll see many of you back here for the auction.”
You return to the Heidmarch Mansion. The theater is filled with your fellow Pathfinders, all buzzing with excitement. Sheila Heidmarch, raises her hands and quiets the room before speaking. “Well my colleagues, I trust you were successful this evening? Anyone have information to share? Let’s see some hands.”
A dwarf clad in full plate with a great hammer on his back calls out ”Aye, we met Rinks, a halfling who said he was acting on behalf of one of his clients. We found out that he has spent the last few months here in Magnimar betting on the bullfights at the Matador’s Lodge. He was not as lucky as most of his kind and has run up a sizable debt with the lodge’s owner, Master Basaale Minvandu. The halfling is staying in the Old Fang Inn”
A couple of humans push a grippli forward ”Quon here also has to report something” they say. The grippli turns a brighter shade of green and then softly starts speaking ”I am afraid we made a bit of a mess at the gala. That Chelaxian woman, Zimandi Kaddren, found out that we are with the Pathfinder Society and she immediately stormed off in anger, saying that she would take every effort to outbid the Society at the auction.” The grippli seems to have found his voice as he continues ”We asked around and we discovered that her parents vanished during an expedition to a mysterious fortress known as Viperwall in central Varisia. I think that she blames the disappearance of her parents upon the Pathfinder Society.”
A famous halfling jumps on a table ”I am Lem and I can report that the curator of the Museum of Ages is also interested in the artifact! Doctor Landis has secured a donation for the key. He thinks it is an item of great historical significance, and that it was created by Emperor Xin to unlock a temple of seven paradises. I would have expected that Nigel Aldain of the Blakros museum would also be present, but I did not see him. That is all for me!”
A human woman calls out, the symbol of Iomedae obvious on the buckler that she has strapped to her left arm. On the same hip she has an Aldori duelling sword. ”I talked to two women dressed in travellers’ outfits. Both had with thick Varisian accents. They introduced themselves as ‘the Duchesses’ and said they live in Ordellia where they work as caravan guards. Beyond that, they had little to say.”
A servant rushes in and hands Sheila Heidmarch a note ”Give me a moment, this is probably important, otherwise Jacob here would not have disturbed us”. She reads the note and briefly ponders it for a moment.
“Well, my friends, it seems Desna smiles upon us. My sources have just informed me that the Aspis Consortium has fewer funds than we first imagined. Thus, they have sent word to an ally in Korvosa to ship them more gold. Fortunately, I still have a few spies in Korvosa. A few days ago, the Consortium hired a Varisian caravan to carry a sizable shipment of gold to Magnimar, presumably to help them secure the Runecarved Key’s purchase.”
“The caravan was traveling along the Yondabakari River and should be nearing the outskirts of the city in a few hours. I need you to ride out to the caravan before it gets within sight of the city walls and ensure that gold never reaches the Aspis Consortium at Bronze House. Take whatever gold you can, but try not to draw attention to yourselves as Pathfinders. It’s bandit territory out there anyway, so caravan raids aren’t uncommon. That said, rest assured the caravan will be armed. As soon as you’re finished, hurry back here. We don’t want Maiveer Sloan to catch on to our plot. I’ll send a white raven to signal you to return before the situation becomes too risky.”
Table GMs, you should start encounter 2.
GM Ladile |
Slightly Earlier, Before the Gala Ends
"Wh-I, um, I don't know what you're talking about," the halfling huffs. "I'm simply just tired; I've spent the last night or two at the Old Fang Inn and they must have the worst accommodations that I've ever seen! The beds are lumpy and the local riffraff keep me up half the night with their drinking and brawling! In fact, after tonight I'll be looking for a more peaceable place to stay because I can't function much longer on the poor sleep I've been getting."
Rinks suddenly turns and appears to spot someone through the crowd. "Oh! There's an old acquaintance of mine and I really should go and say hello while I'm here, you understand. It's been nice talking with you and haveapleasantday!" he explains hurriedly before turning and practically diving into a crowd of people.
"Eh, don't mind ol' Dymal," an elderly gentlemen murmurs, waving his full wineglass towards the departing halfling and sending red droplets flying everywhere. "Word on the street says he's got quite the gambling habit and it's finally landed him in trouble with old Basaale Mivandu, proprietor of the Matador's Lodge. Mivandu's a mean bastard and he's not above sending some of his goons out to break a few knees to get what he's owed. I reckon I'd be jumpy too if I had people looking to break my leg-benders!"
_______
As he ponders what he's learned about Dymal Rinks, Lazarus meanders his way over to the two women - the Duchesses - that Grayscales managed to track down. Both of them look up as Lazarus addresses them, offering amicable if rather vague smiles.
"Oh no, we're not of the nobility," one of them responds. "Although we're flattered that you thought so," the second adds. "We just prefer to go by Duchess - myself and my sister,".
"Yes, it adds an air of mystery, we've found," the first one speaks up again. "You see, we're simply caravan guards from Ordellia. Two individual women are not so intimidating, but spread the word that you have the Duchesses guarding your wares...well, you'd be amazed at how quickly many would-be bandits think twice before coming to call."
"It's true," the second woman agrees. "And as to who should win this prize? Oh, that's not really for us to say. I suppose the Lady Desna will choose the lucky one."
Though they're certainly amiable enough, you have the feeling that the two women are playing a little more dumb than they truly are - and that this is something that they're both quite versed in doing.
_______
Technically this is largely stuff mentioned in the above Overseer post but I hate leaving player actions dangling. Second post incoming to move us along into Act 2's events!
GM Ladile |
With your newest task in mind, each of you make a few quick preparations and then set out to meet the incoming Aspis caravan. After a few hours of travel that sees you following the Yondabakari River and putting you several miles outside the city walls, you reach a small side trail that branches off and away from the river and winds south into a forest of ancient evergreens. Off to the side of the path, nestled into a deep pocket of spruces, sleeps a small Varisian caravan, only two wagons strong.
You spot the symbol of the Aspis Consortium painted on the wheels of the two wagons.
It's difficult to tell in the dim light, but it looks as if there are several individuals sleeping around a campfire. Although you don't immediately see anyone else moving around, it's rather unlikely that the entire caravan is sleeping without some sort of a watch set.
_______
Please see Slide #4. It's currently nighttime and right now the individuals in the caravan don't seem to be aware of your presence. What do you do?
Yorad Cinderhunter |
Perception: 1d20 + 3 ⇒ (8) + 3 = 11
Yorad glances back to his companions, softly whispering "If this be who we are looking for then we need to strike fast. I'll see about taking care of the watch guards." he then slips off into the underbrush trying to be a quiet as a goblin.
Perception: 1d20 + 3 ⇒ (10) + 3 = 13
Stealth: 1d20 + 5 ⇒ (2) + 5 = 7
Yorad will work his way around the bottom wagon, so his route would take him off the map.
Tathane Halfbarrel |
Tathane nods at Yorad. "You go that way and I'll go this way." Tathane points in one direction for Yorad and the opposite for himself. "We'll take care of any guards."
He slinks off through the underbrush trying to spot the supposed watch guards.
Stealth: 1d20 + 7 ⇒ (3) + 7 = 10
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Thern |
Perception: 1d20 + 4 ⇒ (9) + 4 = 13
Thern says to the group "This is, um, the people we're looking for, there is, uh, symbols of the Aspis Consortium painted on the, um, wheels." Thern then moves up to the corner of a tree trying to stay hidden and get a closer look.
Perception: 1d20 + 4 ⇒ (13) + 4 = 17
Stealth: 1d20 + 4 ⇒ (15) + 4 = 19
Lazarus Logos |
Perception: 1d20 + 5 ⇒ (19) + 5 = 24
"Yes, I see the symbol of the Aspis Consortium, as well, painted on the wheels of the two wagons," Lazarus whispers.
Lazarus draws one of his wands from a spring-loaded wrist sheath and activates it, "ευλογώ." Then he retrieves another wand from his rucksack and takes a step toward the grove of trees, following Thern and Tathane.
Condition: Bless - Allies gain a +1 morale bonus on attack rolls and on saving throws against fear effects. (49/50 charges remaining.)
Tathane Halfbarrel |
Lazarus, nice choice to use Greek for your spells. In one of my RL games I've used classical greek for my druid's spells. For example: μανθάνω τὴν κήλησις (I discern/learn of enchantment) for Detect Magic.
GM Ladile |
Guard #1 Stealth: 1d20 + 6 ⇒ (6) + 6 = 12
Guard #1 Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Driver #1: 1d20 + 4 ⇒ (13) + 4 = 17
Driver #2: 1d20 + 4 ⇒ (12) + 4 = 16
Guard #2: 1d20 + 5 ⇒ (1) + 5 = 6
+10 DC for being asleep.
Resolving to get the drop on the sleeping caravan, everyone begins to spread out and several of you begin sneaking through the trees and undergrowth to get closer - though not before Lazarus makes use of a wand to place a blessing over the party. Yorad begins to circle back to the south and around; he muffles a curse as he trips over a small log at one point and very nearly faceplants on the ground. Grayscales begins to follow a similar route, though he stays closer to the southern wagon. Thern and Tathane both fare somewhat better, each of them stepping through the trees and using them as cover to try and get a closer look at the wagons and the people sleeping around the fire. Both man and halfling can now see that there are three individuals surrounding the fire - and despite the noise made by some of the party, they all appear to be sound asleep.
Even with the lack of light and the distance, both of you just manage to spot a man attempting to move stealthily through the trees on the far side of the caravan, to the east. Luckily, he doesn't seem to have spotted any of you - yet.
You're now aware of Orange on the map.
_______
I am *so* sorry for the extended silence. I've been under the weather unexpectedly but I'm feeling a bit better now and I'll do my best to keep us moving now!
Lazarus Logos |
Lazarus activates his wand of mage armor, "कवचः," stows it back in his rucksack, and takes another cautious step toward the wagons. (49/50 charges remaining.)
Grayscales |
Thinking that we are ether the luckiest ambushers or inept bumpkins waking into a trap, Grayscale holds where he is looking around to see if it is a trap, still trying to be stealthy.
perception: 1d20 + 7 ⇒ (10) + 7 = 17
stealth: 1d20 + 4 ⇒ (3) + 4 = 7
Lazarus Logos |
I hope my comrades remember our task: 'Ensure that gold never reaches the Aspis Consortium at Bronze House. Take whatever gold you can, but try not to draw attention to yourselves as Pathfinders.'
Lazarus tries to calculate the time available to accomplish their mission. We should probably get the lead out.
Tathane Halfbarrel |
Tathane moves through the underbrush as quietly as he can, always circling the campsite and trying to stay in the shadows. As he moves he spots a dim figure moving in the shadows directly across from him. Smiling, now that he has spotted the guard, he moves more around the perimeter so that he can get close enough to disable him.
Stealth: 1d20 + 7 ⇒ (2) + 7 = 9 Not a great time for a bad roll...
Thern |
Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Thern looks over in the direction where Tathane runs off and hears the sound of Tathane crunching leafs under his feet as he moves. Thern quickly darts over there and says "Uh, Tathane What are you doing?" Then he attempts to hide by getting low on the ground.
Stealth: 1d20 + 4 ⇒ (5) + 4 = 9
He slips on some leaves and grabs a low branch to stop his fall but it snaps.
GM Ladile |
Guard #1 Perc.: 1d20 + 5 ⇒ (8) + 5 = 13
Guard #2 Perc.: 1d20 + 5 ⇒ (19) + 5 = 24
Driver #1 Perc.: 1d20 + 4 ⇒ (1) + 4 = 5
Driver #2 Perc.: 1d20 + 4 ⇒ (7) + 4 = 11
As Lazarus continues to prepare himself for a possible scuffle Tathane and Thern both try to stealthily make their way to the north side of the encampment, as if they have a plan they're trying to pull off.
*crunchcrunchcrunchcrunch*
The sound of dry leaves being crunched underfoot is then followed by Thern's voice, asking, "Uh, Tathane what are you doing?" and the snapping of a branch.
Right around the same time that one of the men sleeping around the fire snorts and blearily raises his head, a voice rings out across the camp!
"What the-HEY! Who goes there!?"
_______
Grayscales: 1d20 + 4 ⇒ (4) + 4 = 8
Lazarus: 1d20 + 4 ⇒ (13) + 4 = 17
Tathane: 1d20 + 9 ⇒ (1) + 9 = 10
Teann: 1d20 + 2 ⇒ (7) + 2 = 9
Thern: 1d20 + 4 ⇒ (4) + 4 = 8
Yorad: 1d20 + 2 ⇒ (18) + 2 = 20
Guards: 1d20 + 3 ⇒ (3) + 3 = 6
Drivers: 1d20 + 1 ⇒ (9) + 1 = 10
Leader: 1d20 + 1 ⇒ (1) + 1 = 2
White Lightning: 1d20 + 6 ⇒ (7) + 6 = 13
Surprise Round!
Tathan
Thern
=======
Guards
Round 1
Yorad
Lazarus
=======
????
Drivers
=======
Tathane
Teann
Thern
Grayscales
=======
Guards
????
Active Conditions: None
Tathane and Thern are UP in the surprise round!
_______
A fact I neglected to mention earlier is that any square with trees and other foliage is considered Difficult Terrain. Since that was my mistake I won't have Tathane and Thern redo their prior movement, but from here forward I'll be enforcing it. I'll also get some grids on the map once I get home to show what the light levels are but for now, staying close to the campfire offers Bright Light and getting out towards the edges of the camp we shift to Dim Light.
Tathane Halfbarrel |
"Hmm. Well that didn't work." Tathane grins at Thern. "I guess we'll have to do this the fun way." Tathane moves towards the back of one of the wagons in hopes of hiding from the waking men.
My plan is to hide and then try to remain in stealth enough to sneak up on people to attack them.
Thern |
Thern hears the man shout and he jumps into action. He runs toward the light, as its one of the only things that can be seen. Once he reaches the edge of the small patch of forest he pulls his rope dart out.
Move action: Move 15ft and draw rope dart.
GM Ladile |
Tathan Stealth: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
Whether acting on instinct or making it up as they go, Tathane and Thern immediately split up with Tathane diving behind the wagon and out of the light of the campfire while Thern runs directly toward the campfire - making quite a lot of noise as he crashes through the undergrowth. Almost immediately, a man dressed in leathers and carrying a longbow comes around the northernmost wagon, drawn by the noise.
"Attack! We're under attack!" he bellows. The man who had groggily sat up by the campfire looks around and his eyes widen with surprise and alarm as he spots Thern heading his way with what looks like some sort of rope or net in his hand.
"Oh s#$&!" he exclaims as he scrambles for a nearby rapier.
_______
Round 1
Yorad
Lazarus (Mage Armor)
=======
????
Drivers
=======
Tathane
Teann
Thern
Grayscales
=======
Guards
????
Active Conditions: Bless
Yorad and Lazarus are up!
_______
Yorad, I tried to move you roughly to where your last post indicated you'd be. The Orange Circle on the map indicates the area of Bright Light and the Yellow Circle indicates the area of Dim Light.
Yorad Cinderhunter |
This certainly headed into the crapper... Yorad thinks as he draws his trusted knife and crouches low to the ground using the shadows to his advantage, heading towards the other side of the wagon on the south side.
Move: Move 30' avoiding the Difficult terrain. Stealth: 1d20 + 5 ⇒ (14) + 5 = 19
Move: Draw dagger.
Lazarus Logos |
Calling on Desna to grant him agile feet, Lazarus slips through the thick undergrowth. Then, he tosses a handful of sand from his spell component pouch toward the fire and conjures up burning sands on the far side of the Aspis camp.
Sheets of hot sand spread over the ground. The sand is 1 foot deep and constantly shifts and churns, transforming the ground in the area into difficult terrain. The sand itself burns, and periodic flames rise from the grit.
(While these flames cannot ignite objects, they deal 1d4 points of fire damage to any creature that ends its turn in contact with the ground within the area of effect. Duration: 2 rounds.)
GM Ladile |
Yorad continues to circle around the southern wagon, using the ruckus and confusion generated by his allies to remain unnoticed for now. Meanwhile, Lazarus easily slips through the undergrowth with Desna's fortune guiding his feet and conjures the desert sands of Osirion into the Aspis camp.
The two other men who had been sleeping by the campfire are now wide awake. At first they both make as if to reach for the clubs lying next to their bedrooms but then they blink and look at each other when they realize that the ground beneath them is unusually gritty. And hot. And getting hotter.
"Yeooowww! Hot! Hothothot!" Green cries as he leaps to his feet and begins to hop from foot to foot as he heads towards the northern wagon. As he turns the corner, he skids to a stop upon seeing Thern. Red, flailing his arms comically, follows suit except he heads for shelter behind the southern wagon.
_______
Round 1
Yorad
Lazarus (Mage Armor)
=======
????
Drivers
=======
Tathane
Teann
Thern
Grayscales
=======
Guards
????
Active Conditions: Bless
Tathane, Teann, Thern, and Grayscales are UP!
Tathane Halfbarrel |
Tathane continues around the back side of the wagon keeping to the shadows and partly under the wagon.
Stealth: 1d20 + 7 ⇒ (3) + 7 = 10
Double move to get around the wagon through rough terrain. But I don't think my stealth is high enough to be successful.
Teann |
Teann seeing the combat will cast entangle the green circle. then order his cheetah to stay beside him.
Thern |
Thern, focused on the task at hand, sees the man in front of him and swings his rope dart.
Rope dart: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Action: Uses rope dart
GM Ladile |
Red Reflex: 1d20 + 1 ⇒ (5) + 1 = 6
Orange Reflex: 1d20 + 5 ⇒ (9) + 5 = 14
Pink Reflex: 1d20 + 5 ⇒ (17) + 5 = 22
Orange Perc.: 1d20 + 5 ⇒ (13) + 5 = 18
Purple Perc.: 1d20 + 5 ⇒ (14) + 5 = 19
Perfectly in his element out here on the trail, Teann whispers for his cheetah friend to stay close before calling on his unique connection to the land. Suddenly, all along the southeastern corner of the encampment, the plants begin to come alive as they grow and twist themselves eagerly around three of the men. Red and Orange both cry out with alarm as they find themselves tightly bound but Purple manages to slither free of the grasping plants.
Purple then looks up and suddenly points, having spotted Tathane attempting to work his way around the other side of the northern wagon. "Watch it, watch it, there's one comin' up right behind ya!" he calls to Orange.
"I ain't blind, I can see him!" Orange calls back, still struggling against the rude and grabby plants.
Meanwhile, Thern sets his sights on Green and lets fly with his rope dart! In spite of what he might feel is a mediocre shot, the dart sinks deeply into Green's neck and with a gurgle he drops to the ground, unmoving.
Unimpressed by the shenanigans playing out just feet in front of him, Grayscales takes a more methodical approach as he carefully applies poison to one of his arrows.
Seeing Green fall to the ground, Orange swears loudly. "Hells, they got Eugeni! These bandits mean business!" he yells as he struggles mightily against the entangling plants...
Orange Escape Artist: 1d20 + 3 ⇒ (14) + 3 = 17
...and manages to break free! Ducking and dodging, he picks his way through the tall, grasping grass as he heads for the safety of some cover. Purple also dashes out of the reach of the plants and ducks behind a nearby tree to try and find some cover. As he does, he seems to be reaching into his pocket for something.
_______
Round 2
Yorad
Lazarus (Mage Armor)
=======
????
Drivers
=======
Tathane
Teann
Thern
Grayscales
=======
Guards
????
Active Conditions: Bless
Lazarus and Yorad are UP!
_______
Grayscales, do you happen to have a chronicle that allows access to drow poison? I don't believe it's a legal poison otherwise.
Lazarus Logos |
Behind the cover of a tree, Lazarus retrieves an acid flask from his rucksack, and using it as an alchemical reagent focus, casts acid splash at the entangled Red.
[dice=Ranged Touch, Bless vs Entangled Red; Damage]d20+1+1; d3+1[/dice]
Yorad Cinderhunter |
Sonofawhore! Yorad exclaims silently as he sees the plants come alive in front of him, cutting off his path!
OK Plan B then... He slowly inches forward to get a bead on the Aspis agent and whips his arm out, sending his blade arcing towards the man...
5' step on map.
Attack: Throw dagger at Red Agent. Thrown Dagger, Bless, range (20'): 1d20 + 2 + 1 - 2 ⇒ (14) + 2 + 1 - 2 = 15
Damage, sneak: 1d4 + 3 + 1d6 ⇒ (2) + 3 + (5) = 10
Move: Draw dagger.
GM Ladile |
From his place behind a nearby tree, Lazarus focuses on the acid flask that he's pulled from his pack, willing it to empower the magic that he calls to mind and unleashes against Red. With a sickening sizzle, the tiny orb of acid catches the man directly in the back and he pitches forward, screaming with agony. That scream is suddenly cut short as a small *whoosh* and then a *thunk* is heard and Red drops to the ground with Yorad's thrown knife sticking out of his chest!
Just when they feel certain that the battle is going their way, a strange hissing fills the air as a dog-sized lizard leaps out from the southern wagon. It has two horns on its head and its green scales crackle with sparks of lightning. It snarls at the intruders and attempts to dart forward...
WL Reflex (DC 15): 1d20 + 5 ⇒ (3) + 5 = 8
...but instead finds itself stuck fast as the grasping plants and grass wrap around its limbs! The creature hisses and thrashes in anger and confusion!
This is a shocker lizard, a small, magical beast. For every 5 that you beat the DC, you may ask for one piece of information from this list.
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Round 2
Yorad
Lazarus (Mage Armor)
=======
Lizard
=======
Tathane
Teann
Thern
Grayscales
=======
Guards
????
Active Conditions: Bless
Tathane, Teann, Thern, and Grayscales are UP!
Tathane Halfbarrel |
Just in front of him, Tathane sees the ground covered in writhing, grabbing foliage and he smiles to himself. That must by the druid's doing! Through the dim light he spots a strange four legged creature jump out of the other wagon but fortunately it gets stuck in the grasping grass. Tathane turns his attention to the guard twenty feet to his right. Because of his clumsiness Tathane is certain that the guard has spotted him. With a shrug Tathane unslings his short bow. In a swift motion he nocks an arrow and shoots at the guard.
shortbow@orange,bless: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
damage: 1d6 ⇒ 6
Grayscales |
Spotting the dog-sized lizard dropping out of the wagon, Grayscales draws his bow and taking aim fires the poison arrow at the entangled lizard thing.
darkwood composite longbow w/drow poison: 1d20 + 4 ⇒ (16) + 4 = 20 to hit
damage: 1d8 + 3 ⇒ (1) + 3 = 4 Drow Poison {Link}: Fort DC13 or fall asleep for 1 min
Thern |
Thern sees the new enemy on the field but takes no interest in it. He runs around a tree where he saw purple run to. With a simple flick of his wrist pulls the dart back from green and into his hand, only to then hurl it at purple.
Rope dart: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Standard Action: throw rope dart
Move Action: Move 15ft
Free Action: Pull rope dart back
GM Ladile |
Tathane vs. Orange Concealment: 1d100 ⇒ 54
Realizing that the jig is up Tathane goes for a more direct approach and quickly draws his bow, takes aim...and with a *PTWANG *THUNK* buries an arrow deep into Orange's shoulder!
Grayscales demonstrates that great minds think alike as he too readies his bow, though he takes aim not at Orange but at the newly-arrived lizard. His arrow strikes home and the poison coating the arrow begins to work it's way into the lizard's system...
Lizard Fort (DC 13): 1d20 + 4 ⇒ (8) + 4 = 12
...causing the lizard's eyes to grow suddenly heavy. With a soft hiss, it slumps down into the tall grass, fast asleep!
Purple suddenly finds himself under attack from all sides as Thern approaches and flings his rope dart and then, of all things, a cheetah bounds up and attempts to take a bite out of him! He yelps and manages to duck and dodge and avoid both attacks, somehow.
Orange attempts to return the favor to Tathane, raising his own bow and firing on the halfling...
Orange vs. Tathane (Longbow): 1d20 + 5 ⇒ (2) + 5 = 7
...but only manages to strike the wagon! Purple, swearing profusely, tries to strike at the cheetah up in his face...
Purple vs. Fuzzy (Rapier): 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
...and fares better than his partner as he leaves the cheetah with a nasty little scratch across his nose! From within the wagon, a voice cries, "Hold it right there, thieving scrum!" A wizened-looking man in robes steps out of the wagon...
Robed Man Reflex (DC 15): 1d20 + 1 ⇒ (14) + 1 = 15
...and manages to avoid the grasping grass that greets him. With a laugh, he raises a small slender object and points it towards Lazarus, Grayscales, Teann, and Yorad. Sticky strands suddenly explode in the air around them!
Grayscales, Lazarus, Teann, Yorad - Make a DC 13 Reflex or be Grappled as per Web.
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Round 3
Yorad
Lazarus (Mage Armor)
=======
Lizard (-4, Sleeping)
=======
Tathane
Teann + Fuzzy
Thern
Grayscales
=======
Guards (Orange -6)
Robed Man
Active Conditions: Bless
Lazarus and Yorad are UP!
_______
I'm on mobile; will get a grid up for the Web once I get home!
Yorad Cinderhunter |
Reflex DC 13: 1d20 + 4 ⇒ (4) + 4 = 8 failed, Grappled.
Yorad yelps in surprise as the sticky webs surround and engulf him, and is unable to dodge the strands that now hold him fast. He spends precious seconds attempting to slip the sticky bonds...
Standard: Escape the Web. Escape Artist DC 13: 1d20 + 5 ⇒ (6) + 5 = 11. Failed, still Grappled.
GM Ladile |
Unfortunately, the robed man's webbing proves to be quite the bane to the group as Yorad and Grayscales are both immediately caught up in its sticky clutches.
"There, I've done the hard part so maybe now you lot can actually do what I've been paying you good money to do!" he snarls at the two struggling guards.
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Round 3
Yorad (Webbed)
Lazarus (Mage Armor)
=======
Lizard (-4, Sleeping)
=======
Tathane
Teann + Fuzzy
Thern
Grayscales (Webbed)
=======
Guards (Orange -6)
Robed Man
Active Conditions: Bless
Lazarus is UP!
Lazarus Logos |
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Reflex Save DC13: 1d20 + 2 ⇒ (6) + 2 = 8 Grappled
Lazarus curses in Samsaran, grappled by the sticky webs cast by the wizened man in robes. He looks over his shoulder at his two companions, stacked up like dominoes behind him. My, we present a juicy target. I would have done the same thing. If I could cast such a spell. Someday. If we survive.
He flexes his forearm, releasing his wand of magic missiles from his other wrist sheath. He activates it, firing a bolt of force at the spellcaster.
1d4 + 1 ⇒ (3) + 1 = 4
He calls out to his colleagues, "Absalom, we have a problem. Spellcaster next to the sleeping lizard. Please terminate with extreme prejudice. And spare his spell book."
GM Ladile |
The spellcaster yelps with pain as Lazarus' magic missile comes streaking out and strikes him in the chest. His confidence seems to waver as he realizes that his web shenanigans haven't completely neutralized all of the caravan's attackers.
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Round 3
Yorad (Webbed)
Lazarus (Mage Armor, Webbed)
=======
Lizard (-4, Sleeping)
=======
Tathane
Teann + Fuzzy
Thern
Grayscales (Webbed)
=======
Guards (Orange -6)
Robed Man (-4)
Active Conditions: Bless
Tathane, Teann + Fuzzy, Thern, and Grayscales are UP!
Grayscales |
With the sticky webs preventing Grayscales from using both hands to fire his bow, the Nagaji lets his blood burn hot in rage as he tries to break free of the webs but fails.
Free: enter controlled rage +4 to str 1 of 9
Standard: break free
CM vs DC13 to break free w/+2 str: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Tathane Halfbarrel |
Tathane cheers as his arrow hits the enemy but he realizes that he is too exposed. He glances quickly behind him and notices a gap under the wagon at his back. He ducks under the wagon and tries to roll under it to the other side.
Acrobatics: 1d20 + 4 ⇒ (9) + 4 = 13
Once on the other side of the wagon he looks for a dark shadow, cast by the firelight, and tries to hide.
My intention is to roll under the wagon and then hide in shadows under or near the wagon. If the orange guy comes around the wagon I'm trying to hide so I can sneak attack him on my next round. If that situation comes up, GM, you can roll my stealth (+7) for me instead of waiting for me to reply.
Thern |
Thern is a little annoyed that his dart did not hit. He walks up to the man and swings his fist followed up by a knee jab.
Unarmed Strike: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Unarmed Strike: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Full round action: two unarmed strikes
Free action: Five foot step
Teann |
Teann will move forward and cast produce flame then throw fire at the wizard while his cheetah attacks."On it."
spell to hit: 1d20 + 3 ⇒ (10) + 3 = 13
spell damage: 1d6 + 2 ⇒ (6) + 2 = 8
web reflex: 1d20 + 2 ⇒ (11) + 2 = 13
cheetah claw 1: 1d20 + 10 ⇒ (16) + 10 = 26
cheetah claw 2: 1d20 + 10 ⇒ (8) + 10 = 18
cheetah bite: 1d20 + 8 ⇒ (8) + 8 = 16
cheetah claw 1 damage: 1d2 + 2 ⇒ (1) + 2 = 3
cheetah claw 2 damage: 1d2 + 2 ⇒ (1) + 2 = 3
cheetah bite damage: 1d4 + 1 ⇒ (1) + 1 = 2
Edit Add two to the to hit on my cheetah I did not count flanking