
GM Rat Sass |

Perception, Tynan: 1d20 + 13 ⇒ (11) + 13 = 24
Stealth, Tynan: 1d20 + 13 ⇒ (13) + 13 = 26
Disguise, Hourpen: 1d20 + 3 + 10 ⇒ (17) + 3 + 10 = 30
Perception, Hourpen: 1d20 + 2 ⇒ (6) + 2 = 8
Stealth, Hourpen: 1d20 + 24 ⇒ (15) + 24 = 39
1d20 ⇒ 4
1d20 ⇒ 18
The alleys provide enough to break line-of-sight, several times over during the time you spend wandering the Riverside District. You feel plenty of eyes upon you, but fail to understand if there is any recognition behind those eyes.
Eventually you find yourselves walking along the river's actual side, with several buildings in operation, many dark, some with lights still showing through windows. There are roughly seventeen piers, with either one or two warehouses or holds sharing its function.
Tynan is able to identify a few buildings that are for the most part abandoned, and they show their condition for their neglect. A couple of holds, however, seem to be very well-maintained, although their level of activity, folks coming and going, lights on, seems painfully quiet.
Hourpen takes Tynan's word for it, happy to dance from shadow to shadow, keeping prying eyes from ever holding him long. Although Tynan's disguise seems in many ways similar to the man himself, he doesn't slack in his stealthing ability either.
The Riverside District doesn't seem to take umbrage with the pair of scouts, and allows you to return to the Crooked House and its quarter of Egorian, untouched.
...
Tynan and Hourpen eventually return from their excursion, and the evening passes without incident or interruption. Tarquin welcomes you back with a suckling pig roast, and Christine and Lulu make sure your rooms are brought extra goose down pillows.

Tynan Swale |

Over late drinks with the others, Tynan quietly describes what he and Hourpen saw.
"Most of the warehouses along the waterfront appear to have fallen into disrepair for some time. However..." He takes a drink of ale, and looks to make sure none of the other patrons appear to be listening. "there were a couple of buildings that appeared to be very well-maintained. Whether these belong to Telakin or not, I cannot say, but their quality makes them stand out as good possibilities."

Solrisa Iome Arabasti |

Solrisa has barely eaten most of a haunch of pig leg when Tynan returns. She does so like dinner after a long day of walking around and protecting. She welcomes Tynan with a smile before noticing Hourpen.
"Hourpen? Have you been here long? Well...sit! Sit! Let's eat!" Solrisa gets Hourpen and Tynan a plate of food.
"Based on what you saw of the buildings, what kind of flowers do you think would be the best form of apology?" Solrisa asks, certain that this is the right path.

Ascaria |

Over late drinks with the others, Tynan quietly describes what he and Hourpen saw.
"Most of the warehouses along the waterfront appear to have fallen into disrepair for some time. However..." He takes a drink of ale, and looks to make sure none of the other patrons appear to be listening. "there were a couple of buildings that appeared to be very well-maintained. Whether these belong to Telakin or not, I cannot say, but their quality makes them stand out as good possibilities."
"Two buildings huh? Damn, I was hoping for just one. What if we pick the wrong one and the guy is in the other one? I suppose it doesn't matter too much really. Good eyes you guys, thanks. That's really useful stuff."
"So which building do we try first?"
"Based on what you saw of the buildings, what kind of flowers do you think would be the best form of apology?" Solrisa asks, certain that this is the right path.
Ascaria chuckles, thinking them more likely to be met with blades then words, but he likes the approach. "I think I agree with Sol here. Let's go in talking and see what we can do. It worked for the lizard folk - that turned out OK. Might work here too."
"Just remember, these folks have tried to kill us, and may try again. If they do, obviously we'll defend ourselves. Let's hope it doesn't come to that."
He munches on a huge salad and wonders again why he got one. He eyes the food on Sol's plate and considers reaching over, but stops himself.
He thinks some more, I should have added bacon to this thing. That would have been great.
He munches a little while before adding, "Everyone cool with just walking up? Or do we want Tynan and Hourpen in some nearby shadow? I think not, but it could be useful. My thinking is this; if they sneak up, and we get in to talk to the guy, they'll be separated from us - possibly by quite a few troops if he's got a bunch of defenders in there. That could make things very sticky for all of us if we're separated like that."
"I think we should stick together in case something goes wrong." he shakes his head, "But I don't really know what we're facing in there, so I don't know what to plan."
He grins, "I think we just wing it."

Eri Nandri |

"I think we should stick together in case something goes wrong."
”Yeh, when we became separated with the lizards it got pretty dicey. I bet these guys use separation as a tactic. Let’s, let’s stay together.”
Eri avails himself of some smooth and searing liquor to rinse away fear and most other things as he begins to experiment with things other than squirrel meat.
It’s going to be hard to go back to trail meat after this. There are a lot of s#*tty people here, but there are other draws.
knowledge local (looking for delicious food that doesn’t spoil): 1d20 + 6 ⇒ (10) + 6 = 16

Mortimer Smith |

Tarquin welcomes you back with a suckling pig roast, and Christine and Lulu make sure your rooms are brought extra goose down pillows.
Holding a pint of bitters, Mortimer's eyes glaze over as he looks upon the banquet.
What's that? That's too ... noooooot ... for me. For us? He looks around, as he notices most people distracted, helps himself to a whole bread loaf, some modest amount of butter, cheese, a bunch of grapes and other small but assorted piles of fruit. He then looks for fish. This city has a 'Riverside'. You'd think there would be some decent fish of some kind.He listens to Tynan and Hourpen's story.
"[ ... ] there were a couple of buildings that appeared to be very well-maintained. [ ... ]"
Keeping his voice low he asks, "Wait a second -- did you say the water front? Maintained?! Think! Did you see anything that might have lent itself to actually being nicknamed 'Sodden Hold'?" His stomach growls at the slightest suggestion of any meal consisting of fresh fish. He pauses, considering. "You would think that it would have to be mostly sunk. A half sunken ship? Building? No! Those guys just made that all up, right? How could you operate in anything half sunk -- or mostly sunk -- in the River?!" He looks into his half empty pint glass, and drains it.
'Sodden Hold'. Nope. You can't make that up. ' might be needing a spear in the very near future...

Solrisa Iome Arabasti |

Solrisa squeals with delight
"Do you mean we might go underwater again? Oh, I fought that bad deadman that one time underwater. Is there going to be ghouls in the water here too?"
Solrisa is slowly coming around to the idea that more preparation (or at least a purchase of a scroll of water breathing and some minor alchemicals to help swimming) might be prudent.

Ascaria |

"I've got a scroll of water breathing if we need to go that route. Won't last a very long time with all of us, but it should be enough for a quick trip into the water."
"Doesn't help you swim though. There are potions of Touch of the Sea that we could likely get, but that only helps for a minute. Maybe we could get some made at a higher caster level for a fee, but that might take another day or two and I don't want to wait. Not sure what else would help."
Ascaria pushes the remains of his salad away and grabs another small beer. He leans back in his chair and thinks about tomorrow.

Mortimer Smith |

"Do you mean we might go underwater again? Oh, I fought that bad deadman that one time underwater. Is there going to be ghouls in the water here too?"
Mortimer looks at Solrisa with raised eyebrows. "Uhh... "I'm not sure which is worse -- the doll story or that one... I should have stuck around longer. "No! No ghouls" ... with any luck... "Of course not!"
"I've got a scroll of water breathing [...]" blah blah blah "Doesn't help you swim though [...]" blah blah blah blah
I could check that out myself...
"Yah, uh -- I was planning on catching some fish anyway. Anyone who wants to join is welcome. I just need a spear, and, uh -- maybe we'll give the fishmongers a run for their gold!"He stands and stretches. "I'm going to go -- rest for awhile. Early to bed and all that. You know what they say -- the early fish catches the worm."
He yawns heartily, then retires to his room for the evening.

GM Rat Sass |

You manage to see several food vendors, who have snake meats wrapped around wooden dowel rods. They've been prepared strangely, cured meat pulled from the snake's skeleton, then reinserted and re-wrapped in the snake's own skin. For the various seasonings and salt, the meat seems travel worthy, at least.
...
The sun rises on your fourth(full) day in Egorian. To greet you, a light mist runs through the damp alleyways, as a cool morning air mixes with the humidity of a night's downpour. No rain at present, but there is likely to be a swell on the banks of the Adivian.
The Crooked House awakens quietly enough, as Tarquin puts kahve to brew, and Christine brings a breakfast porridge to heat over the kitchen fire. The resident merchant, Kilrath, is reviewing some documents at his usual table, while the dwarves have departed, their business concluded in Egorian, from what Tarquin can gather.
The day promises much activity. How do you proceed? When do you consider a return to Riverside?

Solrisa Iome Arabasti |

Solrisa buys two potions of Touch of the Sea as she is worried about being asked to swim again. She trusts that Ascaria can handle the water breathing. She also decides that lilacs are probably the most appropriate flowers to get for an apology, and buys a bunch.
She polishes her armor as well, so she seems to be at her best when apologizing.

Ascaria |

Ascaria joins Sol for her shopping, and buys two potions of Touch of the Sea for himself as well (100gp). He wonders about getting a second scroll of water breathing, but holds off for now. He hopes he won't regret the decision later...
He then accompanies the others for whatever other shopping needs to be done that morning to prepare. While shopping, he chats about a possible plan.
"Should Tynan and Hourpen go ahead, and stealthily? Maybe 50' from the main group? I think we're planning to just walk up and knock on the door - request to see the main guy. So I'm not sure that stealth buys us much - but maybe having a couple guys absent will lead them to let us in sooner."
He worries, "But if we're lead in, lead deep into the complex I mean, we'd be separated and cut off from each other. So I'm not sure that will work as much as it appeals to me. I just don't know... what do you guys think?"
He asks the group, "How should we approach the building?"
We have some things on the treasure sheet that folks might want. Some healing, some invisibility, and a few other odds and ends. Please check and claim what you'd like so we can sell the rest.

Hourpen |

Earlier
Hourpen confirms the details Tynan shares with a silent nod. He hesitantly suggest investigating both buildings, quiet like.
"Could Tynan and myself take a closer look at each building? Or maybe find an open window to send in Chasah? If we could only shift the chances of getting the right building on the first try. "
In response to Ascaria's suggestion.
"My preferences is always to stay out of sight as long as we can. As long as we're not to far apart I can make my way back to the group. Is there anyway Tynan might be invisible for a short time as needed?"

Mortimer Smith |

1 comb
1 cold iron brush
1 cold iron punching dagger
2 air bladders
2 potions Touch of the Sea
1 spear (waterproof ;-))
1 short sword
Pick up the +2 Mithril Chain shirt from the Bear and Bellows, and catch up on what the Bored Young Lady thinks about his Balls of Potential Imperviousness. Or something.
"Should Tynan and Hourpen go ahead, and stealthily? Maybe 50' from the main group? I think we're planning to just walk up and knock on the door - request to see the main guy. So I'm not sure that stealth buys us much - but maybe having a couple guys absent will lead them to let us in sooner."
Mortimer nods considering, then scowls and blurts out "Wait - what!? What doors are we going to knock on?"
"Could Tynan and myself take a closer look at each building? Or maybe find an open window to send in Chasah? If we could only shift the chances of getting the right building on the first try."
"Yes, it would be nice if we got the right building on the first try. I have a great deal of doubt, however, that the well maintained buildings that you both singled out are the right targets for being a place called 'Sodden Hold'. Maybe you guys could stealth scout without the lot of us -- just scout mind you -- to see if you can find a structure more 'fitting' for that nickname."
"Then we'll all go knocking on that door together."

Eri Nandri |

“Yes, do a little snooping. I’ll cast Message which will let us talk if there are not too many things or distance between us. You’ll have to whisper, so it is possible you be heard.”
“We have 3 potion of invisibility for the sneakers to use. I’d like to hold onto a potion of cure moderate just in case. I’d also like to grab two potions of Touch of the Sea. Ascaria, ahem, would you mind…?” Eri also grabs a number of rods of cured snake meat from a street vendor.
“I agree that the run-down building is probably what we’re looking for. Let’s start the reconnaissance there. Can we keep it short, though? I don’t like the idea of being separated.“
Am on the road all day today. Probably won’t post until tomorrow. I will have a driver for parts, so I can post in a pinch.

Ascaria |

"Hey Mort, you still have the stuff from that shapeshifter? I think there was a key there."
Assuming our pack-Mort still has it, Ascaria gestures for him to give it to the advance party.
"I dunno what this opens, but if the guy was working for them, it might be useful at some point. Might just be the key to his flat too - if we knew where it was."

Mortimer Smith |

It could be the key to the basement where Aesur sleeps. It could be anything. Woe is me. Key Keeper. So many keys, so few doors.
Mortimer digs through his pack.
"Ah, here -- it's this one."
"Obviously, I'm staying way behind. Sneaking is not something I do well -- or at all, really. Maybe I can be a decoy."

GM Rat Sass |

1d20 ⇒ 11
1d20 ⇒ 8
For the somewhat early morning, there is a decent amount of traffic along the streets of the Riverside District. Fishing, after all. For all the activity, as the morning mists start to settle down, it makes for relative ease, as Tynan and Hourpen step forward, newly magicked with Eri's message-whispers.
Hourpen Stealth: 1d20 + 24 ⇒ (1) + 24 = 25
Tynan Stealth: 1d20 + 13 ⇒ (4) + 13 = 17
Hourpen Perception: 1d20 + 2 ⇒ (4) + 2 = 6
Tynan Perception: 1d20 + 13 ⇒ (2) + 13 = 15
For the two holds reported on earlier, it appears that both fail to demonstrate the heavier traffic of other, more genuine, fisheries, while sporting fresh wooden planks along their piers, and glass panes in full repair along the riverwalk street. It is these two buildings your sneaks target. Key in hand, it takes little time for them to return.
"It's that one. The key works for the lock of its front door." Tynan nods certainly. "Good thing you remembered that key, Ascaria. Hardly made a sound at the door, and didn't look like we stirred up any activity through the windows, as dark as it was in the interior."
With your likely building in sight, how do you proceed?

Solrisa Iome Arabasti |

No map, eh? Not a problem, but wanting to confirm.
Solrisa waits with Mort & Ascaria, waiting for their chance to go as well. Solrisa's feet tap idly in place as she mentally prepares what she will say to the one(s) who want them dead.

Mortimer Smith |

Mortimer, slightly light-headed from the heady scent of the lilacs Solrisa is carrying, offers, "So, we just walk up and knock, and ask to speak to Telakin, then proceed to beat him and his cronies into submission, right?"
He beams at his new shiny chain. This sure is more comfortable than anything I've worn yet.

GM Rat Sass |

No map, yet. Unless you're looking for a water-based approach, this key-able hold is rather non-descript, with a singular set of double doors to facilitate entry to its main floor, pier-side. There are buildings adjacent, which may facilitate rooftop access. One building is roughly 15' away, while the opposite side only has a separation of 5', small alleyway.

Mortimer Smith |

The feather pillows were rather nice. I was dead to the world -- don't recall even dreaming. Wait, what was that?!
"So, let me get this straight... we're going to walk in to Telakin's warehouse and apologize to HIM because he had me KILLED??? Have you lost your minds?"
Yes, that's what he said...
"No, no! Don't be silly! That's not quite right! My understanding is that we're going to knock just once very politely, let ourselves in with the key, and THEN present the apology and flowers."
As he speaks, he pulls Tynan aside.
"Let her do this -- she seems to feel strongly about it. Who knows, maybe it's her secret weapon." He sneezes.

Solrisa Iome Arabasti |

"So, let me get this straight... we're going to walk in to Telakin's warehouse and apologize to HIM because he had me KILLED??? Have you lost your minds?"
Solrisa looks at Tynan as if trying to remember if the man had been listening when they had already covered this topic. She smiles as she repeats herself.
"No, our minds are just fine. We need to find out why they want to kill you, Tynan so can can fix it or apologize. If they won't listen or don't have a good reason, then we'll do what we have to do," Solirsa says with a smile. "And don't worry, I'll protect you. I don't know what you did to make them so mad, but I bet we can fix it." Solrisa beams with positivity.

GM Rat Sass |

For the short time the group mills about the building, no one comes or goes from the front doors.
Roll20 map has been updated. No rush. Feel free to sort out your plan, which sounds, so far, like a knock at the door, and keyed-entry.

Ascaria |

Weapon Equipped = None
Conditions = Bless (2/120r)
Life Link (6)(100’) = Eri, Hourpen, Mort, Sol, Tynan
Channel Energy (9/9) (DC: 19)(Avoid 6) (3d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (2/3)
Melee Attack: BAB +4, Size +1 Damage: +0
Ranged Attack: BAB +4, Dex +1, Size +1 Damage: +0
Spells (Caster Level 6, Concentration +12)
Once per Day: Arcane Mark, Comprehend Languages, Mending, Message, Read Magic
Zero (16): Create Water, Detect Magic, Light, Purify Food and Drink, Spark, Stabilize
First (17): (7/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command
Second (18): (7/7) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Pilfering Hand
Third (19): (4/4) Cure Serious Wounds, Daylight, Neutralize Poison
Ascaria nods to the group and takes a little preventative measure, casting Bless (+1 attacks & saves vs fear (morale)) using the rod of extend. ”Just in case.” he grins.
He walks up to the door and knocks, hoping it will sound deceptively tall. He then steps back for whomever has the key to use it to gain entry.
Group spells in effect
Bless (+1 attacks & saves vs fear (morale)) (everyone)

Solrisa Iome Arabasti |

"Oh, that's a nice apology blessing, Ascaria!" Sol says as Ascaria blesses the party.
Solrisa stands in front of the door after Ascaria knocks, keeping a big smile on her face. She has flowers in her hands; her sword and shield on her back.
With her free hand, she floofs her hair appropriately so it looks its apologetic best. If there is sun, her golden hair cascades with glints.

GM Rat Sass |

1d20 ⇒ 8
Ascaria knocks on the door, firmly, and the party can hear a decent echo from the room beyond. Tynan examines the door, confident he will be able to use the key without encountering trap-like mechanisms. The key clicks, and the door gives way to the room beyond.
A large room, at that, replete with barrels, crates, pallets, lit with everburning torches. Quite welcoming, if not for the slightly mildewy smell that greets your nostrils. At the opposite wall, 15' high, stands a strong shelf. Or is it a catwalk? Doesn't seem to have a ladder to access it from this room's floor.
Three doors, two to your right, one to your left. No one appears to be arriving to answer the gnome's knock, or receive the maiden's apology.
Roll20 map has been updated. Please post single-round actions only.

Ascaria |

Weapon Equipped = None
Conditions = Bless (2/120r)
Life Link (6)(100’) = Eri, Hourpen, Mort, Sol, Tynan
Channel Energy (9/9) (DC: 19)(Avoid 6) (3d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (2/3)
Melee Attack: BAB +4, Size +1 Damage: +0
Ranged Attack: BAB +4, Dex +1, Size +1 Damage: +0
Spells (Caster Level 6, Concentration +12)
Once per Day: Arcane Mark, Comprehend Languages, Mending, Message, Read Magic
Zero (16): Create Water, Detect Magic, Light, Purify Food and Drink, Spark, Stabilize
First (17): (7/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command
Second (18): (7/7) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Pilfering Hand
Third (19): (4/4) Cure Serious Wounds, Daylight, Neutralize Poison
Ascaria peers around the corner but does not enter first. He waits to see if there’s a response to Sol’s summons.
Group spells in effect
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Message (everyone)

Mortimer Smith |

AC 21, 25 on AoO; 46/46 HP
BAB = +6/+1 (level 6)
ToHit = 1d20+10
RHit = 1d20+10-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
LHit = 1d20+10-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
THit = 1d20+5-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
Throw = 1d20 + BAB + Dex
Fort+6 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+7
Initiative +2
CMD = 23, 21 if flat footed
Flexibility Slots: 6/6
Shirt Slots: 10/10
Knockout: 1/1
Bless
Mortimer waits for Solrisa to enter the room and choose another door to approach with her apology token.
He then listens to her politely HOWL at the doorway entrance.
He then then catches a noseful of her posy.
...
Supressing a sneeze, he gently moves his way toward the front and edges his own frame into the door's. He eyes the catwalk, then enters the hold.
Port side... I think.
He makes his way as quietly as possible under the circumstances* toward the single door on the left.
Single Round Action, assuming he's not struck down the second he enters the hold.

GM Rat Sass |

When no one arrives to meet you in this large storage room, Hourpen slowly moves forward into a small collection of crates, while Mortimer walks across the room.
The giant is almost to the far left door, when two large chests come to life to either side of Mortimer, and attack!
Slam Attack, Flank, M: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30 for 1d8 + 6 ⇒ (6) + 6 = 12 damage
Slam Attack, Flank, M: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13 for 1d8 + 6 ⇒ (4) + 6 = 10 damage
The first chest strikes soundly, but it doesn't fall away. It clinges to Mortimer's side, a strong-binding slimy surface attaching to the giant's side like molasses. Mortimer is now Grappled.
The creatures attempting to maul Mortimer are Mimics. Strange aberrations. 1 question, another question for each 5 above 19.
Ascaria: 1d20 + 1 ⇒ (13) + 1 = 14
Eri: 1d20 + 2 ⇒ (18) + 2 = 20
Hourpen: 1d20 + 4 ⇒ (12) + 4 = 16
Mortimer: 1d20 + 2 ⇒ (3) + 2 = 5
Solrisa: 1d20 + 4 ⇒ (17) + 4 = 21
Tynan: 1d20 + 4 ⇒ (2) + 4 = 6
M: 1d20 + 5 ⇒ (6) + 5 = 11
M: 1d20 + 5 ⇒ (8) + 5 = 13
Round 1
Solrisa- 21
Eri- 20
Hourpen- 16
Ascaria- 14
M- 11
Tynan- 6
Mortimer- 5 (-12hp)
Ascaria cast Bless- +1 to Attack Rolls and Saves v Fear (11.9 minutes)
Message currently up(1 hour)
Solrisa, Eri, Hourpen, and Ascaria are up!

Solrisa Iome Arabasti |

Oh, Tynan. Those should have been Sol's attacks, but Mort bravely protects Sol.
Round 1, Init 21
"Oh Mort! Don't forget the flow..." Solirsa mentions as Mort moves in ahead of her. When the heaving chests attack, Solrisa feels a single, worried heartbeat between her own and goes to help.
Solrisa moves in, drawing her shield and her long sword in individual movements.
Attack:
[ dice]1d20+11-2+2+3+1[/dice] to hit; (-PA,+flank,+dragon,+1 bless)
[ dice]1d10+5+4+6[/dice] magic damage.
AC=22 (10 armor +1 dex +1 NA+0 shield)
HP=52/52
Right hand = long sword
Left hand = shield
LoH 0/5 used
Quick Shirt 0/1 used
The Dragon Invoked 1/2 used
Breath of the Dragon 0/1 used
Power attack.
[ dice]1d20+11-2[/dice] to hit; (-PA)
[ dice]1d10+5+6[/dice] magic damage.
[ dice]1d20+6-2[/dice] to hit; (-PA)
[ dice]1d10+5+6[/dice] magic damage.

Eri Nandri |

Round 1, Init 20 AC:17
knowledge dungeoneering: 1d20 + 8 ⇒ (1) + 8 = 9
Eri casts magic missile on the grappler after moving into the room.
MagicMissile dam: 2d4 + 3 ⇒ (4, 2) + 3 = 9
AC 12 or 17
CMD 16
BAB +3
Defensive casting = 13 (@5th)
Spell Penetration= 5
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic. Mage Hand, Spark, Message, Prestidigitation)
First Level: DC:15 (6/7 per day) (Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (5/5 per day) (Admonishing Ray, Glitterdust, Gust of Wind)
Weapon equipped = +1 Composite Long Bow
+7 or +5/+5
+8 or +6/+6 within 30' with +1 dam

Ascaria |

Round: 1, Initiative: 14
Weapon Equipped = None
Conditions = Bless (2/120r)
Life Link (6)(100’) = Eri, Hourpen, Mort, Sol, Tynan
Channel Energy (9/9) (DC: 19)(Avoid 6) (3d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (2/3)
Melee Attack: BAB +4, Size +1 Damage: +0
Ranged Attack: BAB +4, Dex +1, Size +1 Damage: +0
Spells (Caster Level 6, Concentration +12)
Once per Day: Arcane Mark, Comprehend Languages, Mending, Message, Read Magic
Zero (16): Create Water, Detect Magic, Light, Purify Food and Drink, Spark, Stabilize
First (17): (6/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command
Second (18): (7/7) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Pilfering Hand
Third (19): (4/4) Cure Serious Wounds, Daylight, Neutralize Poison
Ascaria feels the ‘touch’ as he heals some of Mort’s injuries.*
He walks into the room to see what’s going on exactly, and he’s shocked by what he sees. The very treasure come to life and attacking! And one is stuck to Mort! That won’t do.
As an immediate action, in the middle of his move, Ascaria casts Liberating Command (Mort gains an immediate action Escape Artist check at +12) to try and free him from the creature.
He’ll then draw the wand of cure light wounds.
Group spells in effect
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Message (everyone)
* Mort heals 5hp of damage thanks to Ascaria.

Mortimer Smith |
1 person marked this as a favorite. |

Round 1, Init Ascaria's
AC 21, 25 on AoO; 39/46 HP
BAB = +6/+1 (level 6)
ToHit = 1d20+10
RHit = 1d20+10-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
LHit = 1d20+10-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
THit = 1d20+5-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
Throw = 1d20 + BAB + Dex
Fort+6 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+7
Initiative +2
CMD = 23, 21 if flat footed
Flexibility Slots: 6/6
Shirt Slots: 10/10
Knockout: 1/1
Bless
"Oh Mort! Don't forget the flow..."
"Save them for Telakin's grave!"
KnowDung: 1d20 + 3 ⇒ (1) + 3 = 4
Yep. That's that alright. This is Hell.
Mortimer suddenly feels as though his body has become slippy. He attempts to break out of the grapple at the same time he sneezes.
EscapeArt: 1d20 + 10 + 12 ⇒ (9) + 10 + 12 = 31
"Thanks, you!"

Hourpen |

Round 1, init 16
Hourpen prepares himself, before closing distance to assist in the furniture disposal.
Swift action, eldritch point for flaming on rapier. Standard, cast arcane mark, hold charge. Standard Move, 20 ft. @GM Sass, heading out for the day, sorry for not moving on Roll20.

GM Rat Sass |

The pseudo-trunk grappling Mortimer fails to hold onto the lunk, but that doesn't seem to discourage them much, as they reposition, still in flank, and lay into the intruder.
Slam Attack, Flank, M: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13 for 1d8 + 6 ⇒ (5) + 6 = 11 damage
Slam Attack, Flank, M: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30 for 1d8 + 6 ⇒ (4) + 6 = 10 damage
The two critters seem to toy with Mortimer, as one trades off its grapple, so the other may have a go. Mortimer is once again grappled.
Mortimer and Tynan are up, to finish Round 1! Mortimer's Immediate Action taken, his initiative is still 5.

Tynan Swale |

Round 1, Init 6
Tynan steps into the warehouse entryway, then looks outside in all directions to see if anyone noticed the group's entrance.
Perception: 1d20 + 13 ⇒ (9) + 13 = 22
Should the coast be clear, he will close the door behind the group, so as not to be surprised from behind.