Dusklord |
Dusklord, unhappy to have been struck by two crossbow bolts, points with fury at the thug behind him. Invoking a few arcane words, the man's skeleton begins shaking within him.
The wizard retreats back to a safer position after casting his spell.
boneshaker (DC 19 Fort save): 5d6 ⇒ (6, 2, 4, 6, 3) = 21 fort save halves the damage and negates potential movement. If he fails the save, I'll move him 1 square to the southwest.
GM_CariMac |
Fort Save 3: 1d20 + 3 ⇒ (9) + 3 = 12 Fail
Handle Animal 5: 1d20 + 3 ⇒ (15) + 3 = 18
Dusklord I still need a Fort Save.
All of the thugs but one fall at the very effective initial volley of the Pathfinders. The one who had a hold of the dog calls to it. "Rancour come here." The dog turns away, and returns to him. He then yells "Your interest has been noticed. This was meant to be a warning.", and he runs away.
Hastard you and your boar can make an AOO on the dog if you wish. 1 and 2 are still bleeding out, and 2 and 4 are dead, dead. The team is up what do you choose to do?
Hastard the Bastard |
"Noticed by who?" He calls after the fleeing man, cringing as he realizes he hadn't ordered Nord to cease his attack.
The boar lunges for the fleeing puppy.
Boar AoO: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
Boar Damage (Lethal): 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11
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Cody Hunter |
Cody orders Jr down, the he cast stabilize on the dying thug at his feet, "Well it's usually nice to be noticed, but I think these people have read the wrong book on making friends."
Cast Stabilize on #1
Dusklord |
fort save: 1d20 + 3 ⇒ (16) + 3 = 19 Sorry, I had made 2 Fort saves previously...missed that I needed another one.
Dusklord looks at Stephani. "What did I do? I cast a spell, my dear paladin."
The wizard eyes the fleeing thug. "A warning? This was a strange warning...clearly, our investigation is getting to the right people."
E'li |
Does someone have a way to counteract this poison? asks the warpriest.
GM_CariMac |
Nord misses the dog with it's attack. The dog runs and follows the fleeing thug who continues yelling threats if the Patfinder's continue.
Cody stabilizes the thug at his feet, and calls off Jr. Stephani voices concern that Dusklord may have done something inappropriate. E'li asks if someone has a way to heal the poison damage.
The people in the area begin to wonder what just happened.
What do you do?
PC Condition
Cody - 8 Damage
Dusklord - 1 Damage, 2 Strength Damage
E'li - 5 Damage, 1 Strength Damage
Stephani
Hastard - 4 Damage
Starling - 6 Damage
Stephani du Boules |
"I have an anti-toxin, will that help? Meanwhile, let me help with all of your wounds."
Using 2 uses of lay on hands allows Stephani to channel positive energy.
Channel: 1d6 ⇒ 5
GM_CariMac |
Stephani heals her party. They all feel much better as most of their cuts and scrapes close.
Anti Toxin helps with the fort save not the damage. You'll need something like lesser restoration. You also need to take 2 points of ability damage before it affects your ability scores.
Cody - 3 Damage
Dusklord - 2 Strength Damage
E'li - 1 Strength Damage
Stephani
Hastard
Starling - 1 Damage
Dusklord |
Dusklord leans heavily on his quarterstaff, his already feeble strength further sapped by the poison.
"This warning has made it clear we are on the right path," the wizard muses. "Before this place invites further scrutiny, let us find Friar Horace. He witnessed the second mugging, and is the master brewer at Erastil's Alehouse. This may be a chance for some rest, while we are there."
Stephani du Boules |
"That sounds like a good next step. First, let's see if there are any clues on these thugs."
Stephani organizes a search of the bodies, looking for any identification or useful items.
Cody Hunter |
Code uses his wand to cure most of the remaining wound from his body, then searches the stable thug for clues, "Do we want to revive this one to question?"
wand CLW 1 charge of 16: 1d8 + 1 ⇒ (1) + 1 = 2
perception: 1d20 + 9 ⇒ (17) + 9 = 26
Hastard the Bastard |
"I agree that all sounds good" agrees Hastard.
Attempting to help search the bodies, he adds, "I believe it would be beneficial to see what news we could gain from him."
Perception: 1d20 + 2 ⇒ (17) + 2 = 19
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Stephani du Boules |
"Yes, I think we need some answers."
Once the bodies are looted, and everyone is prepared, Stephani uses her wand of CLW to bring the thug to consciousness.
"OK, talk. Who are you, who do you work for, and why are you attacking us?"
GM_CariMac |
You find nothing of interest on the bodies. You bring the thug near Cody to consciousness. He wakes with a start. "Wha what's going on?" His eyes focus on the group of Pathfinders and he goes even paler at the sight before him. "I don't know nothing. Nothing!!! I was hired by a woman in a cloak to rough up some people, and make an example of them. That's ALL I know. I just got out of jail, and I'll be happy to go back. Please don't kill me." He begs.
E'li |
Sense Motive 1d20 + 6 ⇒ (6) + 6 = 12
Tell us the truth or you just might have your skull smashed in says the warpriest, loading a blunt stone into his sling.
Stephani du Boules |
Sense Motive: 1d20 + 2 ⇒ (8) + 2 = 10
"Well, I can't tell if you are lyign or not, but yes, we will take you back to a cell."
Before following on to the next lead, Stephani will escort the thug to jail,, talking along the way to try and get any more details on the description of this woman in a cloak.
Cody Hunter |
sense motive: 1d20 + 10 ⇒ (12) + 10 = 22
Cody sighs, commenting confidently "Makes sense that our mysterious woman in a cloak would hire disposable thugs to attack up."
Questioning the man further "Was the man with the attack dog also hired muscle? He seemed intent on making sure we got the message."
GM_CariMac |
"That dog handler feller? Didn't come out of the jail with us. He told us where to set up the ambush. Maybe he knew who hired us." says the thug. "Thank you ma'am. Take me back to my cell. I appreciate you all letting me live, and healing me up. I don't know any more than I"m sure it was a woman. I didn't see her face or anything. That cloak covered her up really good." he says to the group.
You may keep questioning him if you wish, but he doesn't have much more to say. When you are ready to move on, I've gone ahead put the information about the ale house below.
Erastil’s Alehouse is a thriving brewery and alehouse run by monks of Erastil. Located near the edge of the Avenue of the Hopeful, it’s currently a challenge to enter, with a mob of followers of a would-be-god crowding around the entrance hoping to catch a glimpse of the future godling drinking a swig of ale. A monk stands at the entrance blocking the path of some of the more aggressive followers who are trying to squeeze into the alehouse.
The monk looks up at your approach, “I’m sorry, my friends, but the Alehouse is a mite full at the moment. Some fellow thinks he can become a god, and everyone wants to get a look at him.”
Hastard the Bastard |
Nodding as his companions talk with the man, he rides alongside the group. Trying to work out the connections. 'So a woman is recruiting previous criminals to do her dirty work...the man with the dog likely knows more...'
"If I may, could we try to come away with a few more witnesses next time? They answer questions better when they are still breathing. The should be offered proper justice as well."
Arriving to the Alehouse
"Understandable my friend. Would it be possible to have a quiet word with Friar Horace? We recognize you're busy and we'll be quick."
Diplomacy: 1d20 + 10 ⇒ (17) + 10 = 27
E'li |
The warpriest nods. Perhaps informing him that an adherent to the faith of Rowdrosh seeks his aid would be hel;ful?
GM_CariMac |
"I'll let the Friar know you wish to speak to him. He can meet you in the back if you'd like. Give me a few minutes to for him to come outside." the monk answers the gnome and the wizard. Nodding to the warpriest he finds a replacement and heads inside looking for the Friar.
At the back of the Friar Horace comes out the back door. Friar Horace is a thin, precise man with a hawkish nose. His description of events is precise and to the point. “Aye, I saw what happened ; they attacked that Pathfinder right over there,” the friar says as he makes a curt gesture to a patch of dirt in the alley behind the alehouse.
“They were wearing gray cloaks, but I don’t think they were guards. Your friend was holding her own, but then someone shot her from that rooftop.” He makes another precise gesture pointing to a building across the alley.
“I called out for Brothers Ellis and Freel and grabbed my staff, but by the time I got outside, it was all over. We were able to help your friend back into the alehouse and Brother Freel went to fetch the Graycloaks. “I didn’t see what happened to the relic your friend was carrying—they must have grabbed it while I was getting my staff. When Brother Freel tried to follow the thugs, he found their cloaks discarded at the delivery entrance to the bakery. After that, things open up to the market proper and it’s almost impossible to follow anyone out there.”
Hastard the Bastard |
"Understood good sir. You didn't get any better look at the assailants? Any physical marks to determine who might be behind it? They happen to say anything that could give away their affiliations? " presses Hastard.
"Any details, even small ones could prove useful."
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Cody Hunter |
Cody listens to Friar Horace trying to get a sense if he has left anything out.
sense motive: 1d20 + 10 ⇒ (17) + 10 = 27
Dusklord |
"These assassins are clearly impersonating the guard, though I am not sure we are learning much more about them. Can you think of any more clues that might lead us to them?" Dusklord asks.
GM_CariMac |
The friar thinks about Hastard's question. "I was inside when I saw the attack. I coudln't get a good look at the archer on the roof, but I can tell you the thugs were dark-skinned and as speaking a language that I didn’t recognize. I think it might have been Osiriani or Kelish. I wish I could tell you more, but It's hard to see details through a widow."
Cody you believe he is telling you what he knows, and not holding anything back.
I need a DC15 climb check to get on the roof.
Cody Hunter |
Cody climbs the building taking extra care, then looks around for any remaining clues. Since he is up there he takes he time looking very methodically before climbing down.
Take 10 on climb for a 15 total vs DC15
perception: 1d20 + 9 ⇒ (10) + 9 = 19
Take 20 to search the roof top for 29 perception total
Again take 10 to climb down.
E'li |
Thank you kind friar for the information you have provided us with. the warpriest offers a donation of 2 gp for the friary.
Hastard the Bastard |
Looking up to the roof, the gnome frowns beneath his helmet. "Unless there's an easier way up there, I'll stay here for now. Let us know if you find anything pertinent."
"Thank you for your time Friar, I hope we didn't steal you from your duties too long." He states with a slight bow. Looking to his other companions, he asks, "Check out Jarid, after this, yes? The one caught selling that artifact? He may at least have a name for us."
GM_CariMac |
The friar gratefully takes the donation of 2 GP. "I'm was happy to tell what I know. That man was hurt badly just for doing their job."
GM_CariMac |
You needed a DC 22 Perception roll to read the spoiler. There is still the delivery entrance or you can move on to Jarid.
Cody Hunter |
Cody shows the group the poisoned arrow he found discarded on the roof from his extended search, "Not sure what good this will be, since we already new they were using poisoned arrows. Yes let's have a look at the delivery entrance to the bakery."
perception: 1d20 + 9 ⇒ (5) + 9 = 14
E'li |
Does the arrow you recovered have traces of the poison on it ? asks the warpriest.
GM_CariMac |
The arrow is poisoned with large scorpion venom.
You arrive at the delivery entrance to the bakery.
Hastard the Bastard |
Perception: 1d20 + 2 ⇒ (19) + 2 = 21
Nord Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Spying a scrap of parchment as his mount begins sniffing at it, the armored man drops off the boar and pick it up.
"Hmmm, any of you ever heard of the Pitview Pub?" He asks, holding the note for others to see.
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