G'Boar S. Hulighan |
The Ranger finds a spot on top of the crates with cover to 'snipe' with his longbow, setting up cat walks to move to subsequent positions if needed. He will also set some simple traps to prevent anyone from easily climbing up to him.
Any time remaining he will search for anything useful
Perception take 10: 10 + 6 = 16
Guy du Loc |
Guy will position himself by the office door peeking out.
Finwë Eladan |
Mike the GM |
Finwë finds a wand of cure moderate wounds with 5 charges remaining. He also discovers that there is a hidden crawl space beneath the platform that can be raised or lowered to and from the lower level, useful for hiding smuggled goods or people. Nothing is in it right now.
G'Boar locates a bear trap, and finds a variety of carpentry supplies that are useful in setting up his cat walks atop the crates.
If you can, please place symbols/lines/arrows indicating where you want to set up traps (if any) and your cat walks. You found enough supplies to construct 50 feet in length of 5-foot wide cat walks.
Delroya says, "it will likely be difficult to tell the agents apart by sight, as they do not often wear insignia of their affiliation in plain sight. You might have to spy on them as they approach, if you can, or try to negotiate and see what happens. I wish I could offer more help, but it's hard to say who exactly will be coming to investigate."
Guy du Loc |
"It would be ideal if we could bluff the Kortos group into leaving without a fight. Any ideas anyone?"
Mike the GM |
Any final preparations? I'll post the initial confrontation tomorrow. Let me know before then if you'd like to do anything else. We're in the home stretch!
Guy du Loc |
None here!
Cesare Andistore |
Perception to hear someone entering the building: 1d20 + 4 ⇒ (17) + 4 = 21
Cesare will cast shield of faith as soon as he hears anything at one of the doors. He then casts detect magic and keeps it going until he can't concentrate on it anymore.
Shield of faith: +2 deflection bonus to AC (AC now 19) (lasts 1 minute).
Mike the GM |
Delroya takes her leave to ensure everything is in order for later. The group takes a few hours to prepare, then takes up their positions around the warehouse.
Shortly after dark, Cesare hears a small group approaching the upper-level loading entrance on the west side of the warehouse. A few of them split off and head to the entrance to the small guard room, where Guy is waiting. Cesare hears the jingling of keys on a key ring, and someone says, "Did you hear about what happened at the Oyster? Ha! I wonder what Markell did to piss off the Aspis so much. Maybe it's got something to do with that alchemist. What a creep."
Finwë Eladan |
sounds like these are *not* Aspis agents then
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Guy du Loc |
Guy sets himself up with Touch of Glory, Blessing of the Faithful, and Guidance to give him a +4 to a charisma based skill when he sees them approaching.
Any chance we could get everyone's icons on the map so Guy knows how deep he's about to get? He just had a 'brilliant' inspiration for a bluff.
Finwë Eladan |
Finwë lounges in one of the chairs in the office, as if he were a bored guard.
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Guy du Loc |
When the Kortos group gets to the door and is about to insert the keys, Guy will yank the door open and boldly announce,
"Who are you? Extra guards? I don't need extra guards, but if you must be here position yourselves outside and make sure no one disturbs the investigation. We WILL find those drugs that are being funneled through this warehouse and there WILL be hell to pay!"
Bluff: 1d20 + 2 + 4 ⇒ (15) + 2 + 4 = 21
His voice, normally squeaky under strain, is bold and strong.
Mike the GM |
A group of four people stands gaping at Guy when he wrenches the door open. A woman in the front of the group says, "what? Guards? No, we're here... inspect... wait, investigation? What do you mean?" The group looks suspicious, but although they are well-armed, none of them has reached for a weapon yet.
It seems your initial bluff has worked at least enough to convince them that you belong here, but how you proceed will influence their further reactions. What do you say/do?
Also, I forgot one important thing. Delroya provided you with a writ from her ally in Kortos, Lord Avid. The writ says that you are acting in allegiance with him. She cautioned you that using the writ would certainly give you an advantage, but it would use up your favor. If you can succeed without using the writ, you could save the favor for a later time.
Guy du Loc |
Guy eyes them suspiciously.
"Look. We were sent here because someone has been dealing in some new and nasty drug called whip and the powers that be think that there is a stash in THAT warehouse. I assumed you were sent here to help us get in since you are carrying keys, not that we needed them as you see. If you were NOT sent to help then I sure hope you are not going to give us any trouble, because the guys back there in the warehouse LOVE trouble. Right Fin?"
A little help from the muscle would be nice! Especially someone that has a nice dose of intimidate or bluff.
Cesare Andistore |
"Trouble?" rumbles Cesare, stepping out beside Guy and speaking in his best Oppara docks impression. "These guys giving you trouble, Boss? You want I should give -them- some trouble?"
Bluff: 1d20 + 8 ⇒ (14) + 8 = 22
Finwë Eladan |
"Look, uh, you don't need to help with the, uhm, the investigation. But, ah, just don't get in the way."
bluff, aid another: 1d20 - 2 ⇒ (15) - 2 = 13
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Mike the GM |
The four men and women gathered outside look completely caught off guard. "Well..." says their leader, "if you're investigating this... drug shipment... then I suppose everything is in order. Come on, boys. Nothing else to be done here."
As they walk away through the alley, Guy hears one of them say, "drugs?! They didn't say nothin' about drugs. We're gonna have to look more closely at this arrangement before....." and the voice trails off.
Seems like the Kortos Consortium agents were convinced by your bluffs. Nice work! You know the next folks to show up are likely to be Aspis agents. Any different/additional preparations?
Guy du Loc |
Guy visibly sags after they leave.
"I can't believe I just did that." he squeaks out then brightens.
"I guess mom was right when she said there was more to me than people thought. But I think I'll set up somewhere safer next time."
Guy will go where the greatest concentration of pathfinders in on the side furthest from the door.
G'Boar S. Hulighan |
The Ranger relaxes his grip on his father's longbow, allowing it to rest (for now). He mentally goes over his primary, alternate, and subsequent fighting positions.
"We should barricade or lock all doors except the one we want the enemy to enter... the next time I doubt that our stories will deter combat."
Guy du Loc |
I've placed Guy in a 'safe' location.
Mike the GM |
Barricades... nice! How/where do you plan to set up barricades or locks? The doors do have regular locks, but the agents have keys. You could use Disable Device to sabotage the locks, or set up physical barricades...
Guy du Loc |
"I recommend, in additiona, that we lure them through a door of our own choosing. I suspect that if a door is left open they will be quick to investigate. The trick then becomes how to set a trap at that door. I do notice a few bear traps lying about. Perhaps a creative person might utilize them?"
Cesare Andistore |
"I say we let 'em come in here, surprise 'em and don't let 'em back out. Anything more complicated than that is likely to blow up in our faces," says Cesare.
Finwë Eladan |
"I, uhm, I like the uh, the bear trap idea. And, uh, the open door idea."
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Mike the GM |
I'll just assume you leave the front doors open with a trap set nearby.
The open door plan seems to work; about an hour later, a group of people approaches the warehouse from the west. They seem to be about to split up and head to different entrances, but then they notice that the front doors are wide open. "Hey... what gives?!" says a man in their group. They stop just at the entrance and look around, spotting the trap. "Someone else is here... they set a trap for us! Stay on your guard."
Perception: 1d20 ⇒ 16
Enemy Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Party Initiative: 1d20 + 4 ⇒ (15) + 4 = 19
Party acts first! You don't get a surprise round because they know someone is here, but you are effectively hidden from them for this first round.
If I accidentally moved a trap other than the bear trap, feel free to put it back in place. :)
Guy du Loc |
Guy will use his War Blessing to do a Glorious Presence
Ako-chan |
Ako peers between the crates toward the front door. she brings forth her favorite magic, ready to bring forth magical sleep.
If she can see enough of the enemy at the door, Ako will cast sleep. if not then ready action to hit them once they enter the warehouse.
sleep Will save DC 18 negates up to 4 HD of creatures
Finwë Eladan |
Finwë steps up to the door. He draws his rapier and casts a spell magic weapon on it.
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Guy du Loc |
G'Boar S. Hulighan seems the only one that has not specified an action. Since it has been over 24 hours and in the interest of getting this done before GD5 starts, how about he delays and snipes when they enter as his previous post suggests.
G'Boar S. Hulighan |
G'Boar will stay hidden until a foe comes within 30' then releases arrows.
1st-
Longbow Atk Vs ??: 1d20 + 1 + 3 + 1 ⇒ (19) + 1 + 3 + 1 = 24
Damage?: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6
2nd-
Longbow Atk Vs ??: 1d20 + 1 + 3 + 1 ⇒ (18) + 1 + 3 + 1 = 23
Damage?: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Mike the GM |
I didn't see where you positioned Ako, so I placed her in a spot that makes sense.
"Someone is casting a spell! Be on your guard!" shouts one of the agents. They move forward as a group, cautiously skirting around the bear trap and drawing melee weapons. G'boar lets an arrow fly at one of the thugs when the group gets close enough. The man cries out in pain as the arrow grazes his leg. "AMBUSH!" shouts the woman in the middle of the group--the apparent leader.
Ako finishes the last incantations of her sleep spell a moment later. The leader seems unaffected, but the others blink their eyes heavily and grow sluggish as the spell sets in.
Cutpurse 1 Will save: 1d20 - 1 ⇒ (15) - 1 = 14
Cutpurse 2 Will save: 1d20 - 1 ⇒ (6) - 1 = 5
Mercenary Will save: 1d20 + 4 ⇒ (6) + 4 = 10
All of them except for the leader suddenly collapse onto the ground, sound asleep. The leader, who was about to speak words of inspiration and encouragement, stands with mouth agape and only manages "uhhh..."
Gotta love sleep. Party is up!
Ako-chan |
I was behind the crates on the left edge of the map but if the new location works then I can go with that. I moved my existing token to where you placed Ako.
Ako advances as she forms a ball of ice in her hand and hurls it at the leader.
ranged touch snowball spell: 1d20 + 4 ⇒ (17) + 4 = 21
cold damage: 2d6 ⇒ (5, 5) = 10 -- DC 14 fort save or staggered for 1 round
Guy du Loc |
Guy will ready a Murderous Command, DC 14. If any of them come withing range of the spell (30') from where he is lurking he will let loose.
Finwë Eladan |
Finwë closes his eyes for a second as if in meditation, then he opens the door and moves out in a rush, making his way around the crates to the woman.
swift action to increase move speed to 70 with sudden speed; move action to open door; move action to get adjacent to the woman
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Guy du Loc |
bump
Cesare Andistore |
Cesare hustles forward while cheering on his team.
"At them, brave companions! At them!"
Use bardic performance to grant a +1 competence bonus on attack and damage to all allies.
I'm using an iPad today and can't move Cesare's token on the map. Pleas move him 1 SW and 5 W. Thanks.
Guy du Loc |
Done, though that plank should be considered rough terrain for us as well as them.
Mike the GM |
Cesare inspires his companions with a shout, and Ako casts her spell--the magic ball of frost flies true, striking the woman on the temple. She collapses into a heap on the floor of the warehouse.
All of the agents are unconscious--either asleep or, in the case of the leader, heavily concussed. She may need medical attention, though the others are likely to awaken eventually.
Sorry for the delay. That actually wraps things up--nice work funneling the agents through one entrance with your trick, and great work cleaning them up Ako! Please let me know how you're going to deal with the agents, given that they are not dead, and post any final RP amongst the party. I'll follow up with info about how the scenario concludes and get chronicles to you ASAP!
Cesare Andistore |
"Wow," says Cesare. "I did not expect it to be that easy."
He nudges the unconscious woman with a boot. "What do we do with this lot? Hand 'em over to the guard?"
Guy du Loc |
"I don't really trust the guard. Besides, they didn't do anything except enter their warehouse. We could leave them trussed up in the warehouse so that when the clean-up crew comes along later, they have a present. "