Rekgar Boulderstep |
"I doubt so." Still maintaining his posture (Total Defence), Rekgar replies.
Hagrym PFS |
"Just who would you be protecting these streets from? If you could hold on for just a couple hours, until our business is done, we'll be out of your hair. If not, you might need a bit of protecting yourself."
Our Mysterious Benefactor |
"Isn't none of your business. Get gone so we don't have ta make you gone." They begin advancing, starting to swing their saps.
Feel free to banter, but they look like they're spoiling for a fight.
Rekgar Boulderstep |
Sigh Rekgar tries one more attempt at peace.
"It'll hurt you more than it'll hurt us. Trust me please."
Our Mysterious Benefactor |
The two thugs exchange a look, then shrug. "Job's a job." They charge!
Initiative!
Rekgar: 1d20 + 1 ⇒ (3) + 1 = 4
Hagrym: 1d20 + 2 ⇒ (5) + 2 = 7
Quinton: 1d20 + 1 ⇒ (10) + 1 = 11
Kurvast: 1d20 + 4 ⇒ (20) + 4 = 24
Karos: 1d20 + 4 ⇒ (13) + 4 = 17
Thugs: 1d20 + 3 ⇒ (1) + 3 = 4
Unknown: 1d20 + 2 ⇒ (2) + 2 = 4
Round 1:
25 Kurvast
17 Karos
11 Quinton
7 Hagrym
4 Rekgar, Thugs and Unknown
All the heroes are up first. The thugs are 20 feet away, saps out, about to charge. There are shacks on either side of you, the alley is 20 feet wide. The shacks are one-story wooden affairs with flat roofs.
Sir Quinton Eirador |
"Ah, a challenge is it! What fun. Reminds me of the time I had to face this horde of orcs that wanted to make their way through a mountain pass. I'm sure this will go just as well!"
The Taldan knight assumes a ready stance and waits for them to approach. As one nears, he whips his sword from his sheath and in a single movement sweeps it across the alley at the nearest attacker.
Ready action to attack when they get in range
Greatsword (power attack/furious focus): 1d20 + 6 ⇒ (12) + 6 = 18
damage: 2d6 + 9 ⇒ (3, 2) + 9 = 14
Rekgar Boulderstep |
Rekgar simply slips into one of defence. Total defence for 2 rounds.
Hagrym PFS |
"I was hoping you'd say that!"
Hagrym charges at the closest thugs, and swings his greatsword.
Attack 1d20 + 6 ⇒ (16) + 6 = 22
Damage 2d6 + 4 ⇒ (6, 1) + 4 = 11
Karos Valdian |
"Let's see if this makes it our business," says Karos, opening fire.
Judgment of Sacred Healing (Fast Healing 1
Fire Point Blank at the thugs, then reload.
Musket, Point Blank: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19 <- vs. Flatfooted AC
Damage: 1d12 + 1 + 1 ⇒ (12) + 1 + 1 = 14
Our Mysterious Benefactor |
Yikes! You guys are lethal killing machines! Just keep that enthusiasm for the next modules!
Karos fires, his shot hitting the first thug in the chest and sending a spray of blood to the sky as the thug falls! Hagrym charges the next one, who is cut viciously and stumbles a few feet to fall as Quinton finishes him! From atop a nearby shack you hear the woman from the alley's curse, then the sound of her hitting the ground and taking off into the maze of alleys and streets beyond.
Combat is over. One thug is a round away from death and the other is at -1 and fading. Do you help them or let them bleed out?
Hagrym PFS |
Hagrym can move forward and cast Stabilize on the foes bleeding out. He will check them and take their gold for his trouble.
Our Mysterious Benefactor |
Each of the now unconscious thugs has a potion of cure light wounds, a tanglefoot bag and 23 gold on them. A few moments after the thugs are stabilized and the fight is over, the female halfling creeps out cautiously. Seeing as the fight is over, she whistles in a high pitched whistle and several halflings and human children come out of the woodwork, literally. The halfling woman nods at you. "You're friends of the burnt one, I take it. That woman was not; I'm Naleth Hundredfingers. Tell Torch this: "The Red Mantis are searching Eto for a scarred man." You have my thanks for taking these mongrels down. I think the woman will flee now, she's a spy for the Mantis."
Sir Quinton Eirador |
Knowledge (local): 1d20 + 2 ⇒ (20) + 2 = 22
Sir Quinton starts to speak and then stops suddenly. He starts again and stops once more. Finally, on his third attempt, he gets the words out.
"Red Mantises? That's ... worrisome. They're fearsome assassins, and not anything we should mess with. I don't know if we should try to question these two, or are better off to simply take our leave of them as quickly as possible and let Torch know of the threat. He did say to resolve of any loose ends, though."
The knight pulls at his mustache nervously as he considers, looking around at his companions.
Rekgar Boulderstep |
"Then we are done here. Let us head back and report." Rekgar says.
Hagrym PFS |
"Naleth, will you take care of these two? If you'd see they don't trouble us again, I think we could make it worth your while. They had 46 gold on them...would that be a worthy trade?"
Our Mysterious Benefactor |
Leaving Beggar's Alley behind, you head back to the White Uraeus as night falls over the desert town. Once again the half-orc meets you and escorts you in to see Torch. He's lounging in a bath tub, soaking up to his chin in it with his eyes closed. He looks at peace, though his eyes open as you enter.
"My, my. Look who's returned. Have you performed my tasks?" he says in his mocking voice.
Hagrym PFS |
"We've done everything you asked of us, Torch. Now you need to tell us what we came looking for as well. A deals a deal."
Our Mysterious Benefactor |
Torch nods slowly. "Of course, I always honor my deals. First the information and items I requested, then the payment." He nods to the half-orc who steps forward to take the rod if offered.
Assuming you give him the rod and the information you've uncovered...
Torch mulls over the information for a moment before again nodding to the half-orc who hands you a scroll case. Inside are several parchments. One is a map of Osirion, clearly marking Eto and an unnamed site to the north. The second map has a much smaller scale and marks the route between Eto and the mystery location. The last sheet has a charcoal drawing that depicts two large rock outcroppings connected by a smooth wall with a single gate. It is entitled “Seeker’s Folly” and signed “V.L.” Something about the handwriting on the last map looks familiar; roll a Linguistics check.
Once the PCs have had an opportunity to review the papers, Torch explains, “Those will take you where you want to go. Deviate from the path only if you know what you’re doing. Otherwise, stick to the landmarks.” He pauses to consider another thought. “Normally this is where I would say ‘pleasure doing business with you.’ However,” he adds with a grisly grin, “I’m going to throw you something extra for free—just because I’m such a caring individual. You’re not the only ones who know about that site. I hear a group of foreigners set out from Totra not too long ago and are after the same prize. Sounds like there’s no time to waste.”
You may ask any questions, but Torch seems disinclined to add any more. This concludes Destiny of the Sands Part 1: A Bitter Bargain. Congratulations Pathfinders! We will start Part 2 in the next day. I will PM each of you with your Chronicle sheets as soon as you've rolled your Day Job checks, or shortly thereafter.
Rekgar Boulderstep |
No day Job.
Rekgar Boulderstep |
Are we ready to head on to part 2?
Our Mysterious Benefactor |
Alright cats and kittens, the gameplay thread for Part 2 is up!
Kurvast, go ahead and roll your day job check here and proceed to the next round!