Sai'Dothwyn |
initiative: 1d20 + 4 ⇒ (20) + 4 = 24
With a swift breath in, Sai uses the fervor of her belief to infuse her body with divine favor as she steps in between Milton and the lead Salamander.
With her exhale she unleashes a flurry of strikes at the fiery red salamander leader.
Flurry of blows: 1d20 + 18 ⇒ (13) + 18 = 31
Flurry of blows: 1d20 + 18 ⇒ (9) + 18 = 27
Flurry of blows: 1d20 + 13 ⇒ (10) + 13 = 23
magic, blunt damage: 2d6 + 15 ⇒ (4, 2) + 15 = 21 Dragon style=2xStr bonus first strike, 1.5 all others
magic, blunt damage: 2d6 + 12 ⇒ (1, 3) + 12 = 16
magic, blunt damage: 2d6 + 12 ⇒ (3, 6) + 12 = 21
"Only salamanders need fall today." she says in common, loud enough for all to hear.
-Posted with Wayfinder
Awen |
Ka Kaw |
Int: 1d20 + 4 ⇒ (6) + 4 = 10
action
Ka Kaw will step towards the guards vanish and stab blue
attack with vanish: 1d20 + 11 ⇒ (9) + 11 = 20
1d6 + 2 ⇒ (2) + 2 = 4
sneak: 3d6 ⇒ (1, 1, 6) = 8
Sai'Dothwyn |
Oh damn. This... complicates things. To be clear, you realize that blue is an azer, and we are trying to befriend/free the azer.
Nivik Klist |
Initiative: 1d20 + 10 ⇒ (4) + 10 = 14
Nivik will cast Toppling Magic Missile: 3d4 + 3 ⇒ (3, 2, 3) + 3 = 11 at the closest salamander in hopes of knocking it off its feet!
Trip: 1d20 + 6 + 5 ⇒ (7) + 6 + 5 = 18
Milton Smithson |
Initiative: 1d20 + 5 ⇒ (12) + 5 = 17
Milton will 5' step south to engage the salamander near him. Power Attack, Swift action to make his weapon Bane to Fire Outsiders...
+1 Cold Iron Heavy Mace Hit: 1d20 + 13 + 3 - 2 + 2 ⇒ (14) + 13 + 3 - 2 + 2 = 30
+1 Cold Iron Heavy Mace Damage: 1d8 + 10 + 6 + 2 + 2d6 ⇒ (3) + 10 + 6 + 2 + (2, 2) = 25.
+1 Cold Iron Heavy Mace Hit: 1d20 + 13 + 3 - 2 + 2 - 5 ⇒ (17) + 13 + 3 - 2 + 2 - 5 = 28
+1 Cold Iron Heavy Mace Damage: 1d8 + 10 + 6 + 2 + 2d6 ⇒ (7) + 10 + 6 + 2 + (5, 1) = 31
If either of those hits, I'll take a free action to demoralize the salamander...
Intimidate: 1d20 + 17 ⇒ (13) + 17 = 30
Venture Teller Play b'Post |
Fortunately the Tiefling and human quickly drop the leader. Unfortunately the ophidian shape of the creature's body make it impossible to trip though the elf's bolts of arcane force cut into the remaining salamander.
Ilfin Ahn strikes out at the human with all his burning, but ultimately ineffectual, energy.
The a bleeding gash opens in Ilfin Ahn's side and the tengu and his blade appear next to the salamander.
spear: 1d20 + 14 ⇒ (6) + 14 = 20, dmg: 1d8 + 7 ⇒ (6) + 7 = 13 plus fire: 1d6 ⇒ 4
spear: 1d20 + 9 ⇒ (14) + 9 = 23, dmg: 1d8 + 7 ⇒ (4) + 7 = 11 plus fire: 1d6 ⇒ 4
tail: 1d20 + 8 ⇒ (11) + 8 = 19, dmg: 2d6 + 2 ⇒ (5, 1) + 2 = 8 plus fire: 1d6 ⇒ 6 plus grab: 1d20 + 17 ⇒ (17) + 17 = 34
The azers seem confused but not displeased to see the sergeant dropped by the outsiders. They draw weapons but do not yet attack, instead looking at the other azures to see whom to attach first.
R1
Sai (24): 58R
Milton (17): 56R
Nivik (14): 11Y
Salamanders (13): misses Sai
Awen (11): misses
Ka Kaw (10): 12Y
Fendel (9): <--here now
Azers (4): delay
Fendel to finish round 1, then Sai or Milton in R2 will kill the remaining salamander.
Fendel, CSI: Absalom |
Grr...post from last night vanished.
Merciful bow vs Orange: 1d20 + 11 ⇒ (15) + 11 = 26 for NL damage: 1d8 + 7 + 1d6 ⇒ (3) + 7 + (6) = 16
Merciful bow vs Orange: 1d20 + 6 ⇒ (18) + 6 = 24 for NL damage: 1d8 + 7 + 1d6 ⇒ (7) + 7 + (4) = 18
Venture Teller Play b'Post |
The azers seem confused but not displeased to see the sergeant dropped by the outsiders. They draw weapons but do not yet attack, instead looking at the other azures to see whom to attach first.
The azers seem confused but not displeased to see the sergeant dropped by the outsiders. They draw weapons but do not yet attack, instead looking at the other azures to see whom to attach first.
R2
Sai (24): <--here now
Milton (17): <--here now
Nivik (14): <--here now
Salamanders (13):
Awen (11):
Ka Kaw (10):
Fendel (9):
Azers (4):
R1
Sai (24): 58R
Milton (17): 56R
Nivik (14): 11Y
Salamanders (13): misses Sai
Awen (11): misses
Ka Kaw (10): 12Y
Fendel (9): 16Y n/l
Azers (4): delay
Sai'Dothwyn |
Sai shifts over and next to Ka Kaw, focusing another flurry of kicks, punches and elbow smashes at the remaining Salamander. Her first blow is a stunning backhanded attack followed by a series of blows to fast to track.
5' step, swift action Ki point for extra attack on flurry, stunning fist on first attack (DC 18 Fort or stunned 1 round). All attacks still have Divine Favor
Flurry/Stunning Fist: 1d20 + 18 ⇒ (3) + 18 = 21
Flurry: 1d20 + 18 ⇒ (3) + 18 = 21
Flurry: 1d20 + 18 ⇒ (17) + 18 = 35
Flurry: 1d20 + 13 ⇒ (4) + 13 = 17
magic, blunt damage: 2d6 + 15 ⇒ (2, 6) + 15 = 23 Dragon style=2xStr bonus first strike, 1.5 all others
magic, blunt damage: 2d6 + 12 ⇒ (6, 1) + 12 = 19
magic, blunt damage: 2d6 + 12 ⇒ (4, 6) + 12 = 22
magic, blunt damage: 2d6 + 12 ⇒ (5, 4) + 12 = 21
That was some poor rolls but fingers crossed.
Milton Smithson |
Milton determines this fight is well in hand, and decides not to continue the Bane effect on his weapon, but he does chargethe remaining Salamander...
+1 Cold Iron Heavy Mace Hit: 1d20 + 13 + 3 - 2 + 2 ⇒ (2) + 13 + 3 - 2 + 2 = 18
+1 Cold Iron Heavy Mace Damage: 1d8 + 10 + 6 + 2 ⇒ (3) + 10 + 6 + 2 = 21
If that hits, I'll take a free action to demoralize the salamander...
Intimidate: 1d20 + 17 ⇒ (12) + 17 = 29
Venture Teller Play b'Post |
It is hard to tell who dropped the salamander with the last blow, but Nivik, Sai, and Milton lay into him with metal, fist, and magic.
If you want him a live you can pull your punches.
R2
Sai (24): attacks salamander
Milton (17): attacks salamander
Nivik (14): attacks salamander
Salamanders (13): dead!
Awen (11): <--here now
Ka Kaw (10): <--here now
Fendel (9): <--here now
Azers (4):
Ka Kaw |
"Surrender!" perception: 1d20 + 11 ⇒ (6) + 11 = 17
Ka waits to see if they drop their weapons and draws his bow. ready attack
attack: 1d20 + 9 ⇒ (2) + 9 = 11
damage: 1d6 ⇒ 1
Awen |
With the salamanders dead, Awen drops the tip of the arrow he holds ready. "We can free you from your bondage." he says as he turns his head to the Azures. "But we need your help as well. How many more of them are here? And we need to make contact with the underground..Please.. we can help each other."
Diplomacy: 1d20 + 11 ⇒ (1) + 11 = 12
Sai'Dothwyn |
Spinning as the second salamander drops, Sai follows the lead of Ka Kaw and Awen, "We freed other azer from the estate of an efreeti recently, and wish to help your people's cause. You are now free, but you must fight those that wish to oppress you if you want to remain so." she states matter of factly.
diplomacy: 1d20 + 5 ⇒ (10) + 5 = 15
-Posted with Wayfinder
Fendel, CSI: Absalom |
The detective lowers his weapon, trying to interpret the body language of the azers.
Are they with us, or are we going to have to fight our way out of here?
Sense Motive: 1d20 + 18 + 1d6 ⇒ (18) + 18 + (1) = 37
"We heard from outside that some of you were looking to leave. You are free to go. You owe us nothing, but we would be grateful if you could provide us with the information we seek."
Diplomacy: 1d20 + 10 + 1d6 ⇒ (17) + 10 + (4) = 31
Venture Teller Play b'Post |
"How many more of who?" The azures stand down as the Pathfinders, provide knowledge of the azure's plight. "There no others in the barracks here, if that is what you are asking."
"Free us...? Freed others...? The underground...?" They start by stammering through their answers. They are clearly unfamiliar with outsiders and quite unbelieving at their luck. Eventually the offer more of their story. "We have been secretly exchanging messages with a group of free azers for about 10 days. They had been trying to convince us to escape the city. That is why Hsalker was mad at us," they say. They point to the metal sheets scattered on the floor. "She discovered these." The texts corroborate the azers’ story, detailing times of secret gatherings with a group called the Eye of the Red Worm. A group that consists of free azers somewhere in the Common Quarter who provide unsanctioned transportation into and out of the City of Brass.
"What help? What information do you require." They’re hesitant to stick out their own necks further for the Pathfinders. They agree to help in some small way, lacking the resources, time, and stealth to safely accomplish more.
Awen |
Awen peruses the notes on the floor and listens to the Azers explain their situation. When he is finished reading them, he hands them off to his companions if they wish to read them. "I think this is enough for now. This is what we needed to get in touch with the Eye. Now, we were told that this was a garrison of hired guards. Are you the only ones here?"
GM, I am assuming this started our clock.. do we have time to make it to the Azers and still accomplish the mission, or would that be too far out of the way?
Venture Teller Play b'Post |
"We are the only ones here. The others are on duty at Emberhearth."
Clock has started, and no, not enough time. (Official response).
Sai'Dothwyn |
"What can you tell us about the security forces at Emberhearth, specifically numbers and postings and if we could somehow convince any active azer currently there to stand down against us? Also any specifics on the building itself would be appreciated."
Sai'Dothwyn |
Sai nods once, acknowledging the clarification from Ka Kaw.
Venture Teller Play b'Post |
The security is mostly azure guards with salamander officers, though they might be in any of the three manors at a give in time. Master Cindersworn lives there of course, and others in his family. "He has a nasty big pet of fire," one adds. "Lava," another corrects while a third simply offers, "Nasty. And Big. Big and nasty."
"Stand down? At Emberhearth?" the soldiers quickly confer in Ignan, "Give us a some time, we will take them with us!"*
They also give you a description of the general layout of the rooms they know about: library, kitchen, office, ballroom, etc.* The guards only use the rear door, which you have already seen for yourself.
*I will try and add those to the map tomorrow, but it might be Tuesday. The adventure offers three options for the aid they will offer, evacuating their allies is one (good job :). They can also help steal something or plant evidence (iirc), but they only do one of those (based in your Diplomacy results). Unless I hear otherwise, this is the one I will go with. :)
Sai'Dothwyn |
Perfect. I think we can handle planting any evidence on our own, but combat being easier is a preferred advantage.
"Thank you for your assistance. It is of great value to us." Sai says in common to the azer guards.
***shortly after the azer have departed***
Facing the team Sai says, "Let us head to the next position. Of course we will give the azer time to do their work, but our time is short so we should at least head there and surveil the compound while we wait."
As the group begins to leave, she turns to thank Milton, "I am glad that is over. I know that was distasteful for you, but your help was instrumental in weakening our opposition. From a strategic standpoint, we are now at a significant advantage. Thank you."
Awen |
Awen follows after Sai and out of the manner. "I agree. Lets set up so we can be ready as the Azers evacuate. Milton.. We just may make a freedom fighter out of you yet!" he jokes with a smile. "Seriously, I am glad you're on our side.. you pack a hell of a punch!"
Fendel, CSI: Absalom |
The mage is worried about his ability to effect our enemies. "Nivik, Given the size of this city, you should be able to locate and purchase a device to alter your spells into other elements. Have you the funds to make such a transaction at this time?"
Metamagic Rod will be your new best friend. I am certain you know that, just hoping you may have the cash to buy it now.
Milton Smithson |
Milton spits, "freedom fighting is for fools. Freedom is an illusion. All the Andorans do is elect their masters based on wealth, or popularity, or some other quality. That is all freedom has bought them, a choice of masters, not a lack of them. Anyone who tells you otherwise is selling something." He watches the retreating azer, "what we did here will cost much blood and lives over time, mark my words. However, less of that blood will be ours, and so I helped. Do not assume my actions were any more altruistic than that."
Inquisitors can truly pack a wollop when they get bane and such going though!
Nivik Klist |
Actually no, I don't. The metamagic stuff I really haven't gotten into much at all. I have about 8k in gold so I guess I can get at least one Lesser Elemental one, perhaps in acid and/or lightning. I'll take suggestions.
Awen |
Awen chuckles as he once again sets Milton off. "Peace, my friend. This is the very reason why the Society is the only one that can even come close to claiming to be my master, and only then so long as we share goals. I owe my allegiance to no man.. and wander as I will. Whether they find another master or not is not my concern.. at least they now have an opportunity to go as they will. If they choose another master, then so be it.. not everyone is strong enough to be their own master."
Turning an appraising eye to Nivik, Awen considers his words. "We have done well so far, and your specialties have helped us succeed more than once. I am sure that you will find a way to turn that intellect to our advantage!
Even though I have a spellcaster character myself (lvl 4), I don't really get into all the metamagic stuff. Maybe I haven't spent enough time reading it to really understand it, but I really can't see the need to spend the time and resources for that kind of thing when there are other spells that will work just as well.
Sai'Dothwyn |
1 person marked this as a favorite. |
I have about 8k in gold so I guess I can get at least one Lesser Elemental one, perhaps in acid and/or lightning. I'll take suggestions.
For the best effect in this specific situation, lesser elemental (cold) is the pick, but you have to think of your full career. Another thing to consider is that for 4k you can get a mask of conflicting energies and it will let you change your elemental spells into the opposite energy, such as fire into cold or cold into fire. A rod, for a specific energy and the mask make for a good combo. You could even combine the effects and use the rod to make a spell into a specific energy and then the mask to make it into the opposite if some circumstance fit that bill.
Venture Teller Play b'Post |
"You are going to Emberhearth? Truly?" one of the Azers asks. He glances at the others and some unspoken word passes between them. "Please. Among the Cinderfurys’ greatest treasures is Flamebinder’s Jaw, the jawbone of the first enslaved azer to ever defy the family." says the leader but he turns to another who nods and makes a gesture of blessing himself before speaking.
"Flamebinder is a folk hero to us. He had learned some damning secret about the efreet, and in order to both make an example and preserve this secret, the family killed the azer and made a trophy out of his jaw. He gather's himself before continuing. "We wonder if recovering the jaw might allow us to commune with our dead ancestor, learn the secret, and wield it against other efreet."
"Can you recover it for us? Please can you do that?'
On the way to Emberhearth:
As you are wandering through the city, you feel a presence plying on your senses. The effect is not strong enough to penetrate them,
but the presence attempts to see through your eyes, hear through your ears, and touch what you touch. With a concentrated effort, you are able to push it away from you and it seems to stop.
Outside Emberhearth:
Also map is updated to give you a general idea of the layout.
Awen |
"We will do our best to locate this. Where and how do we contact you to return the jawbone?"
After receiving the information, Awen moves with the group to Emberhearth.
Perception: 1d20 + 16 ⇒ (4) + 16 = 20
Stealth: 1d20 + 21 ⇒ (20) + 21 = 41
Awen halts the group as he notices a faint footpath across the grass. "It looks like we are not the only ones to need a back door.. there's a path here leading around the side of the building.."
He disappears off into the night to find the destination of the path.
Perception: 1d20 + 16 ⇒ (12) + 16 = 28
Ka Kaw |
Ka Kaw moves close to Awen.
Stealth: 1d20 + 15 ⇒ (12) + 15 = 27
perception: 1d20 + 11 ⇒ (13) + 11 = 24
He whispers "Maybe they have a bone to pick with the azers"
jawbone..never stolen one of those before
Milton Smithson |
Once they have left the azers behind, Milton observes to the Pathfinders, "that was quite well done back there. A quick but violent assault to free those azers, to eliminate them as a threat later. Even better, the fools have now told us about some priceless artifact to look for. That is exactly the sort of thing our Society excels at purloining!"
Sai'Dothwyn |
Sai nods to Milton, "As planned. I was glad you understood the reasoning behind the actions."
"Our society may very well decide to use that artifact as a gesture of alliance to a powerful group of azer. It would be a very smart strategic use of such an object. Gaining willing allies, or tools in some people's view, in our coming explorations on the plane of Fire and beyond. Yes, I see what you mean. That is a boon the society would assuredly want. Well thought out Milton. I see why you are such a successful litigator. You see all the angles."
The group follows after Awen as he moves down the pathway, and after a small while Sai pauses, then stops altogether, her hands coming to her temples.
After a moment, she shakes her head to either side once, and then voices, We are being surveilled. I felt a cloying presence trying to press through my senses of sight, hearing and even touch. They failed to push through and with some effort I feel as though I banished them, but beware they could move within any of you as well. We should use our signs to indicate actions we wish to keep secure."
Referring to the Seeker of Secrets, "Covert Communique" section on pg 24, specifically Gestures: hand signals used to communicate silently in dangerous situations. I figure even if someone can sense us they won't know the signs unless they are a pathfinder. It isn't full blown sign language but it can still be useful.
communicate silently in dangerous situations, or subtly
across a crowded room. Though rarely as versatile as a
naturally evolved sign language, these gestures can prove
invaluable, and every Pathfinder picks up a handful during
training, most relating to combat, directions, and hazards,
often varying with the cohort of initiates to which a given
Pathfinder belonged. Even when two Pathfinders’ signs
differ significantly, certain gestures common to all who’ve
studied in the Grand Lodge can go a long way toward
establishing that an inquisitive stranger is in fact a fellow
member of the Pathfinder Society.
Milton Smithson |
At Sai's pronouncement of there being some undetectable presence, Milton casts see invisibility and looks around to see if he can find the culprit.
The spell will last 80 minutes, so not bad for a short turn job.
Fendel, CSI: Absalom |
We are being surveilled. I felt a cloying presence trying to press through my senses of sight, hearing and even touch. They failed to push through and with some effort I feel as though I banished them, but beware they could move within any of you as well.
Spellcraft: 1d20 + 14 + 1d6 ⇒ (10) + 14 + (5) = 29
Signing to the team...My first suspect is Qalkami. She did have us 'tag' ourselves with these magical amulets to protect us from the heat. It would be easy to add an arcane mark so she could scry on them and track our progress.
The detective slides out his wayfinder and activates the magic within, allowing him to see magical auras and surveys their surroundings.
Casting Detect magic.
Perception: 1d20 + 28 + 1d6 ⇒ (20) + 28 + (3) = 51 Just to see if there is anything to detect or notice.
Sai'Dothwyn |
Being able to notice a whispered conversation from 100 feet away, while behind a one foot thick wall and in a dead sleep during a thunderstorm is pretty epic.