Balfour Granitehead |
Balfour dashes forwards, spotting the two rogues.
"There's more of you? Don't you bandits know when you're defeated?"
Baflour enters a fit of rage and makes a forceful attack against the northern bandit.
Greatsword - PA + Rage: 1d20 + 5 - 1 + 2 ⇒ (5) + 5 - 1 + 2 = 11, damage: 2d6 + 8 ⇒ (1, 1) + 8 = 10 vs. Blue
However, attacking through a doorway is apparently not the wisest form of offense and the dwarf's sword slashes at the air besides him.
Rilia, Sacred Hetaira |
'Lizbeth' |
Cursing at the two cowardly attackers in the doorway, Lizbeth decides to go for desperate measures and dives through the entryway, desperately trying to roll under any strikes coming their way.
Acrobatics to Tumble vs Red CMD: 1d20 + 8 ⇒ (18) + 8 = 26
Acrobatics to tumble vs Blue CMD +2: 1d20 + 8 ⇒ (4) + 8 = 12
Once at the other side she strikes out the assailant in red.
Strike: 1d20 + 4 ⇒ (15) + 4 = 19 for damage: 1d6 + 1 ⇒ (3) + 1 = 4
GM Skipper |
AoO, flank: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
Damage: 1d6 + 2 + 1d6 ⇒ (5) + 2 + (5) = 12
Lizbeth ducks past one rogue, but is not so lucky against the other. Once in the room, she pummels the red-clad rogue.
Combat Round 2/3
Bold may act
________________________________________
Lizbeth (12 damage), Kara, Lebraerio
Skulk (18 damage, 3 Dex damage, poisoned), Rogues (red: 6 damage)
Rilia, Balfour, Veilblade
Veilblade |
The short gray thing moves into the room and past Lizbeth.
I think that provokes at least 2 AoOs
btw. I'm pretty sure Veilblade is not blocking the trap door
-Posted with Wayfinder
GM Skipper |
Veilblade darts into the room, but the red-garbed rogue nicks him wis sword on the way.
AoO, flank: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
Damage: 1d6 + 2 + 1d6 ⇒ (2) + 2 + (1) = 5
Rilia jumps down the hatch, but her grace fails her, and she lands heavily on the floor below.
Fall damage: 1d6 ⇒ 5
The rogues step in and strike in tandem, aiming to neutralize Lizbeth.
Attack, flank: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Damage: 1d6 + 2 + 1d6 ⇒ (4) + 2 + (6) = 12
Aattack, flank: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Damage: 1d6 + 2 + 1d6 ⇒ (5) + 2 + (1) = 8
The vishkanya dodges and deflects both blows.
Combat Round 3/4
Bold may act
________________________________________
Lizbeth (12 damage), Kara, Lebraerio
Skulk (18 damage, 3 Dex damage, poisoned), Rogues (red: 6 damage)
Rilia (5 damage, prone), Balfour, Veilblade (5 damage)
'Lizbeth' |
"Now now darlings, that is no way to treat a lady!" Lizbeth scolds as she turns the attacks of the enemy rogues. Thinking quick she steps back pinning the blue garbed assailant between her and the little grey one. Tapping into her rage she strikes out.
5' step to flank with veilblade, please someone move me. Rage and dragonstyle
attack, rage, flank: 1d20 + 4 + 2 + 1 ⇒ (15) + 4 + 2 + 1 = 22 for damage: 1d6 + 3 ⇒ (3) + 3 = 6
attack, rage, flank: 1d20 + 4 + 2 + 1 ⇒ (19) + 4 + 2 + 1 = 26 for damage: 1d6 + 3 ⇒ (6) + 3 = 9
GM Skipper |
Working together with Veilblade, Lizbeth takes out the rogue with two swift strikes.
Combat Round 3/4
Bold may act
________________________________________
Lizbeth (12 damage), Kara, Lebraerio
Skulk (18 damage, 3 Dex damage, poisoned), Rogues (red: 6 damage)
Rilia (5 damage, prone), Balfour, Veilblade (5 damage)
Kara Saint-Germaine SF |
Duck, Balfour!
Kara fires her last Force Missile over the stalwart dwarf's head at the remaining rogue.
Force Missile: 1d4 + 1 ⇒ (1) + 1 = 2
FM 0/6 remaining.
Rilia, Sacred Hetaira |
Sorry. Just as I couldn't tell where the trapdoor was above, there's no clear indication of which little [S] in a box it is. Maybe I'm just not zooming in enough.
10-foot drop. Intentional leap. Non-lethal?
She finishes her move by standing. If she has a another turn coming, she makes sure that there is enough light for everyone and if not makes some on her rapier's blade and moves closer. If there is enough light she moves forward and looks around.
perception: 1d20 + 7 ⇒ (2) + 7 = 9 Still stunned from the fall.
Balfour Granitehead |
Balfour gives Lizbeth the thumbs up and steps into the room, trying to take a swing at the remaining rogue.
Greatsword - PA + Rage: 1d20 + 6 ⇒ (4) + 6 = 10, Damage: 2d6 + 8 ⇒ (2, 5) + 8 = 15
Veilblade |
The fierce shadowy thing moves around the last thug. Spinning on his heel, he brings his naginata around and down at the thug.
naginata, attack: 1d20 + 7 ⇒ (18) + 7 = 25 for slashing: 1d6 + 6 ⇒ (2) + 6 = 8
-Posted with Wayfinder
GM Skipper |
@Rilia: You botched the DC 15 Acrobatics check, so it's lethal damage.
Kara's missile and Veilblade's attack neutralizes the second rogue.
-----Combat Over-----
With the excitement over, you can take a look around the rooms you've entered.
D12
Stuffed training dummies line the south wall, crude faces drawn on their heads. Along the east wall are pegs mounted at eye level, some of which have a change of clothing hung on them and nicknames scrawled on the wall above. Three doors lead east, west, and north. A rope ladder hangs from the ceiling by the west door and goes up through a five-foot-wide shaft to the floor above.
D18
A padded cot sits to the south, with a platter of chicken bones picked clean sitting on the floor next to it. To the north is a large, empty crate. The stale scent of body odor permeates the air.
I've marked and color coded the ladders between the levels, something I should have done sooner.
Lebraerio Hantwell |
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
The fight went quicker than expected, and Leb wasn't very useful.
Glad to see Kara wasn't harmed, the investigator looked around and checked the place. Soon, he found a key ring at the bottom of the crate.
Look, Rilia, I found out where you lost your manacles keys.. Naughty girl.
'Lizbeth' |
Sitting down with a thud, Lizbeth breathes heavily for a time as the adrenaline rush of her rage leaves her, her muscles aching. The Pirate didn't take long in rummaging through all the assailants pockets to see if they had anything worth taking, not before tapping herself with her wand of Demon bone, knitting her flesh.
"Well well, that was unpleasant! We have found all of the Skulks here then so this ties 'Uncle Boris' to the drug trade. Now for the Alchemist"
She also takes the time to look at the clothes and nicknames, to see if any had any import.
Rilia, Sacred Hetaira |
@Rilia: You botched the DC 15 Acrobatics check, so it's lethal damage.
Not usually, not that it matters much given the circumstances.
Look, Rilia, I found out where you lost your manacles keys.. Naughty girl.
perception: 1d20 + 8 ⇒ (13) + 8 = 21
"Flirting isn't really your strong suit is it?"
suggestive wand of cure light wounds: 1d8 + 1 ⇒ (8) + 1 = 9
"Anyone else injured?"
GM Skipper |
@Rilia: Huh, I honestly didn't know that detail. You learn something everyday... It was non-lethal damage then.
Riffling through the rogues' pockets, Lizbeth finds a single item of interest; a vial not unlike the one they threw at her and Kara.
Type: poison, inhaled; Save: Fortitude DC 13
Frequency: 1/round for 4 rounds
Initial Effect: unconsciousness for 1 minute; Secondary Effect: unconsciousness for 1d4 hours; Cure 1 save
'Lizbeth' |
Lizbeth grabs the vial and looks at the dark lowuid with a frown. Turning to their resident expert and all round ladies man, she hands the vial to Leb for closer inspection.
"Just a little something for emergencies! It is fairly potent I warn you, worse than the Gray thing!" she smiles at Veilblade with her friendly barb.
Lebraerio Hantwell |
Craft Alchemy: 1d20 + 10 ⇒ (19) + 10 = 29
It doesn't takes long for Lebraerion to identify the vial as a poison.
This is a toxic named "Maiden Lily Attar"... if you smell it, you risk losing consciousness. If your stamina is strong, it's not a big deal to fight off the effect, but people have been known to be knock out for a few hours..
'Lizbeth' |
Finding nothing ofninterest in the thugs hanging garments, Lizbeth shrugs as the devilliah spell begins to knit her bruised body back together.
"Right! We best check to see where that key fits eh? We saw nothing down here, but there were rooms at the back ipatairs and more down here. Also we have the rat that tries to ambush us upstairs, we could hurt him!"
Hardly waiting for an answer, as ever, the Pirate throws open the door to the narrow chamber.
Unless or course, the searching earlier was everywhere, then back into the warehouse and the offices at the back."
Kara Saint-Germaine SF |
Kara rushes to back up the stalwart bloodrager.
There are several more rooms down here to explore, as well as the room upstairs where the shaft leads.
So, we're opening the door just above the "7" in D17 and near Lebraerio, yes?
Rilia, Sacred Hetaira |
"What's down here?"
Moved.
GM Skipper |
D15:
Three cells line the wall to the east, each containing a straw pallet and three buckets. Two dwarves occupy the northernmost cells, and they scramble to their feet when Rilia enters the room.
"Hey, you," one of them whispers. "If you rescue my brother and I, I'll give you the valuable magical creation from the guildmaster's office and tell you how to open its secret compartment."
D16 (guildmaster's office):
A desk sits to the south, covered in an alchemical equipment and supplies. A cot with an extra padded mattress rests against the far wall, a small chest at its foot.
'Lizbeth' |
Hearing pleas from the room searched by Rillia, the Pirate darts to the room in preparation. Lizbeth looks to the dwarves and tuts softly having no love for those who would cage another she takes out her tools and sets to examing the locks in place, seeing if she could reliably pick them and that they weren't trapped.
"Poor souls, why are you in here? This is not the town jail, who locked you away?"
Left to her own devices, Lizbeth begins to play with the look to free the locked up dwarves, unless her colleagues stop her.
perception: 1d20 - 1 ⇒ (15) - 1 = 14
disable device, if no-one intervenes: 1d20 + 10 ⇒ (6) + 10 = 16
Kara Saint-Germaine SF |
Kara examines the chest in D16.
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Hey! Didn't we find a key just now?
If she finds nothing on the exterior of the chest, she tries the key in the lock, assuming it's locked.
Rilia, Sacred Hetaira |
D15:
Three cells line the wall to the east, each containing a straw pallet and three buckets. Two dwarves occupy the northernmost cells, and they scramble to their feet when Rilia enters the room."Hey, you," one of them whispers. "If you rescue my brother and I, I'll give you the valuable magical creation from the guildmaster's office and tell you how to open its secret compartment."
D16 (guildmaster's office):
A desk sits to the south, covered in an alchemical equipment and supplies. A cot with an extra padded mattress rests against the far wall, a small chest at its foot.
"SOLD! Consider yourselves rescued by the Fair and Wonderful Rilia and company. Um, who are you?"
GM Skipper |
The dwarves' faces light up with the prospect of freedom.
"Oh, hank you so very, very much! I'm Pietros Gearwright, and this is my brother Barengar. We were passengers on a ship returning from Magnimar to Janderhoff when our vessel was attacked lake pirates. Our family specializes in clockwork engineering, a notoriously rare skill set and a fact we used to make a case for being taken for ransom. The pirates handed us over to the people keeping us here, but I don't know for what reason..."
Lizbeth fiddles with the lock, but it's apparently too complex for her.
The chest in the office is indeed locked, but none of the keys Kara tries fits.
Lebraerio Hantwell |
Leb comes close to Kara and whispers in her ear, with an amused smile
Need a hand there? Do you need me to inspect your chest?
Perception, trapfinding: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
DD, Msw tools: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
Lebraerio Hantwell |
That's interesting. I suppose this is your work?
He shows the broken clockwork and tries to figure out what it looked like
Know Engineering, Inspiration: 1d20 + 7 + 1d6 ⇒ (11) + 7 + (3) = 21
'Lizbeth' |
Lizbeth frowns at her attempts being rebuffed by the complex lock and then has an idea.
"Kara my dear, if Leb has stopped fiddling with our chest, could you try the keys here?"
If the Keys work, the Pirate will help the Dwarven kin out of the cell with a bow. Should the keys prove unsuccessful she tries one more with her belt of tools.
Disabled device: 1d20 + 10 ⇒ (18) + 10 = 28
GM Skipper |
The keys do indeed unlock the cells, and Pietros wastes no time fiddling with the clockwork gadget. A hitherto hidden compartment springs open, revealing several items of interest.
Kara Saint-Germaine SF |
Here, let me take a look at those.
Kara casts a spell quickly, one she has cast many, many times in her apprenticeship.
They're magic, all right.
Spellcraft DC24: 1d20 + 10 ⇒ (1) + 10 = 11
I believe this is what's known in Taldoran high society as a Gal-axxy Newt Seven. I've never seen one in person before. Careful, it might explode.
She carefully sets the Gal-axxy Newt Seven down.
Spellcraft DC20: 1d20 + 10 ⇒ (13) + 10 = 23
Ah, I know this one. Locate Object.
Spellcraft DC20: 1d20 + 10 ⇒ (20) + 10 = 30
And Cure Serious Wounds.
Veilblade |
The wrinkled gray thing nods at the dwarves and stands guard in the hallway, listening for any interlopers.
-Posted with Wayfinder
'Lizbeth' |
Lizbeth thanks thw Dwarven captives with a bow and then thinks for a moment, her elegant nails patting her lip. Offering the Dwarves her water flask, with a silent apology it is nothing stronger she asks.
"Apart from these ruffians down here, did you perhaps see or talk to the leaders? We have been hired to sort out a huge mess in this town and we now have witnesses, as well as more Skulk assailants. Would you be willing to teatify to the sherriff?"
Kara Saint-Germaine SF |
Borvius and Robella Monchello. Yes, we're acquainted. Do you have any idea where Robella might be at the moment?
Kara thanks them and moves to explore the rest of the basement, starting with the door in D18.
Perception: 1d20 + 5 ⇒ (16) + 5 = 21
If she hears nothing, she quietly opens the door.
GM Skipper |
"We haven't had the luxury of seeing much else than the cells down here..." says Barengar.
Kara hears nothing through the door and opens it. This room is bare except for several tall stacks of crates and boxes. Many of them are labeled to addresses and ports of call other than Ilsurian. One box is different than the others; it's a locked box with the holy symbol of Erastil carved into the lid.
Kara Saint-Germaine SF |
Kara calls out,
Oh, Lebraerio! I have need of your hands.
Ha. That ought to get him here quickly.
While she waits for the libidinous Lothario to arrive, she listens at the doors to the east.
Perception: 1d20 + 5 ⇒ (8) + 5 = 13
'Lizbeth' |
Lizbeth nods to the dwarves expecting a similar answer to the one given. Thinking she taps her nail upon her lip as if musing over a puzzle.
"What if the Alchemist was really Robella? Even if not she is clearly involved and it would be nice to knock her around!" she says with malicious glee.
Hearing Kara's cry she sniggers to herself. "best get running Leb my boy, before she asks for my hands."
Kara Saint-Germaine SF |
Leb is rewarded with a quick kiss on the cheek.
That ought to keep him guessing.
Now, what sort of treasures do we have here?
(She opens the box, unless prevented.)
GM Skipper |
Lebraerio picks the lock with ease, and inside the box is a fair sum of neatly organized coins. 200 gp, 600 sp, and 1,200 cp.
The door leading further is made from steel and securely locked.
Rilia, Sacred Hetaira |
knowledge (religion): 1d20 + 6 ⇒ (2) + 6 = 8 No recognition. Probably a LN thing.