Werner Albern |
Merisiel again keeps to the shadowy bits, trailing the party at a distance that'll allow her to jump into the fray if need be.
Stealth: 1d20 + 15 ⇒ (5) + 15 = 20
Dungeon Master S |
Indeed Thiera, did count the coins.
The party begins to make its way to the Cartahegn trading house.
Travel:
August: TBD
Auri: TBD
Piper: TBD
Thiera: 27
Merisiel: 20
Kyra: TBD
Piper Azine |
Auriferous |
Auri, aware that she can have an intimidating presence which might not be what is required at the moment has stayed in the background. She buys a few small items.
Was there anything in particular we need to get, or does our contact provide that?
How big is Bloodcove? If pop 5000 or more, she tries to acquire a merchants licence. If not, she tries to convince Raimundo to work with the Enchnage on some future projects.
profession(merchant) DC 21: 1d20 + 13 ⇒ (13) + 13 = 26
Phew, if you could let me know which of these works, that would be helpful for my FJC. Hopefully both should help my disguise as well!
disguise as merchant: 1d20 + 13 - 6 ⇒ (7) + 13 - 6 = 14 Assuming ACP is applied.
Dungeon Master S |
August, Piper, and Auri go about their business as well. Auri takes the time to do a little MORE business.
Bloodcove DOES have a population over 5,000 and you can get a license while here.
Travel:
August: 17
Auri: 21
Piper: 19
Thiera: 27
Merisiel: 20
Kyra: TBD
Dungeon Master S |
Kyra continues to struggle with travelling incognito, but as the sun cracks the horizon, the party arrives.
Surrounding a sprawling, two-story trading post is a mass of citizens and merchants alike. Some wear worried expressions and wring their hands, while others shout angrily at a well-dressed young woman by the entrance.
“As I said,” shouts the Cartahegn spokesperson from atop a wooden crate, “all Cartahegn resources are needed to deal with this emergency with our sugar press, and our storefront is closed for the remainder of the day or until management resolves the situation. We apologize for the inconvenience, but for now please return to your homes and places of business.”
As she climbs down, most of the grumbling mob begins to disperse.
Upon seeing a group of well armed people in the crowd, she approaches you. "Hello! I didn't say much, but we have an ant problem, and I don't mean just lots of regular ants. I mean BIG ants."
She pulls you aside, “This ant situation in the sugarpress is dire! We’re losing thousands of pounds of sugarloaf an hour, and frankly I doubt we’ll be able to turn these clicky beasts back. We expended all the available sword arms just chasing the monsters back into the basement. If more ants show, we’ll surely lose the entire mill. I hope you aren’t here to buy food, because if Cartahegn must continue to devote all its resources to fighting off the ants, expect food prices around Bloodcove to triple overnight!"
“A shame we have no more soldiers. An idea came to me, you see—my housekeeper makes a sort of lotion that frightens bugs away, and I bet if someone dumped a load of it in the ants’ tunnel, it would keep them away until we could brick it up! You didn’t happen to bring any guards or soldiers with you, did you? If you were hoping to buy food and are willing to help us out, I promise you quite a discount in exchange for your services once we’re open again.”
2
August Dupine |
"Soldiers, no... but why don't you show us the situation. I am sure we can help, and of course would appreciate a discount. Lead the way."
Dungeon Master S |
The woman, barely into her 20s, smiles at August's words, "Novaria is my name. Thank you!"
She happily escorts you toward the basement stairs with a large, stinking sack of goo. "Coat the walls of the ants’ tunnel with this stuff and we'll be good to go. Our House pays its debts. Good luck!"
After the humidity above, the stark dryness of the basement stands out as unsettling, almost as unsettling as the acrid smell and constant, methodical clicking emanating from the darkness. The remains of bags and crates lie scattered across the floor amid a sea of grayish dust.
Map is updated.
Dungeon Master S |
Piper prepares before entering the building. At the moment no one hears anything beyond the curtains that divide the rooms.
August Dupine |
August pulls out his mage armor wand, seeing Piper preparing. "Better safe than sorry."
Use Magic Device: 1d20 + 4 ⇒ (19) + 4 = 23
"I think I am getting the hang of this."
Then he picks up the goo and heads in.
Dungeon Master S |
It looks like whatever infestation hit this room has been driven back. There are rooms to the North and to the Northeast.
Auriferous |
Auri's ears ring when she hears the magical words "discount"!
The paladin also prepares herself for a likely battle with giant ants. She grows Large, and a magical shield of force appears off to her side.
Casts enlarge person and shield, then advances to the corner
"If there are ants there, I will hold them off, while one of you apply the potion!"
Thiera |
Thiera is cautious, and examines the "potion" before it's used.
detect magic
Spellcraft (+2 bonus to id magic items): 1d20 + 15 + 2 ⇒ (12) + 15 + 2 = 29
Perception: 1d20 + 6 ⇒ (15) + 6 = 21
She stands back, patiently waiting for someone else to do the actual work.
Auriferous |
Auri will head through the curtains once everyone is ready.
Dungeon Master S |
The goo isn't magica.
The party prepares themselves and then pulls the curtain back on the far room. This large chamber contains a maze of pipes and air ducts near the ceiling, but the floor remains clear aside from coal scattered from the chute along the far eastern wall.
A quartet of dog sized ants rummage about the room while a horse sized ant stands by the opening. Their mandibles clack at your entrance.
Baddies: 1d20 + 2 ⇒ (3) + 2 = 5
Thiera: 1d20 + 2 ⇒ (10) + 2 = 12
Auri: 1d20 + 1 ⇒ (16) + 1 = 17
Dupine: 1d20 + 2 ⇒ (17) + 2 = 19
Piper: 1d20 + 8 ⇒ (10) + 8 = 18
Merisiel: 1d20 + 9 ⇒ (14) + 9 = 23
Kyra: 1d20 + 0 ⇒ (15) + 0 = 15
Dungeon Master S |
Round 1:
Merisiel: Go
Dupine: Go
Piper: Go
Auri: Go
Kyra: Go
Thiera: Go
Baddies: TBD
Dungeon Master S |
If you slide left on the map, there's a template for 20' radius :-) The miasma of putrescence settles int the room:
Queen: FORT: 1d20 + 10 ⇒ (9) + 10 = 19 PASS
Black: FORT: 1d20 + 8 ⇒ (15) + 8 = 23 PASS
Blue: FORT: 1d20 + 8 ⇒ (3) + 8 = 11 FAIL
White: FORT: 1d20 + 8 ⇒ (6) + 8 = 14 FAIL
Two of the ants begin to tweak at the horrid stench!
Round 1:
Merisiel: Go
Dupine: Go
Piper: Stinking Cloud
Auri: Go
Kyra: Go
Thiera: Go
Baddies: TBD
Queen:
Red:
Black:
Blue: Nauseated
White: Nauseated
August Dupine |
"At least you could say 'Excuse me!' Boy, they weren't kidding - these are big ants."
Dupine moves to the nearby doorway, and opens the bucket of goo. Then he readies a shuriken to throw at the first ant that approaches them.
Attack: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d2 + 4 ⇒ (2) + 4 = 6
Dungeon Master S |
Dupine prepares, shuriken at the ready:
Round 1:
Merisiel: Go
Dupine: Ready
Piper: Stinking Cloud
Auri: Go
Kyra: Go
Thiera: Go
Baddies: TBD
Queen:
Red:
Black:
Blue: Nauseated
White: Nauseated
Auriferous |
Auri steps up and smashes at the closest ant..
attack: 1d20 + 11 ⇒ (12) + 11 = 23
NL damage: 4d6 + 11 ⇒ (6, 3, 6, 5) + 11 = 31
She inspects the damage done and stands ready for any more ants that might approach.
As she has reach, I'm assuming she will get an AOO on anyone getting close to her
readied AOO: 1d20 + 11 ⇒ (17) + 11 = 28
non lethal damage: 4d6 + 11 ⇒ (3, 4, 5, 6) + 11 = 29
Hurrah for enlarged merciful weapons.
Werner Albern |
Merisiel moves into the room, making the most of the smelly cloud and its ability to obscure vision. She draws a dagger as part of her movement, and throws it at an ant (red border).
Dagger throw: 1d20 + 10 ⇒ (14) + 10 = 24
Dagger damage: 1d4 + 2 ⇒ (3) + 2 = 5
Sneak Attack damage: 4d6 ⇒ (2, 4, 3, 4) = 13
Dungeon Master S |
Auri smacks the closest ant hard enough to knock it out in one fell swing. Right behind her Merisiel throws a dagger at the next closest ant and the blade perforates the vermin's thorax, but it doesn't drop!
Round 1:
Merisiel: Dagger
Dupine: Ready
Piper: Stinking Cloud
Auri: ATK
Kyra: Go
Thiera: Go
Baddies: TBD
Queen:
Red: 18
Blue: Nauseated
White: Nauseated
Dungeon Master S |
With blade in hand, the Pathfinders prepare for the ants!
Round 1:
Merisiel: Dagger
Dupine: Ready
Piper: Stinking Cloud
Auri: ATK
Kyra: Move and ready
Thiera: Go
Baddies: TBD
Queen:
Red: 18
Blue: Nauseated
White: Nauseated
Thiera |
Thiera, supposing that perhaps animals will react poorly to fire, summons a flaming sphere, which she'll use to try and drive the ants back to where they came from.
fire: 3d6 + 3 ⇒ (4, 5, 5) + 3 = 17
DC 19 Ref negates
Dungeon Master S |
Thiera brings forth a ball of flame which appears near the grievously injured ant REF: 1d20 + 2 ⇒ (8) + 2 = 10. The ant is instantly incinerated.
Thiera's hopes of the flame intimidating them is extinguished as the ants rush forward. Thankfully the two smaller ants are messed up from the cloud.
Auri's swing takes out the nauseated ant as it approaches, taking it out before Kyra can make a swing.
Round 2:
Merisiel: Go
Dupine: Go
Piper: Go
Auri: Go
Kyra: Go
Thiera: Go
Baddies: TBD
Queen:
Blue: Nauseated
White: Nauseated
August Dupine |
Dupine files in behind Merisiel and tosses a shuriken at the larger ant.
Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d2 + 4 ⇒ (1) + 4 = 5
Dungeon Master S |
August continues his barrage, driving a shuriken into the side of the queen ant!
Round 2:
Merisiel: Go
Dupine: Shuriken-jutsu
Piper: Go
Auri: Go
Kyra: Go
Thiera: Go
Baddies: TBD
Queen: 5
Blue: Nauseated
White: Nauseated
Thiera |
Thiera directs the flame to another ant.
fire: 3d6 + 3 ⇒ (6, 3, 6) + 3 = 18
Move action. @Blue. DC 19 Ref negates; round 2
She works to aid Merisiel by releasing a magic missile at the large ant opposing her.
mm: 3d4 + 3 + 3 ⇒ (4, 2, 3) + 3 + 3 = 15
Auriferous |
Auri, constrained by her companions positions just stands ready.
"If you move out of the way, I'll deal with the queen. Maybe these ants can be sold off to a travelling menagerie?" she says hopefully.
Delays until there is a clear space to move into, or until a target is in range.
Dungeon Master S |
Thiera doesn't shy from using her powers on the ants. The magic missile slams into the queen, making her shudder from the impact, but not going down. The other ant tries to avoid the flames REF: 1d20 + 2 ⇒ (14) + 2 = 16, but much of it's body is burned. Both ants are in some sort of frenzy, and neither shows signs of backing down...
Round 2:
Merisiel: Go
Dupine: Shuriken-jutsu
Piper: Go
Auri: Go (Delay)
Kyra: Go
Thiera: Magic
Baddies: TBD
Queen: 20
Blue: 18 Nauseated
Dungeon Master S |
Piper's missile is enough to flip the ant and it's legs quickly twich in death throes!
Round 2:
Merisiel: Go
Dupine: Shuriken-jutsu
Piper: MM
Auri: Go (Delay)
Kyra: Go
Thiera: Magic
Baddies: TBD
Queen: 20
Dungeon Master S |
It appears all rests on Merisiel!
Round 2:
Merisiel: Go
Dupine: Shuriken-jutsu
Piper: MM
Auri: Go (Delay)
Kyra: Go (Delay
Thiera: Magic
Baddies: TBD
Queen: 20
Werner Albern |
Merisiel sighs. "Alright, let me see if I can make some room."
She'll attempt to tumble past the smaller ant and through the square of the queen. She'll draw her rapier as she goes.
Acrobatics: 1d20 + 20 ⇒ (18) + 20 = 38
Dungeon Master S |
MErisiel deftly runs along the wall for a bit before landing gracefully with a flourish.
Round 2:
Merisiel: Tumble
Dupine: Shuriken-jutsu
Piper: MM
Thiera: Magic
Auri: Go (Delay)
Kyra: Go (Delay)
Baddies: TBD
Queen: 20
Auriferous |
Auri risks the cloud to approach and threaten the queen.
rot: 1d20 + 8 ⇒ (5) + 8 = 13 <-Is that a stinking cloud in the map?
But is too sick to be able to attack herself.
Dungeon Master S |
Auri risks the stinking cloud, but her confidence in her intestinal fortitude is a bit too high as she wretches.
uriken-jutsu
Piper: MM
Thiera: Magic
Auri: Nauseated
Kyra: Go (Delay)
Baddies: TBD
Queen: 20
Dungeon Master S |
Kyra's swing is enough to drop the queen ant, bringing calm and quiet to the sugar house.
With nothing in your way (once the stinking cloud is removed) you coat the tunnel in the alchemical repellent. This not only frees up House Cartahegn’s sales staff, but earns their gratitude was well. The House itself promises to remember your assistance whenever you make purchases through them in the future.
You've now got a caravan leader and a supply of mundane goods to reinforce the expedition.
“The Azlant Ridge site needs supplies, and Bloodcove is the nearest trade port. They need 2 tons of food and clean water, five crates of arrows and crossbow bolts, and clean dressings for wounds. House Cartahegn is your best choice as the Society works with them occasionally. We already arranged payment to a caravan leader named Raimondo Scevola several weeks ago. Make contact with him to carry everything north. Also, look for a man named Senzer somewhere in town. He was an alchemist funneling potions and information to our team in the Uplands, but he went silent a month ago. You need to find out why and get that stream of potions flowing again."
What now Pathfinders? (When you decide, remember you're still trying to travel incognito.)