A decade ago, the Decklands family, a house of Chelish nobles, were exiled from Absalom for treason. Their fate made for an interesting story and when a Pathfinder agent in Cheliax studying the family's long history and exile from the City at the Center of the World ends up murdered, the Society sends you to the recently discovered Deckland Vaults in Absalom to see what connection their old home might have to your murdered colleague.
Everyone look alert, and be ready. I can approach and knock on the door with you guys out of sight.
With Buchart and possibly Ferleaf inviso they can be ready to stabby stab if things go south.
Rolande knocks on the door and the voices go quiet. Fernleaf hears steel being drawn and movement inside. "Who goes there? This is private property - Piss off or we will gut you like a fish" Fernleaf notices a wire - perhaps to some sort of trap or alarm.
Oh sorry, I am lost and saw the light through yon window and heard the voices of camaraderie and games of chance. Do you have a room for another?
bluff:1d20 + 5 ⇒ (11) + 5 = 16
Perhaps we should have arranged the ranged weapons at the window and the swords at the front door? How solid is the window? Thinking of Animal Aspect (gorilla) and ripping the thing open.
We have movement in the shack! I say we break this puppy open!
I say, I do have some gold and would love to get out of this evening chill....are you sure you won't let me in for a hand or two?
Bluff:1d20 + 5 ⇒ (20) + 5 = 25
I'll use a charge from my Bull's Strength wand and try the bars sans the other spell just to check them for their strength/sturdiness. I am invisible and to one side of the window.
Someone super-size Anaba and have her take the door out. I will move away from the door and prepare to make a running leap through the soon-to-be de-barred window with guns blazing.
Female Human (Shoanti) 147532-1 Fighter 1 | AC 22 T13 FF 20 | HP 71/71 | F +12 R +8 W +2 | Init +5 | Perc +10
*whispers* I'm ready to swing my blade friends. You just let me know when to break the door down!
I am going to move up to the door. I should have gone to the door first and wiled my way in and then slit their throats! I've become so angry after almost losing my life to that demon on the bridge!
Three rounds go by as Buchart checks the grill and casts Enlarge, Rolande moves to the side of the building and Anaba, Sekkimm, Cela and Fahari move closer to the door.
Yes there is a candle burning near the window.
Some PCs have smoke sticks there are 3 in the bag o holding fernleaf has.
Break the glass and toss two smoke sticks in the window sound good? Pyrotechnics to mess with them. I think we can smoke them out! I hate the idea of destroying our new home!
The quiet before the storm...You hear no more noise inside. It seems they are prepared if there is an assault on the house.
Buchart gets a couple smoke sticks from Fernleaf who adds poison to an arrow and moves to the window hiding in shadows.
Breaking the glass will dispel invisibility
There is just a solitary candle -
Pyrotechnics:
Pyrotechnics turns a fire into a burst of blinding fireworks or a thick cloud of choking smoke, depending on your choice. The spell uses one fire source, which is immediately extinguished. A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per caster level.
Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness.
Smoke Cloud: A stream of smoke billows out from the fire, forming a choking cloud that spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.
Are you doing any other buffs?
Buchart - Enlarge (1 rounds), Bulls Strength (3 Rounds), Invisible (5 rounds)
Fernleaf, can you have a look inside with your gloves?
I will prepare to go ahead and break the glass with the hilt of my sword. Not sure about damage though w/hilt. Standing to one side of the window. Then pull the bars out once the smoke builds.
I will use my gloves of reconnaissance and look through the walls of the house. Walking around and checking each wall until I have seen the whole thing. I want to determine who is there, where they are, what they are preparing for, etc.
Anaba, could I please borrow your crowbar? Once we have the place filling with smoke I'll rip the bars out! Then I'll Cast Invisibility on Fernleaf and let him do his stuff. Unless you would like to join him since you can blindfight. Do you like the idea of Invisibility? The rest of us will start working the door to distract them.
Recall Invisibility as a swift action so I will have two in memory.
Fernleaf looks around the house and sees the updated map. Three mercenary looking tugs. The one at the window is ready to chop the first person through the with a longsword. The other two have cover behind crates and are ready with bows. They pushed a heavy crate against the door which will hinder entrance and give them an extra round of missile fire.
Are you doing any other buffs?
Buchart - Enlarge (5 rounds), Bulls Strength (7 Rounds), Invisible (9 rounds)
who is breaking the glass and or throwing in smoke sticks etc.
Sekkimm is still laying on the grass hidden a short distance from the door - or did he move?
I did notice an outhouse on the other side of the building. We could use it as a trap. Everybody hide until someone uses the outhouse. Someone hide down inside the hole and do "Rectal Impalement" when someone sits down. I mean, they eventually have to poop, right? We could do a shit siege.