Zinkio takes out the final tengu. Eveyone breaths a sigh of relief In the aftermath of the battle, a hush pervades the village; a few cheers erupt but are quickly muffled by those wise enough to know the fighting is not yet done. For the most part, the farmers prepare themselves for further combat; their fallen comrades are respectfully moved away from battleground, crossbows are reloaded, and what repairs can be made to the barricades are attempted. This prudence is soon proved correct; from the eastern edge of the village, a low growling sound grows in volume. Suddenly, a loud crash comes from another barricade, panicked villagers come running from that direction. “A demon! The crows have brought a demon down upon us!” one of the farmers screams, throwing his spear down as he runs.
HoT 1 (17 damage) seelah attacking
1d20 + 12 ⇒ (11) + 12 = 231d20 + 12 ⇒ (16) + 12 = 28
Thoth you successfully feint the creature.
HoT 1 attacks seelah, miss percentage, low=miss 1d100 ⇒ 97
HoT 2 attacks algar, miss percentage, low-miss 1d100 ⇒ 35
Two more bite the dust but knowing what awaits them if they retreat is the same as what lies in front of them they press the attack. (4)
Z 1d20 + 3 ⇒ (18) + 3 = 211d6 + 2 ⇒ (1) + 2 = 3
1d20 + 8 ⇒ (2) + 8 = 101d20 + 8 ⇒ (7) + 8 = 15 I believe two have been blinded.
The Hound Archons arrive and after a flurry of attacks one connects hard with the Hound of Tindalos facing Algar.
If hound archon 2 was attacking one of the blinded ones a sword and two bites hit as well
HoT 1 (?)
The Hound that is not blinded attacks the Hound Archon
The ceiling of this grand hall soars twenty feet overhead. An enormous, fifty-foot-long banquet table surrounded by twenty-eight beautifully carved, high-backed chairs dominates the room. Eight full suits of ornate plate armor line the east and west walls, each holding an elaborate if unwieldy halberd. Intricately grilled windows high up on the north and south walls allow ambient light from outside to permeate the large chamber. Two enormous oil paintings in fanciful gilded frames flank the double doors on the west wall, their subjects presiding regally over the hall. On the right is an obese man in voluminous white robes and gloves, with a long black beard of oiled ringlets, and the fingers of both hands bedecked with gems—the quintessential portrait of a Druman Kalistocrat. The portrait on the left depicts a beautiful olive-skinned woman with large dark eyes and raven hair, also clad in white robes and gloves; her hair is held in place by a jeweled circlet, and a veil of coins covers her lower face.
Seated in every fourth chair (seven in total) is a most unusual diner—a bipedal form clad in expensive black formal wear, with a grotesque, fish-like head, though it otherwise seems human enough. Upon your entry they all stand in unison and move menacingly towards you.
Between the combined efforts of the group another two tengu go down, the tide is turning the way of the town. (6)
Zinkio 1d20 + 3 ⇒ (13) + 3 = 161d6 + 2 ⇒ (2) + 2 = 4
Zinkio takes another one of the Tengo bandits down with two, quick successive blows, while Gregor cuts another in half, literally.
Down to 9
Closing the ranks.
Zinkio 1d20 + 3 ⇒ (20) + 3 = 231d6 + 2 ⇒ (5) + 2 = 7
confirming on Zinkio
Unfortunately Master Fox, this is where my guidance ends. The library is through those doors past the atrium. That is, unless you have any other questions?
So what does the fox say?
I see you have two options, one go through the double set of doors into the next room or back around the house through the yard to get to the atrium.
[ooc]Sorry for the lack of map, I honestly don't know how to create them in Google and I am not a fan of roll20. I have looked for someone who has posted their map online to provide a link. If anyone can do this it would be much appreciated.
stealth: 1d20 + 18 ⇒ (16) + 18 = 34
About 20' away Seelah, Algar and Thoth meet the gaze of three gaunt, long-limbed quadrepeds that has huge soulless eyes and a toothy maw. The lean creature moves with a predatory grace. Hound of Tindalos
Seelah, Algar and thoth I need fort saves DC 18 or feel a tiny portion of your soul rip away and take 5d6 ⇒ (1, 2, 5, 6, 6) = 20 damage if failure, save negates.
Quelion your actions
The Four corridors converge orthogonally upon an octagonal space roughly thirty feet across in the tower’s center. In the place of more bronze panels stand eight open, rectangular door frames adorned with metal studs, each doorway’s contents obscured by cool, gray mist. Embedded into the floor in the center of the room is a large numeral one crafted of red marble. A small niche in the southeast wall houses a hand-sized, polished granite statuette of a muscular dwarf wearing robes and hefting a hammer.
Perceptions and Initiatives please.
Another falls due to Zinkio's actions.
Attack on Zinkio 1d20 + 3 ⇒ (8) + 3 = 111d6 + 2 ⇒ (6) + 2 = 8 1d20 - 2 ⇒ (3) - 2 = 11d3 + 1 ⇒ (1) + 1 = 2
Confirm on Gregor 1d20 + 3 ⇒ (7) + 3 = 101d6 + 2 ⇒ (2) + 2 = 4
No need just a hallway...
Yes master Pathfinder, you and your company as well as your competitors, the Aspis Consortium were expected. They arrived earlier in the day and have been waiting in the Drawing Room feasting on tea and biscuits.
leading you through the Entry Hall.
When asked what occurred “Some unpleasantness. My wife and I haven’t had a proper opportunity yet to tidy up. I do apologize."
Into the Drawing Room.
The guard's wife stands by with a platinum tray that holds a steaming procelain teapot of delicate manufacture, a number of matching cups and linen napkins with the initials "TP" embroidered on them in fancy lettering. The guard, Po, asks you to be seated and offers you the fine spiced tea while his wife serves all.
“I bid you welcome to Ghenett Manor. I have been instructed by my employer to extend this courtesy—I assume that you represent the world-renowned Pathfinder organization? I would ask that you make an effort to respect the property,” he states, casting a quick frown in the direction of the room to the east from which you came. “I will answer what questions I can.”
Largely oval room with hallways to the east and west and a large passageway to the north. Where to?
Thank You, I will grant you passage to the spire with a warning. Turn out to be one of the Lissalan's and I will be picking your flesh from my teeth.
Four entrances lead from the tower’s atrium, which rises fifteen feet before disappearing into a cloud of dense, chill mist. A mural depicting a plethora of extraplanar creatures wraps its way around the entire room, focusing on the space above the northern door, where a larger-than-life depiction of a bald man covered in tattooed runes appears to hold the otherworldly creatures in thrall. One of his hands rests upon a bronze panel from which two angels emerge.
to give you a description of what you are facing.
The 5-foot-thick walls surrounding the villa and its grounds are 15 feet high and made of a polished gray stone with artful geometric etchings covering every inch of their surface, in the style of a Qadiran palace. The wall offers little purchase.
The paving stones before and beyond the wideopen, 20-foot-wide gates are uniformly octagonal and are speckled in shades of green, red, and gray. The gates themselves are 17 feet high, clearly fashioned by a gifted master of metalwork; had they color other than the black iron, one could easily mistake them for intertwined vines and sprightly fey creatures flitting through their foliage. The heavy iron rod that bars the gate is held in place by a clever lock inside the gate that is hard to reach through the bars, making opening the device particularly difficult from outside. Scaling the gate is much easier than climbing the walls.
No idea on what is guarding the compound, you will be but a short walk from the compound.
So this is a sandbox type scenario, assuming you make whatever preps you need and any additional equipment you want to purchase
If the PCs take the hired barge to Ghenett Manor, the lazy, 12-hour trip up river is uneventful, and the laconic skipper sets the party ashore with no more than a nod as the barge continues on its way west.
The walls of the manor can be seen through the trees from the river’s edge, capping a low, flat hill to the immediate north. The sun has set by the time they arrive
A lone guard awaits at the only designated entrance, though the walls are only 15' tall.
I thought I only invited 5, if you know a sixth they are welcome to join
“I’ve hired a westbound barge to ferry you up river tomorrow morning. It should take between 10 and 12 hours to reach the manor. There’s plenty of cover around the place, so secret yourselves until well after nightfall. There’s no reason to think that Passad’s security is especially concerned about the wellbeing of any intruders; his precautionary measures may indeed be deadly. After you have secured either the Mutani Manual or Besai—or, gods willing, both of them—make your way north and east to the trade spur that eventually follows the river back to Katapesh. You should be able to secure eastward transport with one of the many caravans that travel that busy highway.”