Violence-Becomes-Him
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Violence sees his companions waiting impatiently behind him, and knees Gerald to attack, while simultaneously unleashing a undulating cry and slamming his own shield into the thug.
Damn, I wish Gerald had the maneuver trick. :S VBH rages, power attacks and shield slams the nearest dude. Gerald bites the same guy.
Shield Bash Attack: 1d20 + 8 ⇒ (7) + 8 = 15
Shield Bash Damage: 1d3 + 7 ⇒ (3) + 7 = 10
Geralds bite: 1d20 + 4 ⇒ (16) + 4 = 20
Geralds damage: 1d6 + 4 ⇒ (5) + 4 = 9
If he goes down, VBH will knee gerald, and ride straight down to the bottom right corner of the room, provoking from the other two. Otherwise, he moves back into the room, towards the bed, provoking from the one he just hit.
edit: Ooo, 15 to hit will be close. If it does, 19 points of damage, im thinking thats a kill?
utopianGM_B
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Zedryl and Thomnus are effectively bottlenecked. Ka and Rydderch have declared for delay. VBH will live up to his namesake on his segment.
Waiting for input from Garinol at the top of initiative.
(rolling ahead - no source materials at work for thug stats...)
AoO: 1d20 + 3 ⇒ (10) + 3 = 13, damage: 1d6 + 2 ⇒ (3) + 2 = 5
AoO: 1d20 + 3 ⇒ (18) + 3 = 21, damage: 1d6 + 2 ⇒ (1) + 2 = 3
to hit: 1d20 + 3 ⇒ (3) + 3 = 6, damage: 1d6 + 2 ⇒ (3) + 2 = 5
to hit: 1d20 + 3 ⇒ (16) + 3 = 19, damage: 1d6 + 2 ⇒ (4) + 2 = 6
"Ka"
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Used Bit of Luck 1/6 - VBH, next round if you roll 1d20, roll twice and take the better one.
If you don't hit it's because you ignore Desna's blessing.
Garinol
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I moved into the next room, was just waiting for the next round.
"You are all going. . . to . . . die." Ill say flattly.
Intimidate (the closest to me): 1d20 + 9 ⇒ (6) + 9 = 15
-Posted with Wayfinder
utopianGM_B
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Round 1
Garinol: throws open the door and intimidates, causing his opponent to be shaken
Ka: buffs VBH
VBH: throws open the door, destroys an opponent, then scarpers for the far corner of the room. Underway, he attracts 2 AoO, one hits (despite 'shaken') for damage: 5
Zedril: delays
Thomnus: delays
Rhydderch: delays
Thugs: (TBD)
Zedril, Thomnus, and Rhydderch - the door is clear. check out the map. Take your action or reset to earliest in the next round.
utopianGM_B
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Zedril "The Vengeful"
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Zedril will step through the doorway and cast Burning Hands toward the 2 thugs, careful not to hit any party members. DC=15
1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Zedril raises his hands and from the palms unleashes a flame that licks the thugs from head to toe bathing them in fire and soot.
Zedril's hands appear to be getting darker as the spell ends and the fire leaves a plume of smoke dancing from his hands.
utopianGM_B
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REF save: 1d20 + 1 ⇒ (6) + 1 = 7
REF save: 1d20 + 1 - 2 ⇒ (19) + 1 - 2 = 18
In rapid succession, VBH, Zedril, and Rhydderch burst from the doorway. The thugs, distracted and dispirited by Garinol's dirge-like threat/promise, are smashed and trampled by VBH and burnt crispy by Zedril. Then for good measure Rhydderch beheads Giulio, who was still gawping at Garinol.
In the aftermath of the sudden burst of violence, two of the cushioned chairs provide some dancing light, as whisps of flame begin to eat at their fabric. A brief inspection of the thugs shows that the two closest to the doors are well and thoroughly deceased, but the one towards the center of the room - having 'only' been well-burnt by Zedril - clings to a waning thread of life.
"Ka"
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Ka moves to cast Virtue on the dying man and preventing him from losing more life. 1 temporary Hit Point
"We should tie him up for questioning."
Violence-Becomes-Him
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VBH nudges Gerald over to the corpses lying in the middle of the room and leans down to examine them closely, searching for anything useful or informative.
Perception to check the bodies: 1d20 + 6 ⇒ (3) + 6 = 9
Once satisfied, he moves to keep he unconscious enemy covered by his lance. Standing 10ft away from the unconscious guy.
Garinol
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Ill try a few Heal checks (Take 10 for 19) to keep them alive and help in the search.
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
-Posted with Wayfinder
utopianGM_B
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Each of the thugs has armor, shield, short sword, 4 daggers, and carries a wayfinder. The not-dead thug (we'll call him Johann) also wears a gold signet ring.
@Garinol - Giulio and unnamed-thug-#1 are thoroughly, unquestionably dead. Johann is doing poorly (his lungs and face are badly burnt), but Ka's 'virtue' has stabilized him. He may not be grateful when he regains consciousness.
Tomnus Covington
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Tomnus will go up and poke the surviving thug in the nose with the butt of his staff. Where'd you get that ring. Upon any movement what so ever he will step on his hand and crush it with the staff. The Ring. Who? Where? Now!
intimidate: 1d20 + 2 ⇒ (11) + 2 = 13
Zedril "The Vengeful"
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Zedril will Detect Magic on the Wayfinders.
I love utility powers, I never get them so I am a bit excited.
"Ka"
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"They should have a name engraved on them, please take a look."
"So, this guy won't wake up without some magic healing, and I don't want to spend my magic just yet. Why don't we let him tied up here and go take a look at the place, to see if we can find out the reasons why they tried to kill us? There's something with a bed smell in the kitchen, to be sure."
utopianGM_B
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The wayfinders are magical. They are engraved, bearing the names Balriman Wiltshire, Fantoad Baradhur, and Shezar Montoya.
@Tomnus - yes, Balriman Wiltshire is found on Johann, the burnt thug with the ring.
Garinol
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Ill go ahead and use a wand, but first, lets disarm him and make sure he is bound. DM, would you mind rolling for me and letting me know when they wake up and how many charges just so I dont do a lot of rolls. Anyone else need healing while Im at it? d8+1
-Posted with Wayfinder
utopianGM_B
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@Garinol - I find braces extremely frustrating from i-devices as well :) I believe VBH took a substantial AoO hit - I'll add a roll. So.. 2 charges.
CLW (Johann): 1d8 + 1 ⇒ (8) + 1 = 9
CLW (VBH): 1d8 + 1 ⇒ (4) + 1 = 5
With a gasp, Johann regains consciousness. He initially tries to slide backward from the adventurers, but fetches up short at the heat from the merrily burning chair behind him. His flinch away from the flame is palpable - his scars may run deeper than the magical healing repairs.
For all that Johann is visibly terrified, he bites his lip and prevents himself from babbling or screaming. His gaze moves from person to person, apparently seeking some source of comfort, and finding only more reason to be afraid.
utopianGM_B
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"It was Guilio's idea. He said the setup here was too sweet to give up, and that you'd get us for stuff we didn't do. I wanted to just pack out and leave - seems this place was Pathfinder before we found it, so let you have it back. I just wanna leave - I won't say nothin'. You'll never see me again."
"Ka"
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Sense Motive on his answer while they question him: 1d20 + 5 ⇒ (12) + 5 = 17
Ka lets the others ask the questions, focusing his mind on the task of finding weak spots on the man's attitude.
Garinol
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"Its ok boy. Just tell us everything. If we where going to kill you, we would not have bothered with the calling on divine aid to heal your wounds. Take this as your proverbial second chance, and one that you can use to live a life worth living and remembering." placing a comforting hand on the mans shoulder, either to be a good cop or in sincerety, no one is sure.
-Posted with Wayfinder
utopianGM_B
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"Then you'll let me go? It wasn't us - really not our fault. I'll tell you everything you want to know if you'll just let me go without hurting me (any more)" Young Johann appears to be petrified with fright, flinching under Garinol's gentle touch. But he also appears sincere.
Garinol
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"Yes, we will let you go. I was only trying to scare you and your friends earlier, as I had hoped to avoid bloodshed. These deaths where unnec, and could have been avoided. Remember that the next time you are temped to repeat the behaviour that landed you here in the first place."
"You mentioned earlier you where just living here. Was the house abandoned? Wherd do you and you friends get these?" holding up a Wayfinder. "Start from the begining."
-Posted with Wayfinder
utopianGM_B
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"We was going to rob the place - it looks all rich, right? So we hung around outside a few days. We didn't see no one in or out, no one moving about. So we made our way in to check it out. When we got in we found these dead bodies, right? It wasn't us - we found 'em like that. We snatched some stuff, and added it to our stash. But when we went around, there weren't no one there at all. So we had a few bottles - y'know, so not to carry 'em about (they break..). A few minutes turned into a few hours, then a couple days. And didn't no one come around."
"So Giulio, he says we should bluff it through - make like we live here. Just settle in. So we took the rings and compasses and whatnot from the bodies, and took to wearin' 'em. We moved the bodies 'emselves out into the summer kitchen, so we could clean up around 'em. So we've been here a few days - it's a great place."
"You lot are the first ones that've visited. I guess Giulio's plan wasn't so good." Johann lets out a snort. Then a giggle. His face looks panicked as he dissolves into gales of hysteric laughter that he obviously can't stop, and is obviously appalled and terrified by his own laughter.
Zedril "The Vengeful"
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To Garinol in a low voice;
Perhaps we can pump him for information on Skeldon before we let him loose. The more we know, the better He seems to be doing whatever you ask, so it may best for you to pry.
Garinol
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Stepping away from him for a minute to talk to the real Pathfinders a moment, "In this condition it might be better to keep him where he is at for now. I wonder the source of his malady, as I wouldnt think his moral dilemma would be enough to crack his soul, unless he where particularly weak-willed."
Ill go ahead and Detect Evil, more on the room and area.
Not sure what checks I can make to see if I can get more info on whats plaguing him. Heal, Know Religion, Sense Motive, Spellcraft, & Wis check seem like somewhat good options.
Add appropriate modifier: 1d20 ⇒ 13
-Posted with Wayfinder
Garinol
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Coming back to the man, again calm and gentle, "Have you come near anything strange while here, my friend? Or seen anything or anyone besides us and your group? Anything at all. Any strange substances or material? Had any odd dreams or feelings these last few days?"
I forgot the description of that special mineral, and couldnt check through this app so did not want to say something wrong. Pleass add in a proper description. I wantex to say black and oily, but might be mixing something up.
-Posted with Wayfinder
utopianGM_B
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a heal check, and some battlefield experience, inform you that Johann is having a hysterical reaction to stress. His soul isn't cracked, but this is definitely a bruise. You guess he might react better if someone put out the chair on fire behind his head, and maybe moved him so he wasn't staring at the unzipped remains of his two compatriots.
After a moment or two Johann winds down, reduced to gasping like a fish - but the PCs exercise enough wisdom not to make the comparison, because it might well set him off again.
He responds to Garinol's question, "We never saw anyone alive here abouts. There was some noise downstairs, from under the floor. But we never found a door for no basement anywhere. We was really going to look for it - thought there might be good loot - but then you lot showed up."
Garinol
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But. . ., thats a lot of work. :)
I was just kind of assuming we would take him to a different room for all this, my bad.
-Posted with Wayfinder
Garinol
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Ok, for the time being, I'll go ahead and take the man to another room, and tie him up to a bed to get some rest. Then I'll take the other bodies downstairs and outside somewhere, just kind of out of sight, but protected from any hungry animals. Hopefully a shed is around or something. Then I (and when I say I, I mean hopefully we) can go check out the other dead downstairs in the kitchen, go through their things looing for evidence as to who they where, and see if they have anything of interest. From there, I think it's time to search the house a bit, as it seems the one we are looking for isn't here and hasn't been for a while.
We will probably also need to get some actual rest ourselves, and I'd like to bury the bodies in a semi-proper way when we get a chance. Both for religious reasons, but it might also look more than a little odd if someone comes a knocking.
[dice=Perception (find a good "shed" location)]1d20+7[/dice]
Perception (search other bodies): 1d1 + 7 ⇒ (1) + 7 = 8
and once all that's done
Perception (spend a good 30 mins or so looking throughout the house): 1d20 + 7 ⇒ (14) + 7 = 21 also utilizing the occasional Detect Magic and Detect Evil.
Internet went down just as I posted this. Thankfully I had just copy/pasted it, or it would have been lost. . .
Zedril "The Vengeful"
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Looks like we may have to do some digging around for further information....HA! We may have to do some actual digging as well.
Zedril will also sweep the house for any unusual items, paperwork or secret doors.
Detect Magic in each room as I enter.
Perception for general use: 1d20 + 1 ⇒ (9) + 1 = 10
Perception for unusual items: 1d20 + 1 ⇒ (2) + 1 = 3
Perception for paperwork/journals: 1d20 + 1 ⇒ (14) + 1 = 15
Perception for secret doors: 1d20 + 1 ⇒ (17) + 1 = 18
utopianGM_B
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Spending a good amount of time searching the house yields two main items. Adjacent to the kitchen is a pantry:
This pantry contains bags of flour, canned goods, and small barrels of potatoes, onions, beets, and apples. Its contents lie in disarray; blood-stained piles of flour create pink smears on the floor that lead to the northern wall, which holds a shelf mostly containing broken spice jars. A successful Perception check reveals a secret door behind the spice rack leading to stairs downward, accessible with a hidden latch.
Eventually, the PCs collect together in the Summer Kitchen, at the scene of a grisly discovery. As Garinol was scouting for places to dispose of the bodies of the two thugs, he discovered their solution to the issue...
Three sealed barrels have been pushed into the far corner. Anyone inspecting the barrels notices a foul odor rising from them. Opening the barrels releases the pungent, sickening scent of decaying flesh. Once a barrel is opened, the smell dissipates. Within each barrel rots the corpse of a pathfinder. The bodies have already been looted (by Giulio and crew)
One of the bodies is Balriman Wiltshire. The PCs notice the imprint of the ring’s former position on his finger. There is also a small hidden compartment in the sole of his boot.
It's important at this point for me to know who's in the Summer kitchen, and who's looting the body.
Garinol
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I suppose I will, but it doesnt sound very good. gulp
-Posted with Wayfinder
utopianGM_B
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plenty of canning jars available, unused in the pantry. Not terribly robust, but usable as grenades.
Inside the concealed compartment in the boot heal is a small golden locket.
Garinol
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I'll go ahead and say "Gentlemen, I have something of interest here. Oh, and I found what's been causing the smell. . ." step back towards a bit more open an area so other can see, and go ahead and pop it open (gently), hoping to find a name or something inside.
"Ka"
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"Watch out with the summer Kitchen. They wanted me to go there so badly it made me scared. There must be a trap or something."
Ka gets in the summer kitchen with the others (or alone if they are so craven ^_^).
utopianGM_B
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@Rhydderch - while in the pantry, you also find the thugs' packs, containing basic adventuring gear (ropes, pitons, candles, flint and steal, iron rations, etc.). One contains a small sack containing a suspicious-looking pale yellow powder (as described by Ka earlier).
@Ka - nothing that could be construed as 'Venomous Draughts'. Some nasty cheap wine among the liquor cabinet, but...
@Garinol - can I please have a Will save?
utopianGM_B
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Garinol feels a momentary stormcloud threaten to darken his bright and cheery demeanor, but he shrugs off the tinge on an Inquisitor of Saranrae.
there is some sort of curse on this locket.. but before everyone asks, it is not otherwise magically active.
With that, I think everyone should form up in the pantry, and prepare to storm the wine cellar!
Please update your locations on the map.
Dusty stone steps descend into darkness, curving around themselves and blocking the view of the floor below. Numerous footprints of varying sizes show that this passage was used recently in both directions.
per: 1d20 + 7 ⇒ (4) + 7 = 11
per: 1d20 + 7 ⇒ (14) + 7 = 21
per: 1d20 + 7 ⇒ (3) + 7 = 10
per: 1d20 + 1 ⇒ (19) + 1 = 20
per: 1d20 + 3 ⇒ (12) + 3 = 15
per: 1d20 + 6 ⇒ (16) + 6 = 22