Orik Fistbreaker |
Once the rogue springs the lock, Orik will storm inside calling out as he comes. "Oy! Insi'e! Pathfinder's 'ere, nae coome oot an' sae helloo like right decent hoots, 'r will have tae coome in an fin' yae!"
He looks in the entry for any signs of threat or foul play.
Ketill |
;-)
Ketill moves in after Orik and calls out "What he was trying to say was; is anybody home? We are Pathfinders and are looking for Skeldon Miregrold."
GM Rutseg |
A while after your yells you understand no one is going to come and open you the door.
After two minutes Bolger approaches the lock in the main door as suggested by others in the group. He takes out a set of different thin tools and after just a some seconds working on it the lock makes a sounding 'clock' and gots open.
Disable device: 1d20 + 9 ⇒ (18) + 9 = 27
Norman Dragon Rider |
With no-one answering their calls, Norman mounts his Dragon and following Orik and Ketill into the entrance hall. "You know, no-one's here, perhaps we should have a look round and see if Skelton left an indication where he might be?" questions the gnome, from atop his steed.
Moved into hall in R20, assuming to be behind Orik, or at least on a level with Orik.
GM Rutseg |
Without any bit of stealth Norman enters the manor on his steed while shouting to the others.
The light entering from the outside dimly iluminates the hall. Mounted on the wall opposite the main entrance, a stuffed elk’s head glares above a coat of arms. A compass rose inlay fills most of the floor. On either side of the mantle, two separate halls exit south.
At the northeast and northwest corners, wide arches open into two turrets.
Ketill |
"What are we waiting for? Let's investigate" Ketill says as he waklks through the southwestern entrance to the hall.
GM Rutseg |
As Ketill goes into the darkness of the Manor he enters into what seems a lounge. A long mantle displays a collection of antique blades and more stuffed animals. Fine upholstered chairs and sofas line the corners, accented with small tables. An alcove opposite the display houses a well-stocked wine bar.
Ketill |
"If you can't see in the dark you should have brought a torch." Ketill states matter of factly while he checks the tables to see if there is anything that could be a clue to the whereabouts of the missing Venture Captain.
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
GM Rutseg |
As Seinto ends his chanting light starts to pour from his equipment making the darkenss in the house to go back. The lounge is clearly iluminated now.
Ketill and Seinto start looking for clues without not much result other than some notes and books that confirms this is Skeldon's house.
I have attached the light to Seinto, I hope you can move with it without problems
Norman Dragon Rider |
Norman follows Seinto into the lounge, "Oh, that's better" Norman smiles and thanks Seinto. "Now Donneld can you see anything interesting here?" as he rides the dragon as it has a good look round the lounge. Norman is surprised as Donneld continues his search even in the darkened parts of the room. "One day I do hope I can see what you can see Donneld"
Perception Donneld: 1d20 + 3 ⇒ (19) + 3 = 22 with darkvision where there is no light.
GM Rutseg |
While you are looking around the lounge you start hearing loud noises of someone running down stairs.
You suddenly see some pathfinders walking into the lounge armed and ready to combat: "Who the hell are you? What are you doing here braking in without permision?"
You all can see up to three humans and they seem very angry.
Norman Dragon Rider |
"Ahh, friends, fellow pathfinders, sorry to have disturbed you. Please rest easy, we knocked for entrance, but none came to greet us. The door was open, so we sought to enter. We have come seeking Skeldon, the captain of this lodge. Could you take us to him? Then once we have finished our business, perhaps we can swap stories of our adventures, I am sure you have exciting tales to tell." the gnome says, his voice slightly high pitched at the excitement of meeting more pathfinder agents. He shifts his position in the saddle, as his mount turns.
Donneld, turns and watches the men, he smiles, baring his teeth, ready to attack should one of them threaten Norman.
The gnome continues, "My name is Norman, I shall let my companions introduce themselves." He turns to Ketill and says quietly, "Is that better?"
Norman expects someone with proper diplomacy skill to take the lead and roll the real diplomacy roll, if we need one.
Aid another diplomacy 1d20 + 0 ⇒ (1) + 0 = 1
Ketill |
I should have accepted that Wayfinder when my Venture Captain offered me one, seems as if it has more functionalities than just that light spell
Ketill nods at Norman and introduces himself
"I am Ketill and it is as Norman said, we are searching for Venture Captain Skeldon Marigold. The door was not answered and we decided to investigate."
Diplomacy Aid Seinto: 1d20 + 5 ⇒ (8) + 5 = 13
GM Rutseg |
"Path... finders?" they look at each other clued then back at Norman listening to his explanations "Skeldon, what do you want from him? How do you think these are ways to enter our home? You barged here and know you claim to be Pathfinders, what are you doing armed up to your teeth?"
Seinto |
"This Lodge has gone silent for almost a month. The Decemvirate is worried and has sent us to find out if there is any problem. We knocked the door but no one responded, so we came in to investigate"
Diplomacy: 1d20 + 9 ⇒ (5) + 9 = 14 (+2 if Norman help applies)
Rolling Sense Motive too: Sense Motive: 1d20 + 7 ⇒ (9) + 7 = 16
If they don't look suspicious, Seinto sheates the sword
GM Rutseg |
1d20 ⇒ 10
They think for a bit, then relaxing their menacing attitude, the one that seems the leader says "Look, Skeldon is not here and everything is ok. Thus, you can go now."
You notice their answers are a bit slow, but what they have said for now does not seem the product of a lie.
Norman Dragon Rider |
Norman seems somewhat disappointed at the way the pathfinders have dismissed them. "But friends, what about telling of your tales of adventure, surely you have exiting stories of your exploits on behalf of the Society." his voice quivering with excitement. Before he takes a breath as his mind takes in the situation. "Go? ... what leave? ... umm, but its the lodge, our home away from home, surely we can stay here whilst we're on Society business? Ketill, Seinto we can stay can't we?"
GM Rutseg |
They seem very bodered by Norman talk, but still they say "Of... course... you can stay here and explain us such stories. Would the sir also want a hot cup of tea while we sit and expand over our lifes and deeds? You can even stay sleep if you wish of course. Although I guess you better prefer go sleep at your home. You have one, haven't you?" they clearly seem a bit rude but Norman does not seem detect this tone in their voices.
Ketill |
Ketill interferes, feeling the need to come to the point.
"I am very sorry, but we really need to talk to the Venture Captain and have strict orders not to go before we have seen him. Can you at least tell us when he will be back? Meanwhile we love to have that cup of tea you mentioned."
GM Rutseg |
"Well, he did not mention where was he going or when he will return." then looking at the whole party "But, ok, you can even pass night here if you want to. Darsh, prepare some tea for our new friends." One of them leaves dissappearing in what seams a dining room.
"And just for the sake of curiousity, what is that urgent topic that moves you to talk with the Skeldon? And who send you here on that mission?" then thinking a bit "Oh! Or perhaps you came here in your own will."
Ketill |
Knowing that he manoeuvres on dodgy ground Ketill tries to weave his way through the questions
"We where send here by a another Venture Captain, on the grounds that Venture Captain Skeldon did not send in the required reports to the Grand Lodge in Absalom."
Ketill pauses and then adds in a conspirational tone
"Now if you ask me it is all a big bunch of administration, but even Venture Officers should abide by their agreements don't you think? We were told explicitly not to take no for an answer, sorry to be such a bother to you."
Bluff if necessary: 1d20 - 1 ⇒ (9) - 1 = 8
GM Rutseg |
"Oh, don't worry, we perfectly understand." then when the third comes back with the tee they offer you to sit confortably and place the thee in front of you. "Please, feel free to accomodate yourself and drink" they pick other cup and start drinking while talking.
You actually feel they don't have a clue of what Ketill is talking about and they are just noding.
"And what reports was Skeldon doing for your company back in Absalom?"
Ketill |
Sense Motive: 1d20 ⇒ 18
Your company? They are also Pathfinders, aren't they? Best proceed carefully
"I guess that all Venture Officers are required to send in periodic reports to the Grand Lodge in Absalom."
Ketill picks up a cup and sips from it
"How long has Skeldon been away? We are glad to make our stay at this lodge while we wait for him, but it would be nice to have a feeling how long that might last. And do you know where he could have gone to?"
GM Rutseg |
"We don't know when is he coming back. He said nothing about it."
They look to one side and the other of the house while talking to you. They really seem very nervous.
"You can sleep in the bedrooms upstairs. He might be back tomorrow." another adds "Yeah! Squeldon will probably be here tomorrow."
Norman Dragon Rider |
"Oh most kind, so what did you say your names were? Then, we can swap tales. Are you staying here tonight too? I mean if you're expecting Skeldon in the morning. Gosh its exciting, not been to stay out like this on a real company ... umm ... work thing." the gnome rabbits on, as he tastes the drink. "So, I don't have much of a tale to tell, you go first. I'm sure you have interesting stories. Just like the heroes I've read about. You are heroes aren't you? Can you show us around the house, we might as well put the lights on as we'll be up talking for some time."
"And we can put all this in OUR report, can't we Ketill" say Norman proudly.
Ketill |
"You seem anxious, is that because of us? We are just fellow pathfinders, trying to do what we are told to do. No need to worry, I am sure everything will be easily put right once we talk to Skeldon"
Ketill takes another sip of his tea and looks at Norman
"Off course you can put this in YOUR report Norman. And I think your idea is excellent, let's put some light up. We can't all see in the dark after all."
GM Rutseg |
"Oh... yes... of course." they start registering the house from up to down and finally they come up with some candles they light up in the lounge and the dinning room.
"I hope you are confortable enough. You can go up the stairs and sleep in the bedrooms. Follow us.". You indeed feel both tired and sleepy. Two of them walk upstairs while another stays with you waiting for you to go up with a half-toothless smile. They seem to ignore your tales and names requests.
Ketill |
Ketill follows them and yawns
"Yes, I could use a good night of sleep. We will see you again tomorrow?"
Walking into the trap...
Orik Fistbreaker |
Orik surveys the discussion with a cocked eyebrow, suspicious of these local "Pathfinders". Yet he has learned, often the hard way, that is likely the least perceptive in the group, and the most apt to make a social mistake that leads to trouble. Biting back the urge to speak something incoherent, but likely rude or insulting, he only follows the others, trying to whisper to Ketill on the way up.
"Yae troost these ninnyhammers, boyo? Aye woont tae sae they r'impoosters or brigan's oof soome kind, boot if yae troost 'em, I will abide a while an' fooloow yae'r lead. Joost stay cloose tae mae if troouble starts and I'll coover yae wit' mae wee shield, eh?"
Rutseg, how many are there again and how are they dressed and armed (if at all).
Ketill |
Ketill whispers back to Orik
"Trust is a big word. They seem rather apprehensive and worried about something. Could be that this Skeldon left word that no one was allowed to enter the lodge while he was gone. But I do not think it would do to go about as if they were enemies. After all, they seem to be Pathfinders themselves.
GM Rutseg |
Map has been updated
Bolger: 1d20 + 2 ⇒ (16) + 2 = 18
Norman: 1d20 + 2 ⇒ (5) + 2 = 7
Seinto: 1d20 + 5 ⇒ (1) + 5 = 6
Ketill: 1d20 + 4 ⇒ (13) + 4 = 17
Orik: 1d20 + 6 ⇒ (5) + 6 = 11
Rufus: 1d20 + 3 ⇒ (10) + 3 = 13
Bolger: 1d20 + 2 ⇒ (2) + 2 = 4
Norman: 1d20 + 2 ⇒ (16) + 2 = 18
Seinto: 1d20 + 5 ⇒ (6) + 5 = 11 2d4 ⇒ (3, 1) = 4
Ketill: 1d20 + 4 ⇒ (12) + 4 = 16
Orik: 1d20 + 6 ⇒ (3) + 6 = 9 2d4 ⇒ (1, 3) = 4
Rufus: 1d20 + 3 ⇒ (3) + 3 = 6
Stealth: 1d20 + 1 - 1 ⇒ (12) + 1 - 1 = 12
Bolger: 1d20 + 6 - 10 ⇒ (7) + 6 - 10 = 3
Ketill: 1d20 + 5 - 10 ⇒ (17) + 5 - 10 = 12
Norman: 1d20 + 4 - 10 ⇒ (18) + 4 - 10 = 12
As you arrive to the rooms, you fell sleep almost inmediatly. When Norman does so, Doneld disappears. Bolger needs some time while he focus on the dim light of the room's candle but he finally also fells. You leave your stuff over the room's vault.
At some point in the night you are waked up by an almost unaidible noise in the room. When you open your eyes, a dagger is floating menacely two feet over your lungs.
Foe: 1d20 + 1 ⇒ (4) + 1 = 5
Bolger: 1d20 + 4 ⇒ (19) + 4 = 23
Ketill: 1d20 + 5 ⇒ (3) + 5 = 8
Norman: 1d20 + 3 ⇒ (10) + 3 = 13
Rufus: 1d20 + 6 ⇒ (4) + 6 = 10
The green rectangle in the map marks your gear.
Bolger is still confortably sleeping in its place. The ones not in the initiative checks list are totally out of combat. Rufus and Bolger will have extra perception checks every round to hear noises. I will follow the rules about distance and obstacles though for the DC.
The room is dimly lighted by a candle, which means all of you without darkvision have 20% miss chance and sneak attacks doesn't work. Good thing is you have same benefits.
Surprise round:
Norman, Ketill, Foes
Norman Dragon Rider |
Seeing the shadow above him, the light fro the candle catches the steel of a dagger, glinting off it for a brief second. Chilled to the bone with fear, Norman shouts out immediately, "We're attacked, they've killed Donneld!!" He calls out for one of the Eideon's small friends "Donneld send Diren Ratoop to help us...HEAR me Donneld, even if its just your spirit."
Uses spell like ability to summon a celestial dire rat 1 of 3, duration 1 minute.
Dire Rat CR 1/3
XP --
N Small celestial/fiendish animal
Init +3; Senses darkvision 60 ft., scent; Perception +4
DEFENSES
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 5 [7] (1d8+1) [1d8+3]
Fort +3 [+5], Ref +5, Will +1
SR 5
Celestial - Resist Acid, Cold, and Electricity 5
OFFENSE
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee bite +1 [+3] (1d4 [1d4+2] plus disease)
Special Attacks disease, Smite evil/good
STATISTICS
Str 10 [14], Dex 17, Con 13 [17], Int 2, Wis 13, Cha 4
Base Atk +0; CMB -1 [+1]; CMD 12 [14] (16 [18] vs. trip)
Feats Skill Focus (Perception)
Skills Climb +11, Perception +4, Stealth +11, Swim +11; Racial Modifiers uses Dex to modify Climb and Swim
SPECIAL ABILITIES
Disease (Ex)
Filth fever: Bite—injury; save Fort DC 11 [13]; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Smite evil/good
1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).
GM Rutseg |
As the gnome shouts its name a Celestial Dire Rat appears inmediately behind the thug attacking him. The semites the foe with an strong bite in one of his legs. "Uaaah! What the f!!~!" the thug is surprised by the extreme pain which lefts him in the floor shouting in pain.
Bite: 1d20 + 1 ⇒ (20) + 1 = 21
Slashing/Bludgeoing/Piercing damage: 1d4 + 1 ⇒ (3) + 1 = 4
Confirm critical: 1d20 + 1 ⇒ (10) + 1 = 11
For save (DC 11): 1d20 + 1 ⇒ (2) + 1 = 3 days: 1d3 ⇒ 1
Perception Bolger (DC -10): 1d20 + 6 - 10 ⇒ (9) + 6 - 10 = 5
Perception Rufus (DC -10) asleep, wall, distance: 1d20 + 5 - 10 - 10 - 2 ⇒ (19) + 5 - 10 - 10 - 2 = 2
You are waked up by terrible shoutings next to you. As you open your eyes you see two human figures standing in the room, holding a dagger in their hand, one of them almost at the point of stabbing Ketill.
You hear someone shouting in pain at the other side of the wall, in the room next to yours.
Those who just waked up will be able to act after the surprise round.
Ketill |
OK, assuming that Ketill's bomb-throwing stuff is also in the green chest
Ketill slips past the first thug and moves towards his pyromaniac pouch.
"Alarm! We are being attacked!"
He tries to determine if these thugs where the same guys as the "Pathfinders" encountered earlier.
Withdraw action, eating AoO(s) from one thug in the process, hope he has his bombing stuff at the end of the round.
GM Rutseg |
In surprise rounds you only have 1 standard action. As you were sleeping I will consider this action to be standing from prone Ketill.
The AoO happens before standing up thus you have -4AC that I will apply as a bonus to the attacker. But you cannot be laid prone during the AoO. Only one of the thugs as the other is disabled by the rat
Graving the blankets with strength and resolution, Ketill tries to stand up from the bed. The thug profits the advantage of his position to stab him, but the nimble tiefling jumps back to the wall so the weapon only scraches his right leg, while he manages to stand up over the mattress, his heart beating like a runaway horse.
Dagger AoO for Ketill standing up: 1d20 + 3 + 4 ⇒ (6) + 3 + 4 = 13
Piercing: 1d4 + 2 ⇒ (1) + 2 = 3
With a "Sic!" exclamation of frustration by having been catched in action and failing to murder his target, the thug inmediatly tries another attack, but Ketill is far away and the bed hampers his movement leaving the dagger way far from the tiefling's body.
Dagger: 1d4 + 3 ⇒ (4) + 3 = 7
Piercing: 1d4 + 2 ⇒ (1) + 2 = 3
At the very same time the disabled thug walks back squeezing in between the desk and the rat.
Meanwhile the third thug who was standing in the room entrance makes a single step just to place himself in the rat's back gaining its flank.
Dagger: 1d4 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Piercing: 1d4 + 2 ⇒ (3) + 2 = 5
Ketill 3hp damage.
Round1:
Bolger, Norman, Rufus, Ketill, Foes
Ketill |
Fair enough, completely missed that this was a surprise round and did not think about the prone condition.
Ketill tries to move past the thug to get to his things
Acrobatics: 1d20 + 3 ⇒ (12) + 3 = 15
Withdraw, has Ketill got his alchemist's equipment?