| GM Damo |
unless someone objects, of course... There's four potions, right?
3 potions... Jimmy got away. Ungala has more equipment you could take, but it might hurt negotiations. She's also asked that you jeal the guy on the roof... which has been taken care of. Speaking of...!
Ungala sighs heavily as Amaranti scoffs James' potion. He won't be needing it anymore, I guess.
"The cart... and its contents... should belong to the Mwangi people. Here, have this potion to cure your wounds caused at my hand, but do not add to the wounds my people suffer at the hand of these greedy merchants! Let me have the cart... or at least, let us discuss things before you take it to the Cartahegn docks," Ungala implores the Pathfinders, "If I cannot convince you, then so be it. At least take it somewhere private and inspect those crates for yourselves before you make a decision that cannot be reversed."
She passes you another potion of cure light wounds.
I'd like Gunari to weigh in here... he's the only member of The Exchange, and the choice of Ungala or Novaria has impact for his faction (even if it has no impact on his chronicle sheet).
Miro Ammars
|
"There's no harm in talking, or taking a look at what we're guarding. It pays to be informed before acting." Miro regards the woman warily, however, noting the slight facial twitch she had displayed while speaking. There was more going on here than just a liberation of artifacts. They would get to the bottom of it...in private.
Finarin Moonstep
|
"This safe place of yours ... what will we find there? Please speak plainly ma'am. Though you are not currently an enemy, should you choose to lead us into danger ... you will be the first to die. We will carefully weight your words, but they need to be spoken plainly with no hint of deception."
totally bummed that battle was over before I could do anything. I had such a good plan. Oh well, that is what you get for gaming with such an efficient group.
| GM Damo |
You guys are doing all the right things. Just going to move forwards so we can get past something that is really just two big gaping holes in the adventure that you're currently picking apart. Tell you later what they are (and there are more).
Ungala tells the Pathfinders that the stable will be completely unguarded. The only occupants are four horses, as it was their plan to head there, strip out the cart and move along with several smaller packages on horseback. She leads the group there and they find that she is indeed true to her word, on this and most other counts. The cart is indeed crammed with Mwangi antiquities and relics, all set for sale outside of the continent.
When confronted about her smuggling operation, Ungala finally relents, "Okay, so I sell the artifacts back... but hey, we have to live don't we? A woman has a right to make a profit in this world, too. They're getting them back at a fraction of what they are worth and, most importantly, my people's treasure stays with my people."
After much discussion, Ungala is either told or figures out that you are Pathfinders. She opens up considerably upon hearing this, "My friends, we are on the same side as this conflict. Go with me, we can smuggle your people and all goods you like through Bloodcove. Up until now, we have been doing it successfully for years - often even taking from the Consortium itself. House Cartahegn is constrained by politics, but with me, you will find a network much more used to doing exactly what it is you need done: moving assets right under the Aspis Consortium's noses. What do you say?"
It is entirely your decision whether to give the cart to Ungala or deliver it to Novaria as planned. If you decide to let Ungala have it, Ungala will help it look like she deceived you and stole it in the end. If you decide to keep it in possession of House Cartahegn, Ungala will still offer you the same deal. The scenario assumes you return the cart - it doesn't even give a single sentence thought to letting Ungala have it if you make the deal with her, which is insane (the option itself isn't insane, just not considering the alternative).
Cyrus the Flea
|
Considering their current circumstances, Cyrus doesn't bother hiding his conversation from Ungala.
"we are on the verge of creating a new merchant connection within this city, and all we need to do is finish delivering this cart. With apologies to your mission ungala, I won't go back on what we have promised. You and your group thigh, in my opinion, are exactly what the society has been looking for. I know we can work with you to fantastic ends, both supporting your cause and slowly eroding the aspis consortium's grip on the area."
Cyrus votes to finish delivering the cart. If we must choose between one or the other, Cyrus votes to go for the smuggling operation with Ungala... Though logically I don't see why the society couldn't use both. Just my 2 cents! :)
-Posted with Wayfinder
Cyrus the Flea
|
Cyrus the Flea wrote: Though logically I don't see why the society couldn't use both. Just my 2 cents! :)/smaller] Welcome to hole number (about) 8.
that's just a shame... Doesn't make much sense to me...
-Posted with Wayfinder
Miro Ammars
|
"Well spoken, Cyrus. Having a powerful Family as a friend to the Society is quite useful, as is having friends skilled in other arenas." He smiles at Ungala, shrugging. "Perhaps you can still make your profit yet, and help a good cause while doing so. Our work here benefits us both."
Gunari Maximoff
|
"True, true. Why my Uncle Guaril used to day that a good merchant never ignores the opportunity for a future sale. I think that we have an opportunity for great things to happen! Ungala, we are going to deliver this merchandise. As you say, there is nothing you can do about it, as we got the better of you. However, we cannot let one failure lead to additional missed opportunities!
"If you will agree to help, we may be able to break some of the stranglehold that the Aspis consortium has on this town. The risk is high, but so is the pay off!
"I see two futures... one where your coffers are getting fat, and you can afford to protect your people's valuables, with you as a trading partner with both the House Cartahegn and our friends in Absalom."
| GM Damo |
| 1 person marked this as a favorite. |
Miro aid another: 1d20 + 11 ⇒ (5) + 11 = 16
Gunari diplomacy, aid, excellent RP circumstance bonus: 1d20 + 8 + 2 + 2 ⇒ (14) + 8 + 2 + 2 = 26
"Bah!" spits Ungala half-heartedly, "I won't work with those thieves... not as bad as the Consortium, but they still rape my lands... but I will work with the Pathfinder Society, and I won't hold it against you if you use the 'merchant' to your benefit as well. So, deliver her cart, and we will talk about details after."
As quickly as possible, the Pathfinders return the cart to its correct path, and see it off at the docks. There is much to be worked out with Ungala and Novaria, but both seem very willing and capable of smuggling Pathfinder "goods" in and out of Bloodcove. In Novaria, you have a legitimate business front. In Ungala, you have a group of capable freedom fighters, willing to wrest Bloodcove from Aspis hands when the time is right. Ironing out the details takes the group well into the night, and all are exhausted when they arrive back at the Witchlight.
The tired Pathfinders make their final preparations before needing to get up at the crack of dawn and work hard all day at the docks... or do they?
Boys, I loved your proposals - but PFS only allows me to report one or the other as your trade deal. Gunari, since you are our Exchange Faction representative, I'll let you decide which of the parties has the principal deal with the Pathfinder Society. For roleplaying purposes, though, you have convinced both Ungala and Novaria to do it. You will need to keep that deal secret from Novaria if you wish to continue to do business with her, but you have succeeded at your part of the bargain and delivered her cart safely.
So, now all you have to do is figure out your plan for tomorrow (or the rest of the night, it is approaching midnight now) and we can get started on your final objective! Also, don't forget to ask locals how they feel about the Aspis Consortium.
As the third (and possibly silliest) useless example, here's a diplomacy roll to see if you cna figure out how Ungala feels. Yep. She's listed as someone you need to canvas. FFS.
Miro diplomacy, DC 14: 1d20 + 11 ⇒ (20) + 11 = 31
With such a roll, you find out she is secretly an Aspis Consortium.... nothing. She hates them. Big f*cking surprise. I mean, really, Justin Juan (the author)? Sorry, promised myself I'd lay off the soap box until after the scenario. Don't want to spoil things, but I just had to throw that one in there after getting cheesed off about your awesome idea that doesn't fit on the reporting page.
Gunari Maximoff
|
| 1 person marked this as a favorite. |
"Ungala, I understand your dislike of House Cartaghen, but I think your hatred is mis-aimed. In the lands that I come from, fair Varisia, treasure hunters and Aspis agents have been raping our people's treasures and histories for years. But, I will say that the Pathfinder Society has also saved my lands from ancient horrors, such as re-awakening Runelords and demon infestations, at great cost to themselves, while the great nations of our lands sat with their hands in the their pants, twiddling themselves while the real heroes gave their lives.
"I believe we have a good understanding of each other. We work towards lofty goals, but in the end, we still have to eat. I would like to accept your offer to be a partner with the Pathfinder Society in trade and against the true rapists, the Aspis Consortium."
In a true Varisian manner, he spits on his hand, and offers a handshake.
When she accepts the handshake (he will wipe off his hand if she looks offended at that), he will continue. "And to put the final seal on the deal... a toast to the Lucky Drunk, that he look favorably on all our future endeavors! Fortune favors the bold, and they are we!"
| GM Damo |
Ungala regards the wet glob on Gunari's hand, "I usually draw blood before sealing a deal, but if you Varisians find spittle more binding, then so be it." Ungala forcefully grabs the warpriest's hand with a splash, "Agreed. Now, if only we could drink on it..."
Gunari's eyes twinkle uncontrollably. Ungala and the Pathfinders work out the finer points of the agreement over several pints.
Oh, almost forgot...
Miro diplomacy, DC 12: 1d20 + 11 ⇒ (10) + 11 = 21
Miro reports your success to Novaria. Simultaneously, he finds that the woman who has agreed to help you smuggle goods and people who are in direct opposition to the Aspis Consortium doesn't feel positively towards the Aspis Consortium. I know, shocking revelations all around. So, for Aspis attitudes, that's two positive - one from the Aspis Consortium recruiter (what a surprise) and one from the man who runs an Aspis spy network (what a twist), and two negative (gripes already stated). Honestly, why would any PC bother to ask these NPCs? I wouldn't even mind that much, but those four represent 100% of the named NPCs you can canvas. For some reason, there is also a DC associated with these momentous discoveries (even if it is only 12).
Okay, saving the rest of my rant for a review.
Next up: Working at the docks. Plans?
Finarin Moonstep
|
Once the Pathfinders are settled back in, "Brothers, I think that we all agree that working ... is unappealing to say the least. I am sure that some pug-faced half orc with a whip will constantly try to ... lord over us. I for one .... would prefer to head to the docks now. I like my chances better at night ... with a loosely guarded warehouse, than mid-day with the hustle and bustle of this ... city.
Cyrus the Flea
|
"Gentlemen, we have some time before we must retire for the night. What say we do a little canvasing of our warehouse? Who knows, perhaps we can do what we need to do to sabatoge this mission tonight, and save Finarin the trouble of backbreaking labor." Cyrus flashes a wry grin, a rare moment of non-curmudgeon attitude going back to when they left Absalom. His friends are unable to tell if Cyrus was being snarky or not, however.
Edit: Cyrus - beaten at his own game...
Gunari Maximoff
|
"Sounds pretty good to me. We didn't use that many spells, so we should be ok for any... resistance. Then we find a place to his overnight; maybe Ungala can help us with that. From there, I expect we will need to get the heck out of Bloodcove. We will have fulfilled all of our missions."
| GM Damo |
Warehouse 22 is actually two connected buildings, with a wooden fence joining the two in order to maintain a courtyard overlooking the bay.
Cyrus wisely decides to scout ahead, and notices that there is a patrol group wandering around the perimeter of the warehouses. The patrol group is made up of five Aspis Consortium enforcers, one of whom is almost certainly their leader, and one vicious looking hyena. Cyrus takes time enough to observe them properly and notes their route (marked on the map above) before returning to the rest of the group.
The route is approximately a 10 round journey. They are fairly alert, decent at their jobs and are essentially taking a double move action each round (unless they spot something suspicious).
FYI, I’m just taking 10 for all rolls at the moment, since everyone is expending a regular amount of effort and Cyrus is easily sneakier than they are observant in dim light. When things get closer to combat, we’ll roll.
Prevailing outdoor lighting is dim light (mostly coming from nearby the dock lamps). Indoors, it will be darkness. Please let me know if you are going to add a light source to proceedings and describe how you do it.
So…. approach? Let’s say you’ve found a very quiet alcove in an alleyway where you can discuss things.
Cyrus the Flea
|
Are there windows on the warehouse such that if we successfully snuck inside and 'turned on a light' they would notice? Also, do these 5 patrolmen at all resemble the descriptions of some of the people we read about in Malika's Note?
| GM Damo |
Man, I was describing the map and forgot to read the adventure properly. Saving gripe for my review...
Three large riverboats (though f*ck knows where) are moored to the slip in front of the warehouse and are being serviced by it. Currently, the ships are unguarded (except by the patrol passing by every minute or so). The operation is kept very private, so there are no windows around the warehouse. If they could make it inside, they could operate without being seen. Without being heard will be another matter!
They will need to sabotage the ships themselves at some point, though, and the window of opportunity for that will be relatively small.
Marked the boats on the map myself. Yeah, I know the boats as marked are 15 ft, which isn't large, but just suspend your disbelief. Those blue ovals are massive. You could easily cram 4 sailors onto them with enough room to spare for a snack on the way, and maybe even a mast and a pair of oars. This Aspis Consortium operation is huge.
Wow. I did not realise until now how extremely poor this map was. No ships as per the description, no space to fight the guards on the outside of the warehouse, and no clear picture of what is in the warehouse. The location of something else very key to what you want to do is also not marked. I know they like to re-use flip mats (and that's great for the purchasers of those map packs) but at least match your description to the map you chose! They decided to include a map of the fountain outside Malika's dead drop shop, but neglected to include three massive riverboats and enough room for a fight? Sigh.
The patrolmen do not resemble the dastardly types in Malika's note.
Again, check out the approach. Given the clinky clanky clunky non-stealth types you have with you, it may be best to simply get the drop on the guards and take them out quick. When you find your way into the warehouse, I'll flat out give you the sabotage options, since they're not apparent from the map or the descriptions.
Finarin Moonstep
|
almost as bad as flipping a map 180, then rotating it 90 back to make north up
Finarin glances at Gunari, "Stealth may not be our biggest .... allay here. Take out the guards? Hit one with my spells, while Ibid fires ... from range. Cyrus can do his ... ninja work. Miro can be Miro. Gunari, Amaranti, and Kashinga can .... charge.."
Disgruntled at not being thought of as the leader, the stating of the obvious makes Finarin feel better, more in command.
Amaranti
|
"Kaisharga sneaky, but it and boy ninja no match for all guards. Beating them traditional way better idea. "
Amaranti 's blood has barely cooled from the previous fight, and there's another opportunity. This Bloodcove sounds like fun place.
Gunari Maximoff
|
"Yes, let's take out the guards, non-lethally if we can... no need to kill everyone just 'cause they chose the wrong employer. Then we case the joint and determine if there is anything worth 'borrowing', or if there is any documentation that the Society can make use of. After that, the easiest thing would be to just set the place on fire, don't you think? That'd cripple their operations. Oh, and set fire to the boats, too."
Unless that's not an option.
Finarin Moonstep
|
If we are to remain ... undetected, I for one do not want to diminish my ability to win a fight. The ... society and the consortium are ... opposed. Would they care if we live or ... die?"
Cyrus the Flea
|
"I'm with this plan, lets ambush the guards. It's not to often we can get the drop on someone else. If we all spread out just a little bit along here, we just have to sit still for a minute and wait for them to walk past. Gunari and Amaranti be the bookends, jump out and pinch them between the two of you. The rest of us are here to squeeze the vice in the middle. And they won't see me coming, I can assure you of that..."
Cyrus listens to other parts of the plan as the group discusses. Gunari and Finarin make their comments about the lethality of their attack, Cyrus chimes in.
"Maybe I'm in a bad mood lately. Maybe it's Ibid's fault. Maybe it's my fault because I finally got the answers to questions I had been asking. Maybe I'll take out my frustration on Aspis guards who wouldn't think twice about slitting my throat. Maybe we can try to save them before they bleed out."
Cyrus, with a completely deadpan face, pauses for a few moments.
"That's a lot of maybes."
By here I mean somewhere that makes sense to stage an ambush, jumping out of the bushes, so to speak. Not entirely sure what spot makes the most sense, hiding in the alleyway could probably work and jumping out around the corner. Definitely would like to hear others opinions on that... unless it doesn't really matter.
As an aside, regarding "buffing" up before the fight, I would like to tick off a charge on my shield wand, and offer it to Finarin. UMD roll for when that is necessary: 1d20 + 8 ⇒ (20) + 8 = 28 Probably would need to do that when they are out of sight, so I might not get the full 10 rounds by the time they get in position to ambush. Ugh... so totally wasted that crit... :)
| GM Damo |
Okay, on the map of Warehouse 22, I've marked where the battle lines are drawn. Cyrus and Finarin with their vanishing manage to come up from the south, Gunari and Amaranti from the north, and the rest... well you get it. You've done sufficient planning that I've put you in quite a favorable tactical position. The buildings to the north are just warehouses and you've cased them: are abandoned. Amaranti has a shield up, any other 1 minute casts can be up and I'll retrofit as needed (up to and including your first post in combat).
To save a whole lot of long-hand in the post, I've done a lot of the rolls myself. Essentially, the head guard is not surprised (and can act during that round), but everyone else - including the hyena who rolled a 2 - is. Dim light, cover, the fact you could get into position while unseen and distance were your extreme friends.
Cyrus initiative: 1d20 + 5 ⇒ (14) + 5 = 19
Finarin initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Gunari initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Ibid initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Miro initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Baddies initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Wow, that's 3 5s!
The Pathfinders take up position, eager to get the jump on the Aspis Consortium guards. The leader of the guards, the Aspis Enforcer, spots the Pathfinders just as they attack - almost too late. Eager for battle and fully prepared to defeat these chumps, the companions quietly charge in and pile on.
Next up: Cyrus, Miro, Ibid, Gunari, Finarin
Active Global Conditions: Dim light
Individual Conditions: None.
Defeated: Nothing.
Surprise Round:
- Cyrus <= !
- Miro <= !
- Ibid <= !
- Gunari <= !
- Finarin <= !
- Leader
- Amaranti
- Kaisharga
Round 1:
- Cyrus
- Miro
- Ibid
- Gunari
- Finarin
- Leader
- Hyena
- Chumps
- Amaranti
- Kaisharga
Sorry to kick this off so quickly, but we had 4/6 and I won't be able to post for the next 2-3 hours. I know: shock, horror! Well, I may try to sneak a peek at the iPhone... ;-)
Gunari Maximoff
|
Is it ok for Gunari to have a Bull Strength up before we jump them? If not, I'll use fervor #3 on the day
Leaping to action against the guards, Gunari will take his frustrations out on the hyena... he figures he can go all nasty on it.
I am assuming that Miro inspires courage
Rapier Attack (Inspire, Charge, Bull Strength (#1): 1d20 + 9 + 1 + 2 ⇒ (3) + 9 + 1 + 2 = 15Rapier Attack (Inspire, Charge, Bull Strength) (#2): 1d20 + 9 + 1 + 2 ⇒ (1) + 9 + 1 + 2 = 13 for: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7 WOW -- glad to get those craptacular rolls out of the way. I hope I still hit it, flatfooted.
| GM Damo |
Heh. I managed to sneak away.
Bull Strength's absolutely fine. Anything with a duration of 1 minute plus can be active. This battle won't last 2 rounds if your past performances are anything to go by, so don't worry about when you cast it. Oh, and you hit it's non-flat-footed AC! It's just a hyena...
Gunari leaps forwards, charging* the cackling hyena. It doesn't even see the Varisian until way too late, taking the sharp end of a rapier in its flank.
* Not an actual charge, since you were within 5ft (making it a 5ft step), but you hit anyway. Now you don't get the AC penalty.
Next up: (Surprise round) Cyrus, Miro, Ibid, Finarin
Active Global Conditions: Dim light
Individual Conditions: Hyena -7.
Defeated: Nothing.
Surprise Round:
- Cyrus <= !
- Miro <= !
- Ibid <= !
- Gunari <= Hyena stab
- Finarin <= !
- Leader
- Amaranti
- Kaisharga
Round 1:
- Cyrus
- Miro
- Ibid
- Gunari
- Finarin
- Leader
- Hyena
- Chumps
- Amaranti
- Kaisharga
Cyrus the Flea
|
Cyrus can barely contain himself, and it takes all of his discipline to keep from jumping out to early. He waits until the ideal time and steps out from the shadows, blade flashing at chump #2.
on my phone, can't5 foot step till I get home in about an hour
attack, IC: 1d20 + 8 ⇒ (16) + 8 = 24 for damage: 1d6 + 3 + 2d6 ⇒ (6) + 3 + (6, 4) = 19
As soon as his blade cuts into the thug, he vanishes from sight.
ki point swift action to vanish
dim light miss chance: 1d100 ⇒ 77
Ibid. Oxley Abel
|
Ibid sees his friends begin moving to take down the foes, and the old man raises his longbow and releases an arrow at one of the closest thugs.
attack at chump 2, unless Cyrus has killed him already
attack(longbow, PBS, deadly aim, etc.: 1d20 + 6 ⇒ (4) + 6 = 10
damage: 1d8 + 6 ⇒ (3) + 6 = 9
miss chance(less than 20 = miss): 1d100 ⇒ 48
Cyrus the Flea
|
I think I meant chump 4... Supposed to just be a 5 foot step...
-Posted with Wayfinder
Finarin Moonstep
|
I am assuming that Cyrus attacked chump 4 since that is the one right in front of him. If that is the case, Finarin steps 1 square up, one diagonal to the left avoiding all AoOs, but then I will flank with Gunari on Leader, and Amaranti on Chump 3 - so Damo is editing the map as I type this - why aren't we an Roll20?
Moving swiftly into combat, enchanting his scimitar, Finarin swings at the leader.
Scimitar Attack W/ Arcane Pool Point VS FF AC: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
Scimitar Damage w/ Arcane Pool Point: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Finarin Moonstep
|
Forgot the +2 to flank so it is a 18 to hit
| GM Damo |
Chump 4 disappeared from the map when Cyrus killed him! Moved Cyrus. Finarin needs a charge action to do that, which is fine (he can draw a direct line to do what he did).
Cyrus moves up to Chump 4, and slices cleanly through his throat. The man clutches the rapidly bleeding wound and falls to the ground, rapidly dying even as his uncomprehending eyes notice the ninja disappear. Chump 3 turns around when his friend falls over bleeding, and grows very worried when he cannot determine what caused it!
Chump 2 cops an arrow in the chest from Ibid, but it doesn't seem to be able to penetrate his armor. The shot out of the darkness does shock the man, however.
Finarin quickly runs up with a magically charged scimitar and slices the leader across the arm. He grins a tusky grin, seeming not to notice the livid gash on his limb.
The stats used for the Aspis Enforcer (leader) are "traitorous brigand", which is a half-orc. The only mention of him being a half-orc is in the hyena's tactics (which mention "orc ferocity"). Man, this author is lazy (or forgetful). Anyway, the leader is a half-orc. The rest are human.
Next up: (Surprise round) Miro.
Active Global Conditions: Dim light (25% miss chance)
Individual Conditions: Hyena -7, Chump 4 -19, Leader -7.
Defeated: Nothing.
Surprise Round:
- Cyrus <= Throat slice
- Miro <= !
- Ibid <= Shot from the dark
- Gunari <= Hyena stab
- Finarin <= Dash ’n’ slash
- Leader
- Amaranti
- Kaisharga
Round 1:
- Cyrus
- Miro
- Ibid
- Gunari
- Finarin
- Leader
- Hyena
- Chumps
- Amaranti
- Kaisharga
Gunari Maximoff
|
Since I missed the miss change - but can roll twice
miss chance >20 hit: 1d100 ⇒ 77
miss chance >20 hit: 1d100 ⇒ 99
Clearly Gunari still hit.
Miro Ammars
|
Ahhhhh! That was quite a bit of text to read through.
Miro, as usual, begins battle off with a bit of a song for his fellows, something to stir the blood a bit as they kick ass and take names, in no particular order.
Amaranti
|
I suppose it's over an hour since the last battle? Amaranti puts another mage armor on Kaisharga
| GM Damo |
Sorry for the wall of text Miro! Light posting day for you yesterday? ;-) Also, just for the below... you gotta love sub-optimal written tactics in PFS. Thanks for rolling those miss chances Gunari. No trouble with the mage armor, Amaranti.
Miro's lovely lullaby of battle drifts over the companions, making them more effective at striking their foes. (Not that you need it, but I'm giving a retro +1 damage to Finarin's blow).
The half-orc enforcer lets out a yell at the man molesting his precious hyena, "THIS IS PRIVATE PROPERTY! YER ALL UNDER... ARREST, YEAH, LAY DOWN YER WEAPONS OR WE'LL RUN YA THROUGH!"
Intimidate (demoralizing shout) vs Gunari, DC17: 1d20 + 9 ⇒ (6) + 9 = 15
Perhaps in light of the extremely poor tactical position the Aspis guards are in, their leader's shout falls somewhat short of being fearsome.
Next up: (Surprise round) Amaranti, Kaisharga, (Round 1) Cyrus, Miro, Ibid, Gunari, Finarin.
Active Global Conditions: Dim light (25% miss chance)
Individual Conditions: Hyena -7, Chump 4 -19, Leader -8.
Defeated: Nothing.
Surprise Round:
- Cyrus <= Throat slice
- Miro <= Battle lullaby
- Ibid <= Shot from the dark
- Gunari <= Hyena stab
- Finarin <= Dash ’n’ slash
- Leader <= Fearsome whimper
- Amaranti <= !
- Kaisharga <= !
Round 1:
- Cyrus <= !
- Miro <= !
- Ibid <= !
- Gunari <= !
- Finarin <= !
- Leader
- Hyena
- Chumps
- Amaranti
- Kaisharga
Kaisharga
|
Without waiting for the order, Kaisharga slithers quietly next to Chump 3. The great mouth opens, revealing the sharp teeth, and the eidolon attacks it's prey.
Bite, IC: 1d20 + 6 ⇒ (15) + 6 = 21
Damage, IC: 1d6 + 3 ⇒ (5) + 3 = 8
Trip, IC: 1d20 + 6 ⇒ (11) + 6 = 17
Amaranti
|
"You learn something, good! No longer usesless worm!" Amaranti watches delighted at his eidolon's performance. Not wanting to be worse than his pet, he steps sideways thrusts his lance at the man.
Lance, PA, IC, Flank from Finarin: 1d20 + 6 + 1 + 2 ⇒ (8) + 6 + 1 + 2 = 17
Damage PA, IC, AS: 1d8 + 11 + 1 ⇒ (7) + 11 + 1 = 19
Miss chance, low is bad: 1d100 ⇒ 74
| GM Damo |
The last remaining Aspis Consortium goon in the vanguard (Chump 3) is punctured by Kaisharga's enormous teeth and is then forcefully ripped to the ground. Winded and unable to catch his breath, he doesn't even see the big Garundi or his lance until a final puncture wound pierces his chest, heart and the ground behind him. Uncomprehendingly, the man looks to the sky and passes from this world and into the arms of the gods.
Next up: (Round 1) Cyrus, Miro, Ibid, Gunari, Finarin.
Active Global Conditions: Dim light (25% miss chance)
Individual Conditions: Hyena -7, Chump 3 -27, Chump 4 -19, Leader -8.
Defeated: Nothing.
Surprise Round:
- Cyrus <= Throat slice
- Miro <= Battle lullaby
- Ibid <= Shot from the dark
- Gunari <= Hyena stab
- Finarin <= Dash ’n’ slash
- Leader <= Fearsome whimper
- Amaranti <= Lance through the heart, and he’s to blame
- Kaisharga <= Nip ’n’ trip
Round 1:
- Cyrus <= !
- Miro <= !
- Ibid <= !
- Gunari <= !
- Finarin <= !
- Leader
- Hyena
- Chumps
- Amaranti
- Kaisharga
Cyrus the Flea
|
Cyrus grits his teeth at the brutal efficiency of this group of pathfinders, his friends. A little smile creeps onto his invisible face.
Odd time to smile in satisfaction... Wonder what that means.
He steps forward, putting chump 1 directly in between himself and Gunari, and making sure all 3 of the goons are within his reach, should they present an opportunity to strike. Still invisible, he takes an extra second to line up his strike, aiming for a sensitive area in the man's backside.
The blade and the ninja appear out of thin air, cutting towards the goon.
Attack, IC, Flank, vs Flatfoot AC: 1d20 + 7 + 2 + 1 ⇒ (4) + 7 + 2 + 1 = 14 for Damage, SA, IC: 1d6 + 2 + 1 + 2d6 ⇒ (5) + 2 + 1 + (5, 6) = 19
"You'll never see me coming!" He snickers with a wicked chuckle, and vanishes from sight once again.
Swift action, 1 ki point to vanish again.
| GM Damo |
Speaking about brutal efficiency...
Cyrus miss chance, 25%: 1d100 ⇒ 58
Chump 2 sees a flash of movement in the corner of his eye, and all of a sudden his companion to the front of him is gushing blood from a neck wound identical to that of the man at the front of the column. As with before, he didn't see the attacker, just his friend go down spewing blood from his throat. A small trickle of translucent yellow liquid mingles with the red blood at Chump 2's feet, adding to the gory miasma of colors that seems ever present on the streets of Bloodcove.
Next up: (Round 1) Miro, Ibid, Gunari, Finarin.
Active Global Conditions: Dim light (25% miss chance)
Individual Conditions: Hyena -7, Chump 1 -19, Chump 3 -27, Chump 4 -19, Leader -8.
Defeated: Nothing.
Round 1:
- Cyrus <= S’prise! Slash. Poof!
- Miro <= !
- Ibid <= !
- Gunari <= !
- Finarin <= !
- Leader
- Hyena
- Chumps
- Amaranti
- Kaisharga
Gunari Maximoff
|
In a calm rarely seen in the Warpriest, Gunari says, "Keep it down! You don't want to wake the neighbors!" As he says this, he is debating on casting another spell. 'We've got this, right?'
Without doing another buff spell, and remembering that he forgot to use his pearl of power to recover the murderous command, he just attacks.
He does use his swift action to trigger Weapon of the Chosen again, though. (Note, this is his standard procedure when not using a swift action to cast. It can be done every round, so...)
Attacks the loudmouthed leader.
Rapier Attack (Inspire, Bull Strength, Flank (#1): 1d20 + 9 + 1 + 2 ⇒ (4) + 9 + 1 + 2 = 16
Rapier Attack (Inspire, Bull Strength, Flank (#2): 1d20 + 9 + 1 + 2 ⇒ (3) + 9 + 1 + 2 = 15
for: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8
miss chance: 1d100 ⇒ 10miss chance: 1d100 ⇒ 82
Damned dice - I'll bet that doesn't even hit!
Gunari Maximoff
|
Contingency post - in the probability that I don't see the next round
He just attacks.
Rapier Attack (Inspire, Bull Strength, Flank) (#1): 1d20 + 9 + 1 + 2 + 3 ⇒ (4) + 9 + 1 + 2 + 3 = 19
Rapier Attack (Inspire, Bull Strength, Flank) (#2): 1d20 + 9 + 1 + 2 + 3 ⇒ (14) + 9 + 1 + 2 + 3 = 29
damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Finarin Moonstep
|
Seeing the goons fall around him, and the leader clearly ignore him, Finarin begins to weave spell and steel in a deadly pattern.
Cast Arcane Mark defensively, Spell Combat, Spell Strike. Attack modifiers are +1 enchanted, +1 IC, +2 Flanking, -2 Spell Combat
Scimitar Attack W/ Arcane Pool Point: 1d20 + 6 + 2 - 2 + 2 ⇒ (4) + 6 + 2 - 2 + 2 = 12
Scimitar Damage w/ Arcane Pool Point: 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Concentration Check to cast defensively DC 15: 1d20 + 8 ⇒ (8) + 8 = 16
Scimitar Attack W/ Arcane Pool Point: 1d20 + 6 + 2 - 2 + 2 ⇒ (6) + 6 + 2 - 2 + 2 = 14
Scimitar Damage w/ Arcane Pool Point: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Sooo irritating! So my attacks are 9, 4, 6. Super!
| GM Damo |
The Aspis enforcer gives a chuckle, slightly insanely, reminiscent of Lort in some twisted way.
It's a sad day when Gunari doesn't hit on a 4! ;-)
Finarin doesn't have much more luck than his comrade, the leader not even glancing over to see the impressive but ineffective display.
Next up: (Round 1) Miro, Ibid.
Active Global Conditions: Dim light (25% miss chance)
Individual Conditions: Hyena -7, Chump 1 -19, Chump 3 -27, Chump 4 -19, Leader -8.
Defeated: Nothing.
Round 1:
- Cyrus <= S’prise! Slash. Poof!
- Miro <= !
- Ibid <= !
- Gunari <= Riposte - composte
- Finarin <= Dervish dance
- Leader
- Hyena
- Chumps
- Amaranti
- Kaisharga
Miro Ammars
|
Miro shrugs...it had worked well last time, so why not try an encore? He waves his hands in the air, doing a bit of pantomime dancing, then points at the leader...who then feels the urge to uncontrollably laugh at the halfling's antics.
Free action to maintain Inspire. Cast Hideous Laughter, Will DC 15 or he falls prone and laughs uncontrollably. A surprisingly very useful spell.
Cyrus the Flea
|
Miro shrugs...it had worked well last time, so why not try an encore? He waves his hands in the air, doing a bit of pantomime dancing, then points at the leader...who then feels the urge to uncontrollably laugh at the halfling's antics. Free action to maintain Inspire. Cast Hideous Laughter, Will DC 15 or he falls prone and laughs uncontrollably. A surprisingly very useful spell.
thematically, I would have loved for this to be cast on the hyena... So appropriate... :)
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