Bane 342 |
Bizzle Goodwager |
No Spellcraft check to determine what it is?
Hey! That thing is dangerous! I'm outta here! Bizzle uses Fleeting Glance and vanishes from sight. Acts as Greater Invisibility, round 1 of 9 uses for the day. Bizzle will then move out of the way.
DM Beckett |
No Spellcraft check to determine what it is?
What what is? There was no spellcasting to be see or identified as it was cast and so far I don't think anyone has made a Sense Motive check, which would have led to more information possibilities as more evidence comes up throughout. Detect Magic takes 3 full rounds to really give more information and allow you to identify what sort of possibilities it might be.
-----------The guards will act, but right now have not had a full chance to. They do not seem like they will attack you, but instead seem very surprised at Kaphiri's actions. From their perspective, they saw the first Hyena appear, but get killed before they could act, then a second one, which again, was killed before they could really act. Now, they are not sure what to do, but will act when they are up, which will be after Kaphiri's next turn.
----------
Also, I'll update shortly, there are a lot of things I need to check with the various actions.
DM Beckett |
Bane charges foreward, first launching a powerful flying kick, but the ex-Pathfinder easily pushes the blow aside. As he lands, he also begins trying to break Kaphiri's weapon, but only a single blow against the blade lands, and despite being a devastating one, seems to have very little effect on the weapon. I need to see if this was updated. In the Core book it states that you can not damage a magical weapon unless the weapon you are using has the same or higher enhancement bonus. I'll check for sure, but either way, it does have a lot of HP, even with your Adamantine.
EDIT: Yes, that rule was taken out, so your Sunder did do some damage, but still needs more.
Fendahl calls on the powers of the winds to take a form of flight, moving over the market battlefield with ease to the far side of Kaphiri. I just wanted to confirm here. Do you want to be 5ft up, or have 5ft between yourself and Kaphiri (to be out of reach). I assume the later, but just wanted to make sure.
From behind Bane, Basalte reaches over trying to grab Kaphiri, but has trouble getting a hold without batting Bane off to the side.
Elenial, you do need to threaten Kaphiri to be able to Aid Basalt's Grapple check, so I'll let you swap out actions.
ROUND 2
Noisy (), Bizzle (-21), Bane (), Elenial (), Fendahl (), & Basalte ()
--------------------------------------------------------------------
Kaphiri (-7)
Elenial Windwalker |
Elenial takes out her light flail while getting closer to Kaphiri and tries to hit him. NL
Light Flail: 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17
NL Damage: 1d8 + 1 ⇒ (4) + 1 = 5
DM Beckett |
Elenial moves up as well, but just can't seem to get in a good strike, though it's clear from the show of horror on Kaphiris' face that whatever is forcing him to attack, apparently to the best of his rather high level of ability is utterly against his wishes.
Random: 2d2 ⇒ (1, 1) = 2
Kopesh vs Bane (AC 17): 1d20 + 21 ⇒ (5) + 21 = 26 <HIT>
Damage: 1d8 + 17 ⇒ (3) + 17 = 20
"You have to help me. I can not stop. Get away from me. Get everyone away!"
Kopesh vs Bane (AC 17): 1d20 + 16 ⇒ (6) + 16 = 22 <HIT>
Damage: 1d8 + 17 ⇒ (6) + 17 = 23
The two closest guards both rush towards their captain of the guard, trying also to grab him and hold Kaphiri down, but he cuts them down as they approach, again to his utter horror, murdering them with such ease.
The act causes the crowd to panic even more as he begins to swing his sword at them, but so they manage, for the moment to avoid his slashing blows. The other guards, seeing their two friend dispatched with such ease, begin trying to push and usher the other innocents away, fearing that in a few moments, they too will be dead by their friends hand.
ROUND 3
Noisy (), Bizzle (-21), Bane (-43), Elenial (), Fendahl (), & Basalte ()
--------------------------------------------------------------------
Kaphiri (-7)
Elenial Windwalker |
Elenial continues to hit the man, harder this time.
Light Flail: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d8 + 1 ⇒ (2) + 1 = 3 Lethal
Bizzle Goodwager |
I was hoping I might be able to figure out what was happening based on what I did see and his actions. If not, no biggie.
Bizzle will cast Toppling Magic Missile: 5d4 + 5 ⇒ (2, 3, 2, 2, 4) + 5 = 18
Trip?: 1d20 + 9 + 7 ⇒ (9) + 9 + 7 = 25
Bizzle will try to determine the source of the magic, looking around the area for a vantage point for which someone could be controlling the man.
Noisy |
Everyone swinging should be adding 2 to hit and damage for inspire courage (for Bane's sunders, and Elenial's flail, et al), which is still lingering.
Noisy shouts for people to stand back, as he pushes his way closer to the fray.
Stomping one foot to a beat only he can hear, he mutters a few arcane words, and a shimmering ray springs forth from one hand and streaks out towards Kaphiri.
Cast ray of enfeeblement. Unlikely he'll fail the save, but at least its half damage at that point
Ranged Touch: 1d20 + 13 ⇒ (10) + 13 = 23, for 1d6 + 4 ⇒ (6) + 4 = 10 strength penalty (DC 16 Fort save for half)
if that goes after Bizzle trips him, his touch AC will be 4 better
Fendahl Silvermane |
Seeing the man cut down the guards, Fendahl will attack with the blunt of his blade....stopping if the man drops.
Fendahl +2 keen katana, haste, bard,nl : 1d20 + 14 + 3 - 4 ⇒ (20) + 14 + 3 - 4 = 33
for dmg: 1d8 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Fendahl +2 keen katana, haste, bard, nl: 1d20 + 14 + 3 - 4 ⇒ (18) + 14 + 3 - 4 = 31
for dmg: 1d8 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Fendahl +2 keen katana, haste, bard,nl : 1d20 + 9 + 3 - 4 ⇒ (11) + 9 + 3 - 4 = 19
for dmg: 1d8 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Fendahl Confirrm: 1d20 + 14 + 3 - 4 ⇒ (11) + 14 + 3 - 4 = 24
for dmg: 1d8 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Fendahl confirm2: 1d20 + 14 + 3 - 4 ⇒ (20) + 14 + 3 - 4 = 33
for dmg: 1d8 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Bane 342 |
Bane will sunder and then atk
sunder: 1d20 + 13 ⇒ (5) + 13 = 18
dmg: 1d3 + 14 + 1d6 ⇒ (2) + 14 + (2) = 18
sunder: 1d20 + 13 ⇒ (17) + 13 = 30
dmg: 1d3 + 10 + 1d6 ⇒ (3) + 10 + (3) = 16
atk stunning fist: 1d20 + 10 ⇒ (19) + 10 = 29
dmg: 1d8 + 10 + 1d6 ⇒ (2) + 10 + (3) = 15
atk: 1d20 + 5 ⇒ (9) + 5 = 14
dmg: 1d8 + 10 + 1d6 ⇒ (5) + 10 + (4) = 19
-Posted with Wayfinder
Basalte |
It looks like I forgot to include the size modifier in my grapple check. Is that +4? I'm not sure about it.
Frustrated with his own incapacity to immobilize the ex-pathfinder, Basalte lunges again at him, trying to do better this time.
Grapple: 1d20 + 13 + 2 + 1 ⇒ (7) + 13 + 2 + 1 = 23 plus any size modifier.
Noisy |
Large is just a +1 size bonus
Though your cmb bonus seems low for other reasons. 8 BaB + 6 Str + 1 enlarged str + 1 size + 1 ka stone BaB + 2 bard + 1 haste should be minimum +20... and dunno if you're raging or not or if you're considered flanking... which would add more...
But who knows, you got all sorts of odd things going on =)
DM Beckett |
Sending a ray of dark energy his way, suddenly Kaphiri's enhances strength is reduced back to normal, exactly what was needed for Bizzle's ramped up magic to take him down to the ground and then Basalte to grab him. Bane tries to curb stomp the weapon, but it seems to have a mind of it's own, sliding out of the way while Bane and he and Fendahl then pummel Kaphiri until he stops resisting.
He drops his weapon while unconscious, and at the same time, it seems the adrenalin stops pumping, revealing the wounds you have inflicted seem to be much worse that they had previously appeared, though not lethally so.
Most of the crowd scatters, leaving this section of the market relatively open, but you can hear more guard patrols running towards the area, and the crowd, still forming a circle around the area continues to yell and talk, unsure of what just happened or the level of safety at the moment.
One of the guards picks up the weapon, while the others put manacles on Kaphiri. Suddenly the guard that holds Kaphiri's kopesh convulses just once, and raises the weapon to attack. He slashes into another of the guards, clearly against his own will, but you manage to restrain him with much more ease, and as soon as the blade leaves his hand, he stops and surrenders.
Using the rolls from above, with continued study, you fid the culprit, as the kopesh is actually a +2 Cursed Sword of Berserking, forcing anyone that picks it up to attack to the best of their ability anything within a close proximity until they are dead.
More guards arrive, and begin to take accounts of the events. The guards that where there vouch for you, and after getting your statements, allow you to leave, (assuming you confirm what you saw truthfully and do not say anything suspicious). Because Kaphiri is unable to speak on his behalf, and they refuse to allow him to be revived here for safety reasons, they take him in, assuring you that he will be safe and constantly observed, both from the supposed death threats and also fro himself.
They do however, refuse to pick up the blade, and allow you to, assuming you find a safe way to do so, claim it for the Society to study and lock away.
Afterwards, assured that Kaphiri will be safe, and with no real authority to take him, you have little option but to look to your next target.
Something I want to point out is that this is a higher tier scenario. And it does require him to attack until DEAD, not down. I highly advice you proceed with caution. A single further attack very easily could have killed Bane on the spot, without critting, and he literally did not have the option to hold back, do nonlethal, or utilize his trip maneuver outside of the free one he gets on a crit. I'm just saying, it could have gone another way if even one of Bane's or Fendahl's attacks missed. Without that Ray of Enfeeblement, the trip would have failed, and the Grapple would have been very close, as well as one of Fendahl's attacks and crits. In a sense, that simple spell might have saved the day. :) I'd also like to say that if you look at the scenario's name and what just happened here, you might have a good idea what to expect throughout. . .
-------
You also have time to heal up, but can I get a Diplomacy (Gather Info) or Know Local check, as well as who you want to try to track down next?
DM Beckett |
I'll assume you take a minute to wrap up the sword somehow to safely transport it and make a quick stop back at the lodge to drop it off and report in on Kaphiri, off screen.
DM Beckett |
But we're in the low tier, of the high tier scenario... so that's something... right? =)
Yes, I'm just saying. One Round battles that are common at low levels may not be so here.
Noisy |
Were either of the guards he cut down still alive? Hopefully they could survive a single hit... but one never knows.
"Cursed weapons?" Noisy mutters loudly. "Those Shadow bastards are not playing around. If their grand plan is to unload all those pilfered things on unsuspecting Pathfinders, that poor sod Kaphiri could just be the first who'll be unintentionally dangerous!"
He shakes his head slightly. "We might have to subdue them all, and sort out the curses later."
"The three that died before we got here... How they were found, that could very well have been the effect of cursed items as well! We would do well to treat everything we find as potentially dangerous to touch."
He looks back at the note of unaccounted for pathfinders. "Who next? We can only hope the ones ones they could not find were because they had gotten clear."
He points at the name where a note was only left with the neighbor. "How about this fellow here, Tarik. In the Black Dome. No one seemed to confirm his presence or absence. If he's a scholar, and still at home, he might be able to provide some information for us as well."
Shrug. trying to apply logic to random selection =)
Bizzle Goodwager |
Cursed weapons, well, I've never seen one of those before. Cursed dice, that's another matter entirely! Bizzle tries to Gather Info via Diplomacy: 1d20 + 17 ⇒ (2) + 17 = 19 Tough crowd.
He'll ask that someone heal him with his wand as well.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
DM Beckett |
Tarik lives in the most affluent part of Sothis, under the Black Dome—a city within the city built within the hollow carapace of a giant black beetle. Asking around turns out to be pretty easy in this case, as he has a reputation in the influential area as a kind and outgoing man.
One of the neighbors you speak to warns you that Tarik has been out of town for some time, and he wasn't aware that he had returned already, but since you are going there anyway, hands you a small stack of letters he had been holding for his old friend, asking that you deliver them.
Looking through them on the way, you see that one of them is from the Pathfinder Society, apparently the warning of danger and request for all Pathfinder, present and past, to return to the Society for safety. Seems he never got the message.
As you arrive at his rather well-to-do home, you see his name engraved on a small mail depository outside, and the Glyph of the Open Road ornately hidden amongst some of the smaller engravings around the name. The curtains of the two-story townhouse are drawn, but there is no visible movement within. Knocks at the door go unanswered, though the heavy front door is unlocked with a quick turning of the nob.
Looking about, you see no one looking, so you crack the door and call his name a few times. No answer comes, though you see clear signs of recent usage even through the crack of the door. Calling out once more to no avail, you open the door further, and discover why there was no answer. . .
The lifeless body of a middle-aged man in the fetal position lies on the tiled foyer floor just inside the front door amid a scattering of pottery shards and a fine powdering of off-white, metallic dust. At a glance, you do not see any obvious signs of a struggle, violence, or really even a possible cause of death.
Now what?
Fendahl Silvermane |
Fendahl nods in agreement and calls down to Kirrah to join him.
"Hrrmm, most dangerous it would seem. And unaware of the dangers they face from cursed artifacts.
We should proceed with caution as our Master Dwarf has stated. Come Kirrah. We must find our next missing ally."
About how long has it been since the last battle for purposes of spells?
Fendahl Silvermane |
Fendahl will have Kirrah stay outside.
Checking with the others, he motions he can go inside while walking on air.
Airwalk and resinous skin both active for about an hour longer.
He looks around the room for signs of others before looking at the man for signs of injury.
Perception : 1d20 + 15 ⇒ (17) + 15 = 32
Heal : 1d20 + 9 ⇒ (17) + 9 = 26
Basalte |
"Hrrrm. A cursed sword, now a dead man. Gruesome business. Anyone can check for lingering traces of magic? This curse musthave left some."
Meanwhile Basalte searches the place, remaining careful about what he touches (or avoids doing so).
Perception: 1d20 + 14 ⇒ (12) + 14 = 26
Noisy |
Perception: 1d20 + 11 ⇒ (11) + 11 = 22
"Beware." Noisy reminds people. "Whatever curse may have killed killed him might still be active."
He glances towards Bizzle, preferring to let the professional have the final word on the subject, though he taps out a small pattern on his hip, and takes a moment to examine the scene himself as well.
Cast detect magic and examine the dead fellow and the broken pot, et al, carefully before approaching.
(Knowledge (arcana): 1d20 + 8 ⇒ (15) + 8 = 23, and Spellcraft: 1d20 + 8 ⇒ (12) + 8 = 20 if it matters)
Bane 342 |
perception : 1d20 + 7 ⇒ (14) + 7 = 21
Bane will have someone use his Wand oc CLW on him to heal taking average of 7 uses
-Posted with Wayfinder
Bizzle Goodwager |
Bizzle takes time to use his wand of Mage Armor, seeing that he ended up in battle before he was ready last time. He then casts Detect Magic as he steps into the room. Well, can someone examine the body? What's the white stuff? And are we sure this is our dead man and not someone else? How long has he been dead? My, my... so many questions! We should also search the rest of the house!
Perception: 1d20 + 13 ⇒ (14) + 13 = 27
Spellcraft, if applicable: 1d20 + 14 ⇒ (11) + 14 = 25
DM Beckett |
This leads to a
Detecting magical auras on the scene reveals a lingering aura of conjuration on the dust and a lingering aura of divination magic on the pieces of urn, and
There are no signs of anyone having passed through the thin layer of dust, though
Bizzle Goodwager |
Looky here, a set of dusty footprints may be made out on the stoop outside the door, as though someone has recently stood on the doorstep making a delivery.
Spellcraft: 1d20 + 14 ⇒ (13) + 14 = 27
Bizzle then says I'm thinking that a magical spell effect propelled the dust, which was also magical, from a container... and I believe I can identify the dust as Cursed Dust of Sneezing and Choking, which is harmless unless cast up into the air. Ho, nasty joke that would be indeed.
Noisy |
"Awful way to die." Noisy adds, after Bizzle's assessment of what happened.
He studies the scene a moment longer, trying to see all that the gnome was able to see, but his magical know-how is not quite up to that level of analysis.
"So someone had a pot delivered, which then exploded the cursed dust into his face, and dropped him right here in the foyer?" The dwarf scowls.
"Bastard that sent it could be anywhere." He glances out the door. "Don't suppose the neighbors might have noticed who it was?"
Craft (pottery): 1d20 + 1 ⇒ (4) + 1 = 5
Don't suppose anyone can managed an untrained craft check? Noisy certainly did not =)
He looks at the dead man, before adding. "What do we do with this poor fellow? Deserves better then laying on the floor here."
Fendahl Silvermane |
"Yes, he definitely suffocated. But where are the killers that utilized the dust in this manner? ."
Fendahl will go back outside and attempt to locate tracks.
Survival : 1d20 + 12 ⇒ (5) + 12 = 17
Basalte |
Basalte catches glimpse of the footprints, and looks barely able to contain his anger welling up at those who committed this atrocious murder.
"We will find them and retaliate. Enough mercy on these Shadow Lodgers. Any tracks, Fendahl?"
Fendahl Silvermane |
Looking back to Basalte.
"None so far, other than those inside the building. But we may find some yet."
DM Beckett |
With a pretty cursory investigation, you infer that someone made a delivery just over an hour ago, but never entered the home. The small pot was itself magical, designed to explode, sending the cursed dust inside of it up into the air, activating it's curse. There was no signs of a struggle, and other than being suffocated, the victim seemed to be in good health, and likely unaware that there was even a threat.
The dust that seems to have killed him is harmless now on the ground, but besides your own tracks, indicate that no one else had gone through the house, nor are there any signs of a struggle, vandalism, or robbery. There are also no tracks to find, some minute traces leading from the outside of the door step, but quickly lost after a few steps.
Finding a way to reconstruct the pot might lead to some more information. You could try to ask around to see if anyone noticed anything, but as where asked to deliver his mail from a neighbor, it doesn't seem that they even knew he had gotten back from whatever journey he had taken. General Perception checks are not really revealing anything else out of the ordinary from the entryway.
Is there anything else anyone wants to do before I presume heading back to the Lodge or the next target?
Bizzle Goodwager |
A real stumper, huh? Maybe we should try to find the next fella? Maybe he won't be dead! Haha!
Fendahl Silvermane |
Fendahl comes back into the building after failing to find tracks.
He pulls out a wand of Make Whole (5 chgs, expend 1 chg) and taps the jar.
When he bought this off a chronicle always figured he could use it to repair a sundered weapon, not pottery but hey .
"hrrmm, maybe now we can find a clue ."
Noisy |
"Ha! Now that's handy!" He says, as Fendahl produces just the right wand for the job.
He carefully picks up the pot, careful not to disturb the dust, and examines it closely.
Knowledge (local): 1d20 + 8 ⇒ (18) + 8 = 26
"Ah! See this here." He says, pointing to the strange symbol etched into the bottom. "I think I saw that associated with an embalming house over near the Necropolis." One hand waves absently to one side. "Over on the west bank of the river."
He gives Fendahl a hearty grin. "Perhaps the lead we needed!" He frowns slight, before adding. "Though there are others on the list..."
Are any of our names located over near the Pharasman temple? (been looking up Sothis on the Wiki page)
DM Beckett |
As you begin to leave the house, suddenly you see a large group of guards moving down the street towards you. They spot you instantly leaving the house and pick up the pace, shouting demands that you stop. A second squad joins them, and suddenly surround the group in the front yard of the house. There must be 20 of them, each wearing a breastplate armor and helm clearly identifying them as the town guard, identical to the guards you have already encountered this morning, though none of them are from that lot.
Each also has a longspear at the ready, pointed inwards in a circle surrounding the party. "You are under arrest for murder! Drop your weapons!"
This isn't good.
Bizzle Goodwager |
Murder?! Ho ho! You accuse as of murder? Who is the victim, good sir? I assure you that we have not murdered anyone.
Diplo?: 1d20 + 17 ⇒ (4) + 17 = 21
Sense Motive, in case they seem to have other reasons?: 1d20 + 7 ⇒ (4) + 7 = 11
Fendahl Silvermane |
"Hrrmm, no we have not murdered anyone. But we are trying to solve a murder. You would be best to assist us immediately before the criminals escape justice.
diplo assist: 1d20 - 1 ⇒ (12) - 1 = 11 DC10
DM Beckett |
One of the guards commands another to go check. He knocks, and getting no answer from the house you just left, opens the door, revealing the body in plain view. "Captain. Looks like they poisoned him."
The leader then says to you, "There was also a witness."
@ Bizzle: You have no reason to suspect they are anything but the city guards, arresting you for the murder of Tarik. Diplomacy checks are probably the way to go, explaining yourselves and pointing out some of the details you have discovered.
Noisy |
"Hold a moment there friends!" Noisy says loudly, trying to look friendly to back up his words. He steps forward, his hands slightly raised.
"As my companions have said, we are not responsible for that poor man's fate." He does his best to look appropriately outraged. "In fact, he is a fellow member of our organization, in good standing! Some nefarious individuals have stolen artifacts, from the tombs of your ancestors, and are doing their best to lay the curses for those misdeeds on some of our people."
"No doubt you heard of the incident in the bazaar this morning?" He looks around trying to see if it rings a bell with any of them.
Am assuming we had some good will for helping contain Kaphiri... if not, don't mention that previous bit!
"We were able to reach that poor victim in time, but not before the curse had taken a terrible toll on those nearby." He waves one hand behind him at Tarik's home. "Alas we were too late to help this one, by at least an hour. As your men have no doubt reported, this death was not through grievous wounds or obvious bodily harm." He indicates their rather well armed group (including tiger and wolf!). "This was not something we did."
"I'll let my companion here give you the details of the crime itself." He adds, motioning to Bizzle.
Noisy failed all the knowledge checks to id the crime scene stuff, so Bizzle can explain that part!
"Certainly if we were responsible, we would not be hanging around for so long afterwards! No, we seek to stop these cowardly bastards before they cause even more harm to innocent lives!"
He looks thoughtful for a moment. "In fact, it seems more likely that whoever reported the crime was involved! Waiting for us to arrive, hoping to lay the blame at our feet. Do you recall who came to report the incident?"
Classic courtroom strategy, provide an alternate theory to the crime! =)
I don't know if I'm allowed a seperate diplomacy check, or if we're all assisting Bizzle's 4 at this point. If the later, assume the following is an aid.
Diplomacy: 1d20 + 16 ⇒ (8) + 16 = 24
Bah... not much different then Bizzle anyway
Bizzle Goodwager |
Bizzle will explain everything that the party has discovered, from the body, the powder, and the pottery as well. We're on the same side! We suspect someone is using cursed items against people! Bizzle also describes the first encounter with the cursed weapon. We're on a mission to stop it! You've gotta believe me!
Fendahl Silvermane |
Fendahl will keep to the side and hold Kirrah's collar to prevent any misunderstandings.
"Stay"
DM Beckett |
I've been noticing a lot more posts seem to be getting eaten since this site's update. I posted this earlier and it didn't seem to take.
The Captain of the Guard listens to your story, occasionally sending one of the other guards in to check out a detail or to check up something. At one point, he also sends a guard off into the city, willing to hear your story and hold off on placing you under arrest, (or fighting?) until something is confirmed, but at this point, you are not too sure he is buying your story.
Anyone else want to try to aid here?
Fendahl Silvermane |
Kirrah would try to aid, but a lion growling and smiling does not usually calm skittish guards. So we have Bizzle's 21+2 Aids?
Hmmm that leaves...a charisma 5 stone-man and chr/int 7/7 monk.
I would not buy our story either. LOL
DM Beckett |
Actually, there are some special bonus modifiers, too. It might just work.
Basalte |
Basalte grunts, and nods. "My dwarf brother is speaking the truth, officer, Irori is my witness." However, his stone face doesn't let out whether he could be telling the truth himself or not.
Diplomacy (aid): 1d20 - 3 ⇒ (11) - 3 = 8