
DM Carbide |

Put the screamer on the roof (let the bodies hit the floor? SORRY, terrible song reference)
Something's got to give.
More seriously, the issue with that would be getting it up to the roof in the first place. Even if you took it up in its case, as soon as you took it out it'd start shrieking, and that's not subtle at all.

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Xukong, how would you go about doing that? The acid splash cantrip doesn't generally do enough damage to get through the hardness of typical metal.
I was thinking of the flasks of acid I've got - otherwise, I was just tossing an idea out. If it doesn't work, it doesn't work.
My earlier idea was to coat the roof in grease/soap/oil or something, but if we didn't do that earlier, we may not have time now.
I did mention I spent 15 minutes out of all that time we had earlier sharpening my sword with my whetstone, right?

DM Carbide |

Yep, got that.
-Posted with Wayfinder

DM Carbide |

Let me know if you're going to do anything about the skylights.

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Well, do we have time to grease/soap up the roof - and anything to do it with (I don't)?

DM Carbide |

You don't know how much time you have; it probably won't be long before the Aspis folks get there, though. Also, the roof isn't steeply sloped, so greasing it will only slow down their approach if they come by skylight.

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Do we know what's in all these crates?

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I think it will be quite hard for them to shoot through the sky lights if we stay behind the crates. If they want to climb through we won't be able to stop them and will have them surrounded quite quickly.

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What if we stacked the crates so it looked like they had a handy way down, only to find that we'd built it to collapse if any significant weight were to come down on it?

DM Carbide |

The crates are mostly trade goods of one sort or another--clothing and other fabric items, building materials, nonperishable foodstuffs, and the like.

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Precarious stacking, it is. IF we get interrupted, or it never comes into play, so be it.
Kiddrik, growing increasingly nervous as the time crawls by, eagerly helps the strange Xukong in the box-stacking endeavor.
"Amiri. Muusa. Why don't you two keep your ears open at the two western door and the top of the stairs?"

DM Carbide |

Sadly, you don't have a Kortos badge....

DM Carbide |

As noted before, it takes two of you ten minutes to move a stack of crates ten feet.

Lekku-PG |

"Amiri. Muusa. Why don't you two keep your ears open at the two western door and the top of the stairs?"
Amiri nods, heading for the stairway. “Should we leave ourselves a means of escape – one of the concealed doors, perhaps? Or do we plan to wait out a siege?”

DM Carbide |

You'll be moving the crates into position when something happens, which I will try to run tomorrow morning before I have to go deal with family stuff.

DM Carbide |

The first clue that you have that something is awry is when the shrieker starts its protest against being disturbed. There's a muffled curse from above as one of the skylights is opened.
Round 1:
Initiative order
CI-acted
Muusa
SM
TS
CS
MH
Amiri
A
Xukong
Karayan
Kiddrik
A man in robes rappels expertly down from the skylight, swinging out to land on the floor next to one of the stack of crates you moved into the way. He hurls a shuriken at Xukong, which glances off of the dhampir's armor.
Muusa is up!
Kiddrik Initiative: 1d20 + 1 ⇒ (4) + 1 = 5
Muunokhoi Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Amiri Initiative: 1d20 + 1 ⇒ (10) + 1 = 11
Xukong Initiative: 1d20 - 1 ⇒ (10) - 1 = 9
Foe Initiative: 1d20 ⇒ 11
CI Acro check: 1d20 + 7 ⇒ (17) + 7 = 24
Shuriken to Xukong: 1d20 + 3 ⇒ (8) + 3 = 11

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Muusa moves next to Xukong and glares at the man in robes. "Take him out, Xukong; I'll give him bad luck."
Misfortune Hex, 1 rd DC15
I hope Muusa didn't move into a trap or something...there's a thingy on the floor :D

DM Carbide |

Round 1 (ongoing):
Initiative order
CI-acted
Muusa-acted
SM-acted
TS-acted
CS-acted
MH-acted
Amiri
A-acted
Xukong
Karayan
Kiddrik
The man in robes seems to shrug off Muusa's hex. The noise level in the area increases sharply as the door to the guardroom opens, revealing a plain-looking man in a breastplate, with a couple of other people behind him. A half-elf in studded leather armor makes it down the rope without running into the crate stack, then hurls a stone at Xukong and Muusa's feet. It shatters with a very loud crack. It's a thunderstone; Xukong and Muusa, DC 15 Fort save or deafened for the next hour.
A woman in chainmail follows down the rope, but skillfully falls into the stack of crates. She is prone.
Everyone but Muusa can act!
Acro check to get down OK: 1d20 + 1 ⇒ (17) + 1 = 18
Acro check to get down OK: 1d20 - 3 ⇒ (3) - 3 = 0
RTA on square: 1d20 + 2 ⇒ (6) + 2 = 8

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My special vulnerability comes into play, yaaayyy!!...?
Fortitude save: 1d20 + 3 ⇒ (19) + 3 = 22
Though sensitive to loud noises, Xukong has been ready for this moment for hours, and is determined not to let cheap tricks like that get in its way. Its sword glows black - a notion that most present observers would have thought, prior to this moment, made no sense - as it engages the robed man.
Spending 1 Arcane point to enchant my sword.
[dice=+1 bastard sword, Spellstrike frostbite]1d20+7[/dice]
damage: 1d10 + 7 ⇒ (2) + 7 = 9 plus nonlethal cold and fatigue: 1d6 + 2 ⇒ (1) + 2 = 3

Lekku-PG |

As the cacophony erupts, Amiri rushes around the mountain of crates, massive blade sprouting from sheathe.

DM Carbide |

A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.
Luckily for Muusa, hexes don't have verbal components.

DM Carbide |

Round 1 (ongoing):
Initiative order
CI-acted
Muusa-acted
SM-acted
TS-acted
CS-acted
MH-acted
Amiri-acted
A-acted
Xukong-acted
Karayan
Kiddrik
With a single blow from its sword, Xukong takes down the man in robes! He's actually got 9 HP, so the 3 nonlethal knocks him unconscious.
Karayan, Kiddrik--over to you!

DM Carbide |

Fortunately for you, there's a stack of crates blocking the door, so the bad guys can't get to you right away.

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DM Carbide |

But none of you are running around in underwear.
-Posted with Wayfinder

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Ha-ha, mental image.
That said, keep it the Frühstück away from ME!

DM Carbide |

Just waiting on Karayan.

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Karayan fixes his gaze on the man in breastplate and in a dead voice, devoid of emotion, he orders him "Kill your allies"
Hypnotic stare for -2 to will saves (swift action) + Murderous command DC 17 (no adjustment for hypnotic stare made)
After that he quickly retreats to the center of the room

DM Carbide |

So Xukong doesn't think much of breakfast?
Karayan incites homicidal thoughts in one of the Aspis fighters.
Round 2 (ongoing):
Initiative order
CI-unconscious
SM-acted
TS-acted
CS-acted
MH-acted
Amiri-
A-
Muusa-
Xukong-
Karayan
Kiddrik
The fighter in the doorway behind the crates turns away from the door and does something--it's hard to tell what over the noise. There's more movement in the guard room. The half-elf casts a spell and suddenly the floor under Xukong is covered with something slippery. DC 14 Reflex save or fall over, Xukong. The woman in chain armor struggles to her feet, then casts a spell on the fallen man in robes.
Amiri is up!
Will save: 1d20 + 3 - 2 ⇒ (10) + 3 - 2 = 11
Attack on A: 1d20 + 3 ⇒ (15) + 3 = 18
PA damage: 1d8 + 5 ⇒ (5) + 5 = 10
Stabilize check: 1d20 + 1 - 5 ⇒ (3) + 1 - 5 = -1
Potion: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CI: -4 HP
SM:
TS:
CS:
MH:
A: -1 HP

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"Good boy, prepare to do that again" Karayan continues in the same voice

DM Carbide |

No, waiting on Amiri.

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Reflex save: 1d20 - 1 ⇒ (13) - 1 = 12
Xukong topples gracelessly, but very neatly, more like a wooden plank than a person.

Lekku-PG |

Oof, back. Busy busy.
Amiri emerges from behind the mountain of crates, her blade crashing down on the armored woman rising before her.
(L)Bastard Sword, RAGE, Power Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Crit Confirm: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 2d8 + 12 ⇒ (6, 2) + 12 = 20
Bonus Crit Damage, Killer: 2d8 + 12 + 2 ⇒ (4, 5) + 12 + 2 = 23
Rage round 1/6

DM Carbide |

Round 2 (ongoing):
Initiative order
CI-
TS-acted
CS-acted
MH-dying
Amiri-acted
A-acted
Muusa-
Xukong-
Karayan
Kiddrik
The good news for the bad guys is that Amiri didn't confirm. The bad news is that the sword blow comes close to killing the woman outright. She goes down, fountaining blood from a massive abdominal wound.
The rest of the party can act!

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Acrobatics to get up and move: 1d20 + 1 ⇒ (7) + 1 = 8
Xukong literally hops up from the ground...and then falls over in the other direction.
Incidentally, I forgot the whetstone bonus I kept talking about applied to that guy I downed - he took 10 points of enchanted slashing damage, not 9. So that's something. :)

DM Carbide |

Xukong, what are you trying to do? Standing up is a move action that provokes; are you trying to stand w/o provoking using Acrobatics?

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I'm merely trying to stand up and move despite being on grease.

DM Carbide |

Ah, gotcha. So standing up and trying to move at half speed with a DC 10 Acro check, which you failed. Make another Reflex save to avoid falling down again.

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"Second time is the charm" Karayan says while he casts another spell while retrieving a wand from his belt
Murderous command again, same target, same DC 17 and still gazing at him for -2 on will saves

DM Carbide |

Round 2 (ongoing):
Initiative order
CI-
SM-acted
TS-acted
CS-acted
MH-dying
Amiri-acted
A-acted
Muusa-
Xukong-acted
Karayan-acted
Kiddrik
As Xukong tries to get to its feet the man in robes aims a kick at it, but is unable to connect. Karayan thinks the spell worked again.
Muusa and Kiddrik!
AoO on Xukong: 1d20 + 3 ⇒ (10) + 3 = 13

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Happy to let Karayan's charms do the trick, Kiddrik falls back, hustling around the boxes, grease, and fallen enemies to level his spear at the only standing threat on the main warehouse floor.
Double move, ending in a square that threatens the Aspis.