Vanya Kaleth |
"Correction. We can take SOME thugs, not a city worth of thugs. So I think we've better play along. Let's try to find out how the general populace feels about their reptilian overlords, maybe" whispers Vanya to the others while trying to pass for a bored and dangerous mercenary in search for a job
Diplomacy check: 1d20 + 1 ⇒ (19) + 1 = 20
Kelsier Palance |
I agree with Vanya that we should gather public opinion first
-Posted with Wayfinder
DM Feral |
Vanya spends some times making her way up and down the docks. There's the odd ducks on occasion but for the most part the sailors and porters working in the area agree.
"They keep money and stable work flowing through the area. I’ve never been able to eat as well as I have since I started working for them”, a Bekyar man hauling a crate of bananas explains.
The sun's starting to set at this point.
DM Feral |
Moving further inland, Wayne wanders into a block of ramshackle housing. The Aspis seem less beloved here.
“The Asps have been strangling our nation and our people, robbing us of our culture and selling it piece by piece to rich people in the north. If I didn’t need their money to feed my family, I’d have nothing to do with them”, an older Bonuwat woman says as she sews.
Wizard of the Coast |
Kel will wander with Wayne if he doesn't mind, assisting his efforts and trying to engender a little goodwill for the Society.
Among those who profess disdain or dislike for the snakes, he will bring up that "There is another group who might help to bring wealth and jobs to the area if the Aspis didn't have such a strong footing... The Society in Absalom could be such a resource... please keep an open mind and welcome them if you meet their representatives, as they have done right by me and my friends, and can do so for you as well."
diplo to spread some Society goodwill: 1d20 + 8 ⇒ (19) + 8 = 27
Wizard of the Coast |
well that didn't go over so well... sigh
Vanya Kaleth |
I believe the point is we are not supposed to sway the populace but merely to assess their sentiment in favour or against the Aspis Consortium. From what we ghatered most people here are happy with them although some feel bitter/resentful for their methods (but still take their money). I don't know if 3 results are enough to have a clear picture of the situation though. If we are done with this part we could try to get a job with the Aspis Consortium or start searching for some allies. Vanya has suggested a possible ally (one she's interacted in teh past and knows for sure has little love for the Aspis Consortium)
"Seems like nothing has changed. The place was a dump, its people piss poor. The Consortium gave them some scraps and to them it's like they are they saviours even if they are just getting a fraction of what they could under more honest rulers... In order to oust the serpents from here we'll have to work long and hard. We can do nothing now, considering our other duties, but it's something to keep in mind nontheless"
Vanya reasons before rejoining the others:"What an happy place this is! People are happy and the sky is clear. All is well under the sun! Besides the fact we still don't have a job! What will it be now then? See if the Aspis Consortium still has some work for us or try our luck with the local merchants? Maybe they need escort for their merchandise"
At this point of the day Vanya would take either option. Going on with the espionage mission against the Consortium is a good option as long as the party tries to contact House Cartahegn later
Kelsier Palance |
Kelsier frowns. "I'm not sure about this, Wayne."
this type of thing is way outside Kelsier's comfort zone. I've seen it work before though
-Posted with Wayfinder
Wayne Jericho |
"Bout to find out." Wayne walks up the group in tow. "Howdy folks. Nice day. The higher ups called us in to check up on things here. Y'all should let us in."
Bluff: 1d20 + 6 ⇒ (12) + 6 = 18
Wayne Jericho |
"You talkin' back to me boy? I should report back on how y'all are insubordinate. I'll make sure ya get what ya deserve. I'll be right back..."
Intimidate or Bluff?: 1d20 + 6 ⇒ (20) + 6 = 26
Wayne Jericho |
"Right now, all I reckon is yer givin' a superior agent lip and not lettin' him in to inspect. When this all goes south, you get the blame. And I wouldn't want to be you when that happens and that sure will partner."
Wayne Jericho |
"Alright. Guess the axe comes down on yer head then." Wayne leads the group away. "That didn't work partners. Let's try somethin different, like sneakin' in like a prairie dog."
Stealth: 1d20 + 3 ⇒ (11) + 3 = 14
DM Feral |
When the party departs, the guards resume their posts. It seems confrontations like this are fairly common.
1d4 ⇒ 3
Perceptions: 3d20 ⇒ (2, 20, 20) = 42
Leaving the party behind cover, the gunslinger tries approaching the warehouse unseen. Unfortunately, a couple of the guards spot him and draw weapons. "They're back and they're trying to sneak in!"
Initiative: 6d20 ⇒ (3, 17, 11, 10, 12, 18) = 71
Vayna is up.
Vanya Kaleth |
"Hot damn!" mutters Vanya before moving towards the guard on the lower part of the werehouse, shouting:"Listen up, Wayne here got a little excited and has some problems respecting authority... and we apologize for his behaviour, but we really were asked to come here by a certain Na’alu. He never mentioned anything about badges though. Now I suggest we let bygones be bygones and you contact Na’alu for confirmation and no one gets hurt. Otherwise we'll be forced to defend ourselves. Your choice!"
Bluff check: 1d20 + 8 ⇒ (2) + 8 = 10
DM Feral |
The guard narrows his eyes and levels a crossbow midway through Vayna's story. "I'm not buying it. This place is under Aspis protection!"
Xbow vs Vanya: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d8 ⇒ 8
On the other side of the building the guards aren't quite as chatty.
Xbow vs Wayne: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d8 ⇒ 4
Xbow vs Wayne: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d8 ⇒ 2
The sound of armored boots suggests the rest of the warehouse's security detail is approaching.
The party is up.
Wizard of the Coast |
Hearing more guards coming, Kel casts a quick mage armor on himself... and pulls out a bottle from his belt. (no movement)
Kelsier Palance |
which way does it sound like the guards are comong from? Southwest corner of the building or northeast corner?
-Posted with Wayfinder
Kelsier Palance |
Kelsier moves over to stand by Wayne, drawing his polearm as he comes.
60' move, drawing polearm
-Posted with Wayfinder
Kelsier Palance |
hopefully they'll approach to melee--Kel has Combat Reflexes
GM, would it be possible for Kelsier to take a run action to get adjacent to the crossbowmen? If so, he would do that instead. He still threatens adjacent spaces with his spiked gauntlets
-Posted with Wayfinder
Vanya Kaleth |
With an heavy sigh Vanya shakes her head in frustration before springing into action:"Have it your way then!" she mutters.
In a few steps she's on the enemy slashing with her kukri.
Attack roll: 1d20 + 7 ⇒ (20) + 7 = 27 -> Damage roll: 1d4 + 4 ⇒ (4) + 4 = 8
Edit
Critical confirmation check: 1d20 + 7 ⇒ (5) + 7 = 12 -> Damage roll: 1d4 + 4 ⇒ (3) + 4 = 7
Kelsier Palance |
GM, I moved Kelsier forward to where he would have run to. If being flat-footed from running means he can't take AoOs, then he would actually not run, since that would defeat the point. If that is the case, please put him back next to Wayne
DM Feral |
You are flatfooted from running but you have combat reflexes so you can still take AoOs.
Vanya sticks the guard leaving a bloody wound. He drops his crossbow and draws steel. The guards on the other side of the warehouse do the same.
Sword vs Vanya: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Confirming: 1d20 + 4 ⇒ (4) + 4 = 8
Extra Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Sword vs Kelsier: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Confirming: 1d20 + 4 ⇒ (9) + 4 = 13
Extra Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Sword vs Kelsier: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
On the south side, another guard sounds very close. Kelsier sees the big half-orc, now grown to giant proportions, and his feral dog approaching.
The party is up.
Wizard of the Coast |
Kel moves forward and drinks the bottle he pulled out last round (shield extract).
Kelsier Palance |
Kelsier drops the Lucerne hammer. In one smooth motion, he draws his double sword and tries to cut down one of the men that has already been hit by Wayne, then he steps back to put some distance between himself and the oncoming enlarged guard.
(None)
Round 2 action:
free action to drop hammer
Move action to draw double sword
Standard action to attack wounded guard
Rolls:
two-bladed sword, attack, two hands: 1d20 + 8 ⇒ (3) + 8 = 11 for slashing, Silvered: 1d8 + 5 ⇒ (5) + 5 = 10
-Posted with Wayfinder
Kelsier Palance |
Vanya Kaleth |
Vanya keeps pressing the thug, this time with both kukris.
Attack roll 01: 1d20 + 5 ⇒ (6) + 5 = 11 -> Damage roll 01: 1d6 + 4 ⇒ (3) + 4 = 7
Attack roll 02: 1d20 + 5 ⇒ (7) + 5 = 12 -> Attack roll 02: 1d4 + 2 ⇒ (1) + 2 = 3
Vanya 17/24 hp
DM Feral |
Vanya finds her kukris parried by the guard. He and the other guards strike back. Its leash released, the feral hound comes bounding around corner to join the melee.
Another guard turns the corner of the warehouse and fires his crossbow at Kel.
Sword vs Vanya: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Xbow vs Kel (cover): 1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 10
Damage: 1d8 ⇒ 3
Sword vs Kelsier: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Sword vs Kelsier: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Confirming: 1d20 + 4 ⇒ (4) + 4 = 8
Extra Damage: 1d6 + 3 ⇒ (6) + 3 = 9
The giant half-orc can be seen around the corner guzzling a potion. His muscular forms swells with even greater power.
The party is up.
I actually forgot about 4-person table scaling so there's only 5 guards and a dog instead of 7.
Vanya Kaleth |
Vanya attacks again, hoping to get past her opponent's defences...
Attack roll 01: 1d20 + 5 ⇒ (7) + 5 = 12 -> Damage roll 01: 1d6 + 4 ⇒ (4) + 4 = 8
Attack roll 02: 1d20 + 5 ⇒ (7) + 5 = 12 -> Attack roll 02: 1d4 + 2 ⇒ (1) + 2 = 3
Kelsier Palance |
Kelsier drives his sword at one of the thugs, twirls the blade and then thrusts the other end at another standing target, then steps back again.
(None)
Round 3 action:
twf
5' step
Rolls:
two-bladed sword, twf, main-hand: 1d20 + 8 - 2 ⇒ (11) + 8 - 2 = 17 for Slashing, silvered: 1d8 + 3 ⇒ (8) + 3 = 11
two-bladed sword, twf, offhand: 1d20 + 8 - 2 ⇒ (9) + 8 - 2 = 15 for Slashing, silvered: 1d8 + 1 ⇒ (7) + 1 = 8
Active Status effects:
two weapon defense: +1 AC
10/26hp
-Posted with Wayfinder
Wizard of the Coast |
Kel waits for the foe around the corner to approach Vanya, then steps forward and casts burning hands on them both.
cast defensively dc 17: 1d20 + 6 ⇒ (11) + 6 = 17
damage: 2d4 ⇒ (4, 1) = 5
dc 15 or half damage
DM Feral |
The other guard rounds the corner and gets a faceful of fire.
Reflexes: 2d20 ⇒ (16, 14) = 30
One manages to shield himself slightly but the other is badly burned. Enraged, the burned guard charges after the wizard. Provoking from Vanya.
Sword vs Wizard: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Sword vs Vanya: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
On the northern side of the warehouse, the feral hound comes bounding past Kelsier to lunge for Wayne. Provoking from Kelsier.
Bite vs Wayne: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
The brutish half-orc previously threatened by Wayne thunders forward and throws a huge punch at Kelsier.
Punch: 1d20 + 7 ⇒ (14) + 7 = 21
Nonlethal Damage: 1d8 + 8 ⇒ (3) + 8 = 11
The party is up.
Wayne Jericho |
"Down ya crazy mutt." Wayne steps back after being bitten and fires his gun at the rabid dog.
PBS, vs Touch, Rapid: 1d20 + 7 ⇒ (6) + 7 = 13
1d8 + 2 ⇒ (6) + 2 = 8
PBS, vs Touch, Rapid: 1d20 + 7 ⇒ (19) + 7 = 26
Up Close and Deadly: 1d8 + 1d6 + 2 ⇒ (3) + (4) + 2 = 9