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Kelsier delivers a nasty cut to the dog as it runs by, and then tumbles to the ground from the,giant half-orc's punch.
crit confirm: 1d20 + 8 ⇒ (13) + 8 = 21 for slashing, silvered: 1d8 + 5 ⇒ (1) + 5 = 6
if that drops the dog, I would imagine Wayne's attacks are directed at the thug that knocked Kelsier out
10/26hp, -11 nonlethal: unconscious
-Posted with Wayfinder

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Kel sighs and groans slightly as he takes the wound... and glares at the guard. "That was unwise."

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Kel steps back and fires a magic missile at the guard who took the full brunt of the fire, hoping Vanya can fell the other one quickly.
mm dmg: 1d4 + 1 ⇒ (3) + 1 = 4

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Vanya slashes st the upcoming thug then concentrates on the one in front of her:"You are a tough one, eh?" she says before slashing again with her kukris.
AoO Roll: 1d20 + 5 ⇒ (9) + 5 = 14 -> Damage roll: 1d4 + 4 ⇒ (3) + 4 = 7
Attack 01 Roll: 1d20 + 5 ⇒ (18) + 5 = 23 -> Damage roll: 1d4 + 4 ⇒ (4) + 4 = 8
Attack 02 Roll: 1d20 + 5 ⇒ (18) + 5 = 23 -> Damage roll: 1d4 + 2 ⇒ (4) + 2 = 6
Edit
Critical Confirmation 01: 1d20 + 5 ⇒ (6) + 5 = 11 -> Damage roll: 1d4 + 4 ⇒ (1) + 4 = 5
Critical Confirmation 02: 1d20 + 5 ⇒ (10) + 5 = 15 -> Damage roll: 1d4 + 2 ⇒ (3) + 2 = 5

DM Feral |

Wielding spell and blade, Vanya and Kel bring down the two guards on the western side of the warehouse.
With Wayne having shot him, the giant orc puts away the kid gloves and readies an equally giant axe as he pursues the gunslinger.
Axe: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 3d6 + 9 ⇒ (4, 2, 5) + 9 = 20
The party is up.

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"Stall him! shouts Vanya, as her enemy drops down in a puddle of blood. Then the taldan woman starts running towards the other side of the werehouse...
Perception check: 1d20 + 7 ⇒ (18) + 7 = 25
Vanya runs towards the orc, hoping to flank him with Wayne, perception rolled in order to sense any upcoming opponents in whiuch case Vanya would stop running and confront them

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Kel runs around the corner to see what is threatening Wayne and gasps at the size of the thing... He begins a summoning spell.

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"Right, I'll get on that." Wayne says as he is almost cleaved in two. He goes into total defense and tries to tumble away.
Acrobatics: 1d20 + 8 ⇒ (12) + 8 = 20
AC is 25 for the AOO and until my next turn.

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Kel finishes summoning and an eagle appears over the giant, distracting and attacking it, hopefully helping Wayne get further away from it.
to hit beak: 1d20 + 3 ⇒ (6) + 3 = 9
dmg if hits: 1d4 ⇒ 4
to hit talon: 1d20 + 3 ⇒ (4) + 3 = 7
dmg if hits: 1d4 ⇒ 4
to hit talon: 1d20 + 3 ⇒ (3) + 3 = 6
dmg if hits: 1d4 ⇒ 2
oh my that was one pathetic attack sequence
Then he pulls out a wand of grease and tries to fell the giant guard.
grease under the guard's feet, reflex dc 15 or he falls down. if he saves and tries to move more than half rate, dc 10 acro, if he fails that, he can't move and must make the reflex save again.

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[dice=Reflex]1d20
Wouldn't the wand be DC 11? Does Kel have a class feature that lets him use his stats for the wand DC?
you're right - my bad... I forgot while I was typing it... so I guess he made it, darnit...

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still might slow him down and give wayne more time to get away

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Wayne will Martial Flexibility for Snake Style and gives the orc a chop to the chest.
Flank: 1d20 + 8 ⇒ (19) + 8 = 27
1d6 + 2 ⇒ (5) + 2 = 7
Sense Motive for when he attacks me: 1d20 + 11 ⇒ (20) + 11 = 31

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Vanya moves closer near the gigantic guard trying to avoid his huge axe
Acrobatics check to avoid AoO: 1d20 + 10 ⇒ (18) + 10 = 28
Double move. Vanya closes in on the orc, can't attack since he moves away more than 6'', if by any chance he's still able to attack Vanya with an AoO keep in mind she gets a +4 AC (dodge) due to mobility. Edit: Btw great placement for the summon

DM Feral |

Wayne's chop connects but it's not unlike chopping a brick wall.
The giant rears back swings his axe in a vicious cleaving arc.
Cleave vs Bird: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 3d6 + 9 ⇒ (1, 6, 5) + 9 = 21
Cleave vs Rogue: 1d20 + 9 ⇒ (2) + 9 = 11 - disregard
Damage: 3d6 + 9 ⇒ (6, 1, 4) + 9 = 20
The party is up.

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Is kleiser still with us?
Vanya attacks the orc with her kukris.
Attack roll 01: 1d20 + 5 ⇒ (13) + 5 = 18 -> Attack roll: 1d4 + 4 ⇒ (3) + 4 = 7
Attack roll 02: 1d20 + 5 ⇒ (6) + 5 = 11 -> Damage roll: 1d4 + 2 ⇒ (1) + 2 = 3

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the bird attempts to hover...
fly dc 15: 1d20 + 8 ⇒ (7) + 8 = 15
and barely manages to do so and attack again in full
to hit beak: 1d20 + 3 ⇒ (15) + 3 = 18
dmg if hits: 1d4 ⇒ 2
to hit talon: 1d20 + 3 ⇒ (3) + 3 = 6
dmg if hits: 1d4 ⇒ 4
to hit talon: 1d20 + 3 ⇒ (16) + 3 = 19
dmg if hits: 1d4 ⇒ 2
And Kel himself pulls out a wand of infernal healing and hopes Wayne won't object. He walks forward and touches the gunslinger with the wand (fast healing 1 for 10 rounds).

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The bird winks out of existence while the orc is falling... Kel walks over to Kelsier and touches him with the wand as well. (fast healing 1 for 10 rounds)
Last but not least, he touches himself with the wand as well...

DM Feral |

With the Aspis guards defeated the party is free to explore the warehouse and the docked ships at their leisure.
Inside the warehouse there's crates, barrels, and sacks filled with preserved food, fresh water, and general supplies - including assorted poisons.
The ships are unmanned. In the holds below deck there's several lengths of spare rigging and extra sailcloth.

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I have no profession sailor or craft ships, but I do have knowledge engineering... can I figure out a way to damage the rudders or something so the ships won't be able to sail on schedule? If not... maybe damage all the sails too?
know engineering: 1d20 + 8 ⇒ (8) + 8 = 16
Also, he'll try to ruin all the poisons by diluting them or neutralizing them ..
craft alchemy: 1d20 + 15 ⇒ (6) + 15 = 21

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"This was less than ideal but at least we suceeded. I think we should discount subtle acts of sabotage since the Asps will know for sure we were here after what we just did to their guards... So any idea on how to do this? I suppose we could throw all of their supplies into the waters, but it will take some time. Or should we just cut their sails to ribbons? Couldthey have something here that would help us? Something explosive maybe?" says Vanya to the others before moving inside the warehouse.
Perception check: 1d20 + 7 ⇒ (20) + 7 = 27

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yup, I was reading along
Kelsier tersely thanks Kel for the healing and stands up.
20/26hp
He holds out his own healing wand, hoping that one of the party can find a way to use it on him. UMD any one?
Once in the warehouse, he looks for anything he can ruin. Kelsier does have profession, sailor, if that helps
"We could burn it all down."
-Posted with Wayfinder

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sorry no umd here...
"Fire could spread to ships and warehouses that belong to honest merchants... I think just sabotaging these boats and the poisons, might hopefully be enough... the rest of the goods here are rather mundane. What do the rest of you think?"

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I missed that.. in which case
Kel takes the wand and taps Kelsier with it for
clw: 1d8 + 1 ⇒ (1) + 1 = 2
If he wants another one... here it is, only take off the 2nd charge if you want this one:
clw: 1d8 + 1 ⇒ (7) + 1 = 8

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We could take the goods but how would we transport them, we don't have carts or horses or anything like that

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int check: 1d20 + 4 ⇒ (11) + 4 = 15
"Seems to me we've done enough here with the rudders disabled and the poisons destroyed. Time to move on to our last task, I think."

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"Now who do you think we should talk to next... making things more welcoming to the society in Bloodcove is a tall order. The Snakes seem to have people too cowed to even want to talk to us..."

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Kelsier thanks Kel again for the healing. taking both charges to be at 26/26hp again. Then he points out the places on the ship's hull where they could sink them, and helps to do so if so agreed.
--
Once the sabotage is complete, Kelsier follows the party away from the warehouse. "Cartagehn."
we could do something to sabotage the Aspis' reputation, but all we really need to do is do something positive for the society
-Posted with Wayfinder

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yes, rest sounds good.. I'm out of spells anyway

DM Feral |

They aren't the best accommodations but the party finds someplace to rest their heads and get some much needed rest. The next morning, after breaking their fast, the party notices quite a few sets of eyes settling on them. It seems they've attracted a bit too much attention since getting into town.
The party's hit a serious awareness threshold. Someone can try to cover the party's tracks (reducing awareness) but it applies a -10 penalty to your awareness check.

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what would that involve? skillwise... survival? diplomacy? something else?