Wizard of the Coast
|
agreed
| DM Feral |
4d20 ⇒ (4, 5, 15, 3) = 27
Determined to finish their tasks before being run out of town, the party heads out to meet with House Cartahegn.
House Cartahegn is based in an imposing two-story trading post in the northeastern part of the city. The storefront bustles with citizens and merchants alike, most purchasing staple commodities such as sugar and rice. A busy clerk greets customers as they enter and provides helpful directions to any who ask.
| DM Feral |
The clerk puts her quill down and gives Wayne a second glance. "Please wait a moment."
She retreats into a another room and returns several minutes later. "Novaria will see you now. Please follow me."
The clerk leads the party up a short flight of stairs and into a well-appointed office on the second floor of the trading house.
Novaria immediately stands from her desk to greet Vanya and Kelsier warmly. She gives Wayne and Kel an appraising look before smiling in approval. “Always a pleasure to work with your illustrious Society. The last time I dealt with your people, it led to a mutually beneficial arrangement that I have not forgotten. In fact, my current position at this trading house is a direct result of our last encounter. I sincerely hope that you come today with another such opportunity.”
| DM Feral |
"That is something we can do but what you are asking for is a considerably riskier proposition for House Cartahegn than simply purchasing supplies as we've done in the past. Moving Pathfinders and Society supplies through Bloodcove would certainly lead to direct conflict with the Aspis Consortium, and that is a risk I do not take lightly."
It appears she needs some convincing.
Kelsier Palance
|
Kelsier gives the woman a rare smile at her greeting.
Kelsier's lack of non combat utility kicks in again here. I really need to retrain him or something. He's a terrible Pathfinder.
Kelsier looks to Vanya to take the lead.
-Posted with Wayfinder
Wizard of the Coast
|
"We understand your reticence at this proposal. What we request is not asked lightly. We do understand the power of the Snakes here in Bloodcove, but we DO believe it is time for a change. Perhaps if a House as powerful as House Cartagehn were to show some favor to the Society, then others might come around as well in time. However, for now, what can we as Pathfinders do, or the Society as a whole do, to help make our request easier to accept?"
diplo with inspiration: 1d20 + 8 + 1d6 ⇒ (20) + 8 + (5) = 33
Kelsier Palance
|
Kelsier nods. "We're good." diplomacy, aid another: 1d20 - 2 ⇒ (12) - 2 = 10
-Posted with Wayfinder
Vanya Kaleth
|
Vanya nods:"Certainly all of that, but more importantly... profit for you. The Pathfinder's Society rewards its friends and by helping us you'll be in a unique position when dealing with us here and in other parts of the continent too"
Aid Another Diplomacy: 1d20 + 1 ⇒ (1) + 1 = 2
Kelsier Palance
|
hopefully 35 is high enough :-p
-Posted with Wayfinder
| DM Feral |
Novaria pauses as she considers Kel's request. "Perhaps we can help each other."
“Recently, a local pirate crew led by a thug named Ungala has been intercepting our trade barges and wagons and stealing our cargo. It is the gods’ fortune that you came to see me today of all days, as we are preparing to move an exceptionally valuable shipment to Warehouse Row to be loaded onto a ship bound for the Inner Sea today. After our usual guards’ failure to protect the last two shipments from Ungala’s raiders, I’ve lost confidence in their abilities. But where they have failed, you might have a real chance. Up to this point, Ungala and her ruffians have always attacked while our supply carts were passing near Free Trade Square, where they can strike in the narrow streets and disappear into crowds quickly. I have no doubt that they’ll be planning such an at tack for today’s shipment, and I want you to be there and ready to intercept them.”
| DM Feral |
"Excellent. Return in a few hours and I'll introduce you to the teamsters driving the wagon."
***
A few hours later the party returns. Novaria personally escorts them down to a small warehouse where a pair of a teamsters are seated in a heavily laden covered wagon. Novaria briefly reviews the route with the party and then returns to her office.
The tiny caravan winds through the northern half of the city while sticking to the sturdier streets, which are increasingly crowded as the procession approaches Free Trade Square.
4d20 ⇒ (16, 11, 18, 1) = 46
Kelsier and Wayne notice that the crowd is beginning to scatter ahead where someone has erected a rough barricade across the street.
1d20 ⇒ 19
Initiative: 7d20 ⇒ (11, 6, 15, 7, 9, 13, 5) = 66
Wayne gets a surprise action.
| DM Feral |
1d2 ⇒ 2
A bonuwat woman with a pierced septum and armed with a bow appears on the roof of the southern building. She lines up a shot on Kel and fires!
Bow (point blank): 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Damage: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8 Also make a DC 11 fort save or take 1d2 ⇒ 1 con damage.
Sneak Attack: 1d6 ⇒ 2
Keliser gets a surprise action.
Kelsier Palance
|
Kelsier moves to the front of the wagon, towards the barricade, drawing his Lucerne hammer as he goes. please move me on the map
-Posted with Wayfinder
| DM Feral |
Three bonuwat men appear. One, huge and muscled, peers around the corner and drinks a potion. The other two are much leaner and fire bows at the party.
Bow vs Kelsier: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d8 ⇒ 3
Bow vs Vanya: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Normal Initiative: Wayne is up.
Vanya Kaleth
|
Seing how she can't easily reach the snipers Vanya gets to cover crouching under the cart, unsheating her kukris while moving:"Get here! Let them come get us if they dare!"
any way to get on that roof that Vanya can see?
Wizard of the Coast
|
fort save dc 11: 1d20 + 1 ⇒ (14) + 1 = 15
Kel would have cast mage armor before nearing the Free Trade Square but that shot would have still hit
Kelsier Palance
|
Kelsier maintains his position, but pivots to face the brawny man, hammer at the ready. "I'll take 'im" he says quietly to Wayne, and tosses a glance over his shoulder to indicate the gunslinger should take out the other archers.
readied attack to hit the big man when he comes within reach. Note that Kelsier has spiked gauntlets that can be used for AoOs should the man provoke again once he is adjacent
-Posted with Wayfinder
| DM Feral |
The other archers fire again while the big man moves in to strike with his enormous axe.
Bow vs Wayne: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d8 ⇒ 3
Bow vs Kel: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d8 ⇒ 7
This will trigger Kelsier's ready. He can take an AoO too.
Axe vs Kelsier: 1d20 + 14 ⇒ (11) + 14 = 25
Damage: 2d12 + 10 ⇒ (2, 2) + 10 = 14
Wayne is up.
Wayne Jericho
|
Wayne's eyes widen as Kelsier is struck but he heeds the fighter's advice.
Vs yellow normal AC: 1d20 + 9 ⇒ (7) + 9 = 16
1d8 + 2 ⇒ (1) + 2 = 3
Vs yellow normal AC: 1d20 + 9 ⇒ (1) + 9 = 10
1d8 + 2 ⇒ (4) + 2 = 6
Kelsier Palance
|
readied attack, Lucerne hammer: 1d20 + 8 ⇒ (3) + 8 = 11
attack of opportunity, Lucerne hammer: 1d20 + 8 ⇒ (5) + 8 = 13
dice gods have it out for Kelsier right now. :-(
-Posted with Wayfinder
Kelsier Palance
|
12/26hp
-Posted with Wayfinder
Wizard of the Coast
|
Kel pulls out his wand of cure light because KElsier can't wait 10 rounds for healing... and (moves if necessary) to touch him.
cure light wounds on Kelsier: 1d8 + 1 ⇒ (2) + 1 = 3
Kelsier Palance
|
one more hit from that axe with more average dice might kill Kelsier outright, heh.I guess that was a potion of lead blades
15/26hp with Kel's healing
-Posted with Wayfinder
Kelsier Palance
|
he could shout for me to back up and ready an action for when I come in reach. That would fit my next move actually
-Posted with Wayfinder
Kelsier Palance
|
or he could blast this guy with sleep or color spray or something. I would settle for that :-p
-Posted with Wayfinder
Wizard of the Coast
|
Kel moves around behind the wagon (hoping it will provide some cover) and draws out his cure light wand.
can't ready - moved too far, but will cure on you next round if you back up
"Kelsier, come closer to me if you want a little curing."
Kelsier Palance
|
"Wayne, clear out!" Kelsier shouts before tumbling a few feet backwards and coming back to his feet.
move 10' away and ready an attack against the big guy again
acrobatics, avoid AoO: 1d20 + 9 ⇒ (5) + 9 = 14
I bet he kills me right now. SMH.
-Posted with Wayfinder
Kelsier Palance
|
Wizard of the Coast
|
Kel moves up to Kelsier, hoping the horse provides some cover still, and touches him with the wand...
I rolled 3 points before, should I keep that roll or re-roll it?
Wizard of the Coast
|
clw on Kelsier: 1d8 + 1 ⇒ (8) + 1 = 9