Damvorak
|
He'll then turn to Damvorak. "You know, I don't think I've ever asked you about that holy symbol around your neck..."
"Yes, Nethys. He gave me my staff" he holds it high, "A true measure of his power and grace."
"He is an everchanging god though, not for everyone." Damvorak smiles, "An acquired taste if you will."
"You worship Iomedae, right? A good god, a powerful god, a warriors god."
Damvorak would like to hide the barel somewhere so we don't have to leave someone behind to guard it. That said, if we have it with us and lose it, we do have the location object scroll...
| DM Panic |
As you arrive at the warehouse, you easily find a post with which to tether the Atolian donkey and cart, and an assorted array of broken down crates within which to temporarily stash Cayden's Last Keg.
Feel free to make the checks to go in through whichever door you prefer.
I'll assume a 2-wide party order of:
S D
H T
B R
Sad Rock
|
Sad ties up the Goggie with Caydeen's Arse and asks the dog to watch the cart.
At the warehouse, Sad tries the front door to find it locked. Sad turns to party.
"Door locked. Anyone have crowbard?"
Sad asks Benjamin if he can borrow Ben's heavy pick. "Use pick open door," Sad points at the door.
Damvorak
|
Damvorak digs through his pack for his crowbar and steps up to the door.
Strength: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10
He turns to the others, "Can I get a little help?" He turns back and works the door a little longer. "oof!"
Strength: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Strength: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
Sad Rock
|
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At North Door, Sad accepts Dam's crowbar and tries to get inside.
"Pull!" Sad yanks as hard as he can while everyone else is pushing.
1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14 Str
"Oops! That not work. Try again? Okay? On three!!" Sad says, getting his stony hands ready.
"One! T..wo!!" Sad, excited by the counting, goes on two, forgetting all about three.
1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17 Str
"Oops! One more time!" Sad says. "Pull on three!"
"One! Two! Three!" Sad pushes with all his might, forgetting he was supposed to pull.
1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17 Str Check
"That no work so good. Maybe crowbard broke." Sad takes out the crowbar and looks at it sternly, even banging it against the ground to test its 'metal'. Sad puts the crowbar back and tries again.
1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25 Str Check
Finally, the door yields to the unyielding might of Rock.
"There, that easy. And quiet too!" Sad says proudly, flexing an arm.
| DM Panic |
Perception
Benjamin: 1d20 + 4 ⇒ (9) + 4 = 13
Damvorak: 1d20 + 7 ⇒ (7) + 7 = 14
Harrol: 1d20 + 2 ⇒ (15) + 2 = 17
Thorel: 1d20 + 4 ⇒ (7) + 4 = 11
Ramli: 1d20 + 5 ⇒ (8) + 5 = 13
Sad Rock: 1d20 + 7 ⇒ (14) + 7 = 21
Initiative
Benjamin: 1d20 + 4 ⇒ (7) + 4 = 11
Damvorak: 1d20 + 2 ⇒ (8) + 2 = 10
Harrol: 1d20 + 2 ⇒ (1) + 2 = 3
Thorel: 1d20 + 3 ⇒ (11) + 3 = 14
Ramli: 1d20 + 2 ⇒ (8) + 2 = 10
Sad Rock: 1d20 + 7 ⇒ (7) + 7 = 14
Enemies: 1d20 + 6 ⇒ (4) + 6 = 10
As the door to the warehouse finally heaves open with a large metallic grating sound, light pours into the interior, illuminating hundreds if not thousands of crates and boxes within.
Round 1
14 Sad Rock:
14 Thorel:
11 Benjamin:
10 ???:
10 Damvorak:
10 Ramli:
3 Harrol:
We'll go into initiative, but no obvious enemy can be seen, so everyone should post their Round 1 actions.
Sad Rock
|
Round 2, Init 14
Sad hands the crowbar back. "Thank you, DamnVrock."
Drawing his club, Sad moves to S6 and takes total defense as he looks around, alert.
Sad sniffles sadly as no one thought to thank him for his fine work guarding the Arse nor helpfully opening the door.
No one like Rock. Sad not monster.
1d20 + 7 ⇒ (19) + 7 = 26 Perception
AC: 18+4=22
Damvorak
|
Round 1, Initiative 10, Location: Q13->P08
Weapon Equipped = Staff
Conditions = none
Hand of the Acolyte = 6/6
Resistant Touch = 6/6
Channel Energy = 3/3
Spells
Cantrips DC 13: Create Water, Detect Magic, Spark, Stabilize
First Level DC 14: Identify, Command, Remove Fear
Perception: 1d20 + 3 ⇒ (9) + 3 = 12
Damvorak takes back his crowbar with a nod and puts it in his pack (presumably before we opened the door).
When the doors are opened, he walks in to the edge of a pile of boxes and looks down the 'lanes' deeper into the building. He readies an action to attack anyone who closes with him (other than the party of course).
Young Harrol
|
Perception: 1d20 + 2 ⇒ (2) + 2 = 4
Casting bless, Harrol will walk just inside the warehouse door, readying one of his magic stones menacingly. "Come out! We want to have a talk with you. You're going to answer for all of those relics you've stolen!" he pipes up. He glances at his taller and more menacing party members. "Isn't she?"
| DM Panic |
Sad Rock boldly moves into the warehouse and prepares for oncoming enemies, while Thorel gives Damvorak a chance to explore ahead of hir.
As the half-orc moves in and steps off one of the wooden floorboards, he hears a distinctive click and realizes all-too-late that a couple vials have been released from some sort of mechanism near the ceiling.
The pair of vials descend onto the crates below and immediately ignite.
Trap triggered!
Based on the latest events, folks who go after Damvorak (Ramli, Harrol and Thorel) can change their action, should they choose.
Round 1
14 Sad Rock: Moves to S,6 and total defense
14 Thorel: Delays to Damvorak
11 Benjamin: TBD
10 Damvorak: Moves to P,8 triggers trap
10 Ramli:
10- ???:
3 Harrol:
Now Up: Benjamin, Ramli and Thorel. Something else will happen before Harrol's action.
| DM Panic |
Ah, for detecting traps I usually rule that it takes a move action, and with Sad Rock both moving and then using a standard to take a total defense action, I didn't get the "I'm looking for traps" vibe - thus assumed he was just taking a free action to be look for things lurking about in the dark -- not going slowly, square-by-square looking for trap mechanisms. In addition, Sad Rock didn't walk through a square with a trap in it... had Damvorak rolled a 26, I would've likely given the detection to him.
Also, I might have been influenced in knowing you've played this scenario before and wanting detection to have been accomplished by someone else!
I should also be clear - the fires appear like they will spread.
Benjamin Copperbottom
|
Round 1
HP = 9/11
AC/T/F = 15/12/13
Speed = 20'
Weapon Equipped = None
Bombs = 4/4 (1d6+3 DC 13)
Alchemist (Grenadier) Spells Prepared (CL 1):
1 Shield, Cure Light Wounds
Benjamin drinks his extract of shielding.
"Be careful, we never know what they have waiting for...oh."
| DM Panic |
Fires can be extinguished with an untrained DC15 Survival check using a blanket, cloak, etc to smother them. Create water has a 50% chance to extinguish a fire.
Ramli and Thorel cautiously enter the warehouse while Benjamin quaffs an extract.
The fires crackle and migrate onto nearby crates, providing further illumination in the warehouse.
Thankfully, it appears nothing valuable has yet to be consumed by the flames - mostly urns and pottery in the crates currently on fire.
Round 1
16 Sad Rock: Moves to S,6 and total defense
15 Thorel: Delays to Damvorak
14 Benjamin: Drinks shield extract
13 Damvorak: Moves to P,8 triggers trap
12 Thorel: Moves to P,9 and readies telekinetic fist
11 Ramli: Follows Sad Rock in
10 Fires: Spread to nearby crates
3 Harrol:
Round 2
16 Sad Rock:
15 Thorel:
14 Benjamin:
13 Damvorak:
12 Thorel:
11 Ramli:
10 Fires:
Now Up: Everyone!
Damvorak
|
Round 2, Initiative 10, Location: P08->L6
Weapon Equipped = Staff
Conditions = none
Hand of the Acolyte = 6/6
Resistant Touch = 6/6
Channel Energy = 3/3
Spells
Cantrips DC 13: Create Water, Detect Magic, Spark, Stabilize
First Level DC 14: Identify, Command, Remove Fear
Damvorak casts Create Water on the fire at M10. He walks further into the room (to L6) and calls out, "Is there anyone here? There's a fire, and you need to get out NOW!"
"Sad Rock, please break down the other doors with your strength! I'm going to sweep through the warehouse and escape that way, but I'll need your help getting out!"
Young Harrol
|
Survival to smother a fire: 1d20 + 2 ⇒ (17) + 2 = 19
"Where is she? Is she here? Oh... Inheritor save me." he says, miserably, as he attempts to bat a fire out with his cloakwith a frightened squeak.
| DM Panic |
I believe Sad only douses one square of fire with one casting of Create Water. I'll post the full rules from the scenario here so everyone knows the mechanics.
@Damvorak: Go ahead and roll your own percentile dice if you are using spells.
Harrol successfully smothers a fire. Which one?
A PC can extinguish a 5-foot square with a successful DC 15 Survival check; for every 5 points by which the check exceeds the DC, the PC extinguishes 1 additional adjacent square.
Casting create water has a 50% chance of extinguishing a square, while higher-level spells with the cold or water descriptor extinguish 1 square per spell level squared (1 square at 1st, 4 squares at 2nd, 9 squares at 3rd, and so on) unless the spell specifies otherwise. Encourage the players to come up with other creative ways of extinguishing the flames.
Young Harrol
|
D'oh. Serves me right for not looking at the map. Can he reach one? Depending on the movement necessary to clamber over the boxes he might be able to reach the one at M11. I'll roll a climb check.
Climb, 2x Speed: 1d20 + 2 ⇒ (19) + 2 = 21
Benjamin Copperbottom
|
Round 2
HP = 9/11
AC/T/F = 15/12/13
Speed = 20'
Weapon Equipped = None
Bombs = 4/4 (1d6+3 DC 13)
Alchemist (Grenadier) Spells Prepared (CL 1):
1 Shield, Cure Light Wounds
Benjamin will attempt to assist Harrol in putting out the fire.
Survival DC 15: 1d20 ⇒ 20
Can I get to the nearest fires?
| DM Panic |
Looks like you all have what it takes to stifle these fires! You are spared the drama of having to search through a warehouse while it burns to the ground in a massive inferno. :)
The Pathfinders quickly divide and conquer, with Harrol scrambling onto crates, folks grabbing their cloaks as improvisational blankets, and some lucky water-drops from both Damvorak and Sad Rock.
As the crates smolder and the fires eventually fade, the six adventurers are able to size up the warehouse, which seems to be completely devoid of any living occupants (or unliving, as it may be).
Near the northwestern corner, you all discover a suspicious-looking footlocker near the that seems to implicate a woman named Parani as the mastermind behind the thefts of the assorted relics. They also confirm her status as a member of the Graycloaks.
This includes several letters from local collectors and aristocrats offering to purchase Cayden's Last Keg, which are in plain sight on top of the footlocker. Clearly, the traps you triggered were an attempt to burn away this evidence in a situation where someone may be snooping around.
The footlocker contains Parani's client list, the Scarab of the Dawnflower (which has been embedded into the footlocker), a Pure Legion uniform, and several official papers identifying Parani as a former member of the Pure Legion and detailing why she left Rahadoum.
Also in the footlocker are a potion of delay poison, a potion of cure light wounds, a suit of masterwork agile half-plate armor, and a golden statue of Iomedae worth 600 gp.
Thorel Castrovir
|
Thorel scribecasts some notes in hir octojournal and looks up. "A name, a rootweb of associations. We have done much that was asked, but not all that was inferred. Where has this once gray cloak gotten to?" Ze gives the evidence a look and jots a few more notes. "We should go to the Graycloaks and present our evidence. They are her coveymates, and must meet out what ∆•߆¡ç• is her due. Er. What justice..."
Young Harrol
|
Harrol glances fearfully toward the donkey. "Well, I'm not going near that thing. A donkey once kicked all of my cousin's teeth out!" he says, folding his arms. "Gallant crusader of the Shining Sword I may be, but there's nothing in the Acts about Iomedae fighting a great fiendish bloody mule."
"What?"
Damvorak
|
Take on the Graycloaks? That doesn't sound like a long life.
"I say we present the information we have so far to the Society. After all, whom among us could identify one Greycloak out of the many? We don't know what she looks like so how will we hunt her?"
"No, we present our findings and offer to hunt her down, but we leave that decision with our masters in the Society."
Damvorak helps to carry the chest of documents and loot to the cart and makes ready to go.
| DM Panic |
PERCEPTION
Benjamin: 1d20 + 4 ⇒ (8) + 4 = 12
Damvorak: 1d20 + 7 ⇒ (2) + 7 = 9
Harrol: 1d20 + 2 ⇒ (17) + 2 = 19
Thorel: 1d20 + 4 ⇒ (6) + 4 = 10
Ramli: 1d20 + 5 ⇒ (5) + 5 = 10
Sad Rock: 1d20 + 7 ⇒ (19) + 7 = 26
Parani: 1d20 + 13 ⇒ (18) + 13 = 31
INIT
Benjamin: 1d20 + 4 ⇒ (6) + 4 = 10
Damvorak: 1d20 + 2 ⇒ (3) + 2 = 5
Harrol: 1d20 + 2 ⇒ (2) + 2 = 4
Thorel: 1d20 + 3 ⇒ (15) + 3 = 18
Ramli: 1d20 + 2 ⇒ (16) + 2 = 18
Sad Rock: 1d20 + 7 ⇒ (17) + 7 = 24
Parani: 1d20 + 6 ⇒ (3) + 6 = 9
Parani vs Harrol: 1d20 + 11 - 2 ⇒ (11) + 11 - 2 = 20 for 1d8 + 2 ⇒ (8) + 2 = 10
Parani, Sniping Stealth: 1d20 + 13 - 20 ⇒ (3) + 13 - 20 = -4
With copious evidence implicating the Graycloak woman known as Parani, the Pathfinders finally return to their donkey, cart and "relic" and make their way back to rendezvous with Grandmaster Torch to present what they have discovered.
As dusk begins to hit the God's Market, many merchants and vendors are closing up their stalls and the Pathfinders find it easy-going with few customers to maneuver their cart around.
That is - until a distant twang is heard, and a lone arrow comes volleying out from a distant position in the market, landing with a solid thud in poor Harrol's chest as he is nearly launched from his position in the front of the cart.
Off in the distance, a gray-cloaked figure can be seen attempting to duck back into a tent while several men and women scramble for cover.
As the halfling looks down at the arrow lodged in his chest, he observes a foul orange-colored ichor oozing from his wound and begins to sweat profusely.
You need to make a DC17 Fortitude save as the arrow was affected by large scorpion venom
Frequency: 1/round for 6 rounds
Effect: 1d2 Str damage; Cure 1 save
Round #1: 1d2 ⇒ 2
Surprise
9 Parani: Snipes Harrol for 10 damage.
Round 1
24 Sad Rock:
18 Thorel:
18 Ramli:
10 Benjamin:
9 Parani:
5 Damvorak:
4 Harrol:
Now Up: Sad Rock, Thorel, Ramli, Benjamin.
Ramli Il-Bahr
|
"Holy!" Ramli yells. "That b$#!% just killed Harrol!"
Ducking behind the crate, the sorcerer casts once again, sending a flaming dragon zig-zagging through the crowded market into the tent with the assassin. 4 hp and dazzled; DC 14 Reflex for half damage and no dazzle
"Quick, after her!"
1d4 ⇒ 4
How long has it been since we started transporting the cart? Trying to figure out if my mage armor is still up.
Benjamin Copperbottom
|
Round 1 Init 10
HP = 9/11
AC/T/F = 15/12/13
Speed = 20'
Weapon Equipped = None
Bombs = 4/4 (1d6+3 DC 13)
Alchemist (Grenadier) Spells Prepared (CL 1):
1 Cure Light Wounds
Benjamin shakes his head and looks at the arrow, attempting to identify the substance.
"He's not dead."
Alchemy: 1d20 + 7 ⇒ (8) + 7 = 15
"Unless I miss my guess he'll soon be though, no doubt that's the same scorpion venom as before."
Spend turn scaring Harrol.
Young Harrol
|
Fort: 1d20 + 4 ⇒ (8) + 4 = 12
"oooooohhhh... I'm okay. I'm alive." he says, coughing up a mouthful of blood. "My holy symbol took... the worst of the arrow."
He untangles the silver holy symbol from his robes, the silverwork mangled as the arrow pierces right through it. (1 hp, so naturally I roll a two on initiative. Again.)
Sad Rock
|
Harrol, how are you up? 10 damage vs. 9 HP? Sad is confused.
Round 1, Init 24
Sad ensaddens as Harrol goes down, but slowly perks up a moment later.
She hate halfling more than Sad Rock. Now maybe Tongue Herald know what like to be hated. Like monster.
Sad moves to I9 and shoves Goggie in the blue tent.
"Stay here Goggie. No get hurt here. Be safe," Sad commands.
| DM Panic |
Reflex DC14: 1d20 + 10 ⇒ (10) + 10 = 20
Parani Rapid Shot: 1d20 + 11 - 2 - 1 ⇒ (14) + 11 - 2 - 1 = 22 for 1d8 + 2 ⇒ (7) + 2 = 9
Parani Rapid Shot: 1d20 + 11 - 2 - 1 ⇒ (20) + 11 - 2 - 1 = 28 for 1d8 + 2 ⇒ (6) + 2 = 8
Parani Rapid Shot Crit Confirm: 1d20 + 11 - 2 - 1 ⇒ (1) + 11 - 2 - 1 = 9 for 2d8 + 4 ⇒ (8, 6) + 4 = 18
Another arrow follows the first arrow before Harrol can even duck for cover. As the second thuds into the halfling, he crumbles to the cart.
As the grey cloaked woman continues to work her long distance death, a third arrow soars through the air across quite some distance and plunks into Sad Rock's chest about an inch from the oread's heart.
Round 1
24 Sad Rock: Moves to I,9. Shoves dog into tent.
18 Thorel: Casts Expeditious, takes cover moving to N,6.
18 Ramli: Fireworks vs Parani for 2 damage
10 Benjamin: Identifies poison, scares Harrol
9 Parani: Hits Harrol for 9 damage, Sad Rock for 8 damage, 5ft into tent
5 Damvorak:
4 Harrol (-19):
Round 2
24 Sad Rock (-8):
18 Thorel:
18 Ramli:
10 Benjamin:
Now Up: Everyone!
Sad Rock
|
Round 2, Init 24
Sad grimaces as the arrow pierces his chest.
Everyone hate Sad Rock. A stony tear runs from his eye.
With a deep sigh, Sad Rock draws a scroll of Obscuring Mist and reads it, his accented Common barely pronouncing the words of power.
5' step to J9, cast Obscuring Mist.
"Sad not fart. This good mist. Smell fine," Sad's gravelly voice comes from the mist.