Kujo, the Slayer
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I think you're right, then I need to see where people are standing. Gabe, could Kujo jump or climb the statue on Inky's left and then attack however is next to the statute?
DrGabe
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Lore's shot tears into a goblin. The green beast bleeds heavily from its belly.
Grim, I read three actions: move, cast enlarge, and cure light wounds. Help me out here. Kujo, the pillars go the ceiling. They are not easy to climb by the looks of them. The satue near the bugbear is actually a throne.
Initiative: Arduino, Lore, Goblins, Ruprecht, Inlokar, Kujo (move action if wants), Grim
Condition: Ruprecht (shaken, 1 Rnd)
Map Update soon
Inlokar 3 damage
Gob 1: 6 dam - unconscious
Gob 2: 5 dam
Arduino
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Thinking hard, Arduino points his wonderful spell of messaging at one of the goblins and whispers thusly-
"Psst, you, the bugbear, my magic is letting you and only you hear me now; your plan to kill all these filthy goblins for the bounty has nearly succeeded! Just don't get attacked while your secret dog-horse creating spell goes off!"
Bluff: 1d20 + 9 ⇒ (3) + 9 = 12
Kujo, the Slayer
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I really need to see where Grim and Rup are and which goblin is unconscious to know where I am going so I'll wait for the map]
DrGabe
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MAP
Red X indicate the trapped floor tiles.
Sense Motive: 1d20 - 1 + 20 ⇒ (2) - 1 + 20 = 21
While the simple minded goblins fell to Arduino's tricks, the bugbear doesn't seem to listening to any of it!
The remaining living goblin tosses a bottle of Alchemist Fire at Kujo, hoping for the best!
Range Touch Attack: 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4
But the goblin's aim is affected by his horrible belly wound and misses wildly.
Initiative: Arduino, Lore, Goblins, Ruprecht, Inlokar, Kujo, Grim
Condition: Ruprecht (shaken, 1 Rnd)
Ruprecht Antillious
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Is Ruprecht still on fire or is it out now? If it is out...
The elf gets to his feet and moves behind the pillar to his immediate right. The healing burst of the dwarf was all that kept him from practically bleeding out on the floor. He gathered his senses, figuring out what to do next.
Move action to stand. Move action to move and hopefully get cover behind a pillar.
Kujo, the Slayer
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From the previous round, Kujo will move to the pillar in front of the wounded kobold, dropping his sling and pulling his greatsword as he moves.
DrGabe
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Gotcha Grim, didn't realize you could do that as a swift action. Kinda nifty!
Ruprecht moves behind cover. Behind him, he sees a large version of Grim moving forwards, healing power spilling from his hands! Meanwhile, Kujo moves forward and takes cover from another pillar.
Inlokar moves around the trapped floor and reaches out with his horse chopper, stopping several feet in front of Grim, he stabs at the enlarged dwarf with amazing speed.
Attack: 1d20 + 9 ⇒ (13) + 9 = 22 for damage: 1d10 + 6 ⇒ (7) + 6 = 13
The horse chopper collides with the dwarf and sends him sprawling to the ground in a puddle of blood.
Initiative: Arduino, Lore, Goblins, Ruprecht, Inlokar, Kujo, Grim
Condition: Grim (unconscious, and will return to normal size at his turn)
MAP
Inlokar 3 damage
Gob 1: 6 dam - unconscious
Gob 2: 5 dam
Lorelendral Teklet
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Lore moves up (10') so she is standing to Grim's right (left side of the room) and heals him with the wand.
1d8 + 1 ⇒ (7) + 1 = 8
Kujo, the Slayer
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Kujo must have taken to the dwarf because the barbarian roars as he steps out from behind the pillar and swings his greatsword with rage.
Free: Rage
Non Action: 5' step between Grim and bugbear
Move: Intimidating Glare
Standard: attack with Rage and Power Attack
Attack mods: +2 BAB +4 STR +2 RAGE +1 WF +1 MW -2 PA = 8
Damage: +6 STR +3 STR +3 PA = +12
Intimidating Glare (Ex)
Benefit: The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.
Intimidate: 1d20 + 5 ⇒ (15) + 5 = 20
Attack with PA: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 2d6 + 12 ⇒ (2, 4) + 12 = 18
Shaken rounds: 1d4 ⇒ 1 If bugbears Wis mod + Hitdice are 15 or less, then he's shaken for 2 rounds.
AC is 15, HP are 29, Will save +3, STR 22.
Lorelendral Teklet
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8 points should have brought Grim positive, and he shouldn't need a roll to stabilize at all, regardless
DrGabe
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Grim's wounds bring the dwarf to the ground and he shrinks back to normal dwarf size. Lore moves up behind him and keeps him from dying.
Meanwhile Kujo leaps in front of Inlokar and nearly takes his head off! The bugbear is only alive because he was able to absorb some of the force of the strike.
The remaining goblin sees Eekie in the back and screams in anger. He flings a bottle towards her.
Attack: 1d20 + 4 - 4 ⇒ (3) + 4 - 4 = 3
But the bottle flings harmlessly against the wall, injuring nothing but his own pride.
Initiative: Arduino (holding), Lore, Goblins, Ruprecht, Inlokar, Kujo, Grim
Condition: Grim (prone)
Inlokar 21/33 damage
Gob 1: dead
Gob 2: 5 dam
Ruprecht Antillious
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Ruprecht moves to his right and then straight forward, giving a nice line of sight between columns and statues. He grins at the lone goblin and then throws his already palmed flask, hoping to watch the little bugger burn with his acidic reagent.
Ranged Touch 1d20 + 5 ⇒ (16) + 5 = 21
Damage 1d4 + 4 ⇒ (1) + 4 = 5
Kujo, the Slayer
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Heh. If Inlokar is Shaken per Kujo's demoralize, then I think he gets -2 on all ability checks in addition to saves and attacks.
DrGabe
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Ruprecht's reagent explodes against the goblin. The fir consumes the poor soul and falls to the ground, squirming far less than he really should.
Arduino, who are targeting with that bluff spell? What are you trying to get them to do if they buy into it?
Inlokar looks at Kujo and starts to swing his massive horse chopper at the barbarian. Before the strike comes, he shouts to Eekie, You follow these long shanks over your own kind. TRAITOR! Join my fight and you can be accepted back into the guild!
Intimidate vs Eekie: 1d20 + 12 ⇒ (7) + 12 = 19
Diplomacy vs Inlokar: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
Eekie picks up sharp piece of stone that had fallen to the ground. As Arduino shouts into the room, she readies her weapon to be placed right into his back. With one look at Inlokar and another look the bloodied Grim and Lore she strikes Arduino! At the last second though, her most true colors emerge and she lets the make-shift knife fall to the ground. Arduino feels nothing more than a slap on the back. Eekie the slumps down on the stone floor sobbing.
Inlokar, feeling that the tide is turning with Eekie's sabotage on the party, tries to eviscerate Kujo: 5' step diagnoally SW Attack: 1d20 + 9 ⇒ (7) + 9 = 16
However, the attack falls just short, the agile Kujo ducking at the last moment.
Initiative: Arduino, Lore, Ruprecht, Inlokar, Kujo, Grim
Condition: Grim (prone)
Inlokar 21/33 damage
Gob 1: dead
Gob 2: dead
Lorelendral Teklet
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Lore moves up next to Ruprecht and casts burning hands at an angle, just catching Inoklar and missing the party.
bh dmg, dc 14 refl save for half dmg: 3d4 ⇒ (4, 3, 3) = 10
Kujo, the Slayer
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Kujo steps forward, taking the spot previously occupied by the bugbear and swings again, this time choosing accuracy over power.
Attack (no PA): 1d20 + 10 ⇒ (20) + 10 = 30
Crit confirm: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 2d6 + 9 ⇒ (2, 6) + 9 = 17
if Inlokar is dead, Kujo will drop out of range and be fatigued for 4 rounds. 3/8 rage used
DrGabe
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The might bugbear stands definitely in front you all, daring you to slay him. Unfortunately for the bugbear, that is exactly what happens! In a brief second, the bear is slammed with an axe, a sword, and bouts of flame. When the smoke cleared, the monster lies dead in front of you all.
Other than the sound of panting from the heroes and the soft sobbing from Eekie, the room is quite. It is now that you realize that the Nightsoil Guild has been toppled.
We are out of combat. With the exception of some cleanup work, this scenario is over. Good work everyone! Please continue to post RP elements here.
Lorelendral Teklet
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Lore takes a deep breath and looks at all her companions. "Who needs healing?"
She leaves searching bodies and the room to her friends, while she tends to wounds, ready to heal any who need it.
Ruprecht Antillious
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"I'm actually okay, Lore, thanks to the earlier healing. Amazing job, Kujo. You are a menace with that sword. Is everything okay with Eekie back there?"
Kujo, the Slayer
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Kujo searches the bodies as if he's looking for something in particular.
Take 20=25
Finally Kujo speaks with words which must be worth untold fortunes the way the barbarian guards them. "Muddy water....yellowcap mushrooms?" It would seem the barbarian is asking a question.
After everyone has secured whatever, Kujo will Take 10=15 looking for muddy water as the group leaves. If he finds it, he will Take 20 looking for mushrooms. If he does not, he will start taking 20 looking for muddy water.
DrGabe
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Kujo cant find any mushrooms or muddy water here. But he does recall that there was some in the entry foyer. (skipping forward a bit...). Kujo looks down into the pit and ponders how to get the mushrooms resting daintily in the mucky water. (Knowledge Nature or Survival Check please, Aid another is in play here).
Lorelendral Teklet
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"What are we going to do with Ekkie... she was most helpful, and I can't see giving her to the authorities. Not sure where she might be accepted though. I wonder if she wants to become a Pathfinder! That would be different and interesting."
Searches the area around the fight before we leave. Just to make sure we don't miss anything.
take 20 = 30 perception for search
Kujo, the Slayer
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I'll roll the K. Nature but I'll Take 10 on Survival =14 +2 (Grim's Aid) = 16. IF that's not enough, Kujo will beseech the others for help.
K. Nature: 1d20 + 4 ⇒ (14) + 4 = 18
Kujo seems indifferent to the fate of the goblin, but clearly he expects her (Ekiee) to help him find the mushrooms.
Ruprecht Antillious
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"Yep, Eekie has proven her worth. I'm sure the Venture Captain could find something for,Eekie to do to help the Pathfinders."
DrGabe
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(Back in the final room...)Lore searches through the room and finds something curious on the dead bugbear, a badge from the Apsis Consortium. It appears those bastards were funding the guild. You find some various gear and trinkets but nothing more of note.
Once you get to entrance, Eekie helps Kujo cut off some mushrooms. The quite barbarian lets out a grunt in appreciation. With tears in her eyes, she thanks you for letting her see the error in her ways. She promises to be a good goblin from now on and will do whatever she can to speak good about the Pathfinders and the lovely long-shanks she once an adventure!
You are able to gather and send off a sample of the poisoned yellow mushrooms. +1 Prestige Point!
Once you return to the Heidmarch Manor, the Venture Captain is very impressed with the speed in which you handled this matter. She quickly organizes a brunch in your honor and vows to find out why the Apsis Consortium is trying to start a guild in Magnimar.
DrGabe
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You spend the next several weeks working for Venture Captain Heidmarch. Your duties are simple and it is nice to have a "regular" job for awhile. Your time at the Heidmarch Manor allows you to explore the city of Magnamar as well as train in your various professions.
We have a new member joining your crew, he will be introducing himself soon. Anything you want to do before you leave Magnamar?
Brother Grimdoc
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Grimdoc would check in with VC Heidmarch to see if there are any other missions for the Society in town. If not, then he will make preparations with those others left of the group and seek fortunes elsewhere.
"Shoot gang, looks like this city has run her course. Might'n be time to move onward to find adventure and thump evil...goblins or otherwise. Who's in for a change in scenery? I am buyin' the first round before we leave!"
(Ifigure with all the rounds Grim's bought for the prior group and this one, probably down 5gp).
Lorelendral Teklet
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Lore would have spent her 'down time' exploring the city as much as she could. Magnimar held mixed memories for Lore. It was the place where she became an orphan, basically, before she was shipped off to live with her aunt in Sandpoint. It was a blend of bittersweet, as it brought back memories of her parents as well as their violent deaths when their caravan was attacked. As she walked its streets, she though of her long-lost sister, and wished her well and spent some time in the temple praying for her.
When she was done, she shed her maudlin thoughts and melancholic mood and let Sarenrae's light bring her back to herself again. By the time she returned to join her companions at the local tavern, she was her usual, bubbly self again...
Seeing Grim, and hearing his offer, she replies as she hops up on a barstool, "As long as you let me buy the second round, Grim. You are too generous!" She looks to the others and smiles warmly. "Well, are we all ready for our next adventure on behalf of the Society?"
Ruprecht Antillious
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"A shopping trip might be in order, before we learn what the Society has in store for us," the elf adds.
What is everyone purchasing from adventure? I assume at least one or two of us need to get that partially charged CLW wand. I was thinking about grabbing the little necklace of fireballs available to us, if others were getting the wand.
Ellis Hollis
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This morning, down at the Magnimar docks.
It is a nice quiet morning, the stevedore's go about there business of loading and unloading shipping cargo. The smell of salt and the sound of gulls is in the air, a few of the dock workers turn their heads when they hear a voice of outrage cry out.
“You will unhand me at once!!! I paid for passage to Riddleport and to Riddleport I will damn well go!!!” Two very beefy sailors are frogmarching an unkempt and yellow haired man down the ships gangway. A third sailor follows, carrying a finely made back pack. A small grey and white goat , is close behind him, the goat bleats in shared outrage.
The two sailors fling the yellow haired man to the ground at the end of the gang way. He says, “How dare you!!! Don't you know who I am?!! I am a very important member of the Pathfinder Society!!!” The sailor holding the bag throws it at him, hard. The sailor retorts, “A pain in the ass is what YOU ARE!! The Mate wants you off the ship, and so do the rest of us. Ok Jok, go ahead.” One of the beefy sailors proceeds to kick the yellow haired man square in the balls. The yellow haired man doubles over in pain and begin to vomit. The goat bleat at the indignity of the situation.
Several hours later...a few miles away.
The large bartender grabs the drunk yellow haired man by the back of his cloth breeches with his right hand, the left hand is twisted in the drunks hair. He forces the man across the bar room floor and shoves him out the door. The yellow haired man manages to keep his feet for a second before slipping into a mudpuddle. The Bartender says, “Next time I see you. I am going to beat the crap out of you and eat your Magic goat!!”
Ellis stands up and begins to stagger down the street, asking passers by directions to the Pathfinder lodge. The goat close on his heels.
I am hoping that Ellis can perhaps bump into one of you while you take on supplies.
Lorelendral Teklet
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Lore bought the fireball necklace. it seemed only appropriate since she is a pyromaniac gnome
Lore, on her way to meet the others, passed by wild haired blond human asking folks for the nearest Pathfinder Lodge. She paused to watch the man and his goat for a few moments to make sure they meant no harm to the Pathfinders. After watching him briefly, she walked up to him and reached up to put a gentle hand on his arm. "Sarenrae's light bless you, my friend. You seek the Pathfinders? You have found one, though I am but a lowly member, I can take you to meet others. My name is Lorelendral, but folks just call me Lore. Come." She guides him through the streets, wondering about the goat, but saying nothing about it.
Luckily, she takes him to a different tavern from the one he just came from. Along the way, she smells the liquor on him and notices his unsteady gait. She quietly advises him as she leads him inside to meet her companions, "Perhaps you shouldn't have more liquor while we're here. I will drink water or milk with you, so you don't have to drink it alone."
"This is Grim," she introduces a dwarf, "And Ruprecht", an elf, "and Arduino" a human. She indicates each one in turn as she introduces them and then settles on her barstool, offering to buy the second round of drinks for all, though again she stresses to Ellis that he should stick to water, or milk.
Sorry for assuming all were gathering at the same tavern. Hope that's alright with all of you, as it gets us together to meet Ellis and get ready to start our next adventure as all having met...
Ruprecht Antillious
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I think I'll buy the wand then. Healing will help us in the dungeon.
Ellis Hollis
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The drunk man follows his new acquaintances into the next tavern. He sinks into his chair, the goat stands next to him and begins to nibble on his coat sleeve.
"Of course you are right madame gnome." He looks at you with non focusing, bloodshot eyes, "I tend to avoid alcohol, when I can. Besides," He reaches into his coat pocket, he stacks 4 gold coins, 2 silver and a copper piece on the table. "This is all that remains of my fortune. I am destitute." The goat begins to bleat.
The yellow haired man stares at you, his eye lids slowly start to close. Then suddenly he jumps in his seat as if shocked. "Forgive me, I do forget my manners. I am Ellis Hollis, of the Cassiomer Hollis', of which no doubt you have heard. I am pleased to have the honor of your company." He directs this at all the present company. He nods his head at the goat, "This is my traveling companion, William." (he pronounces it "Wee-yum", in true blue blood fashion)
Brother Grimdoc
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Brother Grimdoc stands at the introduction of the newcomer by his good friend Lore.
He bows deeply and extends a hand to Ellis, with a broad grin.
"Glad ta meet you Elliis. Any friend of Lore's is a friend of mine. Come grab a tankard of ale and join us at the table. . "
Grim is not quite sure what to say about the goat, so just nods and goes back to drinking.
DrGabe
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After nearly a month of basic guard duty in for the Venture Captain, you all start to grow restless and somewhat tired of the new goat you have found! Fortunate for you, VC Heidmarch calls you all into her chambers. On her desk is a large map. She points to it, Deep in the River Kingdoms lies Thornkeep. Its a small, lawless town of no renown. But unknown to very few but myself there is a dungeon there. Many hundreds of years ago a powerful wizard by the name of Athemon put powerful wards on this dungeon to protect its secrets. Up until now, no one has been able to break these wards and find the treasures that are inside. I saw now, because for some strange reason, the wards are collapsing, leaving the dungeon free to explore for the first time in an age. Explore Athemon's dungeon and bring his artifacts back to me. Completing this will bring great prestige to both yourselves and the Pathfinders!
All right folks, we are back! Any questions for the Venture Captain?