Artemus Jarm
|
So, we could tie these guys up. With 6 its likely one can get out of the ropes in time. I hope you are good with ropes I am not.
ninjaed a little
You really plan to let them go> They will only go on to rob those less able to defend themselves you know.
Agreed, it would be better to go forward. Prisoners are always a pain.
| GM BPChocobo TK2 |
"Uhh... sure."
With your Sense Motive, you can tell that they will listen to you, but won't be faithful converts.
Faeros89
|
Faeros would rather take some meaningful punishment, like branding them at a minimum. Abadar did not empower him to hunt thieves and protect trade routes just to go easy on these bandits. That said, I agree that this prisoner stuff can easily stretch out and am fine moving past it.
| GM BPChocobo TK2 |
Who wants to make the offer, then? :)
The conscious bandits, preferring burning their clothing down to the loincloths in preference to hanging by Hellknights, toss their clothing into a pile for Thunderstealer to immolate.
Faeros89
|
Faeros will share his plan with Artemis, who is much more of an influential speaker. If you convince them to take the brand of the thief, I won't kill or turn them in. You can tell them that I would lose no sleep over their death if it is necessary.
Faeros knocks an arrow in his bow, stands beside the arcanist, and studies one of the bandits.
Charisma-assist: 1d20 ⇒ 15
take a +2 if I'm allowed to help on diplo or intimidate.
| GM BPChocobo TK2 |
I'll allow the aid :)
And I'm okay stringing this out a bit longer; gotta enjoy the RP portion, especially for something that is typically a dungeon crawl!
Artemus Jarm
|
While somewhat charismatic, Art is no trained diplomat. Still he tries to explain the situation to both the bandits and the druid.
We do have a slight problem here. My friend Faeros is an inquisitor of Abadar and it seems that you, being bandits have offended both him and his god. I have persuaded him to be merciful and not behead you all right here, but he is not willing to let you go without some form of punishment. He demands that you each accept a small brand on your right cheek in penance of this life you had chosen and now give up. But know that should be ever be caught at banditry again no worshiper of Abadar will be satisfied with any punishment other than death.
Diplomacy: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14
| GM BPChocobo TK2 |
The bandits look at each other, somewhat worried. "That ain't what we agreed from that big guy there!", one argues. "How about on our ass then, so every time we sit down we'll remember.", another pipes in.
Not good enough to sell it as is, but no shift in attitude so you can try again.
Artemus Jarm
|
On their ass if fine with me, but I am thinking that will not be quite visible enough for the Abadar faith. Look, the brand is a good deal. Its quite a bit kinder than cutting off the left hand. He shoots rest of the party a meaningful look and asks What do you say?
Diplo assist: 1d20 + 2 ⇒ (11) + 2 = 13
Tossing this hot potato. :)
Thunderstealer
|
"Down Blecher! Bad dino!"
Thunderstealer ponders.
"Ababar needs brand to remember? Valani knows all!"
How can these people forget their evil ways with a permanent reminder? How will they get a regular job with a brand? And don't forget we're in the River Kingdoms it's not like we're in the middle of civilisation.
| GM BPChocobo TK2 |
Artemus Jarm wrote: Its quite a bit kinder than cutting off the left hand. Actually I would enjoy some left hands!
Silly Belcher, hands are for llamas!
-Posted with Wayfinder
Faeros89
|
If you say so, RP it is =)
...
Make no mistake, Thunderstealer. The branding is a favor to these scoundrels, not Abadar. Abadar keeps meticulous records of transactions and transgressions alike. As it were, you seem to be the one to ask about making a fire. Do you still have one going in the other room?
Faeros retrieves a copper piece and carves a "T" into it, or the first letter in the Taldane equivalent for "thief".
The brand, Artemis, goes on the top of the right hand. It is to be visible whenever the hand reaches out to steal.
I vote we just do it without convincing them. What are they going to do, fight us? Run? We have them tied up in a pile... If punishment required an agreement between the two parties, not a lot of it would get done.
The law does not need permission, bandits! This is not a negotiation. Brand or blade, make your choice.
| GM BPChocobo TK2 |
Faeros Intimidate: 1d20 - 2 + 5 ⇒ (13) - 2 + 5 = 16
"Alright, alright, we give!", the bandits' spirits weary. Thunderstealer needs no excuse to started another fire and one by one, the right hands are painfully branded. Also branding the unconscious ones, too?
"We got your freakin' 'T', so let us get outta here.", the bandit looking towards the northern passage way beyond where you've explored so far, but past dining room where the last of the bandits were subdued.
Faeros89
|
Yeah the unconscious ones too, as long as I think they aren't in danger of death from the branding.
Take your unconscious buddies with you as you go.
Anything else you guys want to get from them about the area down here before we cut them loose?
| GM BPChocobo TK2 |
The party escorts the bandits out after the branding, Thunderstealer making sure that their offering of bandit clothes feeds Valani's desire for burning. Some chairs make excellent kindling and the custom brand is applied to all of the bandits. Almost defiantly, the conscious ones only wince in pain, not submitting any vocal cues to the pain of the burn.
On the way, the bandits look at the statue and hold their breaths as they walk across, hoping the gas didn't affect them. The passage out takes several turns, including going through a large natural cave widened by excavation. Masonry walls enclose structures within the cave, including what looks like a temple to the north and a crypt to the west. In the eastern end, a low stone wall encloses a large pool of water.
Eventually, they reach a low tunnel that heads off into darkness. A cool breeze faintly stirs the exit, evidence that the outdoors is reachable through this path. Taking a torch near the exit, the bandits scowl as they exit the tunnel, leaving the party to the rest of Splinterden.
You can retcon any questions, although the bandits aren't particularly talkative after the branding; it'll take a DC 20 Intimidate or Diplomacy check at this point to get any honest answers.
Map updated to show the path to the external exit.
Nilfyr Starshadow
|
The bandits taken care of, Nilfyr once again takes the lead. "Let us clear the areas we have left unexplored." He makes his way back to the portion of hallway marked by their last encounter and makes his way to the northeastern door, confirms the remainder of the party is ready, then listens at and opens the door.
Perception: 1d20 + 12 ⇒ (15) + 12 = 27
| GM BPChocobo TK2 |
There are also robes, if you are aiming to try and disguise yourselves. Otherwise, a bunch of mundane weapons and some masterwork crossbows.
Nilfyr doesn't hear anything on the other side, and with the party ready, cautiously opens the door.
This chamber is a small barracks with a pair of double bunks and a small privy in the north wall. The eastern portion of the room is partitioned into a pair of cells with doors made from iron bars. Inside each is a shoddy bunk and a rusty bucket.
Map updated!
Nilfyr Starshadow
|
Nilfyr, too, listens and nods to Thunderstealer.
Perception: 1d20 + 12 ⇒ (11) + 12 = 23
Nilfyr isn't really interested in a disguise, so will not wear a robe.
| GM BPChocobo TK2 |
Thunderstealer and Nilfyr, not hearing anything on the other side, opens the door.
This chamber is obviously someone's personal quarters. A comfortable bed stands in the southwest corner. Several small keepsakes, including a couple of small leather journals and a chess set, clutter the wall shelves.
Artemus Percep: 1d20 + 7 ⇒ (2) + 7 = 9
Faeros Percep: 1d20 + 8 ⇒ (5) + 8 = 13
Nilfyr Percep: 1d20 + 12 ⇒ (20) + 12 = 32
Thunderstealer Percep: 1d20 + 8 ⇒ (5) + 8 = 13
Artemus Will: 1d20 + 4 ⇒ (14) + 4 = 18
Faeros Will: 1d20 + 7 ⇒ (2) + 7 = 9
Nilfyr Will: 1d20 + 5 ⇒ (11) + 5 = 16
Thunderstealer Will: 1d20 + 5 ⇒ (1) + 5 = 6
Belcher: 1d20 + 3 ⇒ (2) + 3 = 5
Oddly, once Nilfyr opens the door to the personal chambers, he hears some strange babbling - the sound is coming from the guardroom he just opened. His head peeks around the corner just in time to spot a horrific bulbous mass of eyes, teeth, and flesh oozing on the floor. The gibbering babble increases as it spots the party! Worse, Faeros, Thunderstealer, and Belcher have subconsciously focused on the gibbering, and their minds become clouded!
This is a gibbering mouther, a blobous mass that constantly babbles a confusing number of sounds and words. These sounds can confuse those who hear it, although those who eventually tune it out are immune to the effect for a day. They cannot be flanked and are immune to precision damage. Finally, their spittle is caustic and the creature has a strange knack of blinding foes at a distance with it.
Besides the info above, you also recall that gibbering mouthers require bludgeoning weapons to harm them fully. Also, if they bite and grab ahold of their prey, the mouther can engulf it and start feeding on its blood, dealing automatic Constitution damage.
GM: 1d20 + 3 ⇒ (20) + 3 = 23
Artemus: 1d20 + 2 ⇒ (13) + 2 = 15
Faeros: 1d20 + 12 ⇒ (5) + 12 = 17
Nilfyr: 1d20 + 3 ⇒ (15) + 3 = 18
Thunderstealer: 1d20 ⇒ 12
Belcher: 1d20 + 3 ⇒ (14) + 3 = 17
The blob moves up before the party can react and it starts spitting in every direction, some of it going towards Faeros!
Blob spittle @ Faeros FF touch: 1d20 + 6 ⇒ (11) + 6 = 17
Faeros Fort on hit vs DC 18: 1d20 + 6 ⇒ (9) + 6 = 15
Blind duration: 1d4 ⇒ 4
Faeros confusion: 1d100 ⇒ 8
Belcher confusion: 1d100 ⇒ 33
Thunderstealer confusion: 1d100 ⇒ 27
Faeros Will: 1d20 + 7 ⇒ (20) + 7 = 27
Belcher Will: 1d20 + 3 ⇒ (16) + 3 = 19
Thunderstealer Will: 1d20 + 5 ⇒ (7) + 5 = 12
The blinding spittle snaps Faeros out of his confused funk, while Belcher and Thunderstealer start howling and belting out incoherent grunts and roars; Thunderstealer, always a bit off, still seems confused after this.
Init Order (round 1) bold = up!
Blob with mouths
Nilfyr
Faeros (blinded 4 rounds, may act normally, no longer confused)
Belcher (babbles, no action, no longer confused0
Artemus
Thunderstealer (babbling, confused 1 more round)
Artemus Jarm
|
On his turn Artemus tries to identify the creature, sure that he has studied such aberrations.
Knowledge (Dungeoneering): 1d20 + 8 ⇒ (11) + 8 = 19
That's a gibbering mouther, a blobous mass that constantly babbles confusing sounds. It cannot be flanked and is immune to precision damage. And its spittle is caustic and can blind foes at a distance with it.
He casts Ear Piercing Scream at it, trying to daze the creature for a round.
Ear Piercing Scream: 2d6 ⇒ (1, 2) = 3 Fort Save DC 15 for half damage and to avoid the daze effect.
He then backs up away from the creature.
| GM BPChocobo TK2 |
Mouther fort: 1d20 + 8 ⇒ (4) + 8 = 12
The screech hits all of the mouther's ears, the aberration stopping its assault.
Init Order (round 1) bold = up!
Gibbering mouther (3 damage, dazed)
Nilfyr
Faeros (blinded 4 rounds, may act normally, no longer confused)
Belcher (babbles, no action, no longer confused0
Artemus
Thunderstealer (babbling, confused 1 more round)
Faeros89
|
Gibbering mouther? I think I've heard of those...
Being blind, Faeros cautiously backs away from the door and puts his bow away, trying to recall any additional helpful information he might have heard about this creature.
Dungeoneering: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Sorry guys, I can't recall anything more. If somebody becomes injured, I can heal you with my wand. Other than that I won't be much use.
Nilfyr Starshadow
|
Nilfyr casts a spell and steps into the corridor.
Standard action: Cast stunning barrier (+1 to AC and saves, DC 13 Will save to negate stun)
Not an action: 5' step, as indicated on map
| GM BPChocobo TK2 |
Nilfyr protects himself before Artemus' spell takes effect!
Init Order (round 2) bold = up!
Gibbering mouther (3 damage, dazed)
Nilfyr
Faeros (blinded 3 rounds)
Belcher
Artemus
Thunderstealer
Nilfyr Starshadow
|
Nilfyr says, "Ready yourselves and let it advance. Attack it at range if you can, but it must come into the open."
Not an action: 5' step, as indicated on map
Standard action: Cast divine favor
Attack (Masterwork Fauchard (2H), Divine Favor): 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
Damage (Masterwork Fauchard (2H), Divine Favor): 1d10 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Critical Confirm (Masterwork Fauchard (2H), Divine Favor): 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Critical Damage (Masterwork Fauchard (2H), Divine Favor): 1d10 + 4 + 2 ⇒ (7) + 4 + 2 = 13
| GM BPChocobo TK2 |
Nilfyr continues to buff himself while Faeros moves back for his own safety as he tries to flush the spit out of his eyes.
Mouther Fort: 1d20 + 8 ⇒ (16) + 8 = 24
The mouther's ears close defensively this time and it begins moving again!
Thunderstealer and Belcher take the opportunity to get into position; the druid's horsechopper connects, but he finds that his bladed weapon can't cut its flesh effectively. Belcher's teeth, though, have enough force to injure it just fine.
Once again, the gibbering madness spits out!
Thunderstealer Will: 1d20 + 5 ⇒ (8) + 5 = 13
Thunderstealer confusion on fail: 1d100 ⇒ 22
The large human finally gets used to the gibbering and is unfazed by it; however he is rewarded by a number of bites!
Mouther bite @ Thunderstealer: 1d20 + 6 ⇒ (16) + 6 = 22
Damage on hit: 1d4 ⇒ 1
Grab on hit: 1d20 + 7 ⇒ (8) + 7 = 15
Mouther bite @ Thunderstealer: 1d20 + 6 ⇒ (19) + 6 = 25
Damage on hit: 1d4 ⇒ 2
Grab on hit: 1d20 + 7 ⇒ (18) + 7 = 25
Mouther bite @ Thunderstealer: 1d20 + 6 ⇒ (14) + 6 = 20
Damage on hit: 1d4 ⇒ 2
Grab on hit: 1d20 + 7 ⇒ (9) + 7 = 16
Mouther bite @ Thunderstealer: 1d20 + 6 ⇒ (6) + 6 = 12
Damage on hit: 1d4 ⇒ 4
Grab on hit: 1d20 + 7 ⇒ (16) + 7 = 23
Mouther bite @ Thunderstealer: 1d20 + 6 ⇒ (1) + 6 = 7
Damage on hit: 1d4 ⇒ 2
Grab on hit: 1d20 + 7 ⇒ (9) + 7 = 16
Mouther bite @ Thunderstealer: 1d20 + 6 ⇒ (7) + 6 = 13
Damage on hit: 1d4 ⇒ 3
Grab on hit: 1d20 + 7 ⇒ (19) + 7 = 26
Thunderstealer is bitten three times, and one of the sets of teeth holds on, grappling him!
Init Order (round 3) bold = up!
Gibbering mouther (21 damage, grappling Thunderstealer)
Nilfyr (stun barrier, divine favor)
Faeros (blinded 2 rounds)
Belcher
Artemus
Thunderstealer (5 damage, grappled)
| Belcher. |
I'm the only one who is allowed to bite my human!
Belcher attacks the creature!
Bite: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11 for damage BPS: 1d6 + 6 ⇒ (5) + 6 = 11
Claw: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26 for damage BS: 1d4 + 6 ⇒ (4) + 6 = 10
Claw: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10 for damage BS: 1d4 + 6 ⇒ (2) + 6 = 8
| GM BPChocobo TK2 |
One of Belcher's claws land successfully, ripping away some of the mouther's flesh!
It's at 31 damage
| GM BPChocobo TK2 |
I think that's your first use of that ability between these two levels :)
Nilfyr Starshadow
|
Why do they never listen? Nilfyr sighs, then steps forward and slashes with his fauchard.
Standard action: Attack mouther
Attack (Masterwork Fauchard (2H), Divine Favor): 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Damage (Masterwork Fauchard (2H), Divine Favor): 1d10 + 4 + 2 ⇒ (3) + 4 + 2 = 9