GM BPChocobo TK2 |
I'll assume the eagle will be readied with threat to use it, too.
"Whoa, whoa, whoa! Wait wait, there, buddy boys!", the man shrieks, obviously aware of his foul predicament. "Maybe we can talk things out! What are you looking for?", the man's hands in a halting position to try and keep away the Belcher nips.
Does the party accept his surrender and wish to parlay or continue the assault?
If up for combat, party is up!
Thunderstealer |
I'm up for parlay!
Artemus Jarm |
Ready is perfect in this case then. I was not aware you would try to go back and thread through the actions based on initiative. Could be difficult, but I too want to speed up play. No problem here.
If you surrender then we will spare your life. But know we will want a full accounting of what you are doing down here and why.
GM BPChocobo TK2 |
It depends; I only make a difference in case someone else's action would make yours harder, such as someone getting in an archer's way when the archer is technically ahead in initiative; don't want to screw over the archer just because the player didn't post first :)
The man almost instantly shows a conniving, cowardly side as he easily spills the beans. "I am the Splinters' alchemist, providing potions and aids to them." However, given the poor state of the animals and critters in the cages, and the horrible mutations inflicted upon them, his research obviously goes beyond simple apothecary. "I'll do you better, you spare me and leave me to my research, and I will take you directly to boss Dars herself! You can take her by surprise!"
GM BPChocobo TK2 |
@Thunderstealer: No, mostly local forest critters and small pets: dogs, cats, squirrels, rabbits, a fox, etc.
Thunderstealer looks over the cages, seeing horrifying transformations in the animals. A fox has blue fur and is glowing, while a dog has a third eye on its forehead. A cat bears a vipers tongue and rabbit has ears that are at least 6 feet long.
GM BPChocobo TK2 |
"You can't have Slithers! He's my perfect pet, and designed only to obey my commands!"
Nilfyr Starshadow |
Sense Motive: 1d20 + 6 ⇒ (14) + 6 = 20
Nilfyr attempts to discern the intent behind the man's offer - to truly save the group from further hardship, or to double cross once he is near someone that could give further aid.
GM BPChocobo TK2 |
@Nilfyr: The man's cowardice is true; perhaps if he may have inflicted some damage to the party before being subdued, he may have considered it, but you don't believe he plans on double crossing you.
Faeros89 |
Faeros mourns his wasted longspear crit
I like the sound of catching the boss by surprise, but not the plan of leaving this guy in here working for the splinters. If we are going to spare him I suggest we let him continue his work elsewhere and for another employer.
GM BPChocobo TK2 |
Save it for your sweet sweet arrow crit you'll get later, right? :)
GM BPChocobo TK2 |
So take the man up on his offer? Kill him know like the mutated dog he is? Something in between?
Nilfyr Starshadow |
"I, for one, am not comfortable having you at our back. You will leave this place and never return. If you do not agree at the first, we will dismantle your "perfect pet", then force you to leave."
GM BPChocobo TK2 |
"Fine, give me time to pack my notes and a couple of interesting subjects, and I'll leave you to your work and I will continue mine."
It'll take him about 5 minutes to gather his stuff
GM BPChocobo TK2 |
"You got the drop on me; twern't a fair fight at all, though to be honest, I would do the same to you if it were the other way around.", the man's honesty somewhat refreshing, if not unnerving.
He heads back into the room with all of the potions and vials. He frowns seeing most of them have been looted, but grabs several books as he packs. Artemus can tell that one of them is a spellbook, also stuffed with a variety of papers with chemical formulas, lists of strange ingredients, and other esoteric alchemical knowledge. With only a handful of books and satchels to hold other tomes, the man points west. "Dars is in prayer there at this time of the day. She'll treat you as an aggressor unless you knock once, then twice, then four times." The door the alchemist pointed at is marked with an arrow
Unless anyone chooses to stop him, the crazed man leaves through the tunnel, much like the other Splinters the party has disbanded.
Head straight to the boss? Explore another door, Thunderstealer style?
Faeros89 |
Anything we do before fighting the boss might give him more chance to be ready for us. I'm with Thunderstealer on this one.
Faeros stows his spear and picks his bow back up off the ground.
Artemus Jarm |
Artemus does stop the man. I'll make you a deal. he says as he takes the spell book. You can pick this up at the inn in town in a week. It will be undamaged but will be missing any spells on the animation of undead or similar unsavory information. I could just keep it, but really do not wish to leave you without any means. And if you can convince me you really have turned over a new leaf in life I'll teach you some of my spells in return for what I learn from this.
Faeros89 |
Seems like a pretty generous offer. Considering you have absolutely no negotiation power here, I suggest you accept quickly
assist: 1d20 - 2 ⇒ (2) - 2 = 0
oops.. Guess I misspoke
GM BPChocobo TK2 |
"It is not generous... but if you destroy any of my research notes, I will personally use you for my next experiment!", the man scoffs, scowling as he leaves his spellbook with Artemus.
GM BPChocobo TK2 |
With that settled, the party immediately heads to the door pointed out by the strange alchemist.
Going to use the knock as directed?
Nilfyr Starshadow |
Yeah - might as well.
Nilfyr readies himself before the door is opened. Creating a barrier around himself, as well as granting himself the favor of Desna and using a wand to bless the party.
Cast shield of faith, use his wand of bless, then cast divine favor. He'll have an AC of 18, +3 to hit, and +2 to damage.
GM BPChocobo TK2 |
@Artemus: The spellbook is oddly barren from true arcane notes; mostly scribbles on alchemical items, properties on chemicals, and theoretical results. The only spells in the book are: animate rope, color spray, mage armor, light, mage hand, and prestidigitation.
Nilfyr buffs himself and Thunderstealer goes into a more feral form!
I'll assume Thunderstealer, our designated door opening, does the honors.
The knock is given, and a masked bandit opens the doors. He's about to say something until he takes in the sight of a feral-toothed man, his feral looking dinosaur, a pole-arm wielding half-elf, an archer with bow drawn, and a scholarly man with a smug smirk on his face. "Who is it?", asks a woman in the back, barely seeing the party move before she can react.
SURPRISE ROUND!
[spoiler=Inits]
Dars: 1d20 + 6 ⇒ (10) + 6 = 16
Bandit Black: 1d20 + 3 ⇒ (7) + 3 = 10
Bandit Red: 1d20 + 3 ⇒ (15) + 3 = 18
Artemus: 1d20 + 2 ⇒ (4) + 2 = 6
Faeros: 1d20 + 8 ⇒ (19) + 8 = 27
Nilfyr: 1d20 + 3 ⇒ (2) + 3 = 5
Thunderstealer: 1d20 ⇒ 17
Init Order - Surprise Round (standard action only) (bold = up)
Party buff: Bless (+1 to hit, sv vs fear)
Faeros (standard surprise round, can plot next turn's action, too)
Bandit Red
Thunderstealer (Feral transformation - attack, standard surprise round)
Belcher (standard surprise round each)
Tarrin Dars
Bandit Black
Artemus (standard surprise round)
Nilfyr (shield of faith, divine favor, standard surprise round
Map updated!
Faeros89 |
If it's not too late Faeros would have liked to cast wrath and divine favor during the buffing. I wasn't able to check the site for a few hours and missed that part.
Faeros spends his surpise round studying the scholar.
During the regular round, he unleashes two arrows at the scholar in the back. Note Target has cover (+4 AC)...
First Arrow: 1d20 + 10 ⇒ (20) + 10 = 301d8 + 7 ⇒ (8) + 7 = 15
Second Arrow: 1d20 + 10 ⇒ (4) + 10 = 141d8 + 7 ⇒ (5) + 7 = 12
Crit confirm on first arrow
confirm: 1d20 + 10 ⇒ (6) + 10 = 162d8 + 14 ⇒ (4, 5) + 14 = 23
GM BPChocobo TK2 |
I'm ok with that Faeros :)
I'll see how everyone else goes first before finishing up the action.
Thunderstealer |
I've switched Belcher & Faeros, cause Belcher would not be next to the door!
"Belcher! Jump over!"
Thunderstealer steps back.
Belcher tries to jump over the surprised doorman
jump: 1d20 + 11 ⇒ (1) + 11 = 12
I guess this fails
Thunderstealer swings with his horsechopper (non-lethal)
To Hit vs flatfooted: 1d20 + 8 - 4 - 2 ⇒ (12) + 8 - 4 - 2 = 14 Might hit
damage(non-lethal): 1d10 + 7 ⇒ (8) + 7 = 15
Nilfyr Starshadow |
Oh, also forgot to heal:
Cure Light Wounds (Wand): 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wounds (Wand): 1d8 + 1 ⇒ (7) + 1 = 8
Nilfyr trips the man in the door, leaving Belcher to take him out, then moves into the room.
Standard action: Trip red bandit
Trip (Masterwork Fauchard (2H), Bless, Divine Favor): 1d20 + 9 + 1 + 2 ⇒ (14) + 9 + 1 + 2 = 26
Move action: As indicated on map
Artemus Jarm |
Artemus summons his favorite celestial eagle, which appears on the other side of the woman and attacks starting with smiting evil on her.
Bite: 1d20 + 3 ⇒ (6) + 3 = 91d4 + 2 ⇒ (1) + 2 = 3
Talon: 1d20 + 3 ⇒ (4) + 3 = 71d4 + 2 ⇒ (1) + 2 = 3
Talon: 1d20 + 3 ⇒ (5) + 3 = 81d4 + 2 ⇒ (1) + 2 = 3
N Small celestial/fiendish animal
Init +2; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 7 [1d8+3]
Fort +5, Ref +4, Will +2
SR 5
Celestial - Resist Acid, Cold, and Electricity 5
OFFENSE
Speed 10ft., fly 80 ft. (average)
Melee 2 talons +3 [+3] (1d4) [1d4+2], bite +3 [+3] (1d4) [1d4+2]
Special Attacks Smite evil/good
STATISTICS
Str 10 [14], Dex 15, Con 12 [16], Int 2, Wis 15, Cha 7
Base Atk +0; CMB -1 [+1]; CMD 11 [13]
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception
SPECIAL ABILITIES
Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).
Augment Summoning: Items in brackets [] represent the spell being cast by a character with the Augment Summoning feat.
GM BPChocobo TK2 |
On mobile, so update tomorrow, but I think between potential Boom - Headshot! and eagle, the bad guys are about to have a really bad time.
-Posted with Wayfinder
GM BPChocobo TK2 |
And only cover/poor die rolls leaves the BBEG standing!
@Artemus: Arguably, I'd only allow the summoned eagle to have a single attack since this is a surprise round. Moot point with those attack rolls, though.
Likewise, no moving into the room this round Nilfyr as your single action was the trip, unless you have some ability to allow a full action in the surprise round.
Faeros studies the woman in the back, preparing to unleash Abadarian justice against the leader of the bandits.
Thunderstealer then knocks the bandit at the door unconscious with the side of his blade!
Artemus summons his favored eagle once more, but the shock of so many conjurings affects his aim as he readjusts to the Material Plane once more.
Nilfyr, moved you back, but within reach of Black for your trip
The half-elf closes in, using his polearm to expertly send the next surprised bandit to the ground on his back!
The initial outburst of activity settled, the party has a couple of seconds to scan the room. Rows of pews and a stone altar on a low dais show that this room is a shrine. A large statue of a mysterious, hooded figure stands solemn vigil at the east end. Paintings on the walls depict a grayhooded man in a variety of exploits and triumphs, culminating in his ascension to godhood, when he begins aiding lesser thieves.
Finally, Faeros follows up with a pair of arrows, one nearly piercing through the bandit leader's heart, but luckily for her, the chain shirt cushions the below enough to stop total penetration while also deflecting the second arrow.
"How dare you assault a shrine of Norgorber!", the woman calls out, reaching for her unholy symbol.
Init Order - Surprise Round (standard action only) (bold = up)
Party buff: Bless (+1 to hit, sv vs fear)
Faeros
Bandit Red (15 nonlethal damage, unconscious)
Thunderstealer (Feral transformation - attack)
Belcher
Tarrin Dars (15 damage)
Bandit Black (prone)
Artemus
Eagle (smite @ Dars)
Nilfyr (shield of faith, divine favor)
GM BPChocobo TK2 |
Belcher unleashes a savage bite on the fallen man while Thunderstealer's weapon cuts into her deeply. She then tries to carefully cast a spell.
Tarrin concentration: 1d20 + 6 + 4 ⇒ (17) + 6 + 4 = 27
Thunderstealer Will: 1d20 + 5 ⇒ (18) + 5 = 23
She calls out for Norgorber to paralyze Thunderstealer, but he doesn't heed the words of a shifty god, ignoring the paralyzing command!
The bandit on the ground turtles up, trying to protect his vitals.
Init Order - Surprise Round (standard action only) (bold = up)
Party buff: Bless (+1 to hit, sv vs fear)
Faeros
Bandit Red (15 nonlethal damage, unconscious)
Thunderstealer (Feral transformation - attack)
Belcher
Tarrin Dars (31 damage)
Bandit Black (prone, total defense)
Artemus
Eagle (smite @ Dars)
Nilfyr (shield of faith, divine favor)
Artemus Jarm |
Moving into a flanking position with Belcher the eagle full attacks.
Bite: 1d20 + 6 ⇒ (18) + 6 = 241d4 + 4 ⇒ (4) + 4 = 8
Talon: 1d20 + 6 ⇒ (15) + 6 = 211d4 + 4 ⇒ (1) + 4 = 5
Talon: 1d20 + 6 ⇒ (12) + 6 = 181d4 + 4 ⇒ (2) + 4 = 6
Artemus readies a magic missile spell to disrupt any spell the caster might try.
Celestial Eagle:
N Small celestial/fiendish animal
Init +2; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 7 [1d8+3]
Fort +5, Ref +4, Will +2
SR 5
Celestial - Resist Acid, Cold, and Electricity 5
OFFENSE
Speed 10ft., fly 80 ft. (average)
Melee 2 talons +3 (1d4+2), bite +3 (1d4+2)
Special Attacks Smite evil/good
STATISTICS
Str 10 [14], Dex 15, Con 12 [16], Int 2, Wis 15, Cha 7
Base Atk +0; CMB -1 [+1]; CMD 11 [13]
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception
SPECIAL ABILITIES
Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).
Augment Summoning: Items in brackets [] represent the spell being cast by a character with the Augment Summoning feat.
GM BPChocobo TK2 |
The eagle goes all out, the woman falling unconscious to the savage blows as blood spurts out from her mouth.
She's not quite dead yet, but isn't long for this world!
Artemus, you can change your action since she obviously isn't casting.
The last man on the ground cries out, "I give, I give!", noting his surrender as Belcher lurches over him!
Combat is over... unless you don't want it to be :)
Artemus Jarm |
Artemus stays ready. Still seems like a good idea to him.
Commanding the eagle to delay for the moment Art stays ready and says Collect their weapons. And get that one's holy symbol and spell components.
GM BPChocobo TK2 |
And once again for at least the third time in this floor, a bandit asks, "Who are you people?!".
The leader of course was fairly well equipped, having a +1 rapier, +1 chain shirt, a potion of invisibility, and her holy symbol. Her and both of the bandits also had light crossbows and 10 rounds of ammunition each. Her silver unholy symbol is of a mask with a dagger plunged into its side.
Awakening the leader? Just going to question the sole conscious person in the group? Just leave them there tied up?