Velidor Gamestalker |
"If this is a standard uniform for mill workers then we should check out the mill for other clues. Does everyone have everything they need?" Velidor asks as he grabs his gear.
GM BPChocobo TK1 |
There was technically a 4th team member, but since he hasn't responded to any correspondence and that PC was gone before the bulk of the investigation that the newcomers had just missed, we'll just say it was 3 person team and that the 4th never arrived at all.
The party arrives once again at the Apananda Silk Mill. It is about 11am after Lore's attempt to gain information out of the cityfolk. The brick building stands before them, the sloping terra-cotta roof gleaming in the sun's rays.
A pair of large wooden doors stand closed, while the windows remain curtained as they were the night before.
Who's knocking on the door? :) Or something more devious?
Pelkin Norwind |
Assuming the mill is open for business Pelkin will attempt to open the doors and walk inside. He'll take time to ensure that the doors are safe to open before proceeding, however.
Unless someone stops him as he investigates the door Pelkin will offer no other plan but he will listen to others.
GM BPChocobo TK1 |
Pelkin tries to open the doors... but they are locked!
-Posted with Wayfinder
Pelkin Norwind |
Odd for a business to be closed. Any of you have the talent to open the doors, quietly? If we do not possess such skill Pelkin will suggest they look around the building for other means of entrance, as well as those who might be hanging about.
Velidor Gamestalker |
"Locked you say...Lemme have a look..." Velidor says as he rummages for his tools in his bandoleer...
Disable Device: 1d20 + 16 ⇒ (11) + 16 = 27
and if there is a trap Velidor has Trapfinding
Trapfinding: 1d20 + 16 ⇒ (3) + 16 = 19
GM BPChocobo TK1 |
@Velidor: You can tell that the door is barred from the other side. You almost manage to move the bar aside, but you can't quite get it.
Fast-paced footsteps can be heard on the otherside, but then stop.
Try again Velidor?
Velidor Gamestalker |
Perception: 1d20 + 15 ⇒ (17) + 15 = 32
Velidor motions to the others that he heard footsteps but then they stopped...he then motions to see if he should try to pick the door again...
Pelkin Norwind |
Pelkin frowns and then tries to detect the presence of evil. Trying to get an idea of numbers.
Pelkin simply bangs on the door. Open up! We have business to discuss with you! Pelkin then motions to the others to get out of line of sight.
Unless you guys have a different/better idea, Pelkin will simply try the direct approach. If no one answers he'll ask Velidor to try again.
GM BPChocobo TK1 |
@Pelkin: You feel a couple of faint auras on either side of the door and another in the center, although it felt like another one moved while you were concentrating.
With a loud clank on the other side, the doors finally open. A man, in simple workers clothing, greets the party with a smile.
"Greetings, welcome to the Apananda Silk Mill and Processing Facility. Please, come in." the man stepping aside as he motions for the party to enter with a hand outstretched.
Huge looms cover most of the floor in this area. On each loom, hundreds or thousands of yards-long warp threads wind through intricate wooden frames, and spools of silken thread hang down from tall wooden stands that rise up toward the rafters of the high-ceilinged roof, ready to be loaded onto shuttles. There are windows high on the western wall, and the
crowded floor space between the looms is a mess of clutter.
Where you see a pile of wood on the floor is debris and clutter that counts as difficult terrain for that square.
Map updated! Added icons for the new players. I apologize for the small scaling. The doors are open and you can walk in :)
Pelkin Norwind |
Did I have time to inform the others about what I had sensed?
Without stepping inside, Pelkin will show the man the receipts that the party found last night and give a brief and general statement as to why they were here. I was hoping you could tell us something about these purchases. It could help with our investigation. Pelkin will then wait for a response.
GM BPChocobo TK1 |
1 round, yes
"Ahh, well our records are inside. Please enter and wait while I go through the paperwork, yes?"
Pelkin Norwind |
If your associates would introduce themselves properly I would consider accepting your offer. Of course, if they would rather discuss matters out here? Pelkin will take a 5' step back.
If I'm able I would like to use Discern Lies this "turn".
I would hate to think that you would mean us any harm. I don't like being deceived, friendo.
Velidor Gamestalker |
Velidor takes a step back at Pelkins words providing safe space for the men to come outside and talk if they so desire. He also puts his tools back in his bandoleer.
GM BPChocobo TK1 |
Will save: 1d20 + 2 ⇒ (19) + 2 = 21
Bluff: 1d20 + 7 ⇒ (9) + 7 = 16
"I am sorry, but we only discuss business in private. Likewise, if your warrant is to search the building and its dealings, you'll have to do it inside the mill; that writ has no power outside of these walls.", the man smiling wryly at the cautious half-elf.
No wording so far that he is lying. He could be telling the truth, avoiding lying, or perhaps made his Will save.
Before he spoke, but after Pelkin tried to discern lies, the mill worker made a slight twitch in his right ear; he brushed it off, but it seems he was aware of something trying to compel him and shrugged it off.
"Please knock again if you change your mind. Otherwise, good day." The worker claps his hands and the doors seem to close shut automatically. A loud clank can be heard as a bar is presumably put across the door again.
Velidor Gamestalker |
"Rude bugger wasnt he." Velidor quips at the others. "Suggestions?"
Pelkin Norwind |
I never brought up the warrant, was that a slip of his tongue or an error on your part?
Sense Motive: 1d20 + 13 ⇒ (2) + 13 = 15 I quit. Someone else take over. :)
GM BPChocobo TK1 |
Bah, slip on my part. The first part of his statement still stands that they only do business inside and that you do not perceive that as a lie.
Pelkin Norwind |
Fair enough.
Before he moves to close the door Pelkin says, Is hiding in shadows also how you do business? I only want to see to ones I'm dealing with. Everyone. Pelkin will glance to either side of the doorway with a knowing look. Could you introduce your associates to me first?
GM BPChocobo TK1 |
Do note that it will be plainly obvious if you are using detect evil The same with discern lies (obvious that you are doing something; it would still take a Spellcraft check to identify what). If the ability is turned of, I am assuming that you are still using prior information for your statement. If you are still using either one of the abilities, please let me know.
The man looks to his right and says, "Come out Sivash, they wish to see you."
A single man dressed similarly as the first comes from a kneeling position. "You see my associate, do you wish to do business now?", him motioning inside once more.
Pelkin Norwind |
I would be using Detect Evil, yes. I should have mentioned that since I was assuming I would be keeping track of these people. I don't care if he notices "something is up." I just realized that I have no idea if I can use both that and Discern Lies at the same time, if not I'd be concentrating on the Detect Evil.
Is that everyone? I can't help but feel you are hiding something from me, good sir.
Velidor Gamestalker |
"Buddy cant you plainly see we have no ill intent. Help us out here and we can all be friends. Whaddaya say?"
Bluff: 1d20 + 3 ⇒ (12) + 3 = 15
GM BPChocobo TK1 |
Script messers :P Also, yeah, cannot maintain two effects like that, which is fine since your Discern Lies is rounds per day IIRC while your detect ability is infinite as long as you concentrate.
The man shakes his head. "All that are working right now." Looking at the party and at him, he sighs. [b]"It seems you do not wish to do business today. Please return when you change your mind. He claps his hands and the doors close once more.
Pelkin can then feel two faint auras moving from behind either side of the door, then disappear from his range as all four auras delve deeper inside the mill.
What to do now?
Pelkin Norwind |
Pelkin bangs on the door again. OK, enough games. We have a warrant. Open up and let us inside!
Pelkin will track the auras once more.
GM BPChocobo TK1 |
Pelkin bangs on the door again. Eventually, he feels four faint auras approaching once more. The door opens and he sees four workers standing, greeting the party with a bow. "Please come in and we shall look for that information, no?"
Pelkin Norwind |
With a bow, meaning they each have one and they are pointing an arrow at us?
Pelkin Norwind |
Can you tell I was expecting a more hostile response?
Remaining on his guard, Pelkin will nod and accept the offer. Thank you. Hopefully your assistance will aid the matter. Pelkin will step five foot forward and wait for the men to lead the way.
Velidor Gamestalker |
Velidor follows Pelkin in but does not display any hostile intent as he enters.
Amarthecthel |
Amarthecthel follows both, hand on hilt. This is not intended as a threat but could easily be taken as one. The elf is not the most diplomatic of people.
GM BPChocobo TK1 |
Amarthecthel SM: 1d20 - 1 + 2 ⇒ (14) - 1 + 2 = 15
Lore: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
Pelkin: 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23
Twigg: 1d20 - 1 + 2 ⇒ (2) - 1 + 2 = 3
Velidor: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19
The party walks in warily. As Pelkin moves in, though, he senses more evil auras while Lore spots two of the workers acting strangely as they dart to the back and begin to shut the doors.
A hissing voice calls out from another room through a closed door sounds like it is coming from the south. "You have made enemies of the Ebon Destroyers. Let's see how you fare in our parlor!"
Because of Lore and Pelkin, no surprise round, just standard action. Note none of the workers are currently armed, but Pelkin just felt three more auras (assuming you're still keeping up Detect Evil because bad vibes)
[spoiler=Inits]
Rogue Blue: 1d20 + 4 ⇒ (9) + 4 = 13
Rogue Gray: 1d20 + 4 ⇒ (1) + 4 = 5
Rogue Red: 1d20 + 4 ⇒ (13) + 4 = 17
Rogue Yellow: 1d20 + 4 ⇒ (13) + 4 = 17
Monk Black: 1d20 + 1 ⇒ (1) + 1 = 2
Monk Purple: 1d20 + 1 ⇒ (16) + 1 = 17
Sarpini: 1d20 + 5 ⇒ (15) + 5 = 20
Amarthecthel: 1d20 + 2 ⇒ (2) + 2 = 4
Lore: 1d20 + 2 ⇒ (5) + 2 = 7
Pelkin: 1d20 + 7 ⇒ (2) + 7 = 9
Twigg: 1d20 + 2 ⇒ (3) + 2 = 5
Velidor: 1d20 + 9 ⇒ (8) + 9 = 17
Init Order (bold = up and can post!)
???
Velidor
Worker Red
Worker Yellow
Worker Blue
Pelkin
Lore
Worker Gray
Twigg/Mexel
Velidor Gamestalker |
Hearing the threat coming from the south Velidor is moving his musket before the threat is complete moving to his left and turning to shoot the blue foe in case the team needs to beat a hasty retreat against currently unknown odds...
vs touch AC
Musket1+RS1+PBS+DA: 1d20 + 10 ⇒ (3) + 10 = 13
DMG RS1+DA+MT+PBS: 1d12 + 5 + 4 + 1 + 1 ⇒ (9) + 5 + 4 + 1 + 1 = 20
Musket1+RS2+PBS+DA: 1d20 + 10 ⇒ (3) + 10 = 13
DMG RS2+DA+MT+PBS: 1d12 + 5 + 1 + 4 + 1 ⇒ (7) + 5 + 1 + 4 + 1 = 18
Musket2+PBS+DA: 1d20 + 7 ⇒ (12) + 7 = 19
DMG2+PDS+MT+DA: 1d12 + 1 + 5 + 4 ⇒ (8) + 1 + 5 + 4 = 18
Pelkin Norwind |
Not exactly how I wanted to enter but avoiding a surprise round is enough for me. If I had sensed more auras I might have wanted to cast Protection from Evil, Communal but I'm not gonna worry about all that. Lets get it on!
GM BPChocobo TK1 |
Yeah, on one hand, I had to get you guys in here to trigger the encounter, but I also didn't want to nerf your wariness and sensing. But no surprise round and the weapons are hidden/off somewhere else, so most of them are wasting actions/rounds getting armed, you persnickety group, you :P You also happened to nerf their invisibility :P However, enough awareness has been aroused for more action elsewhere.... mwa ha ha ha ha!
Velidor fires a salvo of bullets, but only the last one manages to hit as the man uncannily dodges the first two shots.
Three of the workers, including the one shot by Velidor, grab weapons hidden in nearby machinery or crates. The one closest to Lore smiles wickedly as he stabs at her!
Blue punching dagger @ FF Lore: 1d20 + 7 ⇒ (1) + 7 = 8
Damage on hit: 1d4 + 1 + 3d6 ⇒ (1) + 1 + (6, 1, 3) = 12
Lore Fort on hit: 1d20 + 10 ⇒ (3) + 10 = 13
Wis damage on failure: 1d2 ⇒ 1
However, the worker fumbles his hold as he was preparing to arm the weapon and misses the gnome completely!
Init Order (bold = up and can post!)
???
Velidor
Worker Red
Worker Yellow
Worker Blue (18 damage)
Pelkin
Lore
Worker Gray
Twigg/Mexel
Amarthecthel
Lorelendral Teklet |
Lore steps back and casts blessing of fervor on the party
defensive just in case the rogue has step up or something, dc 23: 1d20 + 10 ⇒ (13) + 10 = 23
Effects (you may each select one of these per round to affect you:
-Increase its speed by 30 feet.
-Stand up as a swift action without provoking an attack of opportunity.
-Make one extra attack as part of a full attack action, using its highest base attack bonus.
-Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
-Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
Lore selects +2 to attack rolls, ac and reflex saves. (ac is now 21)
Pelkin Norwind |
I have no doubt how we will fare! Prepare to face judgment! Using Judgment of Protection and Justice. Pelkin takes the extra attack from Lore's spell, shuffles forward with a quick step and then attacks the red enemy!
Keen Falcata +1: 1d20 + 10 ⇒ (10) + 10 = 20 for Damage: 1d8 + 8 ⇒ (8) + 8 = 16
Extra: 1d20 + 10 ⇒ (18) + 10 = 28 for Damage: 1d8 + 8 ⇒ (2) + 8 = 10
Second: 1d20 + 5 ⇒ (13) + 5 = 18 for Damage: 1d8 + 8 ⇒ (7) + 8 = 15
Confirm Extra?: 1d20 + 10 ⇒ (16) + 10 = 26 for Damage: 2d8 + 16 ⇒ (4, 5) + 16 = 25
AC 30 currently
Velidor Gamestalker |
Velidor takes the "Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves"
GM BPChocobo TK1 |
You don't gain those bonuses until the start of your turn. It's weird, but thst is how the spell is worded. I'll note your buff selection though!
-Posted with Wayfinder
_Twigg |
Twigg casts a spell and fires a multitude of colors at the worker in front of him.
Color spray, will DC 18, at Yellow
Mexel attacks the worker near him.
claw 1d20 + 8 ⇒ (7) + 8 = 15 , 1d4 + 7 ⇒ (1) + 7 = 8 damage
claw 1d20 + 8 ⇒ (17) + 8 = 25 , 1d4 + 7 ⇒ (2) + 7 = 9 damage
bite 1d20 + 8 ⇒ (13) + 8 = 21 , 1d6 + 7 ⇒ (1) + 7 = 8 damage
if fervor hits the bear he takes an extra bite
claw 1d20 + 8 ⇒ (1) + 8 = 9 , 1d4 + 7 ⇒ (2) + 7 = 9 damage
Lorelendral Teklet |
yes fervor would affect the bear too
GM BPChocobo TK1 |
Sorry for the GM delay! I will have something by tomorrow morning!
-Posted with Wayfinder
GM BPChocobo TK1 |
While Lore buffs the party with Sarenrae's fervor, Pelkin follows with Desna's aim and outright kills out of the workers, nearly slicing him through with his sharpened blade.
The worker farthest east pulls out a bow and fires an arrow at Velidor!
Worker Gray arrow @ Velidor: 1d20 + 8 ⇒ (19) + 8 = 27
Damage on hit: 1d6 + 1 ⇒ (2) + 1 = 3
Velidor Fort save on hit: 1d20 + 11 ⇒ (18) + 11 = 29
Wis damage on failure: 1d2 ⇒ 1
Velidor takes an arrow across his arm; he feels a mild tingling, but his body resists the strange effect.
Twigg then blasts the next worker with a scintillating array of colors inspired by the recent festival!
Yellow Will: 1d20 + 2 ⇒ (11) + 2 = 13
It stands limp, stunned by the bouquet of hues!
Init Order (bold = up and can post!)
???
Velidor (3 damage)
Worker Yellow (stunned)
Worker Blue (46 damage)
Pelkin
Lore
Worker Gray
Twigg/Mexel
Amarthecthel
GM BPChocobo TK1 |
Giving Amarthecthel until lunchtime, then delaying him and moving on.
Velidor Gamestalker |
Velidor feels a sharp pain in his side as he turns around to see the man to his back... he also looks around searching for other threats...Perception: 1d20 + 15 ⇒ (1) + 15 = 16...
Feeling he may be attacked again from the man behind him Velidor targets his shots on that foe grey
Musket1+RS1+PBS+DA: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
DMG RS1+DA+MT+PBS: 1d12 + 5 + 4 + 1 + 1 ⇒ (3) + 5 + 4 + 1 + 1 = 14
Musket1+RS2+PBS+DA: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
DMG RS2+DA+MT+PBS: 1d12 + 5 + 1 + 4 + 1 ⇒ (7) + 5 + 1 + 4 + 1 = 18
Musket2+PBS: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24
DMG2+PDS+MT: 1d12 + 1 + 5 ⇒ (9) + 1 + 5 = 15
damage=3
ammo used=6
GM BPChocobo TK1 |
Amarthecthel holds back, thinking something else may happen.
Indeed it does, as a door to the south opens and two men in black robes stand shoulder to shoulder. "Infidels! We shall sacrifice your near-lifeless bodies, in the name of Dhalavei!", one speaks in Vudrani.
Velidor is far more accurate this time and blows away one of the workers, who falls to the ground after a trio of slugs hit his chest.
One of the robed men moves towards Twigg and tries to grab the gnome by the arm!
Grapple @ Twigg: 1d20 + 10 ⇒ (2) + 10 = 12
Luckily, Twigg's recent wrestling training seem to pay off and he nimbly avoids the maneuver!
The wounded worker near the door makes one last attempt to hurt something, stabbing at Mexel!
Blue stab @ Mexel: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Damage on hit: 1d4 + 1 + 3d6 ⇒ (4) + 1 + (2, 5, 4) = 16
Mexel Fort save on hit: 1d20 + 8 ⇒ (16) + 8 = 24
Wis damage on failure: 1d2 ⇒ 2
The worker manages to stab Mexel's left hind leg, and smiling before blood oozes from his mouth and he passes out behind the bear.
Init Order (bold = up and can post!)
???
Velidor (3 damage)
Robed Man Yellow
Worker Yellow (stunned)
Amarthecthel
Pelkin
Lore
Twigg
Mexel (16 damage)
Robed Man Black
Pelkin Norwind |
Pelkin teleports across the room so he can attack the robed man in the doorway! Using 25' worth of Dimensional Hop as my move action. Pelkin will also cast Litany of Sloth on him as a swift action. He'll also be taking +2 bonuses for BoF since I don't think I can full attack after using Dimensional Hop (but if I can, I want to!)
Attack: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17 for Vital Strike: 2d8 + 8 ⇒ (4, 6) + 8 = 18
Lorelendral Teklet |
Lore casts moves into position and casts burning hands to encompass yellow and purple robed guy.
burning hands, dc 16 reflex for half: 5d4 ⇒ (1, 3, 2, 4, 3) = 13