Borax Bulan |
Borax looks down at the loan guard through his spectacles,
"The man is simply an obstacle that needs to be overcome."
Kargen Hapspring |
"Can we eliminate him quietly? Coming in from the water will be more difficult."
-Posted with Wayfinder
DM Beckett |
Its still fairly early into the evenning, say 7-8pm, with plenty of passersby, and the tavern is still lively. Waiting till a bit later of an hour is an option, as well as trying to sneak round. There are other options, too.
-Posted with Wayfinder
Borax Bulan |
Borax shifted his glasses every so slightly. "I find it someone odd that someone is watching the door from the outside and across the street. Do we know who this ruffian is?"
Borax tries to identify anything more about the northlander that will provide clues on his background and purpose.
K Local Take 10 = 19 + Inpsiration: 1d6 ⇒ 6
"Perhaps we should gather some information at the tavern across the street?"
Kargen Hapspring |
"I think we should watch and see if he gets relieved at all. Maybe we can see how diligent he is and whether there are any others coming and going."
Vote to wait and observe for an hour.
-Posted with Wayfinder
Yanbrel Gossrith |
"Dull dull dull dull BORING!" Yanbrel pouts, drumming his fingers on the side of his scroll box. Includes Beguiling Gift, Charm Person, Hypnotism, Sow Thought.
"Let's just charm him into obedience. Or compel him to take a walk down the pier. Or simply hypnotize him and sneak by. Anything but this abysmal waiting."
Angruf |
"Borax, that sounds like an excellent idea. Yanbrel, let's take Borax for a drink in the bar, and see what anyone has to say. I was just lamenting my lack of any potables earlier. Once we have a better idea what's happening, and armed with some potent potables, then perhaps we should confront the guard, or his replacement. Kargen, are you and Moll going to watch the watcher?"
With that, Angruf guides Yanbrel's agitation in to be doused in an alcoholic beverage.
diplomacy(gather info): 1d20 + 8 ⇒ (11) + 8 = 19
Borax Bulan |
Borax nods approvingly at the bard and recalls what he knows about the buildings in the area.
Would like to use Know. Local to gather info if applicable. Take 10=19 + Inspiration: 1d6 ⇒ 3 If not, then Aid Another for Angruf Aid Another Diplomacy: 1d20 ⇒ 18
DM Beckett |
<edit> dang it, I thought I poste this on my lunch break.
After a little over an hour, he is replaced by another man, roughly about the same in stature. Pedestrian traffic begins to waver as well though it is still present, and the tavern is still populated. Venturing inside, no one really seems to know anything about the warehouse. It's one of many that are rented out short term for sea fairing merchants dock and trade. Nothing particularly unique about this one.
Angruf |
Angruf has a beer. He then braces the bartender - purchasing a small hogshead of beer and a bottle of liquor. He tips the bartender a gold piece, and says casually, "My friends and I are going to sit outside. We'll bring the chairs and steins back in when we're done with them."
Taking the chairs, the keg, the bottle, Borax, and Yanbriel outside, Angruf makes a small line of chairs in the front, near the watchman. He makes a small show of settling, drawing a mug of beer, and setting the bottle next to it. He starts small talk with Borax and Yanbriel, "definitely less hot and noisy out here. and just as many pretty ladies - None! How do they let the lasses around here wander around without proper beards?" Angruf will also take a moment, and make something of a show of lighting a pipe.
After several minutes of this usual bar-speak activity (an environment native to dwarves, second only to a mine shaft...), Angruf addresses the guard. "Say - you have no drink. Did they throw you out for not ordering enough? That's a darned shame. Man shouldn't sit about without a drink or a pipe. Darned shame."
Angruf snaps his fingers ('aha!'), "Say, I'll trade you a drink for a tale. I collect tales, and you'd do me a favor. Here, let me draw you a draught, and you tell me why it is you're out in front of a bar, shaming their product by not consuming. Deal?"
Moll Cutpurse |
Moll rolls her eyes at Angruf. "Must an ill name I carry because of ill acts I've done?" she mutters theatrically. She does however take his hint and noses around some, looking for a small boat to borrow that will accommodate the Pathfinders.
Perception 1d20 ⇒ 11
Knowledge: Local 1d20 + 7 ⇒ (3) + 7 = 10
Stealth 1d20 + 7 ⇒ (13) + 7 = 20
DM Beckett |
Dang, looks like my post got eaten.
Guard listens to the dwarf calmly, continuing to keep an eye out and carving at a small piece of wood. He doesn't seem to mind the company, but at the same time doesn't partake in the conversation or drink. "I am working. No drink.
@ Moll You spot one that seems unguarded not too far from here. A moderate rowboat just tied to a dock. Even so, you are not sure anyone would know the better that it wasn't your boat, so barrowing is not so much an issue. It takes you a bit to circle around behind the warehouse where you see that it has a massive set of double doors built into the wall, but they do not attach to the floor. It seems the building has an internal doc, which a small channel into the building for a small ship. One you could easily tie off the boat, and crawl/swim under. There is a simple lock on the inside. You can hear a bit of chatter, at least from two individuals inside, but do not see anyone.
Go ahead and move your mini's to the desired places, either by Moll or Angruf, (or somewhere else), and let me know what you want to do from there.
Yanbrel Gossrith |
Yanbrel hops up from where he had slumped into the borrowed chair to endure Angruf's camaraderie. The sudden motion jostles awake Goody, who had nodded off on the witch's shoulder some minutes ago. The uncanny bird clicks its beak in annoyance.
"I certainly agree," Yanbrel replies to his familiar, "but he's no worse about it than the rest of his folk. Let us get some air."
Resting a hand on his scroll box again, Yanbrel strolls down the dock and hops aboard Moll's commandeered dingy.
"You're the burglar, yes? What's the plan?"
Angruf |
"That sounds more a riddle than a tale, friend.
A man sits alone and idle
in front of a bar
No drink, he says
I'm working
What could he be working at? For whom?
I'll wager I can solve your riddle. You're a man of dedication - are you also a man that likes a challenge?"
Angruf thinks to himself, 'I'll also wager I can keep his attention on me, while other entries are explored.'
Did I mention this is what Angruf lives for? 'A thug and a cantor walk into the bar...'
Kargen Hapspring |
Kargen watches as Angruf engages the guard in conversation. At the same time, it seemed Yanbrel and Moll were heading around the rear of the building. The archer keeps his position, watching for any surprises as the team tackles the problem from two directions.
Act as lookout
Perception, take 10: 10 + 7 = 17
DM Beckett |
Angruf keeps the man's attention for a while, who just says that he is on lookout duty for his boss, until they head out in a day or two, but doesn't really add too much more. He seems to be okay with the company, but is not likely to forget his job either, but that should be enough for the moment, for the others to "sneak" around. Kargen stays back, helping to keep an eye on things, while the others swing around back.
Just need to hear what Borax wants to do.
DM Beckett |
Oh wow. I didn't realize I was holding things up.
I was kind of waiting for everyone to see what their plan was. But I'll go ahead and bump this along. :)
While Angruf and Borax stay back to distract the lookout, the others hijack a small boat and maneuver it around behind the warehouse. Slipping beneath the outer door, they begin to enter the warehouse and notice two voices chatting, but where not able to see them until fully inside and out of the water and ship channel. Once inside, they see that the warehouse actually is docking a boat, one of obvious Ulfen (Viking) design.
Yanbrel's Stealth: 1d20 + 2 ⇒ (17) + 2 = 19
Guard's Perception: 1d20 + 1 ⇒ (8) + 1 = 9
Guard's Perception: 1d20 + 1 ⇒ (16) + 1 = 17
Crawling beneath the wall is no issue, but once Moll and Yanbrel begin to crawl up the side of the inner dock, they notice a guard sitting on some crates right in front of them. Trying to crawl back down quickly, Yanbrel slips, alerting them to the threat with a small splash.
Moll: 1d20 + 3 ⇒ (9) + 3 = 12
Yanbrel: 1d20 + 8 ⇒ (5) + 8 = 13
Guard 1: 1d20 + 2 ⇒ (19) + 2 = 21
Guard 2: 1d20 + 2 ⇒ (14) + 2 = 16
Bengeirr: 1d20 - 1 ⇒ (7) - 1 = 6
Guard 2
Guard 1
Yanbrel
Moll
Bengeirr
In the Surprise Round, Guard 1 (nearest you) shouts out "Thieves. To arms." and then 5ft steps towards you and draws his Greataxe. Guard 2 then jumps up and also moves to you and draws his Greataxe. Guard 1 advances again and swings at Moll.
Greataxe: 1d20 + 3 ⇒ (12) + 3 = 15 <barely missed>
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Angruf |
perception: 1d20 + 2 ⇒ (1) + 2 = 3
Angruf is having a lovely conversation with the reticent guard. He's keeping an eye on Kargen, the other eye up the street, and not a whit of listening attention to the warehouse.
Kargen Hapspring |
Perception: 1d20 + 7 ⇒ (4) + 7 = 11
-Posted with Wayfinder
Yanbrel Gossrith |
What's the terrain situation for Yanbrel and Moll? That is, what sort of special action, if any, would be required for them to get onto either the larger boat or the dock?
DM Beckett |
What's the terrain situation for Yanbrel and Moll? That is, what sort of special action, if any, would be required for them to get onto either the larger boat or the dock?
I'm just going to say a DC 10 Climb, and one square single requires 10ft of movement to get out of the water and on the deck.
Borax, you hear something going on inside, but it does not seem that your allies or the lookout outside with you have yet. (You can go ahead and roll Init, too, and I'll enter you in the roster)
Moll Cutpurse |
Moll reaches up and, with a smile, punches the man in the unmentionables. "Why must people always call me that? That was a long time ago." she says.
Combat Maneuver to give the Sickened condition. 1d20 + 8 ⇒ (9) + 8 = 17
She then attempts to climb up onto the boat.
Climb 1d20 + 6 ⇒ (3) + 6 = 9
DM Beckett |
Man, that's the second time in a day or so, in a PFS Game Day scenario that that trick has happened. Why does everyone hate the NPC's unmentionables? J/K
The low blow lands, causing him to protect himself naturally and attempt to avoid a sudden fit of vomiting, but Moll fails to climb up.
Yanbrel Gossrith |
Climb: 1d20 ⇒ 16
Yanbrel quickly clambers up the side of the boat, steps to the far side, and whirls around to face the enemy. Eyes unblinking and hands outstretched, the witch begins a series of eerie incantations, while, still perched on his shoulder, Goody slowly rotates his head in a complete circle.
Cause Fear on the non-sickened guard. Frightened for 1d4+1 rounds, or shaken for 1 round with DC 16 Will save.
Borax Bulan |
Init: 1d20 ⇒ 9
Borax attempts to relay the information to his compatriots.
"Good fellows, I believe our attention may be needed elsewhere."
Convey simple message through Bluff: 1d20 ⇒ 18
DM Beckett |
Will: 1d20 + 1 ⇒ (1) + 1 = 2
The guards inside move up to Yanbrel and Moll, but Yanbrel casts a charm, scaring one of them away as Moll ducks in and delivers a low blow. From an upstairs room, Bengeirr begins to prepare for battle and comes down the stairs slowly. He is wearing half plate and carries a greatsword now ready. In his other hand, he carries the Beacon of the North, lit and somehow held like he plans to attack with the lantern's beam. Just as e reaches the lower floor, one of his guards runs past him, fleeing to the main door. The other guard, now seeing Yanbrel as the threat comes aboard the ship and gets ready to charge. the DC to climb the ship is a little higher, but your climb check made it.
Outside, Borax senses something is going on inside and delivers a coded warning to his fellow agents, but just after that everyone can hear the main door being unlocked in a hurry.
Everyone that hasn't, please roll Init, and you will jump in next round.
Kargen Hapspring |
Initiative: 1d20 + 5 ⇒ (11) + 5 = 16
Kargen looks to Borax and nods. "You hear something? You think they others-" He's cut off as the main door is unlocked. The archer grabs his bow.
Angruf |
init: 1d20 + 0 ⇒ (19) + 0 = 19
Taking Borax's message up smoothly, Angruf steps up his discussion with the guard, actively fixing his attention on Angruf.
Round 2
standard: 'fascinate'(Will DC13) guard
DM Beckett |
1d20 + 2 ⇒ (13) + 2 = 15
1d20 + 1 ⇒ (2) + 1 = 3
Guard 1 (fleeing)
Angruf
Kargen
Guard 2 (inside)
Guard 3 (outside)
Yanbrel
Moll
Borax
Bengeirr
The spooked guard throws open the doors and starts to run out into the city, whimpering about witchcraft. It draws a few onlookers, but opens the way to the warehouse. Angruf then begins to chant a religious (jewish-like) cant, drawing the attention on not only his mark, but some of the crowd as well, who bend ear to hear the small sermon. But sounds of battle inside break their attention quickly away.
Kargen Hapspring |
Kargen speaks a quick blessing of protection and then makes a dash for the now-open door, hoping Angruf and Borax can tie up the guard near them long enough for him to get inside.
Cast Shield of Faith. AC is now 19.
DM Beckett |
The guard atop the ship charges at Yanbrel, fearing that the witch might curse him with fear as well, but gets caught on a net and swings far too wide. The lookout outside simply continues to listen to Angruf's account.
Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Yanbrel, Moll, and Borax are up.
Borax Bulan |
Borax bows towards the guard,
"If you'll both excuse me."
Borax enters through the open door and closes it behind him.
DM Beckett |
Since you are not threatened, you manage to climb up with ease, (basically just subtract 10ft from a single Move action), and can continue to act from there. Remember you can Take 10.
@ Borax, did you want to Ready/Hold an Action to let Kargen get inside, or go ahead and close him outside?
Moll Cutpurse |
After climbing up onto the boat, Moll finds herself with more momentum than she had anticipated, and kicks a coil of rope that is lying on the deck towards the man.
Dirty Trick to give the Entangled condition 1d20 + 8 ⇒ (4) + 8 = 12
Yanbrel Gossrith |
Yanbrel realizes the precariousness of his current position, as the guard nearly pins him to the edge of the boat. He hardens his gaze at the second adversary, willing weakness into the man's arms.
Evil Eye on the guard, applying a -2 penalty to attack rolls for 8 rounds, DC 15 Will save reduces to 1 round.
His foe sufficiently cowed, the witch turns his attention to escape.
Attempting to move east then jump onto the dock.
Acrobatics (jump): 1d20 + 2 ⇒ (8) + 2 = 10
DM Beckett |
Guard 1 (fleeing)
->Angruf
Kargen
Borax
Guard 2 (inside)
Guard 3 (outside)
Yanbrel
Moll
Bengeirr
1d20 + 1 ⇒ (18) + 1 = 19
Yanbrel tries t curse him, ten escape, but I guess this guard is weary of past tricks and shrugs it off, (mostly). Moll tries to get some rope in the ay of his legs, but it catches the side of the ships wall instead. Borax steps inside and waits for his ally to make it, planning to close the door quickly behind him. Fully, down from the stairs now, Bengeirr mutters a small prayer to Gorum, and suddenly a glowing magical Greatsword appears next to Borax, swinging at him.
Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
"Thieves will suffer a chilling fate. Or are you here for Skelg.", bringing the lantern up in front of him, like some sort of ranged weapon.
Angruf |
Round 3...
As Borax enters the warehouse and closes the door, Angruf eases his attention on the guard, and addresses a broader audience. "It's an awful thing when a dice game goes awry. Looks like that fellow forgot his purse at home. We should probably let those fellows settle it among themselves."
bluff: 1d20 + 2 ⇒ (11) + 2 = 13 - hopefully something they'd like to do (not get involved) for a +5.. check is against sense motive result.
Looking more specifically at the guard he's been chatting with, and more quietly, "Say - did you know that gent? I didn't want to let on, but he didn't seem well. Maybe you should go find out what's happened with him? I'll cover you here for a few moments."
diplomacy: 1d20 + 8 ⇒ (2) + 8 = 10 - asking him for aid/favor, 'Give simple aid +0 modifier', DC15 if he's indifferent, DC10 if he's gotten around to 'friendly'
Kargen Hapspring |
Kargen slips inside the door as Borax closes it. "Cutting it a bit close there. But let's see what our friends have found."
Seeing one of the guards nearby, he shouts for him to surrender. "In the name of Erastil, stop! Surrender your arms!"
Intimidate: 1d20 + 6 ⇒ (6) + 6 = 12
Borax Bulan |
Borax feels his blood seep and his face grows ashen as he attempts to discern the nature of the magic before him.
Spellcraft: 1d20 + 9 ⇒ (8) + 9 = 17 add Free Inspiration: 1d6 ⇒ 6
Need to know if that sword is essentially a Spiritual Weapon or some other type of magic. Whether it can make AoO's or attacks as a force object will determine what actions Borax takes.
DM Beckett |
It is Spiritual Weapon. It attacks as a Force Spell & Weapon, can not make AoO's, and will attack from his direction, but can not flank.
Borax Bulan |
Borax realized his own extracts could neutralize the immediate threat. But the sight of the lantern jogged his memory that the light from Skelg's lantern is what afflicted Skelg.
"Kargen, mind the lantern!"
Borax drank his Shield extract and retreated behind the barrels, dropping to a knee.
DM Beckett |
Angruf
Kargen
Borax
Guard 2 (inside)
Guard 3 (outside)
->Yanbrel
->Moll
Bengeirr
Angruf continues to keep Guard 3's attention while Kargen steps inside and shouts at the other guard (no effect) and Borax closes the door behind him and jumps behind some cover. The other warrior guard tries again to attack Moll, but is starting to see he is fighting a loosing battle.
Attack: 1d20 + 1 ⇒ (13) + 1 = 14 <MISS, but only due to the Evil Eye :)>
Yanbrel and then Moll are up.
DM Beckett |
Also added a little lightning bolt to represent the spiritual weapon. And on a side note, with the holidays coming up soon, and the Game Day dead line around the corner (Jan 4th), we are fairly close to the end, but if we could all push a little bit, I think we can make the deadline. There are (possibly) 2 more combats, and a bit of exploration coming after this.