Hule
|
Hule skulks around in the shadows a few buildings down, keeping his eye on the approaching guards in case some kind of intervention is needed.
Kinda glad I walked away now.
Stealth T20: 20 + 4 = 24
Fuzzfoot Hogan
|
Fuzzfoot steps off his podium and moves to find a seat to watch the action. He is ready to bolt, if necessary, but will shout "Wow, here are the guards as quick as ever!" As they approach.
Wish my bluff was higher so I could send them off on a good goose chase...
Scarvane
|
Let us hurry to the docks Scarvane moves out of the building as quickly as he can in the opposite direction of the guards and towards the docks.
Jamamros Samulkin
|
"Agreed." Jamamros takes off in the same direction as Scarvane, hoping that the information they retrieved from the man would prove valuable.
| GM Bold Strider |
As you guys hustle out of the slaver district, you make your way to the docks. The docks are a fairly large place, but a well-known slaver area is near the docking of the No Return.
You reach the docks and see three bustling taverns and a boat being loaded:
Boat-No Return
Sodden Sailor Inn
Pilfered Parrot Pub
The Ticklefish Tavern
What do you do?
Jamamros Samulkin
|
"We should prolly check the boat first ta make sure Pildapush isn't gettin' on it."
-Posted with Wayfinder
Hule
|
"We were told to meet a man here about a slave problem. Probably just a misunderstanding. Just give us a moment to clear it up and we'll be on our way and out of yours."
bluff: 1d20 + 10 ⇒ (16) + 10 = 26
-Posted with Wayfinder
Jamamros Samulkin
|
"We told ya we needed to clear up some things. So how about you point us in da direction of the man in charge of this boat."
Hule
|
Hule pulls out a pouch of coins and shifts it from hand to hand. "Maybe you're not understanding what brings us here in the first place. Everyone stands to gain something from us getting on this boat."
Diplomacy: 1d20 + 2 ⇒ (3) + 2 = 5
Hule frowns as he hears his own words. Clearly he was losing his edge.
"Come on men, let's not bother these working stiffs anymore."
| GM Bold Strider |
@Scarvane: There are two guards on the gangplank and about five or six guarding the rest of the boat. If you attacked the gangplank guards, then you are positive that the whole contingent will join in.
The guards snort at Hule's attempt to bribe them. Boss don't like betrayal and your pittance ain't worth my life. Get moving or we will get it moving for you.
Jamamros Samulkin
|
"Dunno, but he obviously doesn't want ta talk to us right now. How 'bout we go to the Pilfered Parrot Pub and try and see if any o' the patrons know an'thing?"
Jamamros approaches the pub. "I could use a drink, and nothin' gets people talkin' more than alcohol."
Fuzzfoot Hogan
|
Aside, to Jamamros, Fuzzfoot whispers "Well, I am always open to having a drink, but I wonder if we leave and the boat sets off, will we have missed our opportunity? Then again, we don't really know if this is the right boat, and attacking 6-8 armed guards seems a risky proposition."
To the guards, Fuzzfoot says, "Listen, I know you all have your orders, but it seems to me that your boss wouldn't want to turn down a lucrative business opportunity before he even gets a chance to hear it. But I tell you what... later, when he comes and asks me why I didn't let him in on this deal, I'll be sure to let him know you two were good guards and did your duty to refuse us. I am sure he will want to reward you plenty, even though it cost him the opportunity."
Not sure if this gives me enough for a diplomacy or bluff, so I will roll both and let you decide
Diplomacy: 1d20 + 12 ⇒ (2) + 12 = 14
Bluff: 1d20 + 3 ⇒ (17) + 3 = 20
| GM Bold Strider |
@Fuzzfoot: That would be an Intimidate plus Bluff, not Diplomacy. Also, Hule failed his Diplomacy. They are very unwilling to listen to you, especially after one of your teammates just asked who the boss is and you are trying to say that you got business with the boss. Even everyday guards can pick up on stuff like that.
Kazzak Ebonheart
|
Kazzak looks on in dismay as he and his fellow pathfinders are again sent running.
So the tavern ey? A good place for adventurers...
Jamamros Samulkin
|
"Sounds like a drink it is!" the dwarf boasts.
| GM Bold Strider |
The Pathfinders head to the Pilfered Parrot Pub. Inside, sailors and dockworkers spend their hard earned coin on ale and wenches with the occasional mutton dotting a table. The bartender washes the mugs and pours the ale while the serving wenches entertain the men and serve the food. It is clear that this is the preferred hangout for many of the ships, but you don't see any men in the colors of the No Return.
Jamamros Samulkin
|
"Based on the looks of the men around here, doesn't look like the answers we be needin' will be found here." The stout dwarf looks obviously agitated. "All this runnin' around better be worth it in the end!" he mumbles as he begins walking towards the door to leave.
Sensing that the party would find nothing in the Pilfered Parrot Pub, Jamamros turns to the party, "Let's check The Ticklefish Tavern. One place ta drink is as good as da next and hopefully we can find some people from that boat to have a chat with."
Scarvane
|
Scarvane follows close behind. Do you think that Pildapush or the woman are in a tavern?
Did we geta description of what Pildapush looks like?
| GM Bold Strider |
Nope. The junkie just told you Pildapush's name and place of business, not a description.
As soon as Fuzzfoot and Jamamros pass the Sodden Sailor Inn, they are ambushed by a group of halfings!
Short Sword @ Fuzzfoot-14 AC: 1d20 + 3 ⇒ (18) + 3 = 21
Short Sword @ Fuzzfoot-14 AC: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Short Sword @ Fuzzfoot-14 AC: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Shortbow @ Jamamros-12 AC: 1d20 + 3 ⇒ (1) + 3 = 4
Shortbow @ Jamamros-12 AC: 1d20 + 3 ⇒ (9) + 3 = 12
Total Damage:
Fuzzfoot: 3d4 - 3 ⇒ (2, 3, 1) - 3 = 3
Jamamros: 1d4 ⇒ 2
Initiative:
Hule: 1d20 + 6 ⇒ (4) + 6 = 10
Jamamros: 1d20 - 1 ⇒ (11) - 1 = 10
Fuzzfoot: 1d20 + 3 ⇒ (3) + 3 = 6
Scarvane: 1d20 + 8 ⇒ (4) + 8 = 12
Kazzak: 1d20 + 2 ⇒ (7) + 2 = 9
Halflings: 1d20 + 4 ⇒ (17) + 4 = 21
The halflings attack Fuzzfoot and Jamamros again!
Short Sword @ Fuzzfoot-14 AC: 1d20 + 3 ⇒ (12) + 3 = 15
Short Sword @ Fuzzfoot-14 AC: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Short Sword @ Fuzzfoot-14 AC: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
Shortbow @ Jamamros-12 AC: 1d20 + 3 ⇒ (13) + 3 = 16
Shortbow @ Jamamros-12 AC: 1d20 + 3 ⇒ (14) + 3 = 17
Total Damage:
Fuzzfoot: 3 + 1d4 - 1 ⇒ 3 + (2) - 1 = 4
Jamamros: 2 + 2d4 ⇒ 2 + (4, 1) = 7
Initiative:
1st: Halflings (1; 2; 3; 4(Roof); 5(Roof))
2nd: Fuzzfoot @ 4/9 HP [1 non-lethal]; Jamamros @ 3/10 HP; Hule; Kazzak; Scarvane
Jamamros Samulkin
|
"Ya little..." Jamamros trails off after being ambushed by the halflings. "Ya think you can just jump out and stab and shoot people!" he continues to shout. As Jamamros is shouting at the halflings he removes his battleaxe from his back. He takes aim at the nearest halfing.
I'm assuming by the fact we were both ambushed that the ones with swords are in range of me already.
Move Action: Draw Weapon
Standard Action: Attack
Attack: 1d20 - 1 ⇒ (19) - 1 = 18
Damage: 1d8 - 1 ⇒ (5) - 1 = 4
After taking a swing at the nearest halfling, Jamamros will take a slight step to the side to try and put some distance between himself and harm's way.
Hule
|
Hule moves forward while drawing his whip, then lashes out at the feet of a halfling next to Fuzzfoot.
Whip Trip: 1d20 + 5 ⇒ (15) + 5 = 20 Use this
Tandem Trip (teamwork): 1d20 + 5 ⇒ (11) + 5 = 16
Fuzzfoot Hogan
|
Fuzzfoot limps back 5', then starts an epic tale of courage and daring, hoping to inspire his friends to handle this matter quickly.
Affected allies receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
Kazzak Ebonheart
|
Fun fact about Kazzak and Puss. At this level puss the cat is the far better combatant... Kazak attacks halfling south of fuzzfoot. Puss flanks dude north of Fuzzfut and bites declares rattling and staggering strike as well as a trip should she hit...
Kazak moves forward with his bladed staff gripped tighty in both hands as he lashes out at one of the Halflings pestering Fuzzfoot, while Puss takes on the other one pestering the halfling.
Attack Kazzak1d20 + 4 ⇒ (12) + 4 = 16 Damaga 1d8 + 5 ⇒ (5) + 5 = 10
Bite Puss flank 1d20 + 10 ⇒ (4) + 10 = 14 Damage1d4 + 1 ⇒ (3) + 1 = 4
Trip attampt if hit is succesful 1d20 + 5 ⇒ (7) + 5 = 12
Entangled 1d4 ⇒ 4 rounds and shaken if hit...
| GM Bold Strider |
Fuzzfoot steps back to Inspire, while Kazzak, Jamamros and Hule ruthlessly attack the halflings. Scarvane protects himself with abjuration magicks.
The halflings continue their attacks on their targets. The prone halfling stands up, but it doesn't seem that anyone is threatening him as Fuzzfoot is the only one adjacent and doesn't have a melee weapon.
Short Sword @ Fuzzfoot-17 AC: 1d20 + 3 ⇒ (19) + 3 = 22
Short Sword @ Fuzzfoot-17 AC: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22
Short Sword @ Fuzzfoot-17 AC: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Shortbow @ Jamamros-11 AC: 1d20 + 3 ⇒ (8) + 3 = 11
Shortbow @ Jamamros-11 AC: 1d20 + 3 ⇒ (7) + 3 = 10
Short Sword Confirmation @ Fuzzfoot-17 AC: 1d20 + 3 ⇒ (14) + 3 = 17
Total Damage:
Fuzzfoot: 3d4 - 3 ⇒ (3, 1, 4) - 3 = 5
Jamamros: 1d4 ⇒ 2
Fuzzfoot falls unconscious and Jamamros is nearly there as well.
Initiative:
1st: Halflings (1 @ 5 damage; 2 @ 10 damage; 3; 4(Roof); 5(Roof))
2nd: Fuzzfoot @ -2/9 HP [2 non-lethal]; Jamamros @ 1/10 HP; Hule; Kazzak; Scarvane
Jamamros Samulkin
|
Jamamros rears back with his axe once more, taking aim at the nearest halfling.
Attack: 1d20 - 1 ⇒ (15) - 1 = 14
Damage: 1d8 - 1 ⇒ (4) - 1 = 3
After taking a swing at the halfling, Jamamros turns to the others. "We need ta get the ones in the roof!" he shouts pointing to the ones wielding a bow. "And someone needs ta help me get Fuzzfoot outta here!"
Jamamros will take a 5' step back after his attack, needing to get some distance.
-Posted with Wayfinder
Scarvane
|
Grab him and lets get inside and regroup!
Scarvane begins to cast a spell into the group as the ground quickly turns into a slippery grease pile.
Cast grease at the 10 foot area on the two halflings south of Fuzzfoot. Not targeting Fuzzfoot of course.
| GM Bold Strider |
Jamamros swings at the halfling attacking his halfling and hits the tiny bastard. Don't forget Inspire Courage. Only time I will remember to add this for you.
Scarvane reaches into his spell component pouch and draws out a stick of melting butter. He waves his hand over the congealed fat and it disappears, but leaves his hands feeling oily. Suddenly, the ground under two of the assailants becomes slicked with grease!
Reflex Save: 1d20 + 2 ⇒ (6) + 2 = 8
Reflex Save: 1d20 + 2 ⇒ (15) + 2 = 17
These look pretty cut and dry for saves, but please post the DC next time.
The injured halfling falls prone, whereas the other merely finds himself slipping and sliding on the grease, still able to stand.
Initiative:
1st: Halflings (1 @ 9 damage; 2-Prone @ 10 damage; 3; 4(Roof); 5(Roof))
2nd: Fuzzfoot @ -2/9 HP [2 non-lethal]; Jamamros @ 1/10 HP; Hule; Kazzak; Scarvane
Jamamros Samulkin
|
Forgot Fuzzfoot gave us his song. Sorry, and thanks.
-Posted with Wayfinder
Hule
|
Hule casts a spell, his hand glowing with warm energy. He then shifts towards Fuzzfoot and touches him with the glow.
CLW: 1d8 + 3 ⇒ (8) + 3 = 11
-Posted with Wayfinder
| GM Bold Strider |
Ugh, I'm an idiot. He fell unconscious and I'm so used to bards having Lingering Performance that I assumed it was still active. Oh well, mistake in the player's favor stands.
Hule heals Fuzzfoot back up to fighting form!
Initiative:
1st: Halflings (1 @ 9 damage; 2-Prone @ 10 damage; 3; 4(Roof); 5(Roof))
2nd: Fuzzfoot-Prone @ 9/9 HP; Jamamros @ 1/10 HP; Hule; Kazzak; Scarvane
Fuzzfoot Hogan
|
I had not seen Lingering Performance before, so will have to consider that for the future...
"Thanks, Hule. I was afraid I was a goner there..."
Fuzzfoot looks for cover and loads his crossbow (assuming no AoO, otherwise just retreat as safely as possible).
Kazzak Ebonheart
|
The lord of envy and revenge requires that blood must be spilled and so Puss and Kzak continue with the slaughter of these predatory halflings.
Bite Puss flank 1d20 + 9 ⇒ (15) + 9 = 24 Damage 1d4 + 1 ⇒ (3) + 1 = 4
Trip attampt if hit is succesful 1d20 + 5 ⇒ (4) + 5 = 9
Entangled 1d4 ⇒ 4rounds and shaken if hit...
Claw Puss flank 1d20 + 9 ⇒ (16) + 9 = 25 Damage 1d4 + 1 ⇒ (4) + 1 = 5
Entangled 1d4 ⇒ 4rounds and shaken if hit...
Bite Puss flank 1d20 + 9 ⇒ (16) + 9 = 25 Damage 1d4 + 1 ⇒ (2) + 1 = 3
Entangled 1d4 ⇒ 1rounds and shaken if hit...
Kazzak Attack prone Halfling1d20 + 7 ⇒ (6) + 7 = 13Damage 1d8 + 4 ⇒ (6) + 4 = 10
Kazzak attacks the prone halfling south of Fuzzfoor. Puss the one adjacent to her
| GM Bold Strider |
@Fuzzfoot: You are prone next to enemies. You will draw AoOs from them all if you reload or stand up.
@Kazzak: Just so you know, there is a lot of debate about how often pets can use the Ranger tricks. I'm thinking it will probably fall to the same as the Ranger archetype with 3+Wis per day, thus from now on you are limited to that. Had to look it up because it seems so overpowered, hah.
Puss mauls one of the halflings to death while Kazzak misses the prone halfling assassin.
The halflings fire two arrows at Jamamros.
Shortbow @ Jamamros-11 AC: 1d20 + 3 ⇒ (5) + 3 = 8
Shortbow @ Jamamros-11 AC: 1d20 + 3 ⇒ (6) + 3 = 9
The remaining two halflings lash out at the nearby enemies.
Short Sword @ Fuzzfoot-17 AC: 1d20 + 3 ⇒ (8) + 3 = 11
Short Sword @ Kazzak-19 AC: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d4 - 1 ⇒ (3) - 1 = 2
Initiative:
1st: Halflings (2-Prone @ 10 damage; 3; 4(Roof); 5(Roof))
2nd: Fuzzfoot-Prone @ 9/9 HP; Jamamros @ 1/10 HP; Hule; Kazzak @ 10/12 HP; Scarvane
Fuzzfoot Hogan
|
OK - I thought they dragged me away from the action, didn't realize I was still next to attackers. I see the map now.
Fuzzfoot tries to muster enough strength and agility to get out of harm's way.
Acrobatic check to move 5' while prone and not allow AoO: 1d20 + 9 ⇒ (6) + 9 = 15
Move 5' to NW (if N is top of map).
Scarvane
|
Scarvane looks to the roof as he gives the men a look of pure rage. Quickly he waves his hand across his vision. Sleep now little one.
Use Slumber hex on the closest archer. DC 14 Will save