Carina Villasani |
Carina wrinkles her nose at the odor in the bar. "I've smelled pig sties fairer then this," she quietly mutters to herself, as she looks around at the rough crowd at the dive bar. Noting Prothero's indication, she nods and looks to the others. "Let's do this."
Spackle McGapfiller |
Spackle takes the whole bar in, "Cayden's Keg this place 's just a bucket o' sadness ain't it? Well, Ah kin give ya a big distraction, medium distraction or direct approach. Whatta ya all wantin'?"
Solstice Rain |
"I could try to hypnotize some of them before the inevitable riot. How does that sound?" Barring any objection she will move up to the group and cast hypnotism, using bluff to try to disguise the fact that she is casting.
bluff: 1d20 + 9 ⇒ (5) + 9 = 14
Affected hit dice: 2d4 ⇒ (1, 1) = 2, DC 18 Will ST.
Crap and double crap. Waste of a spell there.
GM_CariMac |
Sense Motive P: 1d20 + 2 ⇒ (18) + 2 = 20
Sense Motive Red: 1d20 - 2 ⇒ (5) - 2 = 3
Sense Motive Green: 1d20 - 2 ⇒ (5) - 2 = 3
Sense Motive Blue: 1d20 - 2 ⇒ (7) - 2 = 5
Sense Motive Purple: 1d20 - 2 ⇒ (15) - 2 = 13
Sense Motive Yellow: 1d20 - 2 ⇒ (6) - 2 = 4
Hjort? Will: 1d20 - 1 ⇒ (17) - 1 = 16
P Will: 1d20 + 5 ⇒ (17) + 5 = 22
The man who looks like Hjort just stares at Solstice as if she's the most fascinating creature that has ever existed. The man at the table to the left shakes off the spell and yells. "Hey what was that for? You doing your fancy spells and trying to hurt us." He stands up, and suddenly the whole place erupts in violence.
Initiative Archon: 1d20 + 3 ⇒ (7) + 3 = 10
Initiative Zero: 1d20 + 2 ⇒ (1) + 2 = 3
Initiative Solstice: 1d20 + 12 ⇒ (6) + 12 = 18
Initiative Spackle: 1d20 + 2 ⇒ (14) + 2 = 16
Initiative Carina: 1d20 + 6 ⇒ (3) + 6 = 9
Initiative Prothero: 1d20 + 4 ⇒ (2) + 4 = 6
Initiative P: 1d20 + 1 ⇒ (20) + 1 = 21
Initiative Thugs: 1d20 + 5 ⇒ (12) + 5 = 17
Round 1 Bold May Act
P: 21
Solstice: 18
Thugs: 17
Spackle: 16
Archon: 10
Carina: 9
Prothero: 6
Zero: 3
The man who yelled casts a spell, and stands up.
Solstice Rain |
Cast Defensively: 1d20 + 9 ⇒ (6) + 9 = 15
Seeing herself squeezed in between her compatriots behind her and two violent people in front of her she tries to cast vanish defensively, but fails.
"This is not my day. I'm afraid I've been more of a liability this time."
she then tries to step back out of the way.
GM_CariMac |
Round 1 Bold May Act
P: 21
Solstice: 18
Thugs: 17
Spackle: 16
Archon: 10
Carina: 9
Prothero: 6
Zero: 3
The yellow purple, green, and red thugs drink a potion, and move forward toward the party.
Red swings at the sorcerer in front of him with his cestus. Then he takes a step back.
Unarmed Strike: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Spackle McGapfiller |
"Oy but this is goin' the wrong way fast! Ye all may wanna scatter, as the 'Smodean witch may jest try an' blow us ta smithereens."
The gnome flicks his wrist and a wand slides into his hand. With a flourish, a cloud billows up from the floor.
Casting Obscuring Mist off the wand. Next round I will start the Song of the Fiery Gaze, which will allow the party to see through the smoke unhindered. As we are going in a block, would it matter when I do this? I don't want everyone else to miss out on a round of actions.
Obscuring Mist ~ Range 20 ft. Effect cloud spreads in 20-ft. radius from you, 20 ft. high.
A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
Prothero Crace |
Prothero curses as the mist appears, slipping his bow off his shoulder and muttering, "This is going to make hitting my targets a trick..." He steps forward between Carina and Archon, draws back his bow and puts an arrow into the thug threatening Solstice!
Draw bow, 5-foot step, shoot at red. No AoO due to Point Blank Master.
Longbow attack, PBS: 1d20 + 11 ⇒ (7) + 11 = 18
Longbow damage, PBS: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Miss chance, 1-20 misses: 1d100 ⇒ 74
Archon the Divine Caller |
Darting past many of obstacles just as the area becomes misty, Archon curses as his entire tactic becomes significantly more difficult, but getting into position, just in case the mists vanish and these thugs continue their attack.
Acrobatics if needed: 1d20 + 11 ⇒ (4) + 11 = 15
Why did we cover the area in Obscuring Mist, just out of curiosity?
Prothero Crace |
Why did we cover the area in Obscuring Mist, just out of curiosity?
As Spackle said, his action for next round is to use Song of the Fiery Gaze to let us see through the mist - so we'll have concealment from the enemy, and they won't have concealment from us. It takes a round to set up, but it's pretty sweet tactically. I wonder if it might be better to do it in the reverse order, though?
Spackle McGapfiller |
Well, I didn't want the bad guys to get of a series of attacks or reposition and get close, thus defeating the purpose of the tactic. I also asked the GM if it mattered when in the round I did this. Though looking back, I could have been clearer that I was okay doing this AFTER the rest of the team went. Sorry for any inconvenience.
Carina Villasani |
Carina quickly skitters back from the front line, somewhere that she never wants to be when weapons are drawn. With a flourish, she flips her bladed scarf off her shoulders, and brandishes it in one hand, letting it the length dip toward the floor.
if it's allowed that Spackle's Mist is after my action...
Then she gestures forward as she chants, calling into being another burst of glimmering shards, barely avoiding herself and Prothero in the area.
5-foot move
Move action - draw weapon
[If Spackle goes after me]standard action - cast Glitterdust in marked area(DC 16 vs. blinded)
'Zero' of the Golden Erinyes |
Very carefully, Zero picks his way through his allies, the mist, and the dust to a spot he spot he saw as advantageous. Noticing two blurry shapes that revealed themselves as enemies, he lashes out at the one menacing both him and Prothero.
Concealment Roll (01-20 misses): 1d100 ⇒ 83
Unarmed Strike vs. Blue: 1d20 + 8 ⇒ (17) + 8 = 25
Damage, 1d4 bleed: 1d8 + 1d4 + 4 ⇒ (8) + (4) + 4 = 16
Delaying until after both Spackle and Carina, then moving up and attacking. My dice seem happy to be back in combat.
GM_CariMac |
No worries. We'll have him hold his action until the rest of the team goes, and then the mist comes up. I like how you used it in your descriptions though.
This is what I have the order that people go in round 1.
Archon: 10
Carina: 9
Prothero: 6
Spackle: 16 (Held Action until his allies attack)
Zero: 3
GM_CariMac |
Thug Yellow: 1d20 - 1 ⇒ (5) - 1 = 4
Thug Purple: 1d20 - 1 ⇒ (12) - 1 = 11
Thug Blue: 1d20 - 1 ⇒ (9) - 1 = 8
Thug Green: 1d20 - 1 ⇒ (20) - 1 = 19
The thug in green manages to shake off the effects of Carina's spell. The other thugs in the range of the spell are blinded and very sparkly.
Both Zero and Prothero's attacks hit their enemies even with the mist beginning to swirl around the room.
Archon moves further into the room.
The Battle Priest on the edge of the mist casts Bane on our Pathfinders.
Round 2 Bold May Act
Active Effects: Bane -1 to Attack
P: 21
Solstice: 18
Thugs: 17 Red 9 DMG; Blue 16 DMG Blinded; Green; Purple Blinded; Yellow Blinded
Spackle: 16
Archon: 10
Carina: 9
Prothero: 6
Zero: 3
Solstice Rain |
Solstice backs off an tries an elemental ray on red.
To Hit: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d6 + 1 ⇒ (4) + 1 = 5
concealment miss chance: 1d100 ⇒ 39
Archon the Divine Caller |
Archon will plant his spear and make ready to attack anyone that comes at him, once he can see.
I'm not angry, but my main tactic is to get into position and try to get as many AoO's as possible. Obscuring Mist makes that impossible, because I'm using both a reach weapon and because concealment/cover means no one provokes. Delaying really would not benefit me, as I'm more counting on the enemy's actions. I'd appreciate it in the future of doing it in reverse order, or even working together to pull this off. I have Obscuring Mist as well. :)
GM_CariMac |
Solstice hits the red thug with her elemental ray. The thugs yell as the mist envelops them. They continue to attack. The man who looks like Hjort crawls under a table and starts yelling how he's an actor, and was hired.
Round 2 Bold May Act
Active Effects: Bane -1 to Attack
P: 21
Solstice: 18
Thugs: 17 Red 14 DMG; Blue 16 DMG Blinded; Green; Purple Blinded; Yellow Blinded
Spackle: 16
Archon: 10
Carina: 9
Prothero: 6 5 DMG
Zero: 3 3 DMG
The thug in yellow carefully moves up and swings at Archeon. He misses, and remains blinded.
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Miss 1-50 Misses: 1d100 ⇒ 66
Will Save vs. Blindness: 1d20 - 1 ⇒ (6) - 1 = 5
Green stands his ground, and swings at Zero with both fists. ”You all need a lesson. Nobody stands against Hjort." The fist with the cestus warapped around it hits, and does a small amount of damage. 3 DMG Zero
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Unarmed Strike: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d3 + 2 ⇒ (1) + 2 = 3
Miss 1-20 Misses: 1d100 ⇒ 31
Red swings at Pothero with both fists. He misses with both attacks and growls in frustration.
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Unarmed Strike: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d3 + 2 ⇒ (3) + 2 = 5
Miss 1-20 Misses: 1d100 ⇒ 84
Blue also swings at Pothero with both fists. One of the fists connects, and he takes a small amount of damage. 5 DMG
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Unarmed Strike: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d3 + 2 ⇒ (2) + 2 = 4
Miss 1-50 Misses: 1d100 ⇒ 74
Will Save vs. Blindness: 1d20 - 1 ⇒ (5) - 1 = 4
Purple also carefully and slowly moves up and swings at Archon. He misses.
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Miss 1-50 Misses: 1d100 ⇒ 75
Will Save vs. Blindness: 1d20 - 1 ⇒ (7) - 1 = 6
All of the blinded thugs remain blinded.
Spackle McGapfiller |
"Well now, you gots the numbers, but we gots the skill. Let's see which is better."
The bard starts a series of mocking and belittling jest that call into question the courage and testicular fortitude of the native warriors, as well as the size of their manhood.
Begin Song of the Fiery Gaze. Song of the Fiery Gaze (Su): At 3rd level, a fire dancer can allow allies to see through flames without any distortion. Any ally within 30 feet of the bard who can hear the performance can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow him to see normally, as with the base effect of the gaze of flames oracle revelation. Song of the fiery gaze relies on audible components.
Prothero Crace |
Having traveled with bards before, Prothero waits a moment when he hears Spackle begin his peculiar song. To his surprise, he can now see through the fog! He steps around the closest target, then fires a pair of arrows at the thug in blue!
Delay until Spackle sings, then flurry at blue.
Flurry with Longbow, PBS, Deadly Aim: 1d20 + 11 - 1 ⇒ (3) + 11 - 1 = 13
Longbow damage, Deadly Aim: 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Flurry with Longbow, PBS, Deadly Aim: 1d20 + 11 - 1 ⇒ (9) + 11 - 1 = 19
Longbow damage, Deadly Aim: 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9
'Zero' of the Golden Erinyes |
I believe bane allows a save, I might be wrong.
Zero recoils a bit, then comes back grinning, making a face as if to say, "Please, Sir, may I have another?" Of course, it is wasted on his foes, as they can't see it, so he simply unleashes a storm of fists at the one who hit him.
Unarmed Strike vs. Green: 1d20 + 8 ⇒ (1) + 8 = 9
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Unarmed Strike vs. Green: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Unarmed Strike vs. Green: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Spending a ki point to get an extra attack. The first one won't hit, but should the second, Green takes 1d4 ⇒ 2 points of bleed damage and the third attack gets a +2, for a total of 15 to hit and 11 damage.
Prothero Crace |
I believe bane allows a save, I might be wrong.
It does. I meant to make the same point but forgot to include it in my post.
Carina Villasani |
Will save vs. Bane(Harrowed,Varisian tattoo): 1d20 + 5 + 1 + 1 ⇒ (8) + 5 + 1 + 1 = 15
Carina smiles as the fog fades from her vision with the Halfling's vicious mocking. "Nice trick...," she quietly says to herself as she twists her arm slightly to trigger the ejection of a wand into her waiting hand. With a flip of the wand, she points it at the thug that's giving Zero lip, and shoots a mote of light at the fool.
Swift action - Retrieve Wand of magic missile from spring-loaded wrist sheath
Standard action - Wand of magic missile on green for: 1d4 + 1 ⇒ (3) + 1 = 4 damage.
'Zero' of the Golden Erinyes |
Will, Still Mind: 1d20 + 5 ⇒ (10) + 5 = 15
Zero shudders ever so slightly at the hostile magic but stands firm.
Solstice Rain |
Will ST: 1d20 + 4 ⇒ (4) + 4 = 8
GM_CariMac |
Round 2/3 Bold May Act
Song of Fiery Gaze
Battle Priest: 21
Solstice: 18 Active Effects: Bane -1 to Attack
Thugs: 17 Red 14 DMG; Blue -2 Bleeding; Green -3 Bleeding; Purple Blinded; Yellow Blinded
Spackle: 16
Archon: 10 I need a Will Save DC13
Carina: 9
Prothero: 6 5 DMG
Zero: 3 3 DMG
Spackle begins to perform, and tell biting jokes allowing his allies to see through the fog. Pothero's attack hits, and the enemy falls. Zero almost drops his target, and Carina's Magic Missiles finish him off.
The Battle Priest moves up and attacks Archon with his Greatsword with a roar. His attack misses because he slipped on some spilled beer on the floor.
Damage: 2d6 + 1 ⇒ (5, 5) + 1 = 11
Archon the Divine Caller |
Will Save DC 13: 1d20 + 9 ⇒ (14) + 9 = 23
As the Battle Priest moves at him, Archon will lunge his readied spear at the man, landing a well placed thrust into the unholy man's thigh, I presume.
Readied Attack vs Battle Priest: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d8 + 7 ⇒ (1) + 7 = 8
Now able to see, Archon withdraws a little bit, attempting to set himself up to force the thugs to move through his threatened to come at him, then closes his eyes for a brief moment to call on divine aid of his own. Suddenly a mailed fist appears in the air just before the battle priest, smashing down across the back of his head. It is not meant to be a killing blow, but rather one that they feel, and perhaps think twice about their course of action.
Casting Admonishing Ray
Ranged Touch vs Battle Cleric (?): 1d20 + 6 ⇒ (11) + 6 = 17
Nonlethal Force Damage: 4d6 ⇒ (3, 1, 2, 3) = 9
===========================
If anyone moves through my area:
AoO vs Yellow: 1d20 + 5 ⇒ (20) + 5 = 25 <Possible Crit>
Damage: 1d8 + 7 ⇒ (6) + 7 = 13
AoO vs Yellow: 1d20 + 5 ⇒ (4) + 5 = 9 <Crit Confirm>
Extra Damage: 2d8 + 14 ⇒ (8, 8) + 14 = 30 <43 total>
.
AoO vs Purple: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d8 + 7 ⇒ (5) + 7 = 12
.
AoO vs Battle Cleric: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d8 + 7 ⇒ (5) + 7 = 12
.
AoO vs Other: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d8 + 7 ⇒ (3) + 7 = 10
Solstice Rain |
Once more, Solstice tries an elemental ray on red.
To hit ranged touch: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d6 + 1 ⇒ (1) + 1 = 2
"This is pretty neat Spackle!"
Solstice heads into the mist after scoring a minor wound on her target.
GM_CariMac |
Round 3 Bold May Act
Song of Fiery Gaze
Battle Priest: 21 17 DMG 9 NL, Disabled
Solstice: 18 Active Effects: Bane -1 to Attack
Thugs: 17 Red 16 DMG; Blue -2 Bleeding; Green -3 Bleeding; Purple Blinded; Yellow 13 DMG Blinded
Spackle: 16
Archon: 10
Carina: 9
Prothero: 6 9 DMG
Zero: 3 3 DMG
Both of Archon’s attacks hit the priest. The priest just stands there unmoving. Solstice’s Ray hits the thug in red, and he yelps.
The thug in yellow moves in to swing at Zero. Archon’s attack of opportunity hits him. He keeps moving and misses Zero.
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Miss 1-50 Misses: 1d100 ⇒ 23
Will Save vs. Blindness: 1d20 - 1 ⇒ (10) - 1 = 9
Red swings at Pothero with both fists. One of his fists connects solidly. 4 DMG
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Unarmed Strike: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d3 + 2 ⇒ (2) + 2 = 4
Cestus Crit confirm: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Miss 1-20 Misses: 1d100 ⇒ 55
Purple also moves up and swings at Archon again. Archon's attack of opportunity misses. The thug misses, but saves against the blindness. He can see but curses the mist.
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Miss 1-50 Misses: 1d100 ⇒ 53
Will Save vs. Blindness: 1d20 - 1 ⇒ (20) - 1 = 19
Carina Villasani |
With a smirk on her face, Carina levels her wand on the miscreant that Prothero is dealing with, and fires another mote of light at him.
Just firing a magic missile at Red for: 1d4 + 1 ⇒ (4) + 1 = 5 damage
Prothero Crace |
Deciding that the thugs are more a nuisance than a threat, Prothero takes a short step to his right, lines up on the battle priest, and lets fly with an arrow, then another!
5-foot step, flurry vs battle priest.
Flurry with Longbow, PBS, Deadly Aim: 1d20 + 11 - 1 ⇒ (15) + 11 - 1 = 25
Longbow damage, Deadly Aim: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Flurry with Longbow, PBS, Deadly Aim: 1d20 + 11 - 1 ⇒ (18) + 11 - 1 = 28
Longbow damage, Deadly Aim: 1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7
'Zero' of the Golden Erinyes |
Zero continues to lay waste to the enemies around him, displaying a smirk they cannot see.
Unarmed Strike, Cruelty vs. Yellow: 1d20 + 10 ⇒ (20) + 10 = 30
Confirmation: 1d20 + 10 ⇒ (18) + 10 = 28
Critical Damage: 2d8 + 12 ⇒ (7, 4) + 12 = 23
Unarmed Strike, Cruelty vs. Yellow: 1d20 + 10 ⇒ (6) + 10 = 16
Damage, Cruelty: 1d8 + 6 ⇒ (7) + 6 = 13
Unarmed Strike, Cruelty vs. Yellow: 1d20 + 10 ⇒ (15) + 10 = 25
Damage, Cruelty: 1d8 + 6 ⇒ (5) + 6 = 11
Yellow takes 1d4 ⇒ 4 bleed. If he drops, I'll 5' step to the east and use any remaining attacks on Red. Should any of those hit, he'll take1d4 ⇒ 4.
GM_CariMac |
Round 3 Bold May Act
Song of Fiery Gaze
Battle Priest: 21 -11 Bleeding 9 NL
Solstice: 18 Active Effects: Bane -1 to Attack
Thugs: 17 Red Dead; Blue -2 Bleeding; Green -3 Bleeding; Purple Blinded 7 DMG; Yellow Dead
Spackle: 16
Archon: 10
Carina: 9
Prothero: 6 9 DMG
Zero: 3 3 DMG
Carina uses her wand of Magic Missile again hitting the red thug for five damage. Prothero attacks the Battle Priest, and hits with his first shot. The attack drops the priest on the floor in front of Archon. His second shot the enemy in purple. Injuring that enemy for the first time in the battle. 7 DMG
Zero punches out at the enemy in yellow and drops him dead with his first attack. Then he turns and attacks the red enemy. His first attack misses but his second connects solidly. Dropping that enemy to the floor. 15 DMG
Archon and Spackle may still attack. The only enemy left is the thug in purple. He does not look like he will surrender. The fake Hjort is still cowering next to the bar yelling about how he’ll tell you everything just don’t hurt him.
Spackle McGapfiller |
The bard climb onto the bar, allowing his companions to show the locals what The Society can do. He grabs a bottle and plops down near Hjort's hiding place. He uncorks the bottle and pours a little out for Cayden, then takes a long swig for himself. After all, I can't come inta a holy house an' not pray.
He watches the lopsided fight for a moment before addressing the man cowering under the table. "Ah'm thinkin' its time ta put yer cards on the table an' tell me what's what. You mighta been holdin' a good hand, but as ya kin see, mine's better. Whattta ya say?"
Intimidate: 1d20 + 9 ⇒ (10) + 9 = 19
Archon the Divine Caller |
Archon, not wishing to spill any more blood than is required, takes a step back and using the blunt side of his spear attempts to knock the thug over the head, but despite being somewhat better trained at the tactic than most, it is a difficult fighting style and he fails to connect solidly.
Soldier of Peace non-lethal attack: 1d20 + 3 ⇒ (3) + 3 = 6
Non-lethal Damage: 1d8 + 6 ⇒ (8) + 6 = 14
GM_CariMac |
Archon's attack misses. The thug looks around sits down with his hands up. Out of Combat
The thug under the table shakes and nods his head at Spackle. "I was hired to be a decoy.
"Hjort plans to dress a team of thugs including the woman as Pathfinders and assault Trollheim’s armory. He hopes the assault will trigger a mass purge of the Pathfinder’s Society from the Land of the Linnorm Kings. He wants every Society agent in the country hunted down and slain. Hjort and Runa are at the armory right now. He gives Spackle directions to it, and then begs again not to be killed."
"He explains that should Pathfinders challenge the castellan’s power by destroying his weapons, not only will the castellan look weak and likely be challenged and killed, but the Society will bear the brunt of Darkwine’s lieutenant’s rage at the assault.
'Zero' of the Golden Erinyes |
Knowledge (local), untrained: 1d20 ⇒ 3
Satisfied that the man is telling the truth, Zero refrains from using his 'interrogation' board (bearing the legend "If you don't give us what we want, I'm going to start punching you. And I don't know if or when I'll stop.")
Instead, the oread quickly scribbles down a query to his allies. "Then we should make haste to the armory. But what do we do with this piece of slime?"
Spackle McGapfiller |
Know, Local: 1d20 + 2 ⇒ (9) + 2 = 11
"Oy! It's lookin' likin' we gots ta go clean up this mess afore sumbody goes 'n gets hurt."
The gnome grabs another bottle on the way out the door. He turns to fake-Hjort, "Ifin ya know what's good fer ya, you 'n yer boys here 'll pay fer any damages ta the church here 'n these here sacrifices ta Cayden right before ya leave town."
Intimidate: 1d20 + 9 ⇒ (14) + 9 = 23
Carina Villasani |
Knowledge(local): 1d20 + 8 ⇒ (8) + 8 = 16
Carina snorts faintly after listening to the retelling of Hjort's mighty 'plan'. "For someone that's from here, he sure doesn't understand the politics of the area,"she mutters as she replaces her scarf around her waist. "Still, I agree with Zero. We need to hurry."
After a moment of listening to Spackle's threat, she faintly smiles. "You should listen to my friend here. We're already annoyed by Hjort's schemes, So who knows what'll happen next?"
Intimidate(aiding Spackle): 1d20 + 1 ⇒ (12) + 1 = 13
Prothero Crace |
As the others talk, Prothero briefly checks to see if any of his arrows are recoverable. He nods at the suggestion of hurrying, saying, "The Society has enough black eyes without someone scheming to give them more. Let's move."
GM_CariMac |
The look-alike’s directions lead straight south across the market to a blank, wooden structure straddling the line between the market and a secured residential district. All seems quiet, though a small group of guards are speaking to one another quietly out front in Skald.
As you approach you see a group of guards standing at the front of the Armory.
Behind the group of guards, the front door to the armory is made of a heavy, thick wood and is bound by iron. At several points across the door, visible cracks and splintered wood can be seen. The battered door stands slightly ajar, opening inward to darkness.
"E're now. What are you lot doing? We're trying to figure out what's going on inside, and more thugs show up to cause trouble." They have their hands on their weapons, and are hostile toward the group.
What do you do?
Spackle McGapfiller |
"Were comin' on account o' we hear'd someone wuz out ta cause trouble 'n be placin' the blame at someone else's feet. We're jest bein' here ta help is all." The gnome looks down at the bottle in his hand. Ah Cayden, that wuz sneaky o' ya! Holding the spirits out to the man in charge, "Looky here, we even broughtcha a sign o' 'r good faith. 'Mphasis on faith me boyo. Care ta share a nip ta fight off the cold. Purely medicin-'ale', o' course."
Diplomacy: 1d20 + 8 ⇒ (11) + 8 = 19
Solstice Rain |
"Now you can't blame us for being curious, what with a door looking like that and fellows like yourselves parked out front. What's going on? Bad news when an armory is broken into."
Diplo aid: 1d20 + 5 ⇒ (18) + 5 = 23
If that doesn't work, she's going to try hypnotism again! One of these days it will work!
Prothero Crace |
Diplomacy, Aid Spackle: 1d20 ⇒ 7
"It's as my little friend says," Prothero weighs in, speaking a bit more bluntly than he intended, "we're here to help. You haven't seen a man and a woman come by here to take a look at the place, have you?"
'Zero' of the Golden Erinyes |
Zero forgoes holding up a friendly message to help, as in his experience it tends to raise more questions than assuage doubts. He does, however, draw his wand in an unaggressive manner and hands it to Carina with a nod.
I'll take that mage armor before things might get dicey with Hjort.
Carina Villasani |
knowledge (local): 1d20 + 8 ⇒ (13) + 8 = 21
Carina takes Zero's wand and nods. "After we finish chating with the guards, okay? Don't want to give them a good reason to attack us." Then she steps up behind the halfing wordsmith.
"Good sirs, my companion speaks truly. The villains that are doing this intend to place the blame on others: namely us and ours. We have a vested interest in catching these folk as much as you do. Will you accept our assistance in dealing with them?"
Diplomacy (aiding Spackle): 1d20 + 1 ⇒ (1) + 1 = 2
-Posted with Wayfinder
GM_CariMac |
"You have information about what's going on inside? Tell us what you know." They look a little less hostile, but not convinced to let you go inside.
More diplomacy rolls.