| GM Dien |
(I'll repeat the keyboard rules because they are complex and tedious and they got swallowed up a page ago:)
To keep the "signal" from going out throughout the city, the Abadaran hymn must be performed on the keys of the organ and the sound travel freely up the pipes. This requires a few completely bizarre checks which I will try and outline for you here.
* Traveling from white key to white key requires a DC 10 Acrobatics or Perform Dance check. You can cross multiple keys with one check, but the DC increases by 2 for each white key traversed in a move.
* To manipulate a black key, you must stand on an adjacent white key and make a DC 5 STR check. You may also climb onto an adjacent black key with a DC 10 climb check. Jumping from black key to black key is a DC 5 Acrobatics, but you cannot get a running jump start.
* If you depress more than 1 key, white or black, on a turn, you may make a free Perform (keyboards) check. You get a +2 stacking bonus for each key you managed to depress in that round. If you have Kn: Religion, you may also make a free Kn: Religion check to try and actually play the correct hymn. (DC is too high to make untrained.)
Artoria's logic of 'standing on one key counts as depressing it' works for me, so if you're doing that and press another, that triggers the perform check, etc.
Artoria ignores the undead at her elbow and instead brings one foot down on a black key the length of her arm. The result is a muffled burst of noise as both the key she is standing on and the one she stomped on send a reverberation up, up, up through the massive bronze pipes-- but the orange undead lurking in the pipes like a spider in a web is radiating that unnatural silence, and what would have been a glorious burst of holy noise gets swallowed up into whimper of sorts...
Yvette's summoned elemental cracks a heavy stone fist into the last undead on the ground, shattering a few bones though it hasn't yet fallen.
Above, orange and purple adjust position slightly in the pipes, spreading themselves to cover the organ pipes as best they can with their sound-swallowing presence. Their sickles are ready to swing at those who would approach them.
Odd, the priestess seems stable-- the undead nearest you is already damaged from the elemental's strike. Seize the moment!
Odd is up (Round 4), then Red, then Kara and Jal, round 5. I'll roll Red's attack now since it's unlikely Odd will be able to do anything about it:
Vs Jal: 1d20 + 2 ⇒ (18) + 2 = 20
Had the attack come when Jal was still climbing up towards them, it surely would have hit, but Jal has regained his footing high in the pipes. Pity about not having his blade with him. Still, he dodges by a hair.
Odd, Jal, and Kara, go for it.
Jal Vaduva
|
Jal ducks under the strike, using the moment to yank the morningstar from his belt and—capilalizing on the skeleton's overextended trach—slams the weapon into its exposed rib cage.
Draw morningstar. Attack Red (including Power Attack, Inspire Courage +1)
Morningstar: 1d20 + 8 + 1 - 2 ⇒ (14) + 8 + 1 - 2 = 21
damage: 1d8 + 4 + 1 + 6 ⇒ (3) + 4 + 1 + 6 = 14
Karasuma Tazou
|
Kara didn't hear Jal's comment, because of the CZone of Silence that the creepy old dead guys are putting out, unfortunately.
Acrobatics(Climb)DC 10: 1d20 + 12 ⇒ (17) + 12 = 29
The tengu pulls himself up onto the keys in a deft flip of a move, and then looks upwards at the pipes.
Really? REALLY? *sigh*
He starts climbing up the pipes to deal with the remaining creepy old dead guys.
Acrobatics(Climb)DC10: 1d20 + 12 ⇒ (6) + 12 = 18
| GM Dien |
Kara, I gave you the first one as a 'jump', but this is not really a "jump" situation, and you normally can't just use acrobatics in lieu of Climb checks. No need to retcon the first climb, since your 17 would easily have made the climb here, but keep in mind table variation going forward and that some GMs may let you skill substitute like that, and others won't.
That said, your second check fails (even if I were to treat it as a vertical jump from standing still); you're still on the first level of keys. Also, the 'silence' effect is only happening if you are directly adjacent to an undead; the circle on the map indicates the cone of grey mist that imposes a ranged miss chance, not silence.
Odd's up.
Idgethun
|
One dagger down, Odd's lip curls into a slight smile as she produces her much meatier morningstar. She takes her opportunity to smack the nearest undead upside the head with it--and unfortunately isn't used to the weight.
Morningstar @ Pink: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Damage: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Still, she steps over the Abadaran, intent on protecting the fellow priestess.
| GM Dien |
Kara achieves the keys; Odd takes a defensive stance over the priestess but fails to connect. The undead in turn swings at her-- and connects.
Sickle vs Odd: 1d20 + 2 ⇒ (20) + 2 = 22
Sickle vs Odd - Confirm?: 1d20 + 2 ⇒ (3) + 2 = 5
Damage to Odd: 1d6 ⇒ 3
Round 5
Jal destroys Red
Kara makes it to the lower keys
Bad guys (Pink) attack, hits Odd
>>Yvette
Bad guys (Green)
Rogar
Bad guys (Yellow)
Artoria
Bad guys (Orange, Purple)
Idgethun
Yvette is up
Yvette Blakros
|
The elemental attacks the skeleton.
Attack: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Damage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Yvette moves closer, "Not like that the tune goes like this." She explains.
Move then standard to explain
| GM Dien |
The earth elemental destroys the skeleton in a shower of dust.
+2 to your Kn Religion checks if you're key-pecking, due to Yvette's aid
Up in the pipes, the green-cloaked undead swings at Jal...
Attack vs Jal: 1d20 + 2 ⇒ (8) + 2 = 10
...but has no more luck than before.
Gonna assume based on Rogar's last action of heading for the ladder, that he probably won't attack Yellow this round, so I'll roll Yellow's attack now to help speed it up a bit:
Vs Artoria: 1d20 + 2 ⇒ (8) + 2 = 10
Eerily, it seems to exactly mimic its brother's failure!
Rogar and Artoria, you're up!
Rogar Hammertale
|
im fine with delaying after the yellow skeleton to keep it going.
Rogar quickly climb the ladder dc5 auto succeed for 1\2 speed
Rogar will then attempt to play the keys with his std action
perform keyboard: 1d20 + 2 ⇒ (14) + 2 = 16 do i need to roll kn:religion again for the hymn?
Artoria
|
Artoria growls as she curses herself for not realizing the silence aura of the undead would squelch the music. She flicks her wrist to return her sword to her hand, Move action with weapon cord and channels her frustration into a swing at the undead at her side.
Attack with Mwk Cold Iron Longsword (power attack w/furious focus): 1d20 + 8 ⇒ (9) + 8 = 17
Damage (2h power attack): 1d8 + 3 + 6 ⇒ (6) + 3 + 6 = 15
| GM Dien |
Rogar- I'll say no, you don't need to roll your Kn: Religion again. You rolled pretty high last time. You're also getting a +6 bonus to the perform check for depressing three keys. Since you saw from Artoria's earlier attempt to play that the sound can't travel up pipes directly adjacent to one of the undead, I'll assume you move down the keyboard towards the center as part of your check (it's part of the acrobatics, not a separate move action, so you're good).
Rogar hops fairly nimbly down the keys, and this time coaxes some music from the last key, as the pipe surges with a triumphant note that echoes in the cold and misty air! The heads of the surviving undead all turn Rogar's direction, enmity burning in their empty eyesockets like witchfires.
Then Artoria's blade destroys another.
The two high up in the pipes decide they can no longer stay on the defensive. They move to the edge of the high pipes, gazing down at Artoria and Kara, and then they simply... step off the edge of the high pipes, hurtling downward in eerie silence to crash noiselessly on you like... like... big armored sacks of half-fleshed bones with sickles, essentially.
Orange and Purple are attempting to fall on top of Kara and Artoria. Using the falling object rules as a guideline... Each of you can make me a DC 15 Reflex save for half, or take: 2d6 ⇒ (6, 5) = 11 damage (Evasion applies). The undead themselves also take this damage (no save), landing and then falling prone on the keys next to each of you.
The two undead look badly hurt from their unorthodox tactic, lying twitching on the keys.
Odd up to finish out this round, then Jal and Kara for round 6.
Karasuma Tazou
|
Reflex Save(DC15): 1d20 + 9 ⇒ (16) + 9 = 25
"That's NOT how you DO that. Eeesh. Your technique is ALL wrong. LAND then strike. Ugh."
If appropriate, AoO on Falling Skeleton with closed beak, Combat Reflexes: 1d20 + 7 ⇒ (1) + 7 = 81d3 + 1 ⇒ (2) + 1 = 3
Reflexively the tengu strikes out at the skeleton but probably misses, because undead gunk is nasty to get on one's face.
And then he casually pulls out his morningstar and gives the skeleton a firm whack.
Morningstar(Vs. Prone-modifier for Prone not included, Sneak Attack): 1d20 + 4 ⇒ (5) + 4 = 91d8 + 1 ⇒ (3) + 1 = 43d6 ⇒ (2, 6, 2) = 10
If he's unsuccessful, it the thing attempts to get up he can give it another whack for the above-mentioned Combat Reflexes...
Idgethun
|
Odd looks up at the melee on the keys up above her, and knows it will not be easy to join her comrades quickly. There's not immediate threat around her...
Her decision made, she steps aside and places a spiraled palm on the Abadaran's chest. A pulse of purple light flows into the woman. "No need to meet with Pharasma yet," she smiles offering the same hand to help her up. "No time to explain -- we need you to help us play the morning song!"
Empowered Cure Light Wounds @ Priest: 1d8 + 4 ⇒ (3) + 4 = 7 x1.5 = 10 healing
Using the Healing blessing to empower the spell.
Jal Vaduva
|
Jal’s face is set in a look of grim determination as he continues his onslaught. He easily deflects the green-cloaked undead’s attack, taking a moment to step into the momentum as he looks for a weak spot in its defenses. Then he brings his morningstar crashing down where its spine meets its shoulders.
Move to make Green his Studied Target, then attack it (2-handed, power attack, Studied Target +2)
morningstar: 1d20 + 8 + 2 - 2 ⇒ (13) + 8 + 2 - 2 = 21
damage: 1d8 + 4 + 2 + 6 ⇒ (3) + 4 + 2 + 6 = 15
Artoria
|
Reflex Save: 1d20 + 6 ⇒ (13) + 6 = 19
Rogar Hammertale
|
I forgot to mention i am still maintaining Inspire Courage
| GM Dien |
Kara snaps at the undead as it falls, but misses; his next attack manages to connect with the downed skeleton due to a bit of musical inspiration from his dwarf companion. The already-damaged skeleton crashes into dust.
5 damage to Artoria, none to Kara, because of their saves
Odd manages to wake up the priestess, healing her almost completely; the woman stares around, bemused and dazed at the dead strewn everywhere, her jaw agape. She gets to her feet at Odd's urging, however.
"It... first the prelude, then the-- oh I'd better do it myself--" She hurries for the ladder.
Only one undead remains, in crummy shape where it lies at Artoria's feet on the keys. Rogar, Artoria, and Yvette... can you finish it, to let the hymn ring free through Absalom's dawn?
Rogar Hammertale
|
Rogar will continue to concentrate on the playing of the hymn...
"It's all in the melody my friends. Dispatch these vile creatures with the tenacity of the ancestors!" continue inspire courage
acrobatics to move: 1d20 + 8 ⇒ (6) + 8 = 14
perform keyboard: 1d20 + 2 ⇒ (11) + 2 = 13 gallant inspiration if that failed
Artoria
|
Artoria muscles stiffen from the bruising, but she simple takes a hand off her sword and rests it against her chest.
Lay on Hands: 2d6 ⇒ (2, 5) = 7
She shakes her head at the undead creature as her wounds heal. Remembering the silence aura, she mouths her words without trying to voice them.
"Congratulations. You slowed me down for a moment."
She swings her sword at the nape of its neck, cutting down towards his opposite hip.
Attack with Mwk Cold Iron Longsword (power attack w/furious focus, inspire courage): 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
Damage (2hpower attack, inspire courage): 1d8 + 3 + 6 + 1 ⇒ (5) + 3 + 6 + 1 = 15
| GM Dien |
Artoria's blade destroys the last undead in definitive fashion.
End combat, will write a better conclusion and move to next scene in a bit
Jal Vaduva
|
Jal nudges the pile of bones a few times with the toe of his boot, then—with a shrug—flops down onto the ledge, dangling his legs as he gathers his breath and watches the priestess climb up onto the keys.
"Now let's see if the show was worth all the hype."
| GM Dien |
Sorry! My night last night wound up involving police, lol. But now to catch up...
With the last undead fallen, the Pathfinders have little in the way of doing what they need to do. The healed priestess is able to assist with the correct performing of the hymn-- the Pathfinders leap from key to key, and soon the music of Abadar's triumphant hymn bellows forth from the pipes at a bone-shaking volume.
Yargos Gill sags in relief against the church's doorframe, waving one old hand as if conducting.
The last notes of the song eventually die away; everyone shakes their head to clear the echoes.
The priestess thanks you while looking numbly around at her fallen comrades. "What am I supposed to do now...? Should I fetch the city guard, or..."
"Yes, yes, that seems reasonable," Yargos says hurriedly. "For ourselves, we must find the man responsible for all of this, before anything else can go wrong. Best of luck with the guard, though-- Pathfinders, we have nearly seen this through! Once more into the breach?"
Feel free to do any healing, reactions, or RP you might wish. However, once you've concluded with that....
| GM Dien |
As you stopped the ploy to silence the hymn, Yargos says he thinks you've bought a little time. Accordingly, you can decide among yourselves the best way to approach Nessian's lair, which lies outside of the city proper, as Torch's information told you. The plain outside of Absalom is dotted with dozens of strange old siege towers and other artifacts of the many sieges that have been unsuccessfully leveled on the City at the Center of the World; the so-called "Pyramid of the Dog" is one of these, and isn't really a pyramid at all.
The sun is just climbing over the eastern horizon as you approach. The 'pyramid' was once four separate siege towers, but the three outer ones have fallen inward to the center, and are collapsed against the middle one, creating a forty-foot high wreck of masonry and timbers that Nessian and his War Hounds have appropriated for themselves.
Map updated
From your hiding place some hundred or so feet away, using the rocks and rubble of the plain for cover, you can see that only one ground level door, the tower's central one, appears usable. The others have all been boarded up. Makeshift windows look out from the collapsed sub-towers.
Three hounds lie on the ground outside the tower, tethered by a ten-foot leash affixed to a wooden stake driven in. They don't appear to have caught your scent yet. You see nobody else at the moment.
Yargos huffs, the fifteen-minute walk from the cathedral to here having taken its toll on the old scholar. "Well," he manages. "How are you all going to approach?"
PCs are not currently on the map; you're considered able to approach from any direction you wish, even from multiple directions if you wish. While there is some rock and rubble close to the tower (as seen on the map) which is high enough to use for cover, Nessian and his men have clearly done their best to clear away smaller rubble, and give them a good line of sight in most directions. Lighting conditions are normal.
Artoria
|
Earlier
Artoria hardly sees the death of the last foe as a sign that she may relax, and she begins scouring the room for any remaining undead holdouts or possibly hidden necromancers or other conspirators while the others manage the hymn.
Now
Artoria stands, taking in the view of the tower, her eyes darting about as she contemplates the various approaches. She visibly loses her concentration when Yargos interjects. She sighs and turns to him.
"Yargos, you don't need to talk constantly. We have things well in-hand." Archimedes, still resting on her shoulders, places his wings on his hips and shakes his head vehemently in agreement.
She gathers the other Pathfinders and huddles them close, notably excluding Yargos.
"These undead are weaklings, and I doubt we can expect much better from their master. No need for complicated tactics. We charge straight for the door, cutting down whomever stands against us."
She points at the dogs with her sword, then the post they are tied to.
"Those dogs are tied up, so if we are quick enough, we may be able to avoid engaging them. That post may not hold long if they all pull at once, though, so we shall have to be careful."
Jal Vaduva
|
Jal gives a smirk, ”Nuair a bhíonn tú casúr, is é an domhan iomlán de tairní, eh?” He looks at Artoria, ”It means ‘when you’re a hammer, the world’s full of nails’.”
He points to the two windows on the two front sides, then at the edge they can see of the third similar side around the back of the structure … the side away from the dogs. ”I’m betting there’s a window on that far side. With a bit of patience on everyone’s part, me and Feathers,” he nudges Kara, ”could sneak around that far side and take a peak inside. Easier to take the pot when you know what cards the other player is holding.”
He looks askance at the team at the idea, but his gaze settles on Artoria. ”Can you wait ten minutes before going all Hero’s Last Stand on them?”
Between the two of us, I’m hoping we could quietly get up there for a look. If the group is up to sending the scouts ahead ...
Stealth: 1d20 + 10 ⇒ (14) + 10 = 24
Climb: 1d20 + 6 ⇒ (19) + 6 = 25
Artoria
|
Artoria stands at the ready, sword planted in the ground, her eyes closed in serene contemplation
"The correct phrasing is, 'when all you have is hammer, everything looks like a nail."
She opens her eyes and waves her hand over the party.
"We have plenty of tools. That does not change the fact that a hammer is the best tool for a nail."
She returns to her serene stance, closing her eyes once more.
"I have no intention of dying again. Besides, a hero's last stand would be a defensive posture. This would be more of a charge."
She pauses and sighs slowly.
"If the others insist on proceeding with your chicanery, I will accept it."
Karasuma Tazou
|
"Not chicanery. Good, solid, reasonable tactics. In the event we're too obvious -- unlikely, but possible -- then you'll have a nice clear angle of attack on them while they're reacting to us. Win, win, and lose for them."
Karasuma is very much on board for the super-secret fact-finding mission!
Rogar Hammertale
|
Rogar listens to the options at hand. He strokes his beard. "wise it is to know thine enemy. Foolish is to be caught unawares that the hunter is hunted. Their defenses are intelligent, dogs can smell well. Be wary." Rogar casts Heightened Awareness on Jal, Kara and himself.(personal bleh..)
im assuming a full hour has not passed for triple time.
| GM Dien |
Triple time is still up, yes. Sounds like stealth-scout is the majority opinion, will update in a bit.
Idgethun
|
In the temple, Odd solemnly prayed with the Abadaran priest over the bodies of her comrades, and helped prepare them for burial as best she could during the time available. "They go now to judgment at Pharasma's hand, and then with fortune to Axis. Speak to Cora at the temple and mention I sent you; she'll waive any burial fees. They should be honored in their defense of Absalom."
***
"I stand ready for the frontal assault," Odd adds, "but will await the scouts' report."
After a reasonable amount of time has passed, Odd whispers two prayers to her goddess. Bull's Strength and Shield of Faith.
Artoria
|
Artoria does not move as Karasuma expresses his agreement. She finally smiles at him, a triumphant and proud smile.
"Now, now. You should be well aware by now that I am not a reasonable woman."
She begins to return to her vigil, but she stops and raises an eyebrow at Rogar after he speaks.
"I do not think that came out as wise as you intended it."
She half-grumbles, half-sighs as she unstraps her shield from her back and fastens it to her arm.
"Do as you all will. You have a few minutes before I will give our foes the honor of breaking their arrows upon a king's shield." She speaks with no judgment in her tone as she accedes to the others, though perhaps with a bit of choked disappointment.
She takes up position next to Odd and gives her a knowing nod.
"You may wish to let me take the lead when the time comes."
| GM Dien |
Jal and Kara slip around to the north side of the trifecta-- quadfecta? of towers...
Given that the cover runs out before you really reach the tower itself, and given there are actually peeps on guard, I'm going to treat the bit where Jal and Kara have to cross open ground and get to the cover of the tower wall as similar to the penalty applied for 'being observed' and needing to cover ground quickly (i.e., a -10).
Sentry, vs 14 (Jal's penalized stealth, as his was lower): 1d20 - 1 ⇒ (14) - 1 = 13 Ha! Saved by the bad guys' Wis dump.
Jal and Kara edge through the cover of the rubble and rocks until at last there is only about twenty feet of open ground between them and the tower itself. They can see a vague silhouette in the window, but not looking directly at them-- they take their moment, and sprint across the ground in the cool morning light, pressing themselves flat to the tower wall.
Once there, Jal begins to quietly scale the building's exterior. Kara tries to get a grip as well, but one of the beams he starts to use as a handhold crumbles under his grip, and he makes no progress.
Jal reaches the window easily. He hears the man inside the room yawning and muttering something about 'too damn early'. Sneaking a glance inside he sees a small makeshift sentry post what was formerly the top of the siege tower. A War Hound gang member is here, sitting on a rickety stool, with a loaded crossbow across his lap. The rest of the room is filled with bric-a-brac and boxes and crates, perhaps stolen goods. The thug is leaning his head against the wall, his eyes half-shut, and hasn't noticed Jal.
An open doorway is on the back wall of the room, presumably leading into the tower space beyond.
Kara's at ground level; Jal's 20 feet up, hanging on to the wall adjacent to the window. How would you like to proceed?
Karasuma Tazou
|
Jal, if you think you can take him unawares, DO IT. Please?
Karasuma scolds himself internally. !!!!
After his heart stops pounding so loud that he thinks he's going to give his position away, he looks at Jal's path and prepares to climb once more, but waits for an 'all clear' from Jal.
Jal Vaduva
|
On it. >:D
Jal gives a final peek into the room as he muffles the mechanical sound of his spring-loaded sheath with his other wrist … and his dagger springs quietly into his palm. On his features, there is no flippancy, lost is the casual swagger, only a focused intensity remains as he watches his target.
With a single lunge, he covers the man’s mouth and jams the blade into his neck, angling it to slice cleanly through the man’s jugular and into his vocal chords.
Quick-draw dagger, make the guard his Studied Target, then attack (including power attack, studied target, and sneak attack)
dagger: 1d20 + 8 + 2 - 2 ⇒ (17) + 8 + 2 - 2 = 25
damage: 1d4 + 3 + 2 + 4 + 1d6 ⇒ (4) + 3 + 2 + 4 + (6) = 19
If that drops the man into negatives, Jal takes a few more moments to drive the blade a few more inches up into the base of the man’s brain … ensuring he’ll never botch a guard duty ever gain.
CDG: 2d4 + 6 + 4 + 8 + 1d6 ⇒ (1, 3) + 6 + 4 + 8 + (4) = 26; if the man somehow survives, he needs to make a Fort DC 36 or die instantly.
Then Jal fishes a rope from his pack, lowering it to the waiting Kara, who he waves up. When Karasuma is in the room, Jal takes a moment to stage the guard to look once again like he’s simply snoozing on the job, doing his best to cover the wash of thick lifeblood with the man’s collar.
He gives Karasuma a quick, grim smirk, then dips into the pose of an manservant ushering the tengu forward. ”After you, Feathers,” he whispers, cleaning and replacing his blade. Then he draws his long Tien blade from his back.
Karasuma Tazou
|
Provided that Jal is successful in handling the sentry, Karasuma will then take care while moving up the building using the rope. Taking 10 When he gets in the room he'll stand guard with two-handed blade ready while Jal does prep-work.
Perception(If Take 10 not allowed): 1d20 + 12 ⇒ (18) + 12 = 30
Stealth: 1d20 + 14 ⇒ (10) + 14 = 24
| GM Dien |
Jal's blade strikes with no warning. The guard doesn't even have time to scream, as the knife severs his vocal chords. Jal grabs the body so that it doesn't make particular noise as it slumps, then helps Kara up.
The two sneaky scouts are in the tower room with none the wiser, it seems. There are no cries of alarm. Peering through the half-open door at the south end of the room, they can see a cramped room with two figures at it, their backs to Kara and Jal. One is another War Hound, similar to the man they just took out. The other is a tall and well-built fellow who is dressed in a more elaborate version of the War Hound 'outfit', with a black half-cloak and many tattoos on his bared arms. He has a flail strapped to his back. The two men are looking over some sort of map, spread on a table. A narrow spiral staircase leads further down. Two other doors lead from this room.
"--nothing's gone according to plan! These stupid signals don't work," snarls the better-dressed man. "If I find old Yargos I'm going to cram this so-called code book down his throat..."
They seem oblivious to your presence so far. Scouts, what's the clever plan?
Karasuma Tazou
|
Kara points to Jal and himself quietly, points to the other side of the doorway, and makes a 'pulling' motion from the doorway to the dead guard.
ie, Kara may be overcomplicating this by trying to draw the two of them to the tower, want to go in and end them?
Hopefully that's universal enough that it doesn't require much in the way of interpetation.
He'd really rather not *kill* the person if it can be helped -- never know... given how shifty Yaros is, maybe this guy is on the... not very darn likely, though.
Going to be away at convention most of weekend, the two options in Kara's mind are 'end them now' or 'draw them into guard room and end them'. Drawback to 'draw into guard room' is that they'll potentially be aware of something amiss...
Karasuma Tazou
|
The tengu will nod to Jal and wait quietly, since the rest of the party is about to head on in given the amount of time that's passed. Apply above spoilered attack to attack in first round, please.
Rogar Hammertale
|
Rogar will wait the ten minutes patiently. He'll look up at the group when it is time, tap their shoulders and start to motion an approach from the tower occupied by our scouts.
Idgethun
|
Odd takes a deep breath and nods, casting her spells and following. She draws her hood up to cover her golden hair and grips her daggers tight inside her cloak.
Artoria
|
Artoria opens her eyes and nods, casts her own spells Divine Favor and Shield of Faith, and surges forward, her sword and shield at the ready.
| GM Dien |
Sorry for the delay, was trying to figure out the best way to handle this. Also, in revealing the map for the second-story interior for Kara and Jal to see, I inadvertently deleted the location of the ground-level door.
To sum up: Jal and Kara are on the second story and have more-or-less secured one tower, killing its sentry. The two occupants inside the table haven't yet noticed them. I'll assume they're doing something common sense like 'easing the door all but a fraction shut' to further reduce the odds of their being seen. Because of the angle of the towers, there's a fairly wide swath by which the rest of the party could approach that no bad guys currently have a line of sight to-- if they wanted to climb the rope and try to get into the tower unseen. Based on Rogar's words and the position where people were moved, I'll assume that's basically what you're going for, and I'll treat this as a group stealth challenge for the main team, just to see that you don't make a whole lotta noise and alert a sentry.
Yvette and Rogar can both hit the DC in my head by taking 10, but I think Artoria and Odd are both at a -1 on Stealth. So why don't the two of you give me a stealth roll on the approach, and I'll adjudicate based on the result of that. (I'd roll it myself, but you guys might want ot have abilities or consumables or something you want to apply to it.)
Jal Vaduva
|
That's fine with me. Jal would want to bring the crew up through the window if at all possible. Either Jal or Kara can watch the door while the other secures the rope for them to climb.
Artoria
|
No stealth here! Consider Artoria a distraction if you wish. They can break their arrows upon a king's shield :)
Idgethun
|
I'm actually a +1 on stealth, but I'll stand with Artoria on this one.
Odd follows a step behind Artoria, knowing full well that she has little chance of avoiding notice. She does make an effort to hide her weapons, however.
Sleight of Hand: 1d20 + 2 ⇒ (16) + 2 = 18
| GM Dien |
Okay, in that case, I'll handle it like this-- if the two of you are actively intending to get seen, we'll have you come at the place from a different direction, rather than drawing eyes towards Yvette and Rogar too. I've adjusted the map accordingly. We'll say you could have waited for Yvette and Rogar to climb the rope and be in that little room.
After watching Yvette and Rogar scurry up the rope and disappear into the tower unnoticed by the sentries, Artoria and Odd begin an unhurried, confident walk into the field of vision of one of the towers. They are unsurprised to hear a cry of alarm go up from the nearest tower, and in short order, an arrow is loosed!
Initiative - War hounds: 1d20 ⇒ 1
Nessian: 1d20 + 5 ⇒ (16) + 5 = 21
Literal Hounds: 1d20 + 2 ⇒ (14) + 2 = 16
Artoria: 1d20 + 0 ⇒ (7) + 0 = 7
Idgethun: 1d20 + 2 ⇒ (13) + 2 = 15
Jal: 1d20 + 3 ⇒ (11) + 3 = 14
Kara: 1d20 + 6 ⇒ (8) + 6 = 14
Rogar: 1d20 + 2 ⇒ (3) + 2 = 5
Yvette: 1d20 + 11 ⇒ (13) + 11 = 24
Given the circumstances of the two separated groups, I'm not going to allow a surprise round per se; it'd be hard to signal a coordinated attack when I believe the plan is to wait for Artoria and Odd to be spotted as a distraction. So we'll just go into straight initiative, as follows:
Round 1
Yvette
Nessian
Hounds
Odd
Kara
Jal
Artoria
Rogar
War Hound Thugs
Yvette, you're up: a cry of alarm has just gone up from the sentry in the eastern tower. The door of the room you are in is mostly shut but I'll allow line of sight through the crack-- if you are adjacent to it. At the moment, the people in the tower are not aware of your group, only of Artoria and Odd, so if you want to delay rather than give them a chance to notice you by an action, that's fine.
Kara, I'll keep the attack you rolled for the value of your first actual attack, but because Stealth is the pain it is and specifies you must have cover or concealment, it'd be hard for you to open a door, stealth across open floor towards two men in the room, and then attack, especially in a surprise round where you are confined to a standard action.