
Euphemia 'Femi' Ferka |

Oh, OK, cool. I just wanted to avoid having you two sit a long time while we did this thing. Also, we might need backup - Femi's a horrible fighter. :) But I'm fine if it's just John and I for this one if that's the consensus.

*John Lang* |

"The commodore has already been commanded to (I'm assuming) attack Risur, so we will likely have to disable him as well, or undermine his ability to attack Risur."

GMEDWIN |

As I understand it, Chretien will ride his makeshift vehicle from the forward base of the railhead of Grientos to the base of the railhead for Liss(Jierre's teams guy) and then start to search for the former lair of Cheshimox and rile up his followers to attack Jierre's people. So from Femi and John I need to know if you are trying to infiltrate the boat or the villa.

*John Lang* |

I think we're still trying to hash that out.

Euphemia 'Femi' Ferka |

"I don't know if we can kidnap the commodore too, but let's try the villa. Not sure I want to be trapped on a boat."
Femi isn't sure what to do, and feels rather at a loss for information. He'll prepare invisibilities for himself and John prior to entering the Villa in search of the woman in purple.

*John Lang* |

"If we're being honest, we probably need to kill her, but we swore we wouldn't. If we can disable her, I can take her place."

Cretien Dufrene |

As I understand it, Chretien will ride his makeshift vehicle from the forward base of the railhead of Grientos to the base of the railhead for Liss(Jierre's teams guy) and then start to search for the former lair of Cheshimox and rile up his followers to attack Jierre's people. So from Femi and John I need to know if you are trying to infiltrate the boat or the villa.
yes

GMEDWIN |

You may not need to kill her but killing her is not outside the realms of this competition, you are only forbidden from killing Jierre, Merton and Rush and her assistant. Anyone else is fair game, of course, murdering people is still against the law. Femi, you are going to cast invisibility, is that correct? Please give me your rolls for that and then we can do this.

Euphemia 'Femi' Ferka |

Weapon Equipped = Quarterstaff
Crossbow Bolts = 10/10
Conditions = Detect Scrying (24h), Mage Armor (~8/9h), Heroism (1/90m), Invisibility (1/9m)
Melee: Attack: BAB +4, Str +0 Damage: +0
Ranged: Attack: BAB +4, Dex +1 Damage: +0
Reconnaissance (1/1)
Instant Doorknocker (1/1)
Quick Runner (1/1)
Arcane Reservoir (su): 7/7(max12) (+1 DC or caster level (free), quick study (full), dimensional slide (part of move))
Consume Spells (su): 2/2
Runestone of Power (first) 1/2
Spells (Caster Level 9, Concentration +13, SR +11)
Special: (7/7) Force Missile*
Zero (15): Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Read Magic, Spark
First (16): (6/6) Feather Fall, Grease, Infernal Healing, Mage Armor, Magic Missile*, Memory Lapse
Second (17) (3/5) Admonishing Ray*, Glitterdust, Invisibility, Knock, See Invisibility
Third (18) (3/5) Clairvoyance/audience, Fireball*, Dispel Magic, Heroism
Fourth (19) (3/4) Ball Lightning*, Detect Scrying, Locate Creature
* +1 DC, +4 Damage
Not sure what rolls you want for the spell, but assuming we're going to sneak in after we turn invisible, I’ll roll some stealth. Femi checks to be sure they’re not being scried (Detect Scrying is always up) before casting Invisibility. He’ll also cast Heroism on both himself and John for the mission.
If possible, he’ll take-10 on his stealth checks as they near the building. If not…
Stealth: 1d20 + 1 + 22 ⇒ (4) + 1 + 22 = 27 (heroism, invisibility)
Stealth: 1d20 + 1 + 22 ⇒ (11) + 1 + 22 = 34 (heroism, invisibility)
Stealth: 1d20 + 1 + 22 ⇒ (3) + 1 + 22 = 26 (heroism, invisibility)
When we approach the building, if he thinks it will work from John’s description of her, he’ll cast Locate Creature on the woman to make sure she’s inside and to learn where she is exactly in case she was moved. How close to an outer wall is her room? I have a magic item that allows me to passwall some walls/doors/windows (up to 1’ thick) which might be useful here as well as some other options depending on what we’re facing.

*John Lang* |
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John makes himself and Femi look like sailors in the Beran navy, even as Femi makes them invisible.

*John Lang* |

Climb: 1d20 - 1 ⇒ (12) - 1 = 11

Euphemia 'Femi' Ferka |

If there are no guards in the immediate vicinity, and if he can open the gate from this side, he'll open it enough for John to slip through before closing it again and proceeding on their way.

*John Lang* |

John will try and climb again while Femi checks out the gate situation.
Climb: 1d20 - 1 ⇒ (11) - 1 = 10

Euphemia 'Femi' Ferka |

Femi walks back to John and waits for him to climb over.
I have a couple ways of getting over the wall, but nothing to really help John unless we're totally stuck, then I can let him in, but it's a 1/day item that I don't want to use now if I can avoid it. We're invisible, so Femi just waits for John to make the climb.
If, after a few more rounds, he still can't do it, I'll let him in.

*John Lang* |

I'm really not built for this type of infiltration unfortunately.
John took his time climbing over the gate.
Taking 20, cause...ya.

GMEDWIN |

John finally scales the fence and you walk through the front door invisible. John leads you to where the purple lady was staying and the door is unlocked and then you close and lock the door. You see her sleeping. She has a large overnight bag. A garment bag with her clothes for the next morning on the night stand.

*John Lang* |

John focuses his stare on the woman, then quietly stalks forward, rasising his staff as he does. It's clear he intents to murder the woman.
Gonna give Femi the chance to stop me.

Euphemia 'Femi' Ferka |

Femi isn't pleased with this outcome, but sometimes it's a dirty business. As John hesitates, Femi whispers, "Just make it quick, I can't quiet her if she screams."
He locks the door to buy them time if she does awaken.

*John Lang* |

Coup De Grace: 8d6 + 12 ⇒ (5, 1, 2, 6, 1, 1, 1, 6) + 12 = 35

GMEDWIN |

John brings down his staff with more force than Femi would have thought he had in his body, smashing her head wide open with a light thud. John's invisability dissipates and you wait to see if anyone heard the noise.
GM Rolls
You go through her bags and you find a lot of elixirs and oils and the like as well as another bag that holds a lifesize duplicate of the woman you have just slain. There are documents and writing utencils.

Euphemia 'Femi' Ferka |

Femi loads what he can into his Haversack, until he gets to the duplicate body. His face contorts a bit as he tries to figure out what it means...
Knowledge All: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29 (heroism)
He'll also take a quick look at the documents, though just to see if there's anything obviously important at the moment. He's taking them all naturally.
Linguistics (untrained): 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22 (heroism)
He gets close and whispers to John, "Are you going to try and take her place, or should we simply take, er, both bodies and flee? I can make you invisible again naturally."

*John Lang* |

"I think it might be better to leave now. We're going to need to need to go to the ship regardless. She may well have left a magical replacement while she moved."
Concentrating for a moment, John cast detect magic Just going to take 10 on my bluff check. for a 36, trying to see if the body itself radiated magic.

GMEDWIN |

Femi
John
So, John you plan to stay behind and go on the ship with the Commodore and Femi back to the Citadel?

*John Lang* |

"Looks like this was a simulacrum as well. We need to find her."

*John Lang* |

Do I believe this is her then?

*John Lang* |

Okie dokie. I would have said this instead:
"We should get out of here." John said to Femi.

Euphemia 'Femi' Ferka |

Weapon Equipped = Quarterstaff
Crossbow Bolts = 10/10
Conditions = Detect Scrying (24h), Mage Armor (~8/9h), Heroism (1/90m), Invisibility (1/9m)
Melee: Attack: BAB +4, Str +0 Damage: +0
Ranged: Attack: BAB +4, Dex +1 Damage: +0
Reconnaissance (1/1)
Instant Doorknocker (1/1)
Quick Runner (1/1)
Arcane Reservoir (su): 7/7(max12) (+1 DC or caster level (free), quick study (full), dimensional slide (part of move))
Consume Spells (su): 2/2
Runestone of Power (first) 1/2
Spells (Caster Level 9, Concentration +13, SR +11)
Special: (7/7) Force Missile*
Zero (15): Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Read Magic, Spark
First (16): (6/6) Feather Fall, Grease, Infernal Healing, Mage Armor, Magic Missile*, Memory Lapse
Second (17) (2/5) Admonishing Ray*, Glitterdust, Invisibility, Knock, See Invisibility
Third (18) (3/5) Clairvoyance/audience, Fireball*, Dispel Magic, Heroism
Fourth (19) (3/4) Ball Lightning*, Detect Scrying, Locate Creature
* +1 DC, +4 Damage
"Sounds good." Femi whispers back.
Femi cleans up the crime-scene with Prestidigitation, so perhaps they’ll think she fled in the night rather than was attacked and slain. He’ll recast Invisibility on John before returning the same way they came in.
He’ll look for a convenient watery grave to ‘bury’ the purple woman’s body once they’re well clear (and still invisible - at least for a bit). He’ll cast invisibility as needed (up to twice more), to ensure the body they carry is not observed until they’ve weighed it down and dumped it.

*John Lang* |

While Femi cleaned up the evidence, John collected everything that he detected as being magical in the room.

GMEDWIN |

You make your way out of the villa with a purple corpse in tow although you are invisible. You both take 20 to go up and over the fence and weigh down the corpse in the sea before you make your way back to the Citadel. Femi gets some sleep as he helps Kort the next day making a cure(rolls already received).
Chretien makes his way to the other side of the competition to see if he can find the lair of a former dragon. You get to the place closest to the mid marker where the Jierre's team has gotten to. You should use a mix of Knowledge Geography, Survival and Knowledge Local, also you can try some Gather info checks to see if you can find the lair.
John you can look for the lost doctor, set up the ceremony with Beshela and the Admiral.

*John Lang* |

I'll work on setting up the ceremony.

Cretien Dufrene |

Not wanting to interact with anyone he doesn't need to, so as not to be known to be operating in the area, Cretien relies on his own brain.
geography: 1d20 + 9 ⇒ (10) + 9 = 19
local: 1d20 + 9 ⇒ (15) + 9 = 24

GMEDWIN |

Cretien is able throw backtracking and doing some hiking through the forest to finally come across an area which is way colder than anything should be in Ber, being in the tropics and all. You follow your nose and eventually the land starts being less tropical and that gives way to first freezing swamp and then to frozen land.
GM Rolls
And continuing further you see what you think are lizardfolk in front of a small cavern.

Cretien Dufrene |

sorry got caught up with IRL.
Cretien will use his disposable simulacrum in conjunction with his Brooch of the Spectacled Bear. Sending it closer, he'll have it take a lil laser shot at one of them in order to try to lure them away from the cavern opening.

Cretien Dufrene |

brooch ranged touch: 1d20 + 13 ⇒ (19) + 13 = 32
laser: 1d4 + 1 ⇒ (3) + 1 = 4

Cretien Dufrene |

hmm, trying to decide. i should probably follow them and ambush them. If i go in the cave then theyll probably end up stealing my brooch and break my simulacrum before blocking me in. So that's what I will do.

Cretien Dufrene |

stealth: 1d20 + 1 ⇒ (11) + 1 = 12

GMEDWIN |

GM Rolls
Chretien tries to sneak up on the two lizardfolk monsters and his heavy armor makes a large crunching sound as he steps in the snow you are about 30ft from
Initiative Cretien 1d20 + 3 ⇒ (19) + 3 = 22, DG 1d20 + 4 ⇒ (6) + 4 = 10 Priest 1d20 + 2 ⇒ (12) + 2 = 14
Round 1
Chretien

Cretien Dufrene |

full round set up turret, free action quick draw