GM Giuseppe |
"My master?!" asks the crazed painter, a void expression in his feverish eyes, "Oooh, but you knoow who He is, since he sent you!" Then, without answering Jak's question, the crazed painter points to the lone figure brandishing the holy symbol.
Examining the other two paintings on the wall, the Pathfinders find some of the same iconography from the previous painting (the paintings stacked on the floor are abstract smears of paint, in sharp contrast to these three works of art). The second painting depicts a stately, white stone building.
Three-foot-tall bas-reliefs circle the building’s outside walls at ground level, though they are warped and twisted in the crazed painter’s art. Derros stand atop the hall’s steps and seem to punish criminals—all of whom are wearing the robes of Taldan government officials. At the southwest corner of the building, the bas-relief glows a bright white. The same lone figure from the other paintings attempts to sooth a group of frightened children by playing a flute— the notes are actually painted above him on the canvas.
The third painting depicts the northeast retaining wall that shores up parts of the ruined Quickfall Abbey. It shows dozens of angry derros smashing brightly-painted urns against the retaining wall, while the same lone figure from the other paintings frantically attempts to push down an obviously barred door in the middle of the wall, presumably to escape another group of menacing derros that seems to pursue him.
GM Giuseppe |
"M...My master...resides within the Crypt of Fools, hidden deep beneath Old Cassomir...", says the painter with widened eyes.
The crazed painter does not know the exact location where his “master” resides, but he tells the Pathfinders that if anyone has knowledge of the Crypt of Fools and how to get there, it would be the engineers at Cassomir’s engineering guild, the Hall of Wonders. The engineers, he explains, have complete blueprints of nearly everything built by the Taldor government in Cassomir, and since the Crypt of Fools was built by the government to hide the crypts of shamed families, it’s highly probable they have all of the information the Pathfinders need. As for the painter, he knows all this because, as he explains, his “master” once told him that the cult was going to need to remove the documents from the guild eventually to prevent anyone from finding them.
____________________________
Jakwin Howell |
Know (Local), painting: 1d20 + 5 ⇒ (8) + 5 = 13; success!
Know (Local), Crypt of Fools: 1d20 + 5 ⇒ (4) + 5 = 9; fail
Jak, watching the crazy man with a disbelieving grin, points at the painting. ”Hey, isn’t that Cassomir’s Imperial Hall of Records?” He shrugs, ”I think I got into a drinking contest with a clerk who worked there.”
He points to the man playing the instrument in the painting, ”So who is this guy, again? Do we like him or not?”
Hopefully someone can hit that second spoiler. :/
Aldus the Supplicant |
Knowledge (local): 1d20 + 5 ⇒ (1) + 5 = 6 ✕
Knowledge (local): 1d20 + 5 ⇒ (17) + 5 = 22 ✓ =)
"Yes, he sent us, but we need to be sure you are the right person. Prove you know the master and your efforts for the cult will be rewarded," Aldus says, trying to entice the painter into uttering a name.
Bluff: 1d20 + 8 ⇒ (3) + 8 = 11 ugh
His ruse falters when the man mentions the Crypt of Fools. "I…don't remember much about our nights at the tavern, but I have read about the Crypt. It's a lost graveyard here in Cassomir. The dead buried there were either the worst criminals Taldor or…" the bard stops for a moment as the realisation hits him "…noble families who somehow fell from grace. Like the Teppish. I guess I was right and we'll get to meet another one the noble scions," he says the last words with more than subtle amount of scorn.
Does Aldus' knowledge go as far as knowing where exactly the Crypt lies?
Nebraska Jones |
"Huh, wow these are, definitely unique. Hey, we do need something to spruce up the Thunderbucket and buying them off this guy would really be more like charity.. what do you guys think?' Nebraska asks with her hands on her hips. If Garver is around she'll ask him how much they cost. Once everything is said and done, "Thanks for the help! Good luck with your next works! It's off to the Hall of records I guess, eh?"
Jakwin Howell |
"Ha! Spruce up the Thunderbucket! I love it." He turns to the mad painter, "How much for them?"
Once they're outside (and not in hearing distance of ANYONE)...
"Do we go to the Hall of records? The better lead seemed to be the Crypt of Fools." He shrugs, "If we can find it. Surely some drunk in this town knows where it is."
We could give a shot at Gathering Info on the Crypt. Not sure what we're likely to find at the Hall, unless someone thinks the Hall is the better lead? Maybe going there will lead us to the Crypt?
GM Giuseppe |
The paintings can be purchased from Swift Prison through Hestia’s man, Garver, and each costs 1 gold piece. Should the PCs wish to purchase one of the abstracts stacked on the floor, they cost 5 sp and a dozen of them are for sale.
Following the crazes painter’s lead, the Pathfinders quickly head toward the Hall of Wonders. The engineering guild of Cassomir is located in the northeastern portion of Old Cassomir, just inside the ramparts. On their way to the Hall of Wonders, the Pathfinders cross the central square of Old Cassomir, at the center of which stands a curious structure called Pharasma’s Pulpit. Built of wood, rope, and mortar, with a central platform some 30 feet above the ground, this structure serves as the gallows for all capital crimes in the region. Once a month, those condemned to death for their crimes are rousted from the confines of Swift Prison, marched across Old Cassomir through crowds of onlookers, and either hanged, beheaded, or drawn and quartered in front of the curious Cassomirite citizens.
Unfortunately, the Pathfinders cannot afford to stop by Pharasma’s Pulpit for too long. Their mission compels them to keep going. Eventually, after a fifteen minutes walk, the Pathfinders reach the Hall of Wonders.
Smoke and steam pour through many openings of this misshapen building. Gears and gizmos can be heard clicking against one another in a rhythmic cadence. A loud “chunkchunk” sounds as several pistons churn up and down, powering some unknown machine. A cacophonous symphony of grinding metal plays on. An enormous sign, nearly the entire width of the building, declares it to be the Hall of Wonders.
The Pathfinders can enter the building through the front doors or one of the many windows or by scaling the walls and entering via the skylight.
____________________________
All hearing-based Perception checks inside and outside the hall suffer a –4 penalty due to the noisiness of the machinery.
The walls of the hall are 20 feet tall and require a DC 10 Climb check to scale. The doors and windows are all unlocked, though the windows require a DC 12 Strength check to open and a DC 10 Climb check to climb through.
New map added.
Aldus the Supplicant |
Knowledge (local): 1d20 + 5 ⇒ (19) + 5 = 24
A chill runs down Aldus' spine when he sees the pulpit, his mind travelling back to Galt and the Final Blades. "Weird and terrible, you mean. To think that the killing of people by the state has become a sort of local holiday an that salesmen peddle their wares as blood runs in front of them."
Perception: 1d20 + 4 ⇒ (10) + 4 = 14 Aldus is only about knowledge checks in this scenario, apparently
When they reach the Hall of Wonders, the bard welcomes the overwhelming noise and the deep basses that vibrate inside his lungs. He looks at the building for a moment and turns to his companions "I hope the engineers are as easy-going as the painter. Shall we?"
Nebraska Jones |
Perception: 1d20 + 7 ⇒ (11) + 7 = 18
"Do you hear that? It's a faint.. screaming? Yes let's hurry but be on guard as well. I sense some mischief... the painter did say his Master wanted to remove the documents leading to the Crypt's location from here.."
Nebraska pulls out her wand and taps it onto the thigh casually.
UMD: 1d20 + 14 ⇒ (16) + 14 = 30 Mage Armor, ACTIVATED!
Nebraska Jones |
Nebraska stows the wand and draws her rapier as Jak takes the initiative. "Right behind you, no one's becoming fodder for a weird cult painting on my watch!"
Aldus the Supplicant |
Aldus draws his bow and nocks an arrow, following Jak and Nebraska. "Guess negotiations are off this time, eh, Nebs?"
Nebraska Jones |
Nebraska looks conflicted to Aldus, "I know, but the screaming! Someone's in danger and.. I think we got here too late for that." She does look a little disappointed, either that they failed this victim or society.
Aldus the Supplicant |
Aldus shakes his head. "It's only too late for negotiation, not to prevent anything bad from happening. Let's focus on getting whoever's inside to safety," he says, putting a smile on his face, half for Nebraska and half for himself.
GM Giuseppe |
Once inside the Hall of Wonders, the Pathfinders can see the outlines of three great structures piercing a thick mist that chokes nearly the entire western half of the building (see the map). A brass planetarium rotates in the northeastern corner. Next to the celestial model, a clockwork contraption ticks and tocks as it turns on its axis. Finally, a giant metal crab sits with its claws extended on a southwestern platform. A hatch at one end of the crab provides an entrance into a barrel-like chamber; inside two levers rest near the front of a cockpit. The planetarium replicates Golarion’s planetary system. The clockworks hail from the Isle of Kortos and appears to serve no other purpose than to demonstrate an oversized clockwork function. The giant metal crab is a badly damaged apparatus of the crab. Only two of its ten original levers remain, and it’s incapable of movement.
In the center of the room, two half-orc thugs are tormenting a poor gnomish engineer and her various engineering guildmates. As soon as they notice the Pathfinders, the half-orcs immediately focus their attentions on them, letting the engineers alone, for the moment. Gritting their razor-sharp fangs, the half-orcs grin intimidatingly at the Pathfinders, their huge hands tightening the hold on their clubs. The thugs are clad in chain shirts missing a few metal links, but still perfectly able to carry out their duty.
First Jawkin and Dolgarth, then me, than the rest of the party + Dolgarth and Jawkin again.
▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ INITIATIVE ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔
Active effects: mage armor (Nebraska, 60 minutes remaining)
① Jakwin (Conditions: none; Status: 14/14 hp)
② Dolgarth (Conditions: none; Status: 13/13 hp)
③ Half-orcs (Conditions: none; Status: ? hp)
④ Nebraska (Conditions: none; Status: 10/10 hp
⑤ Gandros (Conditions: none; Status: 16/16 hp)
⑥ Aldus (Conditions:none; Status: 10/10 hp)
_________________________________
Adventurous PCs can climb inside the cockpit and use the two undamaged levers to battle the cultists (providing exactly two pincer attacks at +12 melee with a reach of 20 and doing 2d8 points of damage as a full round action). The apparatus is a relic, an ancient magic item long fallen into disrepair and ruin. Once two pincer attacks have been made with the apparatus, the pincers actually fall off and the entire metal monstrosity collapses inward. The breakdown causes no harm to any PCs inside or near the apparatus but does finally render the metal crab a broken pile of worthless scrap metal.
--- INITIATIVE CHECKS ---
Aldus: 1d20 + 2 ⇒ (9) + 2 = 11
Dolgarth: 1d20 + 3 ⇒ (20) + 3 = 23
Gandros: 1d20 + 1 ⇒ (11) + 1 = 12
Jawkin: 1d20 + 6 ⇒ (18) + 6 = 24
Nebraska: 1d20 + 2 ⇒ (15) + 2 = 17
Half-orc thugs: 1d20 + 0 ⇒ (20) + 0 = 20
Tashelia: 1d20 + 0 ⇒ (3) + 0 = 3
Jakwin Howell |
Jak jogs forward, CLANG-ing his blade on the metalworks around him as he shouts out a heart-pounding rhythm.
"ORCS INTHE FOREST! ORCS IN THE HIGH GRASS!
BLOOD YOUR THIRSTY BLADE AND KICK SOME ORKEN ASS!"
Move forward (map updated), begin Inspire Courage (1 of 6)
Nebraska Jones |
"Unhand these professionals! WHOA!" Nebraska is naturally drawn to the large robotic crab. Will enter if Dolgarth or an Half-Orc doesn't before me.
As the girl clamors around the structure, "Watch out! Remember the last time we saw half-orcs of this organization!"
GM Giuseppe |
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⁞⁞⁞⁞ ROUND ❶ ⁞⁞⁞⁞
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Jakwin enters the Hall of Wonders, and makes his arrival clear with his song. The half-orcs immediately dart toward him, taking opposite paths in order to flank him.
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⁞⁞⁞⁞ INITIATIVE ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔
Active effects: mage armor (Nebraska, 60 minutes remaining)
① Jakwin (Conditions: none; Status: 14/14 hp)
② Dolgarth (Conditions: none; Status: 13/13 hp)
③ Half-orcs (Conditions: none; Status: ? hp)
④ Nebraska (Conditions: none; Status: 10/10 hp
⑤ Gandros (Conditions: none; Status: 16/16 hp)
⑥ Aldus (Conditions:none; Status: 10/10 hp)
_________________________________
Adventurous PCs can climb inside the cockpit and use the two undamaged levers to battle the cultists (providing exactly two pincer attacks at +12 melee with a reach of 20 and doing 2d8 points of damage as a full round action). The apparatus is a relic, an ancient magic item long fallen into disrepair and ruin. Once two pincer attacks have been made with the apparatus, the pincers actually fall off and the entire metal monstrosity collapses inward. The breakdown causes no harm to any PCs inside or near the apparatus but does finally render the metal crab a broken pile of worthless scrap metal.
GM Giuseppe |
As a result of the half-orc new position, Nebraska would provoke an attack of opportunity during her movement toward the crab-apparatus. As normal, she can avoid provoking the attack of opportunity making a DC 13 Acrobatics check to move through a threatened area. Using Acrobatics halves her speed, but if my calculations are correct, she would still be able to enter the crab-apparatus.
Dolgarth |
Dolgarth marvels for a second at the giant robotic crab, but defers to Nebraska. "Go for it, Nebs, it'll be better if I can talk to 'em up close!" With that he thunders down the hall and makes a move to smack the half-orc from around the corner. He remembers all to sorely what happened last time Jak was surrounded by half-orcs.
Mwk Flail, CE, Inspire: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
I believe the half-orc is behind cover due to the hard corner.
Jakwin Howell |
Round 2
Jak—too caught up in the thrill of the moment—seems to exult in his suddenly-surrounded-situation. He continues shouting out his tavern-brawl tune as he hacks at the orc behind him.
”ORCS IN AMONG US; ORCS ALL AROUND!
HACK THEIR BODIES. HACK THEIR LIMBS. PUT’EM IN THE GROUND!”
Conceding to his situation a little bit, he finishes his song by slinging his shield into place, bracing for their imminent response.
Maintain Inspire. Attack Green. Then use Move action to ready shield (AC up to 18)
longsword: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
damage: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12
He remembers all to sorely what happened last time Jak was surrounded by half-orcs.
It's not lost on me. Then again, recklessness is kind of a cornerstone of Jak's personality. :D
Aldus the Supplicant |
@GM: Can Aldus jump on the table or is it too small/flimsy to support his weight?
Nebraska Jones |
Lets do this!
Acrobatics: 1d20 + 6 ⇒ (12) + 6 = 18
Nebraska gets into the robo-crab.
Once she's there she yanks the levers at the half-orc to Jak's right. Or whichever is still standing
Crab attack!: 1d20 + 12 ⇒ (13) + 12 = 25
damage: 2d8 ⇒ (2, 3) = 5
Crab attack!: 1d20 + 12 ⇒ (1) + 12 = 13
damage: 2d8 ⇒ (2, 7) = 9
GM Giuseppe |
Yes Aldus, you can jump on the table. Anyway, next time try to avoid delaying your post with a question. PbP is already slow in itself. We have our tricks, however. In this case, we usually post conditional courses of action, such as: if the table seems sturdy enough to support Aldus' weight, he will jump on it and fire an arrow. Otherwise, he will take position next to the pillar to the northwestern corner of the room and fire an arrow.
Aldus the Supplicant |
@GM: understood, will keep it in mind for the future
Bow already in hand, Aldus jumps on the table and runs south, kicking several implements and tools to the ground. "Jak! Watch out!" yells the Galtan upon seeing the two cultists flanking his companion. He releases an arrow at the closest half-orc.
dw bow, point-blank, inspired: 1d20 + 5 ⇒ (17) + 5 = 22
piercing damage, point-blank, inspired: 1d6 + 2 ⇒ (4) + 2 = 6
____________________
move: south
standard: attack green half-orc (or yellow, in case green is down)
GM Giuseppe |
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⁞⁞⁞⁞ ROUND ❶ ⁞⁞⁞⁞
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Nebraska darts past the half-orc impeding her way and enters the crab apparatus. She will have to wait next turn to attack, since her movement required both of her actions for the current turn. In the meantime, Aldus’ arrow pierces one of the half-orcs, but it is not enough to kill him.
While the combat rages, the Pathfinders hear a voice above their heads speaking dark words. Before they can even realize what’s going on, a slithering feeling of oppression and fear creeps into their hearts and souls.
Each character needs to make a DC 13 Will save. On a failed check, the character takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. This is an enchantment (compulsion) [emotion, fear, mind-affecting] effect.
As soon as the Pathfinders raise their heads to see who’s responsible for the terrible feeling they have, they discern a woman with long, dark red hair wearing a black robe. Unfortunately, the woman disappears into the mist a few seconds later, and appears to be nowhere to be seen.
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⁞⁞⁞⁞ ROUND ❷ ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔
Jawkin finishes Aldus’ work and delivers the final blow to the half-orc in front of him.
Dolgarth, you may want to change your action, since the green half-orc has already been dealt with in your turn.
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⁞⁞⁞⁞ INITIATIVE ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔
Active effects: mage armor (Nebraska, 60 minutes remaining)
① Jakwin (Conditions: none; Status: 14/14 hp)
② Dolgarth (Conditions: none; Status: 13/13 hp)
③ Green half-orc (Conditions: none; Status: -18 hp)
③ Yellow half-orc (Conditions: none; Status: -9 hp)
④ Nebraska (Conditions: none; Status: 10/10 hp
⑤ Gandros (Conditions: none; Status: 16/16 hp)
⑥ Aldus (Conditions:none; Status: 10/10 hp)
_________________________________
Adventurous PCs can climb inside the cockpit and use the two undamaged levers to battle the cultists (providing exactly two pincer attacks at +12 melee with a reach of 20 and doing 2d8 points of damage as a full round action). The apparatus is a relic, an ancient magic item long fallen into disrepair and ruin. Once two pincer attacks have been made with the apparatus, the pincers actually fall off and the entire metal monstrosity collapses inward. The breakdown causes no harm to any PCs inside or near the apparatus but does finally render the metal crab a broken pile of worthless scrap metal.
Nebraska Jones |
Will Save, Racial Bonus: 1d20 + 1 + 2 ⇒ (14) + 1 + 2 = 17
Nebraska shudders as she feels the mysterious woman's brief touch on her mind and is able to shake off the alien desires. The experience is familiar from her childhood and Nebraska doesn't take it lightly. "Ugh, that.. you... you have no permission over me vile woman!" she accosts the enchantress with a scathing tone as she disappears.
Motivated by anger Nebraska jerks the shabby hunk forward at the remaining Orc.
Rolls are delayed above.
Dolgarth |
Will, Racial Bonus: 1d20 + 3 ⇒ (16) + 3 = 19
Dolgarth's natural even intuition and resistance to magic kicks in, leaving him with nary a shiver. Seeing the half-orc felled before him, but at the hands of his comrades, he continues forward, hoping to not encounter more enemies before he surrounds this one.
Will instead double move. I am on mobile, could someone move me to the square 2 above the green half-orc?
Aldus the Supplicant |
Will save: 1d20 + 2 ⇒ (17) + 2 = 19
Aldus feels his vision darken as doubt creeps inside his mind, the fear of the death of his comrades struggling to dominate all his thoughts. Instead of despairing, the Galtan raises his head just in time to see the woman disappearing from sight. He nocks an arrow and shoots at the remaining foe with half a smile "Your dark powers prove too weak against the boiling blood of the revolution, Groetus."
dw bow, point-blank, inspire: 1d20 + 5 ⇒ (5) + 5 = 10
piercing damage, point-blank, inspire: 1d6 + 2 ⇒ (1) + 2 = 3
Not sure I understood it correctly, but moved Dolgarth 2 squares above green(dead) half-orc.
_________________________
standard: attack yellow orc
GM Giuseppe |
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⁞⁞⁞⁞ ROUND ❷ ⁞⁞⁞⁞
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Dolgarth moves closer to the only remaining half-orc. The thug, however, doesn’t seem like giving up at all, and attacks Jakwin, but the Taldan bard easily parries the club set to hit his head. Using the crab apparatus, Nebraska puts down the half-orc in a matter of seconds, leaving the party to confront only the mysterious woman shrouded in the mist.
▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ INITIATIVE ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔
Active effects: mage armor (Nebraska, 60 minutes remaining)
① Jakwin (Conditions: none; Status: 14/14 hp)
② Dolgarth (Conditions: none; Status: 13/13 hp)
③ Green half-orc (Conditions: none; Status: -18 hp)
③ Yellow half-orc (Conditions: none; Status: -9 hp)
④ Nebraska (Conditions: none; Status: 10/10 hp
⑤ Gandros (Conditions: none; Status: 16/16 hp)
⑥ Aldus (Conditions:none; Status: 10/10 hp)
_________________________________
--- HALF-ORC ATTACK ---
Club melee attack: 1d20 + 3 ⇒ (3) + 3 = 6
Club damage: 1d6 + 2 ⇒ (4) + 2 = 6
Jakwin Howell |
”Where’d she go?!” shouts Jak as his song ends, eyes scan the room.
Move action for a Perception check
Perception: 1d20 + 3 ⇒ (19) + 3 = 22
If Jak sees her, he’ll close to melee, if possible, alerting his friends to her location.
If Jak can’t see her OR can’t get to her in a single move action, he’ll instead move adjacent to the little gnome engineer, telling her to stay by his side.
Nebraska Jones |
Nebraska jumps out of the Robo-crab as it falls to shambles. She can't help but have a childish grin on her face as she hurries to the engineer. "Okay, I'm so sorry that broke but that was awesome! I swear I'll help you fix it, are you alright? Do you know who this woman is?"
Aldus the Supplicant |
Aldus moves towards where he last saw the woman. With his bow in hand, he looks for her and, when he sees anything move, he yells: "Cultist! Surrender and you shall be spared!" If the movement does not stop, he releases an arrow at her.
Perception: 1d20 + 4 ⇒ (1) + 4 = 5
dw bow, point-blank: 1d20 + 4 ⇒ (1) + 4 = 5
piercing damage, point-blank: 1d6 + 1 ⇒ (2) + 1 = 3
Not sure where to place Aldus (or if his specific location matters at the moment). Feel free to move him in the correct direction (perhaps the ladder?)
GM Giuseppe |
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⁞⁞⁞⁞ ROUND ❸ ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔
The Pathfinders were not able to discern where the sound came from precisely, but the woman they saw as she casted a spell, was atop a catwalk above their heads (see the map). The catwalk is easily accessible through a ladder just outside of the mists, in the southern part of the building. As the group wonders what to do, they hear more dark words, probably invoking another spell of some sort. Fortunately, however, no discernable effect follows those words.
▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ INITIATIVE ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔
Active effects: mage armor (Nebraska, 60 minutes remaining)
① Jakwin (Conditions: none; Status: 14/14 hp)
② Dolgarth (Conditions: none; Status: 13/13 hp)
③ Green half-orc (Conditions: none; Status: -18 hp)
③ Yellow half-orc (Conditions: none; Status: -9 hp)
④ Nebraska (Conditions: none; Status: 10/10 hp
⑤ Gandros (Conditions: none; Status: 16/16 hp)
⑥ Aldus (Conditions:none; Status: 10/10 hp)
Dolgarth |
"And back that way, I suppose," Dolgarth mutters to himself as he turns tail for the ladder. He grins at Nebraska's antics with the apparatus, still on the lookout for the woman.
Nebraska Jones |
Feeling like the Gnome engineer is alright, Nebraska dashes around to follow Dolgarth up the stairs.
Double move if we're still in Initiative
Jakwin Howell |
Seeing Nebs and Dolgarth making chase, Jak turns to the gnome. "You better get out of here." He watches the mist above as he drops his sword, pulling out a javelin, which he readies Feel free to stick around outside, though. We'd love to ask you a few questions."
Drop sword. Draw javelin, ready an attack should she appear.
damage: 1d6 + 3 ⇒ (5) + 3 = 8
Aldus the Supplicant |
Hearing only the woman's incantations and seeing his companions going up, Aldus remains on the table, arrow nocked and ready to fire. "I think I can hit her from here! I'll stay downstairs and keep an eye on the hostage."
readied dw bow: 1d20 + 4 ⇒ (20) + 4 = 24+1 if she's within 30 feet
crit confirm: 1d20 + 4 ⇒ (7) + 4 = 11+1 if she's within 30 feet
piercing damage: 1d6 ⇒ 2+1 if she's within 30 feet
crit damage: 2d6 ⇒ (4, 3) = 7+2 if she's within 30 feet
GM Giuseppe |
▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ ROUND ❸ ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔
Dolgarth and Nebraska can hear something climbing down the stairs. Then, all of a sudden, they hear a thud in front of them, and see a woman wearing black robes prone on the floor before them. The woman stands up, but cannot do so without allowing lowering her defenses.
Dolgarth and Nebraska can take one attack of opportunity each.
As soon as the woman stands up, she’s reached by Aldus’ arrow.
Concealement (01-50 misses): 1d100 ⇒ 71
Despite the mist making life harder for Aldus, the Galtan archer manages to hit his target. The woman shouts in pain, the arrow lodged in her belly causing a lot of blood to flow out of her. The woman’s eyes go wide, then she collapses to the ground.
COMBAT IS OVER!
GM Giuseppe |
The mist quickly dissipates, allowing the party to see the unconscious body of the woman Aldus has taken down. She has some resemblance to Luscilia, Dalirio's lover, a woman the Pathfinder had fought while they were on the Prancing Prince, during their very first assignment for the Society.
The gnome engineer walks closer to the Pathfinder after a few moments, flanked by her fellow engineers, all humans. "Thank you for coming to our aid! Who are you, if I may ask? We were not expecting to receive any help after what happened an hour or so ago..."
Woman: chain shirt, masterwork heavy flail, holy symbol of Groetus.
Thugs: 2 chain shirts, 2 clubs