Aldus the Supplicant |
Aldus paces about, darting glances at the spot where Nebraska left his view. "I don't know how keen I truly am regarding a 'clear chain of command', to be honest. I'd rather we come to decisions through understanding rather than orders." He stops and grins to Fiametta: "And yes, very typical for a Galtan, I know.".
"Anyhow, I'm starting to get worried. Should we check up on Nebraska?", the bard continues walking in circles, unaware his hand is now pressing the book on his belt.
---
The Galtan elbows Jak and points out Nebraska "Something's off. Let's move." he says, already walking towards the inn. He gets close to the dock without actually getting on it. Suspecting but unsure that she is hiding from something, Aldus takes a bit of wool from his pouch and chants a few words, extending his hand towards the rogue at the same time. Even though the sea seems the same, the sound of waves on her vicinity gets louder. 'Hopefully this is inconspicuous enough but can muffle any noise she makes when returning'
__________________________
Casting ghost sound at max range, just trying to duplicate sounds the sea is already making, but a bit louder
Jakwin Howell |
"And yes, very typical for a Galtan, I know.”
”Nothing wrong with Galtans, friend,” interjects Jak, then he points to a scar on his right cheek that somehow only makes his grin look more rugged, ”Got this in a scrap up in Galt. Some good folks there.”
He’s about to tell the story when Aldus points out Nebraska’s return. He quickly hitches Norgy to a nearby post, nursing a bitten finger as he follows Aldus.
He waits until she’s close enough for the suddenly-boosted sea noises to whisper to Nebraska, ”So what’s in there? Should we bust in or fake our way in?”
Nebraska Jones |
Nebraska bite's her lip in glee, she motions Aldus and anyone else by the docks to be quiet with a 'Shhh' motion. Hearing the ocean grow in noise she is a little confused, looking around under the dock through the wood planks. After a moment's curiosity though she scampers back to the others.
"Hey, let's step a bit away, into the street to be safe." Nebraska leads everyone 20ft or so from the building so their voices will wash into the bustling of the city.
Facing the other adventurers her face erupts in laugher and excitment. "It's like Whhaaaaa?! in there! There are two men, one walking about in rags and some markings on him, the other passed out at a bar. Then three rat-dog things. The man walked over because of the creaky boards but I was able to lose him. The rat-dogs are still scratching away though..." She looks back at the building, "Kind of nice inside. A pitty they don't maintain it out here. They have a hot-tub or some sort of pool and it's all freshly pained. With the view, it could be a lovely condo with some love."
Stealth: 1d20 + 6 ⇒ (6) + 6 = 12
Dolgarth |
Ninja'd!
"I also think it would be best not to have a leader," Dolgarth muses. "Might as well make decisions equally, at least until we know more about each other or if we're in a quick jam. Best to play it by ear for now."
He then notices Aldus signifying Nebraska and, for whatever reason, puts his left hand to his temple and stretches his right in the other half-elf's direction. "Wait, Aldus! Going over there won't help her at all. We should just wait here, or maybe cause a diversion. I think it would be better to wait for her, then try to talk our way in. Less chance of violence that way."
When Nebraska returns and leads the company away, Dolgarth listens and sticks to his idea. "Doesn't sound very friendly, but I still think we should try to talk first."
Fiametta the Kantarian |
Fiametta sighs. No hope of organization then -- I guess this is all an exercise in improvisation. Still, I can try and get some things tidied up.
Turning to the boy, she says "Nefti, I believe you'll be safest here outside, at least for the moment. Perhaps you can play at being a stable boy and hold onto the reins of this beast. I'm sure he won't...mind." She trails off uncertainly. "We'll signal you as soon as it's safe to come inside."
Then she turns back to Nebraska. "Not sure how nice a spa they could have with rat-dogs running around, but I'll take your word for it. I'm fine with trying to talk our way in. I'll serve as legal adviser to whomever is doing the talking, and try to back your arguments up with some substance."
Fiametta waits for a consensus to emerge, and then follows the main talker in, taking up a position five steps back and to the left, ready to be of service.
Jakwin Howell |
"Wait, Aldus! Going over there won't help her at all. We should just wait here, or maybe cause a diversion."
I guess I had assumed we'd tried to stay back in the crowds (as opposed to walking out into the open to talk to her during our covert operation. ;P
"Nice work, Nebs," Jak says after the debrief, punching her in a friendly way on the shoulder. "I think the first plan still works, too. And now knowing what we know about this joint, we can pretend to be a group looking to buy thsi place to start up our own tavern. Maybe tell them that we're so interested that we'll pay them handily just to let us in and walk around."
He looks at Aldus and Nebraska, "You two seem the silver-tongued types, so you do the talking." With every word, his excitement grows as he gets into the moment, "I'll act like the singing talent ... cause that's not even a lie. Fiametta's our legal, and Dolgarth's the muscle. I mean, all we gotta do is get inside, right?" He claps his gloved hands, "Dang, this will be fun."
Aldus the Supplicant |
”Nothing wrong with Galtans, friend,” interjects Jak, then he points to a scar on his right cheek that somehow only makes his grin look more rugged, ”Got this in a scrap up in Galt. Some good folks there.”
"No problem at all indeed, Jak. Would be curious to hear the story on that scar later, over a pint" Aldus says, moving quickly.
---
On their way back, Aldus scratches the back of his head, slightly apologetic: "Sorry if I took you by surprise with the amplified sea sounds, Nebraska. Wanted to muffle all that creaking so you could trace your steps back safely."
Once they're safe, Aldus hears the story "Tattooed man? Hmmm…I had information that these kidnappings might be connected to some sort of cult. Might be useful to look more into it." He ponders Jak's suggestion: "Ok, Nebraska and I will take the lead on the talking. Any ideas on what ruse we can go with? Routine inspection of the building by city officials…?", the bard says, looking at Fiametta. "Or just pretend we're one of theirs with new orders from the headquarter's? Might get us in more easily."
"Wait, Aldus! Going over there won't help her at all. We should just wait here, or maybe cause a diversion.
"Sorry, Dolgarth, I wanted to create some subtle diversion. Not sure how much help it was, but trust me that I also want to avoid violence as much as possible." Aldus says, firmly putting his hand on Dolgarth's shoulder.
GM Giuseppe |
Although there are still differing views about the precise kind of approach to adopt, it's time for you to set your plan in motion.
Aldus and Nebraska walk at the head of the group while Fiammetta stays on their side. Behind them, Dolgarth and Jawkin take up the rear.
Since the street entrance is boarded up, the group decides to slowly walk the dock, one at a time, in order to reach the eastern door. This one is not boarded up, but appears to be locked.
Aldus knocks on the door, but gets no response. He tries again. Nothing. Then it's Nebraska's turn. The Qadiran knocks on the door once, twice, thrice...And still no answer at all comes from the inn's interior.
Dolgarth |
"Not a problem, I just thought you were going over to join her," Dolgarth replies. "As to our cover story, I would think acting as allies would be suspicious. Too many variables, if anything, like a secret knock. I think the taverners or the city officials are the best disguises."
Nebraska Jones |
1 person marked this as a favorite. |
Replying to Aldus, "Oh, you did that?! I totally thought a tidal wave was coming in or something! No worries Aldus, I actually needed the help. Couldn't miss a damn lose board to save my life."
__________________
"Yeah, I guess it would be an odd spa now that you mention it. It has a weird version of friendly going on." She continues to Fiametta and Dolgarth. "One of the rat-dogs was licking the feet of the Man in Rags, kind of spa-ish.. but mostly gross. Oh! Hey, Nefti! were either Cestis or Kafar wearing red?" Nebraska looks around for the boy and realizes that he is gone.
Nebraska shrugs and removes her hood, then styles her hair. "I think I'm in with the tavern idea. Makes sense for a group our size, though inspection could work just as well too. What role do you want Aldus? With business, talent, and brawn our venture can still use money and vision! Let's see, we still need a stage name for Jak, a law firm for Fiametta, Dolgarth can have gotten involved through acquaintance with someone... old pals with Jak? A singer with a brawling reputation doesn't seem to be far from the truth either.." Nebraska loses herself in daydreaming about the scheme. "We could call it, 'The Thunder Bucket!' No, 'The Water's Edge.' Hmm 'The Rat Spa'?"
Jakwin Howell |
Jak nods along with Nebraska's enthusiasm for the idea, "I love those! Honestly I could go with whichever you like."
After the two other attempts, he steps up and pounds on the door, "I thought the guy said this would be open. What a rip off!"
Just selling our lie a bit
Bluff: 1d20 + 2 ⇒ (13) + 2 = 15
"Oh, well," Jak says brightly, "I brought my own set of keys!" He pulls out a crowbar (or borrows Dolgarth's) and begins forcing the door open.
Strength, to bust through the door: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
As he works, he looks back at the team and mouths, 'be ready'
Aldus the Supplicant |
duh, totally missed the part with us being a tavern. sorry.
"Tavern it is, then! I can be the owner-to-be and lead the talk bluff +8. What role do you want? Our rowdy ale specialist?"
---
Aldus smiles at Jak's brashness.'Diplomacy seems like a difficult sell after busting their door, but, hey, I've negotiated through worst.' He plumps himself a bit. "Servant, open this door! I'll wait no longer, we need to see this place at once. The Thunder's Bucket Inn shall shine like a pearl in this gods-forsaken city!" he yells as loud as he can.
Fiametta the Kantarian |
Fiametta pulls out a quill and a fresh piece of paper, shaking her head sadly.
"Door boarded over," she recites as she writes, using her satchel as a writing surface. "Any repair expense should be on the seller's side, sir, since they forced us into such measures. Very disappointing."
I'm intending all my Bluffs to be assists.
Bluff: 1d20 + 4 ⇒ (3) + 4 = 7
Nebraska Jones |
Nebraska folds in with the group as the interior designer and attempts to aid in the illusion, "Oh! I just love this old dock though, it really captures the Thunder Bucket image in my eyes. A sort of Shanty-Retro, as we're calling it these days. I can't wait to see the interior, the realtor listed it very high on the pros list. Just behind charming location. Excuse me? Is anyone here? If you could manage to give us a tour I can promise your first night's tab is on the house!"
Too late for diplomacy?
Diplomacy: 1d20 + 8 ⇒ (5) + 8 = 13
Dolgarth |
Dolgarth folds his arms while holding his flail and scowls, maintaining an aura of silent menace. 'I'm not sure how much I like being the muscle,' he thinks. 'I know I'm more than a musclebound thug, as do my allies, but no one else would at first glance. Secret knowledge isn't exactly fun, but them's the breaks.'
Aldus the Supplicant |
I am enjoying this collective hallucination so much!
Also, forgot to roll bluff and can't edit the post anymore
Bluff: 1d20 + 8 ⇒ (12) + 8 = 20
"Well?! On with it!" Aldus continues in a shrill, annoyed voice.
Jakwin Howell |
"... Let's see, we still need a stage name for Jak..."
Still working at the crowbar, Jak can't help but grunt out a response, "Had some people up in the River Kingdoms call me Mad Jak." He gives the group and their current activities an odd look followed by a big grin, "So Mad Jak and the Trespassers?"
Just some fun while we wait for DM adjudication. :D
Dolgarth |
"Had some people up in the River Kingdoms call me Mad Jak." He gives the group and their current activities an odd look followed by a big grin, "So Mad Jak and the Trespassers?"
Dolgarth barely manages to contain a huge whoop of laughter, keeping himself to a wide grin. "I like it. I love it, honestly," he chortles, failing to maintain a thug-like composure. "I feel like there's a better word than trespassers, but whenever I try to find better words in these situations, it just ends up longer and worse. But certainly, that has quite the ring to it. I can see it now: 'The Thunder Bucket, featuring Mad Jak and the Trespassers!'"
Still chuckling, he busies himself by getting back into his muscly character, drawing his shield and pulling his neckband over his mouth and nose like a bandana. "My mentor used to call this one weak creature for me to spar with. Can't rightly remember if it was some kinda zombie or fiend, but it was covered in crazy poisonous pustules that burst if you stabbed 'em. Even without things like that, your mouth's no place for the various fluids of the battlefield."
GM Giuseppe |
Despite all your efforts to talk your way in, you keep not getting any answer. Putting his crowbar to good use, Jawkin forces the door open without too many problems. You can finally see the building’s interior.
---
The inn’s interior is in much better condition than the outside. The floors are new and quiet, the walls are covered in fresh paint and the entire place smells of recently cut wood. Most of the furniture has been removed, though a few tables and chairs remain and are covered in sawdust and wood shavings. Several buckets of white paint sit atop the bar.
There’s a square pool in the center of the main hall, and just in front of it are two disgusting, filthy giant rats, the size of a small dog. They have a coat of coarse fur, a long and scabby tail, and two glittering eyes.
Near the bar, another giant rat, in all respects similar to the others, appears to be licking the feet of a strange man. The latter has long, dirty hairs and wears only rags. Strange pictograms cover his body and face. The man is holding a club and smirks quite unpleasantly at you. The rats react to your sudden appearance by immediately turning toward your direction.
Sitting on a stool in front of the bar is an unconscious or sleeping man, with fine red clothes. Furthermore there are five people in the southwest corner of the main hall—they’re hog-tied with thick rope and then tied to each other by the neck.
▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ ROUND ❶ ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔
Before anyone can react, the giant rat previously busy licking the man’s toes darts towards Jawkin. The disgusting creature tries to bite Jawkin’s leg, but the Taldan bard is very reactive and steps back at the right time, avoiding the attack.
▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ INITIATIVE ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔
Active effects: mage armor (Fiammetta, 55 minutes remaining)
① Dire Rat (Green) (Conditions: none)
② Fiammetta (Conditions: none)
③ Aldus (Conditions: none)
④ Nebraska (Conditions: none)
⑤ Tattooed Man (Conditions: none)
⑥ Dolgarth (Conditions: none)
⑦ Jawkin (Conditions: none)
⑧ Dire Rats (Conditions: none)
______________________________________________________
How do I handle combat and initiative: Since I want the game to keep flowing even in combat situations, when most PbP games tend to slow down a little, I usually allow players to post their actions regardless of initiative order. Then, I resolve the actions following the initiative order, and if some condition changed while the character gets to act, I usually bot the PC (e.g. making him attack another target instead of the declared one, if the latter is no longer a legal target). You’re thus welcome to post your actions even if your PC will act only after some enemies in initiative order.
Believe me when I say that I’m sincerely sorry for not rewarding your wonderful roleplay. Unfortunately, as you all know, I’m bonded by PFS rules to run the module as written, but if I knew before that you were such an amazing group of players, I would have changed this campaign to be a homebrew allowing you to use downtime rules to run the inn and reward your brilliant ideas.
--- INITIATIVE CHECKS ---
Aldus’ Initiative Check: 1d20 + 2 ⇒ (13) + 2 = 15
Dolgarth’s Initiative Check: 1d20 + 3 ⇒ (5) + 3 = 8
Fiammetta’s Initiative Check: 1d20 + 1 ⇒ (17) + 1 = 18
Jawkin’s Initiative Check: 1d20 + 6 ⇒ (1) + 6 = 7
Nebraska’s Initiative Check: 1d20 + 2 ⇒ (12) + 2 = 14
Nature’s Cataclysm Druid’s Initiative Check: 1d20 - 1 ⇒ (10) - 1 = 9
Dire Rat Animal Companion’s Initiative Check: 1d20 + 3 ⇒ (16) + 3 = 19
Dire Rats’ Initiative Check: 1d20 + 3 ⇒ (4) + 3 = 7
--- RATS’ ATTACKS ---
Dire Rat Animal Companion Bite Attack: 1d20 + 2 ⇒ (5) + 2 = 7
Dire Rat Animal Companion Bite Damage: 1d4 ⇒ 2
Nebraska Jones |
When the door opens Nebraska gasps, "It is gorgeous. Prisoners in bondage, unkempt pets, notable substance abuse.. I don't think we need to change a thing!"
As the furry beast runs at Jak, Nebraska cartwheels through the doorway past both of them, "Hup!", and draws her rapier.
Forward two squares, diagonal forward/down one square. Gah! That AoO is going to be close!
Acrobatics: 1d20 + 6 ⇒ (6) + 6 = 12
Aldus the Supplicant |
Still very much in-character, Aldus opens his eyes wide: "The realtor was right!". With a beaming laugh, he propels his voice so all his companions can hear him loud and clear: "Friends, Companions, we came here with a dream! A spa with clean legal records! A tavern finely decorated in shanty-retro, where rat-dogs serve you drinks! An inn where every night Jak and his Trespassers sing, bringing us tears of joy! Where sorrow, well…", the bard whistles, "…sorrow is drowned in absolute merriment! So let us seize this opportunity! For ourselves, for Cassomir, hells, for Golarion! One short battle past, we wake eternally: and Thunder Bucket shall be no more dream; Thunder Bucket shall be reality!"
Whilst he speaks, he draws his shortbow and nocks an arrow, readying it for the next enemy who gets close.
______________________________________________________
Start bardic performance (inspire courage) with audible components. Everyone gets +1 on attack rolls and damage. Then use move action to draw weapon (nocking the arrow is just flavour)
Dolgarth |
"Indeed, sirs and madams," Dolgarth rumbles in a much deeper voice than usual. "But in order to achieve our glorious dream, we may first have to deal with the pest problem the previous owners let run rampant. We can replace these vermin with finely trained rats at our leisure afterward."
He then rushes forward, weapon and shield drawn, looking to relieve the man of his club.
Double move to the square under the tattooed man, drawing an attack from the green rat if it hasn't taken one against Nebraska.
Jakwin Howell |
Jak lets out a (totally manly) shout as he drops the crowbar. ”Down, ya ugly mutt!” He slides his longsword free from his hip and hacks down on its neck, a brutal two-handed attack. ”I SAID DOWN!”
Draw longsword, attack (including Inspire Courage +1)
longsword: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
damage: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Jakwin Howell |
reposting for convenience: MAP
Fiametta the Kantarian |
"I'd have to advise against a band name that admits criminality up front, though at least it does introduce the option of an insanity defense," Fiametta opines. She advances into the mess of a tavern. "I can definitely help with cleaning out the vermin, though."
Move action: Move in and take a position just at the corner. Four left, one down. (Sorry Neb, but at least I'll eat the AoO for you.) Provokes from green rat.
Standard Action: Acid Splash on Yellow rat.
Acid Attack: 1d20 + 1 ⇒ (7) + 1 = 8 vs touch
Acid Damage: 1d3 ⇒ 1
GM Giuseppe |
▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ ROUND ❶ ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔
As Fiammetta takes position into the inn, the giant rat tries to bite her, but without success. Unfortunately, the acid dart fired by the Chelaxian wizard misses as well.
While Aldus inspires courage in his new allies, Nebraska closes in on the giant rat, drawing her rapier as she moves forward.
In the meantime, the tattooed man’s eyes go wide. “WHO ARE YOU? OUT OF HERE, NOW!” he cries out. “We’ll rid the world of those such as you!” he says as he moves toward Fiammetta and tries to aim for her head with his club. Judging from this first attack, though, the man is not an adept fighter, and Fiammetta easily avoids the club by ducking at the right time.
After a moment, Dolgarth enters the inn too, taking position behind the tattooed man, ready to strike. In the meanwhile, Jawkin swings his longsword with both strength and accuracy and almost chops the giant rat’s head off. Although the attack does not kill the rat outright, it is more than enough to make it lose its senses and collapse to the ground in a pool of foul-smelling blood.
The other rats quickly join the battle, trying to bite Dolgarth and Fiammetta respectively. Dolgarth avoid the attack by simply stepping back, while Faustinia is caught by surprise by the rat’s speed and gets bitten on her right leg.
Fiammetta takes 1 point of damage and must attempt a Fortitude save versus disease.
▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ INITIATIVE ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔
Active effects: mage armor (Fiammetta, 55 minutes remaining), inspire courage (Aldus, 1 round)
① Dire Rat (Green) (Conditions: dying, -2 hp)
② Fiammetta (Conditions: injured, 7/8 hp)
③ Aldus (Conditions: none)
④ Nebraska (Conditions: none)
⑤ Tattooed Man (Conditions: none)
⑥ Dolgarth (Conditions: none)
⑦ Jawkin (Conditions: none)
⑧ Dire Rats (Conditions: none)
______________________________________________________
--- RATS’ ATTACKS ---
Dire Rat Animal Companion Bite Attack (AoO): 1d20 + 2 ⇒ (1) + 2 = 3
Dire Rat Animal Companion Bite Damage (AoO): 1d4 ⇒ 2
--- DRUID’S ATTACKS ---
Club Attack: 1d20 + 2 ⇒ (3) + 2 = 5
Club Damage: 2d6 + 2 ⇒ (2, 6) + 2 = 10
--- RATS’ ATTACKS ---
Dire Rat Bite Attack (Yellow): 1d20 + 1 ⇒ (1) + 1 = 2
Dire Rat Bite Damage (Yellow): 1d4 ⇒ 4
Dire Rat Bite Attack (Red): 1d20 + 1 ⇒ (14) + 1 = 15
Dire Rat Bite Damage (Red): 1d4 ⇒ 1
Jakwin Howell |
Heads up, Giuseppe, it’s Jakwin, not Jawkin.
With one disgusting-dog-thing down, Jak moves around the fight, engaging another dog thing so Dolgarth can stay focused on his opponent. He hacks down on another dog, then yells out.
”We'll see who does the ridding. Drop your weapons and call off your rats! This doesnt’ have to get uglier!”
If Jak can move to the square top-left of the Red dog-thing, he will (for flank). If that’s a table (which it looks to be), he’ll stop at the square left of Dolgarth’s. Then attack the Red dog-thing.
Longsword: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21
damage: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Nebraska Jones |
Nebraska swiftly engages the man in rags, stabbing at him with her rapier!
"This is for the horrible hospitality! Assaulting us when we come to visit, never thinking if we'd like the spa treatment too!"
Move 2 squares left.
attack: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Aldus the Supplicant |
"No more can you rid the world of us as you can rid the world of the sun, villain! To whom do you dedicate your allegiance? A deity? A cause? No matter, for your doom is certain unless you drop your weapon." , Aldus says whilst moving northwest, looking for a good spot to take a shot at one of the rats. He stops above the dead animal and takes aim at the rat that attacked Fiametta. "For Thunder Bucket!", he yells as he releases the arrow, his words imbuing it with arcane power.
Shortbow: 1d20 + 4 - 4 ⇒ (12) + 4 - 4 = 12 Point blank, inspire courage, target engaged in melee
Piercing/Magic damage: 1d6 + 3 ⇒ (6) + 3 = 9 Point blank, inspire courage, arcane strike
______________________________________________________
Maintain bardic performance (free), move to square north of the dead green rat (move), arcane strike (swift), ranged attack at yellow rat (standard)
Dolgarth |
Dolgarth takes a few guarded steps to the west, so the ragged man will have trouble keeping both him and Fiametta in his field of view. Tired of his gruff voice, he speaks simply, just over the din of combat, "Hand that over, sir, lest someone gets hurt." He then attempts to wrap his flail around the club and yank it from the man's hands!
Disarm, Courage, Combat Expertise: 1d20 + 8 ⇒ (10) + 8 = 18
Activating Combat Expertise for a +1 to AC and a -1 to attack rolls and a 5' step to the left. Attack will increase to 20 if Fiametta has a melee weapon.
GM Giuseppe |
▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ ROUND ❷ ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔
Fiammetta steps back and fire a small orb of acid at the tattooed man. This time, the Chelaxian wizard successfully hits her target. The man lets out a cry of pain as the acid is sprayed on his arm. “DAAAHHH!”
While Aldus’ arrow misses, Nebraska quickly engages the tattooed man in melee, managing to stab him with her rapier. The man’s eyes go wide as he realize the amount of blood that is flowing out of his belly as soon as Nebraska pulls her rapier out of the man’s flesh. “How do you…”
Resorting to his last reserve of strength, the man tries hit Nebraska with his club, but he fails again, his sight obfuscated by blood and pain. The man soon collapses to the ground, unconscious.
With the man finally dealt with, Dolgarth and Jakwin focus on the giant rats. They hit one of the rats in quick succession, successfully getting rid of it.
The only remaining rat seems to have grown particularly fond of Fiammetta’s flesh, and tries to bite her again. This time, though, the Chelaxian girl is much more cautious and retreats her leg at the right time.
▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ INITIATIVE ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔
Active effects: mage armor (Fiammetta, 55 minutes remaining), inspire courage (Aldus, 2 rounds)
① Dire Rat (Green) (Conditions: dying, -2 hp)
② Fiammetta (Conditions: injured, 7/8 hp)
③ Aldus (Conditions: none)
④ Nebraska (Conditions: none)
⑤ Tattooed Man (Conditions: unconscious, 10 pts of damage)
⑥ Dolgarth (Conditions: none)
⑦ Jakwin (Conditions: none)
⑧ Dire Rats (Conditions: none)
______________________________________________________
--- FIAMMETTA’S ATTACKS ---
Acid splash Ranged Touch Attack: 1d20 + 1 ⇒ (12) + 1 = 13
Acid splash Damage: 1d3 ⇒ 3
--- FIAMMETTA’S SAVES ---
Fortitude Save: 1d20 + 1 ⇒ (6) + 1 = 7
--- DRUID’S ATTACKS ---
Club Attack: 1d20 + 2 ⇒ (4) + 2 = 6
Club Damage: 2d6 + 2 ⇒ (2, 1) + 2 = 5
--- DOLGARTH’S DAMAGE ---
Flail Damage: 1d8 + 3 ⇒ (2) + 3 = 5
--- RATS’ ATTACKS ---
Dire Rat Bite Attack (Yellow): 1d20 + 1 ⇒ (11) + 1 = 12
Dire Rat Bite Damage (Yellow): 1d4 ⇒ 1
Aldus the Supplicant |
Aldus curses under his breath at his arrow missing, but his spirits are soon heightened as the man falls to the ground. 'I hope he's still alive. We need to interrogate him, both about what's happening here and to see if we can discover anything regarding Nish or whatever deity they are following.'
Keeping his thoughts to himself, he moves in a diagonal line to land next to the rat that was knocked unconscious by Dolgarth. He takes aim, mutters another few words and looses the arrow on the remaining beast:
Shortbow: 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3 I'm regretting having chosen arcane strike over precise shot so much. If possible I'll want to retrain this ASAP.
Arcane strike: 1d6 + 2 ⇒ (4) + 2 = 6
_________________________
Stop maintaining bardic performance, move south of dead red rat (move), arcane strike (swift), fire arrow at yellow rat (standard).
Also, @Giuseppe, I think you might have missed my move action on the previous round.
Nebraska Jones |
Nebraska steps over the unconscious man to corner the last rat with Fiametta. "This is all leaving a bad taste in my mouth. He left us no choice, right?" She swipes her rapier down at the rat-dog admist the distraction of bodies.
Attack: 1d20 + 2 ⇒ (10) + 2 = 12 +2 Flanking
Damage: 1d8 + 1d6 ⇒ (4) + (4) = 8
5ft step diagonal to flank with Fiametta.
Fiametta the Kantarian |
With the rat having backed her into a corner, Fiametta tries a different tactic. She makes an elaborately relaxed motion and tries to lay a soothing finger on the rat's brow. Then she draws her dagger.
Standard action: Dazing Touch (no save if I hit, but only works if it's 1HD)
Move action: draw dagger
Melee Touch: 1d20 - 1 + 1 ⇒ (1) - 1 + 1 = 1
Jakwin Howell |
”These dogs didn’t exactly seem like the lovey-cuddly types,” Jak quips back to Nebraska as he moves to the final rat-dog, where he tries to smack it with the flat of his blade.
”Can someone bind and stabilize that guy before he bleeds out? We don’t want deaths; we want information.”
Move to flank the last rat-dog, then attack, using his longsword to deal nonlethal damage.
longsword, improved: 1d20 + 3 - 4 + 2 ⇒ (16) + 3 - 4 + 2 = 17
nonlethal damage: 1d8 + 4 ⇒ (3) + 4 = 7
GM Giuseppe |
▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ ROUND ❸ ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔
Fiammetta fails to hit the giant rat with the touch of her hand. Aldus is not luckier with his shot, which misses wildly. Fortunately, also thanks to Fiammetta’s aid, Nebraska managed to hit the giant rat with her rapier. That’s enough to remove the threat posed by the disgusting creature.
COMBAT IS OVER!
______________________________________________________
Since we’re out of combat and you’ve a good amount of examinations to perform, I’ll leave the rudder in your hands. Please try and push as much as possible during this phase.
Jakwin Howell |
Seeing the fight already over, Jak puts his own suggestion to action. Sheathing his blade, he pulls a coil of rope from his pack and binds the unconscious tattooed man. Double-checking it, he then pulls a scroll from his gear, muttering it to life.
Scroll Cure Light Wounds, the tattooed man: 1d8 + 1 ⇒ (3) + 1 = 4
Waiting to see if the man wakes up, he looks over the others in the room. ”Someone want to go see who the sleeping fellow is?” Then he looks over at the bound folks, giving them a friendly, bravado-filled smile. ”So, we’re here to help. First thing we’ll need to know is who everyone is.”
Diplomacy: 1d20 + 6 ⇒ (3) + 6 = 9
Aldus the Supplicant |
"Good job, everyone." Aldus says, quickly getting his arrows back enviromentally-friendly archers don't litter places with broken arrows and then moves to the sleeping/unconscious man, his bow already behind his back. The bard gently shakes the man's shoulder: "Hey, friend, wake up. Are you ok?" Once he wakes up, Aldus takes a gentle expression with a slightly concerned frown: "I am Aldus and these are my friends. We mean you no harm, we are Pathfinders and have taken care of your captor and his pets. Are you wounded? How did you get here?"
Diplomacy: 1d20 + 8 ⇒ (14) + 8 = 22
Nebraska Jones |
Nebraska sheaths her rapier and heads over to the group of five bound people.
"WHAT a weeks it's been, huh? It must have been horrible for all of you, I can only imagine getting caught up in all of this. Do any of you happen to know anything about that man? Did he mutter anything over the past days?" Nebraska realizes that she doesn't have a knife. Before she draws her sword again she tries her nimble fingers at the knots.
Diplomacy: 1d20 + 8 ⇒ (7) + 8 = 15
Disable Device: 1d20 + 6 ⇒ (8) + 6 = 14
Fiametta the Kantarian |
Fiametta winces at the pain in her right ankle as she follows Nebraska to the captives. "Here, take mine," she says, handing the woman her dagger.
Her hand now free, she casts a spell which will reveal any magic in the area. She leisurely scans the room around them, jotting down notes about everything she sees, magic or otherwise.
I'm casting Detect Magic, of course. And spending as long as I am allowed to analyze any auras detected.
Spellcraft: 1d20 + 8 ⇒ (15) + 8 = 23
GM Giuseppe |
Jakwin's scroll is enough to allow the tattooed man to come back to his senses. The man wakes up abruptly, biting at the rope with which Jakwin tied him up. "VILE BASTARDS! We'll rid the word of scums like you!" rants the man with a raucous voice.
---
As soon as he approaches the man in red clothes, Aldus realizes that it will take more than just a few kind words to make him come back to his senses. The man has been beaten, and his clothes barely conceal the signs of violence on his bare abdomen. Now that Aldus takes a closer look, he realizes that the man is tied over to the top of the bar.
---
The victims sadly nod to Nebraska. "He's been ranting about ridding the world and..." says the elder woman before bursting into tears. "He's been raving something about ridding the world of humanity...", explains another victim, a young man with a pair of gold-framed glasses.
Aldus the Supplicant |
Aldus purses his lips at the realisation the man had been badly beaten up. "There now, let's get you patched up. You are fine now, friend. Wake up.", he says, gently slapping the man on the face, with his voice taking an uncannily soothing tone.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Whilst the unconscious man comes to his senses, Aldus turns to the tattoed captor, barely containing his anger: "Vile, we? You have attacked us without reason, put your animal companions in danger, kidnapped people, beaten up a helpless man and yet we healed your wounds. Since violence has not really worked out for you and we have shown some kindness, shall we try and talk? I'm sure things will end up better for everyone that way."
Diplomacy: 1d20 + 8 ⇒ (19) + 8 = 27
---
When the unconscious man wakes up, Aldus presents himself, repeating his questions from before: "I am Aldus and these are my friends. We mean you no harm, we are Pathfinders and have taken care of your captor and his pets. How did you get here? What is your name?"
Diplomacy: 1d20 + 8 ⇒ (15) + 8 = 23
Nebraska Jones |
As Nebraska soaks in their traumatized states her tone shifts to match.
"My name is Nebraska, everything will be alright now. We'll take you from here to the police once this man has been questioned. Please, if you know anything speak up and help us help you."
After freeing all the civilians she returns to the newly awoken man in rags.
"For whom are you doing these things for? Tell us about it, maybe you can sway us to your cause? Let's start with Who, Where and Why, huh?"
Diplomacy: 1d20 + 8 ⇒ (9) + 8 = 17
Dolgarth |
Dolgarth impassively surveys the efforts of Aldus and Nebraska. 'It could work, talking all nice, but we did just kill his pets and nearly did the same to him. On the other hand, he seems a touch insane...'
"We are making you a very reasonable offer. There is fault on both sides, but we are willing to show mercy. Should you spurn said mercy, our alternate offer involves putting chunks of your head all over this room." He caresses his flail as he says this. "Now, that's more of a last resort, and I'd be rather unlikely to do it anyway. I'm not a fan of senseless violence. But is that really a risk you're willing to take?"
Intimidate: 1d20 + 5 ⇒ (9) + 5 = 14
"I think we'd all be much happier if you were just to answer our questions."
GM Giuseppe |
Despite Aldus' healing, the man in red appears not to be going to wake up anytime soon.
---
The tattooed man spits a blood clot and laughs maniacally as he answers to Aldus. "Groetus will bring the end of times! We're nothing but tools in his hands! You're all gonna perish!" The man seems really sure about this, so much that he repeats this threat several times. He doesn't seem to care about Dolgarth's flail, or perhaps he believe the half-elf won't truly go as far as actually using it against him.
---
The kidnap-victims thank you with quick bows and smiles. Starting from Jakwin's earlier question, they start providing you with the anwers you need. First of all, they introduce themselves. One is an Imperial Navy guard, three are wealthy Cassomirites, and the last is the auctioneer. "I believe a strange cult must be held responsible for our kidnapping. That man over them seems to be one of them. Mad degenerated!" he says as he spits on to the floor.
"Listen, we're all willing to collaborate, don't we? They helped us, so I think we should pay them back", says one of the wealthy Cassomirites, encouraging the others to reveal what they know.
The others slowly nod in agreement. The auctioneer steps forward. "We know the cultists recently removed several victims from the inn and took them to a ship called the Prancing Prince that’s moored on a dock on the other side of the shipyard", explains the man. Then he looks around and shakes his head. "I heard one of the cultists saying, “Once Ismacco arrives, we’ll make a lot of money for the cause by selling these slaves into the Chelaxian market. That's pretty much all we know”, concludes the auctioneer.
One of the wealthy Cassomirites chimes in at this point. "I'm certain I saw a Pathfinder just like you with us at the auction, as one of the guards that kept watch over us had his wayfinder."
Nebraska Jones |
Nebraska sighs and leaves the man in rags as swiftly as his words become repetitive hatred, "Sounds to me like he's asking for that flail Dolgarth..."
Back with the civilians, "Prancing Pony, and this Pathfinder was brought there with these other several victims? I guess we know where to head next. Let's comb over this place before we call for the police and head off."
Take 10 perception: 10 + 7 = 17
As Nebraska walks around searching the place she whispers to Fiametta when they're alone, "These Chelaxian slavers, you're, not part of that, are you? I mean, we just met.. and you said earlier.." Nebraska looks deep into her eyes as she says it. Fiametta is able to see the girl has something personal against the idea of slavery.
Aldus the Supplicant |
Heal: 1d20 ⇒ 15
The Galtan bard shakes his head: "He's still in a pretty bad state. Probably drugged, too. Some extra healing might bring him around, but I can only use this a couple more times today. What do you reckon?", he asks his companions.
---
Listening to the tattooed man, Aldus raises an eyebrow: "Groetus? Who is that?" 'Perhaps the deity the Captain was talking about?'. Taking a cue from what the captives said, he continues his question: "And who is this Ismacco? When is he supposed to arrive?"
Diplomacy: 1d20 + 8 ⇒ (9) + 8 = 17
Jakwin Howell |
"I'll try to bring him around," Jak mutters. He begins humming quietly under his breath, his hands weaving a simple pattern over the man's slumped body.
CAsting Cure Light Wounds
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
He dusts his hands as he stands up, waiting to see if his healing trick worked. As he waits, he begins taking a slow circuit of the room, searching the other men and room for any other details.
Taking 20 to search this room and the tattoo'd man for anything else useful. (total of 23)