| Tolbert "Beetle" Musgrave |
I'll take the afternoon to see what I can find out about the black market in Zunberg, then the next morning, the same about Morganheim.
Zunberg:
Diplomacy (gather information): 1d20 + 9 ⇒ (7) + 9 = 16
Knowledge (local): 1d20 + 9 ⇒ (8) + 9 = 17
Morganheim:
Diplomacy (gather information): 1d20 + 9 ⇒ (7) + 9 = 16
Knowledge (local): 1d20 + 9 ⇒ (18) + 9 = 27
| Garnult Tarnhammer |
A book written by a Dwarf in Dwarvish about Rocks, I'll be in muh room readin.
| GM Jiggy |
You know that Zunberg is a big enough city to house one form or another of organized crime, such as a thieves' or assassins' guild, large-scale political corruption, and so forth. After talking to people for 1d4 ⇒ 3 hours, you've learned nothing more than that.
You also know that Morganheim is certainly large enough to house similar nefarious infrastructures—up to and including trafficking in stolen goods—yet to your knowledge does not have an actual thieves' guild; its black market and related illicit activity is a bit more "freelance" and unstructured.
You finish the afternoon/evening of Day 1 spending 1d4 ⇒ 4 hours canvassing the populace, but it's of little help as this oddity of Morganheim criminal activity is apparently not well-known.
And that wraps up Day 1 for Tolbert.
Just need ~1 more activity from Warren and then you guys can meet up and compare notes for the evening before starting Day 2.
| Cassidy Montblanc |
| GM Jiggy |
Diplomacy: 1d20 - 1 ⇒ (9) - 1 = 8, taking 1d4 ⇒ 1 hours...
Maybe it's because you're visibly frustrated from your research, or maybe you just happened to try to ask all the really busy people in town, but for one reason or another nobody seems to want to give you the time of day.
It's the Tollun River the whole way. Basically, a single river splits into both an above-ground and an underground river, then re-connects later on, but it's still the Tollun River.
And as Day 1 draws to a close, you all meet for dinner, where you can compare notes and make plans for Day 2. If desired, you'll be able to retry Day 1's research attempts and/or Gather Information topics on Day 2. Or do other stuff.
| Tolbert "Beetle" Musgrave |
Tolbert orders a fine steak for dinner, and an even finer wine to wash it down.
"I think we could find markets in either Zunberg or Morganheim that might have buyers for the stone. I recommend checking out Morganheim first, because Zunberg has more structure to its black market; the trail will not grow cold as quickly there, so we can afford to visit it last."
| Cassidy Montblanc |
"Where is Morganhelm relative to Woodhaven and Zunberg? The road north out of Woodhaven towards Zunberg has the most known bandit activity, and is in the same direction of the Tullon River, which is the river we saw underground."
| Cassidy Montblanc |
"Garnult and I meet a most helpful Dwarf, who informed us that the underground river, were we meet the bandits, is the same river as the Tullon River, which flows north in the direction of Zunberg."
| Tolbert "Beetle" Musgrave |
"Perhaps Zunberg should be our first visit, then."
-Posted with Wayfinder
| Warren Connery |
"We should visit whichever is next up the river as I doubt a barrel would make it through one town to the next. We should probably follow the river to see if we run into an encampment outside the town. I still have one more day before my weapon is ready. Anyone need to do anything else in town?"
| Garnult Tarnhammer |
I'll go with ye Cassidy, necromancers are sneaky gits....
| Tolbert "Beetle" Musgrave |
Tolbert spends the day searching for names and details about the black market in Zunberg, and otherwise rests up for the journey.
Diplomacy (gather information) in the morning: 1d20 + 9 ⇒ (15) + 9 = 24
Diplomacy (gather information) in the afternoon: 1d20 + 9 ⇒ (10) + 9 = 19
| GM Jiggy |
Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Kn(local): 1d20 + 2 ⇒ (11) + 2 = 13
You spot a few pigeons over the course of the day, but mostly they just poop on public works rather than deliver messages. You eventually begin to suspect that maybe the pigeons were only used for outgoing messages, so as to give fewer chances for someone to notice the point of origin.
Garnult's assist: 1d20 - 1 + 2 ⇒ (13) - 1 + 2 = 14
Cassidy's Kn(arcana): 1d20 + 1 + 2 + 2 ⇒ (13) + 1 + 2 + 2 = 18
Cassidy's assist: 1d20 + 1 + 2 ⇒ (13) + 1 + 2 = 16
Garnult's Kn(religion): 1d20 + 3 + 2 + 2 ⇒ (19) + 3 + 2 + 2 = 26
2d4 ⇒ (2, 4) = 6
After spending so long researching that you feel like your brains are ready to melt, you've learned more than you ever wanted to know about necromantic magic items. The vast majority are the sorts that any accomplished mage or dark cleric could produce with some work, and therefore should have been identifiable if they were what you had found. You don't even find any records of ancient necromantic artifacts, though you do find something (dated almost a year ago) speaking of the beginnings of an archaeological dig on the other side of the country that looked like it was beginning to turn up the buried ruins of an unknown necromancer's lair. If you could find a library with more recent records of the expedition, maybe they will have turned up something?
You accumulate enough tips and rumors that you think you'll have an edge in trying to navigate the criminal underworld once you're in/near Zunberg. (You've earned yourself some secret bonuses/adjusted DCs in later activities.)
| Cassidy Montblanc |
Cassidy to Garnult: "Thanks for all your help. One can always count on a dwarf. I think we put in a good day's work. Perhaps a library in a bigger city will have more about that archaeological dig, and we can continue our research then. Shall we head back to the tavern to rest up and clear our brains with a pint?"
| Garnult Tarnhammer |
Garnult nods in satisfaction at Cassidy's appreciation for Dwarven knowledge and even greater appreciation of a pint or four at the end of the day.
| GM Jiggy |
After a final night of rest, you venture northward in the direction of Zunberg, armed with both information and shiny new gear. The road meanders a bit among some low hills, eventually leading though a smallish ravine. As the party rounds a bend, you see a lone figure, a human man, standing in the center of the road about twenty feet ahead. He holds a long polearm upright next to him, but upon seeing you, he levels it at the party, clearly looking to fight.
The road/ravine floor is about 25ft wide, with him in the center. He's about 20ft ahead of the front of the party, which presumably includes Cassidy and Warren up front, with the slow dwarf and squishy wizard behind them (25ft from the man ahead). The ravine walls are steep enough to be Climb checks to traverse.
Initiative:
Garnult: 1d20 + 0 ⇒ (12) + 0 = 12
Cassidy: 1d20 + 2 ⇒ (14) + 2 = 16
Tolbert: 1d20 + 1 ⇒ (13) + 1 = 14
Warren: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Polearm: 1d20 + 5 ⇒ (4) + 5 = 9
??????: 1d20 + 5 ⇒ (1) + 5 = 6
??????: 1d20 + 3 ⇒ (6) + 3 = 9
Cassidy, Tolbert and Garnult can act first!
| Garnult Tarnhammer |
Garnult advances while holding his shield up and drawing his Warhammer.
We ain't got no quarrel with ya, best to move outta the way.
| Cassidy Montblanc |
Raising her arms peacefully, Cassidy adds"Yes, we mean you no harm, and will only attack in self-defense. Surely, there must be a reason you are brandishing your weapon at us."
diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16
| GM Jiggy |
The party pleas for peace, but the man's only reply is to interrupt Garnult's advance with surprising speed! Combat Reflexes FTW. ;)
Trip: 1d20 + 10 ⇒ (16) + 10 = 26
Garnult finds himself flat on his back, and the man takes another swing! This time on his own turn.
Power Attack!: 1d20 + 9 ⇒ (8) + 9 = 17, Damage: 1d10 + 10 ⇒ (6) + 10 = 16
The blade of the polearm hits the dirt an inch from the prone dwarf's face!
Suddenly, a second figure appears from thin air behind the first. This one is holding a bow, and fires off two quick shots at 1d3 ⇒ 3 Cassidy!
Attack: 1d20 + 9 ⇒ (11) + 9 = 20, Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Attack: 1d20 + 9 ⇒ (15) + 9 = 24, Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Both arrows slam into Cassidy, wounding her badly!
Warren, you're up! Also, since Cassidy and Tolbert did nothing but speak (and briefly at that), we'll say you both delayed, so feel free to jump in with actions now.
Current initiative order:
Garnult
--Cassidy/Tolbert (delayed)
Polearm Guy
Archer
Warren
??????
| Garnult Tarnhammer |
Sneaky son of a... Garnult grumbles and he gets up provokes. and moves away from the melee and towards Cassidy. He will put away his warhammer if he can do that as part of the move action. If not he will put it away next turn.
| Cassidy Montblanc |
Doing her best to ignore the arrows sticking out of her body, Cassidy will approach the archer (whose 25ft away?) while pulling out her katana, and will attack!
If able, Cassidy will also activate arch. luck. (rounds: 1/3 day: 1/5)
attack: 1d20 + 7 ⇒ (20) + 7 = 27 damage: 1d8 + 5 ⇒ (2) + 5 = 7
To Confirm: attack: 1d20 + 7 ⇒ (2) + 7 = 9 damage: 1d8 + 5 ⇒ (5) + 5 = 10
| GM Jiggy |
As Cassidy tries to reach the archer, the polearm-wielder lashes out!
Trip: 1d20 + 9 ⇒ (16) + 9 = 25
Cassidy hits the ground, on the other side of Garnult from Warren. So there's kind of a line: Cassidy, Garnult, Warren.
Anything from Tolbert? Also, Cassidy and Warren, you've each only spent a move action. Anything else?
| Tolbert "Beetle" Musgrave |
Assuming I can get within 30 feet of the archer without provoking from the polearm guy (otherwise I target the polearm guy)...
Tolbert steps forward and begins lecturing the archer on the criminal penalties for highway banditry, and the issues regarding appropriate use of force.
Oppressive Boredom, DC 16 Will save each round or be unable to act.
| Garnult Tarnhammer |
[
Tolbert steps forward and begins lecturing the archer on the criminal penalties for highway banditry, and the issues regarding appropriate use of force.
I laughed loudly in my office, prompting the secretary to check on me when I read this.
| GM Jiggy |
Can't reach him from there; his ten-foot polearm is longer than your katana. :)
Suddenly, another man appears behind Mr. Polearm, this one dressed lightly and wielding a ten-inch stick, which he points at the far-too-close-and-able Warren:
Ranged touch: 1d20 + 4 ⇒ (9) + 4 = 13
A reddish beam streaks forward from the wand and strikes Warren in a flash of fiery light!
Fire damage: 4d6 ⇒ (3, 5, 6, 6) = 20
Cripes. Not exactly average damage there...
Garnult, you're up!
Current order:
Garnult
Polearm/Archer
Cassidy/Tolbert/Warren
Caster
Positions reminder: Tolbert is in back, a good 25-30ft from the action. The other three are lined up along Mr. Polearm's reach, with Cassidy and Garnult prone. The archer and caster are each one space back and to the side from Mr. Polearm.
| Garnult Tarnhammer |
Sneaky son of a... Garnult grumbles and he gets up. He moves away from the polearm wielder and behind Warren, stowing his warhammer.
| GM Jiggy |
AoO Disarm: 1d20 + 9 ⇒ (16) + 9 = 25
Even as he stands, Garnult's warhammer is knocked from his hands!
Fortunately, you have the actions to then 5ft step behind Warren and either pick up your hammer without an AoO (because you're beyond his reach, but can reach the fallen weapon), or do some other action. Let me know which.
| Garnult Tarnhammer |
Garnult will 5' step behind Warren and cast a spell of healing on Warren.
Sacrificing Spiritual Weapon to cast CMW CMW: 2d8 + 3 ⇒ (1, 2) + 3 = 6
| GM Jiggy |
The polearm-wielder attempts to put Warren on the ground:
Trip: 1d20 + 10 ⇒ (16) + 10 = 26
Warren's feet fly out from under him and he's on his back!
The archer nocks an arrow and raises his bow!
Will save: 1d20 + 1 ⇒ (1) + 1 = 2
But then he lets out a bored sigh and starts scratching idly at the dirt with his boot.
Cassidy, Tolbert and Warren, you guys are up!
Current order:
Garnult - Standing behind Warren, just out of polearm range
Polearm/Archer
Cassidy/Tolbert/Warren - Cassidy and Warren both prone in polearm range, Tolbert well back.
Caster
| GM Jiggy |
.
.
.
.
.
.
XXXXX
XAXCX
XXPXX
XXXWX
XCXXX
XXXGX
XXXXX
XXTXX
(The top "C" is the caster enemy, while the "C" closer to the middle is Cassidy.)
Remember that "P" has 10ft reach.
And as a tactical reminder, remember that a creature can't take AoOs against a target with cover.
| Cassidy Montblanc |
Cassidy going to acrobatically roll sideways (the archer's side), so she's out of the polearm guy's reach. Depending on how many actions she has left, she'll stand up, sheath her katana, and grab her bow.
| GM Jiggy |
Cassidy going to acrobatically roll sideways (the archer's side), so she's out of the polearm guy's reach. Depending on how many actions she has left, she'll stand up, sheath her katana, and grab her bow.
Since you're not trained in Acrobatics, I'm going to assume you were being descriptive rather than wanting to use Acrobatics in your movement.
Cassidy attempts to roll to the side, and the polearm-user takes a swing!
Still Power Attacking: 1d20 + 9 ⇒ (15) + 9 = 24, Damage: 1d10 + 10 ⇒ (9) + 10 = 19
The blade slams into her, and Cassidy's body goes limp!
Tolbert casts a spell at the enemy caster!
Fort save: 1d20 + 1 ⇒ (4) + 1 = 5
The man shrieks, waving his hands in front of his face in dismay! He tries to point a gout of flame in the general direction of his enemies, without catching his allies in the blast!
1d100 ⇒ 96
He's too cautious, blasting a cone of flame away from the battle and along the ravine wall!
XXXXX
XAXCX
XXPXX
XXXWX
XCXXX
XXXGX
XXXXX
XXTXX
(The top "C" is the caster enemy, while the "C" closer to the middle is Cassidy.)
The caster is blind, the archer is currently affected by Tolbert's spell but could break free at any moment, Cassidy is at death's door, and Warren is barely still fighting.
Current order:
Garnult
Polearm/Archer
Cassidy/Tolbert/Warren
Caster
Garnult, you're up!
EDIT: Just heard from Cassidy that she wanted to try Acrobatics:
Acro: 1d20 + 1 ⇒ (14) + 1 = 15
Unfortunately, no change in the events. :(
| Garnult Tarnhammer |
Garnult is going to channel and heal his allies! He will probably heal the polearm wielder but I don't think he has taken damage.
And then Garnult will pick up his warhammer.
Channel: 2d6 ⇒ (1, 5) = 6
| GM Jiggy |
Garnult heals the group, stabilizing Cassidy and giving Warren a boost, and then re-arms himself!
The archer...
2nd Will save: 1d20 + 1 ⇒ (6) + 1 = 7
...continues to stand around bored!
The polearm-user steps back from Warren and tries to buy time!
Trip: 1d20 + 10 ⇒ (6) + 10 = 16
The enemy swears loudly as Warren locks his legs and resists the maneuver!
XXXXX
XAPCX
XXXXX
XXXWX
XCXXX
XXXGX
XXXXX
XXTXX
Tolbert and Warren, you're up! (Technically Cassidy too, but she's unconscious.)
| Warren Connery |
Warren smiles at the polearm man and steps up an attacks.
Two-Bladed Sword Attack 1: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12 Damage: 1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Two-Bladed Sword Attack 2: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14 Damage: 1d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Thank you Garnult! Great job Tolbert! Let's finish them off now!
| GM Jiggy |
Warren, I think you missed the damage you took on your AoO earlier. 13 of it, to be precise.
Tolbert launches a bolt of force, inflicting the first injury against the assailants!
Warren flourishes his blades, but his form is sloppy and he can't connect!
Unsure what to do about his eyes, the caster tries to withdraw from combat, but can't pinpoint the threats from which he's trying to escape. Did you know you can't use the Withdraw action while blinded?
Warren's AoO: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23, Damage: 1d8 + 5 + 2 ⇒ (1) + 5 + 2 = 8
The caster cries out in pain as Warren punishes his clumsy movement!
Garnult, you're up! (And armed and standing and everything!)
Positions:
XXXCX
XXXXX
XXXXX
XAPXX
XXWXX
XXXXX
XCXXX
XXXGX
XXXXX
XXTXX
Order:
Garnult
Polearm/Archer
Cassidy/Tolbert/Warren
Caster
Enemy Damage:
Polearm: 4
Caster: 8
| Garnult Tarnhammer |
Garnult moves up behind Warren and then reaches out and touches Warren with his Touch of Law ability. All d20 rolls count as 11.