| Tronar HanFrum |
absolutely no issue with euthanasia. and yes search is in order. And if they are basically helpless. Tronar will use his Wyroot staff to crit 3 life points out of a maiden.
Tronar will cast detect magic and search around.
perception: 1d20 + 16 ⇒ (13) + 16 = 29
| Ziranu Barova |
Ziranu nods once with his companions' concurrence, and in coordination with Tronar he grimly turns to ending the lives of the broken Maidens, taking pity upon what is left of them by killing them as swiftly as possible...
"On to tracking down zhe rest of zhis castle's secrets in uncovering Ileosa's escape. What zhoughts on zhe recovered map?"
Ziranu returns to his searches of the immediate environs...
Perception: 1d20 + 23 + 6 ⇒ (6) + 23 + 6 = 35, +2 more if dealing with undead or dragons; +4 more if dealing with evil outsiders; +6 more if dealing with humans; and +8 more if trapfinding is applicable.
| GM Kamro |
The queen's wearing a blouse that registers as magical and is much heavier than it should be, and has a magic dagger. The crown she wears is fake and non-magical, but worth about 5000gp in genuine precious gems.
The Crimson Throne retains its magical properties and it quite valuable, but good luck getting it out of here and finding a fence for it.
the tapestries in the room are extremely fancy and would go for a lot if you can deal with the awkwardness of rolling them up and transporting them.
| Shaeda Stormborn |
Shaeda will cast detect magic and see what properties these items have:
Spellcraft: 1d20 + 21 ⇒ (6) + 21 = 27 Blouse
Spellcraft: 1d20 + 21 ⇒ (7) + 21 = 28 Dagger
Spellcraft: 1d20 + 21 ⇒ (4) + 21 = 25 Throne
| Ziranu Barova |
After waiting a moment, Ziranu walks to the pool of bloody gore that once masqueraded as Ileosa, and secures the dagger on his belt while stowing the false crown and glamered chain shirt in his haversack...
"Zhe dagger might prove useful in zhe close fight, should we get caught up in one, but perhaps zhe true value of zhis gear, especially zhe false crown, would be zhat we can prove to zhe rebellion zhat zhe Usurper Queen no longer rules Korvosa, wherever zhat devil in human skin has fled, and zhey can work towards peace while we press zhe hunt...wherever zhat may take us..."
The Ranger then moves to the last set of unopened doors in the chamber, on the northern wall, and searches them and their surrounding stone...
Perception: 1d20 + 23 + 6 ⇒ (9) + 23 + 6 = 38, +2 more if dealing with undead or dragons; +4 more if dealing with evil outsiders; +6 more if dealing with humans; and +8 more if trapfinding is applicable.
| Ziranu Barova |
As before, Ziranu will enter the room searching for threats and other matters of interest to the company, then move to focus his efforts upon the door to the east and its environs...
Perception: 1d20 + 23 + 6 ⇒ (11) + 23 + 6 = 40, +2 more if dealing with undead or dragons; +4 more if dealing with evil outsiders; +6 more if dealing with humans; and +8 more if trapfinding is applicable.
| GM Kamro |
Ziranu finds signs of a trap in that room.
It looks like a narrow hallway with murder holes that overlooks the main entrance to the castle. Guards stationed there could fire arrows through the holes, or drop urns filled with something on invaders below.
There are no guards present at the moment, but in their absence the urns have been rigged to fall if anyone enters the room, or opens the gate below. If the rebels outside try to enter that way, they could be in for a nasty surprise.
| Ziranu Barova |
It doesn't appear that the map is updated with the revealed hallway
Ziranu shifts his focus to disarming the trigger of the trap that would cause the urns to fall...
Disable Device: 1d20 + 34 ⇒ (2) + 34 = 36
Disable Device: 1d20 + 34 ⇒ (14) + 34 = 48
Better of the two rolls from Shaeda's Luck (thanks!)
| Ziranu Barova |
Once at the top of the stairs, Ziranu steps cautiously to the hallway to the south, approaching the door to searching it and its environs for locks, traps, or the sounds of threats beyond it...
Perception: 1d20 + 23 + 6 ⇒ (11) + 23 + 6 = 40, +2 more if dealing with undead or dragons; +4 more if dealing with evil outsiders; +6 more if dealing with humans; and +8 more if trapfinding is applicable.
| GM Kamro |
Ziranu hears the sounds of snoring on the other side, suggesting a quarters of some kind. He also hears a muffled conversation, the speakers keeping their voices quiet, presumably to not wake the sleeping individuals.
As such it is difficult to make out all the details, but it's clearly an argument between a commander and subordinate. The subordinate is frustrated about being forced to wait, but the commander is berating them to be patient. You make out a few significant phrases such as "wait for reinforcements from Mediogalti" and "Cinnabar failed".
The name Cinnabar is enough to get an idea of who's on the other side of the door; she was the previous commander of the Red Mantis Assassins in the city before her defeat at your hands.
| Ziranu Barova |
Ziranu stealthily walks back to his companions, then gathers them around for a whispered conversation, detailing his perception that beyond the door lies a chamber where a commander of the Red Mantis Assassins is quietly arguing with their subordinate, surrounded by multiple others that sound to be sleeping...
Stealth: 1d20 + 34 + 6 ⇒ (4) + 34 + 6 = 44
"It would seem we have zhe chance to take out ozher Red Mantis assets allied wizh the Usurper Queen, some by surprise, and perhaps even zheir leader - zhe commander noted Cinnabar's failure in dealing wizh us, and reinforcements coming from Mediogalti... What rapid preparations are needed?"
| Ziranu Barova |
Ziranu smiles grimly, in a single response on multiple fronts. He gladly accepts Tronar's arcane offerings of powerful enablers of havoc...
"No Searok; zhe stealzh was only necessary to get back here to spread zhe word wizhout ruining zhe surprise for zhe newest prey of our hunt. Zhey should now still be properly surprised when you get in zhe door, and we can zhen work to getting acquainted as Shaeda suggests. Charge ahead when zhe door swings wide, if you're ready..."
Swiftly and even more stealthily, the Ranger moves to the door and prepares to open it, when Searok is in the stack and ready to charge...
Stealth: 1d20 + 34 + 6 ⇒ (6) + 34 + 6 = 46
| Ziranu Barova |
Ziranu reflects in the seconds granted by their preparations. Realizing that Red Mantis Assassins, in his experience, have proven to be human, the Ranger uses his action to grant his Hunter's Bond to his companions...
To all companions within 30' who can see or hear him (I'm assuming this includes Laori moving down into our stack), Ziranu grants half of his favored enemy bonus (he is +6 vs. humans, so a +3 to everyone) against a target of that type, lasting for the next 4 rounds...
The +3 bonus will apply to any Bluff, Knowledge, Perception, Sense Motive, and Survival checks against humans, as well as a +3 bonus on weapon attack and damage rolls against them.
| GM Kamro |
1d4 ⇒ 3
The wooden floor, walls, and ceiling of this large hall present a rich and harmonic scheme of decorations. The twenty-five foot high ceiling is supported by pillars inlaid with ivory and partially hidden by a hanging forest of silk draperies in the colors of autumn. Near the walls, these draperies reach down to the floor in cascades of deep red and yellowish-orange silk. Circular crimson couches sit around the base of the pillars, with matching stuffed stools and low ebony tea tables with stained-glass tops. In the middle of the hall are an empty space that serves as a dance floor.
This opulent room has been converted into a makeshift barracks for the Red Mantis Assassins. Three of them are currently asleep on the couches. Two more are consulting with their leader in a sort of lounge area that is being used like an office.
Go ahead and take your readied actions, and roll initiative if you haven't already.
| GM Kamro |
Assassin 1: 1d20 + 4 ⇒ (2) + 4 = 6
Assassin 2: 1d20 + 4 ⇒ (4) + 4 = 8
Leader: 1d20 + 6 ⇒ (6) + 6 = 12
Laori: 1d20 + 2 ⇒ (17) + 2 = 19
Lousy rolls from the baddies, they may be SOL. The sleeping ones will wake and join next round unless prevented.
Turn order will be:
Ziranu
Laori
Searok
Tronar
Assassin Leader
Shaeda
Assassin 2
Thurrios
Assassin 1
Ziranu is up first.
| Ziranu Barova |
Ziranu strides five feet into the large hall, and unleashes an emerald onslaught of Clustered Shots against the perceived leader of the Red Mantis Assassins gathered...
Manyshot-Rapid Shot-Bless-Point Blank-Deadly Aim-Haste-Invisible-Enhanced Longbow Attack 1 against Human: 1d20 + 16 + 7 + 6 + 4 + 2 + 1 + 1 + 1 + 1 + 1 + 1 - 2 - 5 ⇒ (17) + 16 + 7 + 6 + 4 + 2 + 1 + 1 + 1 + 1 + 1 + 1 - 2 - 5 = 51
Attack 1 Damage: 2d8 + 2d6 + 20 + 12 + 8 + 4 + 2 + 2 ⇒ (2, 2) + (1, 4) + 20 + 12 + 8 + 4 + 2 + 2 = 57
Rapid Shot-Bless-Point Blank-Deadly Aim-Haste-Invisible-Enhanced Longbow Attack 2 against Human: 1d20 + 11 + 7 + 6 + 4 + 2 + 1 + 1 + 1 + 1 + 1 + 1 - 2 - 5 ⇒ (20) + 11 + 7 + 6 + 4 + 2 + 1 + 1 + 1 + 1 + 1 + 1 - 2 - 5 = 49
Attack 2 Damage: 1d8 + 1d6 + 10 + 6 + 4 + 2 + 1 + 1 ⇒ (1) + (6) + 10 + 6 + 4 + 2 + 1 + 1 = 31
Rapid Shot-Bless-Point Blank-Deadly Aim-Haste-Invisible-Enhanced Longbow Attack 3 against Human: 1d20 + 6 + 7 + 6 + 4 + 2 + 1 + 1 + 1 + 1 + 1 + 1 - 2 - 5 ⇒ (4) + 6 + 7 + 6 + 4 + 2 + 1 + 1 + 1 + 1 + 1 + 1 - 2 - 5 = 28
Attack 3 Damage: 1d8 + 1d6 + 10 + 6 + 4 + 2 + 1 + 1 ⇒ (6) + (3) + 10 + 6 + 4 + 2 + 1 + 1 = 33
Rapid Shot-Bless-Point Blank-Deadly Aim-Haste-Invisible-Enhanced Longbow Attack 4 against Human: 1d20 + 16 + 7 + 6 + 4 + 2 + 1 + 1 + 1 + 1 + 1 + 1 - 2 - 5 ⇒ (10) + 16 + 7 + 6 + 4 + 2 + 1 + 1 + 1 + 1 + 1 + 1 - 2 - 5 = 44
Attack 4 Damage: 1d8 + 1d6 + 10 + 6 + 4 + 2 + 1 + 1 ⇒ (3) + (4) + 10 + 6 + 4 + 2 + 1 + 1 = 31
Haste Bonus-Rapid Shot-Bless-Point Blank-Deadly Aim-Haste-Invisible-Enhanced Longbow Attack 5 against Human: 1d20 + 16 + 7 + 6 + 4 + 2 + 1 + 1 + 1 + 1 + 1 + 1 - 2 - 5 ⇒ (18) + 16 + 7 + 6 + 4 + 2 + 1 + 1 + 1 + 1 + 1 + 1 - 2 - 5 = 52
Attack 5 Damage: 1d8 + 1d6 + 10 + 6 + 4 + 2 + 1 + 1 ⇒ (8) + (3) + 10 + 6 + 4 + 2 + 1 + 1 = 35
| Ziranu Barova |
One potential critical hit...
Rapid Shot-Bless-Point Blank-Deadly Aim-Haste-Invisible-Enhanced Longbow Attack 2 against Human to Confirm Critical: 1d20 + 11 + 7 + 6 + 4 + 2 + 1 + 1 + 1 + 1 + 1 + 1 - 2 - 5 ⇒ (17) + 11 + 7 + 6 + 4 + 2 + 1 + 1 + 1 + 1 + 1 + 1 - 2 - 5 = 46
Additional Attack 2 Damage if Critical Confirmed: 2d8 + 20 + 12 + 8 + 4 + 2 + 2 ⇒ (2, 4) + 20 + 12 + 8 + 4 + 2 + 2 = 54
| Ziranu Barova |
Post-Attack Strikes Analysis against Assassin Leader:
Against AC 28 or lower: 57+85+33+31+35 = 241 points of damage, including the crit
Against AC 44 or lower: 57+85+0+31+35 = 208 points of damage, including the crit
With Clustered Shots, any DR the assassin leader has should only apply a single time, and hopefully the target being flat-footed will enable all five attacks to hit!
| Tronar HanFrum |
Post-Attack Strikes Analysis against Assassin Leader:
Against AC 28 or lower: 57+85+33+31+35 = 241 points of damage, including the crit
Against AC 44 or lower: 57+85+0+31+35 = 208 points of damage, including the crit
With Clustered Shots, any DR the assassin leader has should only apply a single time, and hopefully the target being flat-footed will enable all five attacks to hit!
reminder that Zirannu is greater invis, so those shots are at flatfooted ACs
| Tronar HanFrum |
Searok will double move to get right in front of the two assassins!
you are hasted, so you have more movement. are you able to move and attack with hasted movement?
| Searok Ironbeard |
With a roar, Searok attacks the one on the right!
Attack: 1d20 + 26 + 1 ⇒ (20) + 26 + 1 = 47
Damage: 1d8 + 10 ⇒ (7) + 10 = 17 + Evil Followers: 2d6 ⇒ (1, 6) = 7
Attack Confirm?: 1d20 + 26 + 1 ⇒ (7) + 26 + 1 = 34
Additional Damage: 2d8 + 20 ⇒ (3, 3) + 20 = 26 + Evil Followers: 4d6 ⇒ (4, 5, 6, 5) = 20
| Tronar HanFrum |
Tronar steps forward enough to see into the room. "The ones separated in the back need to be given a warm welcome." he casts an Intensified Fireball
intensified fireball damage: 15d6 ⇒ (2, 1, 5, 5, 5, 4, 2, 1, 4, 6, 2, 1, 1, 1, 4) = 44 DC 14 reflex but if they are asleep, do they really get a reflex save? :)