Ser Weyland Wylde |
Weyland frowns, "Do you all believe that we should simply burst in and strike down Lamm? I think some discretion is in order. Let us first spend a t least a few minutes getting to know one another so as to understand each others capabilities.
Samantha, it is clear that you are a master alchemist.
I am as good with a blade, as I am melding into the shadows, and I have a way with people, most of the time anyway".
Nicolai Fortescu |
"Fools rush in and all that rot." Nicolai says with a dismissive wave of his hand "I've waited years for revenge on Lamm and I'm not about to piss them away by rushing into the Gods know what. I need time to study the proper spells and prepare. Lamm doesn't know that we are on to him so he has no reason to flee. If we wait until the morning and scout this fishery properly, we can get a better feel for what awaits us."
Ser Weyland Wylde |
Weyland smiles, relieved at the agreement with his approach, "I know someone, a friend, who can scout the compound and report back to us on strength in numbers. I'll go meet with him, perhaps by tomorrow I can have at least better knowledge than we have now. Then we can meet back here and plan our assault. Agreed?"
Samantha Norton |
Samantha turns back from her alchemy kit "having someone scout would be really helpful. While I would prefere more time to prepare and plan, but the problem is that we don't know how long Lamm will stay where he is."
Samantha Norton |
Turning towards the smaller Alchemist
"maybe we can compare notes once we have dealt with Lamm. While a true construct is beyond my skills and my interest, some principles of their construction might be aplieable for purely mechanical laboratory equipment. "
GM Ken |
Noticed that it's 2 to 2 for scouting first or going directly to Lamm (if I'm reading Vedika's opinion right). I PMed Wenzeslaus for his vote to break the tie (unless someone else wants to change their vote). Once I have at least 3 votes for a plan, I will post the response accordingly. Thanks! Sorry for not catching this earlier and asking a few days ago - was driving a couple thousand miles on a long weekend road trip. :)
GM Ken |
Wenzeslaus wanted to get going right away as well, so it's decided. :)
The desire to rid this world of Gaedren Lamm proves to be too strong to wait, and several decide to depart now before the opportunity passes. The others follow along despite prefering more planning. (FYI: Preparations like alchemy extracts can be completed first.)
The streets are rather quiet as the majority of those out at this late hour don't wish to be seen by others, especially a group so obviously intent on their purpose. The pier is easily found and the area is even quieter, as if even those out for dark purposes at this hour avoid the place. The old fishery is a creaking, decrepit building with a sickening smell of several day old fish innards filling the air. It is perched atop a steep embankment, with most of the structure extending out over the Jeggare River on wooden pilings. The windows are boarded up and you do not see any light from within.
---------
Map is posted on Roll20. East is up on the map. For those who aren't on Roll20, here is a copy of the map.
Riverside (East)
An ancient ship in even worse condition than the building is half moored, half leaning against the dock.
Front Door (A1, West)
The reek of brine and the stink of week-dead fish hang thickly in the air here. The old double doors in the side of this weathered building are tightly closed, with a drooping signpost hanging above. The sign it once displayed is long gone, leaving behind only a single short length of rusted chain.
Loading Dock (A2, North)
A fifteen-foot-wide loading dock abuts the side of the building here. A few carts sit nearby, partially loaded with large, tarcaked barrels marked with a fish-shaped splotch of red paint on the side. Double doors to the immediate south of the loading dock’s ramp provide access to the building’s interior, while a rickety flight of stairs descends ten feet to a point just three feet over the river’s surface, where a simple door provides a secondary entrance.
Back Alley (A3, South)
A slippery boardwalk clings to the side of the fishery, held together by barnacle-encrusted pilings that have had half of their thickness worn away below the waterline twelve feet below.
---------
Perception This is a general Perception check observing the whole area from a short distance. You can also do a more detailed Perception check by approaching a specific area.
This is a weekend Push Post. Please post your actions by Monday night if you are able. Thanks!
Vedika Bhatia |
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Vedika says quietly as she surveys the building, "Looks like there's a back door on the lower level there - the loading dock - but I'm not sure how much I trust that rickety wood. Generally, though, I think the front door is the worst choice."
Bellis Aleste |
so far, so good.
Perception: 1d20 + 1 ⇒ (19) + 1 = 20 Well that was lucky! :)
Bellis peered at the boards over a window. "Yes, you can see out between those boards in the windows." Pointing over to one of the windows. "There's a light in that window too. Someone might be over there."
Ser Weyland Wylde |
Perception 1d20 + 4 ⇒ (13) + 4 = 17
"I can create a distraction at the front door if you all wish me too, otherwise, going in through the backdoor seems a wise choice or at least better than attacking the front door directly! Either way, stealth is the approach that makes the most sense here, slaying Lamm is of no use if we end up dying as well".
Nicolai Fortescu |
Perception check: 1d20 + 4 ⇒ (11) + 4 = 15
Seeing the light in the window now that Bellis has pointed it out Nicloai muses "If there is someone awake in the front of the building perhaps it would be better to try the door in the back, at the bottom of the stairs."
GM Ken |
Alrighty, what's the plan of approach for the backdoor?
To save time, it's a safe bet these checks might be involved, so I will go ahead and drop them here so you don't have to wait on me.
??b: 1d20 ⇒ 1
??h: 1d20 ⇒ 6
??g: 1d20 ⇒ 7
Vedika Bhatia |
Vedika draws a heavy-ended machete and readies her shield. "Someone can work it open, I'm sure," she says, as she moves stealthily toward the back door.
Stealth: 1d20 + 9 ⇒ (15) + 9 = 24 (to move silently)
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
She frowns as she reaches the door. "It is, in fact, locked."
Samantha Norton |
Samantha tries to follow Vedika quietly stealth: 1d20 + 3 ⇒ (11) + 3 = 14
Upon reaching the door she whispers "I have dexterous fingers and know how locks operate, but I lack practice or the tools.
GM Ken |
Samantha does not find any traps, but unfortunately is unable to open the lock.
GM Ken |
Samantha curses under her breath
unless someone else wants to try
And takes a deep breath and focuses on opening the lock take 20 for a 23
I'll allow taking 20 on this since the lock is nothing fancy, but it will take a while, and with failing and failing until it works, I'm not sure you would be able to do it quietly. :)
But I'll wait (up to 24 hours) to see if someone else speaks up before I presume you do that.
Ser Weyland Wylde |
Chain in hand, Weyland approaches the door keeping his eyes wide open for movement in or near the building.
Stealth 1d20 + 7 ⇒ (14) + 7 = 21
Perception 1d20 + 4 ⇒ (12) + 4 = 16
Weyland whispers, "There is something on the other side asleep. I can hear it snoring...
I'd try the lock but I am a novice, sorry".
DM, please BOT me as I think this ,ight be my last post before vacation!
Bellis Aleste |
Perception: 1d20 + 3 ⇒ (18) + 3 = 21
"There are quite a few people sleeping," Bellis said quietly. "But not everyone. I see a candle-light moving around in the fore-room."
Moving over to join Samantha, she whispers. "I've had some experience with locks at the Golemworks, let me try."
Drawing her own toolset, she flips her pigtails back over her shoulders and starts to work.
Disable Device: 1d20 + 7 ⇒ (14) + 7 = 21
GM Ken |
The lock falls open and everyone freezes as they hear shouts in the distance. But thankfully the sounds are faint and far away. It's only the still night that lets them echo throughout the area. It must be several blocks away at least and fades into the distance.
So far there are no changes in the sleeping sounds coming from within. As you carefully open the door, the odor of rotting fish nearly knocks you over. With the windows boarded up, the scant moonlight cannot penetrate inside, leaving the room in total darkness.
A wide opening in the floor to the south allows direct access to the sloppy, muddy water of the Jeggare River a further three feet down, while to the northwest stands an immense eightfoot-tall wooden vat, its sides caked and waterproofed with tar. Inside is a foul-looking mixture of chum, river water, and who knows what else. To the east are stacked many barrels and crates, each with a fish painted on it.
Over a dozen small hammocks hang from under the catwalks, each with two or more small sleeping persons - either children or halflings.
Directly in front of the door lies what might be a dog in deep sleep. The creature is the filthiest and meanest looking beast you have ever seen that could still be called "dog."
When we sort out light sources, I will show it on the map or set up Dynamic Lighting.
GM Ken |
The dog starts kicking its feet and whimpering from a dream, but is getting loud enough to start to stir the half-orc.
What's your plan?
Samantha Norton |
"quiet" Samantha almost hisses
In a calmer tone she continues "Take out the dog, take out the half-orc, free the kids" She signs "unless someone can charge them or keep them from waking up ... The tiefling tightens grab her mace.
Vedika Bhatia |
"Ready to get into position," says Vedika, as she moves stealthily into the room toward the dog.
Stealth: 1d20 + 9 ⇒ (3) + 9 = 12
Samantha Norton |
should have been charm instead of charge, dam autocorwct
Samantha sneaks into position closer to the dog mace in one hand and a heavier piece of ruble to throw at the half-orc in case he wakes up.
stealth: 1d20 + 3 ⇒ (13) + 3 = 16
GM Ken |
b: 1d20 + 3 ⇒ (4) + 3 = 7
g: 1d20 - 4 ⇒ (14) - 4 = 10
k: 1d20 - 3 ⇒ (7) - 3 = 4
h-p: 1d20 - 3 ⇒ (19) - 3 = 16
h-s: 1d20 + 10 ⇒ (9) + 10 = 19
Everyone keeps sleeping as Vedika and Samantha creep into the room.
Everyone:
1) State your actions for this surprise round.
2) Position your token on the Roll20 map (or state where you move, and I will position you). I revealed this room, although we still need to determine the light source. Updated map
3) Anyone other than Vedika or Samantha that move inside the building on this round, make a Stealth check.
4) Roll initiative.
Push Post - please respond by Wednesday morning, thanks! I will move things forward in 24 hours.
Ser Weyland Wylde |
Surprise Round
Initiative 1d20 + 4 ⇒ (19) + 4 = 23
Weyland nods at the women in agreement to their plan.
Having a hard time with the pitch black of the room, Weyland sowly inches in, ready to attack the half-orc guard or jailer, whatever he was.
Stealth 1d20 + 7 ⇒ (11) + 7 = 18
Perception DC 19 1d20 + 4 ⇒ (5) + 4 = 9
Ready Action to attack the Orc.
At work and for some reason cannot move my token but I would be JUST inside the door, close enough to strike the Orc but also where the light of the night gives his low light vision a chance for him to see reasonably well.
Wenzeslaus von Rosenkreuz |
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Wenzeslaus winces as he tries to peer into the pitch black darkness inside. He decides to stand outside for now, touching the little alchemist's shoulder instead. "May the Eye guide you in the darkness", he mutters quietly.
casting Guidance on Bellis
He then gets his crossbow ready.
Init: 1d20 + 1 ⇒ (1) + 1 = 2
Tremendous rolls. I got all the best rolls!
Vedika Bhatia |
Vedika starts a killing blow against the sleeping dog.
Starting a coup de grace. This is a full-round action so I can't complete it in the surprise round, but hopefully I can finish it in the following round before the dog wakes up.
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Nicolai Fortescu |
Perception check: 1d20 + 4 ⇒ (11) + 4 = 15
From the loading dock at the top of the stairs, Nicolai peers over everyone's shoulders "What's going on?" he whispers.
Initiative: 1d20 + 8 ⇒ (9) + 8 = 17
GM Ken |
Vedika Init: 1d20 + 3 ⇒ (12) + 3 = 15
Samantha Init: 1d20 + 3 ⇒ (14) + 3 = 17
Average: 16.5
Bloo Init: 1d20 + 1 ⇒ (3) + 1 = 4
Giggles Init: 1d20 + 5 ⇒ (14) + 5 = 19
Hookshanks Init: 1d20 + 2 ⇒ (9) + 2 = 11
Average: 11.3
PCs go first!
ROUND 1
Vedika and Samantha nod at each other and then bring their weapons down upon their snoring foes. The sound of that startles some of the children awake, however.
Vedika and Samantha - roll your critical hit damage. It also seems reasonable to be able to take a move action as well since you started the coup de grace in the surprise round.
Everyone else - Take your turns! :)
Ser Weyland Wylde |
Round 1
As the dog and the orc are attacked by his comrades, Weyland takes it upon himself to calm down the children.
Weyland puts a finger to his lips hoping the children can see him, "Shhhh children. Come this way, out the door. Hurry!"
He will hold his action unless he sees another foe enter the space.
GM Ken |
One would not think a filthy, smelly, disgusting dog like this could be any more repulsive. As Vedika's machete removes the beast's head, one would quickly realize that it could get worse. Bloo, the mangy mutt, is dead!
Weyland, make a Diplomacy check to try and calm the children who are waking up to strangers in their home beheading their captors.
Ser Weyland Wylde |
Diplomacy 1d20 + 4 ⇒ (1) + 4 = 5
Despite Weyland's attempts to appear non-threatening, his presence in the doorway whispering alongside his companions' attacks seems to have the opposite of the intended effect...
GM Ken |
Giggles Fortitude, DC 18: 1d20 + 5 ⇒ (17) + 5 = 22
The mace smashes into the half-orc's head with a heavy Thunk! but unfortunately, his skull is thick. The blow seriously wounds him and his eyes pop open. He stares directly at Samantha with a look of madness in his eyes as blood pours from the wound on his head. "Oh girlie... dunno who ya are, but yer gonna hurt for that! Hee hee hee!" With a disconcerting giggle he's named after, the half-orc grips his flail and begins to stand.