| Hourpen |
"What are these things? And two of them. Something isn't right here."
Knowledge (arcana): 1d20 + 7 ⇒ (11) + 7 = 18
Knowledge (dungeoneering): 1d20 + 6 ⇒ (11) + 6 = 17
Knowledge (nature): 1d20 + 6 ⇒ (2) + 6 = 8
Knowledge (planes): 1d20 + 6 ⇒ (20) + 6 = 26
| Solrisa Iome Arabasti |
| 1 person marked this as a favorite. |
"So, that was a fun chase, wasn't it?" Solrisa asks as she begins to drag the body back to the inn. "I thought he was going to get away, but I kept running and running and running...and we caught him! Maybe we should see if Ascaria can heal him so we can do it again?!"
Solrisa drags the body back after the others are done looting.
| GM Rat Sass |
Short Sword +1
Studded Leather +2
coin purse (23gp)
key on leather cord
Potion- CMW
Potion- Invisibility
Presuming Eri has cast Detect Magic, of course
Eventually, Solrisa, Eri, and Hourpen all return from their foxhunt, apparently successful, as the maiden drags a body that looks very much like the first one lying behind the bar.
This was a knowledge(nature) roll, DC 18. Next time, roll once, and we can figure which bonus to add :)
Only moments later, the Guard arrives. Two men, two women, armed with longswords, two of them with shields. The second resident merchant follows in, close behind, followed by another of the dwarves who initially fled.
The leader of the Guard steps forward, removing her helm and setting it on the bar. "Alright, no need to all speak at once." She looks about the room, then turns to Mortimer, who has taken up the bouncer chair at the front. "What's gone on here? Merchant here claims there was an attempt on Tarquin's life." On hearing his part in the initial report, the merchant steps up, and points at Tynan. "That's the one."
The Captain points two of her men towards the quiet one at the back.
| Ascaria |
"Not exactly good sir. Please allow me to explain."
Ascaria outlines the battle, showing the strange body behind the bar, and asking folks to confirm with nods at least when it was something the saw first hand.
"So you see, Tynan here, as the good dwarf pointed out, wasn't the actual attacker, but rather another victim. In fact, if we hadn't been quick with our own blades, it would have been much worse."
He points to the pile of loot. "Further, we'd like to claim that against our costs in this fight. It's their stuff, and at least his one won't be needing it anymore. Naturally if there is some sort of tax or levy we'd like to pay that as well."
Diplomacy: 1d20 + 16 ⇒ (2) + 16 = 18
Ahh a poor showing but not horrible. Might still be enough, and surely the truth will count for something even if Ascaira didn't make a friend..
Diplomacy: 1d20 + 16 ⇒ (12) + 16 = 28
Note that this second roll cannot improve things beyond the first. It's simply a check to avoid a worsening attitude.
| Solrisa Iome Arabasti |
Solrisa smiles at the arrival of the guards, putting away her long sword.
"Oh no, Tynan didn't do that. I think one of these things did," Solrisa points to the bodies of the baddies that attacked her. "They seem to be able to change what they look like with ease. Well, they did until they died, that is."
Solrisa offers her truth, beaming with honesty.
1d20 + 11 ⇒ (10) + 11 = 21 Diplomacy
| Mortimer Smith |
She looks about the room, then turns to Mortimer, who has taken up the bouncer chair at the front.
Actually, Mortimer never took a seat. He has merely been standing by the post the whole time.
"What's gone on here? Merchant here claims there was an attempt on Tarquin's life." On hearing his part in the initial report, the merchant steps up, and points at Tynan. "That's the one."
"Hi, I'm Mortimer," says Mortimer boldly, and perhaps naively approaching the leader of the guard. He introduces the rest of the party, save the latest gnome addition whom he simply introduces as "Ascaria's brother". "It's a case of mistaken identity. Like the dead creature brought in from the alley fight, the dead creature behind the bar is a shape shifter, as is the live -- creature -- you see tied up and slumped against the wall over there. They were pretending to be merchants. We believe they can read minds, so be aware of that when It re-awakens. One of these shape shifters disguised itself as Tynan -- but Tynan was upstairs on the second or third floor at the time and couldn't possibly have stabbed Tarquin. These shape shifters caused all of the ruckus."
He gestures to those in the bar, the resident merchant, the staff and the dwarves, who witnessed the bar fight.
"All of these people can tell you that Sol here healed Tarquin, and that the shape shifters threw the first two blows. They disarmed Tynan and stabbed him. When we dared one of them to retrieve you -- The Guards -- all three of them drew weapons. One of nearly mortally struck this merchant here," he gestures toward the resident merchant who spent part of one round dying, "shortly before nearly killing Tynan. At the brink of death, both were saved by us."
He pauses to allow others to absorb all of that before continuing, "All of these people will also tell you that as we were questioning that one," he points to the only surviving shape shifter, "It actually shape changed from male to female right in front of us all. It said that they either work for or were hired by -- it's not clear -- a man named Telakin who was approached by a woman. She had Telakin hire these shape shifters to come after us."
"Personally, I'd like to know why and for how much."
| Eri Nandri |
Eri takes a second look at the shapeshifter to see if he might figure out what they are, or were.
WTF?: 1d20 ⇒ 6
Knowledge(Arcana) = +10
Knowledge(Dungeoneering) = +8
Knowledge (nature) = +5
”Yup, it’s these other fellas that started the ruckus. All we wanted was some sleep. ”
diplomacy assist: 1d20 + 5 ⇒ (18) + 5 = 23
| GM Rat Sass |
1d20 ⇒ 7
1d20 ⇒ 7
The creatures are unlike anything you've come across, to date. Knowledge(Nature), fell short on the roll ;)
The captain holds a hand up, allowing the guards to pause, then redirects them to pick up the bound one on the floor. The resident merchant speaks up while they travel across the common room. "My name is Kilrath, and it is as they say. I vouch for their story, for what my eyes took in, before they closed against my will."
Lulu joins in. "Same, I speak the same. Tarquin would surely be dead if it weren't for them."
The captain listens patiently, while having her team empty the Crooked House Tavern of its dead. The suits of armor leave with the bodies. She nods to the pile, then to Ascaria, a silent permission to do with it as he pleases.
"I would ask what you think you've done to deserve the attentions of this welcoming party. Good people here could have died for your presence. Are you all traveling through? How long are you planning on staying? What business do you have in Egorian? Do you intend on lodging further with Tarquin? Speak plainly."
Through the front door, you can see a wagoncart, in which lie the three bodies, two dead, one presumed still living. Two guards remain outside, tending the cart, while the captain and her right-hand remain to question you all.
| Ascaria |
"I would ask what you think you've done to deserve the attentions of this welcoming party. Good people here could have died for your presence. Are you all traveling through? How long are you planning on staying? What business do you have in Egorian? Do you intend on lodging further with Tarquin? Speak plainly."
”That’s a good question captain. A very good question.” Ascaria thinks a moment.
”We just got into town and there aren’t a lot of folks who know we’re here - certainly no one who’d wish to harm or delay us. We’re doing some research with Eligos, should only last a couple more days, and we’re headed back out of town - home presumably. That’s Diamond Lake by the way. Just a couple days out.”
”Oh, and we’re waiting on some things from Lavinia Vang that we’ve ordered. Again, same time period. Just a few more days.”
He turns to Tarquin, ”We’d certainly like to stay on here, but not if Tarquin or the others have any hesitation. We don’t want to impose where we’re not wanted…”
| Solrisa Iome Arabasti |
Solrisa has smiles for everyone as they talk, happy to share experiences.
"Yeah, we like this inn, but we wish the number of murderous, copycat meanies was way less," Solrisa says. "My sister Rae used to imitate me a lot, but that was just funny. Unlike these guys who's imitation is less funny and more hurty."
1d20 + 11 ⇒ (19) + 11 = 30 Diplomacy
Solrisa adds a lot to the discussion in her own way.
"I hope we can stay here a few more days. I like this place. It's happy."
| Eri Nandri |
"I would like to stay here, too. I guess I'm more worried about Tarquin. Someone paid three dudes to kill him and pin it on a different bunch of strangers. I also wonder about whether or not you've heard about shapeshifters being used in this manner. Have you seen this kind of thing before? I know I haven't."
| GM Rat Sass |
The captain simply marks your intentions, hearing little to cause further alarm with regards to your stay in Egorian. "Perhaps you've discouraged them enough with this stand. Perhaps not. If you find yourselves targeted again, subdue your attackers. Murder is not tolerated in Egorian. Ignorance of our laws is no justification for the two corpses you've produced this night. For the words spoken on your behalf, I will not arrest you all. Your actions will be accounted for, and will weigh against you if you are found acting in like manner in the future."
Her tone suggests that you are barely tolerable as it stands now. She looks to Tarquin, who pats the air in front of him, providing what little reassurance he can for such a visitor to his tavern.
"Have you seen this kind of thing before? I know I haven't."
The captain turns to address the archer. "You dare question the Guard. Do not make the same mistake again." She turns to leave the Crooked House without another word.
...
As the Tavern settles in for the early morning, Tarquin tries to smooth things over. "You really are new to town, aren't you? Can't say as I blame you, but you'll not survive long if you don't pay the Hellknights and the Guard a proper respect." He looks at Eri with almost a pitying look. "No matter. You're honored guests now. I won't be charging Eligos for your stay, and you're welcome to top shelf from now on." Christine bristles only for a moment, before relaxing.
Kilrath extends an open hand, thanking you all for saving him, despite the words of the captain. "You need anything, I find anything. It's the least I can do for your blessings."
The dwarves keep their distance, preferring to keep to themselves.
The early morning passes without further incident.
| Ascaria |
Ascaria thanks Tarquin for his largess, yawns, and heads up to bed. In the morning, over breakfast, he suggests the group stay together more or less during the next two days wait. ”I don’t think any of us should be alone. We should travel in teams.”
”I need some drawing implements, and a couple healer’s kits. Otherwise I was going to rest on Thrune square and draw some of the locals. Happy to change that up too if folks want to do something different. We just need to lay low.”
"OH, we also have a name, 'Telakin'. We should investigate that as well."
Knowledge Local: 1d20 + 6 ⇒ (20) + 6 = 26 to just know something about him.
| Mortimer Smith |
"I would ask what you think you've done to deserve the attentions of this welcoming party. Good people here could have died for your presence. [ ... ]"
Mortimer becomes silent, clearly lost in thought.
"Deserve?" Why it was un-requieted lo-- ... nah... This line of thought of his is abruptly derailed as he observes the Captain's continued directness. This Captain seems so kind. How could she be working for Evil? Lawful, to be sure, but still Evil... How can she possibly be evil?
"Perhaps you've discouraged them enough with this stand. Perhaps not. If you find yourselves targeted again, subdue your attackers. Murder is not tolerated in Egorian. Ignorance of our laws is no justification for the two corpses you've produced this night. For the words spoken on your behalf, I will not arrest you all. Your actions will be accounted for, and will weigh against you if you are found acting in like manner in the future." [ ... ] "You dare question the Guard. Do not make the same mistake again."
Mortimer suddenly dons a somewhat deflated if not dejected aspect.
Oh. Right, that's how! Hellknights? He watches the Company leave, then grabs the whiskey filled glass left on the bar by Tarquin and drains it in one big gulp.
It wasn't murder. We didn't have any choice. Moping, he gently taps on the bar and points into his empty glass silently requesting a refill. He does this one or four more times before retiring for the evening.
I can't wait to leave this city.
~~~
The following morning...
"I think [ blah blah blah blah ] teams."
Mortimer winces slightly and covers his head as the gnome speaks. He silently curses the daylight streaming into his face from the window. He hiccups.
I want to be dead right now."[blah blah blah blah] drawing [blah] I was going to rest on Thrune square [blah blah ...]"
At this he looks up at Ascaria in incredulous shock. "What?! You mean -- by The Forks??! Why ever in the world would you want to do that?! He's gone all daft! He hiccups again.
He looks over the party, still bearing look of incredulousness.
Wasn't there ... someone else? he ponders when "Ascaria's brother" creeps into his view. He shakes his head, reaching for a glass of water.
He perks up a bit at the mention of Telakin. "Yes, Telakin. How would we go about drilling him out of his -- where ever he's hiding?" He looks around, hoping for anyone to suggest something.
Anywhere but the Place with The Forks.
| Solrisa Iome Arabasti |
"OH, we also have a name, 'Telakin'. We should investigate that as well."
Solrisa yawns, smiling with embarrassment at being tired.
"Telakin, huh? If you *yawn* want, I can go out tomorrow and see if I can track down that name. I do like meeting people and wouldn't mind seeing more of the city," Solrisa offers brightly, ready to return to bed.
"I'll do that tomorrow after breakfast. I like breakfast," Solrisa says as if no one else in the world likes breakfast.
Unless others have things to discuss that can't wait until breakfast, Solrisa returns to bed, eager to get in her 10 hours of rest.
In the morning, after fooding, she will begin to gently chat up the cityfolk, trying to uncover information about Telakin.
1d20 + 11 ⇒ (4) + 11 = 15 Diplomacy - Gather Info
| Eri Nandri |
Vengance is mine sayeth the trashhole in the shiny suit. When do we get out of here?
Seeing Mort belly up to the bar, Eri avails himself and points to his glass, motioning for another. He feels the warm glow embrace him as he weaves his way to bed.
| GM Rat Sass |
Nice roll :)
Telakin has just enough ring to it, that you've managed to hear it twice since arriving in Egorian. While you took to the streets, in and around Lavinia's and the Bear and Bellows, you overheard two separate groups of children. They used the name much like someone would describe the Boogeyman. Something that comes to you in the middle of the night, wearing the face of your worst nightmares, to steal you away. One group of children incorporated it into song, while the other used it to bully a smaller child.
Perhaps with more time, you can make more of the name...
The morning is crisp and clear. Cityfolk are plentiful, and easily enough engaged, though Solrisa's initial hours are fruitless in learning more of Telakin. Perhaps with some assistance, or more legwork in the afternoon?
| Mortimer Smith |
Mortimer blearily follows Solrisa around town in the fruitless search for intelligence, keeping his eyes open for the errant Barfly Axton. The walk and crisp air help immensely in clearing his hungover head.
He refreshes himself with a large swig of pamplemousse juice and turns to Solrisa.
"Don't worry 'risa," he says, trying to be cheerful. "So we didn't have much luck this morning. We'll flush him out yet! Let's think."
He flicks a bread crumb off of his studded leather, then glances around to make sure he is not harboring any other delinquent stowaways anywhere else. He continues, "Telakin. Contacted by our enemy. Hires thugs or -- otherwise assembles them. What sort of place do you think he would be hanging out in? Do we have that city map? I know we promised Allustan we wouldn't go anywhere untowards in Egorian, but maybe there's a district more likely than any other. Whatever the place is in that district, I'm betting it won't be easy to spot."
Certainly not by me.
| Solrisa Iome Arabasti |
After returning for lunch, Solrisa checks in with the others who are there and describes her lack of progress. She mentions the that she will be going out after lunch again to try and track down Telakin.
After lunch, she goes out to gather information.
1d20 + 11 ⇒ (17) + 11 = 28 Diplomacy - Gather Info
| Ascaria |
Ascaria tags along with Solrisa in the morning, trying to steer them toward a few shops here and there as they go.
He starts by looking for a shop, maybe near the Academy of Magical Arts, that sells paper. He stocks up on paper, parchment, charcoal, pencils (lead anyway), chalk, etc. for his drawings (50gp worth of supplies?). He also buys a couple healer’s kits from someone in the Longmarket if he can find them (100gp).
Over lunch he checks the map with Mort and, knowing what little he does about their mark, makes a few suggestions to Sol about their afternoon route.
Gather Info (aid Sol): 1d20 + 16 ⇒ (4) + 16 = 20 vs DC 10
| GM Rat Sass |
1d20 ⇒ 8
Reviewing the map, Bridgetown and Sorrowside seem to be the likeliest place to lose oneself among the more dilapidated buildings, both business and residential. Tarquin confirms that he's glad to be far removed from the wharf district, for the transients and the deviants.
With renewed sustenance at the hands of Christine's fine lunch cooking, the group sets out, dog-legging just far enough to allow the gnome a brief sojourn through the central hub of the city.
Gaining Thrune Square, you all find yourselves among a lively gathering, for the markets that dot the common grounds at the foot of the central raised stone square. The Forks cast their shadow, of course, but even the sounds of the groans of the dying is ignored in favor of the parade passing through!
The Square is packed with a throng of people, straining their necks and cheering as a pair of jugglers, preceded by a large metal cage, makes its way around the commons. The parade continues to roll past, displaying the talents of numerous street performers and various caged beasts.
One large and extravagant cage on a horse-drawn wagon actually consists of two cages. The inner cage is made of iron bars, with panes of glass mounted outside the bars on all four sides. Within is a three-headed monstrosity with the heads of a goat, a lion, and a brilliant blue dragon. As the parade trundles along, the beast roars over and over as its dragon head blasts the iron cage with bolts of electricity that play along the metal bars.
For all the activity, it appears Mortimer has had something lifted from his personal possessions. Hard to say exactly what it is, but he was pretty good at it. Wiry man, scruffy blond hair, doing his best to blend into the crowd. Blue garb on the map
As two girls approach and wave madly at the beast within the cage, it quickly becomes apparent that the cage itself is coming under undue strain, and the iron bars begin to snap, cracking the glass surrounding it!! The crowd begins to shriek and yell, as the displayed monster seems likely to burst from its confines.
One round of actions please! Roll20 map has been updated.
| Mortimer Smith |
AC 19, 23 on AoO; 46/46 HP
BAB = +6/+1 (level 6)
ToHit = 1d20+10
RHit = 1d20+10-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
LHit = 1d20+10-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
THit = 1d20+5-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
Throw = 1d20 + BAB + Dex
Fort+6 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+7
Will+4 (+2 base/wis, +1 headband)
Initiative +2
CMD = 23, 21 if flat footed
Flexibility Slots: 5/6
Shirt Slots: 10/10
Improved Grapple, Greater Grapple (+2 to Grapple, +2 Improved Grapple (yes, it stacks))
PerceptionDC21: 1d20 + 11 ⇒ (13) + 11 = 24
Hmm. Scrawny. Probably spry.
Greater Grapple, Move.
Mortimer pounces to grapple.
GGrapple: 1d20 + 10 + 1 + 2 + 2 ⇒ (13) + 10 + 1 + 2 + 2 = 28 +1 Maneuver Training Grapple, +2 Improved Grapple, +2 Greater Grapple
If the grapple succeeds, he'll immediately cover the thief's mouth (if possible) so that he can not cry out for attention. I will leave it for you to describe what the others see.
| Ascaria |
Weapon Equipped = None
Conditions = Bless (1/60r)
Life Link (6)(100’) = Eri, Hourpen, Mort, Sol, Tynan
Channel Energy (9/9) (DC: 19)(Avoid 6) (3d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (3/3)
Melee Attack: BAB +4, Size +1 Damage: +0
Ranged Attack: BAB +4, Dex +1, Size +1 Damage: +0
Spells (Caster Level 6, Concentration +12)
Once per Day: Arcane Mark, Comprehend Languages, Mending, Message, Read Magic
Zero (16): Create Water, Detect Magic, Light, Purify Food and Drink, Spark, Stabilize
First (17): (8/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command
Second (18): (6/7) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Pilfering Hand
Third (19): (4/4) Cure Serious Wounds, Daylight, Neutralize Poison
Ascaria 5’ steps and tries to help the group. He casts Bless (+1 attacks & saves vs fear (morale)). For this purpose, allies are just the party. He’s not sure about the locals and so doesn’t include them.
”It’s probably someone’s pet! If it gets free, try not to kill it! Just subdue it!”
| Tynan Swale |
| 1 person marked this as a favorite. |
While wandering with the group on Ascaria's errands, Tynan puts forth a theory.
"I wonder if the 'she' that hired our attackers was that pregnant cult priestess. She certainly would have reason to want us dead..."
----------------
Perception: 1d20 + 13 ⇒ (14) + 13 = 27
Tynan steps forward to block the blue man's progress, under the guise of watching the spectacle with the escaping beast.
Perception: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19 (studied)
I wasn't sure how one "disbelieves illusions" any more.
| GM Rat Sass |
The bars break entirely, smashing the glass panels encasing the strange-looking beast. It unfurls its wings, flapping them in light of its newly found freedom.
This is a scrawny-looking chimera. 1 question, an additional 1 for every 5 above 17...
The wings of the beast are clipped, much like a captured bird might be hobbled to avoid injuring itself further in a cage. It may prevent the creature from flying altogether... hard to say...
Almost in reaction to the sudden clatter, Mortimer grabs a blond-haired individual out of the crowd, clutching at him like a shield. Try as he might, he fails to cup the stranger's mouth, as the man struggles in distress.
The crowd parts, while two city guards advance from the Forks platform. Two of the tamers look at each other, then begin scrambling in their gearbags.
"Sall right! It's all right! It won't hurt ya if you don't make any sudden movements!!"
Yeah, right!
Ascaria: 1d20 + 1 ⇒ (14) + 1 = 15
Eri: 1d20 + 2 ⇒ (20) + 2 = 22
Hourpen: 1d20 + 5 ⇒ (19) + 5 = 24
Mortimer: 1d20 + 2 ⇒ (9) + 2 = 11
Solrisa: 1d20 + 4 ⇒ (1) + 4 = 5
Tynan: 1d20 + 4 ⇒ (3) + 4 = 7
Tweety: 1d20 + 5 ⇒ (13) + 5 = 18
Double Trouble: 1d20 + 7 ⇒ (10) + 7 = 17
Round 1
Hourpen- 24
Eri- 22
Tweety- 18
DT- 17 (D Grappled)
Ascaria- 15
Mortimer- 11 (Grappled)
Tynan- 7
Solrisa- 5
Hourpen and Eri are up!
Bless(6 minutes)- +1 to attacks and saves v Fear
| Eri Nandri |
Round 1, Init 22 AC:17
sense motive: 1d20 ⇒ 19
Eri will take in the scene, noticing Mort’s giant hand in action. Must be a spellcaster.
He casts gravity bow and moves.
"Sall right! It's all right! It won't hurt ya if you don't make any sudden movements!!"
"Um... I don't think you know what that phrase means."
AC 12 or 17
CMD 16
BAB +3
Defensive casting = 13 (@5th)
Spell Penetration= 5
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic. Mage Hand, Spark, Message, Prestidigitation)
First Level: DC:15 (5/7 per day) (Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (5/5 per day) (Admonishing Ray, Glitterdust, Gust of Wind)
Weapon equipped = +1 Composite Long Bow
+7 or +5/+5
+8 or +6/+6 within 30' with +1 dam
| GM Rat Sass |
While Eri strengthens his lethality through magics, Hourpen debates his place on the stage, so decides to watch what the others do before committing his strength to the concern at hand. Hourpen(GMPC)- Delay
The three-headed beast flies from the wagon! He comes to rest alongside a very terrified horse, where the lion's head extends, and somehow miraculously misses its target!
Bite Attack: 1d20 + 12 ⇒ (1) + 12 = 13 for 2d6 + 4 ⇒ (3, 3) + 4 = 10 damage
Meanwhile, the blond-haired man struggles against the giant, hoping to liberate himself from the unwanted embrace. And he succeeds!
Escape Artist: 1d20 + 12 ⇒ (18) + 12 = 30
He immediately decides that the current scene is too much for him. He withdraws quickly, as does another individual, dark-haired and female. Both of them head south. Blue is barely on the map, Red is beyond him...
You're missing your Cold Iron Brush, valued at 4gp.
Ascaria, Mortimer, Tynan, Solrisa, and Hourpen are up in Round 1!
| Mortimer Smith |
Round 1, Init 11
Same as above.
PerceptionDC18: 1d20 + 11 ⇒ (16) + 11 = 27
Mortimer watches the creature fly. Well, they didn't do a very good job of that, did they?
SenseMotiveDC14: 1d20 + 8 ⇒ (5) + 8 = 13
Whatever...
Mortimer looks back at the "parade" and the potentially unfortunate equine, a victim only because of place and time.
He looks back at the retreating Thief in disgust. I think you can lead us to Telakin. But why the 4gp brush?!
Since the crowd seems to have retreated, the Tamers and the Guards are on the Creature, the Creature is after a mere horse, and the Thief -
- apparently a petty one -- seems to have been gifted with some sort of escape artistry, Mortimer decides to go after the retreating Thief.
What the Hells is this all about -- can they lead us to Telakin?!
He charges after the Thief, and goes for the Knockout DC 17.
Knockout: 1d20 + 10 + 1 + 2 ⇒ (3) + 10 + 1 + 2 = 16 +Bless, +Charge for Damage: 1d8 + 4 + 1d6 ⇒ (5) + 4 + (6) = 15 and out for Lala: 1d6 ⇒ 3 rounds.
| Solrisa Iome Arabasti |
| 1 person marked this as a favorite. |
Round 1, Init 5
Solrisa moves up, putting her shield on. As she does, she coos at the creature, crying to calm it.
"Oh, you're part dragon, are you!? Who's the cute half-dragonsie?" Solrisa coys, "YOU ARE!"
1d20 + 7 ⇒ (14) + 7 = 21 Handle Animal - if not smart
1d20 + 11 ⇒ (1) + 11 = 12 Diplomacy - if smart
"Looks like you're part dragon! Which is like a halfling, which is almost like you're part of a person!" Solrisa smiles brightly.
| Hourpen |
Round One, Init? (was 24)
Perception: 1d20 + 2 ⇒ (15) + 2 = 17
Sense Motive: 1d20 + 4 ⇒ (12) + 4 = 16
Knowledge (arcana): 1d20 + 7 ⇒ (6) + 7 = 13
Hourpen stays where he is, while attempting to aid Solrisa in her chat with the creature.
Aid
Handle animal: 1d20 + 7 ⇒ (8) + 7 = 15
Diplomacy: 1d20 + 8 ⇒ (13) + 8 = 21
| GM Rat Sass |
Hourpen, Diplomacy, Aid Another: 8 + 8 = 16
Solrisa, Diplomacy, Aided by Hourpen: 14 + 11 + 2 = 27
The beast turns its goat-head towards the maiden, while its dragon and lion heads continue to focus on the horse at hand.
"Draagn yahah. Unh-git bahk! Git-unh yoo bahk!" The goat's eye eyes Solrisa warily, and its teeth clack several times in threat.
Ascaria, Tynan, and Eri are up! Hourpen's initiative has shifted to 4.
| Ascaria |
Round: 1, Initiative: 17
Weapon Equipped = None
Conditions = Bless (2/60r)
Life Link (6)(100’) = Eri, Hourpen, Mort, Sol, Tynan
Channel Energy (9/9) (DC: 19)(Avoid 6) (3d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (3/3)
Melee Attack: BAB +4, Size +1 Damage: +0
Ranged Attack: BAB +4, Dex +1, Size +1 Damage: +0
Spells (Caster Level 6, Concentration +12)
Once per Day: Arcane Mark, Comprehend Languages, Mending, Message, Read Magic
Zero (16): Create Water, Detect Magic, Light, Purify Food and Drink, Spark, Stabilize
First (17): (7/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command
Second (18): (6/7) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Pilfering Hand
Third (19): (4/4) Cure Serious Wounds, Daylight, Neutralize Poison
Ascaria eyes the beast, and the runner. How did he get loose from Mort’s grasp? Amazing!
He eyes the beast and tries Draconic,
(Just talking, not actually diplomacizing so no roll.)
He shifts a little to get a better line of sight, and casts Pilfering Hand CMB: 1d20 + 12 ⇒ (9) + 12 = 21
He tries to steal/disarm the object stolen from Mort. If successful, the object flies through the air to Ascaira and he catches it, holding on for now.
Group spells in effect
Bless (+1 attacks & saves vs fear (morale)) (everyone)
| GM Rat Sass |
The dragon's bluish head rises, casting a deep blue eye in Ascaria's direction.
"Hungry. Never enough food. First eat. Then talk."
A brush made of dark iron flies through the air from the south, and snaps into the gnome's hand, to punctuate the strange, biting language being exchanged between the beast and the bean.
Almost at the same time, the giant flies across the commons, swinging grandly at the man he just embraced, but the man expects it, and dodges it at the last moment, preventing a premature snooze in the dirty grass.
Tynan and Eri are up!
| Tynan Swale |
Round 1, Init 7
Tynan switches his attention back and forth between watching Mort chase his pickpocket, and Solrisa talking to the beast. Thinking both situations are in capable hands, he turns his attentions to the citizens, prepared to step in and help any who might need assistance.
| Eri Nandri |
Round 2, Init 22 AC:17
Eri looks at the dragon thing. aaaahh.
”He's just hungry - they've been starving him! Let him have the horse, and maybe we can talk him down.”
That doesn’t make me feel much better. I guess there’s more meat on a horse. What craziness is the Guard going to pull when we do their job for them this time?
His eye is pulled by Mort’s prowess. How’d that guy do that? Another chase? We need to get out of this town.
He move and casts glitterdust on the retreating thieves.
AC 12 or 17
CMD 16
BAB +3
Defensive casting = 13 (@5th)
Spell Penetration= 5
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic. Mage Hand, Spark, Message, Prestidigitation)
First Level: DC:15 (5/7 per day) (Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (4/5 per day) (Admonishing Ray, Glitterdust, Gust of Wind)
Weapon equipped = +1 Composite Long Bow
+7 or +5/+5
+8 or +6/+6 within 30' with +1 dam
| GM Rat Sass |
Eri observes the 'tamers', while strengthening his bow with magic. Ascaria performs a bit of magically-assisted thievery of his own, reclaiming the giant's brush from the hand of the blond man retreating. Mortimer attempts to strike down the man he recently grappled, but fails. Tynan supervises the retreating townsfolk, cautioning all to do so without pushing or shoving. Solrisa engages the beast with Hourpen's help, and at least avoids direct conflict at the outset.
Eri throws a magical burst of sparkle, afflicting thieves and civilians alike. Expanded your blast radius for you there, Eri.
Will Save v DC 16, D: 1d20 + 5 ⇒ (14) + 5 = 19
Will Save v DC 16, T: 1d20 + 5 ⇒ (11) + 5 = 16
The thieves don't seem to suffer from the blindness Eri's come to expect, though the townsfolk caught in the blast aren't so lucky. However, the thieves both recognize Mortimer as a pursuer, and their current glowy state discourages them from running off. Instead, they surround the giant, and lay into him to discourage him back.
Short Sword, Flank, M: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19 for 1d6 + 1 + 3d6 ⇒ (5) + 1 + (5, 5, 5) = 21 damage
Short Sword, Flank, M: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28 for 1d6 + 1 + 3d6 ⇒ (6) + 1 + (6, 6, 1) = 20 damage
"Lay down, big guy. We don't want to kill you, but your friend made our getaway a little... complicated." The female in red looks ready to throw another blade, should the giant get grabby. The blond in blue points at Eri. "That one, too. He mumbled, and we glow now."
Meanwhile, the 'tamers' close with the beast, striking at it with quarterstaffs in a feeble attempt to subdue it while punishing it for trying for their horse. It only enrages the monstrosity, who now recognizes the threats approaching it from all sides.
Long Sword: 1d20 + 5 ⇒ (8) + 5 = 13 for 1d8 + 1 ⇒ (1) + 1 = 2 damage
Long Sword: 1d20 + 5 ⇒ (10) + 5 = 15 for 1d8 + 1 ⇒ (8) + 1 = 9 damage
In response, the Chimera takes flight again, setting down away from the more open square, and it releases a frightening line of lightning that strikes down guards, tamer, and Hourpen all! 6d8 ⇒ (3, 7, 4, 3, 7, 2) = 26 damage, Reflex Save DC 17 to halve the damage.
Reflex Save v DC 17: 1d20 + 2 ⇒ (14) + 2 = 16
Reflex Save v DC 17: 1d20 ⇒ 11
Reflex Save v DC 17: 1d20 + 2 ⇒ (20) + 2 = 22
Miraculously, one of the guards remains standing, but he doesn't look good...
Round 2
Tweety- 18
DT- 17
Ascaria- 15
Mortimer- 11 (-40hp)
Tynan- 7
Solrisa- 5
Hourpen- 4 (-26hp??)
---
Round 3
Eri- 22
The Party is up!!
Bless(6 minutes)- +1 to attacks and saves v Fear
| Solrisa Iome Arabasti |
Round 2, Init 5
Solrisa's eyes narrow as the beast strikes out, attacking innocents and jerks. She looks through her dragon's eyes.
If senses the presence of evil, she will assume it's the dragon and call upon the Dragon to aid her.
She moves between her friends and the goatdragonbeast, drawing her long sword as she does.
"Oh, maybe you're not a good dragonsie," Solrisa says momentarily frowning. "We shall do what we must then."
AC=24 (10 armor +1 dex +1 NA, +2 shield ) +3 more if evil.
HP=52/52
Right hand = long sword
Left hand = shield
LoH 0/5 used
Quick Shirt 0/1 used
The Dragon Invoked 1/2 used
Breath of the Dragon 0/1 used
Power attack.
[ dice]1d20+11-2[/dice] to hit; (-PA)
[ dice]1d10+5+4[/dice] magic damage.
[ dice]1d20+6-2[/dice] to hit; (-PA)
[ dice]1d10+5+6[/dice] magic damage.
| Eri Nandri |
Round 3, Init 22 AC:17
”This one, too, eh? Why not sample more of my wares before you decide to continue.”
Eri tries the staring thing again and after giving red the stink eye, tries to put a couple rows in her and moves 5 feet.
PB GB Arrow1, bless: 1d20 + 8 - 2 + 1 ⇒ (18) + 8 - 2 + 1 = 25 for Damage: 2d6 + 1 + 1 ⇒ (3, 5) + 1 + 1 = 10
PB GB Arrow2, bless: 1d20 + 8 - 2 + 1 ⇒ (15) + 8 - 2 + 1 = 22 for Damage: 2d6 + 1 + 1 ⇒ (2, 2) + 1 + 1 = 6
AC 12 or 17
CMD 16
BAB +3
Defensive casting = 13 (@5th)
Spell Penetration= 5
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic. Mage Hand, Spark, Message, Prestidigitation)
First Level: DC:15 (5/7 per day) (Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (4/5 per day) (Admonishing Ray, Glitterdust, Gust of Wind)
Weapon equipped = +1 Composite Long Bow
+7 or +5/+5
+8 or +6/+6 within 30' with +1 dam
| Mortimer Smith |
Round 2, Init 11
AC 19, 23 on AoO; 6/46 HP
BAB = +6/+1 (level 6)
ToHit = 1d20+10
RHit = 1d20+10-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
LHit = 1d20+10-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
THit = 1d20+5-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
Throw = 1d20 + BAB + Dex
Fort+6 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+7
Will+4 (+2 base/wis, +1 headband)
Initiative +2
CMD = 23, 21 if flat footed
Flexibility Slots: 5/6
Shirt Slots: 10/10
Improved Grapple, Greater Grapple (+2 to Grapple, +2 Improved Grapple)
""Lay down, big guy. We don't want to kill you, but your friend made our getaway a little... complicated." The female in red looks ready to throw another blade, should the giant get grabby. The blond in blue points at Eri. "That one, too. He mumbled, and we glow now."
Impressed by the effectivness of the thieves' coordinated attack, Mortimer holds his hands out in a surrendering gesture. He looks at the blonde in Blue quizzically, then shakes his head. Without moving, he turns his attention to the woman in red.
"I like the way your eyes sparkle, but let's talk. Why target us? Where do we find Telakin?" he asks her in his almost most friendly tone -- the best he can muster under the circumstances.
Diplomacy: 1d20 - 1 ⇒ (17) - 1 = 16
Without turning away from the thieves, he tries to direct his voice to get Eri's attention. "Archer, might you stop the Glitter Effect?"
| GM Rat Sass |
The woman in red slowly raises her head from her neck, with a tilt. "Isn't it obvious? Big guy like you, barely feels a thing when we slip our hands in. Now you go asking about..." The screams of Thrune Square interrupt her briefly. She uses it to lower her voice, "... about Telakin. I don't know who you are, but we keep it small, so we don't catch their eye."
Both she and he appear to want nothing to do with you all, and ready to continue fleeing, now that it appears Mortimer won't sink one of them.
Ascaria, Tynan, and Hourpen are up!
| Ascaria |
Round: 2, Initiative: 17 -> 10
Weapon Equipped = Mort’s brush
Conditions = Bless (2/60r)
Life Link (6)(100’) = Eri, Hourpen, Mort, Sol, Tynan
Channel Energy (8/9) (DC: 19)(Avoid 6) (3d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (3/3)
Melee Attack: BAB +4, Size +1 Damage: +0
Ranged Attack: BAB +4, Dex +1, Size +1 Damage: +0
Spells (Caster Level 6, Concentration +12)
Once per Day: Arcane Mark, Comprehend Languages, Mending, Message, Read Magic
Zero (16): Create Water, Detect Magic, Light, Purify Food and Drink, Spark, Stabilize
First (17): (7/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command
Second (18): (6/7) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Pilfering Hand
Third (19): (4/4) Cure Serious Wounds, Daylight, Neutralize Poison
Ascaria grins through it as Hourpen and Mort both heal a little.*
He gauges his distance, and channels energy, healing everyone in range, including the woman in red since they are being peaceable. He carves out no one, though he does fail to heal those to the north of Sol.
Channel Energy (healing): 3d6 + 1 ⇒ (5, 3, 5) + 1 = 14
He turns to the woman in red, ”There you’re healed, now you lot play nice, I’ve got to go save some innocents!” he 5’ steps closer to the evil goat-thing.
Group spells in effect
Bless (+1 attacks & saves vs fear (morale)) (everyone)
* Hourpen and Mort each heal 5hp of damage thanks to Ascaria.