Rapunzel
|
Rapunzel informs her companions that based on what she knows of the area the gap, harbor and wall climbing would likely be suicide.
"Our best bet is probably to bribe a merchant caravan to let us pose as new merchants in their group. They could use the money, and the guards would already know them as merchants." Rapunzel jingles her gold pouch. "Fizzbeard, you handsome gnome, you may be our best spokesgnome to barter a deal with a caravan though. I'll be your beautiful backer."
Fizzbeard Dragonfiend
|
"Certainly, my dear! That sounds like a job I can do!"
---
Fizz locates a caravan headed for Whitethrone and approaches one of the leaders. "My good sir! Hello! How are you? My friends and I were hoping for passage into the city but that seems to be rather tough at the moment. We were hoping you might take us on as 'apprentices' to make our going a bit easier. We will compensate you for your troubles, of course!"
Diplomacy: 1d20 + 9 ⇒ (16) + 9 = 25
Fizz will hand over 20 gp of his own money along with whatever else his companions have lent him for the occasion.
Marianne Bennette
|
Marianne turns scarlet at Rapunzel's words, "No, no I really do not think that is a good idea! I'm not... Men don't... It's a bad idea."
When bribing merchants is suggested she quickly ascents, "Let's do that. Fizzbeard seems like he has a silver tongue, and to carry the analogy further mine is leaden at best. I can contribute 5gp, I spent most of my coin getting my grandfather's spear magicked and buying this skeleton key - you never know when being able to open a lock might come in handy since we may have to flee or hide."
"If it is worth anything I am a competent healer and can tend any wounds you might have," she adds to the merchants trying to back up Fizzbeard's diplomatic efforts.
Diplomacy Aid with Guidance: 1d20 ⇒ 18
Rapunzel
|
Rapunzel would like to find out if she can, about how much these merchants expect to make on this visit to Tollheim as a basis for her offer amount.
| GM Tektite |
Honestly, Fizzbeard had a high enough check, that you don't need to add in gold.
As Fizzbeard talks to a merchant captain, the man, apparently starved of interesting conversation due to long journey across the tundra, waves away the gold. Nay, keep your gold. You provided enough entertainment to keep me from being bored on my journey home." The man gives the party a set of cloaks and everyone piles into the wagon.
Passing through the gates, the Iron Guard obviously recognizes the merchant and after a quick search of the cargo and a piercing eye at the party, waves the wagon through.
As the wagon trundles across the cobbled streets, the man calls over his shoulder. "So where you all be heading?"
Fizzbeard Dragonfiend
|
"Well, to be honest," Fizz begins, "I'm not quite sure yet. I only just joined this expedition and I believe we may need to gather some more information before we can locate our quarry."
Fizzbeard Dragonfiend
|
"Ah, excuse me good sir, my memory deceives me! Yes, we are actually looking for a place called Aunt Marny's Bitter Brew. Do you know where it is?"
Outhouse Jon
|
Plodding along with the big chest still strapped to his back, Jon could probably pass for a donkey easier than a merchant, but thanks to his new companion's deft words he doesn't have to decide much or prove anything. Which was a good thing, because his first instinct was to get a long rope and climb the wall, an idea he almost voiced before some pointed out that it was probably the worst option.
When the group refers to a map, he searches his memory for its significance, coming up empty, but tries to join the conversation anyway. "Yeah. That place. Bitter Brew."
Shifting his shoulders, he looks down to adjust the straps of the chest over his new chain shirt, courtosy of an Ulfen he punched out in Trollheim. It doesn't fit quite perfectly, but Jon's not built to standard proportions and it is nothing he isn't used to. He smiles at the gleaming new items hanging from his belt - a pair of silver knuckles, crafted with angry faces glaring from the business side. He still carries the oak staff, and luckily he was able to buy two more Druidic oils to replace the one he used on Hjort.
Been busy this weekend, but will get a precise list of purchases up soon.
| GM Tektite |
The merchant thinks a bit and says. "Yeah, I think I heard of that place. Been out of business for a while now if I recollect." The merchant proceeds to give the party directions to the brewery, wishing you well and warning you to be wary of the Iron Guard.
You should be able to see your current location and the location of Aunt Marny's on the map. Everyone in the party needs to make Stealth checks at every intersection you cross from here to there, in order to avoid the Iron Guard. Looks like either way you go, you have three intersections.
I'll give everyone until this evening, then roll the Stealth checks for those that haven't checked in.
Izoki Stoneclaw
|
Stealth: 1d20 + 11 ⇒ (13) + 11 = 241d20 + 11 ⇒ (16) + 11 = 271d20 + 11 ⇒ (8) + 11 = 19
Izoki loads an alchemical paper cartridge into his new musket and keeps to the shadows whenever possible. Perhaps I should find some white furs to replace the brown. If it weren't for these shadows then I would stand out like an ink blot on parchment.
Fizzbeard Dragonfiend
|
Stealth: 1d20 ⇒ 9
Stealth: 1d20 ⇒ 13
Stealth: 1d20 ⇒ 17
"WHAT WAS THAT FASTENHYME? COULDNT HEAR YOU OVER MY ARMOR."
Outhouse Jon
|
Stealth: 1d20 + 1 ⇒ (2) + 1 = 3
Stealth: 1d20 + 1 ⇒ (6) + 1 = 7
Stealth: 1d20 + 1 ⇒ (3) + 1 = 4
Jon lumbers along, looking out of place and suspicious when he dashes across the intersections with the chest bouncing madly on his back.
Cr@p! Cr@p! Cr@p!
| GM Tektite |
Heh, poor lumbering Jon...
The party begins moving furtively down the street, but Outhouse and Fizzbeard stick out like a paladins in a brothel. A squad of the Iron Guard slows up upon seeing the party. "By the order of the Queen, I order you to halt!"
F: 1d20 ⇒ 5
I: 1d20 + 5 ⇒ (1) + 5 = 6
M: 1d20 + 8 ⇒ (13) + 8 = 21
R: 1d20 + 3 ⇒ (17) + 3 = 20
F: 1d20 + 2 ⇒ (15) + 2 = 17
IG: 1d20 ⇒ 10
Initiative:
Marianne
Rapunzel
Fastenhyme
Outhouse
Iron Guard
Izoki
Fizzbeard
Marianne Bennette
|
Despite making almost continuous use of guidance whenever they are out of sight Marianne is even less stealthy than Jon, tripping over her longspear as she tries too hard. She proves better when she relaxes a little.
When the guards confront them she rushes forward enlarges herself, supposing speed in downing there foes to be more preferable than any limited stealth that might be available in a battle. Towering over the guards she thrusts at the woman, thinking she might be the leader given Irrisen's female rulers, but her spear glances off her foe's armour.
Stealth: 1d20 - 2 ⇒ (4) - 2 = 2
Stealth: 1d20 - 2 ⇒ (13) - 2 = 11
Stealth: 1d20 - 2 ⇒ (15) - 2 = 13
Longspear: 1d20 + 5 ⇒ (7) + 5 = 12
Longspear: 1d20 + 6 ⇒ (20) + 6 = 26 Damage: 2d6 + 8 ⇒ (6, 5) + 8 = 19
Longspear: 1d20 + 6 ⇒ (6) + 6 = 12 Damage: 2d6 + 7 ⇒ (3, 3) + 7 = 13
Longspear: 1d20 + 6 ⇒ (14) + 6 = 20 Damage: 2d6 + 7 ⇒ (1, 2) + 7 = 10
Crit Conf Longspear: 1d20 + 6 ⇒ (1) + 6 = 7 Extra Damage: 4d6 + 16 ⇒ (3, 5, 5, 4) + 16 = 33
Rapunzel
|
Rapunzel rushes forward and slashes at the guard in front of her.
Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d10 + 4 ⇒ (5) + 4 = 9
Combat Expertise: AC 17
Outhouse Jon
|
Jon follows the ladies into battle, raising his quarterstaff high smashing down at the lead guard.
Power Attack: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 + 9 ⇒ (6) + 9 = 15
Cursed staff! Why do I keep using this thing? Stupid, stupid stupid!
| GM Tektite |
Fastenhyme sends a an arcane missile into one of the guards! Which one?
Attack vs Rapunzel: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Attack vs Outhouse: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d8 + 2 ⇒ (7) + 2 = 9
The two guards step up and attacks, both missing their marks, while the captain stays back, watching her underlings.
Initiative:
Marianne
Rapunzel
Fastenhyme
Outhouse
Iron Guard
Izoki
Fizzbeard
Party up!
Fizzbeard Dragonfiend
|
Fizzbeard draws his greatsword as he moves forward and then takes a defensive stance behind Fastenhyme.
Marianne Bennette
|
Staying large Marianne stabs at he Captasin again, but ends up catching the side of the building and coming nowhere near her target.
Longspear: 1d20 + 5 ⇒ (1) + 5 = 6
Longspear: 1d20 + 6 ⇒ (15) + 6 = 21 Damage: 2d6 + 8 ⇒ (5, 5) + 8 = 18
Longspear: 1d20 + 6 ⇒ (7) + 6 = 13 Damage: 2d6 + 7 ⇒ (6, 5) + 7 = 18
Longspear: 1d20 + 6 ⇒ (8) + 6 = 14 Damage: 2d6 + 7 ⇒ (6, 6) + 7 = 19
Rapunzel
|
Rapunzel swings again at the guard in front of her, her anger growing...
Power attack: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d10 + 4 + 3 ⇒ (2) + 4 + 3 = 9
Izoki Stoneclaw
|
Izoki stealthily moves behind the wagon corner for cover and uses a move action to increase his range increment to 50' aiming his loaded musket at the captain. I hope we don't have to kill these guards. It would make for a poor first impression with the town.
stealth: 1d20 + 11 + 5 ⇒ (16) + 11 + 5 = 32 includes distance modifier
| GM Tektite |
Izoki moves into the shadows.
Attack vs Outhouse: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Attack vs Rapunzel: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
The two guards attack once more, one managing to cut Jon, while the other just misses Rapunzel. The leader continues to watch.
Party up!
Marianne Bennette
|
Marianne narrows her eyes, as she calls upon the powers of her unusual faith in Desna to keep herself enlarged and skewers the leader with her massive spear!
"Ignore that!"
Longspear: 1d20 + 5 ⇒ (18) + 5 = 23 Damage: 2d6 + 8 ⇒ (2, 3) + 8 = 13
Longspear: 1d20 + 5 ⇒ (6) + 5 = 11 Damage: 2d6 + 7 ⇒ (3, 5) + 7 = 15
Longspear: 1d20 + 5 ⇒ (11) + 5 = 16 Damage: 2d6 + 7 ⇒ (1, 4) + 7 = 12
Longspear: 1d20 + 5 ⇒ (7) + 5 = 12 Damage: 2d6 + 7 ⇒ (5, 1) + 7 = 13
Rapunzel
|
Rapunzel swings again at the guard, "We don't have to fight you know. Why are you attacking us?"
Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d10 + 4 ⇒ (6) + 4 = 10
Outhouse Jon
|
Cr@p!
Jon dismays at taking a wound and giving out none in return. Frustrated, he swings the staff again, trying to be a little less reckless with it.
Staff: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d6 + 6 ⇒ (1) + 6 = 7
Unbelievable..
Nealy tripping, he stumbles about looking like a big fool.
Izoki Stoneclaw
|
I think any chance of negotiation is lost. Dammit. Time to for Plan B--hide the bodies. Izoki shoots the guard in front of Jon and hides again behind the wagon.
deadly aim, range touch: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 211d12 + 2 ⇒ (1) + 2 = 3
sniping stealth: 1d20 + 11 + 5 ⇒ (10) + 11 + 5 = 26
Marianne Bennette
|
Sorry to say Izoki, but unless you have some ability I am unaware of sniping comes with a -20 penalty to stealth.
Sniping
If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location.
Marianne Bennette
|
Yes, Marianne was not willing to give up the advantage of striking first for what she/I regard as the very slim chance we could have talked our way out of it. I think our bluffiest character is Fizzbeard? And paladins and lying go together like Miley Cyrus and tasteful.
Izoki Stoneclaw
|
Sorry to say Izoki, but unless you have some ability I am unaware of sniping comes with a -20 penalty.
Thank you for the reminder. I posted too quickly and forgot to add the harsh penalty.
Fizzbeard Dragonfiend
|
Fizz will move up behind Jon and draw out his wand of cure light wounds, keeping his greatsword in his other hand.
| GM Tektite |
Fastenhyme plugs the guard with missiles again, taking him down!
Attack vs Rapunzel: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Attack vs Jon: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Crit Confirm vs Rapunzel: 1d20 + 4 ⇒ (16) + 4 = 20
Crit Damage: 1d8 + 2 ⇒ (7) + 2 = 9
The guard slams him sword into Rapunzel, dealing her a deadly wound!
Th leader rushes forward, dodging Marianne's spear and swing at Jon, missing!
Party up!
Fizzbeard Dragonfiend
|
WIth Rapunzel not looking so great, Fizz activates his wand and taps her with it.
cure light wounds: 1d8 + 1 ⇒ (1) + 1 = 2 suck
Outhouse Jon
|
"Thanks Fast'nhime." Jon says over his shoulder to the illusionist. Turning back he finds the captain in his face! "Ahh!" A girl!
Unnerved by his new opponent, Jon decides to help Rapunzel and swings his staff at the guard facing her.
Staff: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 6 ⇒ (1) + 6 = 7
Marianne Bennette
|
Gritting her teeth Marianne extracts her wand from her wristsheath with a mechanical twang and heals her wounded companions wounds a little, "Hang in there Rapunzel, I have your back!"
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
Rapunzel
|
Rapunzel smiles through the pain, aided by her companions, she complements the guard and swings the blade even harder! "At least you fight better than those drunks in Trollheim!"
Power Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d10 + 4 + 3 ⇒ (6) + 4 + 3 = 13
| GM Tektite |
Fizzbeard doles out the healing.
Jon swings and misses, though only by mere inches!
Marianne heals Rapunzel as well!
Fastenhyme shoots another missile and takes down the other guard.
Rapunzel swings hard, connecting with leader, and taking her down.
Out of Combat
Go ahead and heal up, the give another round of Stealth checks (one check per person only)
Rapunzel
|
Rapunzel searches the bodies, thinking about perhaps a change of uniform?
Stealth: 1d20 - 1 ⇒ (19) - 1 = 18
Rapunzel asks Fizzbeard to use her wand of cure light to heal her wounds.
Healing (3 charges): 3d8 + 3 ⇒ (1, 7, 4) + 3 = 15
Marianne Bennette
|
Marianne picks up the Captain's body and drags it out of sight before searching it urging her companions to do the same. She will then do her best to hide the corpses. As they move on she casts guidance on herself and her clankier companions to aid their stealth.
Stealth: 1d20 - 2 ⇒ (19) - 2 = 17