Groosalugg |
"Greetings, gentlemen. It's good to know that you're with the Kortos Consortium. We know that you're renting this warehouse to those evil, disgusting Aspis who are enslaving and killing citizens of this fine city for profit, and we really hope you're not involved in any of that."
"You see, the Aspis have developed a new, highly addictive and debilitating drug to sell on the streets around the Inner Sea Region, and they've been testing on residents here in Diobel. We have some notes here we can show you, made by the alchemist who developed the drug, in case you don't believe us."
"We represent a group that wants to put an end to these evil activities by the Aspis. All we ask is that you leave us alone here tonight, so we can eliminate the drugs hidden in this warehouse before the Aspis can ship them all over the Inner Sea. We promise not to harm your property here - only the Aspis Consortium's merchandise. And possibly, any of their agents who come to get in our way. But we have no quarrel with you or your organization."
Can I take 10 on diplomacy? If so, then that's a 17 (plus any assists from the rest of the party).
Daereon Phoenixstar |
On my phone so I cant post a long post, have to do them in chunks :(
Daereon Phoenixstar |
1d20 + 5 ⇒ (6) + 5 = 11 aid another to Groosalugg if he can take a 10 on diplomacy I am not sure if you can do that
My friend is correct. We are here not for nefarious purposes.
GM Turmoil |
One of the men takes the documents and looks them over, before rolling them up and handing them back to Groosalugg. "We've had our suspicions that something was going on and had heard rumors that the Aspis may have been dealing with some unsavory goods. We at the Kortos Consortium like to stay on the right side of the law and there's certain items we won't deal in. These documents prove that's the case. I trust that you will take care of whoever else may show up and solve both of our problems. We never saw you, and you never saw us as far as I'm concerned." The men sheath their weapons and walk off into the night, leaving you alone again in the warehouse.
About half an hour later, the silence is broken by the noise of shuffling footsteps and hushed whispers in the lower half of the warehouse.
2d6 ⇒ (5, 5) = 10
Loni: 1d20 + 3 ⇒ (5) + 3 = 8
Daereon: 1d20 + 6 ⇒ (15) + 6 = 21
Ironshanks: 1d20 + 1 ⇒ (4) + 1 = 5
Groosalugg: 1d20 + 4 ⇒ (1) + 4 = 5
Soryan: 1d20 + 3 ⇒ (14) + 3 = 17
Vinhinan: 1d20 ⇒ 10
Red: 1d20 + 3 ⇒ (2) + 3 = 5
Blue: 1d20 + 3 ⇒ (1) + 3 = 4
Yellow: 1d20 + 3 ⇒ (20) + 3 = 23
Green: 1d20 + 1 ⇒ (16) + 1 = 17
Yellow perception: 1d20 + 10 ⇒ (10) + 10 = 20
Round 1
Yellow
=========================
Daereon
Soryan
=========================
Green
=========================
Vinhinan
Loni
Groosalugg
Ironshanks
=========================
Red
Blue
I really don't care where you place your characters to start the combat, just don't meta too much.
Soryan_ |
Soryan leaves his resting place among the northern crates and moves to where he can get a better vantage point. Still not quite being able to see from here Soryan draws his scimitar and calls forth his camel to come defend him.
Defend Trick DC 10: 1d20 + 3 + 4 ⇒ (10) + 3 + 4 = 17
Groosalugg |
Groosalugg intentionally place himself just barely within point blank range of the main doors, waiting for the Aspis agents.
Not my turn yet, just placing myself on the map. That's where I figure I'd probably be.
Ironshanks Magee |
Ironshanks lounges about leaning against some crates in a spot where he can get decent views of most the warehouse.
Don't forget about the bear trap hidden in front of that secret door.
Loni~ |
Loni stays more towards the center, ready for any direction.
GM Turmoil |
Delaying Daereon so we can move forward.
Soryan gets his camel in position to help defend the party, while the long night has sapped Daereon on his energy and he's a bit slow to react to the intruders. More shuffling footsteps are heard down below.
Round 1
Yellow
=========================
Soryan
=========================
Green
=========================
Daereon
Vinhinan
Loni
Groosalugg
Ironshanks
=========================
Red
Blue
Daereon Phoenixstar |
He will ready to cast daze at the first baddy that enters
DC 12 Will save
Loni~ |
Move Action
Loni takes out a Wand of Mage Armor
Standard Action
He tries to use it on Drootina.
Use Magic Device: 1d20 + 8 ⇒ (11) + 8 = 19
"Dang it, work!" Loni shakes the wand in an effort to get it to work.
Free Action
"Drootina, defend me!"
Drootina |
Standard Action
Drootina follows orders and readies to attack those who would hurt her or Loni.
Gore Damage (Power Attack): 1d6 + 1 + 3 ⇒ (6) + 1 + 3 = 10
Ironshanks Magee |
The foul mouthed Dwarf's ears perk up as he hears intruders coming from the south. If his lips could be seen behind his beard they'd be forming a slight smile. Time to rumble! He thinks to himself as he readies his shield then clomps to the south while pulling out his axe.
Groosalugg |
Groosalugg moves up between the dwarves, drawing a javelin as he goes. He then readies to throw the javelin at the first enemy to come within 30 feet. ... and quick draw another javelin as part of his readied action, if allowed.
readied attack, point blank: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
damage: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Vinhinan Steelheart |
Vinhinan moves ahead of his cousin, waiting for the intruders to get within striking distance.
4 squares directly forward
readied sword: 1d20 + 4 ⇒ (19) + 4 = 231d8 + 4 ⇒ (2) + 4 = 6
crit?!: 1d20 + 4 ⇒ (14) + 4 = 181d8 + 4 ⇒ (7) + 4 = 11
GM Turmoil |
Daereon prepares a spell for the intruders, while Vinhinan readies his blade for the first one to show it's face. Loni tries to add to Drootina's defenses but instead it's the boar protecting him. Groosalugg prepares to hurl a javelin while Ironhshanks moves closer to the sound of the intruders. More footsteps are heard, and finally a face is seen, around the stacks of crates just in time to catch a javelin to the shoulder, though he easily shakes off Dareons attempt to distract him. He raises a bow and fires an arrow that strikes him cleanly in the thigh.
Will: 1d20 ⇒ 14
Yellow vs Ironshanks: 1d20 + 5 ⇒ (18) + 5 = 231d8 ⇒ 4
Round 2
Yellow (-8)
=========================
Soryan
=========================
Green
=========================
Daereon
Vinhinan
Loni
Groosalugg
Ironshanks (-4)
=========================
Red
Blue
GM Turmoil |
Soryan steps forward and commands his camel to attack, and the dromedary bites a large chunk of flesh out of the man's neck, and he collapses to the ground. You hear one of the men whisper words of encouragement to one of the others before he rushes in and hides behind some crates.
Round 2
Yellow
=========================
Soryan
=========================
Green
=========================
Daereon
Vinhinan
Loni
Groosalugg
Ironshanks (-4)
=========================
Red
Blue
Loni~ |
Standard Action
Loni tries to use the wand on Drootina again.
Use Magic Device: 1d20 + 8 ⇒ (7) + 8 = 15
"Darn it, well screw that."
Move Action
Loni puts the wand away, resorting to other tactics now.
Free Action
"Get that one Drootina!" Loni points at the Green enemy.
Drootina |
Move Action
Drootina moves up to the Green enemy.
Standard Action
She strikes.
Gore Attack (Power Attack): 1d20 + 4 - 1 ⇒ (16) + 4 - 1 = 19
Gore Damage (Power Attack): 1d6 + 1 + 3 ⇒ (2) + 1 + 3 = 6
Ironshanks Magee |
Ironshanks looks around at the growing number of furbies and snorts to himself Its like a fackin barnyard in here! Gotdamned dirty hippies!
He clomps his way down to the broken down elevator and hollers down to the 'intruders' "Hey ya bunch of dumbassed Aspis louts! You ain't gettin' yer drugs back, they be all MINE! I'mma gonna be RICH! HA!" He then raises his axe in a rude gesture.
Loni~ |
Loni's next idea is to make it more of a barnyard! ;)
Daereon Phoenixstar |
Only lets me grow, lol
The sorcerer moves up 30 ft and waits for the person fighting the boar to make an appearance to cast magic missile at him
1d4 + 1 ⇒ (1) + 1 = 2
Vinhinan Steelheart |
on phone, unable to adjust map. Between last rounds move and this round, can someone please move me in the space between camel/boar
Vinhinan moves up again, blade at the ready.
readied long sword: 1d20 + 4 ⇒ (15) + 4 = 191d8 + 4 ⇒ (8) + 4 = 12
GM Turmoil |
Daereon prepares his wand for attack, as Vinhinan moves in and does the same with his blade. Loni continues to struggle with his own wand, before finally giving up, and send Drootina after the man with the green pants, as Ironshanks moves closer to the action as well. The boar gores the man with its tusks, just as the next assailant comes through the door, but he's met with a javelin in the chest from Groosalugg and Daereon's arcane bolt, and he falls to the ground. Another one rushes in and tries to kick the hog, but misses and barely keeps his balance.
Blue vs Drootina: 1d20 + 3 ⇒ (6) + 3 = 91d6 + 1 ⇒ (1) + 1 = 2
Round 3
Yellow
=========================
Soryan
=========================
Green
=========================
Daereon
Vinhinan
Loni
Groosalugg
Ironshanks (-4)
=========================
Red
Blue
Daereon Phoenixstar |
No wand, his own spell
Daereon Phoenixstar |
Now that is funny!
GM Turmoil |
Soryan begins casting a spell, though his camel seems to get confused with the casting and doesn't know what to do besides stomp it's feet. The man behind the crates starts a small chant, and you all feel a wave of evil energy wash over you.
Damage: 1d6 ⇒ 3 DC 13 Will save for half, hits everyone except for Soryan
Round 3
Soryan
=========================
Green
=========================
Daereon
Vinhinan
Loni
Groosalugg
Ironshanks (-4)
=========================
Blue
Groosalugg |
Will: 1d20 + 1 ⇒ (5) + 1 = 6
Groosalugg moves past the camel to get a clearer shot and throws a javelin at the man in blue.
javelin, point blank shot: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
damage: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Loni~ |
Will Save: 1d20 + 7 ⇒ (6) + 7 = 13
"I'm not Andoran, but I do like the Eagles."
Full Round Action
Loni begins casting Summon Nature's ALly I (sacrificing Faerie Fire), intent on summoning an eagle.
Drootina |
Will Save: 1d20 + 4 ⇒ (11) + 4 = 15
Standard Action
Drootina snorts and attacks her target. On Green.
Gore Attack (Power Attack): 1d20 + 4 - 1 ⇒ (8) + 4 - 1 = 11
Gore Damage (Power Attack): 1d6 + 1 + 3 ⇒ (5) + 1 + 3 = 9
Ironshanks Magee |
Will Save vs Channel DC13: 1d20 + 2 ⇒ (15) + 2 = 17 Ironshanks looks to the Camel and agrees with his assessment of whatever the guy hiding behind the crate did "Whatcha doin' back there ya Aspis SNAKE! Best do it better if ya plan ta get outta here alive!"
He then lumbers down and rears back with his axe and hacks at the blue fella. "AIIIIIYYYAAAAHHHH!"
1H War Axe + Power Attack: 1d20 + 7 - 1 ⇒ (8) + 7 - 1 = 141d10 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Vinhinan Steelheart |
will: 1d20 + 3 ⇒ (15) + 3 = 18
Vinhinan laughs at the negative energy that shocks his system.
Aint that cute of ya lad. Quit now, ye is outnumbered.
With that he double moves pas his comrades and around the side to prevent their possible escape.
end double move on bottom of stairs behind them
GM Turmoil |
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Botting Daereon
Heavenly fire vs blue: 1d20 + 2 ⇒ (10) + 2 = 121d4 ⇒ 3
Daereon fires a ray of celestial energy, but it goes wide of its target. Vinhinan jumps down the ledge, and comes up behind the intruders as Loni starts to call more animals to the party. Groosalugg's javelin hits one of the Aspis squarely in the chest, before, Ironshanks finishes him off for good. Heavily outnumbered, the remaining intruder is quickly subdued.
Out of combat!
the party cleans up the mess that was made during the battle, moves all the crates back, and dumps the bodies into a corner for someone else to figure out.
Shortly afterwards, Delroya and her contacts arrive to move the goods from the warehouse, and she sends some items to the Pathfinder Society in thanks for their assistance.
Later, back on board the ship and safely on your way home, Ambrus Valsin personally thanks you for your successful mission, stating that you dealt a major blow to the Aspis Consortium’s operations on the Isle of Kortos, and prevented a great deal of suffering from spreading across the Inner Sea region. He speaks highly of your discretion among the nobility of the Isle of Kortos.
Delroya is aboard the ship with you, and attends the meeting with the venture-captain. Valsin commends you for representing the best qualities of Pathfinders. Delroya herself remains quiet during the meeting, but her demeanor has softened a great deal since the ordeal in Diobel, and it is clear that she feels at home among the Pathfinders.