GM Tyranius
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Mardak rushes through the doors at the green rat as Senach raises his mace to swat the rat into the nearby wall. As the mace swoops down the rat leaps over the mace unharmed.
Kazu slams the back of his claws into the green dire rats head, knocking it unconscious. Though it still shakes.
Elowyn rushes in with her tiger well by her side as it follows. Quintillus continues to see stars as his body actively fights off the disease.
Lady Vulpina is able to scoot away unharmed as her wakizashi cleaves into the yellow rats side.
Round 2
Quintillus (5/7; dazzled)
Lady Vulpina
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Nature's Cataclysm
Rats (Blue -1)(Yellow -5)
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Round 1
Mardak
Senach
Kazu
Elowyn
GM Tyranius
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Quintillus is up for actions. If nothing by tomorrow I will DMPC for the round to move forward.
GM Tyranius
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Quintillus slowly and tactically backs away from the rat as the cataclysmic Druic screams and rushes in at Kazu with his club held high.
Shillelagh club vs Kazu AC 19: 1d20 + 2 ⇒ (11) + 2 = 13
Kazu ducks underneath the club as the rats bite at Kazu and Fangtooth.
Yellow Bite vs Kazu AC 19: 1d20 + 2 ⇒ (4) + 2 = 6
Blue Bite vs Fangtooth AC 17: 1d20 + 1 ⇒ (7) + 1 = 8
The rats can't seem to penetrate the pair's thicker skin and shrink back.
Round 3
Quintillus (5/7; dazzled)
Lady Vulpina
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Nature's Cataclysm
Rats (Blue -1)(Yellow -5)
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Round 2
Mardak
Senach
Kazu
Elowyn
Mardak Falconflight
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Mardak steps up to the yellow rat and swings his greatsword at it. We have bigger rats back home.
Greatsword + flank: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11 damage: 2d6 + 6 ⇒ (2, 3) + 6 = 11
I should have practiced more instead of spending time in the tavern,
Senach Slane
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Senach continues to cry out for the Huntress's protection as he shoves out with his shield and brings his mace down in a powerful overhand swing. His cries turn victorious in tone as he feels fur and bone crumple under the heavy head of his mace.
Attack: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
Dmg: 1d8 + 3 ⇒ (7) + 3 = 10
Elowyn Tyykeritassu
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Elowyn takes a step forward to protect the conjurer and her and Fangtooth both attack the rat foe that is chasing Quintillus...
DW Longbow+RS+PBS: 1d20 + 5 ⇒ (11) + 5 = 16...DMG: 1d8 + 3 ⇒ (8) + 3 = 11
Fangtooth Bite: 1d20 + 4 ⇒ (9) + 4 = 13...DMG: 1d6 + 2 ⇒ (2) + 2 = 4
Fangtooth Claw: 1d20 + 4 ⇒ (8) + 4 = 12...DMG: 1d4 + 2 ⇒ (4) + 2 = 6
Fangtooth Claw: 1d20 + 4 ⇒ (20) + 4 = 24...DMG: 1d4 + 2 ⇒ (3) + 2 = 5
Lady Vulpina
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Vulpina heaves something of a deep sigh; the combat around her seems to be growing more frantic. She sets her wakizashi on the table beside her to free her hand, then quickly sets about reloading her pistol. Cocking the hammer once more, she retrieves her blade and turns back to the chaos behind her, stepping forward.
"Good sir," she says, although the man's goodness is questionable and his apparent bad manners put the "sir" in a dubious air as well, "might you put down the club a moment, that we may speak like civilized folk?"
Free action to "drop" the wakizashi, move action to load her pistol, exchanging standard for another move action to pick up the wakizashi. 5-foot step. Free action to speak.
GM Tyranius
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Mardak can't seem to catch the rat as his greatsword splinters apart several rotten floorboards.
Senach raises his mace and crushes in the rats skull as gore oozes out of its ears.
Fantooth swipes a claw against the blue rats side, swatting it to the ground as Elowyn places an arrow in it's exposed belly.
Lady Vulpina attempts a more diplomatic approach ass she reloads her pistol.
"The world shall be rid of this so called civilized folk!" The deranged man screams.
Kazu and Quintillus are up.
Round 3
Quintillus (5/7; dazzled)
Lady Vulpina
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Nature's Cataclysm
Rats (Blue -1)
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Round 2
Mardak
Senach
Kazu
Elowyn
Kazu Chuko
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Sorry for the late posting. Had a busy last few days.
With the rat taken care off, Kazu turns his attention to the druid. He tumbles past the enemy, moving to flank him with Mardak.
acrobatics: 1d20 + 10 ⇒ (1) + 10 = 11 Ok, that likely failed, so he would get AoO against Kazu.
From his new position, Kazu slams the back of his claw again down on the head of the druid, screeching threateningly into his ear.
Flank, Sneak, Enforcer, Bludgeoner, Frightening
claw: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27 nonlethal dmg: 1d3 - 1 + 1d6 ⇒ (2) - 1 + (3) = 4
If hit, intimidate: 1d20 + 7 ⇒ (16) + 7 = 23 to be shakened for 4+1=5 rounds
GM Tyranius
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AoO vs Kazu AC 19: 1d20 + 2 ⇒ (14) + 2 = 16
The druids club falls short as Kazu slides out of the way and into a flanking position. As Kazu falls into place he swats the man across the back of his neck with his claws.
The druid looks a bit shaken though he still doesn't let up on his cataclysmic rants.
Quint throws a small bit of acid at the druid as his conjures it from the air itself.
Acid Splash; dazzled; melee: 1d20 + 2 - 1 - 4 ⇒ (10) + 2 - 1 - 4 = 7
Not wanting to strike his companions the acid falls short as it sizzles against the floorboard.
The druid turns and swats at Mardak. "You shall be the first to leave this world behind."
Club vs Mardak AC 15; shaken: 1d20 + 2 - 2 ⇒ (15) + 2 - 2 = 15
Damage: 2d6 + 2 ⇒ (5, 4) + 2 = 11
Though his hand shakes the druid's magical club cracks Mardak's head open like a watermelon before stepping near a table, out of Kazu's reach.
Round 4
Quintillus (5/7; dazzled)
Lady Vulpina
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Nature's Cataclysm (4 NL; shaken 4 rounds)
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Round 3
Mardak (4/15)
Senach
Kazu
Elowyn
Mardak Falconflight
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Mardak steps around to avoid any "friendly fire" that may come from Senach. 5 foot step The last thing he wants is more cracks to his skull.
He swings his greatsword again at the enemy.
Greatsword: 1d20 + 6 ⇒ (4) + 6 = 10 Damage: 2d6 + 6 ⇒ (4, 1) + 6 = 11
Clearly being inside in this enclosed space is throwing Mardak's aim off.
Senach Slane
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Attack : 1d20 + 6 ⇒ (20) + 6 = 26
Confirm: 1d20 + 6 ⇒ (3) + 6 = 9
Senach cries out to the druid as he rounds the table in persist of the man. "Your foul disease shall be culled here and now! Submit ir die!!" He brings his mace around in a stunning overhand chop.
-Posted with WayfinderDmg : 1d8 + 3 ⇒ (6) + 3 = 9
Lady Vulpina
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Vulpina slides past Kazu, leveling her pistol. "Is anyone else tired of this man refusing to specify?" She exhales, lines up her shot, and fires.
Pistol (Firing into Melee): 1d20 + 3 ⇒ (20) + 3 = 23
Confirm Crit vs. Touch AC: 1d20 + 3 ⇒ (12) + 3 = 15
Pistol + Focused Aim: 4d8 + 16 ⇒ (1, 4, 3, 1) + 16 = 25
Let me know if I'm mis-mathing here. Focused Aim adds +CHA to your firearm damage, and I believe it multiplies on a crit. If 15 doesn't hit his Touch AC, then this should be the first 1d8 + 4, so... 5 damage.
Kazu Chuko
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Just in case it wasn't a confirmed crit...
As Vulpino's pistol goes off, Kazu starts visibly but keeps his attention on his prey. "He will learn his lesson soon." He steps forward towards the druid and attacks all out with his beak and claws.
Flank, Sneak
claw: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19 dmg: 1d3 - 1 + 1d6 ⇒ (3) - 1 + (2) = 4
bite: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11 dmg: 1d3 - 1 + 1d6 ⇒ (3) - 1 + (4) = 6
claw: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11 dmg: 1d3 - 1 + 1d6 ⇒ (3) - 1 + (2) = 4
GM Tyranius
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@Quint- Assuming you meant total defense for +4 to AC as fighting defensivley you have to attack with -4 mod for +2 AC?
Mardak is not used to such cramped quarters as his greatsword keeps hanging up on loose furniture.
Senach ends this madness as he breaks the druid's neck with the ball of his mace.
The kidnap victims are hog-tied with thick rope and then tied to each other by the neck. Kafar appears to have been beaten. He’s not tied to the other victims and is, instead, tied over the top of the bar, his abdomen bare, bloody, bruised and unconscious.
Quintillus (5/7; dazzled)
Lady Vulpina
Mardak (4/15)
Senach
Kazu
Elowyn
GM Tyranius
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Save your ammo Vulpina.
Kazu Chuko
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Kazu's feathers bristle at how the victims have been tied up. He leaves Kafar first, releasing those tied up in the corner with his sharp talons. He then moves over to Kafar and similarly releases him. He leaves the rest of his party to speak, uncertain how they would react to a "talking crow", as he had often been called in his face.
Senach Slane
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Senach makes sure of the dead.. although evil, it would not do to have them suffer. As he does so, he says a brief prayer to Erastil for bringing them through this fight in relatively one piece. That done, he heads over to Mardak and Quintillus as he pulls a wand from his pack. [b]"This should ease your sufferings, my friends.. give me just a moment.
CLW M: 1d8 + 1 ⇒ (5) + 1 = 6
CLW M: 1d8 + 1 ⇒ (7) + 1 = 8
CLW Q: 1d8 + 1 ⇒ (6) + 1 = 7
Elowyn Tyykeritassu
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Elowyn moves to check on the hostages starting with the one tied over the bar. She instructs Fangtooth to watch the closest door in case someone comes through it while she works.
Heal on Kafar: 1d20 + 3 ⇒ (10) + 3 = 13
Lady Vulpina
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Aw mannn, there goes my good crit!
Vulpina heaves a sigh as she cleans her blade. "Pity we never found out what he was ranting about," she states. "I fail to see how eating soup with my hands would save me from whatever wrath he promised." She shudders a bit at the memory of a halfling she once traveled with.
"Kazu-- let's tour this establishment while the healers and surgeons make sure everyone's alive. It would be a pity to miss someone tied up in one of the back rooms. I'd do it alone, but from what I understand, you have something of an eye for traps."
GM Tyranius
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Kazu releases the prisoners from their bonds as they stretch their sore limbs.
You learn from the victims that the cult recently removed several victims from the inn and took them to a ship called the Prancing Prince that’s moored on a dock on the other side of the shipyard.
There is an auctioneer in the bunch that reveals that he heard one of the cultists saying, “Once Ismacco arrives, we’ll make a lot of money for the cause by selling these slaves into the Chelaxian market.” The auctioneer is certain he saw a Pathfinder with them, as one of the guards had his wayfinder.
“Your Pathfinder friend was guarded by some half-orcs—big, burly brutes. We don’t usually see their kind ’round here. Not sure where they was from, but they sure smelled bad—like they was stomping through the sewers before they came here.”
Elowyn gets to work on Kafar but no amount of bandages and pressure dressings seem to wake the man up.
Quintillus
Lady Vulpina
Mardak
Senach
Kazu
Elowyn
Lady Vulpina
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"Sewers are unlikely to sail away, conjurer," Vulpina points out, "and I imagine that time is of the essence unless we plan to charter a faster ship to meet them on the sea. Also, if I'm being honest, I'd like to avoid the smell."
Mardak Falconflight
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The ship should be our first stop. I agree with Vulpina that it may sail away so we should move fast.
Senach Slane
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Finished with tending to the wounded, Senach turns to the conversation at hand. "Lets see what this man had on him, then get everyone to safety. After that, I agree with Mardak.. we need to see about this ship."
Kazu Chuko
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"Kazu-- let's tour this establishment while the healers and surgeons make sure everyone's alive. It would be a pity to miss someone tied up in one of the back rooms. I'd do it alone, but from what I understand, you have something of an eye for traps."
Kazu nods at the good suggestion and turns to head to the back of the tavern, then pauses with his heckles faintly raised when he realises that he had just been given a command and that he had hopped in response almost immediately. Then he realises that the request was completely reasonable and he had no reason to be offended. Somewhat confused, he starts moving towards the back again. All without acknowledging anyone else.
stealth: 1d20 + 12 ⇒ (10) + 12 = 22
Lady Vulpina
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Vulpina lets Kazu stay a step or two ahead, trying to make sure that they both move quickly so that they can get to the ship. Too many objectives-- but it would be very unfortunate to leave someone tied up beneath a bed or something.
To speed this portion along, DM, we're searching in a clockwise fashion starting from the upper-left room. We'll check every room briefly.
Mardak Falconflight
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Mardak stands about and waits. There is nothing to hit right now so he will just keep an eye out for trouble and listen to make sure there are no surprises.
GM Tyranius
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Searching the Inn the group of Pathfinders finds no more hostages than those present. The group of hostages is more than grateful to being freed while Nefti tends to Kafar. The pair of Aspis agents are left to their own devices as agreed upon by the higher ups.
With little more to do and a lead to chase the Pathfinders set out to the Prancin Prince. The sun has set, and streaks of red and orange lace the
clouds as the you approach the ship.
A tri-masted galleon, the Prancing Prince appears to be in good condition and floats lazily against its mooring along a wide, crate- and barrel-filled dock. No one appears to be aboard her, however, and the standard watch typically found at the gangplank of a docked ship is nowhere to be seen. Atop her bowsprit is a gaudily painted wooden man that appears to be the exact likeness of the Grand Prince of Taldor, Stavian III, hands on his hips, a huge smile across his face, and his legs bent as though he were dancing a jig.
Her decks, trappings, trim, and sails all have a very Qadiran feel to them, though she flies the Crown-and-Lion of Taldor and has a bowsprit in the shape of the Grand Prince himself.
Mardak Falconflight
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Do we just rush aboard and poke around or should we send Kazu to have a quiet look first?
My first instinct is to shout to gain permission to come aboard, but I think Mardak is a little less lawful than I am.
Senach Slane
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Moving through the docks towards the ship, Senach quietly keeps his ears open for any mention of the ship or gossip he can pick up.
Gather info: 1d20 + 8 ⇒ (10) + 8 = 18
Senach clears his throat with a disproving look towards Elowyn. "We can hardly trespass on their ship and then attack them for trying to see what we are about.. but something is odd here. Kazu.. Why don't you see what you can find out. It is odd that no one is about, and no watch is set.."
Kazu Chuko
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Kazu merely nods in reply. Keeping to the shadows where his dark plumage fades into naturally, Kazu creeps up the gangplank to have a quick but careful look around the ship.
stealth: 1d20 + 12 ⇒ (14) + 12 = 26
Lady Vulpina
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"If our information is correct, we can very well sink this ship in the harbor when we're done with it and still be very much in the right," says Vulpina, pulling her pistol from its holster and following Kazu's lead. "'Twould be a pity if you got kidnapped. Or hilarious. Perhaps both," she whispers.
Stealth: 1d20 + 4 ⇒ (16) + 4 = 20
GM Tyranius
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Senach finds that the docks are eerily quiet, though the sun is setting so most hired hands have headed into the town or likely home.
With little push from the group Kazu takes it upon himself to investigate the ship further and sneaks up the gangplank onto the deck. The deck was recently scrubbed clean and still shows remnants of soap bubbles and puddles of water. It is otherwise deserted and completely dark.
Kazu notices a set of stairs leading further down into the hold.
New map is posted.
Mardak Falconflight
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But where's Frankie?
Mardak Falconflight
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Mardak strolls up the gangplan and joins Kazu on the deck.
GM Tyranius
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What next now that everyone is on the deck?
The ship's boards creak and moan as the gentle waves push against the ship.