Talor Blackstone |
perception: 1d20 + 6 ⇒ (10) + 6 = 16
Talor mutters to his companions, It appears that one gillman is already here - bartender.
He takes a look around the room for any other gillman-looking types...
perception: 1d20 + 6 ⇒ (17) + 6 = 23
Wuse Guy |
Oh good just the person I was lookin for.
Wuse heads to the bar ordering his favorite, stout with a shot of whiskey in it.
This place is deeelightfull. Fancy Smancy aqua-ari-um you got here. How bout that eh?
Sense motive to judge the gillmen's attitude towards aquariums assuming he responds. Then Wuse will just listen and drink for a bit.
Sense Motive:1d20 + 7 ⇒ (13) + 7 = 20
Perception:1d20 + 7 ⇒ (2) + 7 = 9
Astarton Columbridge |
Astarton starts hitting on the waitress without waiting to talk much to the guys about whether or not she is a Gillman. "Can you give me directions? I seem to be lost in your beautiful green eyes."
Perception check to see if she is gillman:1d20 + 5 ⇒ (8) + 5 = 13
Diplomacy check to improve her attitude: 1d20 + 6 ⇒ (16) + 6 = 22
GM Xzaral |
Oh good just the person I was lookin for.
Wuse heads to the bar ordering his favorite, stout with a shot of whiskey in it.
This place is deeelightfull. Fancy Smancy aqua-ari-um you got here. How bout that eh?
Sense motive to judge the gillmen's attitude towards aquariums assuming he responds. Then Wuse will just listen and drink for a bit.
"Fancy indeed good dwarf. A beauty if I do say so. You must be a fine judge of taverns to appreciate it. And what better way to do so than with some drink." Having poured the stout, she passes it along to Wuse Guy.
Undefined d20 roll: 1d20 ⇒ 7
GM Xzaral |
Astarton starts hitting on the waitress without waiting to talk much to the guys about whether or not she is a Gillman. "Can you give me directions? I seem to be lost in your beautiful green eyes."
Perception check to see if she is gillman:1d20+5
Diplomacy check to improve her attitude: 1d20+6
At Astarton's compliment, she flashes him a wide smile, a slight blush to her cheeks. "Why thank you sir. I only do what I can." As she takes everyone's orders she lingers on Astarton for a moment.
Undefined d20 roll: 1d20 ⇒ 7
Jericho Daskin |
Since I am generally of little use when delicate matters must be discussed, I will sit a ways back and watch.
Jericho moves over to a chair with its back to a wall where he has a good view of the whole tavern.
GM Xzaral |
All right, I've moved Wuse up to the bar, Daniel and Nester to a table, Jericho to a nearby wall. I placed Astarton near Nester and Daniel, but wasn't sure if this is where he wanted to be.
I believe Daniel and Jericho are ready, waiting on at least one more response.
Astarton Columbridge |
Astarton smiles back at the pretty lady and talks sweetly to her. "Look, I have a bit of business to take care of, maybe when your shift is done you could take me somewhere nice? Don't worry, I'm a gentleman, I will buy."
Casanova is ready.
GM Xzaral |
I've put Talor by the table for ease, let me know if that's acceptable. Will start moving along.
After you send word to the embassy you all sit down to wait their representatives. Enough time passes for all to have a couple drinks until they arrive. Two gillmen enter the room, a man and a woman. The man carries the bundle and comes up to your table. "Greetings representatives of the Society. My name is Shaolo, and this is my bodyguard Ahrmisa."
Greetings and names are exchanged, Nester taking the fore of the negotiations. Both items are placed on the table and Nester begins his appraisal of the object while Shaolo quickly does his own of yours.
While this goes on a couple of people, apparently off work early, come in to the bar and start ordering a couple drinks.
This Perception Roll is only available to Daniel, Astarton and Talor.
GM Xzaral |
Wuse Guy |
Wuse has had a few drinks and has started experimenting with drinks he hasnt heard of. Usually whatever his neighbors are ordering. Upon seeing new drinkers he listens carefully to see if they order anything special.
if anything strange or especially foriegn is ordered perhaps a profession(drunk) roll could help identify an enemy fellow booze hound.
Daniel von Dorn |
Since there is only 10% chance for Daniel to pass this DC, can I use this roll to assist Astarton instead?
Perception: 1d20 - 1 ⇒ (13) - 1 = 12
While Nester is crouched over the relic, Daniel attempts to engage Shaolo in small talk.
"My name is Daniel. We are here on behalf of Lady Gloriana Morilla. Which clan do you represent?"
Diplomacy: 1d20 + 6 ⇒ (15) + 6 = 21
Sense Motive: 1d20 + 6 ⇒ (11) + 6 = 17
Talor Blackstone |
Talor sits back, one hand on his mug of ale (or whatever they had that looked tasty) and the other near his pistol. He cultivates an air of nonchalance as he watches the gillmen.
perception: 1d20 + 6 ⇒ (5) + 6 = 11
GM Xzaral |
As the deal comes to it's conclusion, the artifacts are switched. Watching the Gillmen leave, Nester is packing up the artifact when a strange look comes across his face. "Wait, stop them! We've been duped!"
Suddenly at the bar, the barmaid drops a glass onto the ground as Wuse Guy is listening in to the nearby drunks talk about the new girl at the docks. As the glass shatters, she utters a spell and every torch in the room suddenly flares to blinding light.
Surprise round was the barmaid's spell. Everyone must make a DC 15 Will save or become blinded. Daniel, Talor and Jericho are up.
Round 1
Daniel
Talor
Jericho
Shaolo
Nester
Ulionestia
Wuse Guy
Astarton
Ahrmisa
1d20 + 11 ⇒ (5) + 11 = 16
Jericho 1d20 + 2 ⇒ (18) + 2 = 20
Astarton 1d20 + 6 ⇒ (2) + 6 = 8
Wuse Guy 1d20 + 2 ⇒ (7) + 2 = 9
Talor 1d20 + 3 ⇒ (17) + 3 = 20
Daniel 1d20 + 2 ⇒ (20) + 2 = 22
Nester 1d20 + 1 ⇒ (14) + 1 = 15
Ulionestia 1d20 + 6 ⇒ (4) + 6 = 10
Shaolo 1d20 + 1 ⇒ (18) + 1 = 19
Ahrmisa 1d20 + 1 ⇒ (4) + 1 = 5
Astarton Columbridge |
Astarton, totally preoccupied by the barmaid until Nestor shouted out also almost completely missed her spellcasting. Cursing his active libido, he prepares for a chase. By instinct he closed his eyes at just the right time and tries to get in position.
Will Save: 1d20 + 1 ⇒ (19) + 1 = 20
I will see what happens by my initiative before I really do any actions. It's the only benefit for getting off to a slow start.
Jericho Daskin |
Spellcraft: 1d20 + 8 ⇒ (4) + 8 = 12.
Will Save: 1d20 + 1 ⇒ (14) + 1 = 15.
Alert for any shenanigans, Jericho snaps his eyes shut in the nick of time.
What door are they trying to leave through?
Talor Blackstone |
will: 1d20 + 2 ⇒ (9) + 2 = 11
GGGRAaagh!
Though he has spent much of his life above ground, Talor's eyes are not as used to all of this bright light as are those of his companions. Blinded, he bangs his hands against the bottom of the table as he fumbles for his gun and stumbles to his feet.
Stop there! he yells, hoping he is pointing his gun in the right direction and that he sounds intimidating enough.
intimidate (untrained): 1d20 ⇒ 8
Daniel von Dorn |
Will save: 1d20 + 1 ⇒ (9) + 1 = 10
Daniel's eyes go wide with surprise as Nester cries foul, and that spells his doom as the barmaid's spell blasts. Blinded, he draws his sword and holds it in front of himself, turning on one spot, but does not strike in fear of hitting any allies.
Blindness is the bane of Daniel... How long is it going to last?
GM Xzaral |
Talor orders the gillman to stop, but they ignore the gunslinger's orders and keep moving anyway. Daniel holds his sword as he is blinded by the light of the torches.
The blindness will last 4 rounds. Is that a full defense action Daniel, or just delaying? Also still need an action for Jericho.
Round 1
Daniel (Full Defense?) (Blinded 4 rounds - 1/4)
Talor (Intimidate, failed) (Blinded 4 rounds - 1/4)
Jericho (Not Blinded)
Shaolo
Nester
Ulionestia
Wuse Guy
Astarton
Ahrmisa
1d4 + 1 ⇒ (3) + 1 = 4
Jericho Daskin |
Sorry for the delays in my posting. Holidays with the family.
Jericho hops up and moves over to where he can have a clear line of sight on the door for which the thieves are heading.
Once he can see it, he will swiftly mix and throw a bomb so that it will explode against the door through which the thieves are attempting to flee.
With a loud voice, Jericho yells Stop, or the next one will be you!
GM Xzaral |
The torches flare to life, blinding Daniel and Talor. Jericho throws a bomb at the doorway, attempting to keep them in the inn.
Shoalo draws out his crossbow and loads the weapon, calling out as he does. "Ulionestia, we need an escape, NOW!"
Nester moves around the figures, drawing a sword from within his cane as he moves.
The barmaid pulls back, casting a spell upon the fish tank and causing it to shatter apart, opening up an escape route into the water below. Those around it become drenched by the sudden deluge.
Wuse and Astarton are up.
Round 1
Daniel (Full Defense) (Blinded 4 rounds - 1/4)
Talor (Intimidate, failed) (Blinded 4 rounds - 1/4)
Jericho (Not Blinded, throws bomb at doorway)
Shoalo (Draw and load crossbow)
Nester (Double move, drawing sword as he does)
Ulionestia (Cast Shatter on fish tank)
Wuse Guy
Astarton
Ahrmisa
Nester Will 1d20 + 3 ⇒ (18) + 3 = 21
Wuse Guy |
Without pause Wuse flings himself behind the bar and heads towards the bottle stash, or what he thought was the bottle stash when he was checking out the bar. He surges forward hands straight in front of him zombie-like.
He he he, rest o the tenders gonna be blind and ole Wuse is gonna be swimming in booze tonight. Pretty boy's got this under control anyways
So I can't really do this because the bar wench is in the way. Do I get an attack when I run into her? I was planning on double moving to what looks like a cabinet behind the barrels.
Astarton Columbridge |
Ah, great. Thanks.
Astarton pulls his weapon and makes a quip. "I thought something smelled fishy about this."
Pull weapon and start Performance: comedy. (groan!) Everyone gets a +1 to attack and damage and saves versus fear. Don't forget!
GM Xzaral |
Without pause Wuse flings himself behind the bar and heads towards the bottle stash, or what he thought was the bottle stash when he was checking out the bar. He surges forward hands straight in front of him zombie-like.
He he he, rest o the tenders gonna be blind and ole Wuse is gonna be swimming in booze tonight. Pretty boy's got this under control anyways
So I can't really do this because the bar wench is in the way. Do I get an attack when I run into her? I was planning on double moving to what looks like a cabinet behind the barrels.
Interesting. All in all, I'll run it like an overrun with total concealment. She would get an AoO against you first, but as she doesn't have a weapon out at present, nope! And since she's not too concerned, she'll let you pass by.
GM Xzaral |
Wuse, in a blind and drunken fury, leaps the bar and charges past the spellcasting bartender nearly knocking her down as he makes his way to the liquor behind her.
Astarton meanwhile pulls a true groaner, inspiring his allies onward to even greater things.
Ahrmisa moves up to Jericho and attempts to impale him with her spear. "Quickly Shoalo, to the water. I'll hold this rabble off!"
Round 1
Daniel (Full Defense) (Blinded 4 rounds - 1/4)
Talor (Intimidate, failed) (Blinded 4 rounds - 1/4)
Jericho (Not Blinded, throws bomb at doorway)
Shoalo (Draw and load crossbow)
Nester (Double move, drawing sword as he does)
Ulionestia (Cast Shatter on fish tank)
Wuse Guy (Overrun bartender to booze)
Astarton (Inspire Courage)
Ahrmisa (Attack Jericho, miss)
Ahr v Jericho 1d20 + 2 ⇒ (12) + 2 = 14; 1d8 + 1 ⇒ (5) + 1 = 6
Talor Blackstone |
I assume we are on to the next round of combat. If so,
Talor aims his pistol in the general direction of where he thinks he heard the closest gillman (Ahrmisa) and fires.
attack vs touch ac: 1d20 + 4 ⇒ (18) + 4 = 22
damage: 1d8 ⇒ 7
miss chance: 1d100 ⇒ 44
Jericho Daskin |
Jericho steps back out of reach of the spear, brings an ornately etched metals flask to his lips, and drinks the glowing purple contents entirely. As he finishes the concoction, Jericho's body becomes thicker and heavier as his muscles bulk up quickly. As he shakes his shoulders, settling them into a ready posture, he brings a wicked morning star up to a ready position.
With a voice suddenly thicker, Jericho addresses the gillmen, As you wish, betrayers, so shall you be served.
5 foot step back.
Move action to ready weapon.
Standard action to drink mutagen for STR. +4 STR, +2 Natural Armor, and -2 Intelligence.
GM Xzaral |
Don't forget Astarton's Inspire Courage, Talor.
Talor takes a shot at Ahrmisa, barely missing the Gillman due to his blindness.
Waiting on Daniel.
Round 2
Daniel () (Blinded 4 rounds - 2/4)
Talor (Shoots Ahrmisa, missed) (Blinded 4 rounds - 2/4)
Jericho (Ready weapon, drink mutagen)
Shoalo ()
Nester ()
Ulionestia ()
Wuse Guy ()
Astarton ()
Ahrmisa ()
GM Xzaral |
As the initial disorientation has passed, Daniel focused his will in a prayer to Abadar: "Master of the First Vault, show me those who violated the laws of the fair trade so that I may prosecute them."
Detect Evil - since it works through walls and such, hopefully it can also work while blinded.
Had to look around, it looks like it won't work to pinpoint her location unless you focus for 3 rounds. On the other hand, she's not exactly trying to hide and is in combat, so finding the square is easily done taking 10.
Astarton Columbridge |
Daniel von Dorn wrote:Had to look around, it looks like it won't work to pinpoint her location unless you focus for 3 rounds. On the other hand, she's not exactly trying to hide and is in combat, so finding the square is easily done taking 10.As the initial disorientation has passed, Daniel focused his will in a prayer to Abadar: "Master of the First Vault, show me those who violated the laws of the fair trade so that I may prosecute them."
Detect Evil - since it works through walls and such, hopefully it can also work while blinded.
I'm not trying to undermine your ruling or anything, but we had this discussion in another group and it seems that detect evil works for paladins if they detect just one creature as a move action, as if they had studied them for 3 rounds. That being said, Daniel didn't define just one person to detect, so it wouldn't have worked that way.
Should I wait until the bad guys go to declare my intentions? I really want to prevent them from escaping, but it's hard when you roll poorly on initiative.GM Xzaral |
GM Xzaral wrote:Daniel von Dorn wrote:Had to look around, it looks like it won't work to pinpoint her location unless you focus for 3 rounds. On the other hand, she's not exactly trying to hide and is in combat, so finding the square is easily done taking 10.As the initial disorientation has passed, Daniel focused his will in a prayer to Abadar: "Master of the First Vault, show me those who violated the laws of the fair trade so that I may prosecute them."
Detect Evil - since it works through walls and such, hopefully it can also work while blinded.I'm not trying to undermine your ruling or anything, but we had this discussion in another group and it seems that detect evil works for paladins if they detect just one creature as a move action, as if they had studied them for 3 rounds. That being said, Daniel didn't define just one person to detect, so it wouldn't have worked that way.
Should I wait until the bad guys go to declare my intentions? I really want to prevent them from escaping, but it's hard when you roll poorly on initiative.
Oh no, I do make mistakes. It's true that a paladin can focus on a target as if studying them for 3 rounds, but in this case they can't see them to focus. At least that's the ruling I had found (no official replies, but it had been faq'd and responded as no ruling needed).
As far as actions, just need an updated action from Daniel if he still wants to go that route, then I'll run through Shoal, Nester and Ulionestia. If you would like to post, go ahead and if still valid I'll go with it though.
Astarton Columbridge |
Astarton starts forward and speaks. "This is not worth any of your lives, lay down arms and we won't have to kill any of you." But even as he swings you can see his heart isn't in it. He really liked that barmaid...
Astarton will probably attack since I don't see them giving up yet. Move forward to the lady ahead and attack along with a swift action for Arcane Strike.
Attack: 1d20 + 6 ⇒ (1) + 6 = 7