Thanagar Hol
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initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Thanagor tries to move the crossbowman. Taking his time to reach the rogue that shot at him. He is hoping to question him, as he moves up the ice he tries to calm himself.
Talwin Bernhold
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Inititaive: 1d20 + 3 ⇒ (17) + 3 = 20
Talwin will move towards the charmed rogue, using a double move if necessary to get as close as he can. He will draw his axe as he does, but then place the head on the ground, and lean on the handle when he stops.
John Stout
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The man looks behind him and calls out to the others.
"'s okay, they ain't intruders," he calls out, "Come out an' say hello." From within the structure you hear the sound of cursing.
"What do you mean they aren't intruders, Skell? Did they show their badges?" An Ulfen woman appears behind the ensorcelled man. She narrows her eyes at those of the party who have ventured onto the ice.
"Show me your badges or we open fire!" she shouts across the ice. She takes one glance at her dazed brother and looks at him quizzically.
"What's got into you, brother?" she asks him in a quieter tone of voice. Behind them in the shadows, a smaller man can be made out in the shadows.
A bit of confusion regards placements I think. I've updated the map to show the three NPCs (the coloured squares to the south). You'll need to re-place yourselves if you want to go out onto the ice, which is double movement per square unless you have cleats on. We're back to the top of the order. Max is the white square, Thanagar the light gray, the reddish one is Talwin, the dark gray is Khan and the last one is Crin. I shall update with images tomorrow.
20 – Talwin
19 – Drabbin
14 – Skell
10 – Thanagar
8 – Crin - readying
7 – Hildr
4 – Kahn - readying
Max Kesi
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Max try's to remember, thinking and whispering to those near him,"Do aspis have "badges"? If they do maybe I can try to prestidigitate a passible (from this distance) fasciimile. For that matter, even if I don't know what it looks like a quick fake could buy us some time.
Knowledge Local?: 1d20 + 8 ⇒ (6) + 8 = 14
Prestidigitating a badge is my main goal, but I will also walk south until across from them and state, "We're all friends here. Tell 'em Skell"
Diplomacy: 1d20 + 9 ⇒ (3) + 9 = 12
Bluff with badge (if I can): 1d20 + 5 ⇒ (8) + 5 = 13
Crin Frothelthimble
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Sorry John, only just saw the thread with the map. Placement at the moment is perfect.
Crin follows the others and moves a bit closer, down the icy steps. He doesn't like the look of the Ulfen woman and tries to think of a contingency in case they start shooting with their bows. The little gnome abandons his plans to cast a spell to create a sweep of bright fire, opting for something a little different.
I was thinking, can I abandon my readied Burning Hands, and instead ready an action to cast Mage Hand if the Ulfen woman tries to use her bow. Can I use Mage Hand to try to pull the bow out of her hands, as a special disarm action? Not sure what mechanics you want me to use, I'll roll a normal combat maneuver check, if you want to apply any penalties (or bonuses!) to his check given what he's trying to do. If by some miracle it works, Crin'll pull the bow towards the party.
CMB check 1d20 - 1 ⇒ (18) - 1 = 17
John Stout
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Sense Motive: 1d20 + 1 ⇒ (1) + 1 = 2
Perception: 1d20 + 2 ⇒ (4) + 2 = 6
For a moment, it appears as though Hildr isn't going to buy Max's crude facsimile of a bronze Aspis badge but she furrows her eyebrows and eventually lowers her weapon.
"Apologies, but we weren't expecting company. Cathixia has been working hard recently so we haven't been given any orders to the contrary," Hildr's voice still has a hint of doubt in it but she seems placated for now.
To keep up this pretense shall require Bluff rolls for further interaction. Hildr isn't expecting any more Aspis to turn up and she hasn't actually become any friendlier to the party. We'll play it by ear and see how it goes.
I couldn't allow you to pull the crossbow from Hildr's hands with mage hand, Crin. The targetting for the spell states it must be an unattended object.
Max Kesi
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Max quietly says to one of his companions, "Get into optimal positions to take the Hildar and Drabbin out, I am going to secure Skell."
On Caesar Max causally rides forward, weapons left on his hip, sitting relaxed and non-intimidating. In an attempt to avoid any further interaction with Hildar and Drabbin he says, "I have messages for each of you, Skell first."
Max rides slowly enough to allow the other's in his party to move. Max thinks, Skell could be a great asset in getting through this ruin, but these other two, they won't buy out ruse for long ...
Hoping that a roll is not yet necessary as I am not really interacting with them yet ... but here it is if you want it.
bluff: 1d20 + 5 ⇒ (10) + 5 = 15
Talwin Bernhold
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Talwin moves slowly down onto the ice, trying to get as close as he can to the far side. He keeps his weapons sheathed, but also keeps his eyes on the Aspis agents.
I will be without a computer over the weekend. Please GMPC me as necessary. In combat I'll attack with my greataxe, generally not with power attack. Smite evil only if we somehow get to an obvious BBEG! I should be back by Monday evening or Tuesday morning.
Crin Frothelthimble
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Crin slowly edges out onto the ice, trying to back Max up. Again he realizes his spell choice probably won't work in this situation, so he instead just waits to see what happens. The gnome puffs himself up and tries to act like an Aspis agent.
Full move onto the ice towards these Ulfen, either beside or behind Max depending on move rate. Must have missed that line on the spell description when I reread it, was more looking for something that would have hindered or distracted them.
Bluff 1d20 + 3 ⇒ (17) + 3 = 20
Max Kesi
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Holding his hand up to the rest of the party for them to wait, quietly, "Skel, this is important. They told me I could trust you, you are going places. There are pathfinder spies amongst you here. Hildar and Drabbin are both in on it, slipping secrets to the ... ", Max goes from open palm held up for 'wait' to swooping his hand down in a point gesture towards the two Aspis as a signal to move, a pause allowing his party to take action then .... his voice now amplified for all to hear, "pathfinder scum ... Kill them! to Skel, "Stay back unless it's necessary, we need your help to get to the other spies."
initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Max draws his bow, and fires at Hildar ....
bow: 1d20 + 4 ⇒ (6) + 4 = 10
damage: 1d4 ⇒ 2
Crin Frothelthimble
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Crin moves forward slowly to keep near Max. When Max signals the attack against the other two warriors, Crin runs forward and flings his hands out at Hildar. A cone of hot flame bursts from his palms, hungrily eating at the cold air.
Will move forward until 15ft away from Hildar and cast burning hands, if possible also catching the other warrior in the 15ft cone. Anyone hit takes 3 points of fire damage, or half if they make a DC 14 Reflex save.
Initiative 1d20 + 2 ⇒ (12) + 2 = 14
Burning Hands 1d4 ⇒ 3
John Stout
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Skell looks on in confusion as Max declares that the others are spies.
"Wait, Hildr is my sister, she isn't a spy for the Society!" he declares.
Hildr Reflex: 1d20 + 2 ⇒ (15) + 2 = 17
Drabbin Reflex: 1d20 + 5 ⇒ (11) + 5 = 16
Hildr Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Drabbin Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Skell Initiative: 1d20 + 5 ⇒ (16) + 5 = 21
Thanagar Hol
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Thanagor calls apon Torag's Blessing for Battle.Guidiance Then swings at the closet villian.
Initiative:1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Melee attack: 1d20 + 2 ⇒ (12) + 2 = 14
Damgage1d8 + 2 ⇒ (7) + 2 = 9
John Stout
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So just to point out that while Charm Person makes them friendly to you, it doesn't dominate them. Going by what is explained in the book, that means that Skell will attack next round regardless; his tie to his sister is stronger than your spell makes him to you. However, he'll attack whoever is attacking Hildr. At the moment, that means either Crin or Thanagar.
John Stout
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Surprise Round
Thanagar casts guidance on himself. Crin steps up and casts burning hands, and although the deft Aspis agents are able to dodge the worst of it, they are nonetheless singed and their clothing catches fire! Max attempts to take advantage of the situation by shooting an arrow at Hildr but her sudden flammable state mean that the arrow goes wide!
Round One
Thanagar surges forward and deals Hildr a grievous blow! She cries out in greater pain, even as flames lick at her neck! Skell, enraged at Thanagar attacking his sister attacks Thanagar in turn!
Free action: drop crossbow
Movement action: charge Thanagar, draw longsword
Standard action: attack Thanagar
Attack (longsword, charge): 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
Damage (longsword, two-handed): 1d8 + 3 ⇒ (1) + 3 = 4
Fortunately for Thanagar, even though Skell connects the icy conditions means that he is unable to get full force behind the blow and Thanagar is dealt less of a blow to his back than he might have taken.
Drabbin attempts to put out the flames that are covering his clothing.
Full round action: put out flames
Hildr stumbles back from Thanagar and attempts to put out the flames by swatting at them. She appears to be grievously wounded.
Movement action: 5' step
Full round action: put out flames
Thanagar: 24
Skell: 21
Drabbin: 19
Hildr: 16
Crin: 14 <- Initiative is here
Max: 12
Talwin: 5
Max Kesi
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Max draws another arrow ... holding a second to steady his aim ... with a low hum he imbues the arrow with his arcane energy, he releases it at Hildr (Drabbin if Hildr is down before then) ... twang
Swift Action - Arcane Strike
Bow: 1d20 + 4 ⇒ (2) + 4 = 6, damage: 1d4 + 1 ⇒ (2) + 1 = 3
"By Asmodeus ... I must be cursed!"
John Stout
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DMPCing Crin
Crin points at Hildr, intones an arcane syllable and a small globule of acid flies towards the hapless warrior.
Attack (acid splash): 1d20 + 2 ⇒ (10) + 2 = 12
Damage (acid splash): 1d3 ⇒ 3
Max lets fly another arrow but curses to Asmodeus when it whistles past Hildr into the room beyond.
Talwin pulls out his shortbow and also fires an arrow at the woman.
Attack (shortbow): 1d20 + 6 ⇒ (3) + 6 = 9
Damage (shortbow): 1d6 ⇒ 5
As with Max, Talwin's shot goes wide!
Thanagar: 24 (lost 4 hp) <- Initiative is here
Skell: 21
Drabbin: 19 (lost 2 hp)
Hildr: 16 (lost 14 hp)
Crin: 14
Max: 12
Talwin: 5
Crin Frothelthimble
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Thanks for NPCing me, GM, and sorry everyone for being incommunicado last week. Had a few things on that prevented me from getting on to the computer.
Crin hovers at the edge of the battle, jumping up and down as he tries to see how best to help. Finally he utters some mystic words and directs his arcane energies at Hildr, trying to break her concentration. He sees that she must be this Skell's friend, but her actions show that she's no friend of the group. And besides, she's looking a bit the worse for wear after the gnome's earlier spells. "Focus your attacks on the woman! We can bring her down!"
Cast Daze at Hildr (or Skell if she's gone down). DC 13 Will save or she can take no actions for the next round.
Thanagar Hol
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Thanagar will take his swing at the nearest person. It appears that Torag does not find pleasure in his servant calling on him.
to hit 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Dmg 1d8 + 2 ⇒ (2) + 2 = 4