
Elektra Stardancer |

It has been a long, long day. Unsure what time it is.
Walking through the estate she will check that no one else is close and be ready to fight or flee (via dimension door) if she thinks that they will be overpowered.

GM Mazra |

It would likely be just a bit past noon when Elektra teleports with Stone to Magnimar.
As Elektra and Stone go into the Kaijitsu Estate, they see that the entrance parlor has been ransacked. Many of the plush furnishings are gone. As Elektra and Stone head into the main central courtyard that connects all the other rooms:
New map up called Kaijitsu Estate. It is a huge estate, so you will need to zoom in on it.

Flynn Elric |

We'll get some people to assist you. this could be just the break through on this case we need.

Severo Lione |

Sheriff Hemlock will look at Devora, "Don't you all leave me here with these Stone Giants. Elektra and Stone have already gone!"
Severo narrows his eyes when the sheriff yells at devora.
"If you cannot handle your would be servants while they are beaten and tied down, then perhaps you should reconsider keeping them around. Do not raise your voice to us."

Good Sheriff Hemlock |

The Good Sheriff looks at Severo, "We are not great heroes. We are not equipped in our small town to handle such as these." He waves his hand toward the eight Stone Giants.
"We need your help. I have lost three guardsmen this day. They will be buried in the morning. Will you help us guard these or not? Hopefully, Magnimar will send enough force to take them to that great city. Magnimar has facilities to hold and keep them. We do not."
@Severo - The party members are far higher levels than just about everyone in Sandpoint. The Sheriff is effectively fifth level. Only Orik, which once was with the party, is of notable levels. Most of the guardsmen are no more than third level. Even in their weakened state these Stone Giants would be formidable. The Good Sheriff is quite frankly in fear that he will be left alone with his few militiamen to guard these.

Severo Lione |

The Good Sheriff looks at Severo, "We are not great heroes. We are not equipped in our small town to handle such as these." He waves his hand toward the eight Stone Giants.
"We need your help. I have lost three guardsmen this day. They will be buried in the morning. Will you help us guard these or not? Hopefully, Magnimar will send enough force to take them to that great city. Magnimar has facilities to hold and keep them. We do not."
@Severo - The party members are far higher levels than just about everyone in Sandpoint. The Sheriff is effectively fifth level. Only Orik, which once was with the party, is of notable levels. Most of the guardsmen are no more than third level. Even in their weakened state these Stone Giants would be formidable. The Good Sheriff is quite frankly in fear that he will be left alone with his few militiamen to guard these.
For the first time, Severo speaks more than two sentences.
"I will allow no-one to come to harm so long as I breathe. If Magnimar believes they can regularly take in slaves of races more powerful than they, there will be a bloody uprising far more gruesome than this attack. It happens in belkzen, it will happen here. Whips will do nothing to these giants. They do not need weapons to fight. I ask you again, how many guards can be kept just to watch them instead of the rest of the citizens? This is a fools errand."
"I will go to Magnimar with the escort if need be. When we arrive, we will find a priest who can show them the light of redemption. The light of Sarenrae. Far better to offer them an opportunity to be allies than slaves. To be better."

Flynn Elric |

All i care about is getting the information they have, I doubt that one is going to atone Flynn motions to the one who hushed the others, more people will die if this mystery is left unsolved. I'd advise against keeping them simply because i doubt you have the man power or ability to communicate with them

Devora Heidmarch |

Devora will whisper to Flynn, "I will try to keep the other Stone Giants occupied, while you gather the one you wish to interrogate."
The Pathfinder moves in front of the sitting Stone Giants, she pulls out a flute and begins to play. But this does nothing to distract the Stone Giants.
The one that is clearly the leader warns the one that Flynn gathers to not betray them.
This does not stop Flynn and Devora from taken one of the injured Stone Giants out of the Garrison and over to the central courtyard of the Sandpoint Cathedral.
Flynn and Devora will be met by Father Zantus. The Inquisitor and Pathfinder explain what they are doing. The Padre nods and helps Flynn and Devora to negotiate the tall humanoid to the central courtyard. It is a good thing that this newer Cathedral has ample headroom.
Flynn you are up.

Severo Lione |

Sheriff Hemlock looks at Severo and smiles, "Good. Then you will stay and help guard them while your friends takes one to interrogate."
"Then we have an understanding. They will be given the chance to redeem themselves in time. Not through violence, but through guidance. If I find this land does not keep their end of this bargain, I will no longer shield you from your enemies. Is that clear?"

Good Sheriff Hemlock |

Sheriff Hemlock will look again at Severo, "I have no authority to bargain with you. Though we are an independent town, we have a protection agreement with Magnimar. These Stone Giant's fate will be left to Magnimar. It is they you will need to bargain with."
@Severo - I am just playing Sheriff Hemlock as I see he would react. He is not in a position to bargain. His primary concern was having party members to help guard the Stone Giants. If the Stone Giant's fate were in his hands, he would have them destroyed. His primary role is to protect Sandpoint. He is not the kind to let enemies loose that could possibly cause the citizens of Sandpoint harm. The jail here in Sandpoint is for short-term custody. Any long term prisoners are sent to Magnimar. It is justly called The Hells.

Flynn Elric |

Flynn starts by casting Zone of Truth
Diplomacy: 1d20 + 15 ⇒ (7) + 15 = 22
In Giant No one's here to know now, just you and us, Where and who is Teraktinus ? tell me and you life gets a lot easier... I'll even tend to your wounds a bit. I'm a servant of Sarenrae, required to give you a chance at least

Giants of Legend |

Stone Giant Will Save vs ZOT: 1d20 + 7 ⇒ (18) + 7 = 25
The Stone Giant has become emboldened from the warning of the other Stone Giant.
But Flynn's attempt at Diplomacy was successful against this more willing Stone Giant.
@Flynn - I see our edited post crossed. I will assume that Flynn will be able to convince this Stone Giant to talk. Though he has been emboldened, he is proud. And he is honestly surprised by the results of the attack.

Flynn Elric |

In giant i will have to speak with my clan but i think that is a fair trade considering you assisted us... I'd advise not getting involved further maybe find a place to start a family and new life. This Mokmurian will not win. He turns to Devora this one offers information for freedom, i believe we should accept

Devora Heidmarch |

Devora will look at Flynn, she nods in agreement. She then tells Father Zantus about the situation. Father Zantus reminds Flynn and Devora that at least one other Stone Giant fled from the attack, so Father Zantus is also in agreement that a deal should be made to seek as much information as possible.
What more do you asks this Stone Giant?

Flynn Elric |

in giant Do you know anything about the red dragon that was with your forces?

Flynn Elric |

Thats all for questioning, tell the other giants you said nothing. You'll be ttaveling with them for now. Once we get out of the city I'll escort you to the borders, during that time you'll tell me anything else you know and be set free Flynn will take him back to the other

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Stone positions himself in front of the kitchen door. Then looks back at Elektra and nods to the door. As to ask if she is ready.
He then draws his shield and kicks open the door. Trying to use his wand on the first person he sees if any.

GM Mazra |

An Arcane Eye appears behind the door. Elektra sees the kitchen, and two men. They are dressed in the same Tian garb that was typical of Choco's thugs. But no Choco. Remnants of her followers...maybe? One has a crossbow and is behind the far right fireplace. The other is crouching behind barrels, He has a dagger in his hand. They, of course, don't notice Elektra's little eye. But they look ready to attack whatever opens the door.
Thug tokens and Elektra's eye added to the map. As a reminder, when the party first entered this estate it had squatters in the form of a group of thieves led by a Tiefling disguised as a Tien woman named Choco. The party did no apprehend Choco.

GM Mazra |

Because there is a specific cantrip called Open/Close, I would say no. That Prestidigitation does not allow the more complex manipulation that opening or closing objects or things requires. Otherwise, there would be no need to have the Open/Close cantrip. You have Caleb. Do you want him to lead the charge?

GM Mazra |

"My pleasure, Lady Elektra"
Caleb opens the door, then moves to attack the nearest enemy.
Elektra's Initiative: 1d20 + 7 ⇒ (7) + 7 = 14
Caleb's Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Stone's Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Thug's Initiative: 1d20 + 7 ⇒ (20) + 7 = 27
Round One
The thugs were definitely ready to attack whatever first moves through the door.
The one behind the barrels throws a dagger at Caleb. The blade is deflected by Caleb's Greatsword.
No sneak attack because Caleb was ready for them. Caleb is a good choice as Daggers do not do great damage and cannot get past his DR.
Dagger: 1d20 + 10 ⇒ (6) + 10 = 161d4 + 4 ⇒ (3) + 4 = 7
The one behind the fireplace fires a crossbow bolt at Caleb. The bolt sticks into Caleb. And though the bolt does no real damage, there is poison on the bolt.
Crossbow Bolt +1: 1d20 + 5 ⇒ (15) + 5 = 201d8 + 5 ⇒ (5) + 5 = 10
Caleb's Fort Save: 1d20 + 6 ⇒ (5) + 6 = 111d4 ⇒ 3
Caleb immediately starts to feel weaker as poison courses through his system.
Caleb took three points of Constitution damage. The Hound Archon is down to 33 HPs.
Go ahead with your Round One actions, and if Caleb changes his actions as a result of the poison in his system.

Elektra Stardancer |

Seeing the enemy Electra quickly casts silent image bringing another hound archon moving forward ready to attack the bad thrower.
Caleb moves to the thief who attacked him and swings his twohander.
Attack: 1d20 + 12 ⇒ (13) + 12 = 252d6 + 12 ⇒ (2, 6) + 12 = 20

GM Mazra |

I don't know if it'll make a difference but Caleb should have an additional plus 4 versus Poison
Stone will try to hold the poisoner DC13
I didn't see some special protection against Poison. But I will check again a Hound Archon's stats. They get a lot bumps and protections in various ways. Either way though, even a +4 would have failed. The save is a DC17.

GM Mazra |

Round One
When Caleb opens the door and begins to enter the room, the Hound Archon is attacked. He is hit by a crossbow bolt. Caleb becomes poisoned.
Stone can see the crossbow wielding thug outside in the portico. He tries to hold the interloper, and is successful.
Thug 2 Will Save: 1d20 + 2 ⇒ (1) + 2 = 3
Elektra cast a Silent Image. Another Hound Archon appears and attacks the dagger-throwing thug.
Caleb moves and attacks the now held second thug. When he gets close, he quickly turns his Greatsword and pummels the thug.
A pit suddenly appears under the real and fake Caleb. The pit is 10 x 10 and 20 feet deep.
Caleb needs to make a DC15 Reflex save. If he fails, he takes 2d6 point of falling damage. I am not fully sure if his DR protects him from this damage. As to the fake Caleb, I guess you can make the image do as you think necessary. Elektra would likely need line of sight to have her image appear to react to the sudden appearance of the pit.
Thugs 28 (AC? ?,(-20 non-lethal)/?)
Stone 18 (AC23 87/87)
Elektra 14 (AC17 52/52)
Caleb 7 (AC19 33/39)
I will wait for Elektra's save for Caleb and reaction with her silent image before continuing on to Round Two.

Elektra Stardancer |

Two things, thanks to augment summoning Caleb has addional 2 to Fortitude. Still a 16 and not enough. DR would I think help against falling damage as it is blunt force trauma. Or with spike blunt and piercing. ;-)
Refl: 1d20 + 4 ⇒ (15) + 4 = 19 Caleb easely sidesteps the pit.
Ordered by Electra the illusion copies the moves of his real companion.

GM Mazra |

@Elektra - I forget about your augmented summoning. I always go to the bestiary for the stats, but this is worthless with the augmented summoning. If you could just remind me what your Hound Archon's changed stats are, or for any summoned creature when you bring them in for that matter, this would be a big help. If we were face-to-face, you likely would keep and maintain all of your summoned creature's stats anyway. Thanks. As to the falling damage from the pit, yes I think you are right. Caleb's DR would still apply. Hound Archons are by far the best thing to summon in at fourth level.
Round Two
The first thug takes another dagger and slashes at the fake Hound Archon. He, of course, misses.
Thug 1 Will Save: 1d20 + 2 ⇒ (20) + 2 = 22
But he also realizes that this Hound Archon is just an illusion. He moves to the back wall and away from the pit.
I moved Caleb to the nearest square away from the pit. This would move him away from the held second thug.
Elektra and Stone, you are up for Round Two.

Elektra Stardancer |

Please roll also for the Aura of Menace
Caleb follows the thug and again slashes with his sword.
Attack: 1d20 + 9 ⇒ (20) + 9 = 292d6 + 9 ⇒ (1, 1) + 9 = 11
Confirm: 1d20 + 9 ⇒ (4) + 9 = 132d6 + 9 ⇒ (3, 1) + 9 = 13
Fort: 1d20 + 11 ⇒ (6) + 11 = 17
Electra draws her wand of Acid missle and attacks the thug.
RTA: 1d20 + 4 ⇒ (18) + 4 = 22