Nyroba Samradagar
|
Keeping an eye out for danger (and drawing her bow) Nyroba kneels down to examine the man near her. "Hey, you. What's going on here?" she says, nudging him. No ranks in Heal so just a general inspection.
| Mike the GM |
The people in the sewer are completely out of it and unresponsive, even when nudged. There's nothing particularly interesting to find where you are now, but you might examine the rest of the area more closely...
Gage the Unseen
|
Gage creeps forward a little more, trying to remain quiet and keep his eyes out for anything odd.
Stealth: 1d20 + 11 ⇒ (5) + 11 = 16
Perception: 1d20 + 7 ⇒ (11) + 7 = 18
| Mike the GM |
Gage sees that there's some sort of glowing light coming from the pipe on the southern wall. Also, the people in the "cave" seem worse off. One of them is lying unconscious on the ground near the south wall with an odd expression, like he's dreaming of something funny. He's older than the others and looks quite starved.
Aurora Rose
|
Aurora sighs.
"I think we should get these people somewhere safe after we're done here."
She and Blossom hung back while the others searched ahead.
Maelstrom Stormsinger
|
Maelstrom hangs back, unsure of what to do.
These people... I have no idea how to help them. What should we do?
| Mike the GM |
Examining the old man more closely, Hakimo notices a small vial peaking out from under his pillow. It has a strange, thick, dark liquid inside. Taking a careful sniff, she determines it is likely an unrefined dose of the drug. The addicts stir slightly and reach out feebly for the vial before collapsing to the sewer floor again, moaning.
Aurora Rose
|
"I would guess and alchemist would be able to tell you about its construction and a healer about treating is effects, unfortunately I am not much of either."
Maelstrom Stormsinger
|
Knowledge Arcane: 1d20 + 8 ⇒ (19) + 8 = 27
Spellcraft: 1d20 + 8 ⇒ (20) + 8 = 28
Mael casts Detect Magic on the vial.
Let me see if it's magical...
Drusilla the Spear-Maiden
|
Just take it with us. There is probably a colleague with the needed skills. When you see the effect of the drug, I don't want to let my mind wonder what would be the effects of unrefined, and so less "secure"drug...
Drusilla seems angry.
It's the same difference between enjoyin" a few glasses with friends, or friends to be, and becoming an alcoholic. Only it's worse.
| Mike the GM |
Maelstrom can't particularly tell what it does, and it is not magical. It's definitely an unrefined dose of a drug, though.
After inspecting the area for a few minutes, the group hears someone coming down the ladder, muttering to himself. "What's that light? Who could be down there at this hour?"
You have one surprise round (one action) to act before whoever it is arrives. What do you do?
Aurora Rose
|
Aurora and Blossom both aim their ranged weapons in the the direction of the ladder, readying to shoot if the person coming down becomes hostile or tries to flee.
Drusilla the Spear-Maiden
|
Not losing her composure, Drusilla answers
Oï! I'm just here to buy some of your stuff, man.. I don't mean no harm. Heard you could sell me some pretty stuff. Somethin" new. I'm workin" for someone who wants to keep it quiet and low, but who is always eager to try new stuff, and pays well for those who can provide. Can't say the gentleman's name, of course. Sorry for the weapons and armor, but I'm dead afraight of rats. And spiders.
Bluff attempt: 1d20 + 1 ⇒ (19) + 1 = 20
Maelstrom Stormsinger
|
Maelstrom stands beside Drusilla, hands ready to throw a spell if needed.
| Mike the GM |
Sorry for no post yesterday. I spilled coffee on my laptop.
A strange-looking man climbs down the ladder into the sewers. He has open lesions and scaly patches of skin on his face and hands, and he scratches at one of the patches on his chin as he regards the Pathfinders. He carries many vials and a satchel. The four addicts slowly turn towards him, feebly reaching out in his general direction.
"You're here to buy from me? Whoever told you I was selling something is lying. You need to leave, now, if you don't want trouble."
mysterious GM roll: 1d20 ⇒ 12
Hakimo Lu'dao
|
"Perhaps it is you who is lying. I can see the vials in your hands and hear the clinking of presumably more vials in your satchel... and I see the sweat gathering on your brow. Come now, tell us what drug you are selling and what kind of man sends you here to take advantage of such lowly people as we see here."
| Mike the GM |
The man scoffs and says, "You have no proof of these accusations... none that you will live to share!" He reaches for one of the flasks at his waist.
Initiative
Party Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Enemy Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Party goes first! You notice that something is crawling out of the pipe to the east. It seems to be shedding a soft light.
Hakimo Lu'dao
|
Hakimo charges the man and strikes down upon him with all of her might. "Careful what you say... they may be your last words!"
Charging Power Attack with Greatsword: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22 for damage of : 2d6 + 7 ⇒ (4, 4) + 7 = 15
Nyroba Samradagar
|
Nyroba emerges from the niche and moves towards the drugmaker, taking aim with her powerful bow.
longbow with precise shot and point-blank shot: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18 (Note that soft cover still applies.)
damage: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Drusilla the Spear-Maiden
|
Drusilla delays to strike either the drugmaker if he isn't down yet, or the strange crawling thing if the first target is down
Attack/Morningstar: 1d20 + 4 ⇒ (9) + 4 = 13
dmg: 1d8 + 3 ⇒ (1) + 3 = 4
Seeing Hakimo charging, Drusilla says before joining the fray
Ah, the exuberant youth.. always willing and ready to burst in action!
Gage the Unseen
|
Seeing something coming out of the pipe, Gage moves forward to engage the foul drug-pusher! He sends one of the empty vials flying towards the man!
Telekinetic Blast: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Move Action - Move into position on map. Standard Action - Telekinetic Blast.
Maelstrom Stormsinger
|
Maelstrom backpedals a few steps, and then launches a ball of energy at the man, which explodes with a concussive blast when it hits him square in the chest!
Toppling Magic Missile
Everyone, shouldn't we just knock him out so we can ask him questions later?!
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Trip Attempt: 1d20 + 5 ⇒ (3) + 5 = 8
Unless everyone else takes the guy out first, in which case he targets the creature.
Aurora Rose
|
Both Aurora and Blossom move towards the pipe, ready to deal with anything that might try to attack from the other side.
Will fire at any creature that emerges from the pipe.
Damage: 1d8 ⇒ 1
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Confirm: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Additional Crit Damage: 2d8 + 2 ⇒ (7, 2) + 2 = 11
| Mike the GM |
Before he can even pull a weapon from his belt, the drug maker collapses under the party's assault. He lays on the damp ground, bleeding but not quite dead.
Maelstrom and Aurora stand ready as a gigantic glowing beetle emerges from the pipe, gnashing its pincers together. Their quick attacks crush the vermin before it has a chance.
That was fast. I guess that's what happens when you win initiative in close quarters. :) What do you do next? Combat is done.
Drusilla the Spear-Maiden
|
Drusilla tries to stop the man from bleeding, but without too much success
Heal: 1d20 ⇒ 4
Maybe we should made sure that he doesn't die, and can answer some question... Anyone got some clues about the products he was using?
Nyroba Samradagar
|
"Guess it wouldn't do to have him die on us, we ain't city guards or nothin'," Nyroba grumbles as she pulls out her wand and heals the man enough to keep him alive.
1d8 + 1 ⇒ (5) + 1 = 6
Gage the Unseen
|
Gage immediately rushes towards the lab and begins gathering up any more vials of the drug that he can find while the others mess around with the alchemist. "I say, let 'im die in this gutter like these poor folks are like to do... And don't forget t' search 'im. We need to bring back his notes too."
Gage will then take plenty of time searching the area near the pipe where the beetle exited and the strange statue at the end of the tunnel. Take 20 on Perception check for total result of 27.
Gage the Unseen
|
Gage simply looks over his shoulder to Nyroba and shrugs before returning to his foraging. 'Foolish gal... Gonna get herself kilt wif silly notions such as dat.'
I think I'm going to enjoy the interactions between Gage and Nyroba! He's CN and a follower of a CE halfing deity, Thamir Gixx, but he's not CN(Evil). Rather, he was raised among a family that holds a long tradition of thievery and skullduggery. His mother was an abused slave from Cheliax that escaped through the Bellflower Network and therefore cares not for slavers and folks that take advantage of others too weak to defend themselves.
| Mike the GM |
The alchemist is severely wounded but stable. Gage finds a meticulous journal in the man's satchel. Sorting through all the vials in the sewers and laying out the contents of the satchel causes the addicts to groan and flail a bit more energetically, but they still lack the coherence to do anything significant.
Nyroba Samradagar
|
Nyroba walks to the end of the tunnel and examines the statue there in detail. Is it a religious statue? Take 10 on Knowledge(religion) for 14.
| Mike the GM |
The drug maker stirs and sits up, holding his head. "I..... surrender....."
He is conscious but in no shape to fight.
Nyroba examines the rat statue more closely, but can't determine whether it depicts some sort of deity, or monster, or what.
Drusilla the Spear-Maiden
|
Drusilla kneels near the drugmaker, her eyes hard
Good to know. We weren't certain if you wanted a second beatin". Please don't be afraid to ask.
Intimidate: 1d20 + 5 ⇒ (7) + 5 = 12
I would gladly let you bleed to death, or consume your own poison until you die from it, and leave you there, but you're so much filth it would be too much pollutin" for the sewers. So, my little piece of trash, you'd better cooperate and anwers the questions of my colleague while I try to calm myself. Do we have a deal?
Maelstrom Stormsinger
|
Maelstrom stands in the back of the group doing the interrogating, his hands awkwardly in his pockets
| Mike the GM |
The man grimaces and squints up at his captors. "You don't frighten me. Any pain you could inflict is nothing compared to what I have inflicted upon myself in order to perfect my experiments! You will learn nothing from me."
He doesn't seem frightened. Anyone else want to give it a shot?
Gage the Unseen
|
Gage shrugs. "We 'ave ever'thin' we need from 'im. Drag 'im to tha guard and let's be done wif it. Got 'is notes and the drug. Don't fink we need an'thin' else."
| Mike the GM |
Sounds like nobody else has opinions on the matter, so I'll move you along! :) I think you decided you'd visit the tavern second? Correct me if I'm wrong.
The Pathfinders drag the alchemist off to the city watch, who take him in and lock him up for questioning at a later time. Let me know if you want to do anything about the addicts as well.
Knowing that the meeting at the tavern is supposed to take place around noon today, you head for the Overflowing Oyster. The inn is a dirty, broken-looking building that barely fits between the fishing tackle shop to its west and the junk shop to its east. Hanging over the door is a creaky sign that shows a painted oyster with pearls spilling from its gaping shell.
The interior of the Overflowing Oyster displays a mix of rickety furniture and gaudy decorations, from stands of obviously fake pearls hanging over the kitchen's entrance to wooden carvings of sultry mermaids and cheap paintings of ships at sea.
Several local laborers hunch over cheap food and casual games of chance, cursing and muttering to the same old friends about the same old troubles. The proprietor, a weathered middle-aged man, chats idly with some of the locals at the bar. Savory smells waft from the kitchen.
| Mike the GM |
In order to accomplish this task, you need to make a plan, and everyone needs to roll some sort of relevant skill or combat maneuver check to show how they are helping to prepare for the plan. Then you'll make a second check (potentially with a different skill) to actually enact the plan. Feel free to role-playing in the tavern, ask questions of the NPCs, and so on. Once you've decided on your plan, make a skill check for your preparations that is clearly labeled "Step 1." For example, you might scout the tavern with Stealth rather than barging in and looking around. It's up to you!
I'll post a link to the map in my profile tags, but we may or may not need to use it much.