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Herald climbs the ladder to get within range of Green.
@GM, do I have enough movement to also attack this round? Climbing the ladder plus 5 ft is what I need.

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The cleric will begin to concentrate and invoke the power of his goddess to make the blue cretin his friend, trying to charm him,
DC 13 Will Save

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looks like The Herald is in my path to the nearest so I'm going to move towards the stairs on the far end, if I'm reading the map right. In a surprise.round can I use a swift action?

Venture Teller Play b'Post |

Correct, one move action or one standard is all that are allowed in the surprise round. A free action is also OK. The ladder counts as difficult terrain and is 15 ft tall (so 30 ft. of movement.) Because of all the failed Stealth checks, you can start at the bottom of the stairs William. If you would like to make another Stealth check you may remain undetected.
Will: 1d20 ⇒ 6Alucard, William, & Liaishi are up in the surprise round.

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Stealth: 1d20 + 2 - 4 ⇒ (19) + 2 - 4 = 17
I'll scoot to the stairs [/dice]
Stealthily moving to the foot of the stairs, William quietly casts a protective spell.
[Ooc]using a standard cast shield
AC 22

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We can just count my 'Starting Bardic Performance' as my Surprise Round? Otherwise, I will flick my wrist to release the Wand (of Inflict Light Wounds) inside the sheath.

Venture Teller Play b'Post |

The guards seem impressed with Alucard recitation of Taldor nobles, but not nearly as impressed as the party is. They all make an extra effort to live up to the examples set by the dhampir's friends and family.
Kioshi strikes up a friendly conversation with the guard on the north wall, while Herald and William move up to the enemies.
Enemies! one guard shouts and they begin firing their bows at the intruders.
arrow v William: 1d20 + 3 ⇒ (13) + 3 = 16, plinkt: 1d6 + 2 ⇒ (6) + 2 = 8
arrow v William: 1d20 + 3 ⇒ (4) + 3 = 7, plinkt: 1d6 + 2 ⇒ (6) + 2 = 8
arrow v Herald: 1d20 + 3 ⇒ (4) + 3 = 7, plinkt: 1d6 + 2 ⇒ (6) + 2 = 8
R1
Guards: shoot at William & axe at Herald
Caelhil: <-- here now
william <-- here now
Liaishi <-- here now
Alucard <-- here now
Herald <-- here now
Guards: not acting
Caelhil: charms a guard.
william: casts shield
Liaishi: palms a knife (or anything?)
Alucard: Begins inspiring the party.
Herald cimbs ladder

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"Mistake", William growls as a pair of arrows fail to penetrate his magical and mundane defenses.
He stomps up the stairs, blade ready, and slashes at the nearest guard yellow
Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 2d6 + 6 ⇒ (5, 3) + 6 = 14

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Surprise round:
As the guards suddenly spring into action, Laiashi steps up and lets her knife fly. "Sounds like the game is over, dear."
Dagger, 4th range increment: 1d20 + 7 - 6 ⇒ (4) + 7 - 6 = 5
Damage: 1d4 + 2d6 + 4 ⇒ (3) + (1, 3) + 4 = 11 +1 fire
Round 1:
Drawing two of her better daggers, she rushes toward the wall of the stronghold.

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Herald strikes at Green.
Morningstar: 1d20 + 4 ⇒ (20) + 4 = 24 Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Crit Confirm: 1d20 + 4 ⇒ (20) + 4 = 24 Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Venture Teller Play b'Post |

William's climb up the stairs might have winded him a little as he swing is much more clumsy than normal. His opponent easily parries the blow.
A dagger flies over both their heads coming up and over the wall, and landing somewhere in the courtyard.
The Herald's morningstar crashes into his foe like a meteor from the heavens. The bandit's skin turns a slight shade of green before passing completely out from the single hit.
Alucard & Kioshi are up

Venture Teller Play b'Post |

Oh. Allright," the guard says. As he starts to mov he sees his friends under attack. "I will have to take care of these intruders first."
If you want the person to do something he or she wouldn't normally do, you will have to make a Charisma check. Please note the charm ends if attacked or threatened by you or your allies.

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1d20 + 3 ⇒ (13) + 3 = 16 CHA check
He yells out
I have a new friend who is coming over to me, don't hurt him or threaten him! he yells out

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I'm still assuming that I don't have my bow, so I will continue to perform and see what other trouble I can get into! If I do have my bow, assume that I drew it while walking, and stored my wand in my Pocket as a Move Action.
"Wait for me darling! We must travel together as to prevent further peril!"

Venture Teller Play b'Post |

Kiorshi's new friend runs up to join the defense of the keep shooting at the woman climbing the stairs.The other two guards drop their bows and close on William, trapping him between them.
axe v William: 1d20 + 3 ⇒ (19) + 3 = 22, slash: 1d6 + 2 ⇒ (5) + 2 = 7
axe v William: 1d20 + 3 ⇒ (11) + 3 = 14, sklish: 1d6 + 2 ⇒ (4) + 2 = 6
arrow v Liaishi: 1d20 + 3 ⇒ (11) + 3 = 14, plinkt: 1d6 + 2 ⇒ (4) + 2 = 6
R2
Guards: shoot at Laiishi & axe at William
Caelhil: <-- here now
william <-- here now
Liaishi <-- here now
Alucard <-- here now
Herald <-- here now

Venture Teller Play b'Post |

test: 1d20 + 3 ⇒ (10) + 3 = 13, plinkt: 1d6 + 2 ⇒ (6) + 2 = 8 I thought it odd both rolls matched so well :)

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Drop their bows you say... Convenient!
Stepping forward and continuing to Orate, Alucard points at one of the now unattended bows. and pulls it to him with a flick of force. catching it in his hand, he tests the bowstring before grinning, teeth bared. "You truly do know how to treat Nobility! It isn't as nice as mine, but it should do just fine to add some Arrow Holes to your uniform!"
5 foot step, Standard cast 'Mage Hand', Move to pull it 15 feet to me!
So, what kind of New Bow did I just get?

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I noticed that on your damage rolls last round, multiple sixes in a row for dam. Crazy luck I guess!
William curses as an axe bites deep into his side, yet manages to countercut his antagonist with a viscious stroke.
Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 2d6 + 6 ⇒ (6, 4) + 6 = 16
whichever guy hit me... dies
Focusing on his warding amulet, William unlocks some if its esoteric power to bring a shield up around him.
Should have done this last round, using one abjuration focus (swift action) to use Mind Barrier (absorbs 2 damage until next turn)

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Herald drops his foe with a mighty swing, looks around and finds himself alone, and sets off toward the action. He is dismayed to see that the gate stands between him and the fighting.
Oh, the hells with it. Who wants to live forever?
Taking a literal leap of faith, he launches himself into the air toward the far tower...
Acrobatics: 1d20 - 2 ⇒ (17) - 2 = 15
...and makes it! DC10 for a 10 ft jump, I believe.
Well, I...uh...I knew that would work. Why are you all looking at me?
Double move

Venture Teller Play b'Post |

The Herald leaps across the gap in an impressive display of agility. William displays an impressive use of violence, and the guard drops to the ground. Alucard's display of impressive vanity gains him a new bow, though it looks like one that has spent too much time in the jungle.

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Laiashi moves up, daggers in hand. They glow red-hot as she slashes at (red).
Dagger + inspire vs red: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
Damage + inspire: 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7 +1 fire
Confirm crit: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
Extra damage: 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Edited to include Alucard's bonuses. Derp.

Venture Teller Play b'Post |

Oh. Allright," the guard says. As he starts to mov he sees his friends under attack. "I will have to take care of these intruders first."
Kiorshi's new friend runs up to join the defense of the keep shooting at the woman climbing the stairs.
Charm is not broken. He still regards Caelhal as a friend. The Charisma check will apply if you ask him to do something he wouldn't normally do. So far he is still performing his guard duties and assumes the folks who came in the front are not with you. If you insist That may be a bit of a stretch as you called out to them, but hoping it will do something. :) If the plan was for the guard to ignore the attack and let you in.... Cha: 1d20 ⇒ 14 ...then he will just have to find a way past the battle to let you in.

Venture Teller Play b'Post |

Laishi's knife draws flaming red streaks across the bandit's chest and she drops as well. The remaining guard, charmed by Kioshi is the only remaining bandit.
Combat is over unless you want to take this one out as well. I do not think he will survive four or five attacks. So it is up to you if you want to kill him or let him show you in. What next?

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I say we let him show us in. Is he going to be okay with those of us who are not Kioshi, though?

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Finding the combat apparently over, William lowers his blade slightly as the final guard appears to be friendly.
Finally raising a hand to his deep axe cut and examining his bloody fingers. Wiping them quickly, he digs out his healing wand and asks "Can one of you with the power use this stick to heal this minor scratch? The command phrase is ... "fuzzy wuzzle bunny lover"... with a grimace towards the magical implement, "My wand guy thinks he's hilarious"
I'll just roll it to save time
clw: 1d8 + 1 ⇒ (1) + 1 = 2
clw: 1d8 + 1 ⇒ (6) + 1 = 7
2 chargea

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I'm happy to help you, friend. We're all friends here, right?
Diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16

Venture Teller Play b'Post |

The guard warily leads the party to the inner courtyard. It is paved with flagstones and relatively free of debris. Statues ring the central open area, each depicting a tiger-headed man in a martial arts stance. Behind the statues are four sets of stairs. The stairs to the north descend into darkness, and the stairs on the south side once led upward,
but have collapsed in a heap.
Your guide says, "Downstairs is the workroom and the barracks. After that is the practice room. Then Zamir's office."

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Please let me know if/when my 1 minute is up on my shield spell
Perception: 1d20 + 4 ⇒ (6) + 4 = 10
lol, just enough
William follows their new ... friend? Into the building, blade ready and eyes sharp. Hearing the description he catches a glimpse of something.
Turning a way eye to their guide he asks, "Uh, are those statues animate? Cause that one just moved."

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perception 1d20 + 4 ⇒ (12) + 4 = 16
Two of the statues seem to be moving he points out. Looking at his new friend he inquires why do they move?

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After retrieving his actual equipment from where they left it, Alucard smiles at Laiashi offering her a huge hug. "Your performance was almost as beautiful as you are my dear. Shall we continue and see what this knaves did with this rod we are looking for?"
Offering her an arm, he grabs his bow from his back before following Caelhal and their new 'Friend.'
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Cautiously unhooking his arm from Laiashi's, Alucard tentatively draws a confiscated arrow from his quiver.
"Darling, it appears that those statues are more than what they seem. It might be best to be ready for Altercations?"

Venture Teller Play b'Post |

"Oh them? That's just the Tiger-eye monks. The try and master each of these positions," the guard gestures at the other statues. "Stupid if you ask me, the statues are standing still are just standing still."

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Laiashi smiles. "It was nice having someone to help me." She pulls him close again and lowers her voice. "You know... there are other parts of our marriage we could perform later. If you'd like to work something out." She kisses him on the cheek and takes his arm, careful to shift both knives into her other hand before doing so.
Perception: 1d20 + 5 ⇒ (15) + 5 = 20
"No, they're definitely moving," she says to the charmed guard. "You've never noticed before?"

Venture Teller Play b'Post |

Nope. Don't move all day. There are a dozen poses here and they take one and stand there all day. Tomorrow they'll choose a different one and stand there all day."

Venture Teller Play b'Post |

What is the plan now? (the monk's only speak Vudrani, if that influences any decisions.

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William watches the monks for a moment.
"Are they guards? Will they object to us entering the structure? If they do, would you have words with them? Show them we dont mean harm, just want to talk to the boss?"
William addresses these questions to the guard as he plants his blade into the ground and leans on it. Regardless of the charmed guards answer, he hefts his blade and growls.
"Fortune favors the bold, and there are only two of em." before walking into the structure, towards the stairs.

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My friend, do you think they will attack us if you are with us, after all, you are showing us around? he inquires of his new friend.

Venture Teller Play b'Post |

"These monks have an agreement with Zamir, so if you work for him you are fine," the guard says.
However as William heads to the stairs, one of the monks lets out a huge roar! v William: 1d20 + 7 ⇒ (6) + 7 = 13

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William staggers at the fury of the road, growling in turn as his body gets a case of the shakes.
"I guess they don't want to just let us in then."
He grumbles, preparing himself for battle.
is my shield spell still in effect? I'm guessing it's probably expired by now

Venture Teller Play b'Post |

The monks do not stop you, but make a show of tormenting Zamir's bandits. I am reading "preparing for battle" differently than "attacks the monk." We do have a time limit so I am pushing us forward a bit. Please do not let this stop any interaction with the monks you would like to RP :) Also shield is good for a minute at first level, so you are still good for a bit.
Taking the stairs down, leads to a large basement room set up as a workshop. Four workbenches are covered with odd tools. Three men and one woman work at the benches, each chained in place by a heavy iron collar.
Two guards stand as you enter and one orders, "Leave here. You shouldn't be down here."

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Yeah, it was meant as prepare to be attacked, just roaring at me isn't quite murder worthy

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Can't hit that Perception even with a Nat 20.
Herald turns to the monks.
My good friends, tell these brutes that we have important business, so that we may continue your most interesting tour.
Diplomacy: 1d20 + 7 ⇒ (10) + 7 = 17