
Venture Teller Play b'Post |

It is not hard to determine there are a few guards on the wall (Perception checks). Most are gathered around the south entrance. The south side has a portal whose gate is missing. The north side (where you have approached from) has an opening where the wall collapsed. It might take some climbing and won't be very quiet, but one should be able to get through.
To get a closer look at what might be inside, someone will have to sneak up for a closer look.
I seem to have left the scenario at work. Problem is I do not know which work... The above is from memory. I might have to make some minor corrections.

Venture Teller Play b'Post |

Whomever would like to Stealth in, please make the check. If you would like to enter unstealthlike, please do so. If you have some other plan please enact that.
I have updated the map.

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"Ok, we have talked enough - let me go and check out the interior."
Stealth: 1d20 + 3 ⇒ (17) + 3 = 20
Perception: 1d20 ⇒ 16

Venture Teller Play b'Post |

1d4 ⇒ 1
The hill proves to be steeper than first thought slowing the already cautious crawl of Kioshi and Patros even further. However they do make it to the south wall and no alarm has been raised.

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perception: 1d20 ⇒ 2

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Unknown's eyes appear more sunken and drained than usual, as he again shakes his head back into focus.
Eh, what's that Jeskit? Oh, yes, good idea. Let's follow along behind a ways, as I'm not usually good at sneaking. Unless Ben has a trick that might help us?
Unknown plans to wait until the first two have made it across, which it seems they almost have. Then, he will try to be reasonably sneaky as he follows behind: 1d20 + 3 ⇒ (12) + 3 = 15

Venture Teller Play b'Post |

1d20 ⇒ 1 hmmm... Jeskit cautiously sneaks in like a kresh of pythons.
The entire party is able to reach the split in the wall without any alarms going off. Patros silently gestures and points to the guard nearest the party, and he seems to be asleep only a mere 15 feet above the party.
When newly constructed, two of the corner towers supported a staircase from inside the courtyard. Now that it has been broken apart, only one staircase remains. The guards have placed a ladder on the other piece so as to be able to reach the all four walls.
REPOST from spoiler above.
This open courtyard 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. More details can't be made out from here. Also, please give me a Perception.
Where to? Up the walls to engage the guards or into the building (where the Wayfinder is pointing?

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perc: 1d20 + 4 ⇒ (9) + 4 = 13
Trying to stay hushed. We need to simultaneously sleep, charm, silence, or otherwise eliminate the 4 guards we can see. I can climb up and finish the sleeping guard here.

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“I prefer not to kill sleeping men but these people are murderers and they don’t deserve our mercy. “

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"I can make you large so that you have better fighting power but that is not so clever right now. I can try to make people in a limited area sleep. And I have a rather colorful attack spell that is not clever for covert operations. That's it!" he says with some frustration.

Venture Teller Play b'Post |

One can hope attacking will draw them into tighter groups. They are wielding bows, but didn't use them during the ambush once their allies attacked.
If the plan is to take out the guards, roll initiative and go ahead. You will have a round to make before they see you.
Patros, your previous Perception check: Some of the statues (tiger headed men) in the central part of the building are not very good at standing still.

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Could we coup de grace the sleeping guard?

Venture Teller Play b'Post |

One can cdg a helpless foe from an adjacent square, whether the guard remains helpless while you get adjacent is up to you. :)

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"I will move into position now with all who want to participate in near range or melee combat. I will cast sleep on the two beings and let us hope that these things do not have constructs here. Jeskit sneaks and as soon as he sees me casting he attacks the sleeping guard. Simultanously everybody else attacks the the guard that is next to the sleeping guard with ranged weapons and continues to do so or runs to get into melee. What do you think?"

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"To be honest I do not believe them to be undead or constructs as this far too advanced for the bandits we are seeing here. If we would be in a tomb I would be more concerned. And if these were really constructs they would not move and you would not see them move. No, these are either men or you were mistaken when you saw them move. So I am going to try a sleep spell on them. You others concentrate on one guard and Jeskit concentrates on the sleeping guard, ok?"

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@GM: Idiotic to ask now, but are the two "moving" statues max. 20 ft. apart? ;-)

Venture Teller Play b'Post |

Let's have Stealth check and cdg damage roll and from Jeskit. That will most likely trigger combat. Everyone else is in positon for a ranged attack, but if you prefer melee, please also roll a Stealth check. Then list and roll a surprise round standard or move action. Oh roll initiative. It will not matter for surprise round, but then I will have ini for R1. :)
Kioshi, you think so.

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Jeskit gets up the wall and unslings his sectioned-staff quietly, joining 2 sections to deliver a non-lethal strike to the sleeping guard.
stealth: 1d20 ⇒ 16
sectioned staff cdg: 2d10 + 8 ⇒ (8, 7) + 8 = 23
initiative: 1d20 + 2 ⇒ (7) + 2 = 9
for the surprise round Jeskit will move to the nearest enemy that is not already handled by a team member. Can I please get moved adjacent to the sleeping guard? Not sure which one it is.

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initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Kioshi immediately starts to cast a sleep spell trying to get both the statues that Patros saw moving in the area of effect.
This is a full round action starting in the surprise round and taking effect on my turn in round 1. Kioshi will spend an arcane reservoir point to increase the DC by 2 via 'Potent Magic' Exploit. So the DC is 17 Will save to negate the effect otherwise they sleep for 1 minute.

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Patros, I assume you meant to shoot in the surprise round the moment jeskit acts instead of waiting until round 1.

Venture Teller Play b'Post |

Perception sleeping: 1d20 ⇒ 6
Perception others: 1d20 ⇒ 19
The gaurds see Teskit approach their comrade too late to warn her. She fails to wake up. Indeed she will not be waking anytime soon.
This post from last night is still hete on my phone un-submitted. :( I will try and post it now & add better information in a bit. Sorry! But evertone can add their surprise round action in the meantime (Kioshi casts....)
Will 1: 1d20 ⇒ 9
Will 2: 1d20 ⇒ 11

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Sorry, I'm having a little trouble figuring out where everyone is, esp. with reference to the two statues.
Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Seeing as how Jeskit and Patros are ready to bring the pain to our enemies, and where Kioshi is ready to drop our foes with slumber, Unknown will cast a Flaming Sphere at the furthest enemy he can see that isn't otherwise engaged by his allies.
DC 17 Reflex save from impacted target

Venture Teller Play b'Post |

Jeskit drops the first guard and the party hops into action. Two statues collapse in a pile of flesh, one of the tiger heads rolls off revealing a human one underneath. Kioshi puts the remaining sand back into his spell component pouch.
Patros looses an arrow and the unsuspecting guard cries in shock as he grips the quivering shaft.
The Great Unknown calls upon arcane energy for a great effect. The guard finding herself standing in the flame suddenly thinks, I should move. Reflex: 1d20 ⇒ 3
R1 Party is up!
P (21): <-- here now
K (20): <-- here now
U (18): <-- here now
J (9): <-- here now
Bandit guards (3):
Surprise Round
P (21): shoots guard Ini: 1d20 + 6 ⇒ (15) + 6 = 21
K (20): casts sleep
U (18): casts flaming sphere
J (9): cdg N guard
Bandit guards (3):ini: 1d20 + 2 ⇒ (1) + 2 = 3

Venture Teller Play b'Post |

Map is updated. The target with Patros arrow is in red.
Unknown, please roll damage for the sphere.

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Patros loads another arrow and fires again, trying to drop him quickly. He then moves to beside Kioshi, should anyone try to engage him.
on phone atm...can someone move me to beside Kioshi please? Ty!
attack: 1d20 + 7 ⇒ (20) + 7 = 271d8 ⇒ 3
holy 20s!!crut: 1d20 + 7 ⇒ (18) + 7 = 252d8 ⇒ (6, 3) = 9

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Kioshi takes out his crossbow while moving into the close range and then shoots at the forth guard.
I cannot access the map. So 1 was hit by Jeskit, 2 is dealt with by Unknown and 3 is dealt with by Patros. So I take 4. Can you move me a little closer please.
crossbow: 1d20 + 4 ⇒ (19) + 4 = 23
crossbow crit confirm: 1d20 + 4 ⇒ (7) + 4 = 11
crossbow damage: 1d8 ⇒ 4
crossbow damage if crit: 1d8 + 4 ⇒ (7) + 4 = 11

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3d6 ⇒ (2, 4, 6) = 12 Fire Damage coming at that lucky guard. :) If he dropped, then I'll move the sphere. If not, I'll need another Reflex save from him; if unsuccessful, he takes another: 3d6 ⇒ (5, 2, 4) = 11 Fire Damage.

Venture Teller Play b'Post |

Yup. I should have move, she thinks before dropping to the ground. Patros second arrow finishes of his target who also drops to the ground. The fourth and final guard notices the commotion, but not before Kioshi's bolt lands in his chest.
Jeskit is 90 ft. (18 squares); flaming sphere is 45 ft. (9 squares) from remaining guard. Presuming double move on both parts the sphere will reach the enemy first. It is up to Unknown, so I will spoiler both choices and you can reveal the guard's action, then the party is up again for R2.

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Kioshi runs to the two beings that he put to sleep and guards them ready to give them a killing blow if they should awake.

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Unknown will double-move the sphere. (Will now check spoiler text, and see if I have a swift.)
With the guard dead, Unknown will just 5' closer to his comrades.

Venture Teller Play b'Post |

Out of combat.
The two men under the sleep spell look nothing like the bandits. Their hair is long and ropey, their robes are simple and homespun and their sandals are made of twine.
The headware doesn't match at all. It is well worked leather fashioned into the muzzle and head of a tiger. The mask's eyes are tiger -eye stones, black pupils in a golden-green orb.

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Check for anyone left in the area. These 2 look like vagrants they enlisted, strange. What does our wayfinder say? Jeskit searches the area for clues and traps.
perc: 1d20 + 4 ⇒ (20) + 4 = 24
survival: 1d20 ⇒ 17

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“They will wake up soon. They are both cooperating with bandits. I would kill them. “ Kioshi says with little hesitation.