
GM V |

Gruugdúrz hired thug extraordinaire. Also you will quickly figure out that currently they are looking to sell slaves, not buy. Also do you want to disguise yourself at all otherwise.
"Who goes there?" A bored looking guard asks as he watches you approach. "Unless you have business here i suggest you move along." His partner says.

![]() |

Learning the compound folks are selling, not buying, slaves, Gruugdúrz won't bother trying a disguise.
When the guards address the group, Gruugdúrz will look at Saraai and Sidney.
Expecting the smooth talking that he hasn't the patience for.
I prefer to think of Gruugdúrz as a goon with panache and elan (sort of)!

![]() |

bluff: 1d20 + 8 ⇒ (18) + 8 = 26
"Yeah...hey guys," Saarai says. "I have a new shipment of slaves," she says with a nonchalant gesture with her thumb.
"You gonna let us in, or what?"

![]() |

Bluff: 1d20 + 4 ⇒ (17) + 4 = 21
"Ugh, I told you we're buying, not selling!" Miyako says, feigning annoyance at Swayaah.
"I'm so sorry, sir. She's new. Mind if we take a look at the slaves you're selling?"

![]() |

Gruugdúrz also addresses the guards.
As only he can.
"Listen to the ladies."
"We're here on business, we are!"
"I am one of their bodyguards."
"Responsible for their bodies."
"NOT yours."
"So, Let us in … "
"Pretty Please!"
intimidate: 1d20 + 12 ⇒ (13) + 12 = 25
"Good manners will get you everywhere!"
He says quietly to the others.

![]() |

Oh...I guess I was thinking if they sell slaves here, they would get new slaves in to sell. I thought we were posing as new slaves coming in. I wasn't trying to get them to buy them, just having a delivery.

GM V |

Lol its ok. We will pretend you are in the market as it were.
"Well if you're looking to be buying there might be some for sale. O'course the auctions not for a couple of days and theres still slaves being brought from other areas. But if you wanted to take a look see, i might be able to arrange that." He says, making a motion thats easy to tell some gold will open the doors for you.

![]() |

"Great," Saarai says. "Our employer would like to buy before the auction, but will pay maximum value," she says.

![]() |

Saarai removes a similar sum from her own belt pouch. "Like I said, our employer will pay for an advanced screening."

![]() |

Miyako waits a moment to see if the guard's going to open the door now. If he still needs more money Miyako will also hand him ten gold.

GM V |

Sorry i havent been on much this week. I had a family emergence and forgot to take my surface when i left in a rush. Im really sorry!
The guards smile and they escort you to a large courtyard while several workers prepare the slaves to be shown. During the 15 minutes that it takes for them to get ready, slaves bring the PCs seats, hibiscus tea, and an assortment of fruit and bread. One of the clerks descends to oversee the preparations.
What do you do?
GM Stuff: 1d20 + 13 ⇒ (6) + 13 = 19

![]() |

Sickly looks around the heavily guarded compound with trepidation. He avoids any offered food or drink, not wanting to risk some sort of allergic reaction.
He slowly makes his way around the courtyard, just a security guard doing his job, trying to get the lay of the land and some clue where the captive Riftwardens might be being held. Watching the guards, checking out the buildings, and listening to anyone nearby, to learn what he can.
Perception: 1d20 + 12 ⇒ (19) + 12 = 31
Hoping for some more info!

![]() |

"I'll be right back," Saarai says as she waits until she thinks no one is looking, then looks around the complex a bit.
stealth: 1d20 + 20 ⇒ (12) + 20 = 32
perception: 1d20 + 13 ⇒ (11) + 13 = 24

GM V |

Missed some box text
Finely cut flagstones tile the floor of this courtyard. At one end stands a stone statue of a Garundi man bearing a set of manacles in one hand and raising his other hand to the sky. A single door permits access to a tall structure to the southeast, and another door to the north appears to grant access to another open area. First courtyard after gate.
This courtyard is a broad, flat plaza of charcoal-colored slate with a wooden sale platform set up near the north wall. A barn-like structure to the east has several doors to facilitate the movement of cargo. To the northwest stands a plain, rectangular structure with a single door, and to the south is a much larger building with numerous windows along its upper story. A well with a stone railing is positioned near the center of the courtyard. Where you are now, you also see an alarm bell hanging from the southwest corner of the sale platform.
There are also watch towers, what appears to be a warehouse and a trading house.
What do you do? Disable the alarm? Try to slip away from the guards. Go "Oh come on we can take 'em?"

![]() |

Sickly notices the bell, and frowns uncertainly. Given their purpose for being here, any sort of alarm would not be good. All they needed was more of the Pure Legion descending on them.
Would it be possible to disable without raising too much attention?
He glances around, trying to gauge the servants and guards attentions, as he sidles closer, to see if he can't disable it usefulness, if only temporarily. He tries to wait for a clear moment.
If he thinks it might be possible: guess its worth a shot...
Stealth: 1d20 + 2 - 3 ⇒ (20) + 2 - 3 = 19
Disable Device: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
edit: Oh hey, better then I thought I'd do! =)

![]() |

"What...is he doing?" Saarai whispers harshly as Sickly moves to disable the alarm bell. "Amateurs!" she adds, though she raises an eyebrow as the dwarf doesn't do the worst job at it.
"Next he will cough and give away his position," she says wryly.
stealth: 1d20 + 20 ⇒ (5) + 20 = 25
disable device: 1d20 + 15 ⇒ (18) + 15 = 33

![]() |

Perception: 1d20 + 4 ⇒ (8) + 4 = 12
Miyako tries to keep her eyes open for trouble while Sickly moves to disable the bell, but she's distracted by the all the crumbles Gruugdúrz spread on the floor surrounding him.
How incredibly untidy of him!

![]() |

Gruugdúrz stands up and walks over to the two closest guards (Pink and Blue),
then snarls (most menacingly) at the two of them:
"Right! We don't have all day. The prisoners … where are they?"
intimidate: 1d20 + 12 ⇒ (6) + 12 = 18
The bold approach! Now that the bell's disabled

GM V |

Sidney begins to summon and all hell breaks lose.
[spoiler=Init]
BG: 1d20 ⇒ 13
Sidney: 1d20 + 4 ⇒ (16) + 4 = 20
Saarai: 1d20 + 11 ⇒ (16) + 11 = 27
Gruugdurz: 1d20 + 4 ⇒ (10) + 4 = 14
Sickly: 1d20 + 2 ⇒ (5) + 2 = 7
Miyako: 1d20 + 4 ⇒ (16) + 4 = 20
Round 1
Saarai
Sidney
Miyako
Gruugdurz
BG
Sickly

![]() |

Sidney has his eagles appear by the guards.
He begins to summon more.
The Eagles attack the guards from behind, giving the rager flanking.
eagles post coming soon

![]() |

Saarai rushes over to the fountain, then casts darkness on her bow, hoping to create a barrier that the archers on the wall can't see through.
She also uses the distraction to hide from view.
darkness, 20' radius, to hopefully keep them from shooting at us
stealth: 1d20 + 20 ⇒ (3) + 20 = 23

![]() |

Eagle
CR 1/2
XP --
N Small celestial/fiendish animal
Init +2; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 5 [7] (1d8+1) [1d8+3]
Fort +3 [+5], Ref +4, Will +2
SR 5
Celestial - Resist Acid, Cold, and Electricity 5
Fiendish - Resist Cold and Fire 5
OFFENSE
Speed 10ft., fly 80 ft. (average)
Melee 2 talons +3 [+3] (1d4) [1d4+2], bite +3 [+3] (1d4) [1d4+2]
Special Attacks Smite evil/good
STATISTICS
Str 10 [14], Dex 15, Con 12 [16], Int 2, Wis 15, Cha 7
Base Atk +0; CMB -1 [+1]; CMD 11 [13]
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception
SPECIAL ABILITIES
Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).
Augment Summoning: Items in brackets [] represent the spell being cast by a character with the Augment Summoning feat.
Sidney's eagles all claw at a guard. They smite the guards, hurting them more if they exude an evil aura.
claw: 1d20 + 3 ⇒ (11) + 3 = 141d4 + 2 ⇒ (2) + 2 = 4
claw: 1d20 + 3 ⇒ (14) + 3 = 171d4 + 2 ⇒ (3) + 2 = 5
bite: 1d20 + 3 ⇒ (12) + 3 = 151d4 + 2 ⇒ (1) + 2 = 3
claw: 1d20 + 3 ⇒ (5) + 3 = 81d4 + 2 ⇒ (3) + 2 = 5
claw: 1d20 + 3 ⇒ (12) + 3 = 151d4 + 2 ⇒ (2) + 2 = 4
bite: 1d20 + 3 ⇒ (16) + 3 = 191d4 + 2 ⇒ (1) + 2 = 3
+1 damage if evil, top one hopes to have +2 to hit as he flanks with Gruug

![]() |

Not having time to draw a weapon, Gruugdúrz goes into a rage and attacks the nearest guard (pink) with his claws and bite
NOT using demonic bulk when starting this rage.
Using Power attack for the lot
bite: 1d20 + 8 ⇒ (10) + 8 = 18
damage: 1d4 + 9 ⇒ (3) + 9 = 12
(with rage and power attack)
magic claws, 1 of 2: 1d20 + 8 ⇒ (8) + 8 = 16
damage: 1d6 + 10 ⇒ (6) + 10 = 16
magic claws, 2 of 2: 1d20 + 8 ⇒ (13) + 8 = 21
damage: 1d6 + 10 ⇒ (2) + 10 = 12
(both with rage and power attack)
@ GM V: probably total overkill on pink, if those all land.
If he dies before all my attacks, the remainder will go to blue.

![]() |

Miyako steps up to the nearest enemy, who she's now flanking with one of Sidney's eagles. She draws her rapier and attacks the man.
+1 Adamantine Rapier, Flanking: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30 Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Confirm crit: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22 Damage: 1d6 + 5 ⇒ (1) + 5 = 6

GM V |

After 2 attacks the one in pink goes down! Miyako another one down.
The ones up top fire crossbows!
Attack Saarai: 1d20 + 3 ⇒ (12) + 3 = 15
Attack Saarai: 1d20 + 3 ⇒ (6) + 3 = 9
Attack Sickly: 1d20 + 3 ⇒ (7) + 3 = 10
Attack Miyako: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d10 ⇒ 5
Attack Crit Confirm: 1d20 + 3 ⇒ (17) + 3 = 20
Attack Sidney: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d10 ⇒ 6
Round 1
Saarai
Sidney [-6]
Miyako [-5]
Gruugdurz
BG
Sickly

![]() |

The lack of information here is unfortunate.
How high are the walls where the guards are shooting us from, for instance?
Sickly has a reach weapon... so if the walls are 10' tall, he will move to attack the one north of him (black). If the walls are higher then that, he will move west up the first flight of stairs, and attack the one there (red).
"Leave them alone!" He cries, his pale blotchy face going a rather alarming shade of red and blotchy.
Rage, power attack
Melee attack, PA, rage: 1d20 + 12 - 2 + 2 ⇒ (19) + 12 - 2 + 2 = 31, for 2d6 + 8 + 6 + 6 ⇒ (1, 2) + 8 + 6 + 6 = 23 damage.
Everyone else should be right after me...

![]() |

Gruugdúrz maintains his bloodrage and casts Expeditious Retreat on himself …
(one standard action speed now 60 feet; zoom-zoom!)
… and then moves up to to get in the face of one of the guards (white)
If time permits, he'll try to demoralize the guards with Intimidate:
intimidate: 1d20 + 12 ⇒ (17) + 12 = 29
But drawing fire by getting onto that tower is his top priority.
I've moved his icon to where he'd like to be.
I figured the stairs used each take 10 ft movement.
Since he's not attacking, he'll run, if that helps.
Feel free to move Gruugdúrz back a bit if he couldn't quite make it.

![]() |

As a primary caster, I guess I was not very smart and cast a spell in the middle of the courtyard surrounded by bowmen.
Sidney realizes his error and moves inside and shuts the door.

![]() |

From the safety of darkness, Saarai shoots an arrow at the yellow archer on the wall.
ranged touch attack (point blank shot, precise shot): 1d20 + 8 ⇒ (7) + 8 = 151d6 ⇒ 1 sneak attack: 1d6 ⇒ 1