You nurse drinks in the bar, hoping that your casing of the warehouse across the street is not too obvious.
The single guard out front is relieved after two hours. As the sun sets, a third guard comes out of the warehouse to relieve the second, who goes inside. Other than that, no real changes occur. Although it is now evening and the visibility is poorer.
So gents, shall I see what I can find out about the guard and how good his reflexes are? I could bring a beer with me just in case I am seen, play it off as I am drunk?
if agreed upon by the group:
Jasmine, will leave the bar, beer mug in hand. She will stay in the shadows, and try to sneak up on the guard.
I will hug the wall that breaks line of sight to the guard from his current position. I will use the crates as cover as well to get closer to the guard. Moving half-speed, so double move is a full 30-foot move for me.
Well, it looks like they're just using the warehouse and not another tavern. We can expect at least 3 to be in there based on the rotations and probably more. We may be able to quietly get inside but once we're in I think we'll be taking them on all at once."
Velinov moves closer to the window, putting his hands in his pockets (where he can quickly access his spell components if needed). He shifts his body weight, leaning against the wall and quietly watches, hoping to pass off as a somber patron deep in thought.
Kuaizi spends a fair portion of his time at the tavern periodically changing locations in an attempt to garner information which might be overheard about the northern warriors at the warehouse across the way. If anyone looks at him suspiciously, he awkwardly bows with hands in prayer position at his chest, "So sorry." and moves on to another location in the tavern.
Eventually, he comes back to the table with the others and reports on his findings. He replies to Velinov first, "Good points, Velinov-san. Also, I wonder why they have not left yet? Are they waiting for something or someone to arrive? Or are they engaged in some activity inside the warehouse all this time, such as researching the lantern perhaps?"
He replies to Jasmine, "Good idea, Jasmine-chan. But risky. We might best sneak in to warehouse by either the water or on rooftop."
Noticing the darkening sky, "Either way, we should act quickly."
Gather information about the Ulfen warriors: Diplomacy check:1d20 ⇒ 20
Kuaizi speaks with many of the patrons of the tavern, and learns that the Ulfen are strangers here, about whom the locals know little except that they are tight-lipped and unfriendly, guarding something in that warehouse.
One fellow tells the tengu monk that the Ulfen brought a longship all the way from the Land of the Linnorm Kings and keep it in that warehouse.
If we are going to go up via the roof, they how are you going to avoid detection? Same if we go by water? I was never taught how to swim unfortunately, so I feel I may be a hindrance, but will follow along for the greater good.
"I believe I can provide cover. I foresee a dense fog gathering over the water that will diffuse light and vision, allowing us to sneak by," Velinov answers with a wry smile.
Kuaizi is alarmed, "Caw! Do you hear that pinging sound? Where does it come from? I see not the source..."
He looks all around at the ceiling, staff readied, before settling back into his seat, and into the conversation. "Must be wind. Anyway, we can climb to the rooftops then, Jasmine-chan. Noble companions, does anyone have rope for climbing?"
"It looks like Jasmine does," says Velinov, nodding in the direction of her backpack. "We really don't have far to cross to get to the warehouse. Just ~10' that the guard can see us. We should just go south out the door and secure the rope along the western wall assuming the streets are relatively clear. If the guard comes our way to investigate we'll just improvise with a distraction. Once we're on the roof we should be relatively clear of visibility. Everyone ready?"
Ready as I will ever be, after a pause she looks at Velinov, You know, it's not polite to go through a woman's belongings, she says with a wink to know it all in fun.
Can you guys access this image? I wasn't sure where the best place to upload files is: http://rel20.pbworks.com/w/file/76101254/Bengeirr%27s%20Warehouse_Table%20A _01_route.jpg . I'm assuming we're going to try to go up from here after checking right, then left, then right again before crossing just to make sure we have a few minutes to scale the wall.
@Jasmine - "In/On Masterwork Backpack", I just assumed something like this: http://www.wocstudios.com/phb-rogue.htm
Once up on the roof, you see that the oiled-paper skylights are barred, though the settings for the bars do not look particularly strong. A strong man might be able to rip them loose.
There are four skylights, evenly spaced around the roof. By peering through, you can dimly make out a few shapes, though the details are lost. To the southeast is a raised area only a dozen feet below the skylight. A strong white light emanates from something there. To the west lies what must be a longship. The northeast (nearest the front door) is the hardest to make out.
HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19
Situational Buffs:
+9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters
Above the area with the white light coming.. "Lemme see if i can get these bars off.. Yall be ready"
Str CHeck:1d20 + 4 ⇒ (2) + 4 = 6 His footing slips and he is unable to wrestle it free.. Repositioning himself a look of anger comes across his face as he tries again.. Raging
Roary tears the skylight bars loose. This wrenching makes quite a racket and the guards below shout in alarm. Through the oiled paper you can see someone moving in front of the bright light. But now your way is clear.
Kuaizi does a beakclaw and shakes his head as Roary makes a racket. After the two big guys drop down, the monk glances at Jasmine, shrugs his shoulders, and flips gracefully down after them, staff in hand.
Whirling his staff threateningly, a taloned palm extends towards their new assailants in a halting gesture. "FEAR... THE CRAW! Drop weapons NOW and you may live to see another day! Drop them not, and your lives may be both short and full of excitement! CAW!"
Jasmine, watches as noise is made. Her expression tells all: so much for a silent approach. She watches as Kuaizi flips down and extends a warning to the enemy.
She readies to jump down, but instead she uses the higher ground to her advantage. She takes out her sling, and loads it.
As the team drops down through the skylight and Jasmine readies her sling, the northmen within are also on the move. Two guards down in the lower area seize up weapons, while the large man on the balcony with the team grabs up a large ornate lantern (the source of the bright light.) The guards bear battleaxes and the man on the balcony carries a greatsword.
Kuaizi swiftly steps into flanking position with Roary. He takes a defensive stance, and reacts with the swiftness of the snow leopard should the sword and lantern-bearing large man do anything but drop his weapon and/or declare surrender.
Actions: 5-ft. Step (free) to square 1 down, 1 right. Delay Action, on the condition the large swordsman does not surrender, Flurry of Blows (full rnd).
"I'll keep the guards busy while you guys handle Red." Turning towards the two guards, "Aren't you two lucky? Skelg lent me his hound gargoyle to say hello... Accio Portallo!". As Velinov's voice resonates within the warehouse, a shimmering blue bolt of lightning strikes down just before the stairs fade to the lower level, bursting outward to form a circular frame as large as one of the northmen. Within the frame, an iron gate stands amid a lush and serene garden, flanked by a granite hunting hound. As if aware that it's being watched, the hound's eyes open, revealing an unearthly green glow as coarse granite breaks away as dust from the corners. It then slowly begins to move it's rough hewn shape forward, slowly building momentum and stepping through the gate, exhaling billows of green fumes, head hung low and staring at the guardsmen.
Velinov casts silent image and will take a 5' step to the left.
The two ulfen guards look at the slavering hound, up at their employer and back at the hound. Reluctantly and carefully, they circle to engage it shoulder-to-shoulder. After gingerly poking at it, then with more strength, one cries "Hey! It ain't real!"
The Elven Blade Swings around in a surprisingly quick, but long arc as the Half-Elf swings for the fences, but tries to strike with the flat of the blade . . ..
Power Attack for Non-lethal:1d20 + 8 - 1 - 4 ⇒ (1) + 8 - 1 - 4 = 4
But the swing catches a support beam behind Thearor's left shoulder, stopping itself before e manages to bring the blade around.
"Gorum!" shouts the man, who must certainly be Bengeirr. "See how one fights against many! Give strength to my arms!"
So saying, he drops the lantern, draws his greatsword and whirling, attacks Kuaizi, but the confined space means that his blade catches in momentarily in a support beam and he misses.
HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19
Situational Buffs:
+9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters
Roary smiles as the man invokes the name of his diety.. "We shall see who he favors more" He rages and swings with the flat of the blade, attempting to take the man alive..
Roary's axe slams into the tassets and pauldron of Bengeirr's fancy plate armor, driving the man backwards with a staggering blow. Kuaizi's bo staff rings once, twice off the armor without effect. Jasmine's sling bullet hits one Ulfen warrior in the chest, driving out his breath with an audible "Whoof!"
Both northmen throw their arms over their eyes just in time to protect them from Velinov's sensory assault. They then rush up the stairs. The first man towers over the slight illusionist and slams his axe down on his shoulder, crunching bone and sending a spray of arterial blood across the warehouse!
Velinov, you are DISABLED. Please note the hit point change in your class/level line.
FYI - Shotgun message I am posting to all of my games (and the recruitment threads I have been participating in):
I will be attending a Mormon-friendly scheduled Wood Badge course (first weekend) this week. The Mormon friendly part is that the course runs from Thursday (0730) through Saturday (2000ish) instead of the more normal Friday through Sunday.
I expect I will be checking the boards and posting Wednesday evening, but probably not as extensively and repeatedly as I do most weeknights.
Then, my wife and I are supposed to get up Sunday and go shopping for some better work clothes for me. It will probably be Sunday evening before I post again.
Just trying to make sure people are aware, and don't end up waiting on me by mistake.
Do we need to bring Bengeirr back to Skelg? Maybe we can interrogate him now, then get back to Skelg with the lantern? We also might want to deal with the guard outside the warehouse. Maybe someone can do Spellcraft or Knowledge (arcane) checks on the lantern... try to figure out how it's connected to making someone frigid. I'm not sure about the bodies... I'm suspicious that they're all Ulfen and helped sail this ship before succumbing to the same cold sickness as Skelg.
With no healers, I would like the chance to return to the lodge to see if we can get some healing before jumping in the painting. I'm ok with what the group decides in regards to Bengeirr, though - so I'll "pass" in the game thread until we leave to either heal up or head to Skelg. Hopefully that will speed things up - I know a few times I've checked in and not posted anything waiting for other folks to get asnswers/post their opinion, so maybe knowingly "fast passing" will expedite what everyone else wants to do :).
Jasmine is good to go, might need to stock up on another bag of sling bullets but otherwise doesn't object to getting a few healing potions. I will pass until we return to Skelg or shop, either way :)
In regards to the "moral discussion". First, I appreciate the mature and reasoned response of the players involved. Second, I see your points as well, though I still think the killing was more like murder and less like a SEAL team killing a guard on their way to a target. SEAL teams usually avoid killing wherever possible (it leaves too much evidence) and especially on the way out (the mission, having been accomplished, cannot be enhanced by it).
Really, the only two "justifications" for a killing in a military context are to secure the safety of the team and to secure the objective. I'm not sure either was at stake in this instance, especially when simply pummeling that guy would have sufficed.
Now, it's not sacrificing puppies, I'll grant you.
If I ever -did- consider taking action for an alignment infraction in a PFS game (and I'm not), I would not do it unilaterally. Instead, I'd refer it to several PFS GM's and at least one Venture Officer to let them sanity-check me first. But this isn't anything like that. This is just me warning you guys that you're straying close to the edge. If that's where your character lives, then that's your business.
The only time I would take immediate and unilateral action is if a player were ruining the game for another player, and that's certainly not the case here.
Thank you for giving me the time to talk to you about this.
Just to check, is it safe to assume that people were able to purchase their potions on the way to Skelgs? Or is the plan to check in with Skelg, get the "timeline" update, then rest up and head in? As the only spellcaster I know that I'm the only that really needs the 8 hour rest - but without it I don't think I'll be able to contribute much.
Heh, I just realized that I can't even afford a potion. 43GP leftover from character creation. Is there a church/cleric/healer that I can stop at to have CLW cast at the Level x Spell Level x 10GP cost?
HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19
Situational Buffs:
+9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters
Roary will lend you some cash till the mission is done.. I believe thats allowed right? If so he'll give you 100gps that u can repay should we live through this..
Well, this "weekend" (10, 11 & 12 Apr) is the 2nd weekend of my 2 weekend Boy Scout training course known as Wood Badge. This course is being offered on an LDS friendly schedule, so I report to the campground at 0700 on Thursday and get home during Saturday evening.
In keeping with the rules given to the boys for their campouts, I will not be allowed to use any fancy electronics during the 3 days of the course. So I will be out of touch for those 3 days.
If you need to bot me, do.
My wife is talking about spending a week camping to celebrate our 30th wedding anniversary. These plans are not finalized (or even really scheduled) yet. But I know she won't be able to go a week without her electronic tether, so I expect to be in contact during that period anyway.
At least three of us seem in favor of giving Skelg the lantern to decide. He's been advised to see himself healed before giving it away.
I haven't seen Thearor post since April 12. He's not posted since around the same time in another game we're in together as well. Guess we can assume he's fine with the plan.
I think we're all in agreement of healing Skelg. The question is (1) will they open the portal for us to return and (2) will she actually heal him if we handover everything first.
Sadly, the PFS rules say that if you give away the Lantern, you don't get that second Prestige Point. I can see where they're coming from, but I don't have to like it.
I do, however, have to hew to the rules.
Okay, folks, that's a wrap! Thanks for playing.
Please post here with the following:
1) Your real name.
2) Your character's PFS number
3) Whether you're out-of-tier or using slow advancement.
I'll try to get the chronicles out within 24 hours of receiving this information from everyone.
Right. You'll see on the sheet. You each get an amount of gold and can "buy" treasures from the adventure with that. Well, some of them. Not all will be available. These early "Year 0" adventures weren't too creative with treasure.
Okay, gang, I'll try to have the chronicles out today.
Well, it looks like the squishy mage lived through the adventure, although that first encounter was a bit dicey. Good playing with everyone - we made it without a healer.