| Grandmaster TOZ |
Metume is able to confirm Thokzazt's knowledge with some questioning around town, as well as get a lay of the land around the building. The Bronze House consists of two long structures flanking a 30-foot tall rotunda, behind which is a small park visible through a 10-foot tall metal fence. Wagon traffic has compacted the earth of the park considerably, let in through a gate in the fence equipped with a heavy bar. The roof appears to be flat and the walls smooth and windowless, as if the building were a solid block of Irespan stone.
Wolfgang Strabe
|
Knowledge(local): 1d20 + 8 ⇒ (20) + 8 = 28
Wolfgang considers what he knows about the Aspis' base of operation in Magnimar...
Agraic
|
"Dunn' 'bou' y', bu' tha' back entrance by th' park an' gate seems... easy 'nough?" Agraic offers. 'less you're hear'-set on a stupi' fron'al charge an' all?" the half-elf finally offers, assessing the situation.
"Wish we c'd ge' an' maps 'f th' sewers -- worri'd tha' they migh' try to sneak stuff ou' tha' way."
Metumé
|
Using the sewer system of a bustling trade house seems... unwise, Metumé replies with a shudder, instinctively brushing off something that isn't actually there. The back entrance sounds like a good plan to me. Though I must admit, I have no skill in picking locks at all, so that would have to be for someone else to handle.
Athalis Faerahrn
|
"If teamsters work the warehouses until midnight, perhaps those of our group skilled at bluffing can convince them to allow us in?" Athalis suggests. "I have no skills in picking locks myself, so if we are to force our way in directly it will have to be through brute force, I'm afraid."
GM, does any of the knowledge we've gained indicate whether shipments might come in after dark?
Thokzazt
|
Diplomacy: 1d20 ⇒ 10 That's enough for an Aid?
I see a few options here, let's do some OOC math. It doesn't look like being Sneaky Snakes is going to pay off for us here, and it doesn't look like we have some bluffers. So, one of two options!
Option 1) We know a Kalistocrat (But who knows where that Vishkanya could be at this time of night. Maybe we could send Metume to go look for her? ;D) so we might be able to be a band of Merchants. I've been looking for a reason to swap to Abadar, so this could be an opportunity to get some Appropriate Abadar focused gear? The remainder of us could pose as Protection / Labor.
EDIT: Oh Yeah! We have all that Confiscated Wine from the cart with Chauncey! And Also the Cart! This is seeming like one of our Better Options!
Option 2) There have been a Distinct lack of 'Skilled Mercenaries' at the Bronze House. Perhaps we pose as a group of Skilled Mercenaries looking for work? Maybe that gives our Rough-and-tumble group a bit of a better chance to get in the door. Although this plan involved some Sneaky Snake Stuff.
Borox
|
I thought of the cart idea too, but didn't the gnome get away? If she went back to the Aspis Consortium, they will know what took place. But then again, maybe she just bailed on them completely.
Athalis Faerahrn
|
Yes, I like the cart idea as well. Maybe have our best bluffer driving it and the rest of us can be hired guards or the like as we drive it in after dark?
Wolfgang Strabe
|
Not many ideas here. Wolfgar may pass for a caravan guard by keeping his mouth shut while giving everyone grim looks. Otherwise I'm on board for the cart idea (staying hidden inside the cart, that is).
| Grandmaster TOZ |
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Okay, unless there are any complaints, I will move us to the raid tonight, assuming nothing comes up. As I understand it, the idea is to use the wagon confiscated from the dig site and keep the wine crates in it as a delivery. Off the top of my head I am guessing Metume is the driver and the rest of the party are guards. Are there any other preparations you wish to make?
Wolfgang Strabe
|
Please do, I hope Wolfgang gets something useful to do in the next part because it feels like I'm letting the party down with a less than stella rperformance on my part... XD
Athalis Faerahrn
|
Hey Wolfgang, at least you weren't babbling and beating yourself to a pulp with your sword in the last battle! :p And yes, that plan sounds fine to me.
| Grandmaster TOZ |
Sorry about that guys, the map gave me some difficulty last night. I'll have it up once you guys are in.
Torches light the streets leading up to the Bronze House. As Metume maneuvers the wagon around to the back entrance, you can see sentries posted to the roof, walking the edge and keeping watch on the thoroughfares below. Pulling up to the barred gate, you see no other wagons inside the yard. Two guards stand by the fence, posted to either side of the gate.
"Evenin'. Expected you a bit earlier." offers one of them. He looks over the contingent around the wagon. "A bit much for wine delivery, eh?" he asks, not moving to unbar the gate.
Bluff or Diplomacy can be used to explain yourselves! If you have any other plans, feel free to suggest them.
Metumé
|
Can never be to careful around these parts! Metumé retorts while flashing the guard a grin, there are Pathfinders about, after all, never know when they're going to mistake an honest merchant for something they're not.
Bluff: 1d20 + 14 ⇒ (16) + 14 = 30
| Grandmaster TOZ |
"Fair enough, glad I don't have to deal with them." The two lift the bar off of the gate, swinging the iron doors inward. "Pull it in here, I'll fetch the clerk and Miss Elysi. She's been waiting on you." As you roll into the yard, you can see the rooftop guards checking down on the operation. Two ladders are visible just over the edge of the roof, pulled up and out of reach. A stone wall and metal gates block access to the garden visible through the bars, while large bay doors stand to left and right.
In less than a minute, the one guard returns, leading a woman in clerical robes, followed close behind by a halfling woman with hard eyes and a ponytail pulled high. As the clerk makes a few gestures to enact a spell, the halfling steps forward and looks over the wagon and gathered guards. "Well, you're late, and I don't see Melnat among the lot of you. Best explain yourselves quickly, I've no time for this." she barks.
Map updated!
Metumé
|
My deepest apologies miss Elysi, we ran into some problems on the road that delayed us. There was a bit of fighting, and we had to rest, recover and take stock afterward. Melnat said she would go ahead and alert Mr. Sloan, has she not aarrived Metumé asks, scratching her head quizzically while warily watching the clerk inspect the wagon, praying to whatever gods will listen that they can pull this off without things going too sideways.
Bluff: 1d20 + 14 ⇒ (2) + 14 = 16
| Grandmaster TOZ |
1d20 ⇒ 5
"She certainly did not. Entirely unlike her, which I am sure will be considered in her next performance review." Elysi snorts. She looks to the clerk, who nods. "Fine. Take the wagon into the eastern warehouse. Wait to unload until Colri returns with the delivery ledger. You, escort them in." she finishes, pointing at one of the guards. With that, she and the clerk head back towards the front of the building.
"C'mon then, she's a right terror when crossed." the man says, voice pitched low as he looks after where the halfling disappeared. "Thought she was going to tell us to take a walk while you unloaded." He pushes open the warehouse doors to allow you to drive the wagon in. Inside you see all sorts of goods, including heaves of fine silk, Osirion statuary, jars of spices, barrels of fine wines, and other valuable commodities.
Metumé
|
Is that normally how that goes? Metumé inquires, looking back at where the halfling retreated, I'm fairly new to the operation, so as you can probably guess I haven't experienced this before. She seems... intense.
| Grandmaster TOZ |
The guard nods, leaning back to look outside the door before continuing. "She's really scary! Manages the whole operation, so ya gotta deal with her sometimes. Only supervises a few wagons herself, mostly she leaves it to the clerks." He shakes his head and raises his voice a bit. "Anyway, don't look like you'll need it, but the floor over there got some grease or something to help slide the big stuff. Just watch your step."
Wolfgang Strabe
|
Wolfgang keeps his mouth shut and his eyes vigilant...
Perception check: 1d20 + 10 ⇒ (18) + 10 = 28
| Grandmaster TOZ |
Wolfgang scans the warehouse, realizing it would take longer than a moment to really delve into anything here. One obvious thing that leaps out to his eagle eyes are the crates stored on the floor. The markings match the ones on the wagon that the party used to gain entrance. A couple of these boxes have dark stains on the wood, however.
No one has the ability to roll Knowledge Nobility, I'm assuming?
Metumé
|
Yes, but only just
After the guard leaves the warehouse, Metumé's smile drops and she looks to the others. So what now? We need to move if we're going to find anything of interest, it's possible that halfling woman already suspects us, she stage-whispers as she peers out the doorway of the warehouse
Nobility: 1d20 + 3 ⇒ (8) + 3 = 11
Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Borox
|
Borox hops down from the wagon and looks at the grease skid mark on the floor of the warehouse.
"Be we porters now too? I be for a tavern with a plate o' hot food, a mug of cold ale, and a right lively tavern wench on me leg. If'n we ha' to unload, let's be gettin' it done quick. Where do ye want these boxes at, friend?"
Wolfgang Strabe
|
"Right, boss... tell us when we can unload the cargo. Meanwhile... we don't mind waiting" Wolfgang comments while sliding near Metumé:"Those crates may be of interest..." he whispers.
Agraic
|
Agraic's been largely quiet this whole time, trying to be the 'muscle' and not the 'mouth'.
He's also been sipping from his waterskin and his keg of ale when it wouldn't raise an issue.
That, unfortunately, does raise a concern.
"Um, excu' m' suh. Nee' t' use th' can. Where i' a'? I don' wa' pi' all o'er th' goo' stu' becau' tha' one pers' i' scar'!"
Sort of a bluff, but with good solid backing information. :)
Bluff/Diplomacy: 1d20 - 2 ⇒ (8) - 2 = 6
| Grandmaster TOZ |
"You pretend to be a teamster and don't even know that?" The voice of the halfling rings out in the warehouse, as she appears out of thin air driving a blade towards Metume's neck!
Athalis’ Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Metume init: 1d20 + 3 ⇒ (13) + 3 = 16
Thokzazt init: 1d20 + 1 ⇒ (13) + 1 = 14
Borox init: 1d20 + 8 ⇒ (1) + 8 = 9
Agraic init: 1d20 + 4 ⇒ (4) + 4 = 8
Wolfgang Initiative: 1d20 + 7 ⇒ (8) + 7 = 15
Guard Init: 1d20 ⇒ 17
Elysi Init: 1d20 + 5 ⇒ (2) + 5 = 7
Short Sword on Metume: 1d20 + 15 ⇒ (3) + 15 = 18
At the sudden appearance of his feared boss, the guard steps back, pulling a sphere at chucking it at the gaggle of Pathfinders.
Thunderstone: 1d20 + 3 ⇒ (5) + 3 = 8
The orb explodes with a sharp bang, ringing the ears of all but Metume! From outside, shouts can be heard from other guards on patrol.
17 Guard
16 Metume
15 Wolfgang
15 Athalis
14 Thokzazt
9 Borox
8 Agraic
7 Elysi
Metume, let me know if that hit your flatfooted AC. Everyone else can make the Fort save against deafness, then it's all y'alls turns.
Agraic
|
Fort. Save: 1d20 + 13 ⇒ (15) + 13 = 28
Agraic slumps a bit as he's not allowed to hit the can. "New 'ire. Jus' t'd'." he quips as he takes a couple of swings at the guard with his nasty-looking polearm.
+1 Adamantine Horsechopper (Primary): 1d20 + 14 ⇒ (3) + 14 = 17
Damage: 1d10 + 7 ⇒ (8) + 7 = 15
+1 Adamantine Horsechopper (Secondary): 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 1d10 + 7 ⇒ (9) + 7 = 16
However, it's more than likely that he misses, as he's a bit distracted at the moment.
Borox
|
Borox grimaces as the deafening sound washes over him. "I knew that bloody halfling thought we were lyin'. Surprised the gnome ain't here too."
Fortitude: 1d20 + 10 ⇒ (10) + 10 = 20
"I be tired o' invisible things today."
He casts Barbed Chains upon the halfling.
Chain 1: 1d20 + 4 + 3 ⇒ (2) + 4 + 3 = 91d6 ⇒ 41d4 ⇒ 2
Chain 2: 1d20 + 4 + 3 ⇒ (11) + 4 + 3 = 181d6 ⇒ 31d4 ⇒ 1
He then pulls out his greatsword.
Metumé
|
Damn you! Metumé hisses, grimacing from the wound inflicted by the halfling, She rips her saps free and tries for a counter attack, swinging wildly at her assailant and finding nothing but empty air.
Attack: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Yes, that even hits me on my regular AC
| Grandmaster TOZ |
Oh, whoops. Apologies, the manager is a half-elf, not halfling. She looks small in her artwork. >_>
Metume and Borox find Elysi too quick to catch with their strikes, while Agraic's horsechopper snags on the guards plate armor.
Damage on Metume: 1d6 + 4 ⇒ (3) + 4 = 7
17 Guard
16 Metume (Damage: 7, Save vs Poison)
15 Wolfgang (Save vs Deafness)
15 Athalis (Save vs Deafness)
14 Thokzazt (Save vs Deafness)
9 Borox
8 Agraic
7 Elysi
Athalis Faerahrn
|
Fort Save: 1d20 + 6 ⇒ (17) + 6 = 23
Athalis recognizes the stone and is able to block his ears to some degree, mitigating the booming sound. The magus casts a spell to temporarily bolster his strength, then draws his katana as he moves swiftly to engage the half-elf that stabbed Metume, avoiding the grease on the floor.
Cast Bull's Strength on myself, then move 20' while drawing katana.
Bull's Strength [+4 to STR] for 5 minutes
Wolfgang Strabe
|
Fortitude Save: 1d20 + 8 ⇒ (13) + 8 = 21
"So much for subtelty..." Wolfgang chuckles as he draws his crossbow and takes a shot at the impertinent half-elf!
Attack roll 01: 1d20 + 11 - 2 + 1 ⇒ (13) + 11 - 2 + 1 = 23 → Damage roll: 1d10 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Attack roll 02: 1d20 + 11 - 2 + 1 ⇒ (18) + 11 - 2 + 1 = 28 → Damage roll: 1d10 + 1 + 1 ⇒ (8) + 1 + 1 = 10
5 foot step and then full attack
Thokzazt
|
Fort!: 1d20 + 9 ⇒ (6) + 9 = 15
As the loud Flash and Bang goes off, Thokzazt draws his mace and circles around Metume toward the Half Elf!
Mace to the Face!: 1d20 + 10 - 2 ⇒ (12) + 10 - 2 = 20 Damage: 1d8 + 6 + 4 ⇒ (7) + 6 + 4 = 17
| Grandmaster TOZ |
The elf's arms stretch far longer than they should, striking at Athalis as he moves in! Wolfgang's shot darts in just over her head, but the second shot strikes true. Thokzazt finds the Aspis agent too slippery to strike down as well.
As the Pathfinders close in, Elysi attempts to dart between the gaps to the doorway, but Athalis manages to block the route. AoO for Athalis, Metume, and Thokzazt! I will wait and see how those attacks play out for the next action.
The guard, having sounded the alarm, moves to sudbue Agraic. His cautious strike fails to make contact, but the sound of footsteps above can be heard, and the clack of ladders striking stone rings out in the yard. The Caydenite sees guards on the opposite building preparing to clamber down.
AoO on Athalis: 1d20 + 10 ⇒ (19) + 10 = 29
Confirm on Athalis: 1d20 + 10 ⇒ (14) + 10 = 24
Damage on Athalis: 2d6 + 2 ⇒ (5, 5) + 2 = 12 Fort Save vs Poison!
Acrobatics vs Athalis: 1d20 + 14 ⇒ (3) + 14 = 17
Halberd on Agraic: 1d20 + 1 ⇒ (1) + 1 = 2
17 Guard
16 Metume (Damage: 7)
15 Wolfgang (Save vs Deafness)
15 Athalis (Damage: 12)
14 Thokzazt
9 Borox
8 Agraic
7 Elysi (Damage: 10)
Spot of bad luck for the Aspis there!
Wolfgang Strabe
|
Acrobatics check: 1d20 + 7 ⇒ (17) + 7 = 24
"I must admit that pinning serpents down with my bolts has always been an hobby of mine..."
Attack roll 01: 1d20 + 11 - 2 + 1 ⇒ (10) + 11 - 2 + 1 = 20 → Damage roll: 1d10 + 1 + 1 ⇒ (7) + 1 + 1 = 9
Attack roll 02: 1d20 + 11 - 2 + 1 ⇒ (9) + 11 - 2 + 1 = 19 → Damage roll: 1d10 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Wolfgang keeps shooting at the half-elf!
Borox
|
"This be lookin' like a good time for some serious fun! No more holdin' back!"
He casts Bull's Strength on himself.
As his Strength increases he bellows, [b]"Gorum! Tis time for BATTLE! Guide me sword to victory!"
Athalis Faerahrn
|
Fort Save: 1d20 + 6 ⇒ (11) + 6 = 17
Athalis grimaces as the blade of the Aspis agent bites into his flesh, the half-elf had far greater reach than he'd anticipated! The magus also feels a burning sensation in the wound that indicates an envenomed blade, but he cannot concern himself with that at the moment as she makes a break for the door and he lashes out with his katana as he manages to block her path, his blow fed extra strength by the spell he just cast. If she goes down, Athalis takes a step toward the guard.
AoO Katana attack: 1d20 + 10 ⇒ (16) + 10 = 26
Katana damage: 1d10 + 6 ⇒ (10) + 6 = 16
"Thokzazt! Flank her!" The elven magus calls out as hesitates a moment to give the knight time to shift his position, then he brings his magic to bear, imbuing his blade with a frigid chill and strikes again with two quick slashes.
Concentration Check = Auto success (+17 modifier with a DC of 17)
Katana attack: 1d20 + 10 ⇒ (17) + 10 = 27 (add +2 if flanking)
Katana damage: 1d10 + 6 + 2 + 1d6 ⇒ (3) + 6 + 2 + (6) = 17 slashing and negative energy & Fort Save vs DC 15 or 1 damage to STR
Spellstrike Katana attack: 1d20 + 10 ⇒ (1) + 10 = 11 (add +2 if flanking)
Katana damage: 1d10 + 6 + 2 + 1d6 ⇒ (8) + 6 + 2 + (3) = 19 slashing and negative energy & Fort Save vs DC 15 or 1 damage to STR
Will 'delay' until right after Thokzazt in case he'd like to move to flank the half-elf, getting a +2 to his own attack roll. With the full-round action, using Spellstrike ability to cast Chill Touch and attack twice, using one (of five) charges of the spell as the second attack definitely missed. Also using a swift action for Arcane Strike, and no Concentration check needed for casting a 1st level spell, due to his high modifier, which grants success even if I rolled a 1 on the dice. Lastly, will take a 5' step toward the guard if the target goes down.
Chill Touch charges remaining:
4 (of 5)