Dungeon Master S |
Aye. Wreck is back in the game :-)
Omrax the Bold |
If Omrax would have been closer, then Alan would have had a +5 bonus vs Fear...but even spider climbing, he is not as fast as the nimble monk.
"Strong work, team. I was certain we would be able to kill her before she disappeared. But she is gone, so that is no small victory.
He waits for the others to reach the top as he finishes his climb.
"Is anyone hurt?"
Omrax will offer to lay healing hands on anyone needing it.
Galdur XXI |
I've been unable to post all day, but maybe it was a phone thing.
Galdur pulls a bloodied arrow from his chest and tosses it over the edge. "I do friend Omrax, but please use this," Galdur says holding up a beautifully carved wand of white wood. (CLW wand)
I was trying to figure out how far Alan's slow fall ability was. :)
Omrax the Bold |
Omrax heals the wounds of the two injured warriors...
"The power of the Inheritor shines on those righteous in battle."
On Galdur hands+mercy: 4d6 + 1d6 ⇒ (3, 2, 5, 6) + (5) = 21
On Alan hands+mercy: 4d6 + 1d6 ⇒ (3, 4, 6, 6) + (3) = 22
Omrax will offer to use the CLW wands to cure the rest as needed, feel free to mark off your own charges.
"Now, let us see what else we can vanquish this day."
Dungeon Master S |
PAizo was down for a while.
Apologies, but I'll be AFK until the morning. Look for an update around 7 am tomorrow.
Dungeon Master S |
From the pillar to the main plateau is a quick jaunt, and you head towards the source. This, according to your briefing, should be the work camp for the site. There's literally no cover between you and the camp.
Alan Baird a'Lorien: 1d20 + 10 ⇒ (2) + 10 = 12
Galdur XXI: 1d20 + 1 ⇒ (6) + 1 = 7 (or 4)
Omrax the Bold: 1d20 + 4 ⇒ (3) + 4 = 7
Wreck: 1d20 + 0 ⇒ (20) + 0 = 20
Of all people, Wreck manages to discern the details of the common about a quarter mile out. It looks like a fair amount of labor is toiling in the ground with a few people standing about.
1d20 + 1 ⇒ (4) + 1 = 5
They haven't seen you yet, but without any cover they'll automatically notice you about 200 yards out. What's the move Pathfinders?
Omrax the Bold |
"Sir Wreck, you have keen eyes. Do they look like forced labor with task masters?"
Dungeon Master S |
More detail will require getting much closer.
Galdur XXI |
"I don't remember him saying there would be others, do we expect resistance?" Of course we do, nothing the Pathfinders send us on is ever as easy at it sounds. "I've not much skill in sneaking, but I might be able to scout a little more from overhead or have an earthling do some scouting. I can also hang back & send support if you need it if you folks with the long legs want to try and get closer."
Fly will last 9 minutes from the start, is it over? If you want to sneak ahead, I can offer fly on someone.
Wreck |
"Wreck no sneak. Wreck walk in. Not scared of battle. Battle is what Gorum wants Wreck to do" he nods at his own statement
-Posted with Wayfinder
Omrax the Bold |
"I agree with Sir Wreck. We do not sneak but come with the might of Iomedae on our side. If they will speak with us so be it. If not, then the sword."
Unless another plan is offered, Omrax will start walking towards the group.
Dungeon Master S |
Gauldur manages to fly just a bit before his spell wears off. It looks like a work camp. He makes out 4 task masters and about 2 dozen workers.
1d20 ⇒ 4
They don't seem to notice you yet. [ooc]So the chance of sneaking is pretty much nil. Are you looking to close with guns blazing or to parlay?
Omrax the Bold |
Omrax will continue walking forward. If not attacked before he is close enough to parlay, he will call out.
he will try to parlay, but will defend himself and party if attacked first.
"Hail, and well met masters of these lands. We seek a word with you, as we are travelers to these lands . "
Diplomacy : 1d20 + 14 ⇒ (20) + 14 = 34
Dungeon Master S |
I should have asked, is anyone overtly wearing something that marks them as Pathfinders?
Galdur XXI |
Galdur runs his hand over his beard, watching the emeralds of his ring catch the light. dwarf first, jeweler second, class third, then pathfinder. He has the diamond inlay Wayfinder, but it is something he brings out for the nobles. That said: 1/4 chance 'tis out if you want since it wasn't declared earlier.
Dungeon Master S |
As you approach, Omrax's silver tongue keeps things peaceful. It's clearly a tense situation. Once you are in conversational range you can see that these aren't merely workers. These are slaves. Lashings and malnourishment are plain to see. A quartet of task masters great you. They're armed and armored. One speaks up, "Greatings. You're a long way from home. I'm not exactly authorized to talk to you, but I appreciate you coming in under a flag of truce. Lemme get the boss."
"The boss" is a brash man of Chelish blood. He strides out of a small office with a bastard sword across his broad back. That's when you notice the bronze badge on his baldric - Aspis Consortium.
He's already unslinging his sword when he begins speaking. "I don't care who you are, but y'ain't supposed to be here. I'll give you one chance to walk away with your lives. That's my one and only offer. Take it or leave it."
Wreck |
Wreck will charge this man, since he is starting the combat by trying to attack us first, so just in case noone stops Wreck and they let the charge through...
"Man take slaves, Wreck no like you! GRAAAH!!!"
CHARGE!: 1d20 + 17 + 2 ⇒ (15) + 17 + 2 = 34
Shlick!: 1d12 + 23 ⇒ (10) + 23 = 33
Initiative: 1d20 + 3 ⇒ (1) + 3 = 4 For after surprise round
Well then... okay :P
Dungeon Master S |
Well that answers that. I'll give Wreck his action, but no one is actually surprised by this.
Enemy: 1d20 + 5 ⇒ (9) + 5 = 14
Alan Baird a'Lorien: 1d20 + 4 ⇒ (13) + 4 = 17
Galdur XXI: 1d20 - 1 ⇒ (20) - 1 = 19
Omrax the Bold: 1d20 + 3 ⇒ (19) + 3 = 22
Wreck: 4
Dungeon Master S |
I'll update the action, initiative repost, round summary, and map after lunch.
Dungeon Master S |
Wreck lives up to his namesake and carves a massive groove into the Aspis agent.
Initiative Repost and Summary for Round 1:
Omrax the Bold: Current
Galdur XXI: On deck
Alan Baird a'Lorien: TBD
Baddies: TBD
Wreck: TBD.
Zahur: 33
Guard 1:
Guard 2:
Guard 3:
Guard 4:
Galdur XXI |
I probably won't be able to post until tomorrow, so here goes.
large earth elemental (AC 18, hp 68)
slam: 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 18 crunch: 2d6 + 7 + 1 ⇒ (6, 2) + 7 + 1 = 16
Omrax the Bold |
Once it is obvious these are slavers, and the leader is Aspis, Omrax will also cease the parlay and spring into action, albeit not as quickly as Wreck.
Charge forward on the leader and smite as well.
"We do not negotiate with Aspis. You have no honor in your dealings.
We reject thy offer and return with a smite from the Inheritor!"
Omrax +1 Longsword,PA, smite, charge: 1d20 + 13 + 2 + 5 - 3 ⇒ (10) + 13 + 2 + 5 - 3 = 27
for dmg: 1d8 + 5 + 8 + 6 ⇒ (7) + 5 + 8 + 6 = 26
AC29 vs Leader, assuming evil, otherwise 8 less damage
Alan Baird a'Lorien |
Alan is wearing a jade wayfinder.
Sorry for the short post, currently in the land of no internet AKA the in-laws.
Alan will charge as well,
Charge, defensive fighting, stunning fist dc16
1d20 + 13 - 1 + 2 ⇒ (12) + 13 - 1 + 2 = 262d6 + 8 ⇒ (4, 3) + 8 = 15
Dungeon Master S |
Omrax's wrath is undeniable. The leader's viscera is spilled all over the plateau. The workers scatter and the other guards look at each other and decide to try their hand at ranged combat...redirecting attacks and letting you keep your rolls. Welcome to Season 0. But before they can do that one of them is instantly crushed to death by an elemental fist. Alan nearly smashes a guard to death, but doesn't quite kill him. FORT: 1d20 + 5 ⇒ (17) + 5 = 22. No dummies, they concentrate all firepower on the half-orc...
1: 1d20 + 3 ⇒ (17) + 3 = 20
2: 1d20 + 3 ⇒ (15) + 3 = 18
3: 1d20 + 3 ⇒ (18) + 3 = 21
And when their arrows have the effect of children's toys, they look at each other and decide that turning and running is likely the better option... But first Wreck . . .
Round 1 Summary
Omrax the Bold: Boom
Galdur XXI: SMACK
Alan Baird a'Lorien: OOF
Baddies: uh-oh
Wreck: TBD.
Zahur: DEAD
Guard 1: 15
Guard 2:
Guard 3:
Guard 4: DEAD
Wreck |
Wreck charges one of the closest attackers
Charge: 1d20 + 17 + 2 ⇒ (8) + 17 + 2 = 27
Schlick: 1d12 + 23 ⇒ (10) + 23 = 33
If the boss isnt dead, i will make a second attack against him. Just -2 from first attack since he doesnt charge
Second Attack: 1d20 + 12 ⇒ (4) + 12 = 16
Damage: 1d12 + 23 ⇒ (4) + 23 = 27
Dungeon Master S |
Based on the map, you can slaughter the SE guard. They're DEFINITELY going to lose their nerve after that round.
Begin Round 2
Zahur: DEAD
Guard 1: 15
Guard 2:
Guard 3: DEAD
Guard 4: DEAD
Omrax the Bold |
"Now these thugs may be willing to tell us what we need to know. And you enslaved citizens, you are free to return to your homes and familes."
Dungeon Master S |
The remaining men look beaten, and are willing to throw down their weapons. The workers cheer... and scatter.
If you accept their surrender, we drop out of initiative.
Omrax the Bold |
Omrax contemplates the surrender of the remaining guys.
"Drop your weapons. Your allegiance to the Aspis has ended. Justice would have these prior captives take you into their custody. "
• When in doubt, I may force my enemies to surrender,
but I am responsible for their lives.
• I will never refuse a challenge from an equal. I will give
honor to worthy enemies, and contempt to the rest..
Dungeon Master S |
The guards gladly surrender. They look at their fallen comrades and shake their heads. No paycheck is worth that fate...
The freed slaves mingle and mix about. They alternate between adding extra (redundantly so) rope to their prisoners, to thanking and praising you.
Omrax the Bold |
Omrax speaking to the freed slaves and the captured slavers asks...
"We seek old Rachikan of the Jistka Imperium. We also seek a man, a recent traveler named Eldis. Have any of you information on either of these?"
Omrax will check the bodies for any information, notes, maps and distribute any mundane weapons or gear to the freed men.
He looks at Galdur.
"Sir Galdur, are you able to check for any magic among the equipment of the Aspis?"
Dungeon Master S |
One of the freed slaves speaks up, "Quickly you must go! The way to Rachikan is in that building. There is one of your number and her guards inside. She will escape to the tunnels if you do not hurry!"
Galdur XXI |
"What are you trying to uncover here?" the dwarf asks. Galdur nods at Omrax's suggestion, then casts a spell. He tosses a little dust in the air watching for it to settle with an emerald hue on any sources of magic. Upon hearing the freedman the dwarf says "I may have to wait to identify them."
Chris Marsh |
You think they're being truthful, but they're describing her escaping from you
-Posted with Wayfinder
Omrax the Bold |
"We have no time to waste. Sir Galdur, please bring the items for later. Citizens, thank you all for your help. May the Inheritor protect you until we return. " the knight bows and turns.
Omrax heads off after Wreck and Alan.
Galdur XXI |
"Sir hmmm?" Galdur chuckles. "You know the bearded nobility' only applies to to humans right?" The dwarf jokes.
If the freedman have an interest in contributing to dig, Galdur directs the elemental to aid them. If not, he bids the creature to follow him as he grabs the items & follows the others.
Dungeon Master S |
Piles of excavated earth litter the ground. A vast chasm, a jagged wound into the plateau, reveals a long shaft that drops into the pillar’s core. In the middle of the open room, a rickety scaffold clings against the chasm’s edge winding its way down into darkness. A rail system runs atop the scaffold and mine carts wait to descend into unknown depths. Lanterns swing from high beams creating shadows that dance admist the loose dirt. Armed workers expeditiously load the carts while following orders bellowed by a beautiful woman with a simple bronze trinket coiled in a snake motif dangling from a silver chain on her lithe neck. JUST as you burst in, she hits the break on her cart. She, along with 4 guards start down the rails. Two guards eye you with trepidation. The implication is clear, they're to give her a head start by laying down their lives to delay you.
There's a cart behind them, and it's big enough for everyone...
Enemy: 1d20 + 1 ⇒ (8) + 1 = 9
Alan Baird a'Lorien: 1d20 + 4 ⇒ (14) + 4 = 18
Galdur XXI: 1d20 - 1 ⇒ (16) - 1 = 15
Omrax the Bold: 1d20 + 3 ⇒ (8) + 3 = 11
Wreck: 1d20 + 3 ⇒ (7) + 3 = 10
Dungeon Master S |
To the guards? It's 25' to the nearest. (The map link should work on Wayfinder.)