Ahmandé
|
Ahmandé agrees with Evarice. "We should inspect the painting while we're here. We can investigate Ben-gear?--I can never pronounce your northern names right--afterwards."
PFS CORE - Hádanka
|
Hmm... Maybe we should go make sure those not-guards don't wake up.
You magicky folks check and make sure there isn't something else unknown here causing the problems. I will go check the area of the painting.
Hadanka will check around the painting to make sure there wasn't something like a simple secret passage that gave them access. Take 20 perception is 25.
Grams Boulderstep
|
I'll assist with perception, taking 10.
Grams goes along to inspect the painting and gather possible clues.
Ahmandé
|
Ahmandé adds his eyes to the examination of the painting.
Perception, Aid Another: Take 10 + 5 = 15
SirPeter
|
You check the tapestry in the hall diligently, and notices that it now depicts an Ulfen longship on a rolling sea, mostly encased in an iceberg, as Tyros told you.
As you examines the picture closely, you notices that a large lantern ring hangs from the mouth of the dragon figurehead, but no lantern hangs there.
When finish with the tapestry, following Hádanka's suggestion, you go see if the non-guards are still unconscious and notices that they are recovering their conscious right now...
Just to remember: they are disarmed, but untied.
Tahltria
|
You..make.. them talk.. I'll.. MAKE..them listen"
Drawing dirgesinger from it's sheath the eerie hollow sound echoes around the immediate area. Tahltria kicks one of the Ulfens and puts the elven blade to his stomach.
Zachorius
|
Before leaving Skelg and Tyros, he asks, "Do ya 'ave an inklin' of where tha men took tha lantern, then? Do ya 'ave any rope for bindin tha men out front?"
Why are they regaining consciousness? Wouldn't they need healing for that? Zach doesn't have any rope, but if he can get some, he'll bind the men.
Evarice Bue
|
Intimidate: 1d20 + 2 ⇒ (5) + 2 = 7
Evarice simply draws her glaive. "Where is Bengeirr? Where's the lantern? Speak, quickly!"
PFS CORE - Hádanka
|
I have rope, but no ranks in intimidation.
Hadanka binds the captives and whispers in the captives' ears. I think you should answer my friends, they are getting impatient.
aid intimidate: 1d20 + 2 ⇒ (10) + 2 = 12
Zachorius
|
Getting in touch with his Ulfen heritage for a moment, Zachorius twirls his longspear easily, ending the move with the spear-point a mere inch from the fake guard's face. "Ya dinnae want ta be wastin' tha lady's time now. I'd 'ave ta take issue with yer manners then. Answer... NOW!"
Intimidate(untrained): 1d20 + 2 ⇒ (20) + 2 = 22
Grams Boulderstep
|
"I'd suggest doing it." Grams remarks to noone in particular
Ahmandé
|
"Oh, come on now. You don't want to fight us again; we beat you quite handily before. You're weaponless and prone, and we have the numbers. Just tell us what we need to know. We'll probably even let you run off and report your failure back to your boss, if you just out with it already."
Intimidate: 1d20 + 3 ⇒ (3) + 3 = 6
Grams Boulderstep
|
Diplomacy 1d20 - 2 ⇒ (7) - 2 = 5
"Do tell us. It'll make things easier for all of us." Grams tries for the soft approach.
SirPeter
|
Why are they regaining consciousness? Wouldn't they need healing for that?
No, they don't need healing for that. Since they are stable, they can become conscious and disabled, even though his hit points are still negative.
As Hádanka uses his rope to tie the bandits before they can react, you start to push them for informations, at a first moment they resist, but they eventually give you what you want, after Zachorius put fear in their hearts.
"Bengeirr rented a warehouse across from the The Rosy Fingers Tavern, a tavern on the west docks."
What will you do with your prisoners? May I push to the warehouse scene?
Evarice Bue
|
"There. That wasn't so hard." Evarice puts her glaive away. "We'll be back to bring you to the authorities later."
Warehouse, go go go!
SirPeter
|
The warehouse across from The Rosy Fingers Tavern is built right on the docks, part of it extending over the water. The building is thirty feet tall with no visible windows. On the landward side is a pair of large cargo doors with a smaller door built into the right one. Piers run along either side of the building and on the seaward side is a massive set of doors able to accommodate a small ship.
The street is busy, with several taverns among the warehouses. Most of the warehouses have sentries in front of them, and the ships at the docks are similarly guarded. A northlander warrior with an axe resting in his lap sits on a small pile of crates across from the warehouse, obviously keeping watch on the main door.
Map is updated. Please, place your tokens in the marching order.
Tahltria
|
"Do..we..have..a..way.. to..GET...past..the...guard..without..spilling..his..blood?"
Tahltria does her best to keep her voice low forcing you to listen very carefully to capture all of her words.
I'm fine guarding the back
Grams Boulderstep
|
Fine with the middle.
Grams looks at the position of the guard. Checking to see if there's a way to blindside him.
Ahmandé
|
Ahmandé is fine where he is in the order.
"I have that spell that makes phantom sounds; you heard the effect at Skleg's house. I can make the sound of about 4 people, at a range of about 25'. I could try to use that to create a distraction to draw the guard away." He looks at the group in turn. "Any suggestions?"
PFS CORE - Hádanka
|
Wait a moment before approaching.
Hadanka strolls down a few piers in either direction. Both to see if there are any other guards and to try and figure if it might be possible to swim under the sea side doors.
perception: 1d20 + 5 ⇒ (4) + 5 = 9
Tahltria
|
Tahltria nudges Ahmandé forward to proceed with his plan. "If..it..is...notsuccess..FUL.. then..we..will...FIND..an...altern..a..tive." She puts her hand on the hilt of sword to clear up any confusion what that might be and waits for Ahmandé to distract the guard.
Ahmandé
|
Ahmandé pulls a small lump of wax from his pouch, and begins working it between his fingers as he fixes a scenario in his mind. He begins muttering some quiet words sotto voce.
The sounds of a conversation with some associated sounds starts emanating from a point just around the corner of the warehouse. (I put a star shape on the map; both this point and the guard should be within the 25' range of the spell, so he should hear it.)
"Is the guard looking?"
"Nope! He's oblivious. If we break this window we can be in and out before he even knows!"
"Do you think this rock will do?
"Yes, that's quite big enough. Stop delaying, let's do this!"
<<Sound of window breaking>>
"Yes, that's great, now go, get inside!"
(That seems fair for 1 rd worth of conversation and sounds. Now, let's see how the guard responds. Be ready to move quickly!)
Ahmandé
|
@Ahmandé: Despite the creative way you do it, unfortunately ghost sound doesn't work in this way. You can produce the sound of men speaking coming from the corner, but not what was their "dialogue". This FAQ clarifies this question. Do you want to redo your action?
Is the sounds of unintelligible speech accompanied by the sound of breaking glass within the limits of the spell? If so, please do that.
SirPeter
|
PFS CORE - Hádanka wrote:... and to try and figure if it might be possible to swim under the sea side doors.What about this part?
@Hádanka You would have to dive in the water, because, as far as you can see, the walls of the warehouse seem to go a little beyond the sea surface.
SirPeter wrote:@Ahmandé: Despite the creative way you do it, unfortunately ghost sound doesn't work in this way. You can produce the sound of men speaking coming from the corner, but not what was their "dialogue". This FAQ clarifies this question. Do you want to redo your action?Is the sounds of unintelligible speech accompanied by the sound of breaking glass within the limits of the spell? If so, please do that.
@Ahmandé In this case you will need to cast the spell 2 times: one for the unintelligible speech (one type of sound) and another for the breaking glass (one type of sound), because once you choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character. May I proceed in this way?
Ahmandé
|
@Ahmandé In this case you will need to cast the spell 2 times: one for the unintelligible speech (one type of sound) and another for the breaking glass (one type of sound), because once you choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character. May I proceed in this way?
Yes, please. It's a cantrip, so I have unlimited castings. Please make the 2nd casting (the glass breaking) at the maximum volume (= 4 humans) of the spell, since we're going this route.
SirPeter
|
W1: 1d20 + 1 ⇒ (13) + 1 = 14
W2: 1d20 + 1 ⇒ (3) + 1 = 4
P1: 1d20 + 1 ⇒ (15) + 1 = 16
P2: 1d20 + 1 ⇒ (2) + 1 = 3
Despite it seem that the ulfen didn't noticed the effect of the first ghost sound, he turns his eyes to Ahmandé.
"Hey you! What are you doing?"
The bard makes the sound of a breaking glass behind the guard, but it seems that he didn't listened it as well.
"Get out of here, you piece of shit", he brand his axe and faces Ahmandé.
Evarice Bue
|
"Damn, I was hoping to do this with subtlety." Evarice calls upon the will of Shelyn.
She grimaces as the guard curses. "Language!"
Casting Hold Person, Will Save DC 14 or become paralyzed.
SirPeter
|
Is it possible to charge the guard from where I am? I have a 30 ft movement rate.
Unfortunately not, since you cannot speed directly toward the designated opponent, and you don't have a clear path toward the opponent. See charge.
"Damn, I was hoping to do this with subtlety." Evarice calls upon the will of Shelyn.
She grimaces as the guard curses. "Language!"
Casting Hold Person, Will Save DC 14 or become paralyzed.
"Hey! And who the hell ar...", before the northman could say anything, he suddenly become paralyzed.
Ahmandé
|
"Who me? I don't want any trouble; I was just trying to distract you so that my friends and I could raid that warehouse without your noticing! It's quite simple really. They're quite a great team; I think we'll have great success at it even though you now know! Oh, and look at that; it's already over. Nice work, Evarice."
Starting Bardic Performance: Inspire Courage as a standard action.
Allies receive +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
Ahmandé then moves to the other side of Hádanka to get out of the way of those who want to engage in physical attacks. (Move action)
Tahltria
|
Before Tahltria can fully act she watches as the northerner's body goes as rigid as a statue. Not wanting to lose a moment of this advantage she moves to the northerner and strikes at him with Dirgesinger.
I have no access to moving my token in google maps if someone could please drop me beside the guard token that would be appreciated.
Elven curved blade: 1d20 + 5 ⇒ (5) + 5 = 10
damage: 1d10 + 3 ⇒ (9) + 3 = 12
Tahltria
|
Sheathing her blade Tahltria looks at the two pieces of the guard and casually grabs the dismembered pieces and drags it with her to the entrance of the warehouse.
With no remorse she says, "Come...let's..go"
Evarice Bue
|
Evarice frowns as Tahltria goes all the way.
"Yes, that will do...At least we still have the element of surprise. Are we ready to enter?"
Zachorius
|
Zach grimaces as the man is beheaded... "Bit o' overkill there... Could 'ave bound 'im up just as easily. He's just doin' 'is job, ya know."
Was a coup de grâce really intended here? 12 damage wouldn't normally push an NPC so negative he's instantly dead... I missed where we went into combat rounds and rolled initiative as well.
Tahltria
|
I wasn't planning on chopping hid head off but I'll go with it. This just adds to rep: Tahltria is all business. She ain't evil but has no real remorse for those that would take her life in an instant.
Do..ing...HIS..job..would..mean..GUTTING..Ahman..dé. Do..not..forget..that. Let..us..move..on.
Grams Boulderstep
|
"What's done is done. Too late for that. Let us focus on the real issue at hand." Grams replies.
SirPeter
|
As the ulfen was paralyzed, I supposed that Tahltria did a coup de grace, but as she told that this wasn't her intention, instead she just cut the northman's throat and he is bleeding, no problem with that. In any case, you drag the bleeding man to the entrance of the warehouse.
@Zachorius, It were 6 of you vs. 1 weak NPC, if he got success in the saving throw check of Evarice's spell,certainly I should make initiative checks. I won't waste time with unnecessary combat that have a predictable result.
Let's keep the things moving...
Hádanka gets close to the door and hears the sound of footsteps, as if about three medium humanoids were moving there, but nothing unusual, they don't seem eager or something like this.
Evarice Bue
|
Evarice draws her longbow and nods silently to her companions, waiting for someone to throw the door open.
Ahmandé
|
Ahmandé motions those by the door to wait. He moves around to the dock along the side of the building, and cautiously peeks in the first window to see if he can get a sense of the people inside and where they're positioned. (token moved on map)
Perception: 1d20 + 5 ⇒ (1) + 5 = 6
He is disappointed to find that the window is almost entirely obscured by grime and cobwebs, so he moves along to the next. (token position updated)
We're not in combat rounds, so I'm just moving along here; this shouldn't prevent anybody else from taking actions in the meantime.
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Zachorius
|
Sorry, I was thinking of the legality of it. We're in the city, probably trespassing... it just increases the severity of the possible crime if we killed a guard who was defending his employer's property. Carry on!
Zach moves up and detects for magic as he readies his spear as he waits for Hadanka to open the door.