GM Nowruz |
Dooain plods slowly through the longest exchange you've heard from him.
"Hmmm, now look here. My friend is quiet agitated. Seems to us there's a bit of bad business about. Sabotaged expedition, city's gotta glitchy sonaphore, sharks with strange markings, accusations of sahaguine, it's all rotten. I'm sure you're no part of it, but for us to help you we need to know everything. What if one of your clients are involved? Just think what could be done with large amounts of underwater combustibles near a city like this. So please, before we need to involve our friends in the guard, tell us what we want to know."
Yuka is hesitant. But then he shows Dooain a certain page in the ledger. As he looks at the ledger, he sees only that Yuka had it delivered to "The warehouse".
Yuka continues.
"I didn't ask. All I know is that I have it directly shipped to a warehouse. The price point was REALLY good, so I couldn't say no..."
Yuka looks genuinely distraught. "I can give you the location of the delivery if it'd help."
Indeed, he gives you the address forthwith (and it matches the ledger.)
Dooain |
Dooain wrote:"Don't know much about alchemy...strange science...not natural..."
[dice=craft alchemy]1d20+
"I mean take this iron flame for instance. Strange stuff. Only volcanoes should burn under water, though i suppose a bit of alchemist fire saved me more than once or twice."Dooain knows that Ironflame is a compound that burns VERY hot, and VERY fast, and can do so underwater. In the quantities here, it'd be a massive explosion....
"That much iron flame...near the dome...could crack it."
Gurkagh |
"Gurkagh say spirits say let's go iron flame!"
GM Nowruz |
You are ready to leave and Yuka waves goodbye as the party exits the building.
As you exit the shop, you see someone standing across the busy street. Sharp fangs and amphibian fins mark him as a sahuagin as his gaze slides past yours. DC15 Sense Motive check to open the next spoiler.
The sahuagin appears to be watching the workshop, while attempting to appear nonchalantly loitering on the street.
Where to next?
Umberto Ricci |
perception: 1d20 + 2 ⇒ (2) + 2 = 4
I presume we collected and address from the ledger? Otherwise, we might have to "gather information" for its location.
Umberto walks out of the tinkerer's office waiting for someone to spout the address we should head to
Seth Saliss |
perception: 1d20 + 8 ⇒ (18) + 8 = 26
sense motive: 1d20 + 4 ⇒ (14) + 4 = 18
As they exit the building and begin heading to the warehouse, Seth notices something out of the corner of his eye. Trying to be inconspicuous himself, he says, "There's a sahuagin over there watching the workshop and trying to look like he isn't. I think we're on the right trail. I think we should cut him off before he heads back to some superior."
as much as I love the idea of following this guy back to his bosses, we're in a time crunch. If we can grab him and question him, it might not take too long
Gurkagh |
"Snakeman think sharkman bad guy? Gurkagh get him."
Gurkagh speaks with the spirits of the sea, and tendrils of toxic seaweed try to wrap around the sahuagin like a cocoon.
Cast sickening entanglement on the sahuagin to be action-oriented :)
GM Nowruz |
;-)
Bluff Gurkagh: 1d20 + 1 ⇒ (10) + 1 = 11
vs. Perception of the group and the Sahuagin for surprise round DC
Perception Sahuagin: 1d20 + 6 ⇒ (9) + 6 = 15
Perc(Dooain): 1d20 + 0 ⇒ (14) + 0 = 14
Perc(Umberto): 1d20 + 2 ⇒ (9) + 2 = 11
Perc(Shabah): 1d20 + 8 ⇒ (1) + 8 = 9
Perc(Gyrand): 1d20 + 4 ⇒ (3) + 4 = 7
Perc(Seth): 1d20 + 8 ⇒ (2) + 8 = 10
When Gurkagh begins the first sign of casting his spell, you realize that Dooain, Umberto and the Sahuagin are not surprised and act.
Ini Sahuagin: 1d20 + 1 ⇒ (9) + 1 = 10
Ini(Dooain): 1d20 + 3 ⇒ (4) + 3 = 7
Ini(Umberto): 1d20 + 2 ⇒ (20) + 2 = 22
Ini(Shabah): 1d20 + 2 ⇒ (13) + 2 = 15
Ini(Gyrand): 1d20 + 6 ⇒ (10) + 6 = 16
Ini(Seth): 1d20 + 2 ⇒ (6) + 2 = 8
Ini(Gurkagh): 1d20 + 2 ⇒ (9) + 2 = 11
* * *
Round - Surprise
Gurkagh starts to cast his entangle spell and he is lucky to have enough plant growth here to enable the spell to take effect. Many people are affected by spell as you are now standing on the street ... grass, weeds, and other plants are starting to wrap around creatures in the area.
"Ohhhh ... Mortimer ... what is happening here?!?" an Undine lady cries out to her husband.
Reflex Sahuagin : 1d20 + 4 ⇒ (9) + 4 = 13
You can now see that the Sahuagin really is stuck now.
* *
Round - Surprise
1. Gurkagh (casts entangle), Umberto -> GO
2. Sahuagin
3. Dooain
* * *
Round 1
1. Gurkagh, Gyrand, Shabah, Umberto
2. Sahuagin
3. Dooain, Seth
GM Nowruz |
The sahuagin tries to break free ...
Move action Strength check: 1d20 + 2 ⇒ (17) + 2 = 19
... and is really able to get rid of the plants.
He runs and dives into the waterway going deep and hardly being visible.
DC 15 to spot the Sahuagin in the water when you have reached the waterway (and have successfully saves vs. the entangle.
Round - Surprise
1. Gurkagh (casts entangle), Umberto
2. Sahuagin
3. Dooain-> GO
* * *
Round 1
1. Gurkagh, Gyrand, Shabah, Umberto
2. Sahuagin
3. Dooain, Seth
Shabah's Warform |
The new towering lizardfolk takes off after the Sahuagin, clearly untroubled by the sudden growth, as they sight in on the fleeing creature.
Reflex: 1d20 + 8 ⇒ (20) + 8 = 28
Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Depending on distances, Shabah may already be making use of their new swim speed :)
Gurkagh |
"Ha ha, silly seaweed spirits! Gurkagh say get sharkman, not new friend!"
Gurkagh will dismiss the sickening entanglement spell as a standard action and then move up to the edge of the water.
GM Nowruz |
After the Sahuagin escapes you confer that you need to travel to the warehouse. In the less traveled industrial district the humidity lowers sharply.
You can also feel the heat coming from the Glass Pit, where near it a massive furnace is kept ignited as the sole source of fire in Vialesk.
Warehouse
Stevedores and city guards are the main occupants on the streets as you arrive at the warehouse address.
The building is a respectable size, at least two stories, with multiple large loading doors on either end and to the side.
A wooden fence blocks the alley between it and its neighbor.
Dooain |
Dooain ponders the failed chase while walking to the warehouse.
"Um why did we chase that sahaguine again?"
He stops to look around the street and the building trying to determine if it is occupied or if anyone will care should he choose to break in.
perception: 1d20 ⇒ 9
GM Nowruz |
The guard patrol passes by the party, too far to hear any topic of discussion.
Your front of legitimacy seems to convince that nothing suspicious is going on. As they turn out of sight, the Pathfinders are able to check closer and determine there are no open doors.
Dooain looks, and doesn't see anything of note, though he can confirm that the door is locked through a small test.
I hope you do not mind that I give you a little more guidance now.
A few people are on the streets but nobody takes interest.
He scans the area, noting no one in particular watching, but he does here the sounds of people moving boxes inside.
It looks like if you don't want to draw attention, someone is going to need to stealthily unlock, or break down, the door.
To get into the warehouse, I’ll need Disable Device or Str checks to get the doors open. If you’d like to also avoid the city guard while you break in, you’ll need to roll Stealth (to go unnoticed) or Bluff (to make a distraction) as well.
Shabah's Warform |
Shabah chugs a strange elixir, putting on yet more layers of muscle and scales Mutagen.
"Any distractions you can provide would be quite welcome, but I will tend to these doors with as much subtlety as I can."
Taking 10 if kosher.
Disable Device: 10 + 11 = 21
Stealth: 10 + 5 = 15
Seth Saliss |
Sliding up behind Shabah, Seth takes a quick peek into the warehouse.
perception: 1d20 + 8 ⇒ (2) + 8 = 10 (though he doesn't seem to see anything special)
"More sahuagin," he whispers to the others.
Seth Saliss |
in an effort to move things along...
Seth casts grease under the feet of the sahuagin moving crates. (DC15 reflex)
Gurkagh |
"Gurkagh don't know if mammoth spirits come to silly water place, but maybe!"
Gurkagh asks the mammoth spirits for bull's strength and his muscles start to bulge.
Shabah's Warform |
Shabah surges through the opened door, carving their blade across the Sahuagin before them.
"You must never hesitate."
Falchion (Charge!): 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25
Slashing: 2d4 + 10 + 3 ⇒ (2, 2) + 10 + 3 = 17
GM Nowruz |
I am honest that I have a hard time to get to my computer. :-(
Initiative
Ini(Dooain): 1d20 + 3 ⇒ (7) + 3 = 10
Ini(Umberto): 1d20 + 2 ⇒ (13) + 2 = 15
Ini(Shabah): 1d20 + 2 ⇒ (10) + 2 = 12
Ini(Gyrand): 1d20 + 6 ⇒ (1) + 6 = 7
Ini(Seth): 1d20 + 2 ⇒ (5) + 2 = 7
Ini(Gurkagh): 1d20 + 2 ⇒ (6) + 2 = 8
Ini(Enemies): 1d20 + 1 ⇒ (20) + 1 = 21
* * *
SURPRISE ROUND
Shabah's attack is so fierce that the first Sahuagin behind the crate is dead before he could even react. Lucky Shabah ... the sahuagin was not holding an alchemical crate.
Reflex : 1d20 + 5 ⇒ (13) + 5 = 18
The next sahuagin does not slip and thus does not fall.
* * *
ROUND 1
1. Enemies
The two remaining sahuagin put down their crates and draw their tridents.
2. PC
You are all up!
Seth Saliss |
Seth pulls his bow out and takes a shot at the sahuagin he tried to grease.
swift activate luck, move to pull bow, attack
bow: 1d20 + 5 ⇒ (3) + 5 = 8 damage: 1d6 + 2 ⇒ (1) + 2 = 3
...but the arrow sails past the creature.