Ruins of Pathfinder: The Shattered Star (Inactive)

Game Master Crustypeanut

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Just to speed things up a teensy bit, Radyx, Valko, Charbonardent, you guys can 'queue' up your actions if you want, and I'll apply them when your turn comes around, making any minor adjustments as necessary based on the lacky's actions. I'll have Al'cazar's action up shortly, once I return from my morning walk.


Half-giant Warpriest | HP 19/19 | Blessings 2/4 | Fervor 1/4
Stats:
AC 17/11/16 | Fort +6 Ref +0 Will +56 | Init. +1 | Perception +3, Low-light vision | CM +5/16

Round 1

Charbonardent follows the crew inside carrying his greatsword. He knows they just want information, so he doesn't want to kill any of them. Although, he doesn't need much of an excuse. He steps to the side of the door and points to one of the lackey's and growls, "Go back to your cards, or I will cut you in half."

Seeing how dark everything is, he looks for a ready unlit light source: candle, torch, lantern, etc.

move to F12
Intimidate: 1d20 + 4 ⇒ (12) + 4 = 16
Perception: 1d20 + 3 ⇒ (8) + 3 = 11


Swiftly following on the heels of Ferit, Al'cazar enters the warehouse, drawing his massive blade as he does so. Standing right beside Ferit, who current beats Fenster over the side of the head with his sap, Al'cazar readies his weapon in case the fools sitting at the table approach. As he does so, he points his greatsword at one of them and motions to the chair with the tip of the blade.

"Sit."

__________________________________________________

Alcazar's Turn:
Starting Location: C11
Move Action: Move to G12
Free Action while Moving: Draw Greatsword
Standard Action: Ready vs Enemy Approach
Ending Location: G12


Male Human Fighter 2 | HP:22/22 | AC: 21 (FF: 19, Touch: 12) | Fort: +5, Ref: +2, Will: +0 | Per: +2 | Init: +2(+3)

Keeping a wary eye on the scum at the table, Radyx tightens his grip on his axe. Should any of them move to interrupt their "interrogation," of the Blight, Radyx is more than ready to cut the offender open.

Ready action to engage any of the lackeys that move to fight. Would prefer to end at H12. Would use a swift action to activate my own "challenge" ability to net +1 AC/Attack on it as well.
Standard Attack: 1d20 + 6 ⇒ (9) + 6 = 15
Battleaxe Damage: 1d8 + 4 ⇒ (7) + 4 = 11


Male Gnome Orace 1

Round 1

Walking forward on stubby legs, further slowed by his armor, Hoosible takes up a position right behind Radyx. He calls out ”Ewwww, keep your distance if you can help it! Those guys are carrying all sorts of nasty diseases.”

Then, wistfully, ”Of course there’s something oddly beautiful about that fetid skin, and those boils…if only it were dried in that form...”

______________

Crusty (or others) I think Ferrit is using the challenge ability from the Champion story feat. When it says “threaten”, what does it mean? Attack with any means (e.g. a spell)? Have the target be anywhere within their threatened area (e.g. 10’ around Hoosible, since he has a reach weapon) even if you’re not attacking?
.
Depending on the answer, I might give the Blight a leg cramp to discourage him from running, or might just stand ready with my longspear. Either way, play can go on.
.
Move 15’ to D12
Stnd waiting to for the answer to my question, below...
Swft Misfortune on the first of them with a high to hit roll (though avoiding challenged folks, if, again that'll jinx the challenge)


Stats:
AC 16, T 12, FF 14; Fort +3, Ref +5, Will -1; CMD 17
HP:3/19

Threaten usually refers to having a melee weapon out and going within reach of the creature. In this case I think attack spells and ranged attacks against the target would count as well.


Based off of the theme of the story feat, I'm including spells, abilities, and ranged attacks in the definition of 'threatening'.


Male Gnome Orace 1

You mean I can f*ck with Ferit or Radyx anytime I want, just by casting a cantrip on their foes? Excellent. >:-)
.
For now though, I'll cast Cramp on whichever unchallenged mook stands up first (causing a painful leg cramp that halves his move for 1 round), and use Misfortune on whichever unchallenged mook first gets a high to hit roll.

Cramp(DC 15 Fort): 1d20 ⇒ 3


Male Human Fighter 2 | HP:22/22 | AC: 21 (FF: 19, Touch: 12) | Fort: +5, Ref: +2, Will: +0 | Per: +2 | Init: +2(+3)

Just remember, we both GM games you are in...mwahaha!


Stats:
HP 15/15; AC 13, Flat Footed 10, Touch 13; CMD 13; Fort +0, Ref +5, Will +4 (+2 vs. Enchantment; +2 vs. Poison); Perception +14; Initiative +3

Valko simply watches from where he stands in disapproval. "Let's see if they can manage not to kill our only lead."


Round I Recap

His anger coming to a boil, Radyx takes matters into his own hands and stomps over to the door and kicks the thing in. He then storms in, yelling, "Alright you little s+%*s, we wanted to do this nice like but now you are gonna have this little chat whether ya like it or not!"

With the double doors to the old warehouse now on the ground, the group can get a clearer picture of what’s going on inside - as well as their ‘host’.

Fenster is a wretched creature, more skin and bone than meat. His flesh is clammy and grey in places, one of his eyes is clouded over with a white film, and his clothing is caked with filth and human waste; his breathing is raspy, gurgling, and smells of bad meat - even now, he’s plagued by a wet cough. Despite this, he turns around, coughing, his remaining good eye wide open in surprise of the sheer audacity that someone would break into his abode.

Behind him, four of his lackeys - men equally as wretched as their boss, sit around a table playing cards, the area lit by only a weak, pathetic-looking candle. Like their boss, they too are surprised that someone would break into their place, but two of them are able to react quick enough to figure out what’s going on - and, despite their obvious sickness, they jump to the fight without hesitation, drawing their rusty daggers from their wrist sheaths and yelling as they do.

”Oye, bawse, lewks lik we gut oorseelfs sum lifleey wons dun we?!”

”Hue hue hue lees mek tha leel piggehs squeeeeel!

Walking forward on stubby legs, further slowed by his armor, Hoosible takes up a position right behind Radyx. He calls out ”Ewwww, keep your distance if you can help it! Those guys are carrying all sorts of nasty diseases.”

Then, wistfully, ”Of course there’s something oddly beautiful about that fetid skin, and those boils…if only it were dried in that form...” Hoosible then waves his hand and speaks a single word of power, pointing at one of the lackeys standing up as he does so. The lackey clutches his leg in pain as he yells. ”Oooh ohh craymp! Craymp een ma leeg!”

Ferit hustles into the hovel, and whacks the Blight in his rotting face with a sap. "You'd fink a wretch like ewe would know wots good fer 'im!" the orc cackles gleefully. "THIS LIKKLE RAT'S MINE!" Ferit says, claiming the Blight.

Swiftly following on the heels of Ferit, Al'cazar enters the warehouse, drawing his massive blade as he does so. Standing right beside Ferit, who current beats Fenster over the side of the head with his sap, Al'cazar readies his weapon in case the fools sitting at the table approach. As he does so, he points his greatsword at one of them and motions to the chair with the tip of the blade.
"Sit.”

-------

"Oye, yue 'urt tha bawse! Yuez gunna git eet! Ima reep yer nurtzak oofa' shoof eet sofah urp yuez arse tha' yuez gunna chook oneet!"

One of the lackeys, despite the threatening position of Al'cazar with his massive greatsword pointed right at the man's buddy standing next to him, violently gets up from his chair and closes in on Ferit, fists raised. Al'cazar, having prepared for one of the mooks to approach, attempts to gut the man where he stands - however, he finds that his grip slips just enough, thanks to the frost that had accumulated on his weapon's handle - and his attack misses.

Wilhem opens his mouth to continue his attempts to reason with Radyx and the odious Ferit, before deciding not to waste his time. He nods at Valko and Hoosible's support, but his silence is validated when their advice is likewise ignored and the former gladiator charges heedlessly forward.
Wilhem simply sighs, before beginning a short thassilonian chant, gesturing with his right hand as he raises it into the air. Finishing the spell four bright balls of light swell into existence around his hand, adding to the light of Renfeld's torch.

"Gralk, Orie. Circle the warehouse, make sure no one comes out who shouldn't. Harl, Misha, you're with me." he instructs his guards, and starts walking towards the nearest corner, leaving Gralk and Orie to brave the water side.

Meanwhile, behind Fenster, loud footsteps can be heard and the door swings inward, revealing yet another lackey. "Oye, bawse, woots goin' on? Yuez haffin' a tuffle wit da piggeys agin?"

Valko simply watches from where he stands in disapproval. "Let's see if they can manage not to kill our only lead."

Isroth, standing only a few feet away from Valko, remains relatively quiet as he watches the battle ensue. Though his thoughts remain only his own, it is likely he doesn’t believe his skills needed for the battle - the muscle can take care of this filth. Instead, he repeats the spell he cast on Zograthy’s tent and scans the area for magic. At this, he speaks up. ”There is magic afoot in this pit of filth.”

------

Meanwhile, Charbonardent and Radyx move forward in near-unison - Charbonardent threatens the poor bastard who Al’cazar tried to gut, causing the mongrel to nearly piss himself, while Radyx moves in with his axe, cutting a clean gash right across the filthy man’s chest. It is revealed that beneath the man’s ragged winter clothing, made up of anything he could stitch onto his clothes, that he is wearing a rather masterful suit of leather lamellar underneath - though the armor fails to protect him against Radyx’s axe.

Fenster, recovering from his shock of having his ‘home’ invaded and himself slapped upside the head with a sap wielded by a very muscular orc, seethes with rage as he looks his one good eye at Ferit. ”Yue wont a tuffle geenskine, yues got yueseff won!” At this, Fenster attempts to put Ferit into a headlock, but is apparently suffering from his ‘minor’ head injury given to him just a few moments prior and he wobbles on his feet, unable to grab the orc with his surprisingly strong arms.

Meanwhile, the last of Fenster’s lackeys to join the fray jumps off of his chair and runs towards Radyx and Al’cazar, fists raised at the two. ”Yuez meessin’ wit da wroon boyz yue is! We’z gunna streeng yuez urp boy yuez coocks we is!”
_______________________

Lackey3:
Starting Location: J13
Move Action: Stand up
Move Action: Move to H12
---
Al'cazar's Readied Action vs Approach
>Power Attack w/ Greatsword: 1d20 + 5 - 1 ⇒ (3) + 5 - 1 = 7 (Miss)
Al'cazar's turn order stays the same (Since he was already just before Lackey3)
---
Lackey3:
Ending Location: H12

Assuming Hoosible targeted one of the men who've already stood up - Lackey2 being the closest, so he'll be the target of the Cramp, unless Hoosible has a better target in mind.

Lackey1:
Starting Location: ??
Move Action: Move to ??
Move Action: Open door
Ending Location: I7

Isroth:
Standard Action: Detect Magic
--Nuclear Magic Detected!-- (Starcraft reference)

Charbonardent:
Having you target the nearest lackey, the one fighting Al’cazar, unless you prefer a different lackey. Either way, your intimidate succeeds, causing Lackey3 to be Shaken for 2 rounds.

Radyx:
Since your spot is taken, I’m going to have you move to the nearest spot to where you wanted (G13) and attack the one fighting Al’cazar and shaken by Charbonardent. Your previous roll will count for your attack. Its a hit.

Fenster:
Move Action: Martial Maneuvers (Enforcer)
Standard Action: Grapple vs Ferit
>>Grapple vs Ferit: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7 (Fail)

Lackey4:
Starting Location: K12
Move Action: Stand up
Move Action: Move to H13
Ending Location: H13


EDIT! Forgot to roll for Radyx's miss chance due to the dim lighting condition.

Miss Chance for Radyx: 1d100 ⇒ 22 Hit! Barely. No need to fix my previous post then.

Charbonardent:
Despite your keen eyesight in the dark due to your superior vision compared to these meeklings, you are unable to spot any sort of additional lighting present in the warehouse - though there are quite a few crates, and the possibility exists that there may be torches or candles in them.

However, the only one visible is the meek little candle sitting on the table, providing its weak light.

Round 2 coming soon - was having issue with the site for some reason.


<< Encounter: "Fenster the Blight" | Round II | Hazards: Poor Lighting | Encounter Map: Roll20 Fenster’s Warehouse >>

”Oye.. woy’s ma leeg craympin’ urp loik tha a’a toime loik thees?!” One of Fenster’s lackeys, standing back at the table, holds his leg with his empty hand and a rusty dagger in the other as he tries to massage the cramp Hoosible conjured in his leg. ”Foine, I don’ need’ta git ovah thar’ ta keel yuez!” Completely unaware that Hoosible is the one causing his problems, the man throws his knife at Al’cazar, despite the poor view due to his buddy being in the way. Unsurprisingly enough, the dagger misses Al’cazar, instead imbedding itself in the wall just above the door.

The second man still at the table, meanwhile, unheeding the words of Charbonardent and Al’cazar to stay at the table, slips back into the shadows for a moment and can be heard running behind the crates and to Fenster’s side, passing him and ending up flanking Ferit with one of his buddies on the other side of the orc. Despite the presence of the other warriors in the room, he seems to be focusing on the one attacking his boss, his rusty knife itching to be buried in flesh. ”Ima gunna guut yuez arse opeen orcy!”

____________________________________________________________

INITIATIVE
Lackey2: 18 (Speed halved for 1 Rounds)
Lackey5: 18
Hoosible: 17
Ferit: 16
Al’cazar: 16
Lackey3: 15 (Shaken for 2 Rounds)
Renfeld: 12
Wilhem: 11
Wilhem’s Guards: 11
Lackey1: 11
Valko: 10
Isroth: 8
Charbonardent: 7
Radyx: 6
Fenster: 5 (Shaken for 1 Rounds)
Lackey4: 5
Note: Radyx is NOT flat flatfooted, since he went in the surprise round

LOCATIONS
Hoosible: D12
Ferit: G11
Al’cazar: G12
Wilhem: E3
Valko: B10
Isroth: B12
Charbonardent: f12
Radyx: G13
------
Fenster: H10
Lackey1: I7
Lackey2: J12
Lackey3: H12
Lackey4: H13
Lackey5: K13
------
Renfeld: B11
Gralk: C12
Misha: E2
Orlie: A12
Harl: D3

Lackey2:
Standard Action: Throw dagger @ Al’cazar
>Thrown Dagger: 1d20 + 1 - 4 - 4 ⇒ (9) + 1 - 4 - 4 = 2

Lackey5:
Double Move action: Move to F10

Hoosible, Ferit, and Al’cazar are up! Again, everyone else can queue up their actions if they want.


Stats:
AC 16, T 12, FF 14; Fort +3, Ref +5, Will -1; CMD 17
HP:3/19

Ferit ignores the thugs for now, maintaining his focus on Fenster, and trying to take him down non-lethally. He whacks the diseased information broker upside his head again, this time with more force. Ferit then steps back to protect his rear from the rusty blades of the thugs.

Sap on Fenster (nonlethal): 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Damage (nonlethal): 1d6 + 5 ⇒ (3) + 5 = 8

5' step back. I would ask you guys still don't threaten Fenster if possible, I'll be going after him more next round. Just don't want to get sneak attacked.


Male Human Fighter 2 | HP:22/22 | AC: 21 (FF: 19, Touch: 12) | Fort: +5, Ref: +2, Will: +0 | Per: +2 | Init: +2(+3)

Radyx glowers at the one that rushed him, taunting, "Did you miss the fact that this ain't no fist fight, you ignorant s$&@?"

He slams the man with his shield, causing him to reel back off balance, leaving his chest open. Radyx then brings his axe down, burying it deep in the man's sternum before kicking him off the weapon's blade.

"Anybody else want a piece of the champ?"
__________
Dunno if it was missed last turn, so making sure to clarify it here:
Swift Action: Challenge (Champion Feat) H13, Full Attack: H13.
Attack Axe: 1d20 + 5 ⇒ (14) + 5 = 19
Attack Shield: 1d20 + 4 ⇒ (16) + 4 = 20
Axe Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Shield Damage: 1d3 + 4 ⇒ (1) + 4 = 5


Male Human Fighter 2 | HP:22/22 | AC: 21 (FF: 19, Touch: 12) | Fort: +5, Ref: +2, Will: +0 | Per: +2 | Init: +2(+3)

Miss Axe: 1d100 ⇒ 33
Miss Shield: 1d100 ⇒ 63
Whew, both hits.


Male Human Arcanist 1

"No can do. Tha warehouse sticks right out over the water boss." Gralk observes, though as he approaches the water's edge he pauses to quint off into the darkness. "Looks like they gots some boats tied up unerneath though." he adds, looking back to Wilhem for instructions.

"Hmm. Very well." he says, gesturing and sending his light out along the rear of the warehouse, finding no means of egress there, he turns back towards the others, sending the lights just inside the warehouse door to provide some illumination since Valko's man continues to hang back with his torch."Make sure they stay inside then."

Gralk nods, gesturing Orie forward, the pair taking up a position in the doorway, readying his spear as he does so. Finding one of the thugs just on the other side menacing Ferit he thrusts said weapon at the filthy lackey.

_________________________
Gralk's Spear: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d6 + 2 ⇒ (2) + 2 = 4


Stats:
HP 15/15; AC 13, Flat Footed 10, Touch 13; CMD 13; Fort +0, Ref +5, Will +4 (+2 vs. Enchantment; +2 vs. Poison); Perception +14; Initiative +3

Valko is mostly just going to watch for the time being. He's no good in a fight, and certainly won't risk infection getting close to the band of thugs. More precisely, simply Holding until something develops to warrant his intervention.


Male Gnome Orace 1

Hoosible readies his longspear to stab any foe who comes within 10', and meanwhile keeps an eye open for a target for the curse of his misfortune.

____________

Readied stab. Will use misfortune on any foe within 30' who makes a high roll.


Round II Recap

”Oye.. woy’s ma leeg craympin’ urp leek tha a’a toime loike thees?!” One of Fenster’s lackeys, standing back at the table, holds his leg with his empty hand and a rusty dagger in the other as he tries to massage the cramp Hoosible conjured in his leg. ”Foine, I don’ need’ta git ovah thar’ ta keel yuez!” Completely unaware that Hoosible is the one causing his problems, the man throws his knife at Al’cazar, despite the poor view due to his buddy being in the way. Unsurprisingly enough, the dagger misses Al’cazar, instead imbedding itself in the wall just above the door.

The second man still at the table, meanwhile, unheeding the words of Charbonardent and Al’cazar to stay at the table, slips back into the shadows for a moment and can be heard running behind the crates and to Fenster’s side, passing him and ending up flanking Ferit with one of his buddies on the other side of the orc. Despite the presence of the other warriors in the room, he seems to be focusing on the one attacking his boss, his rusty knife itching to be buried in flesh. ”Ima gunna guut yuez arse opeen orcy!”

Hoosible, not wanting to get directly into the fray but nevertheless wants to stay close to it for.. moral support with his spear and bad luck, readies himself in case any of the diseased thugs decides to try their hand and leaving the warehouse.

Ferit ignores the thugs for now, maintaining his focus on Fenster, and trying to take him down non-lethally. He whacks the diseased information broker upside his head again, this time with more force. Ferit then steps back to protect his rear from the rusty blades of the thugs.

Al’cazar, annoyed at these pathetic thugs, raises his greatsword and swings it at the one already damaged by Radyx. The massive blade connects with the man between his shoulder blade and neck and Al’cazar takes the blade all the way to the man’s stomach, nearly slicing him in half and causing the lackey to be dead before he hits the ground. Al’cazar’s blade, drawn from the man’s bloody corpse, begins steaming due to the warm blood coating being in contact with the cold air.

"No can do. Tha warehouse sticks right out over the water boss." Gralk observes, though as he approaches the water's edge he pauses to quint off into the darkness. "Looks like they gots some boats tied up unerneath though." he adds, looking back to Wilhem for instructions.

"Hmm. Very well." he says, gesturing and sending his light out along the rear of the warehouse, finding no means of egress there, he turns back towards the others, sending the lights just inside the warehouse door to provide some illumination since Valko's man continues to hang back with his torch."Make sure they stay inside then."

Gralk nods, gesturing Orie forward, the pair taking up a position in the doorway, readying his spear as he does so. Finding one of the thugs just on the other side menacing Ferit he thrusts said weapon at the filthy lackey, though he finds his spear unable to connect.

”Oye! Oye oye oye! Thay keel’d ‘em bawse! Nows thay gunna git eet!” The lackey latest into the fight runs out of his room and straight at the retreating Ferit with his fists raised and attempts to grapple the orc much like his boss did moments earlier. However, Ferit is not so easily grappled, and remains free from the diseased man’s grasp.

Valko sighs, watching and waiting for this massacre to be over.

Isroth, meanwhile, continues detecting magic within the warehouse, focusing his efforts around Fenster and his lackeys. ”Eight faint magical auras are within.”

Charbonardent finds an odd moment of satisfaction when the man who he had just warned not to get up finds himself sliced in half just as he had said - even though it was Al’cazar who did the deed, not himself. Regardless, the half-giant enters the fray and, despite the group’s interest in seeking Fenster alive, goes at their target with the full might of his massive greatsword, attempting to hack off Fenster’s legs. Though unable to sever them, Charbonardent’s blade does connect with the ‘bawse’, sending him crashing into a nearby crate, bloodied and unconscious thanks in part to the beating over the head he had recieved from Ferit.

Radyx glowers at the one that rushed him, taunting, "Did you miss the fact that this ain't no fist fight, you ignorant s#@%?"

He slams the man with his shield, causing him to reel back off balance, leaving his chest open. Radyx then brings his axe down, burying it deep in the man's sternum before kicking him off the weapon's blade.

"Anybody else want a piece of the champ?"

With their boss unconscious, one of their member sliced in half and another in a bloody, though still breathing, heap on the floor, the remaining three lackeys surrender, screaming for mercy.

”Bawse is doon! We geev urp, don’ keel us! We’s juss ferlloowin’ oordahs!”

_______________________________________________

Al’cazar:
Starting Location: G12
Standard: Power Attack Lackey3 @ H12 w/ Greatsword
>Greatsword: 1d20 + 5 - 1 ⇒ (17) + 5 - 1 = 21 (Hit)
>>Damage: 2d6 + 6 + 3 ⇒ (6, 5) + 6 + 3 = 20 (Outright Dead)
Free Action: 5ft to H12
Ending Location: H12

Gralk’s spear is a miss

Lackey1:
Starting Location: I7
Move Action: Move to G10
Standard Action: Grapple Ferit
Grapple Ferit: 1d20 + 6 ⇒ (3) + 6 = 9 (Miss)
Ending Location: G10

Ferit’s Challenge to Fenster Ends due to Lackey1’s interference. Ferit gains a -2 to attack and AC for this round.

Isroth:
Standard Action: Concentrate on Detect Magic
(Cone aimed at Fenster and co.)

Charbonardent (DMPC’d):
Starting Location: F12
Free Action: 5-ft to G11
Standard Action: Attack Fenster w/ Greatsword
>Greatsword Attack: 1d20 + 6 ⇒ (17) + 6 = 23 (Hit)
>>Damage: 3d6 + 6 ⇒ (2, 1, 6) + 6 = 15

Fenster is now unconscious (But not bleeding out) due to the combination of lethal and non-lethal damage done to him.

Combat Finished!


Fenster is unconscious, sitting at 13/28 hp with 17 nonlethal (Meaning he'll be unconscious for 4 hours), one lackey is outright dead, while another is currently bleeding out. The three remaining lackeys have surrendered, and are compliant provided they remain unharmed.

With one more round of concentration, Isroth is able to attempt to identify the various magical auras.

The first five are on the lackeys - one per lackey. All five auras are emanating from small vials on each lackey's person.
Isroth's Spellcraft vs Item #1: 1d20 + 8 ⇒ (1) + 8 = 9 (Failure)
Isroth's Spellcraft vs Item #2: 1d20 + 8 ⇒ (4) + 8 = 12 (Failure)
Isroth's Spellcraft vs Item #3: 1d20 + 8 ⇒ (2) + 8 = 10 (Failure)
Isroth's Spellcraft vs Item #4: 1d20 + 8 ⇒ (7) + 8 = 15 (Failure)
Isroth's Spellcraft vs Item #5: 1d20 + 8 ⇒ (15) + 8 = 23 (Success)
>>> Potion of Cure Light Wounds

The latter three are all on Fenster.
Isroth's Spellcraft vs Item #6: 1d20 + 8 ⇒ (16) + 8 = 24 (Success)
>>> Amulet of Natural Armor +1
Isroth's Spellcraft vs Item #7: 1d20 + 8 ⇒ (18) + 8 = 26 (Success)
>>> +1 Studded Leather
Isroth's Spellcraft vs Item #8: 1d20 + 8 ⇒ (6) + 8 = 14 (Failure)
>>> Emanating from Fenster's bracers - the bracers are made of scarred, rough, well-worn coarse leather fastened to Fenster with thick leather straps. The straps have a faint transmutation aura.

Would you guys like to thoroughly loot the lackeys and Fenster? And what are your plans?

Edit: I'd also like to add that for this rather short encounter, everyone gained 200 experience. Everyone is sitting at 725 xp.


Male Human Fighter 2 | HP:22/22 | AC: 21 (FF: 19, Touch: 12) | Fort: +5, Ref: +2, Will: +0 | Per: +2 | Init: +2(+3)

Radyx looks at the remaining thugs and says, "Get your piece of s+!~ boss and out him in a chair, then plop your asses down with him."

He then looks at Ferit and adds, "Snots, tie 'em up."

Figure we will be doing some interrogations. And the least they can do for putting us through this trouble is provide us the items we want, to compensate us for the extra effort. Hehehe.


Stats:
AC 16, T 12, FF 14; Fort +3, Ref +5, Will -1; CMD 17
HP:3/19

Ferit sets about binding up Fenster. After that he stands around, looking dull.


Stats:
HP 15/15; AC 13, Flat Footed 10, Touch 13; CMD 13; Fort +0, Ref +5, Will +4 (+2 vs. Enchantment; +2 vs. Poison); Perception +14; Initiative +3

"That malformed, diseased nugget of a wretch of a man is carrying enchanted possessions? Curious! How delightfully unexpected." Valko's eyes seem to glimmer and come to life a bit more than his decidedly glazed over expression during the fighting that had taken place. That he had so totally opposed the violence in the first place seems to not factor into his gleeful demeanor even slightly.

"You know, gentlemen, I think our pay grade just increased. What say we confiscate these possessions? As Cyphermages, it is our duty to acquire and. . . *ahem* catalogue any relics we should come across." Valko turns to Renfeld, whose flinch and tormented eyes know the command before it is given form. "Renfeld! Relieve these simpletons of their ill-gotten goods. And wear your gloves, man. They are crawling with filth."


Stats:
AC 16, T 12, FF 14; Fort +3, Ref +5, Will -1; CMD 17
HP:3/19

"We gonna wait fer 'im to wakie wakie, or kin one o' youse put a little wood in his mast now?"


As ordered, the three lackeys do as they're told and pick up their unconscious boss, haul him to the table they were playing cards at, and plop him down on one of the chairs, his head now leaning against the crate behind them. Then, giving the group terrified looks, the three sit down in their own respective chairs and proceed to attempt not to look their captors in the eyes, lest one of the big ones slice them in half like their friend before them - the same one whose blood is currently steaming all over the floor.

Moments later, Ferit goes about binding Fenster with the rope he keeps on hand for occasions such as this - as he does so, he notes just how awful Fenster smells, even to the orc. Ferit's binding is quickly followed by Renfeld, who does as he's commanded and takes the potions from the five lackeys and then goes about stripping Fenster of his armor, necklace, and bracers, before placing them in a heap near one of the crates.

_______________________________

Dice Rolls:

1d4 ⇒ 3
Ferit: 1d20 + 3 ⇒ (17) + 3 = 20

1d4 ⇒ 4
Renfeld: 1d20 ⇒ 9

You guys can try to get information out of the lackeys, but you have a feeling that they're not of any real use to you - What do you guys want to do with Fenster? Wait 4 hours or heal him while he's mostly-naked and bound so you can interrogate him sooner?

Also, as for the two dead lackeys (as the other one would have bled out by now, since none of you really care about him), Renfeld is able to notice that both are wearing Masterwork Leather Lamellar armor - and each are also carrying a wrist sheathe with a rusty dagger coated with some sort of substance. You can assume that the other three have the same equipment.

Edit: All of them (including Fenster) are also wearing a ragged cold weather outfit.


Male Human Fighter 2 | HP:22/22 | AC: 21 (FF: 19, Touch: 12) | Fort: +5, Ref: +2, Will: +0 | Per: +2 | Init: +2(+3)

Radyx chuckles a bit to himself as the leader is essentially stripped and bound. He keeps a close eye on the lackeys, making sure they don't try anything foolish.

Once the others are done collecting their spoils, Radyx chimes in, "Alright, one of you boys get this piece of trash awake so we can talk to him."

When Fenster finally starts coming around...
As the gang leader slowly starts to come around, Radyx says, "Rise and shine ugly. Now, the lot of us have some questions for you, and, well, I think you know that things aren't going to end well for you if you don't come up with some answers we like."
__________
Intimidation: 1d20 + 9 ⇒ (9) + 9 = 18


Stats:
AC 16, T 12, FF 14; Fort +3, Ref +5, Will -1; CMD 17
HP:3/19

Ferit shuffles up behind Fenster and giggles wickedly in his ear. "Aye...Oi for one 'ave 'ad a very frustratin' day. Oid love to take it out on yeh," he says, grabbing the man's shoulders in his meaty paws and squeezing tightly.

Intimidate aid another: 1d20 + 10 ⇒ (2) + 10 = 12


Male Gnome Orace 1

Hoosible waddles up to the unconscious and bound Fenster, looking him over and sniffing without touching him.

He concludes that it'll be a long wait without magical help -- and that positive energy is more likely to help this one than negative. Hoosible lets the wendo begin to swirl around him, causing nearby objects to rattle. He then opens his mouth and utters two Words of Power that echo forth: "ការព្យាបាលជិតស្និទ្ធតិចជាង".

Immediately the diseased thug wakes up, several of his larger bruises receding.

lesser cure: 1d8 + 2 ⇒ (7) + 2 = 9


Male Human Arcanist 1

"Ugh. Don't act so pompous, just call it what it is. Assault, intimidation and theft. I doubt anyone that matters will care." Wilhem says as Valko swoops in to relieve the men of their valuables. The needless brutality has done little to improve Wilhem's demeanor after a long day consisting mostly of wandering around in the cold.

"Gralk, secure the warehouse." he says as he moves forward to examine the items Renfield has collected. With a few gestures the half-orc has the twin ulfens guarding the warehouse doors, while he and Orie move to poke around the dim interior of the warehouse and adjoining rooms.

_________________________
Spellcraft Item 1: 1d20 + 8 ⇒ (14) + 8 = 22
Spellcraft Item 2: 1d20 + 8 ⇒ (14) + 8 = 22
Spellcraft Item 3: 1d20 + 8 ⇒ (17) + 8 = 25
Spellcraft Item 4: 1d20 + 8 ⇒ (13) + 8 = 21
Spellcraft Item 8: 1d20 + 8 ⇒ (1) + 8 = 9
Knowledge (Dungeoneering): 1d20 + 8 ⇒ (20) + 8 = 28
Last one is to try and identify whatever is on the weapons.
Wilhem will prod Fenster with the wand if we want him conscious.

Perception (Gralk): 1d20 + 4 ⇒ (3) + 4 = 7
Perception (Orie): 1d20 + 7 ⇒ (2) + 7 = 9


As Hoosible heals Fenster, the latter begins to stir back to life slowly, as if groggily waking up from a night of heavy drinking. However, this quickly changes as he realizes he’s unable to move his hands and his one good eye snaps open and he remembers what happened - and he is quickly reminded as such by Radyx and Ferit.

”Oye, yues don ned ta shou’, I’s gert enuf o’a ‘eedack. I’s gitten wha’ yues sayeen - I’s figgur tha’ tha’ beetin’ yues gived meh wers wort mees usurl fee.” He pauses a moment to give his new ‘employers’ a better look-over with his one good eye before continuing, ”Sa, whertcha won’ frum ol’ Feenstah?”

Wilhem:
Gralk and Orlie come up with nothing interesting in the warehouse. In addition, the substance on the daggers is Blue Whinnis poison.

_________________________________________

Even without the intimidation, Fenster is compliant - he wants no more trouble (and no more dead lackeys to have to dispose of), so he’ll do as you guys ask and answer questions to the best of his ability.

In addition, all four of the vials Wilhem identified are all Potions of Cure Light Wounds.


Stats:
AC 16, T 12, FF 14; Fort +3, Ref +5, Will -1; CMD 17
HP:3/19

"Natalya Vancaskerkin and the Tower Girls, everyfin yeh knae. Don' forget nuffin'. Oi'd hate to 'ave to sate me 'unger on yehr fingers and toes."


Fenster smiles, ”Oye I's knaw aboot tha’ Toowar Geerls.. I’s thar layndlard! Thay’s ah.. noot ‘ere roight naw, burt thay’ll be baeck! Thay ceen neevar stey awar froom Ol’ Feenstah fer loong!” Fenster lets out a laugh, but before he can continue, his laugh evolves into a series of alarmingly wet coughs, spitting up a nice glob of bile onto the table as he does so, splattering the playing cards with it. Fenster looks at his creation lovingly for a moment before continuing. ”Aboot tha’ perday won yuez takin’ abert, Naterlyae, I’s ‘appeen ta knaw whar’ shey been ‘ideen tha’ perday lil’ arse o’ ‘ars fram ‘er Toowar Geerl buddays. ‘Ar playce ain’ fah froom ‘ere undah tha breedge - seen ‘ar sneeken aboot all sneeky-loike, bert notin’ escaypes mah goot peepah! If’n yuez won’, I’s caen shoow yuez ta whar shay’s ‘ideen, eef’n yuez leef us bey aftah I’s shoows yuez.”

__________________________________________

For those unable to understand a word Fenster’s saying, he knows where Natalya’s hiding and he’s willing to give you guys directions - he says its not far, and its here in the Underbridge.


Stats:
AC 16, T 12, FF 14; Fort +3, Ref +5, Will -1; CMD 17
HP:3/19

"Loverly. If yeh's tellin' it true, Oi've got five pieces o' gold fer yehr troubles. Go on 'hen, lead da way."


Alrighty, before I move us on, does anyone else want to do anything here or ask Fenster anything else? Do you guys want to loot the two dead corpses (And perhaps the three living ones), or take a better look around the place?

If not, and a few people are ready to go, I'll move us along!


Male Human Arcanist 1

Wilhem keeps his distance from the blighted captive, but listens closely to his words, managing to decipher most, if not all of them. "What about the disappearances. Do you know anything about who's behind them or where they're being taken? Any ideas on who's behind the rumors of Nidalese slave traders?" Wilhem asks, taking a half step forward as he poses his questions.


”Ain’ naw nootin’ aboot naw slaevars, boot I’s dew knoow woos makeen tha peeples deesapare - Me!” Again, Fenster breaks out in a laugh but is quickly forced to stop lest he begins coughing again. After seeing the wary looks from his captors at his answer, he chuckles and shakes his head. ”Wos a’jak - tha I’s du weesh tha’ I’s tha won makeen peeples dessapare - naw, ees tha’ lil’ bluw dorfy’s I’s been seesin’ sneekin’ aboot all sneekey-loike at noight - creeepay lil’ buggahs, peepahs as payle as me’s bayd peepah an’ aboot a’shoot a’ tha’ shooty ovah thar.” He nods his head towards Hoosible. ”’Aveen’t sees ‘em fer dayes naw, an’ I’s ‘aveen’t ferrlow’d ‘em ta sees whar thay’s coomin’ fram. Ain’t gunna eitha’, thay’s ta creeps fer me’s.”

”Blue.. dwarfs?” Renfeld, having just finished placing all of the loot acquired so far in a pile next to the door, pipes up after Fenster finishes talking. ”Master, I have heard of such things whispered before here in the city.. short, blue-skinned and white-eyed folk known as the 'derro' that come from the depths and whisk people away at night to experiment upon them.. but it is only a tale told to frighten children.. surely he can’t be telling the truth?” Renfeld fidgets about and wrings his hands together, hoping not to get a backlash from his master for speaking without permission.

________________________________________________________________________

Dice Rolls:

Renfeld: 1d20 + 5 ⇒ (12) + 5 = 17 (Holy s&&& he actually succeeded on something!)


Stats:
AC 16, T 12, FF 14; Fort +3, Ref +5, Will -1; CMD 17
HP:3/19

Ferit largely ingores the chatter as they begin to follow Fenster. The orc's main concern is keeping the group moving while they chatter. He does this standing uncomfortably close to them until his stench causes them move a bit. He utilizes this body-odor driven locomotion to herd the group out the door as quickly as possible.


Male Human Fighter 2 | HP:22/22 | AC: 21 (FF: 19, Touch: 12) | Fort: +5, Ref: +2, Will: +0 | Per: +2 | Init: +2(+3)

Radyx has no more to add, other than we take their magic supplies when we depart.


Male Human Arcanist 1

Uhh, from my reading Fenster wasn't going to show us the way, just give directions, so he's still strapped to the chair to my reconning, so no chatting while we walk :p

"Derro... hm." Wilhem murmurs, looking at Renfield in his periphery, but mainly focusing on Fenster. "Have you noticed any pattern to their actions. Can you at least tell us where you've seen them? Do they seem to be working out of underbridge or another district?" he prods Fenster with further questions, seeing if there is anything to be squeezed out of the man. Should he fail to answer them however, Wilhem falls silent, out of queries for the man.


Stats:
AC 16, T 12, FF 14; Fort +3, Ref +5, Will -1; CMD 17
HP:3/19

I intended to free him after he offered to show us where to find the girl. Questions can be asked on the way just as easily.


My mistake on that - Fenster is willing to show you the way or give directions, whichever you guys prefer.


Male Human Arcanist 1

Ahh okay. He can lead us then I guess :) Wilhem is not going to comment on whether we steal their stuff or not, but he will want his share if we do :p


Male Gnome Orace 1

Hoosible huffs and puffs as he struggles to keep up with his taller, unarmored comrades...wishing desperately for a zombie riding dog.


Stats:
HP 15/15; AC 13, Flat Footed 10, Touch 13; CMD 13; Fort +0, Ref +5, Will +4 (+2 vs. Enchantment; +2 vs. Poison); Perception +14; Initiative +3

"Derro snatching people off of the streets? It seems unlikely. . . then again, Nidalese slave traders seems unlikely as well." Valko rubs his chin thoughtfully for a moment. His keen eye appraises the disposition and brutish nature of the larger bulk of his current companions. They seem more than adequately equipped to dispatch such a nuisance, and there would be substantial reward for the endeavor.

"After we have located this missing woman, we can turn our minds to finding the truth of these disappearances." And then I can turn my mind towards earning my just reward for successfully solving another of Magnimar's mysteries!


Fenster shrugs, "Naw, ain't knaw naw pattahn - ain't wootched 'em tha' cloose. I's sees 'em 'ere in'a Unda'Breedge, boot I's'unna eef thays wookin' eelswar. Been 'eareen' 'boot peeples disappeerin' alls o'a tha playce tha', so's I's beetin' tha' thay's wookin' alls o'a."

Translation:
No, don't know any pattern - haven't watched them that close. I've seen them here in the Underbridge, but I don't know if they're working elsewhere. Been hearing about people disappearing all over the place though, so I'm betting that they're working all over."[/b]

ACTUAL update coming up shortly!


   

        R U I N S  O F  P A T H F I N D E R
   T H E  S H A T T E R E D  S T A R   
               Book I: Shards of Sin
           ­­­Part 2: The Seeker’s Shard
   
   
With Fenster leading the way, after having been given permission to salvage a suit of armor and warm clothing from one of his lackeys, regardless of the bloodstains, the group makes their way towards the presumed location of Natalya Vancaskerkin - at least, according to their foul-smelling guide.

After a short ten-minute walk through grimy alleyways, during which Fenster seems annoyed at the group’s slow pace due to the “shooty-arse-noom” known as Hoosible, particularly as the group passes by the infamous monument known as The Shadow Clock, rumored to be the home of a horrific monster called 'The Scarecrow', Fenster stops the group next a large, seemingly abandoned building at the corner of a ‘T’ intersection not far from the Seacleft. He turns around and motions his head towards the building. ”Oyte, jus’ roond dese cornah,”, referring to the path that goes south, towards the Seacleft, ”Yuez see an oold boohdah ‘oose, coovah’d een meeldue an’ lewkin’ leek eets ben thra a’fir, wid scootch maks a’ova ees wolls.” He takes a second to peek around the corner sneakily, before returning to the group. ”Ees goot a windah leet urp, yuez cannae’ mees eet. Ees’ aboot a’undad fit - roight urp aginst tha’ Seeclef. I’s ain’ comin’ witcha, as I’s feeled mah purt o’a burgain. Tha’s tha’ ‘oose I’s see’s yuez beetch coomin’ an’ gooin’ fram - see’s a few turgs ta, leek she’s ben gadderin’ ‘eenchmin o’somfin’. Shuddin’ beh somfin’ yuez cannae ‘andeel tha.”

________________________________________________________

Translation:

”Aight, just around this corner,”

”You’ll see an old border house, covered in mildew and looking like its been through a fire, with scorch marks all over its walls.”

”Its got a window lit up, you can’t miss it. Its about a hundred feet - right up against the Seacleft. I’m not coming with you, as I’ve fulfilled my part of the bargain. Thats the house I’ve seen your b@%!~ coming and going from - seen a few thugs too, like she’s been gathering henchmen or something. Shouldn’t be something you can’t handle though.”

Alright guys! Just around the corner from where you are, hundred feet forward, is where Fenster says Natalya is hiding - none of you have yet looked around the corner, as Fenster stopped the group just beforehand in case you guys want to be sneaky about it (He’s smart that way), since you guys have a beacon of light in the darkness. What do you guys want to do?

It is currently 6:30 PM and Renfeld’s torch has 20 minutes left on its duration.


Stats:
AC 16, T 12, FF 14; Fort +3, Ref +5, Will -1; CMD 17
HP:3/19

"Stay put. Oi'll be roight back, gonner 'ave a wee peep," Ferit says to the others. He creeps forward into the darkness, keeping to the shadows and moving silently.

Take 10 on stealth for a 14 and move up to check out the building.

If I make it close without getting spotted, find a place to hide and keep on eye on the building for a couple of minutes (taking 20 on perception) for a 23.


Ferit:
As you go around the corner and down the street sneakily, you are unable to see much of the building until you get within Darkvision range of it - before, you can only see a relatively dim light coming from two, grimey windows - upon getting closer, however, you notice that these two windows are actually a part of a small side shack built onto the side of the main building - likely a storage shed of some kind.

As you risk getting closer, you realize that there are people inside of the small shed - and, thanks to the darkness and grime covering the windows, the people inside have no way of spotting your stealthy approach, allowing you to get within feet of the shed. Inside, you are able to hear two men leisurely relaxing while on watch, complaining about the cold and their s%#*ty accommodations.

Continuing to listen, you realize that these men are Sczarni thugs - the same sort the group encountered over near Zograthy’s - and, in addition to their complaining, they hope that their “Boss” is ready to make her move soon, as they’re tired of “This stinking hellhole”.

The rest of the building is a one-story building roughly 75-feet long and shaped like an “L”, with it being 25 ft wide near where you are and double that on the south-side, where an old chimney pokes out of the building. Any windows the building may have had, besides the two in the shack, are heavily boarded up. There appears to be just a single door heading into the building proper, facing the north side, while a second door leads into the shack on the east side. The building has a pointed enough roof to likely warrant some sort of attic inside.

You are within feet of the shack and are currently undescovered - do you want to risk a peep inside the shack itself, or continue examining the rest of the building?

Also, look in the roll20 campaign to see the basic outline of the building. There are two maps seen - both represent the same building. The one on the left is the first-floor, while the one on the right represents the attic-level, also allowing you to see the entire outside outline of the building, which I can't show you in the other one for spoiler reasons. You're near the small shack - the lights coming out of the windows don't illuminate much of the surrounding area due to the grime and frost on the windows. As before, green is normal light while yellow is dim light.

You still have enough concealment due to the grime and frost on the windows to take a peep inside, however. You may continue taking 10 on your stealth check for that if you want.


Also, on the map in the roll20 link, the top of the map is SOUTH while the bottom is NORTH.

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