Scarletrose |
Gavin's flail reaps yet one more of the bandits, sensing things are going worse than expected, the man in front of him shoots at him with his hand crossbow, then stop recharging it and just turns his tail.
Reaching for the door and in panic, pulls the door a couple of times before pushing it open as it was meant to be.
thug 3 attack on Gavin: 1d20 + 3 ⇒ (10) + 3 = 13
Erick's turn
Erick Bonestihl |
Erick moves forward, not waiting for surrenders. If anyone does, they can do so after he attacks. Pragmatic, if no kind.
Acrobatics to avoid AoO: 1d20 - 4 - 2 ⇒ (1) - 4 - 2 = -5 Hah, as if he could have, but what the hey, he might have rolled a 20 hopefully they still have crossbows out and can't AoO
He brings the sword down on the man directly in front of him, leaving the one to the left for the others.
Attack: 1d20 + 4 ⇒ (7) + 4 = 11
But the attempt to not be hit throws off his aim and balance and he misses.
Tessa Steele |
Tessa looks over at the man who just spoke she laughs and bluffs, "Kersh? Don't waste your time, we already took care of him."
Bluff: 1d20 + 6 ⇒ (3) + 6 = 9 Lol, oops.
After a half-hearted attempt at bluffing she turns back to her opponent and stabbities him with her rapier once more.
Attack!: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Ismaire Vancil |
Tessa pulls back her bow string and fires an arrows towards the thug Erick is engaging.
Longbow on Thug 1: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
[ooc]Tessa there are no thugs near you, so do you mean to move up and attack?[/dice]
Scarletrose |
The one at the back may be dazed?
uh you are right... not that he had any impact since he stayed where he was and missed Erick but I should have saved against a daze. so let's assume he never attacked and as a matter of fact still have to unsheathe his rapier.
also.. tessa, I need to know which enemy are you targeting since you didn't specify and you didn't move on the map either. I assume is 4 but I would like for you to confirm
Scarletrose |
Ismaire arrow plunges itself in the thug unarmed arm. while Tessa Steele's steel carve a hole between the ribs of another one. no vital organ punctured, but sure a lot of pain and blood involved.
The 3 surviviors just shriek and stumble on each other pushing to be the first one to flee from the room.
At this point I consider the thugs completely routed. Killing them with impunity would be well on your power and can be resolved without any further roll of the dice. you can also try to keep them alive although a skill roll might be necessary depending on how are you willing to do that (intimidation? diplomacy?).
Unless convinced to cooperate, maimed or killed, their intention would be to go and warn other occupants of the guild .. something I guess you do not want.
Bedu the Barber |
"Stop running you fools! Kresh sent us! Stand down and you can run for it with your lives and a hungry dinosaur on your tails. Leave the Dragons now or die.
I don't want to kill you for nothing and would much rather have your oath on a future favour, mates. Shadowshore Favour so if you do not do it, I will spread word of your faithlessness and snake's hearts. Please I am Udeb and I would have your last words, perhaps?"
Diplomacy check 1d20 + 10 ⇒ (16) + 10 = 26
Scarletrose |
I would handle the rolls since you would not be allowed to know how effective you would be but to be sure you are meaning what you say...
you imply that Kersh, one prominent figure in the Lotus dragons, sent you (which would be a bluff rather than a diplomacy) and at the same time to leave the dragon now (which is intimidate .. but sounds quite at odd with the claim that Kersh sent you). as a whole I would roll intimidation with a weird claim that you where sent by Kersh put into it, but I want to be sure that you mean to say that and you are not simply confusing characters due to how prolonged the scene has been.
Bedu the Barber |
I am guessing that they are an untrustworthy bunch with little loyalty to their leaders. Also that Kersh may be someone who makes them afraid. That should stop them enough for Bedu to give them a chance to save their lives by leaving now before Erick goes all "final solution" on them. That is why its Diplomacy for me because its about charming them into running away. But Bluff is your call and its the same bonus anyway. I don't really mind if we kill them but Bedu would prefer not to.
Erick Bonestihl |
Erick holds up a hand. "One moment, you'll be wanting to get out of the city after you leave here. Some gold would be of help with that, yes?" He holds up a coin purse and jingles it. "The amount of help you get leaving town based on the information you give us in the next two minutes?"
Gavin d'Bourgemont |
As the thugs acquiesce, the roaring Gavin's head suddenly stops, and he's able to take in the scene - and the language - barely catching the imminent surrender in time. Stopping himself as he's about to bring his flail down on the next Lotus Dragon's head, Gavin teeters off-balance for a moment, before guardedly letting his flail drop to the side.
"If I see you in town again, I'll happily repay the misery you've cause some... friends."
Best not clue them in on my family.
Assuming that the thugs are escorted out without any issues, once Ismaire and Comag return Gavin will head around the corner and look down the hall from where I've placed his token.
Nicely done, party! I was a little worried at the sheer number of bad guys.
Scarletrose |
The thugs get escorted outside the guildhall, they do nothing to draw attention to you. But at the same time they refuse Erick offer, in their own words "Is bad enough that we are surrendering, but that might be forgiven and forgotten easily. Taking coins for selling the guild out is the kind of thing that would put a giant target on their back for years to come should someone survive your raid"
Nonetheless, even if not on purpose you manage to have some information from them as they ask how you entered and propose to pass through the taxidermist hall on the way back since the waterfront exit is guarded by Ixitxachitls.
[knowledge: fail]
Unfortunately, none of you have any idea on what that is. Although the name is clearly Arcadian. Possibly some sort of local creature, but you can't even say if it's an animal, an exotic humanoid or something else entirely.
Gavin takes a peek on the corridor, it seems quiet. As he could have expected the corridor circles the dormitory, there is a couple of doors heading south.
You think you hear voices coming from behind the closest one. But it's not inside that room, probably further south, on the other hand, behind your back there is the door the thugs were aiming for... and you think they mentioned going to warn Kersh Reftun.
Gavin d'Bourgemont |
Gavin motions at the door, and then pointing to each of the group, makes a circular gesture in front of the door. Raising his flail, he waits for the group to get into their places before leaning forward and twisting the knob...
Once everyone is placed where they want to be, Gavin will open the door, prepared to greet this Kersh guy with his flail.
Ismaire Vancil |
As the thugs leave Ismaire goes to Cormag to pull the bolt out. She looks at the wound and seeing that it did not pierce very deep, she has a sigh of relief. She pets him on the head for doing a good just and walks towards the door by Gavin and whispers. "What do you see Gavin?"
Scarletrose are you a stickler for ammunition?
Bedu the Barber |
Bedu moves up to the door and attempts to unlock this. He carefully listens and then opens it with his shield raised.
Disable Device: 1d20 + 7 ⇒ (1) + 7 = 8
"This is the way they wished to run to. The game's afoot!" he murmurs softly. Alas like a common thug he has no luck with the egress.
"I paid good gold for those locksmith's lessons, water on the dunes, water on the dunes."
Tessa Steele |
Is the door locked? I don't see that mentioned? Assuming it is not locked and we open it, Tessa will move in weapon at the ready. If it is locked and Bedu fails, Tessa will put her foot on it.
"My dear Bedu, let me attempt to open it with my pick." She raises her foot and thrusts it solidly on the door.
Break it down: 1d20 + 1 ⇒ (18) + 1 = 19
Scarletrose |
the door was open, sorry for the delay, I'm back on track now I had trouble finding the HD where I had the map
You open the door that leads on a corridor, similar to every other in this complex, it turns right and ends into another door.
Perception Check: Success
As you approach, you hear a growl and a crunching sound coming from the other side of that door
Gavin d'Bourgemont |
Gavin moves forward, surprised and a little disappointed to see another hallway. They hide in warrens, these Lotus Dragons. Reaching forward to the next knob, the Chel turns the knob and swings the door open, Gavin's flail resting against his shoulder, a second from being ready to be swung through someone.
Erick Bonestihl |
Erick grunts and stretches, joints cracking as if he'd been frozen in place for weeks, instead of mere moments. "Getting old I guess..." He mutters and moves to follow Gavin and back him up.
Scarletrose |
Gavin opens the door giving way to a square room.
The floor is cluttered with partially eaten bones and clumps of dark fur, giving the room the stench of a filthy wet dog.
A black-furred canine beast lies on the far corner intent on gnawing on one of these bones when you open the door, he rises up growling at you with murderous intention.
Knowledge nature: success
This wolf doesn't strike you as a common wolf, nor a dire wolf. the way he acts and looks at you doesn't seem the product of natural instict but rather a more evolved malice. this is likely to be a worg. an intelligent magical beast
For those who didn't move before the door was opened, I'll give you the chance to move into the corridor before making your turn. I assume you were all occupying the corridor before opening the door. The initiative is up and you all go first.
Erick Bonestihl |
Erik moves in front of Gavin. Stay back. Ismaire, you wanna come up here and calm this thing down, I'd rather not kill it if I don't have to." He readies an action to attack though, if it attacks him. "Maybe bring up a haunch of guild member or something to feed it."
Ismaire Vancil |
Ismaire nods at Erik's idea. "Okay I will try. One of you grab one of the bodies."
After one of them brings one of the bodies, Ismaire will slowly walk into the room and with the help of someone attempt to keep the worg occupied with the body.
Handle Animal: 1d20 + 7 ⇒ (5) + 7 = 12
Erick Bonestihl |
"Ah, sorry. I'm afraid I didn't realize you could speak." Erick bows, putting his sword back in it's sheath. "Since you have not cried out, I assume you are not on friendly terms with the people who live here? Perhaps we might come to a mutually conducive agreement?"
Diplomacy: 1d20 + 9 ⇒ (19) + 9 = 28
Bedu the Barber |
knowledge check (talking dog): 1d20 + 3 ⇒ (14) + 3 = 17
"We wish for friendship rather than see more blood spilled than that we have already seen. Please to tell Mr Erick here who you are."
Erick Bonestihl |
Can we assume he did a take 1 on aid another? He'd auto succeed on it and then we'd have a 30 Diplomacy (I like 30 better than 28) :)
Scarletrose |
The Worg grows silent and paces before you, you can't really tell if he is evaluating your words or just trying to find an opening to devour you where you stand.
Suddenly he stops having seemingly reached a decision and sprints the few feet that separate him from the unarmed Erick.
When he was supposed to jump for his neck though, he unleash a terrifying bark, but stands his ground...
He grins like a mischievous child that just played a prank on an adult and then proceeds to return to his corner and munching on one of the bones, ignoring you completely.
he keeps an eye on you but he doesn't seem intentioned to attack anymore, but his pride didn't allowed him to simply back off and letting you believe it would be mercy on your side.
unless you want to backtrack or further interact with the worg I imagine you want to open the door, right?
Erick Bonestihl |
Erick's hand tightens on the grip of his sword, then he wipes some dog drool from his coat. He gives the dog a nod, used to dealing with kid, and then nods at the rest of the party. "Alright, Bedu, care to check the door, in case it's locked." He readies his sword, in case someone opens the door from the other side as Bedu checks it over, in case the bark attracted undue attention.
Bedu the Barber |
Bedu gently opens the door unless it is locked, if so he pulls his untrustworthy number four cinchpick and goes to work.
Disable Device: 1d20 + 9 ⇒ (3) + 9 = 12
If he can take eleven he will.
Scarletrose |
Behind the door lies another corridor.
Five prison cells line the western wall of this hallway. Each cell features a nasty-looking heap of straw, a wooden bucket, and a little more. Iron bars close each cell off, with a narrow gate featuring a large lock allowing egress from each.
From the door on the opposite side, slightly open as all the doors encountered so far, you can hear the sputtering sound of what could be a brazier or a fireplace, and you can see it's reddish light from the narrow opening.
Ismaire Vancil |
Ismaire moves up past the worg with Cormag and follows Gavin. "I'm sorry I couldn't be more helpful just now. I have never encountered one of those before and I know you let me join you for my knowledge of animals." Ismaire looks a bit saddened for a moment before perking up a bit and following Gavin and the rest of the party.
Tessa Steele |
Tessa nods to the sound of the fireplace and whispers to Erick, "I'm going to check that out, follow me."
She makes her way to the room, weapon ready and peeks inside.
Gavin d'Bourgemont |
Gavin follows behind Tessa, flail drawn and jaw set in a grim line. Hopefully Vanthus is behind that door.
I'm at jury duty and only have my mobile. Please move my token.
Scarletrose |
As you peek inside the room the purpose of this macabre chamber seems obvious.
A stretching rack dominates the northwestern corner of the room and an open Iron maiden its southeast corner.
A sizzling brazier of coals sputters in the southwest corner, giving the chamber a hellish red cast.
In the room you find a muscular man with dark stubble on his chin and short greasy hair.
His eyes are pale and watery, and a lotus dragon tattoo graces one shoulder.
His knuckles are badly scarred, testament to the use to which he often puts them. as soon as he notice you approaching, he grabs a red-hot branding iron from the brazier and address you by saying "Who the F#~@ are you people..."
Tessa Steele |
Tessa stands tall and grins ear to ear, "Us? How about you? Why, we're here to teach you a lesson. We mean no harm whatsoever."
It's quite apparent that she doesn't try too terribly hard to put effort into her diplomatic negotiations and would rather make her point by blade.
Diplomacy: 1d20 + 6 ⇒ (4) + 6 = 10
Erick Bonestihl |
Erick moves past everyone, casually trailing his sword tip along the floor. "Ah, yeah, sorry. I'm Aelrick Von Lichtenstein, that's Nevera LooksBeforOpeningDoors. We're with the Office of Animal, Monster, Vermin, and Goblin Management. We've received complaints that you have unlicensed Goblins and Wolves running around. We're not to concerned about the Wolves, they're generally clean animals, and they only kill when threatened or hungry. Hard to blame them for that. But Goblins are a disease and fire harzard. Can I see your Goblin Permits please?"
Bluff: 1d20 + 5 ⇒ (20) + 5 = 25
Diplomacy: 1d20 + 9 ⇒ (7) + 9 = 16
Erick's basically trying to confuse the *$*&& out of him.
Erick Bonestihl |
Wow, talk about the perfect time to roll a 20
Tessa Steele |
Nice! Aelrick Von Lichtenstein, eh? Hahaha... I think of that movie every time I my character trudge along. Great movie!
Scarletrose |
Kersh at first looks at Erick with stern hostility but as he progresses with his speech the hostility gives way to confusion... by the end of it he is positively puzzled... he takes a breath and with a slow and hush tone he says "What the hell are you even talking about?"
He is not falling into your world of madness, but after this speech his guard is definitely lowered.
if you want to take action now this translates into an initiative malus. you are also free to move before you make your turn but you cannot surround him as a free action (he would react to that, but you can always use your first move action to do that.)
Or you can continue in a non-violent way if you want to lead the conversation somewhere.