Themp Namor |
Well, the nice stuff should be in the bedroom. Or office. They both must be upstairs.
Trusting his senses, Themp silently opens the door as little as possible and goes into the room.
Stealth: 1d20 + 12 ⇒ (3) + 12 = 15
Staying close to the wall, in a semi-crouch, Themp heads over to the stairs, avoiding direct line-of-sight to as many windows as he can.
Let's hope the gardener stays put...
At that thought, Themp scans the windows revealing himself as little as possible. As he does that, he can't help but scan the living room as well.
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Beorae Sevenstone |
Before Nme'an arrives: Survival: 1d20 + 10 ⇒ (13) + 10 = 23 to forecast the weather before they start on the road.
Figuring that whoever is stalking a paladin probably doesn't have her best interests in mind, Beorae greets Nme'an without making overtly friendly motions. “Habari za asubuhi. Je, si kuangalia sasa, lakini kuna sababu yoyote hasa kwa nini wewe ni kuwa na kufuatiwa?” She makes a point to keep readying One Sock, hoping to not draw any attention to herself just yet. For what it's worth, Shark is tied-up out front but nearby. Tigers probably aren't allowed in the stables, right?
Nme'an |
"Hapana," Nme'an says cheerfully, as if the words is a greeting. "Ni kipimo cha wanaonekana kuwa kinachotokea mara nyingi ingawa..." He says before walking over to Rexel.
"Jinsi mbali?" Nme'an asks Beorae in a playful tone as he does his best to focus on his horse and not his unwanted shadow.
"No."
"It does seem to be happening frequently though..."
"How far?"
Beorae Sevenstone |
Still not addressing the paladin directly, Beorae answers, “Kuhusu kuzuia nyuma, labda futi mia mbili? Short guy kwa wasafiri nguo, na kujifanya kufunga Boot laces yake wakati.”
After a second she asks, “Ni nini maana, 'kinachotokea mara nyingi?”
“What do you mean, ‘happening frequently’?”
GM Netherfire |
1d20 ⇒ 2
Morning light beams in from the clean, curtained windows over two large mahogany tables and a vast, polished wood floor. Big, brightly colored paintings hang on the walls, framed in a darkwood and the walls continue high up to the ceiling. A sparkling chandelier is suspended from on high, between the two tables. A giant brick hearth contains a great crackling fire, keeping the room toasty warm in contrast to the wintery morning. The ornately-railed stairs go up, then turn left to lead to a small walkway overlooking the open, high-ceilinged dining area. The walkway turns right at the brick chimney, and Themp can see two doorways in the small hallway.
----------------------------------------
Heh, correct. Tigers + horses = pandemonium
The morning sun shines brightly, but Beorae spots a front of clouds moving north from the southeast horizon. Tonight’s sunset might be overcast, and it will probably rain overnight and into tomorrow.
GM Netherfire |
1d20 ⇒ 15
Silently padding up the steps, Themp can see the gardener moved to another flowerbed, but still focused on his work. In the hallway, neither door has a lock, though by the length of the walls, one appears to be much bigger than the other.
I will have the upstairs updated momentarily...
Nme'an |
"Mfitini kushangaa kwangu kutoka nyuma mwisho usiku kabla tu mimi kufikiwa nyumba ya wageni," Nme'an replies as he slowly goes about reading Rexel to ride. He continues to pretend to be oblivious to the man.
"A troublemaker snuck up behind me last night just before I reached the pub."
Themp Namor |
Walking towards the end of the walkway, Themp finds two doors. The one on his right, he correctly assumes is a small room. The one on the left, however, is still a mystery. Carefully, he presses his ears on each door, trying to discern any activity within.
Perception: 1d20 + 5 ⇒ (14) + 5 = 19 For the office
Perception: 1d20 + 5 ⇒ (14) + 5 = 19 For door number two, Bob
Perception: 1d20 + 5 ⇒ (3) + 5 = 8 For activity elsewhere in and around the manor
Stealth: 1d20 + 12 ⇒ (1) + 12 = 13
GM Netherfire |
1d20 ⇒ 20
The sneak thief hears nothing against either of the doors. But as he shifts his weight to listen elsewhere, the floorboard beneath him creaks! The soft humming from downstairs silences, and Themp hears dropped dishes splash.
Maid initiative 1d20 + 1 ⇒ (19) + 1 = 20
Yikes! If Themp can roll higher than 20 Initiative, he gets one turn to act! Otherwise, the spoiler below happens:
The lean, middle-aged woman storms into the dining room with a fierce frown on her face. Urgently casting about, she makes for the stairs.
Maid opened the door at H6, and is walking across the dining room. She has not yet seen Themp, but she is coming to investigate the noise.
Themp Namor |
Oh noes!
Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
As soon as the humming stops, Themp curses himself under his breath and enters the door to his right. In a glance, he surveys the room, looking for places to hide other than precariously hanging from the window.
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Stealth: 1d20 + 12 ⇒ (4) + 12 = 16
Inside the office, he finds an office desk facing the window, a tall bookshelf, and a chair. In an impulse he dives for the space beneath the desk, hoping it'll conceal him well enough.
Stealth: 1d20 + 12 ⇒ (12) + 12 = 24
Settled in, he focus on the sounds outside the room.
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
GM Netherfire |
Muffled through the wall, Themp can hear a door swing open, and swift steps toward the staircase.
Perception 1d20 ⇒ 3
Themp has another turn available, if there's something he wants to do without making more noise. Edit: Sounds like he's staying put!
The maid storms up the steps and throws the doors open to the office and the bedroom, looking urgently about!
Perception 1d20 ⇒ 20 goodness!
"Damn these old ears..." Themp hears, and footsteps proceeding into the bedroom.
Themp Namor |
As the lady left the doors open, Themp figures it is best to stay put at least until she goes back downstairs.
Wow, such a fuss for slight creak... I wonder how much dishes she actually gets done on a windy day...
I wonder if the couple once made her life hell for something that went amiss. That would certainly explain her attitude.
Mot Casns |
Once at the counter Mot tries his best to not wake the slumbering smith. Counting out the gold from his purse he adds another token amount as appreciation. Laying the leather armor on the ledge he retrieves his new chain shirt with eagerness. He's about to leave when he remembers the mans final request. With a sorrowful grimace the big Urlghain removes his wolf-hat and places it gently beside the leather armor. Tiptoeing back to the door he exits and makes his way to the stables from the night before.
Stealth 1d20 + 2 ⇒ (12) + 2 = 14
So that's what, 180 gp plus the 5 gp tip?
GM Netherfire |
1d20 + 2 - 10 ⇒ (14) + 2 - 10 = 6
The blacksmith’s snores get louder as Mot conducts the exchange. Numbers look good, Mot. Roll a Perception check.
----------------------------------------
The maid tromps about through the bedroom for a few minutes. Themp hears her try a door, which does not open. Satisfied, she closes the bedroom and office door before she mutters down the stairs. The hiding young man hears her rummage through the storage room, and then moves to the kitchen to resume cleaning.
Ok buddy you’re out of initiative. Do what you will, plus Stealth checks.
----------------------------------------
The suspicious man ceases his boot-fiddling and leans against a building corner and begins to pack a smoking pipe. To uninquisitive, he appears to be enjoying his unemployment immensely.
Themp Namor |
I assume her tile on the second floor is no longer representative. :p
As the lady starts the cleaning again, Themp finally breathes out.
Heh, didn't even notice I was holding it. Haven't had this much fun since the baker's house.
Slowly moving out of his hiding place, he checks the bookshelf out, trying to find anything interesting for him or his companions.
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Stealth: 1d20 + 12 ⇒ (15) + 12 = 27
After rummaging through the bookshelf (and picking up anything interesting), Themp moves over to the bedroom, careful to close the doors behind him.
Stealth: 1d20 + 12 ⇒ (2) + 12 = 14 For door numero uno EDIT: uh oh
Stealth: 1d20 + 12 ⇒ (17) + 12 = 29 For door number two, Joe
As soon as he is finished with the bedroom's door, he looks around, gauging the room, eyes peeled for niceties and ears sharp for any sound outside.
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
GM Netherfire |
Themp finds little of importance among the papers covering the desktop, as they seem to be business records for whatever livelihood that affords such a house and staff. Likewise, the bookshelf mostly contains ledgers of past years, though there is one shelf of collected books varying from lore on exotic and mythic creatures to a recipe book for home remedies for ailments. Finally, the burglar finds five drawstring pouches in the desk drawer, each containing ten gold pieces each.
Themp quietly transfers to the next room, evidently not raising any further alarm. He finds the bedroom to be clean and orderly, with everything in its proper place. The large bed is draped with fine linens and the wide-set vanity boasts a multitude of little drawers and small cabinet doors. Two nightstands flank the head of the bed, with two unique and shiny oil lamps sitting on top. A vase of flowers stands beside one of the lamps. A shallow and wide jewelry chest rests just below the vanity mirror. Reaching for the lid, Themp finds the small chest to be locked. But, one does learn a few things from regular burglary. The rogue lifts the lamp beside the flowers, to reveal underneath a tiny key that appears to fit the lock on the jewelry box.
Inside the shallow, wide box is no jewelry at all. Instead, there is a tightly rolled parchment sheet tied together with string. Underneath that is a letter addressed to Marie Banderwort. The letter reads as follows:
Sister Banderwort:
Our time draws near, and we must purge the doubters from our ranks. Soon, this very land will be turned upside down, and chaos will reign in the streets. Your earthly baubles will mean nothing. Sell them now, and aid us in the hour of our realization by purchasing the proper scroll. Await further instructions.
~Brother Kesten Dannermuld
If you unroll the scroll, make a spellcraft and knowledge arcana check.
Among the other compartments of the vanity are keepsakes of little monetary value, and cheap accessories to various outfit ensembles. There is a door at the far end of the bedroom, to what could be a walk-in closet, and when Themp tries the door, he finds it to be locked. The key carried by the pickpocket looks like it might fit this lock.
I don’t want to assume too far ahead. Please say so if you take the books, the coin, or the things in the jewelry box.
----------------------------------------
Mot finds Nme’an and Beorae standing beside their horses at the stables. They seem to be avoiding eye contact as they ready their mounts.
Nme'an |
Having prepared his horse all that he can save for actually leading it out of the stable Nme'an turns to gaze at the man.
Perception: 1d20 + 3 ⇒ (14) + 3 = 17 Mainly, is this the same guy who snuck up on Nme'an the night before?
Themp Namor |
Well, would you look at that? :)
Themp collects 8gp from each pouch, totalling 40gp. He does not pick up any of the books, figuring Beorae must already know all that from her elvish family.
What the hell is going on here? "Purge the doubters"?! Well, at least now I have something to strike up conversation with our dear Paladin. And this scroll... Curious.
At that thought, Themp quickly pockets both the letter and the scroll, leaving the scroll unopened for a future consultation with the Paladin and the more-knowledgeable-in-magic Beorae.
Quietly moving over to the closet door, Themp picks up his stolen key and tries it at the door, not before checking for any hidden mechanisms that might ruin his day.
Perception: 1d20 + 5 ⇒ (5) + 5 = 10 *sigh*
Stealth: 1d20 + 12 ⇒ (5) + 12 = 17
GM Netherfire |
Nme’an recognizes the sneaky, troublesome man from yesterday.
----------------------------------------
Themp finds no traps to be triggered by the door or lock. When he opens the door, he indeed finds a walk-in closet, walled with clothing of fine make. His eyes are immediately drawn to the chest on the ground near the inordinate amount of footwear covering the floor. Even at a glance, Themp knows that this lock is much better in quality than the one he picked downstairs.
To unlock this chest, pass a Disable Device DC 26. You cannot take 20.
The lock on this chest has a trigger to a magical trap, if improperly picked.
Remember to add ½ your level to your Disable Device (against traps) due to Trapfinding, if you haven’t been already.
Themp Namor |
Noticing the trap, Themp attempts to quietly disable it with his kit, before heading over to the lock itself.
Can I do that?
Stealth: 1d20 + 12 ⇒ (14) + 12 = 26
Disable Device (disarm trap): 1d20 + 8 + 2 + 1 ⇒ (7) + 8 + 2 + 1 = 18
Disable Device (pick lock): 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
Nme'an |
"That man smoking over there is the same who peppered me with questions last night. I suspect him to be a thief, or perhaps a lookout for some larger interest, as he seemed intent on learning what I and the other knights of the Dawnflower were doing..." Nme'an says to his two companions. "That someone with ill intent would follow a knight of the Order is... curious... and troublesome."
Beorae Sevenstone |
“That is curious. Let's see what he wants, then.” Holding Shark's leash so as to put the tiger between herself and Nme'an's follower, Beorae finishes with, “I'll get on the other side of him, and you two follow in a few, but leave Mot's horse for the moment.” Not waiting for a response, the druid tugs on One Sock's reigns and walks the two animals back down the road in the direction of the mysterious man.
Is our "friend" on the right or left hand side of the street from Beorae's perspective? And if I have this right, she is walking toward the gate, yes? She's planning to stop about 40-50 ft. past the stranger and re-tie the horse.
Mot Casns |
Mots bright eyes narrow in suspicion, but he nods when a plan is outlined. Hefting his spear to rest lengthwise across his broad shoulders, the Urlghain ambles up behind the Paladin, ready for action. The new chain shirt shines and tinkles softly with each movement but flows freely over bunched muscles as the kilted tartan, heavy metal plates now removed, sashays quietly in the breeze.
Nme'an |
Nme'an watches as Beorae, Shark, and One Sock approach the man. Although he is ready to spring forward to assist, the Paladin sticks to the plan and waits as the Druid nears.
On the chance that Beorae passes by without any interaction or incident:
Once Beorae is past, Nme'an grips Rexel's reins and follows in her footsteps. Nme'an intends to speak to the man once more once he gets near enough... but is waiting his turn... in case anything else happens first.
,
GM Netherfire |
The man with a pipe nods cordially to Beorae as she passes. His grin widens when he turns to see the knight approach him. “Sorry about yesterday, Sir Knight. I didn’t intend for a misunderstanding. How goes your day?”
He glances at the towering Urlghain before casually puffing his pipe.
I made a secondary map for you guys. Check your messages.
----------------------------------------
The chest springs open as Themp expertly turns the tumblers into place, but the burglar’s relief is interrupted by a clanging bell and a blinding light flashing from the picked lock.
Themp’s Will save 1d20 ⇒ 19
Blinking away the spots in his vision, Themp hears clamor from downstairs in the kitchen as the maid hurries across the banquet hall and pounds on the front doors.
“Tom! Burglar!” Themp hears the maid call to the gardener from the front door.
Inside the chest, Themp sees a large drawstring sack of coin, three corked vials, a wooden wand, a thin gold chain necklace with a painted face on the ivory pendant, and an old tome on the Banderwort genealogy.
The urgent ringing from the opened chest persists in a most annoying fashion.
Please limit your actions to 1 round at a time. After your turn, the hired help will go. It will take 1 move action to grab 1 item from the chest, though you can gather all 3 potions as 1 move action.
Themp Namor |
First turn, then. I'll forgo of the standard action to catch two things.
Pressed on by alarm, Themp quickly pockets the vials and the wand.
Just so I be on the safe side, opening a window is a move or a standard action? Also, the bottom of the window is 30ft high? Isn't that a bit excessive?
Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Nme'an |
'A look at the Mtu Mkubwa and not so much as a moment's hesitation? What is going on here?' Nme'an wonders.
Sense Motive: 1d20 + 8 ⇒ (3) + 8 = 11
"I am usually quite patient with trouble makers, but you have now used up my patience. One does not twice sneak up on those charged with upholding the law, especially not a heavy knight, without good reason. I demand to know what that reason is," Nme'an says sternly as he pulls his bow from behind his back.
Intimidate: 1d20 + 7 ⇒ (19) + 7 = 26
I'm shooting for: "You can use Intimidate to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If successful, the target gives you the information you desire..."
Also, if Mot could help lend a hand on intimidating (beat an DC of 10 I think, Mot's +6 Intimidate should make that easy) that would be swell. I'd hate for this to not work!
GM Netherfire |
Yes, a move action opens the window. Remember that moving to the window is also a move action. Alternatively, a Bull Rush maneuver (DC 5) will burst through the glass window, but you will need a 10 foot running start and will take 1d6 of slashing damage from shattered glass. 30 feet is not excessive, so sayeth the GM. However, after reviewing the rules on fall damage, the perfect lawn outside counts as ‘soft ground’ and converts the first 1d6 fall damage to nonlethal damage. This conversion will be cumulative with the benefits of a DC 15 Acrobatics check when landing.
The thief hears the front door burst open and two pairs of feet thunder to the foot of the stairs. Themp’s turn!
----------------------------------------
“Is it a crime to walk the streets now?” he interrupts, “Will I be locked…”
He straightens as the knight produces the bow, sending a nervous glance behind him to notice the woman behind him. But what fully shakes his composure are the stern stares of Mot and Nme’an. Pulling the pipe out of his mouth, he raises his hands defensively. “Whoa! No need to get your codpiece in a twist, Sir Knight. I know how you folks like to shoot first and ask questions later, so I’ll save you the shooting bit and comply,” he enunciates the word like a curse, “Just remember that enjoying a good smoke on a nice day isn’t a crime.”
“Your knight friends rode north some weeks ago, maybe a month by now, and had a, uh, run-in, with some of my superiors. I wasn’t there when it happened so I don’t know the details of it, but it was clear that neither expected the other. So, after the whole debacle, I was sent down here to watch for more knights, and send a raven with any information I could find. And to warn my superiors if more knights were headed north. Now don’t tell me its unlawful to send letters, or else my dear old mother will have earned decades in jail time.” As he speaks, the smaller man’s shifty eyes glance to every street corner and alleyway, when he is finished he tensely watches the knight carefully, ready to bolt at the first hostile movement.
Any Sense Motive roll will tell you that he is telling the truth, though he is reluctant to identify his ‘superiors’ by name or cause.
Nme'an |
"And who are these superiors of yours?" Nme'an asks. "Thieves? Highwaymen? Traitors? At the very least, you will not be sending that raven."
Intimidate: 1d20 + 7 ⇒ (20) + 7 = 27 Ha!
[edit]Oh and cause I can... Sense Motive: 1d20 + 8 ⇒ (14) + 8 = 22[/edit]
Themp Namor |
Damn, I need to buy myself some time!
Turning his back to the chest, Themp surveys the room for something to block the door.
That nightstand looks too damn light. The bed it is!
With a bit of a struggle, Themp manages to push the bed all the way to the door. Satisfied with his work, he returns to the shrilling chest.
Beorae Sevenstone |
Sense Motive: 1d20 + 5 ⇒ (8) + 5 = 13
Ooh, ooh, you play the bad cop, I'll play the good cop!
Suspecting that a reduction in hostilities may help ease tensions for everyone, the druidess steps forward a few paces and speaks up.
“What my companions are saying, albeit with less eloquence than I generally like, is that you bring troubling news, and we'd like to clear things up a bit. Now, obviously, you didn't have to show yourself or tell us any of this, but you've made a point of following our knight here and making yourself seen, both last night as well as this morning, which is curious. But before we get to all that, what's your name, friend?”
Diplomacy: 1d20 + 1 ⇒ (4) + 1 = 5 Yus!
GM Netherfire |
Mere seconds after the bed bumps against the wall and door, the handle turns, but the door doesn’t open!
“Hurry!” the maid harps.
“I can’t! The door is blocked!” the gardener cries.
“Don’t let the burglar get away!”
Themp’s turn. Well done!
----------------------------------------
The pipe smoker too eagerly welcomes the assertions from Beorae, nodding and grinning as though he was not sweating nervously and everyone was getting along merrily. “No, no, I would never think of sending a raven. Not anymore. Or nevermore, to quote the raven, heh. Gregor is my name. What is yours? Boyoh! This morning sun is warm!”
His sleeve comes away soaked from his brow. To those acclimated to Vyren’s climate, this winter morning is pleasantly bright, but with a light nip in the air.
Beorae Sevenstone |
“My name is Beorae,” the druid replies. “So, Gregor, what's the meaning of all this? Are you in trouble? If you have information about those knights, it would be in everyone's interest to let us know what happened to them. Those were the king's men,” she says, almost pleadingly. “Can you at least tell us where they ran into these, superiors, of yours?”
Diplomacy: 1d20 + 1 ⇒ (2) + 1 = 3 *sigh*
Nme'an |
Nme'an nods in agreement with Beorae's oddly shriek-y plea and he too attempts to appeal to Gregor's better nature saying in an overly upbeat tone, "It would make you feel better as a person!" :p
Diplomacy: 1d20 + 7 ⇒ (2) + 7 = 9
Seeing the sneaky lookout roll his eyes, Nme'an quickly reverts to intimidation. "...and it may keep you out of jail," he says forcefully.
Intimidate: 1d20 + 7 ⇒ (20) + 7 = 27
These don't count, but wow look at the rolls!
Nme'an also pets Shark playfully...
Handle Animal: 1d20 + 7 ⇒ (19) + 7 = 26
...and tries to recall What Would Sarenrae Do in this situation...
Knowledge (Religion): 1d20 + 4 ⇒ (19) + 4 = 23
...and tries to sense Gregor's next move...
Sense Motive: 1d20 + 8 ⇒ (14) + 8 = 22
GM Netherfire |
1d20 ⇒ 7
1d20 + 2 ⇒ (4) + 2 = 6
1d20 + 5 ⇒ (7) + 5 = 12
The gardener’s shoulder thuds against the door, ineffective.
Themp’s turn again.
----------------------------------------
Nervous and now confused by the onslaught of Beorae’s and Nme’an’s inquiry, Gregor opens his mouth to speak, closes it, and then reopens it before closing it again. It takes his third try to find his words. “Um… well…” Sort of. He clears his throat and replies with a no-nonsense tone, “Very well. Yes, we are highwaymen, and my group, not me, were discovered by knights just south of Axton. I understand that both sides suffered losses, but I do not know where the knights went after that. I returned base to find half our number and those remaining were wounded. So, Chief sends me Brenan’s Crossing to be a lookout for lawmen and easy marks coming our way.”
He looks to the paladin hopefully, “Since I’m cooperating, I don’t get to go to jail, right?”
There is some truth and some falsehood to his story. While his “group” were actually set upon by knights, their banditry is the lie. Also, he seemed to be fibbing about their location. It is likely true that both sides suffered losses, that he did not personally take part in the skirmish, and that his orders were serve as lookout at the Crossing, but still he obscures the cause of his group.
Beorae Sevenstone |
Sense Motive: 1d20 + 10 ⇒ (5) + 10 = 15
“You still haven't answered the question about why you've made yourself known to us in the first place. Your story is riddled with holes, and I’m having trouble figuring out why you'd come to us and then not tell us anything useful.” As she finishes asking the question, Beorae sends an obvious look to Nme'an, suggesting that he hold off with the intimidation until Gregor answers her query.
Nether, is there a way to “ready” a spell? In the event this guy bolts, I want to be able to cast immediately before he gets more than a few feet from where he is.
And just because I can… Diplomacy: 1d20 + 1 ⇒ (1) + 1 = 2 Yeah, bring it!
GM Netherfire |
He shakes his head with a smile to the druid. “I did no such thing. You came to me, remember? I’ve been watching him all morning. It wasn’t until I followed him to the stables that he found me out. With your help, too, methinks.”
He shrugs as he sizes up the knight, and then the highlander, still talking to the druid. His tone grows increasingly more tense. “Of course, he’d rather scare information outta me than play nice...”
Mot: 1d20 + 2 ⇒ (13) + 2 = 15
Nme’an: 1d20 + 1 ⇒ (6) + 1 = 7
Beorae: 1d20 + 1 ⇒ (19) + 1 = 20
Shark: 1d20 + 3 ⇒ (9) + 3 = 12
Avg: 13.5
Gregor: 1d20 + 4 ⇒ (18) + 4 = 22
“...so why should I play nice?”
A manic grin takes over his face as blast of colors spray from his hands, flashing over Nme’an and Mot in a cone. “Iris unda!”
Mot’s Will save 1d20 - 1 ⇒ (17) - 1 = 16
Nmean’s Will save 1d20 + 7 ⇒ (5) + 7 = 12
Yikes! Nmean doesn’t quite make it.
The dazzling, clashing lights are too much for the paladin, who goes crashing to the ground. He does not move save for the light breathing of one who is unconscious. The highlander is not affected by Gregor's spell.
Gregor dashes around the corner, his dirty feet beating hard down the poorly cobbled road.
Nmean is unconscious for 2d4 ⇒ (4, 1) = 5 rounds, then blinded and stunned for 1d4 ⇒ 3 rounds, then stunned for 1 round.
Gregor uses his surprise round to cast a spell, then his full turn to double move.
Spellcraft checks might tell you what that spell was. Mot and Beorae/Shark are up!
Mot Casns |
With a lucky blink the big highlander avoids the brunt of the visual assault. Seeing the tiny man scurrying away Mot let's loose a beast-like growl and gives chase. Heavy legs pound the street as the massive wall of man moves with purpose. The new chain shirt slinks and moves with each stride, the freedom of motion granting the Casns speed he has not known since his youth. As he sprints the big warrior spins his spear around so that the butt faces Gregor. As he nears, heaving muscles ripple and the barbarian swings for the mans legs. Attempting to knock them together and drop the villain to the ground.
Charging Trip 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
GM Netherfire |
The big man sweeps the fleeing Gregor's feet out from under him and he falls flat on his back.
Gregor is prone, but not out of the fight!
Beorae Sevenstone |
Spellcraft: 1d20 + 6 ⇒ (10) + 6 = 16 to determine what the hell sort of spell could knock Nme'an out cold like that.
Beorae chases after Gregor with a loud shout, “Guards!,” but Mot is already hot on the man's heels by the time she rounds the corner. She accelerates her pursuit as the Urlghain performs his magnificent leg-sweep, and closes the distance to the pair. Double move to get to where Mot and Gregor are. I assume Shark followed, but if he's back there licking his fur or something, I won't be surprised.
Themp Namor |
Over the tuds, Themp finally pockets the last item in the chest, the sack of coin. After deciding his only possible escape route will be the window, Themp checks if everything he took is well secured.
He then moves to the window.
Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Stealth: 1d20 + 12 ⇒ (7) + 12 = 19
GM Netherfire |
Beorae, the spell Gregor used is called Color Spray.
At the momentary commotion, a pair of guards hurry from the direction Gregor was fleeing. But they are still about fifty feet away when Gregor rolls to his feet, and he doubles back the way he came, barreling towards the druid and her tiger!
Standing provokes an AoO from Mot. Beorae and Shark aren’t quite there yet. If Mot doesn’t stop him, he’ll roll Acrobatics to get around Beorae and Shark. I'd like Mot to post his AoO before completing Gregor's turn.
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1d20 ⇒ 20
1d20 + 2 ⇒ (17) + 2 = 19
This time it sounds like the maid joins in forcing the door open, and the door cracks as the bed is pushed just far enough to open the door. They both stand there in shock at the burglar.
Perception 1d20 ⇒ 11
Perception 1d20 ⇒ 18
"Master Banderwort?" the gardener peers at Themp, clearly fooled by his disguise.
"No! That's not him! It's a disguise!" the maid exclaims.
The Stealth worked to keep from anyone outside the window from noticing you, but the hired help were specifically looking for an intruder, and standing by the window doesn't really hide you from their line of sight. Themp's turn!
Themp Namor |
No worries, I expecting that.
Not turning to look at the help, lest he breaks his disguise even further, Themp opens the window and hops off.
Acrobatics: 1d20 + 8 ⇒ (18) + 8 = 26 w00t
30ft fall + Deliberate fall (first 10ft of lethal damage is nonlethal) + soft landing (first 10ft of lethal damage is nonlethal) + Acrobatics check (ignore damage completely from first 10ft) = 2d6 of purely nonlethal damage
Damage taken: 2d6 ⇒ (2, 4) = 6
Shaking off the brunt of the fall with a well-executed roll, Themp is quickly on his feet again, heavy scrapes and bruises aside.
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Two move actions taken, I suppose, so no further actions. Please, don't hesitate to correct any mistakes I've made.