| GM Ariarh of the Storm |
Round 1: Troll's turn
Watching the large troll within the light of the various hooded lanterns, you see some of its wounds have knitted over. All the damage Nooria's fire did to it remains.
Initially, it had incurred 12 points of normal weapon damage and 6 points of fire damage. It now has 7 pts of normal weapon damage (having healed 5 this round) and all 6 pts of fire damage, for a total of 13 pts of damage this first round.
The angered troll takes a 5 ft step closer to the party of four and swinging her club strikes out at the larger man - Thorongil, who had injured her with his bow, and follows up with a bite attack on Thorongil and a claw attack on Letswalo.
Club Attack on Thorongil, 10 ft reach: 1d20 + 8 ⇒ (11) + 8 = 19
Damage, if hits: 1d8 + 5 ⇒ (4) + 5 = 9
Bite Attack on Thorongil with Multiattack: 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18
Damage, if hits: 1d8 + 2 ⇒ (8) + 2 = 10
Claw Attack on Letswalo with Multiattack: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15
Damage, if hits: 1d6 + 2 ⇒ (2) + 2 = 4
The club and bite hit the Northman hard and Thorongil incurs 19 pts of damage. I think that brings him to 0 HP and is disabled. The Claw Attack hits Letswalo for 4 pts of damage.
Disabled: You gain the staggered condition and can only take a single move or standard action each turn (but not both, nor can you take full-round actions). You can take move actions without further injuring yourself, but if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act. Unless your activity increased your hit points, you are now at –1 hit points and dying.
Healing that raises your hit points above 0 makes you fully functional again, just as if you’d never been reduced to 0 or fewer hit points.
End of Round 1.
====
Starting Round 2 and PCs are up!
====
Round 2
Nooria, seeing the injury caused to her two male companions, takes her holy symbol in hand and beseeching Sarenrae's eternal grace and light channels the divine energy to heal the wounds of her allies; leaving the troll without her healing succour.
Using Selective Channelling to exclude Troll from Channel Energy.
Channel Positive Energy with Blessed Touch: 1d6 + 1 ⇒ (6) + 1 = 7 (Used 1 out of 7 times this day)
Thorongil is now at 7 hp (and no longer disabled) and Letswalo is back to full HP.
Nooria calls out: "Get back away from it, now!"
Calling to the townspeople covering in the shadows of their doorways and alleys, "Let us burn this creature together! It's the only way to make it flee from town! Aid us!" (Free action)
She draws a flask of acid as a move action and holds it in her off hand as a precautionary/secondary weapon.
One of the younger Abadaran priestesses, Galena, comes out from the nearest doorway, where she had been doing healing work, and, lifting her holy symbol in the air calls upon Abadar, releasing a wave of healing energy toward Thorongil; choosing to exclude the troll.
Channel Energy with Selective Channelling on Thorongil: 1d6 ⇒ 2
Thorongil is now at 9 HP out of 19. The other PCs are at full hp.
"It is the last of my channels this day. It is all I can do. May the gods be with you."
There are other murmurs coming from the local folk hiding from the troll. It seems Nooria's words may have had some effect on the people of Pridon's Hearth.
================
Round 2: Thorongil, Letswalo and Muhdzuzi are up!
| Thorongil of the House Stígr |
Botting Letswalo -
Letswalo, seeing that he is in close proximity of the troll, takes a Five Foot Step back to avoid the AoO, and pulls out his Alchemist Fire and flings it at the troll -
Attack with Alchemist Fire vs. Touch; -2 Penalty for Range increment...
1d20 + 1 + 2 - 2 ⇒ (19) + 1 + 2 - 2 = 20
If it hits -
1d6 ⇒ 4
Fire Damage, plus an additional 1d6 Fire Damage next round
Letswalo calls out to the Halfling in the Halfling's Language -
"If the Northman shoots his bow, take his flasks from him and throw them!" he says, referring to Thorongil's Acid Flasks and Alchemist Flasks.
GM - if it is possible I would like the Halfling to take a 5 Foot Step behind Thorongil and take one of his flasks and through it at the Troll - I think that's doable, but not sure, as the 5 Foot Step is basically a Free Action; the Halfling should be able to draw a weapon and throw it as part of his Combat Action - but would the remaining Move Action allow him to draw it out of Thorongil's Pouch as the Halfling's Move Action? If so, Thorongil will continue to shoot his arrows and let the Halfling throw his stuff - if the Halflng can't one of Thorongil's Alchemist Fires from Thorongil's Pouch as part of the Halfling's Move Action then that will effect how Thorongil acts.
This is a pretty tricky thing - I've never seen it done in any of the games I've played, but it seems possible that a Halfling could take something from his friends pouch standing next to him as a Move Action - take the 5 Foot Step as his Free Action and then throw it at the torch as his Combat Action - like; maybe? I have no idea - but hey; we're fighting a troll on level 2 and I'm willing to try anything to win :D
EDIT: Well, I believe that Letswalo's Alchemist Fire SHOULD hit... so that's good news :)
| Thorongil of the House Stígr |
Thorongil also takes a five foot step back to stand aside Letswalo and out of the range of the Troll.
He calls out to the Halfling –
”Do as he says; take the flasks!” then he lifts his bow and shoots at the troll, praying for luck and that the townsfolk would be safe…
Attack with Bow and Luck and Combat Expertise to aid his AC
1d20 + 5 + 1 - 1 ⇒ (16) + 5 + 1 - 1 = 21
If it hits –
1d8 + 1 ⇒ (2) + 1 = 3
AC is up by +1
EDIT: I think that hits, but on the other hand - it sucks via damage...
| GM Ariarh of the Storm |
Letswalo's aim is true and the troll takes 4 pts of fire damage (with a possible, further 1d6 fire damage next round).
Thorongil's lets a new arrow fly and it strikes the troll, hurting it for 3 pts of damage.
Round 2: Muhdzuzi
The Halfling steps 5 ft to stand behind Thorongil and removes the flask of Alchemist's Fire from the pouch around Thorongil's waist.
He chooses to target one of the troll's legs (at G:7), aims and hurls it at the troll as a splash weapon.
Ranged Touch Attack with Alchemist's Fire minus range penalty: 1d20 + 3 - 2 ⇒ (17) + 3 - 2 = 18
Fire Damage, if hits: 1d6 ⇒ 2
He is successful and the troll takes 2 pts of fire damage.
On the round following a direct hit, the target takes an additional 1d6 points of Damage.
====
Current damage to troll: 10 pts of weapon damage and 12 pts of fire damage.
=====
Round 2: Troll!
Some of the trolls wounds knit over, as previously; but not the damage done by fire.
Being assailed by the fire, the troll attempts to put out the magical fire as a full round action.
Reflex Save (DC 15) re alchemist fire: 1d20 + 4 ⇒ (5) + 4 = 9, alas has trouble putting the flames out and will take the additional fire damage on its turn in the next round.
New total damage to troll is: 5 pts of weapon damage & 12 pts of fire damage.
End of Round 2.
====
Start of Round 3 and the PCs are up!
===
Just as it appears as no other local person will step up, a person suddenly does!
Round 3 : Local townsperson, druidess
A woman with long flowing green hair steps out from the shadows of the herbalist shopfront just behind Nooria. She begins to quietly cast and a magical, sticky ball of tar appears in her hand and she hurls it at the troll's chest.
Ranged Attack with tar ball: 1d20 + 3 ⇒ (19) + 3 = 22
Fire Damage, if hits: 1d4 + 1 ⇒ (4) + 1 = 5
and the ball hits the female troll squarely in the chest, splashing her with sticking, burning tar.
(The tar will deal 1d4 ⇒ 4 pts of fire damage on the troll's turns for the next 1d4 ⇒ 3 rounds.)
===
Total damage to troll currently is: 5 pts of normal, weapon damage and 17 pts of fire damage. The additional fire damage (from alchemist's fires (2d6) and tar ball (1d4)) will be added on the troll's turn this round.
===
Round 3: Nooria's action
Seeing Thorongil is still gravely injured, Nooria moves carefully around (15 ft) to stand to the back and side of the Northman and laying her hand on his arm, she defensively casts CLW.
Casting Defensively (DC 17): 1d20 + 6 ⇒ (12) + 6 = 18
CLW with Blessed Touch on Thorongil: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10
(Expends 1 first level spell.)
The healing is so powerful that Thorongil is returned to full hit points. (All the party are at full hp now.)
===
Round 3: Thorongil, Letswalo and Muhdzuzi are up! (Muhdzuzi will go last.)
| Thorongil of the House Stígr |
Letswalo, seeing the danger of the troll and steps back, lifting his voice to inspire the others to aid him...
"My friends; please, come to our aid, we are in dire need as the troll lives we are all in peril" he calls, hoping to rally more of the town to aid him.
Diplomacy to Rally the town for further action -
1d20 + 2 + 4 + 2 ⇒ (3) + 2 + 4 + 2 = 11
I don't know what, if any, other ranged weapons Letswalo may posses, but his sheet seems to indicate nothing but a rapier...
Thorongil steps back a piece raises his bow and fires again...
1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
If it hits -
1d8 + 1 ⇒ (3) + 1 = 4
| Letswalo |
My mistake. I didn't acquire many weapons for Letswalo. Though he does have boot knife that I forgot to add to my sheet
Letswalo had almost forgotten the knife in his boot. Now, in a flash, he reaches for the knife and throws it at the beast!
Throwing Dagger, attempted sneak attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 2d6 - 1 ⇒ (5, 1) - 1 = 5
| GM Ariarh of the Storm |
Round 3
Muhdzuzi loads a new bullet into his sling and swinging it, aims at the troll.
Sling Attack on Troll: 1d20 + 3 ⇒ (1) + 3 = 4
Damage, if hits: 1d3 ⇒ 2
However, the bullet slips from the pocket and falls to the ground.
Just then Eira rounds the corner, crossbow loaded and pointed and she fires at the troll threatening her allies.
Light Xbow attack with Point blank shot at troll: 1d20 + 6 ⇒ (1) + 6 = 7
Damage, if hits: 1d8 + 2 ⇒ (2) + 2 = 4
and her bolt goes tragically askew.
Two natural 1's in a row?! Oh my.
Some other folk from the crowd, encouraged by Nooria and Letswalo, have grabbed makeshift weapons - pitchforks , shovels and so forth and begin to move toward the troll from behind the small group of agents; ready to jump in if the agents fail.
(Sorry, Letswalo's diplo of 11 didn't do much to help most of the townsfolk push aside their fear of the troll and rashly risk their lives. There are some who stand with you, however, ready to jump in and fight.)
Both Thorongil's and Letswalo's attacks hit the troll, for a total of 9 pts of damage.
===
Round 3: Troll
Subsequent Fire damage from Alchemist's Fires this round: 2d6 ⇒ (1, 5) = 6
Plus 4 subsequent fire damage from tar ball (3 more rounds to go)
The troll issues another roar of pain as her flesh burns. Before she can do anything, the effects of the alchemist's fires and tar ball continue to do more fire damage to the troll, and she takes a further 10 pts of fire damage. However the weapon damage is healed somewhat by the fast healing/regenerative ability of the troll.
(Troll's current total damage: 9 pts of weapon damage & 27 points of fire damage.)
With her green hide continuing to burn and having no recourse to soothe the acute pain, the female troll roars,
Intimidate crowd with roar: 1d20 + 9 ⇒ (18) + 9 = 27
picks up the food and loot she's already taken and retreats down the street toward the wall. You see her throw the bag over and then climb up and over with some ease due to her stature, even injured as she is. For those on higher ground, they can see the troll retreating back into the dark jungles from where she had come.
==End of Combat==
The allies looked toward the mess the intruding troll had perpetrated in the short time she had entered Pridon's Hearth - three shops were smashed - windows, doors, eaves and two small wooden, makeshift houses now slanting and looking too dangerous to reside within.
What would you like to do at this time? Help the locals with the broken buildings, wounded and dead civilian guards or simply return to Sheriff Adaela - report what's happened and find out if she has other tasks for you to do this night? The time in game is currently 10 pm.
| Letswalo |
Letswalo exhales heavily. He hadn't realised how tense he had been.
He looks at the spot where the troll escaped into the jungle, and then turns to Thorongil.
"How about we help here? The sheriff can wait."
| Thorongil of the House Stígr |
What would you like to do at this time? Help the locals with the broken buildings, wounded and dead civilian guards or simply return to Sheriff Adaela - report what's happened and find out if she has other tasks for you to do this night? The time in game is currently 10 pm.
Thorongil watches the troll lumber off.
All the instinctive hatred of his people for both troll and the fell giants of the northern wastes is evident in his eyes as he watches the troll, his bow loose in his hands.
It would be easy to leave the troll to amble a bit and then follow at a discreet distance, firing arrow after arrow into it at range.
However, he realizes that there are wounded and he shakes his head, trying to clear it.
"Let as us see to the wounded," he growls as he slings his bow and strides up to those who have suffered.
As the dark, overcast clouds shroud his grim features he lifts his hand with a brisk wave and mutters something and suddenly a burst of strange, fey lights explode into the darkness and twist and wreathe about in a gentle flight where he directs them as he strides forward to those who have been injured.
Thorongil cast Dancing Lights so that the people can see better in the dark.
GM - what checks do you need for us to make to figure out who needs to most healing, if any, at this time? Thorongil's plan is to take care of the wounded, then the dead, and then do what he can to repair any of the buildings that the troll damaged.
| Thorongil of the House Stígr |
Thorongil stares at the situation around him.
His mind is clearly distracted, but this is the goal he has before him and it would be wrong to proceed with other tasks until this has been accomplished.
He glances at the Letswalo.
"We must first ascertain who is wounded; of them, we must decide who requires healing first."
Then he turns and strides to those who have helped him.
"My apologies; you have helped us in this conflict and I should have thanked you sooner," he says with a bow.
"There are folk who may need aid; can you help us discover who they are that require that aid and let us do what we can to help them?" he adds.
He will then move to the people and do what he can to find who needs the most healing first -
Heal Check to create a triage for the wounded
1d20 + 5 ⇒ (19) + 5 = 24
Once the wounded have been taken care of he will do what he can to repair the damaged buildings.
He does what he can to attempt a Craft: Carpentry Check to fix the damage if he can-
Craft: Carpentry Check untrained -
1d20 + 2 ⇒ (4) + 2 = 6
He will also attempt to ascertain any other damage that may have occurred using what knowledge he has with Engineering -
Knowledge: Engineering Check-
1d20 + 4 ⇒ (7) + 4 = 11
| GM Ariarh of the Storm |
Eira moved to the two priestesses and druidess congregated around the bakery and together they began moving the wounded and dead to the Countinghouse. Nooria thanked the women for their courage and aid against the troll.
Thorongil moved among the scattered bodies of the fallen, determining the extent of injuries and separating the still breathing from the dead. His magical bobbing lights helped him see amid the consistent rainfall. Then together with Letswalo and Muhdzuzi they helped clear the debris from the broken homes and shops and assisted the locals in sealing broken openings with tarp cloth and ropes. Least there would be no dangerous, flying debris and the ruined shops and homes would not suffer further damage from the effects of the storm.
The clean-up after the troll's rampage took around an hour and the rain began to fall harder.
Once the party was done in this quarter of the town, they took their leave and made there way back to Stone Hall and Sheriff Adaela to report in - including the scuffle with the troll.
It's now almost 11 pm and you're back at Stone Hall, standing before Sheriff Adaela.
| Thorongil of the House Stígr |
Once the party was done in this quarter of the town, they took their leave and made there way back to Stone Hall and Sheriff Adaela to report in - including the scuffle with the troll.
Thorongil strides into the room in front of the desk that Adaela is sitting in; the rain dripping heavily off his weather-stained cloak.
"There was a troll in the town," he says without preamble.
"It was wounded heavily and driven away."
"Those who it hurt have been tended to; some of the citizens were killed by the troll. I do not have the names or descriptions of the deceased at this time, but it can be brought it if it is needed."
He pauses a moment, then continues.
"The buildings and streets have been made as secure as we are able to make them and we have evacuated the citizens to safer places as best as we could as well as transshipping supplies to safer areas."
He considers mentioning the near riot between citizens that he was able to break up, but decides against it. Informing a person of troubles that might have happened seems like an unneeded redundancy.
"Was there anything else?" he asks her then waits politely for an answer.
| GM Ariarh of the Storm |
Sheriff Adaela looked up from the table upon your arrival and listened to your report. "You've been busy, I see, and productive. Well done. There is still an issue in Island Town. Two of their citizens firmly refuse to budge from their homes. I will not have it. They must be convinced to retreat to the safety of the town proper. I'll give you information on both and the location of their homes to make the job easier in some way. Listen closely..."
Adeala begins telling you about each man. First person is Amal Rashid, who lived with his mother until three summers ago when she passed away. His refusal to depart his home stems from severe agoraphobia - a deep fear of crowds and open spaces - and the thought of living in a a communal shelter on the mainland horrifies him. Second person is Maso Pareto, a true eccentric. He maintains a constant growing stable of house cats from all across the Inner Sea. All but one of the cats has been safely transferred to sturdier lodgings at the Countinghouse. He won't leave until he's found his last, precious cat. You're given addresses of both men and told to do what it takes to bring each man and the cat safely to shelter.
"Once you've brought the stragglers in, report back to me. Thank you," and by her tone you know you've been dismissed; especially evident when she turns to one of her deputies and begins a heated argument with him over barricades.
====
Which straggler would you like to tackle first? You can simply narrate your actions/play it out. Sense Motive and Diplomacy checks will be important with Amal Rashid, and, Bluff or Diplomacy checks and/or an offer of assistance with Maso Pareto.
| Thorongil of the House Stígr |
Sheriff Adaela looked up from the table upon your arrival and listened to your report. "You've been busy, I see, and productive. Well done. There is still an issue in Island Town. Two of their citizens firmly refuse to budge from their homes. I will not have it. They must be convinced to retreat to the safety of the town proper. I'll give you information on both and the location of their homes to make the job easier in some way. Listen closely..."
Which straggler would you like to tackle first? You can simply narrate your actions/play it out. Sense Motive and Diplomacy checks will be important with Amal Rashid, and, Bluff or Diplomacy checks and/or an offer of assistance with Maso Pareto.
It takes all the long years of his life living in the stoic northlands were life was bleak and emotions safest if guarded, to keep the shock from his face.
If a man seeks death then who are we to stand in their way? These men would rather die than leave the homes that they have built; I do not fault them for that - yet now we must force them to go?
Yet these southern folk have different values, and I have promised to aid them...
He inhales slowly and he nods.
"Very well," he says.
He then leaves with Letswalo and their Halfling friend and elect to go to Amal's house first.
Once they arrive they attempt to encourage him to come with them.
Thorongil greets the man.
"Greetings my friend; I and my comrade come from the Sheriff of your fine town. We are here not to take you from your home and the place you would remain in; rather, we come to offer you aid."
"We understand that you do not wish to leave your home to travel, I honor and respect that; but we see you as a comrade and will be like allies to you, aiding you as we can."
Diplomacy Check
1d20 + 6 ⇒ (14) + 6 = 20
Letswalo attempts to Aid Thorongil's Diplomacy Check -
"He is right, good sir; we come here only to ensure your safety and comfort, we come as friends," he adds.
Diplomacy Aid Check (+1 if the man is a colonial) so it's +8, or +9 if he's considered a colonial
1d20 + 8 ⇒ (2) + 8 = 10
Thorongil studies the man intently as he speaks with him.
"Do not fear my friend, we will aid you as we can," he says, studying the man.
He gambles that the man may not wish to leave, but he is convinced that he will not change his mind at all unless he believes that the people who ask him are truly his friends.
He does not want to force the man, instead, he wants the man to know that they will try to help him leave his home in the way he can feel safe and comfortable.
He is not attempting to fool the man; he fully understands the need of the man to feel safe - but he also believes that the man is more likely to leave if he trusts that Thorongil and Letswalo come as friends.
Yet he does not fully know if he is calming the man or worrying him more, and so he studies him carefully for further clues.
Sense Motive to aid him with his Diplomacy Check
1d20 + 5 ⇒ (15) + 5 = 20
Letswalo looks at the man and then rubs his chin as he looks, gauging the man's face and eyes in an effort to aid Thorongil Sensing the man's motivation.
Aid Check for Sense Motive
1d20 + 7 ⇒ (3) + 7 = 10
Now what, GM?
| GM Ariarh of the Storm |
Amal Rashid opened the front door just a fraction and peered out; not pleased with the intrusion at this time of night during a bad storm. He saw three people on his doorstep and instantly became agitated (the man appears on edge for some reason). He would have shut the door immediately had it not been for the steady words of the two agents of the Sheriff. Amal warily eyed the silent Halfling in their midst, but did not comment on it.
He then opened the door a little wider and invited the three of you inside and out of the rain.
Sitting down on some threadbare and mismatched chairs, Amal continued to stand back from you, by the doorway leading into the foyer and out through the front door (for a ready escape, if need be).
"I understand your concerns, but I am fine and safe here, as you can see. If you leave me in my home, I'll give you my life savings - all five hundred gold pieces I've put aside for a cobblers shop. What say you? Will you return to the town proper and leave me in peace?"
| Letswalo |
Sense Motive: 1d20 + 9 ⇒ (11) + 9 = 20
We could take the money. We could leave him here, and then take the money if he has perished. But...no. I don't need gold that badly.
Letswalo puts on his softest tone, and speaks.
"These walls may keep you safe, but they may not. Outside is uncertain, but as Thorongil says, we would be as allies to you. We are both very capable men, and would see no harm come to you. After all, we will have need of good shoes if this is the weather to expect! So what say you, Rashid? Will you come with us to a safer place?"
The promise of safety, and a little humour to crack the ice. Perhaps it will help.
Diplomacy to sway the scared man: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14
Sense Motive to see the effect of his words: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
| Thorongil of the House Stígr |
Thorongil glances at Letswalo and then back at the man.
"My friend; we do not wish your money, but rather, we come to you because we are worried for your safety."
"Yet I know well the difficulties of leaving where you feel safe; rest assured, then, that we shall do all we can to make sure wherever you travel to will be a place you feel safe. Alone, private and kept free from anyone who may trouble you," he says.
"No one will bother you in the shelter we take to you, please believe me that we worry about you and merely wish that you can be safe."
Added Diplomacy Check to convince him -
1d20 + 5 ⇒ (17) + 5 = 22
| GM Ariarh of the Storm |
Amal considered both men's words carefully; his fear of venturing outside beating at his mind against the idea of falling prey to the rising waves and waters due to the oncoming storm. He rubbed at his stubbled chin nervously before replying quietly, "If I go with you, you promise I will remain on my own - no people to confuse me? If this is so, I will come but only until the storm has passed. Then I leave and return to my home."
Amal moved about the small cottage, collecting a few of his belongings; eyeing the door from time to time; his anxiety growing. When it was time to leave, he stood upon the threshold, watching the slanting rain through the open door with eyes wide and troubled. On his third attempt across the threshold, Thorongil and Letswalo guided him over and then with the man between them and Muhdzuzi travelling just behind, lest Amal made a run for it, escorted him to Stone Hall and settled him in a small room for one; whose door Amal locked resoundingly behind them upon their departure.
Previous Preparation Points 21 +1 new=22.
Not pleased with venturing out in the rain so soon again, the party of three moved back out toward Island Town and the next straggler, the eccentric Maso Pareto, and his missing cat. Upon reaching the location of his shack, you hear something just up ahead before you note the lone, hooded figure, "Delour, come kitty, you'll be safe from the storm inside the house. Delour? Delour?! Stop bein' so stubborn! I've got a nice sardine for you."
===
As previously mentioned, a Bluff or Diplomacy check can be attempted in convincing Maso Pareto. Good luck!
| Thorongil of the House Stígr |
Amal considered both men's words carefully; his fear of venturing outside beating at his mind against the idea of falling prey to the rising waves and waters due to the oncoming storm. He rubbed at his stubbled chin nervously before replying quietly, "If I go with you, you promise I will remain on my own - no people to confuse me? If this is so, I will come but only until the storm has passed. Then I leave and return to my home."
"We shall do our best to make sure you are not troubled by such things," he says sincerely, then aids the man in collecting his gear.
Then, after that matter is settled, he attempts to move forward and find the other man.
"Delour, come kitty, you'll be safe from the storm inside the house. Delour? Delour?! Stop bein' so stubborn! I've got a nice sardine for you."
As previously mentioned, a Bluff or Diplomacy check can be attempted in convincing Maso Pareto. Good luck!
Thorongil feels the creeping drag of weariness on him; they have traveled long today, and worked hard besides.
Seeking to save citizens of a community that do not wish saving rankled his sense of independence, even so, he yet feels bound to a sense of duty to the sheriff and calls out to the man.
"Master Pareto - good sir; we come in earnest to aid you from the trials of the storm," he says in a loud voice.
"We know you fear for your friend," he says referring to the cat "but if you leave for safety now we promise to find your beast and return it to you," he says with sincerity.
Diplomacy Check to convince the man to return to safety -
1d20 + 6 ⇒ (19) + 6 = 25
| Letswalo |
Alone? I'm sure we can find a room for the man.
Letswalo keeps quiet for now.
At least until Pareto is in front of him.
"Master Pareto, your cat has likely sought shelter from the storm. Cats are sensible like that. You should do likewise, and we are willing to help."
Support Thorongil with diplomacy: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
| GM Ariarh of the Storm |
Maso looked up at the two vocal men and glanced at the silent, smaller one behind them; his face slick from the rain and his eyes watching them somewhat warily for they were unknown to him. Yet, a neighbour was a neighbour and his features relaxed a little upon hearing their offer.
"No, Delour is the stubborn one and he is afraid of storms. He isn't in this part of Island Town for I have searched for the past hour. He must be found. Must! If I leave for the safety of the walled town, you must find him. You must! He is precious to me and a promise is a promise. If you find my cat, I shall give you a pearl for your troubles. Bring him to me. My poor child - Delour, Delour where can you be?!" The eccentric man shook his head in a distraught manner; yet if they solemnly promised to find and bring the cat to him, he would go to safety without any further trouble.
Wiping the rain from his eyes, Maso Pareto turned toward the direction of the bridge connecting to the mainland and with hooded lantern in hand, he began to make his way to the town proper - calling his cat's name as he shuffled through the darkness and rain, "Delour, Delour, come my child, come!"
Previous Preparation Points 22+1 new=23.
You've successfully convinced Maso Pareto to find shelter inside the walled Pridon's Hearth. Will you fulfil your promise to find the missing cat? If so, where do you wish to start and how will you proceed? Perception, Handle Animal & Know. Nature Checks will be useful. The rain is coming down steadily now and you are all wet through. The rain can make viability hard and dull sounds, but not impossible. It's quite dark now, except for the lanterns placed along walkways and bridges. If you have other means of light, you may employ those, too. You can simply narrate and toss up any relevant checks for finding the cat and we'll go from there. Mission Locate Delour is a go!
| Thorongil of the House Stígr |
GM - Handle Animal is a skill that I don't have, and can only be used via Trained; I can't even try it if I don't have the skill unfortunately. I know it wasn't mentioned, but I am going to try to use Survival to try to track the missing animal instead, if that is alright?
Thorongil waves his hands and calls the magic words and summons lights with his spell Dancing Lights to aid them in the search.
Then he begins -
Perception Check -
1d20 + 6 ⇒ (7) + 6 = 13
Knowledge: Nature
1d20 + 8 ⇒ (12) + 8 = 20
Survival -
1d20 + 9 ⇒ (8) + 9 = 17
| Letswalo |
After Pareto's incredible speech, Letswalo turns to Thorongil to see if the northman's face reflects his own disbelief at Pareto's singular focus - and high reward.
And then he takes to the task, with Thorongil's magic lighting the way.
For a pearl, seeking a cat is no onerous task!
Knowledge Local on where a cat might flee, perhaps a fishmongers?: 1d20 + 6 ⇒ (2) + 6 = 8
Knowledge Nature to give any hints on feline behaviour: 1d20 + 6 ⇒ (8) + 6 = 14
Perception to see the cat: 1d20 + 7 ⇒ (20) + 7 = 27
Survival to seek the cat (+4 if this counts as an urban area): 1d20 + 3 ⇒ (3) + 3 = 6
| GM Ariarh of the Storm |
Muhdzuzi's Perception to aid: 1d20 + 2 ⇒ (8) + 2 = 10
Muhdzuzi's Survival to aid in tracking: 1d20 + 5 ⇒ (12) + 5 = 17
Muhdzuzi's Know. Nature to aid: 1d20 + 3 ⇒ (3) + 3 = 6
====
As the three of you move along the muddy, unpaved streets and alleyways of Island Town, Thorongil's dancing light orbs bob ahead of you to provide much needed light in such a dreary and wet night. You continue walking and searching, any tracks obscured or washed away by the steady rainfall; yet you surmise the cat would likely attempt to find a dry place to rest in the storm.
When you reach the western edge of Island Town, you manage to hear, over the sound of the gathering storm, a faint *meowing* coming from the direction of the makeshift barricade erected to keep the river water from flooding nearby streets. As you carefully move toward the hastily constructed structure, you note an upturned carriage lying on its side, forming part of the barricade. The *meowing* sound has become a desperate "howl" and is coming from somewhere within the closed carriage. The silly cat may have wandered into the carriage and became trapped when the Islanders turned it on its side and used the carriage to reinforce the barricade.
The dancing light orbs move over the facing window of the carriage, shedding light into its dark interior. Suddenly, something furry jumps up onto the glass, body splayed, eyes wild, ears pointed, clawing at the smooth surface before falling away into the dark shadows within.
You push along the barricade from the riverside, hoping to steadily weaken it in an effort to find a way into the upended carriage. You find yourself standing in knee deep water in the endeavour.
What do you do now?
| Letswalo |
"Let me try first. I'd rather not have the cat showered in glass shards."
Letswalo tries to remove the glass carefully, without having to shatter it and endanger the trapped feline. To this end, he draws out tools. Tools suitable for safely - and quietly - bypassing barriers.
Disable Device: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
| Thorongil of the House Stígr |
Thorongil seems both shocked and awed that the villagers would use glass in a carriage, but then shakes his head.
"In the north only the most wealthy could afford glass; for a moment I forgotten that in these southern climes that such things are far easier to gain," he says in response.
As he waits for Letswalo to work he peers through the glass and searches for the cat with his eyes, ordering one of the Dancing Lights close to the cat.
As soon as he spies the cat he reaches through the glass using the spell Mage Hand to cup the cats body and lift it from the water up toward Letswalo so as to aid the cat from drowning in the water.
Being that he himself cannot disable devices he waits patiently for Letswalo to work.
| GM Ariarh of the Storm |
The small glass windows (which could be awkwardly lowered and raised) set in the carriage doors were used because of the hot and humid clime - a wholly enclosed, wooden carriage would be too stifling in this jungle colony.
The small pane of glass set in the door of the carriage gave way under Letswalo's expert working with his tools. The glass was removed with no breaks or cracks. Thorongil's wispy light orb hovered deeper into the confines of the upturned carriage and they could see the cat, clawing and hanging to the cloth/cushion set against the door facing the sky. The magic employed by Thorongil to grasp and remove the cat made it *hiss* and squirm as it attempted to free itself from the grip. The cat was unsuccessful and the magic swiftly produced the naughty feline from the open window and placed it down onto the carriage frame (out of the water). Delour then jumped and began clutching and tugging with his claws at the Northman's pants; meowing and seemingly begging for offerings of food.
Against the sounds of the storm around you, you can hear a faint banging sound coming from the other side of the makeshift barricade - like something is pushing along the barrier. Suddenly something leaps up over the barricade toward you!
I'll need someone to toss up a group initiative roll for your party of 3. The modifier for this is +2. Thanks!
| Thorongil of the House Stígr |
Delour then jumped and began clutching and tugging with his claws at the Northman's pants; meowing and seemingly begging for offerings of food.
Thorongil smiles down at the needy cat and rubs it gently on the back of its head and around its ears and the offers it a few bits of jerky to chew on, having no other snacks to offer it.
I'll need someone to toss up a group initiative roll for your party of 3. The modifier for this is +2. Thanks!
Seeing something leap over the barricade he calls out -
"Look out!"
Group Initiative
1d20 + 2 ⇒ (10) + 2 = 12
| GM Ariarh of the Storm |
Enemy Initiative: 1d20 + 0 ⇒ (15) + 0 = 15
Enemy goes first and then heroes!
Round 1
The creature leaping over the barrier slams into Letswalo.
Slam Attack on Letswalo: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Damage, if hits: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Hitting him hard in the chest and injuring him for 5 pts of damage.
(Letswalo's current hp : 8/13. Letswalo, your alias line under your avatar still shows your level 1 info. When you get the chance, can you please update it. Thanks!)
The small translucent creature resembling a spinning column of water and a crashing wave is a Tainted Water Elemental.
Round 1: PCs are up!
As soon as the creature attacked Letswalo, Delour, the cat, took fright, and jumped back into the carriage, to hide, away from harm.
| Thorongil of the House Stígr |
As soon as the creature attacked Letswalo, Delour, the cat, took fright, and jumped back into the carriage, to hide, away from harm.
Thorongil studies the creature and attempts to gauge what it may be...
Knowledge: Planes -
1d20 + 4 ⇒ (11) + 4 = 15
Edit: success -
Thorongil lets out a growl and draws his rapier and attacks.
"Ware, my friend, this thing is an elemental being from the waves, be cautious," he calls out to his allies.
Thorongil will move to flank Letswalo and attack the creature with Power Attack -
1d20 + 5 - 1 + 2 ⇒ (15) + 5 - 1 + 2 = 21
If it hits -
1d6 + 1 + 2 ⇒ (1) + 1 + 2 = 4
| GM Ariarh of the Storm |
Thorongil: My understanding is that Elementals are not subject to critical hits or flanking. And just an FYI, they also do not take additional damage from precision-based attacks, such as sneak attack.
The attack of 19 (discounting the bonus for flanking) still manages to hit it, however, and the tainted water elemental takes 4 pts of damage.
Round 1: :Letswalo is up!
| Letswalo |
Aggrieved by the elemental's strike, Letswalo drives his cold iron blade at its centre!
Mwk Cold Iron Rapier: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Damage: 1d6 - 1 ⇒ (3) - 1 = 2
No critical hits or sneak attack? Darn!
| GM Ariarh of the Storm |
Round 1: Muhdzuzi
The Halfling moved down 10ft as he loaded a bullet into his slung. He swung and aimed at the elemental.
Sling Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Damage, if hits: 1d3 ⇒ 2
Letswalo and Muhdzuzi succeed in their attacks and the water elemental takes another 4 pts damage. It's still standing.
End of Round 1. I'll post the Elemental's turn in Round 2 in my next post.
| GM Ariarh of the Storm |
Beginning of Round 2: Tainted Water Elemental
The elemental angrily slams into Thorongil this time.
Slam Attack on Thorongil: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Damage, if hits: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10
And hits him hard in the chest for 10 pts of damage. Thorongil's current HP: 9/19.
===
Round 2: PCs are up!
| Thorongil of the House Stígr |
Damning the pain that lances through him, Thorongil thrusts again.
Attack with his rapier
1d20 + 5 - 1 ⇒ (16) + 5 - 1 = 20
If it hits -
1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7
"Get out of the water; the thing is more powerful in it," he says, his knowledge of the Planes hopefully lending him some cunning with when dealing with such a threat...
GM - Thorongil would like to move back away from the water on his next turn, but he took a 5 Foot Step to J:6 first so he can get out of the water next time.
| GM Ariarh of the Storm |
With Thorongil's last, powerful strike with rapier, the tainted water elemental is downed; discorporating and returning to its rightful plane.
End of combat.
Elemental's been vanquished. Thorongil is at 9/19 HP and Letswalo at 8/13 HP. Delour, the cat, is back inside the upturned carriage. What do you do now?
| Thorongil of the House Stígr |
Elemental's been vanquished. Thorongil is at 9/19 HP and Letswalo at 8/13 HP. Delour, the cat, is back inside the upturned carriage. What do you do now?
Thorongil turns to Letswalo and the Halfling, guessing that the Halfling, having been raised in the wilderness, may have more experience in discovering cats.
"Muhdzuzi, my friend - please see if you can discover the cat," he says in the Halfling tongue.
He turns to Letswalo.
"Come; we must check to make sure there are no further threats..." he adds.
Thorongil will have the Dancing Lights spread around them. He moves to the barrier to make sure there are no other issues before leaving.
Perception Check to observe if there are further threats.
1d20 + 6 ⇒ (1) + 6 = 7
EDIT: and that sucked...
| GM Ariarh of the Storm |
In his native tongue, Muhdzuzi replied, "I do not like cats. It went inside the carriage when the creature attacked. That's where you'll find it." The Halfling did not move closer except to peer through the small window, using the bobbing light with which to see into its dark interior. Persistent *meowing* could be heard from within.
Thorongil looked about the barrier, but he could see nothing of interest and the previous banging could no longer be heard. Letswalo keenly glanced along the barricade's length and was satisfied that there was no other hidden threat lurking in the knee-deep water. Both men could hear the unhappy cat inside the carriage.
| Thorongil of the House Stígr |
Thorongil stands by the carriage, waiting to see how Letswalo's success would turn out, his eyes on the water to make sure there is no further threats...
If Letswalo needs aid, Thorongil will help - but I'm hoping he won't need help getting a cat no matter what he rolled ;)
| GM Ariarh of the Storm |
The sharp *meowing* stopped and after a moment of silence, Delour poked his heard through the carriage window and stared at Letswalo with large, bright green eyes. Then the cat hopped out and onto the door and then with swishing tail jumped up onto Letswalo's shoulder and settled himself; perching contentedly; using his paws to clean his face; even though the rain continued to fall heavily on him.
As Letswalo was retrieving the cat, Thorongil continued searching the makeshift barricade and surrounding waters for any signs of threat. He could see none; but believed it was best that they move out of the water and away from the barricade. Perhaps the frantic elemental was there by chance because of the storm - there was no way of telling at the present time. It is at this very moment that the storm you have been fearing and preparing for makes landfall and the heavens break open; successive cracks of lightning echoing across the settlement.
As you swiftly move to return the cat to its owner, Maso Pareto, you see the eccentric man on the bridge and he waves to you. "You found him. Oh my boy! My boy!" he calls over the loud thunder and lightning. He takes possession of the cat and kisses it. Maso fusses with the cat's collar and removes something before extending his hand to you, "The pearl as I promised you. Thank you for rescuing my cat."
The pearl is a family heirloom and is actually a Pearl of Power (1st level) worth 1,000 gp.
This seemingly normal pearl of average size and lustre is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one first level spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast.
It was then that Nooria was crossing the bridge and she came up behind Maso Pareto. "Mister Pareto, it is best that you and your cat return to Stone Hall this moment. The storm has hit and it is dangerous to be out in it. Please." The man nodded and thanked the trio again for rescuing Delour and holding the cat firmly made his way back across the bridge and back up to the walled Pridon's Hearth and beyond toward Stone Hall.
Nooria greeted the trio, the rain hitting her face, "The lightning has been striking down near the northern barricades of Island Town. They have been coming every few minutes, hitting in the same spot and the town advisors have deemed them unnatural. The Sheriff left to investigate, but has failed to return and the lightning strikes have become more frequent. We have been sent to investigate. It appears something has happened to the Sheriff."
Then looking at Thorongil and Letswalo, she noted their respective injuries, "What has happened? You are injured." Raising her holy symbol, she swiftly called upon Sarenrae's grace even as the thunder boomed all around them. A wave of healing energy burst forth, encompassing both men,
Channel Energy with Blessed Touch: 1d6 + 1 ⇒ (4) + 1 = 5
Letswalo is back to full hp after this channel and Thorongil is still down 5 hp.
Seeing that Thorongil's wounds were not all healed, Nooria released a second wave of healing energy,
Channel Energy with Blessed Touch: 1d6 + 1 ⇒ (2) + 1 = 3
They knitted most, yet some remained.
Thorongil, you are now at 17/19 HP.
"That's better. We cannot help Adaela if we are seriously injured. Come, we must go now."
| Letswalo |
Letswalo, despite himself, smiles a little at the antics of the cat.
And smiles a little more when he realises what the pearl is.
"It was a worthwhile deed, Pareto. Now, please, off with you both to safety."
Diplomacy: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
After Nooria's explanation and healing magic, Letswalo nods.
"Then let us go swiftly. This lightning strikes all too often."
| Thorongil of the House Stígr |
After Nooria's explanation and healing magic, Letswalo nods.
"Then let us go swiftly. This lightning strikes all too often."
Thorongil studies the lightning with a frown but he nods.
"Very well, let us away," he says with a grim voice as he loosens his sword in the sheathe and heads out.
| GM Ariarh of the Storm |
1d20 + 6 ⇒ (18) + 6 = 24
1d20 + 1 ⇒ (3) + 1 = 4
As the party of four, Thorongil, Letswalo, Nooria and Muhdzuzi, made their way swiftly down to the main/northern barricades of Island Town, the storm which had recently made landfall erupted into loud, consecutive cracks of thunder; shaking the settlement in the ferocity/power of their strike.
As the party gaze upon the barricade in the short distance, a bright flash of lightning just beyond it reveals a solitary figure atop the barricade. A hooded creature with green scaly skin, a short snout filled with razor sharp teeth, clawed hands and feet, and, a thick alligator-like tail. The belt around its waist is lined with the severed heads of militia - most likely the missing heads of the soldiers from Fort Breakthrough. Their faces appear pruned by water and contorted in horrified expressions. The creature seems to be mumbling something in a strange tongue, barely audible over the raging elements - the words seemingly agitating the storm around it, bringing down lightning bolt after lighting bolt and harder rain.
Before the barricade (which is made up of large stones, wooden crates, bags of sand, overturned machinery etc), standing on the ground, are three armed, guard-like figures - of similar features as the one atop the barricade. One is attempting to break through the barricade - striking at the place between the stones and wood near the base. The other two stand ready to protect and fight. By the base of the barricade you see a prone, bloodied figure, with closed eyes. You recognise this person as Sheriff Adaela. She is motionless/still and you do not know if she is dead or merely unconscious.
The *boom* of thunder echoes from the barricade down the makeshift road toward your party. Lightning once again criss-crosses the skies above and behind the lone figure standing on the barricade.
Enemy Group Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
PC Group Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Heroes win initiative and go first.
We head into Round 1! PCs to go.