GM Doug H |
It has been hammered flat and features a grinning face carved crudely into its face.
GM Doug H |
I forgot the fascinate
1d20 ⇒ 6
Dasko the Vault hears A Boy's words, and he turns and stares at the approaching child.
Any continued threats from Gate, Klaytal, or Samen, or the fast-approaching guards will break the fascinate effect!
A Boy |
The boy continues to sing.
"To make amends, you'll tell us all you know:
Of he, the man, who put you up to this
And what he bade you do to my fair ward.
You'll show me, misbegotten mind to mine.
Do let me in to see his cruel face."
He ends next to the man, smiling but with a steely look in his eye.
Suggestion DC 19. I'm not sure whether this could be used to make him a 'willing' subject of the spell Share Memory.
GM Doug H |
People start backing away from A Boy and whispering. Some of it is fearful, some of it is mistrustful. Sensing something amiss with the crowd, another guard starts heading his way over, too.
I'm going to give Gate/Klaytal/Samen and the rest a chance to react to the Fascinate before we resolve the suggestion!
Gate Moreau |
Still grinning, Gate let’s go of Dasko.
”There we go. Wasn’t that easy? He snooths out Dasko’s shirt and adjusts the collar.
As if thinking out loud, he says, ”What’s this Cracked Cleric then? Is that a tavern or something? Don’t suppose we’ll find the Ragamuffins working out of there, will we?” He nods to Samen.
GM Doug H |
1d20 ⇒ 9
A Boy could make the request to share memory sound reasonable. Let me know what you say.
Dasko the Vault, still staring at A Boy, responds to Gate. Under the effects of the spell he is far calmer. Tavern. The seedy part of town. Ragamuffins? Don't know. The tall man with the big smile bought me drinks. Told me to wait for the sign. I hate them, these nobles, their taxes. He said I'd see the pain and know the sign. Better than spitting in their soup.
He gave me the membership token, and told me I was one of them.
A Boy |
Sing song, the boy continues,
"I’ll see you saved for a wee favor, pet.
A spell to show this Ragamuffin’s face.
And mercy’s my remit, if you’ll allow."
Bluff because he doesn’t really have a say: 1d20 + 19 ⇒ (16) + 19 = 35
Samen Einbetten |
"What, my dear boy, was the signal, and what exactly was it he asked you to do?"
I have a bad feeling about this. Was this kid just a distraction?
GM Doug H |
1 person marked this as a favorite. |
1d20 ⇒ 3
You can help? Dasko the Vault sniffles, but allows A Boy to touch his hand.
A Boy remembers being in a dark and cramped booth; the air is smoky and the tumult of drunken conversation fills the air. Dasko says Yesssh… them nubble-types… they think… they think… them nubble-types, I mean NO-BALL TYPES, sir, y'know what I mean, need some comeuppance, y'ask Dasko. Y'ask errybody here — his hand sweeps the room in a grand gesture that knocks the empty tankard over — errrrr-reeee-baaaadiiie HERE — he slams his fist on the table, rattling the glasswares. Say da same. Da same. Them NO-BALL TYPES need comeuppance. Dis weddin'? NO-BALL weddin'? Ooh care? Ole town, WHOLE TOWN, gotta jump up an dance dere tune! Errybody! He slams his fist on the table again.
The man's face is blurry; he is short and stocky. His disconcertingly huge grin shining in the shadows is the most vivid thing Dasko the Vault remembers. This man, who said his name is "Smiles," slides a defaced old coin across the table; Dasko snatches it and peers at the grinning face scrawled across its face.
Smiles says, in a melodic (and, seeming to the boy, quite sober) voice, Dasko the Vault! You are the perfect man for this important mission. Work on the waitstaff as normal. When you see those nobles in pain — pain, as is right and justly earned — you will know their party is ruined. Then shall be the moment to do your goodly work. Listen carefully now. First, make your way out as quickly as possible. Time is short, you see. Run across town to the The Thief and His Master, and pick up a game of Assassin’s Breach. A man with straw-colored hair will approach and stand on your left. Show the man with straw-colored hair your token of membership, and say Tomorrow comes asking for bread. He will hand you a purse, and you will leave.
The man makes the drunken Dasko repeat this several times, ensuring he remembers it. The repetition feels like it has a hint of memory-enhancing magic in it.
----
Dasko tells Samen the same: "The man told me to run to the gambling hall and show my coin, and give a message about "tomorrow come asking for bread," to the man with straw-colored hair."
A Boy |
The boy frowns, a dark look in his eyes. He nods thanks at Dasko. "This man is not milady's poisoner," he announces. "He's been duped. Ensorcelled. Within his heart sits remorse, but he bears no true blame. He is the goat set forth while villains do 'scape."
Bluff to make the man look more innocent than he is: 1d20 + 19 ⇒ (16) + 19 = 35
Samen Einbetten |
Samen looks up and scans the crowd. "Hm, as I was afraid. We were so concerned with catching him, we missed the truly guilty party. Did anyone see anyone else leaving?"
GM Doug H |
Samen notes that, while the guards have been trying to lock down the location, there has been a good amount of tumult in addition to guards leaving their posts for unexpected duties.
Currently, Samen sees six guards guarding the queen and her entourage; she is making her way out. There are eight more guards in the couple's vanguard, protecting the prince and Lumi, whose body is being carried away on a stretcher by two additional soldiers. There are four more guards and the captain herself coming your way — they will be here in a moment. Finally, another guard is en route to check out the tumult that A Boy has caused with his magics.
All told, the entryway has a skeleton crew left at best, with people rushing to leave. You doubt anyone whose actually experienced at subterfuge would have trouble slipping away.
Gate Moreau |
”He was a scapegoat then, is that what you’re saying? Think I’m ready for a drink after all this. Anyone else? I say we wrap up here and head over to the Cracked Cleric.”
GM Doug H |
The guards arrive and are quite keen to throw Dasko in the Dungeons. If you want to question Dasko further you will have to make a diplomacy or intimidate check; else, you can move on. Please give me perception checks if you are looking for clues at the table.
GM Doug H |
take 10: 10 + 10 = 20
Inspecting the shards of broken glass, A Boy notices sticky residue on the inside. He also recalls that Lumi only took two small sips of the wine from the Matching Glass, whereas Prince Ruhtin drank deeply. Yet he didn’t suffer any consequences.
The doctor said it was Assassin Vine Cocktail. What might you know about it?
A Boy |
The boy sings up more magic as he approaches the scene of the crime, seemingly unaware of the reactions others have.
Heightened awareness, heroism
Nature: 1d20 + 10 ⇒ (14) + 10 = 24
Geography: 1d20 + 10 ⇒ (11) + 10 = 21
Craft Alchemy: 1d20 + 4 ⇒ (2) + 4 = 6
"Funny, that. The draught's a pretty precious potable. Some secondary substance...?" He analyzes the shards of glass for magic.
Arcana: 1d20 + 10 ⇒ (16) + 10 = 26
GM Doug H |
A Boy finds no magic on the glass.
However a take 10 on perception for 24 instead of a 20, A Boy also notices residue on the inside of a tine on Lumi's used fork.
GM Doug H |
Viscount Sihteeri approaches you. His hands flutter like restless finches.
Yes yes yes, speed, efficiency, discretion, ability to maintain protocols — valuable things, valuable adventurers — oh, yes!
Served the king well so far, you did. I hope you will continue. Her Majesty will almost certainly want to thank you in his own particular way, oh yes. While we still have all of the party guests... “entertained”… while the investigation is ongoing, we must maintain a certain outward face.
Guard Lumi's room. As before, you cannot be seen wearing large, bulky or metallic armor, or wielding battlefield weapons, as this suggests a certain lack of confidence in Lord Valta’s security, indeed yes it does. You may continue to wear padding under your ceremonial outfits and carry the same weapons as before… He raises his hands. I know, I know, I know, these niceties could be the death of us all, yes? Ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha!
He composes himself. Remember, King Tolkovar has worked VERY hard to bring Morsain closer under his wing; neither he nor Prince Ruhtin want to see these new close ties ruined for the sake of your shiny weapons. I have arranged for each of you to be given a potion for extra protection, yes. I will have them delivered to you once you are in position outside Lumi's room.
A way to call the royal guards is essential, yes, so use these if you run into a problem you can’t handle. He hands you each a silver whistle.
By my orders as a representative of King Tolkovar the Thirteenth, you are to make sure that no one but Lord Valta and the doctor go in and out. And you are to do this with finesse and discretion at all times. Lord Valta doesn’t want his castle ruined, and Prince Ruhtin doesn’t want his first act as a married man to be to pay a huge repair bill to his new father-in-law. Good luck.
After he answers any questions you have, you are officially posted outside of Lumi’s room, close to the suites of the royal guests and Lord Valta himself.
GM Doug H |
New map up! Please feel free to make any arrangements you'd like outside the corridor.
Twenty minutes later an old woman, an assistant of the Count's, waddles down the hallway and hands you each a potion. These be the potions the Count requested y'have. From the clerics, said the faith will protect ya.
She shuffles off. If you try to ID them, as I'm sure you will, you will find they are potions of shield of faith.
GM Doug H |
Shortly after, Doctor Turnipwhisper opens the door and steps into the hallway.
Lumi sleeps; I am leaving to pay a call on an alchemist and will be back soon. Guard her well, friends! He does a shoddy salute and wanders off down the hallway.
You ease back into your routine. All is quiet. It remains so for 1d4 ⇒ 2 hours.
Suddenly, a crashing noise comes from inside the room — it sounds like breaking glass!
Gate: 1d20 + 3 ⇒ (9) + 3 = 12
A Boy: 1d20 + 4 ⇒ (4) + 4 = 8
Klaytal: 1d20 + 6 ⇒ (20) + 6 = 26
Samen: 1d20 + 2 ⇒ (8) + 2 = 10
?? 1: 1d20 + 2 ⇒ (16) + 2 = 18
?? 2: 1d20 + 2 ⇒ (18) + 2 = 20
?? 1: 1d20 + 2 ⇒ (17) + 2 = 19
?? 2: 1d20 + 2 ⇒ (14) + 2 = 16
?? 3: 1d20 + 2 ⇒ (4) + 2 = 6
?? 4: 1d20 + 2 ⇒ (17) + 2 = 19
Klaytal
Thing 2
Other Things 1 & 4
Thing 1
Other Things 2
Gate
Samen
A Boy
Other Things 3
Klaytal is up.
Klaytal Blen |
”Some guards we are! Staying out here while the problems gone in there..!”
Klaytal will move in front of the door and open it, glancing inside.
Perception: 1d20 + 9 ⇒ (13) + 9 = 22
GM Doug H |
Klaytal hears something large beating its wings. Suddenly, the room is filled with thousands of tiny bats!
Through the haze of tiny wings he sees a much, much larger wingtip touch the ground and before a sinister face pokes its head around the corner and looks at him.
These are bat swarms.
This is a dire bat.
He hears broken glass cracking as somethign large pushes through the window above Lumi's bed.
GM Doug H |
Klaytal, with that perception check, you also notice that the large creature has a pattern of cuts on its forehead.
Gate, Samen, and A Boy are up
GM Doug H |
Those should have been DC 12 — my bad!
A boy knows these are bat swarms; they have normal swarm traits and are immune to weapon damage; they are known for creating bleeding wounds. 2 questions if you want
A Boy knows the big one is a dire bat, a large animal. There isn;t really anything special about them otherwise. 1 question if you want
To be clear: something else has acted but you don’t see it yet. It was making noise near Lumi's bed/window.
A Boy |
The boy rushes into the room, ignoring the bat swarms.
"Milady has her guards, and we have means."
Seeing the dire bat hovering over Lumi, he whistles at it, making bat-like gestures as he does so.
Wild Empathy as standard action: 1d20 + 17 ⇒ (6) + 17 = 23
GM Doug H |
Turning the corner, A Boy sees something that is, perhaps, truly horrifying: there is another dire bat, hunched over the sleeping Lumi.
It looks up at you, its round eyes shining like pale lanterns in the dim candlelight.
Would this new information change what a Boy does here? You certainly can get both the dire bats with the glitterdust.
Gate Moreau |
Gate rushes into the room, through the swarms of bats. He stops dead in his tracks when he sees the larger bats and grabs a candle stick off the side table, brandishing it threateningly.
”Protect the princess!”
GM Doug H |
Full transparency to make sure I'm doing this right for A Boy. Hostile Diplomacy DC = 25+ cha; so the DC to improve attitude 1 step is 23 after a -2 cha mod on the bat. Beat by 5, you get more steps towards friendly.
The bat looks to A Boy and seems a little less hostile, but still unfriendly.
Samen Einbetten |
Samen rushes in, drawing his concealed dagger as he does, and calls out to his allies. "We need to work together on this." Designating my allies as my Crop.
GM Doug H |
The final swarm flies in and flutters about in the stairwell in confusion!
Klaytal is up
Samen if you want to use your standard and say you designated people on guard duty, that's fair.
Samen Einbetten |
Cool, thanks. In that case, I will use that standard action to 'tend the garden', giving everyone the Feint Partner feat for two rounds. Essentially, if one of us feints an enemy (as Samen is wont to do), it will be flat-footed to all of us.
GM Doug H |
Samen tends the garden; Klaytal is up!
GM Doug H |
No problem, Joe.
Bat swarms 1 and 2 flutter about the room.
Inside swarm #3, Samen, A Boy, and Gate are all lacerated!
Swarm: 1d6 ⇒ 2
The wounds continue to bleed. Please make a DC 11 fort save to avoid being nauseated.
The dire bat in front of the group backs up from the bright candelabra, and bites at Gate.
Bite: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
GM Doug H |
The second dire bat looks down at Lumi and wraps its pale claw around her torso.
It then moves to the window, dragging her out of the sheets. It prepares to launch itself out into the night air with its captive hanging in its claw.
Gate, Samen, and A Boy are up; Klaytal is in delay.
Samen Einbetten |
Samen tries to sneak past the nearer bat to stop the other from leaving via the window.
Acrobatics to move through enemy square: 1d20 + 14 ⇒ (7) + 14 = 21
I'll wait to see the result of that before continuing. If that doesn't beat CMD +5 then the bat gets an AoO and Samen stops right before it.
GM Doug H |
The bat lashes out at Samen, blocking him from moving closer to his quarry.
bite: 1d20 + 5 ⇒ (10) + 5 = 15
damage: 1d8 + 4 ⇒ (1) + 4 = 5
Samen Einbetten |
"Dammit, no! Get out of my way!"
In frustration, Samen lashes out at the nearer creature with his dagger.
+1 dagger, power attack: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26
damage, power attack: 1d4 + 5 + 4 ⇒ (4) + 5 + 4 = 13
Power attacking gives me a +2 shield bonus to AC this round, via Shield of Blades.
A Boy |
After Samen acts, the boy begins skreeing in a somnambulant drone, attempting to fascinate both dire bats.
Fascinate Will DC 19
He reaches into his small pouch and pulls out a stick capped with a bronze trumpet bell.
Fort: 1d20 + 5 ⇒ (10) + 5 = 15
The boy takes no damage unless they have cold iron fangs.
Samen Einbetten |
Oops. Forgot the Fort save.
Fort save: 1d20 + 5 ⇒ (7) + 5 = 12
Also, is the bleed damage equal to the 2 points of damage we took before?
GM Doug H |
Samen connects! The bat looks badly hurt.
Will save Bat 1: 1d20 ⇒ 11
Will save Bat 2: 1d20 ⇒ 14
Both bats stare at the boy, entranced by his weird noises.
Remember, any threatening actions will automatically break the fascinate effect, including drawing weapons and using spells.
Gate Moreau |
2 people marked this as a favorite. |
seeing the boy hold up his hands, Gate rolls his yes and grinds his teeth.
”What now Jack? What are we waiting for? You going to kill them with poetics?”
Gate wants to grapple a bat! Or beat one to death with a candelabra, which is arguably the most gothic way a bat can die.
A Boy |
1 person marked this as a favorite. |
The boy sings his response in time with his skrees. "Approach with signs of peace, past this one here to wrest milady from its partner’s grasp. Be gentle, slow, then..." He moves forward carefully and makes himself ready to change his tune.
Should a grapple fail, he’ll switch his song to grant teleport to his friends so they can jump out the window and onto the bat.
Gate Moreau |
1 person marked this as a favorite. |
”Signs of peace? To a bat? Oh, yes, well then, let me just take some bat-nip out of my pockets here. What are you talking about? Signs of peace. It’s a giant bat!”
Gate walks carefully past the first bat to the open window, and then makes a sudden grab for the bat carrying Lumi!
Grapple a bat: 1d20 + 12 ⇒ (16) + 12 = 28 This will provoke...
GM Doug H |
The bat squeaks in frustration and rage while Gate grapples it!
1d100 + 50 ⇒ (80) + 50 = 130
Gate glances down below; moonlight shines on the distant water.
The bat clutches its prize and spreads its wings…
Bats are up; Klaytal, would you like to come out of delay?
GM Doug H |
Dire Bat 1 stares at A Boy, fascinated; swarm 4 flutters around a boy and he takes swarm: 1d6 ⇒ 2 no damage! this means no fort save for nauseate needed
The other bat swarms flutter about, screeching and causing a general ruckus!