
The World's Most Interesting GM |

The remaining man stands up sending his chair over. He raises his hands and shouts "I GIVE UP! I GIVE UP!"
End combat?
Round 1! (Theme ♬)
The Bold May Act!
_________________
__ Sirius
__ Shadowy thug
__ Jurmo
__ Andolyn
__ Ezren
__ Janus the One and Only!
__ Hosser

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Jurmo moves into the room, "Please, no more killing!" She holds her hands out in what she feels is a calming gesture.

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"I MUST rid the world of filth like these men. I've held back long enough, move aside Jurmo."
No hard feelings from me, but Andolyn's pissed. XD
I assume the ladder blocks a charge? If so, that's a double move.
Longsword: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
Damage: 1d8 + 7 ⇒ (2) + 7 = 9

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"Every ending is a beginning."
dire flail vs assassin, two-hands, flank, vessel between, bulls strength, divine favour: 1d20 + 8 + 2 + 2 + 1 + 2 ⇒ (14) + 8 + 2 + 2 + 1 + 2 = 29damage: 1d8 + 9 + 2 ⇒ (4) + 9 + 2 = 15precision damage: 2d6 ⇒ (3, 4) = 7 1 die of sneak attack, 1 die of precise strike
Janus circles around the assassin, to flank with Andolyn, and strikes. Immediate action to make him Janus's Studied Target.
I wouldn't typically attack an enemy who surrendered - but Janus has the Fey's attitude to death. Imbrex is the god of endings - and this makes an ending.

The World's Most Interesting GM |


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'Reminder to self, leave the river lands, never return'

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"We make endings."
"Timinic, these are your Chuds. Assassins who made a lair in the sewer. We doubt they are connected to the Vessels or the Poisoners; members of either guild would have no need to hide down here, they operate in the open. We must find the reason for their secrecy - whatever it is, they killed Bosk and Clovesh to keep it hidden. We will recover ourself from the pit whilst the rest of you begin the search."
Janus, preferably with a hand from someone else, uses their rope to descend into the pit trap and recover their unconscious reptilian half. Then they return to see how the search proceeds, and lend assistance.
perception, guidance: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25

The World's Most Interesting GM |

I'm going to assume someone has a long rope on them, and one or two people help hold on to one end. What do other folks do?

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"Blow me down...and I thought the Satrapy was tough on crime."
Sirius produces a length of finest-quality bloodvine rope to help Janus retrieve their better half.

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"Let's examine the bodies and then get moving. This place definitely isn't a hole with 2 assassins. There must be more."
Andolyn will search the bodies for anything of note, including but not limited to things like notes.

The World's Most Interesting GM |

Andolyn rifles the fallen men's equipment can comes away with the following items of relevance.
- DA LOOT!
- Two (2) suits of masterwork studded leather armor
- Two (2) masterwork composite longbows
- • Two (2) quivers of arrows
- • Two (2) rapiers
- • About 146 gp in assorted coin.
- • Two (2) glass potion vials filled with a green liquid - detect magic + spellcraft or perception (taste) DC 19:potion of cure moderate wounds
- • Two (2) glass potion vials filled with a clear oily liquid - detect magic + spellcraft or perception (taste) (DC 19):potion of invisibility
- • Four (4) steel vials filled with a clear lubricant - detect magic + spellcraft (DC 16):oil of magic weaponIf you use perception (taste) for this last one (DC 5):OH MY GODS! WHAT ARE YOU DOING!? I told you it was a lubricant. YUCK!

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Glad to have something to do, Jurmo begins to examine the potions.
detect magic + spellcraft(Green): 1d20 + 8 ⇒ (8) + 8 = 16
detect magic + spellcraft(Oily): 1d20 + 8 ⇒ (16) + 8 = 24
detect magic + spellcraft(Clear): 1d20 + 8 ⇒ (11) + 8 = 19

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"We doubt there are any more of them Andolyn. These men and their doppelganger ally assassinated an officer of Daggermark's military, in contravention of guild practice. They hide here in the sewers because they are not part of the guilds."
Janus attempts to identify the green potions with detect magic - however, they first cast detect poison to ensure that the vials or liquids are not toxic.
spellcraft, guidance: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
What other exits are there from this room?

The World's Most Interesting GM |

There are eight doors around the perimeter of the room (not counting the one you came through), two ladders leading up to ceiling hatches (+15'), and a stone stairwell leading up as well.
1d20 + 9 ⇒ (9) + 9 = 18
While Janus climbs down into the pit, Jurmo notes the presence of a magical aura on two of the arrows as well.

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"Principle? Their blood and bones will feed the Green. There is no higher authority to deliver such miscreants to in Daggermark. They killed Bosk and Clovesh. They would have killed others, including Timinic. We killed them. They have gone to the next world. Every ending is a beginning."
Starting from the door that Jurmo is next to and going round, Janus will search the exits for potential traps.
No time pressure apparent, so Take 20 on Perception for 29 (or 31 if Alertness is still granted by an unconscious familiar).
I think if I were playing anyone but Janus, I'd have accepted the assassin's surrender. But Janus is a fey-touched Daggermark veteran for whom death is but a journey. Given Andolyn's wish to fight them, Hosser's too I think, Janus would strike.

The World's Most Interesting GM |
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1d10 ⇒ 4
Carrying a scaly sock puppet doesn't help your perception, Janus--unless it is the famous pet rock familiar, but then only if it has at least one plastic googly eye glued to it. Or perhaps if it has the taxidermic familiar template which I have just now invented.
After about four long minutes of checking doors Janus finds a real one. The three along the north wall seem to be fakes, practice doors and locks that open on brick walls, but the one in southeast corner seems to have more behind it, there's a faint light coming from beneath. It seems unlocked.
On a side note no poisons have been discovered yet.
Others might do other things in the meantime.
Timnic just stares at the felled men as if in shock.

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detect magic + spellcraft(Arrows): 1d20 + 8 ⇒ (18) + 8 = 26
"Sleep Arrows, we could use these to capture someone alive, if that is even a thing in Daggermark"

The World's Most Interesting GM |

The door opens on a torch-lit chamber. Fine sand fills a shallow pit at the center of this room. Four straw dummies wearing padded armor stand at each corner of the pit. Solid wooden doors lead out to the north and east, while an arched hallway continues to the south.

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Janus takes 10 on Perception (for 19) to identify the green potions, having satisfied themself that it's not a poison.
"Moderate healing potions."
If nobody objects, Janus will feed a cure potion to Janus Too, and will take a potion of invisibility and one oil of magic weapon.
cmw: 2d8 + 3 ⇒ (1, 5) + 3 = 9
"Come. The secret must be close."
Janus looks warily for further traps, and studies the second door.
perception: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20
Applying another charge of Heightened Awareness: burn for +4 initiative if combat occurs.

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Andolyn creeps forward into the newly discovered sand pit, trying to catch a glipse of the things in the room.
Perception: 1d20 + 7 ⇒ (14) + 7 = 21

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Jurmo slides one of the invisibility potions into a pocket, "Does anyone else want a potion of invisibility?"

The World's Most Interesting GM |

Andolyn creeps forward into the newly discovered sand pit, trying to catch a glipse of the things in the room.
The room seems to be a sparring area, and is otherwise empty. There is door to Andolyn's right and broad passage to her left.
The lighting is provided by torches mounted on wall sconces.

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Jurmo slides one of the invisibility potions into a pocket, "Does anyone else want a potion of invisibility?"
Janus took the other potion of invisibility. If someone else really wants it instead that's OK though.
"Let us check this chamber."
Janus goes to look down the open passageway.
stealth: 1d20 + 12 ⇒ (3) + 12 = 15
perception, HA: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24

The World's Most Interesting GM |

Aaaand the website's back up, just in time for me to go to work. Anyone else going anywhere, doing anything? Otherwise I should (website permitting) have a big, enormously huge, climactic post for folks later/tomorrow. Those that haven't yet, move where you're gonna move. Explain what you wanna do.

The World's Most Interesting GM |

Two long tables take up the center of this room. One is covered with scattered cutlery and scraps of leftover food while the other sports flasks, tubes, and other alchemical equipment. Two doors sit closed on the opposite side of the room.
1d20 + 7 ⇒ (3) + 7 = 10
1d20 + 7 ⇒ (10) + 7 = 17
Andolyn: 1d20 + 7 ⇒ (11) + 7 = 18
Ezren: 1d20 + 1 ⇒ (2) + 1 = 3
Hosser: 1d20 + 5 ⇒ (19) + 5 = 24
Janus (alertness +2): 1d20 + 11 ⇒ (13) + 11 = 24
Janus II: 1d20 + 7 ⇒ (8) + 7 = 15
Sirius: 1d20 + 4 ⇒ (17) + 4 = 21
Jurmo: 1d20 + 2 ⇒ (3) + 2 = 5
Andolyn Init: 1d20 + 2 ⇒ (14) + 2 = 16
Ezren Init: 1d20 + 2 ⇒ (1) + 2 = 3
Hosser Init: 1d20 - 1 ⇒ (17) - 1 = 16
Janus Init: 1d20 + 4 ⇒ (11) + 4 = 15
Janus II Init: 1d20 + 0 ⇒ (5) + 0 = 5
Sirius Init: 1d20 + 4 ⇒ (20) + 4 = 24
Jurmo Init: 1d20 + 1 ⇒ (20) + 1 = 21
The room doesn't feel right to Janus.

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"Something is wrong."
Janus drops Janus Too to the floor and casts Detect Magic. They ready their flail.

Ezren the Previously Generated |

Ezren glances about the room, bemused "Is there any chance you could be a bit more specific, Janus? Do you mean wrong as in "a posse of assassins is about to burst through the doors' or wrong in the 'poison gas is pouring into the room' sense?"
Still, the wizard grips his wand tightly in case some sort of creature does attack.
Perception: 1d20 + 1 ⇒ (11) + 1 = 12 Readied Magic Missile

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"Either way, we should be prepared. Craft assassins are always, ALWAYS more trouble than you'd bargain for."
Andolyn will march near the front of the group, sword and shield at the ready.

Shadowy Thug |

Ezren glances about the room, bemused "Is there any chance you could be a bit more specific, Janus? Do you mean wrong as in "a posse of assassins is about to burst through the door--"
One of the doors swings open and an assassin bursts into view gripping a short stabbing sword!

The World's Most Interesting GM |

1d20 + 3 ⇒ (8) + 3 = 11
1d20 + 7 ⇒ (3) + 7 = 10
While everyone is looking at the man's sudden appearance (orange), another man appears from an alcove around the corner (red). There's a sudden motion from behind the far table and a veiled woman (green) appears a rapier in one hand. The weapon that had been in her other hand a--long, sharp dirk is buried up to it's hilt in Andolyn's side
green dagger v Andolyn (true strike!, v flat-footed, point blank shot): 1d20 + 8 + 20 ⇒ (8) + 8 + 20 = 36 damage (sneak attack!): 1d8 + 2 + 2d6 ⇒ (3) + 2 + (5, 6) = 16 Hit, duh.
Andolyn Fort save vs poison (DC 19)
Then a man in a dark hood and cloak (blue) appears next to her as if from thin air! Like his companions he armed--with a bow. But where is the arrow?
blue composite bow v Janus (invisible, point blank shot): 1d20 + 6 + 1 + 2 ⇒ (20) + 6 + 1 + 2 = 29 damage (sneak attack!): 1d8 + 1 + 1 + 2d6 ⇒ (1) + 1 + 1 + (4, 3) = 10
THREAT!
Confirm?: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17 damage (sneak attack!): 2d8 + 2 + 2 ⇒ (2, 5) + 2 + 2 = 11 Hit, and crit.
Oh. There it is.
Round 1! (Boss Battle Theme ♬)
The Bold May Act!
_________________
__ Sirus
__ Jurmo -16 hp (pending Fort save)
__ Andolyn
__ Hosser
__ Janus 1 -21 hp
__ Assassins! (4, that you can see....)
__ Janus 2
__ Ezren
__ Timnic

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Jurmo is unprepared for the sudden violence. She pulls out the potion of invisibility and quaffs it, Disappearing.
I think the -16 damage is for Andolyn not Jurmo

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Janus employs the magic of their Buffering Cap to convert the extra crit damage to non-lethal.
"Your blood and bones will feed the Green."
Janus also removes the potion of invisibility that they took from the assassins they felled, quaffs it, and steps back.

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Hearing the wet shuck of an arrow striking someone's body, Hosser casts divine favor on himself, and then strides forward to the rest of the group.
"Forward, don't let 'em get us in this hallway."

The World's Most Interesting GM |

Things happen and excitement builds! Everyone leans in to see what Andolyn and Sirius do next!
Round 1! (Boss Battle Theme ♬)
The Bold May Act!
_________________
__ Sirus
__ Jurmo -16 hp (pending Fort save)
__ Andolyn
__ Hosser
__ Janus 1 -10 hp, 11 nonlethal
__ Assassins! (4, that you can see....)
__ Janus 2
__ Ezren
__ Timnic

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Sirius brings up the rear and readies a chakram for should a foe come close enough.
readied chakram, not including whatever cover penalties I may take when/if I take the shot: 1d20 + 6 ⇒ (4) + 6 = 10
damage: 1d8 ⇒ 5

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looking at the combat actions it was Andolyn that got hit for 16. Not sure which was the mistype

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Yeah, text says Andolyn got hit by the poison and the 16. That's what I'm going with
Fort save: 1d20 + 3 ⇒ (19) + 3 = 22
Oh thank goodness
Andolyn, absolutely furious at what's just happened, requests healing as she moves to attack red.
+1 Longsword: 1d20 + 8 ⇒ (19) + 8 = 27
Possible Crit: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d8 + 7 ⇒ (1) + 7 = 8
Extra damage if crit: 1d8 + 7 ⇒ (3) + 7 = 10

The World's Most Interesting GM |

looking at the combat actions it was Andolyn that got hit for 16. Not sure which was the mistype
Good catch! That was for Andolyn.
Andolyn runs the cutthroat around the corner through. The man falls to the floor gurgling.

Cladara |

"Think you'll hide from me do you?!"
The woman shifts to take cover behind the nearer table. She pulls a vial from her belt, shakes it a bit and tosses it into the hallway at the old wizard's feet.
green v Ezren (long range, throw anything, point blank shot): 1d20 + 8 + 1 - 2 ⇒ (7) + 8 + 1 - 2 = 14 damage: 2d8 + 3 + 1 ⇒ (2, 2) + 3 + 1 = 8
Splash damage = 5, This hits everyone currently adjacent Ezren. Reflex DC 15 for half damage.
**BOOM!!**
Everyone's ears ring, and a choking, garish, green smoke fills the corridor.
The smoke covers an area one square further than standard splash damage, catching all the PCs except Sirius and Andolyn inside it's radius. Character's in the smoke can't see any better than they could inside a fog cloud and must make a Fortitude save v poison DC 15 or become nauseated for as long as they are in the cloud plus 1d4+1 rounds thereafter. Go ahead and roll your own rounds if you fail the save.

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Fort Save: 1d20 + 1 ⇒ (16) + 1 = 171d4 + 1 ⇒ (4) + 1 = 5

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reflex vs bomb-thing: 1d20 + 2 ⇒ (16) + 2 = 18 2 damage
fort vs fog: 1d20 + 6 ⇒ (4) + 6 = 10
nauseated duration: 1d4 + 1 ⇒ (4) + 1 = 5
Janus Too is injured and nauseated by the chemical attack.
"...."

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reflex vs bomb-thing: 1d20 + 4 ⇒ (4) + 4 = 8
fort vs fog, antitoxin: 1d20 + 7 + 5 ⇒ (18) + 7 + 5 = 30
Janus is caught in the blast but resists the toxin.

The World's Most Interesting GM |

The man in the midnight blue cloak sifts position to get a better shot at Andolyn, who finds herself next to a steep stairwell going up.
The archer fires, pegging Andolyn in the flank and dropping her to the floor beside the man she felled.
blue composite bow v Andolyn (point blank shot): 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27 damage: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10
THREAT!
confirm?: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26 damage: 2d8 + 4 ⇒ (8, 4) + 4 = 16 Hit and crit
The other man (orange) rushes up, he seems on edge enough to kill anything that moves. Readied.
Timnic screams and tries to become one with the wall.
There are a few saves to be made by a lot of people just now. It might be time for a few last words. :{
Round 2! (Boss Battle Theme ♬)
The Bold May Act!
_________________
__ Janus 2 -2 hp, nauseated 5
__ Ezren (pending reflex and fort saves)
__ Sirus
__ Jurmo (pending reflex save)
__ Andolyn down
__ Hosser (pending reflex and fort saves)
__ Janus 1 -15 hp, 11 nonlethal
__ Assassins!
__ Timnic

The World's Most Interesting GM |

Janus is caught in the blast but resists the toxin.
Remember though, folks have to make that roll each round they stay inside the poisonous smoke cloud.