GM MattMorris |
Indeed, preparation is key. Grel will look around for a piece of Emilio's clothing or something else personal to him. Some of my animal forms give me a keen sense of smell. Perhaps his scent can lead me to him.
As you all did very well searching the room, I'd say you were able to find some small item that had his scent on it, such as the knapsack.
As the plan seems to be settled, we'll move on to theThe Manor House. I will describe what can be easily seen from outside the manor grounds without attracting attention. You can make your plans clear from there.
Amynta Irel’s rural estate nestles within a hillside vineyard. 10-foot-high stone walls surround the manor and gardens, culminating in a wrought iron gate to the south. A stone walkway leads from the gate to the double doors at the front of the manor, which appear to be constructed of sturdy rosewood.
The manor itself is constructed of gold-veined white marble. Four pillars of the same marble support lofty arches above the intricately carved rosewood double doors leading into the house. A large garden including a hedge maze, grows on the north side of the manor.
Artoria |
Earlier, in the room
"I have some skill with negotation, but I'm not much for subtlety or skulduggery. As a knight, I am forbidden from lying as per my oaths, though not from being deceptive or speaking the technical truth."
"Which reminds me. Though you may call me Elise Watoson, my name is Artoria Pendragon."
A rather surly looking owl pops out from her familiar satchel. "Now why did you feel that was necessary, Artoria? You are just complicating things by giving your real name!"
Artoria rears back in surprise. "I am just being hones--"
The owl flaps his wings in annoyance. "Oh yes, I KNOW. You knights always having to be all honest and forthright and honorable. It's all rather a lot of silly b@~~@*@s, if you ask me."
Artoria sighs and turns to everyone else. "Merlin has loaned me his familiar, Archimedes. He can also be of assistance."
Technically, Archimedes can only speak with Artoria, so the rest of you just would hear her having a conversation with a hooting owl, but it's funnier this way
Sarma |
"We have great capabilities to observe the manor, it seems. Should we gain access, I have a boon granted by my Lord Keltheald to observe beyond barriers. It does take some time, however."
Sarma has the Door Sight domain ability, which lets him view through any barrier he can touch for one minute. He gets ten minutes of time to look while in contact, but it only works on barriers less than 11 inches thick.
Grel Veldgott |
Maybe we could send Archimedes. Grel jokes.
Granddaughter, if you would be so kind. Grel hands Not-Trixie a wand to apply to him. Mage Armor CL1 for Wild Shaping.
Grel will take the form of a hawk and circle the compound for 20 minutes or so. He keeps an eye out for any patrols or to see what he can see in through the windows of the building.
Not-Trixie |
"Of course," Not-Trixie replies. "Stay safe, Grel. Don't get in over your head without us."
GM MattMorris |
I've revealed all of the rooms that Grel would be able to see into. The remaining rooms do not have windows.
As Grel circles the manor, he's able to see some details inside the house. Behind the main door appears to be a great room. Grel can glimpse expensive furniture and fancy carving through the large bay windows that flank the door.
In the southwest corner of the house, gauzy curtains conceal some details, but it appears to be a bedroom.
On the north side of the house, there is a back door where a path leads out into the large hedge maze the encompasses the north end of the manor grounds. Inside the room, a grand dining table carved of rosewood and surrounded by high-backed chairs occupies the center of the dining room.
Inside the stone perimeter wall are emerald-green hedges pruned to a uniform height and width. The foliage is planted in gently curving patterns that radiate from a central point. The uniformly pruned hedges of the maze stand 10 feet tall and form a circular pattern around a central open area. It extends for several acres behind the estate. None of the guards finds a hawk flying above particularly noteworthy, as far as you can tell.
Grel also observes two guards dressed in traditional Blackjacket uniforms are always stationed at the front gate. Additional groups of two or three guards patrol the grounds at half hour intervals. The guards avoid the hedge maze.
Grel Veldgott |
Grel lands and relays the information maintaining his bird form in case further exploration is necessary.
Ring of Eloquence, so I can speak in Wild Shape.
We can approach from the front and parlay or find ourselves another path. I can tumble a wall if we wanted to approach from the sides of the house. We'd just need to avoid the patrols.
Sarma |
"I greatly prefer the forthright approach, but if we are better suited to stealth, I will do my best to avoid drawing notice."
Not-Trixie |
Not-Trixie frowns thoughtfully. "Bringing down a wall certainly would gather the attention of the patrols, and that could make it easier for everyone else to infiltrate from another direction," she comments. "If we can avoid interacting with the patrols - or anyone, really - it would be for the best. We would just need a way to get over the walls quickly and quietly. And you said the patrols avoid the hedge maze out back? If we need to leave in a hurry, that could be a useful escape route." She grins at Grel. "Good to see you're living up to your adult name, Tipping-Walls," she teases.
Grel Veldgott |
Grel issues a reactive CAW-CAW and appears to shiver. What if I felled a wall opposite the compound to draw the patrol while you made your entrance?
Artoria |
Artoria laughs. "Living up to your name, indeed. I am good with dropping a wall as a distraction. My armor is barely constricting, so perhaps it would be best if I entered wearing it. I will be more recognizeable, however." Mithril breastplate, so only a -1 ACP
Karasuma Tazou |
A piece of paper wafts from about four feet in the air.
Karasuma will subtly turn their attention to the windows of the estate, attempting to discern the difficulty of opening one quietly and getting in BEFORE committing to any action thereof.
Perception: 1d20 + 19 ⇒ (14) + 19 = 33Trapfinding +2
GM MattMorris |
So, what's your plan? I will tell you that you have garnered a bonus to sneak past the guards or to navigate the maze based on your scouting. If you want to create a distraction, just let me know about where, and what you are doing. If you are trying to sneak, decide where you are sneaking to.
Grel Veldgott |
Let's enter through the maze, I will create a distraction in the front yard as you approach to draw the patrols. After which I can join you for the assault. Grel chirps a bit, ready to take off.
Cast Barkskin CL 8 before taking off but waiting for any furtehr discussion of tactics.
Karasuma Tazou |
The tengu attorney keeps largely out of sight as the party discusses but felt it important to share that information.
Not-Trixie |
"Maybe hold off on the distraction unless we need it," Not-Trixie cautions Grel. "It'll only work once, and it's sure to alert whoever's inside that something is afoot. But it's wonderful to have it as a backup option should the operation go south quickly." She ponders a minute, weighing the options.
"It makes sense to come through the maze," she says finally. "Less people to alert there according to Grel's scouting, and if we need to leave in a hurry it'll be easier to leave the way we came in. Grel, can you show us where the easiest place to enter the maze would be? With you keeping on eye on us from above, we shouldn't even need to worry about getting lost! Once we reach the house, Karasuma can open a window so we don't disturb any wards on the doors." She beams happily, proud of her companions' ability to solve problems so easily. "How does that sound, everyone?"
Sarma |
"I agree, the hedges shall provide a hidden approach." Sarma steps forward to take point. "I have studied woodcraft in my travels, so I shall do my best to follow your guidance."
Survival to Aid Grel: 1d20 + 7 ⇒ (6) + 7 = 13
GM MattMorris |
The party circles around the back of the manor, easily avoiding the patrols. When they enter the maze, Grel is able to guide them at every turning. Even with the eyes in the sky, the maze is extensive and it takes about 30 minutes to get back within sight of the manor.
As you come to a turning, three creatures made out of branches and vines separate themselves from the foliage, attempting to surround the party.
Sarma: 1d20 + 5 ⇒ (17) + 5 = 22
Peribras: 1d20 + 6 ⇒ (16) + 6 = 22
Karasuma: 1d20 + 6 ⇒ (3) + 6 = 9
Artoria: 1d20 + 0 ⇒ (12) + 0 = 12
Not-Trixie: 1d20 + 11 ⇒ (6) + 11 = 17
Grel: 1d20 + 4 ⇒ (12) + 4 = 16
Red: 1d20 + 6 ⇒ (12) + 6 = 18
Blue: 1d20 + 6 ⇒ (16) + 6 = 22
Yellow: 1d20 + 6 ⇒ (18) + 6 = 24
Blue (roll-off): 1d20 + 6 ⇒ (11) + 6 = 17
Peribras (roll-off): 1d20 + 6 ⇒ (2) + 6 = 8
Two of the creatures react quickly and attempt to overwhelm the group by attacking Sarma and Not-Trixie.
Fortitude saves vs poison from you both, please.
slam (yellow v Sarma): 1d20 + 8 ⇒ (12) + 8 = 20 for bludgeoning: 1d8 + 4 ⇒ (2) + 4 = 6
slam (blue v Not-Trixie): 1d20 + 8 ⇒ (6) + 8 = 14 for bludgeoning: 1d8 + 4 ⇒ (1) + 4 = 5
~+~Combat Round 1~+~
Yellow
Blue
Peribras
Sarma (-6) (Fort save)
Red
Not-Trixie (-5)(Fort save)
Grel
Artoria
Karasuma
Peribras Sandlock |
poor Darkpaw is squished. I will put Peribras on her back so that they take up less space altogether.
GM, would you say our weapons are already drawn? If so, add the attacks in the spoiler
Peribras fires an arrow at the creature over by the lawyer.
longbow, attack, deadly aim: 1d20 + 16 - 2 ⇒ (17) + 16 - 2 = 31
piercing, cold iron, magic: 1d6 + 4 + 4 ⇒ (1) + 4 + 4 = 9
longbow, attack, deadly aim: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29
piercing, cold iron, magic: 1d6 + 4 + 4 ⇒ (4) + 4 + 4 = 12
crit confirm: 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 21
piercing, cold iron, magic: 2d6 + 8 + 8 ⇒ (2, 4) + 8 + 8 = 22
Note that Peribras ignores cover, concealment, etc. Thanks to Improved Precise Shot
GM MattMorris |
Peribras hits twice, though not all of his damage penetrates.
Red (-33)
Peribras's Companion: Darkpaw |
Darkpaw growls at the creature next to her and then bites at it.
bite, attack: 1d20 + 10 ⇒ (11) + 10 = 21
B/p/s: 1d8 + 9 ⇒ (7) + 9 = 16
free trip attempt: 1d20 + 12 ⇒ (11) + 12 = 23
GM MattMorris |
Darkpaw hits, but fails to trip the sturdy creature.
Yellow (-16)
Don't forget his squeezing penalties. He still hits this time.
Sarma |
Fort Save: 1d20 + 7 ⇒ (7) + 7 = 14
Sarma grunts at the stinging pain, studying the creature to learn what he can.
Knowledge Nature: 1d20 + 6 + 3 ⇒ (14) + 6 + 3 = 23
Sarma |
"Lord Keltheald, may your power strike down this guardian of the path." Sarma prays, infusing his strike with greater force, but the pain of the surprise attack sets his swing awry!
Halberd on Yellow, Furious Focus Power Attack, Bane: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14
Damage on Yellow, Power Attack, Bane: 1d10 + 7 + 6 + 2 ⇒ (9) + 7 + 6 + 2 = 24
GM MattMorris |
The plants are a form of living topiary (N Plant creature), though these seem to have been grown from poisonous varieties.
I'm just going you two useful things: They have DR 5/slashing and vulnerability to fire.
Sarma is unable to resist the poison seeping into this veins.
Dex Damage: 1d3 ⇒ 3
Meanwhile, the red creature closes in and attacks Karasuma, just managing to hit him. Fort Save please
slam: 1d20 + 8 ⇒ (14) + 8 = 22 for bludgeoniong: 1d8 + 4 ⇒ (5) + 4 = 9
~+~Combat Round 1~+~
Yellow (-16)
Blue
Peribras
Sarma (-6) (Poisoned)
Red (-33)
Not-Trixie (-5)(Fort save)
Grel
Artoria
Karasuma (-9) Fort Save
Grel Veldgott |
Grel will command the forces of the sky as he flies above and send down lightning.
Cast Call Lightning with Place Magic. 8 bolts over 8 minutes.
lightning on yellow: 3d6 ⇒ (3, 6, 2) = 11
Not-Trixie |
GM, Not-Trixie would have used a charge from her wand of mage armor before entering the maze. With that, the slam attack would (just barely) miss her. Is this an acceptable retcon?
Knowledge (nature): 1d20 + 10 ⇒ (1) + 10 = 11
"Good to know, Sarma!" Not-Trixie calls out as she watches the creature in front of her carefully. "I think I've got just the thing - Artoria, do you want to step in here so I can slide back?"
Fire damage: 5d4 ⇒ (2, 2, 4, 1, 1) = 10 (Reflex 18 to halve)
Once her spell is cast, Not-Trixie steps back into the path recently vacated by Artoria.
GM MattMorris |
Yes, totally fine. One of the vagaries of PBP that we don't always mention long-term buffs. No problem!
Artoria |
Knowledge (nature: 1d20 + 5 ⇒ (15) + 5 = 20 "What is this creature most known for?" and anything else interesting
Artoria nods to Not-Trixie. "By your side, Milady." She steps around the corner and strikes at the plant creature with great accuracy. She's two-handing her longsword. She only brings out the shield when she needs to start tanking
Attack with +1 Horacalcum Longsword (power attack w/furious focus): 1d20 + 12 ⇒ (18) + 12 = 30
Damage (2hpa): 1d8 + 5 + 4 ⇒ (8) + 5 + 4 = 17
Karasuma Tazou |
Is the maze considered to have shadows in it? If so, would Hide in Plain Sight apply, and if so, do the creatures have some means of circumventing a Stealth roll? Because Karasuma WOULD be utilizing the heck out of that (it's why notes kept appearing out of thin air pretty much) to prevent being hit in the first place.
If it is not possible due to the lighting conditions or other things in play...
Fortitude Save: 1d20 + 4 ⇒ (12) + 4 = 16
If detected and attacked by creatures in question:
The tengu attorney fades into view as they are slammed by one of the creatures then flings his elven curve blade around frantically without a spoken word.
Full defense. Don't have any other options given the murder closet we're in.
If NOT detected and not attacked by creatures in question
Karasuma carefully moves past the rest of the party (black arrows, which can be removed affter movement) to start repositioning to aid the greater bulk of the party without getting murdered unsupported.
GM MattMorris |
Peribras Sandlock |
I forgot to do one of these earlier
knowledge, nature: 1d20 + 8 ⇒ (19) + 8 = 27
Sarma got a 23 and Artoria got a 20. I'll wait and see what they ask about before I ask my questions. Or someone else in the party can pick my questions.
Friends, note that we know they have some kind of DR or Hardness since the arrows didn't take full effect. Probably NOT hardness since Darkpaw's bite got through
Sarma |
1 person marked this as a favorite. |
Karasuma Tazou |
GM MattMorris |
Karasuma, for the sake of ease, let's assume you were Taking 10, with the -5 penalty for moving quickly. So, Stealth 21
Perception (red): 1d20 + 6 ⇒ (15) + 6 = 21
Got it on the nose. You could withdraw (Stealth-ing as you go) if you'd rather do that than full defense. You made your Fortitude save.
Artoria, in addition to what you've already figured out, they can absorb plant matter to heal themselves and can tree stride through hedges.
Peribras, you know that they have darkvision 60, low-light vision, and Will is their weakest save. (You folks had already learned that they have DR 5/slashing.)
[ooc]Grel, the first bolt will come down on at the beginning of your next turn, so I'll let you pick a target then, just in case.
Not-Trixie thoughtful waits for Artoria to maneuver while she blasts the blue creature with fire.
Reflex (fire): 1d20 + 4 ⇒ (4) + 4 = 8
Afterward, Artoria slashes at the smoldering creature.
Meanwhile, the yellow creature savagely strikes out at Sarma,
slam 1 (Sarma): 1d20 + 6 ⇒ (11) + 6 = 17 for bludgeoning: 1d8 + 8 ⇒ (6) + 8 = 14
slam 2 (Sarma): 1d20 + 6 ⇒ (13) + 6 = 19 for bludgeoning: 1d8 + 8 ⇒ (8) + 8 = 16
The blue hedge creature attacks Artoria with the same ferocity (though less accuracy).
slam 1 (Artoria): 1d20 + 6 ⇒ (4) + 6 = 10 for bludgeoning: 1d8 + 8 ⇒ (6) + 8 = 14
slam 2 (Artoria): 1d20 + 6 ⇒ (11) + 6 = 17 for bludgeoning: 1d8 + 8 ⇒ (3) + 8 = 11
~+~Combat Round 2~+~
Yellow (-16)
Blue (-32)
Peribras
Sarma (-22) (Poisoned)
Red (-33)
Not-Trixie (-5)
Grel
Artoria
Karasuma (-9) Fort Save
Sarma |
Fort Save vs Additional Dose, Aegis of Recovery: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Fort Save vs Ongoing Poison, Aegis of Recovery: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13 Of bloody course.
Feeling the numbness spread through his arms, Sarma prays through gritted teeth. "Keltheald, judge me worthy if it be your will." Forcing his halberd forward, he continues to swing against the plant guardian.
Halberd on Yellow, Furious Focus Power Attack, Bane: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23
Damage on Yellow, Power Attack, Bane: 1d10 + 7 + 6 + 2 + 2d6 ⇒ (7) + 7 + 6 + 2 + (1, 6) = 29
Fort Save vs Ongoing Poison, Aegis of Recovery, Judgement of Purity: 1d20 + 7 + 2 + 2 ⇒ (15) + 7 + 2 + 2 = 26
Swift Action for Judgement of Purity to gain +2 on saves.
Standard Action attack.
GM MattMorris |
The poison only has a frequency of 1 min, so you don't have to make another save against the ongoing poisoning yet. Thanks for saving vs the additional dose!
Sarma's mighty attack takes a gruesome slice out of yellow; vines spill everywhere, but the creature still clings to life and consciousness. (Yellow: -45)
GM MattMorris |
I learned something about opposed skill checks today! Karasuma, your stealthiness prevailed. I've updated the map; no need for a Fort save.
Karasuma Tazou |
Thank you very much for the consideration and the update. Given the interesting pace we're having I'm going to throw my next turn under a spoiler just in case it's necessary.
The attorney books it around the hedge keeping a low profile as they clip along to try and provide a backstop for 'Elise'. Who really uses defenses like this? The liability concerns ALONE would argue against it. Well, I guess if a client has more money than sense...
Stealth (Normal Speed): 1d20 + 16 - 5 ⇒ (1) + 16 - 5 = 12
Double Move(using Red arrows for movement)
Peribras Sandlock |
Peribras looses another pair of arrows at the lone tree strider to the south of him.
attacking red
longbow, attack, deadly aim: 1d20 + 16 - 2 ⇒ (1) + 16 - 2 = 15
piercing, cold iron, magic: 1d6 + 4 + 4 ⇒ (4) + 4 + 4 = 12
longbow, attack, deadly aim: 1d20 + 11 - 2 ⇒ (3) + 11 - 2 = 12
piercing, cold iron, magic: 1d6 + 4 + 4 ⇒ (4) + 4 + 4 = 12
Peribras's Companion: Darkpaw |
If Not-Trixie can move over 5', then Darkpaw doesn't have to be squished anymore
Darkpaw tries to shake the twigs and leaves out of her mouth for a moment and then gives up and bites at the creature again.
bite, attack, squeezing: 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25
B/p/s: 1d8 + 9 ⇒ (6) + 9 = 15
free trip attempt: 1d20 + 12 - 4 ⇒ (14) + 12 - 4 = 22
GM MattMorris |
Peribras's arrows miss their marks, but Darkpaw's attack does in yellow. The red creature advances on the wolf, though its movement brings it through Sarma's threatened area.
I'm assuming you would take the AoO, Sarma.
Halberd AoO, Power Attack, Bane: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21 for Damage on red, Power Attack, Bane: 1d10 + 7 + 6 + 2 + 2d6 ⇒ (1) + 7 + 6 + 2 + (3, 2) = 21
slam v Darkpaw: 1d20 + 6 ⇒ (15) + 6 = 21 for bludgeoning: 1d8 + 8 ⇒ (7) + 8 = 15
I believe that hits while he is squeezing. Fortitude save, please.
Dex damage: 1d3 ⇒ 2 DC 16 negates
Meanwhile, Karasuma circles through the hedges to flank with Artoria.
~+~Combat Round 2~+~
Yellow
Blue (-32)
Peribras
Darkpaw (-15)Fort Save
Sarma (-22) (Poisoned)
Red (-54)
Not-Trixie (-5)
Grel
Artoria
Karasuma
Grel, don't forget to pick a target for your first lightning bolt.
Grel Veldgott |
Red, please.
Grel will swoop down to 30ft above the red brambles and unleash an acid dart from its beak.
ranged touch acid dart: 1d20 + 9 ⇒ (12) + 9 = 21
damage: 1d6 + 4 ⇒ (2) + 4 = 6
GM MattMorris |
Reflex: 1d20 + 4 ⇒ (14) + 4 = 18
A bolt from the heavens strikes the red plant, though it avoids some of the damage. Grel's well-placed acid dart finishes it off, however.
~+~Combat Round 2~+~
Yellow
Blue (-32)
Peribras
Darkpaw (-15) Fort Save
Sarma (-22) (Poisoned)
Red
Not-Trixie (-5)
Grel
Artoria
Karasuma
Not-Trixie |
"Whoops! You got it, Peribras!" Not-Trixie says as she steps back, pulls out a bottle of green liquid, and lobs her own (albeit much smaller) ball of acid at the remaining hedge-thing.
Ranged Touch, Cover, Shooting into Melee: 1d20 + 6 - 4 - 4 ⇒ (7) + 6 - 4 - 4 = 5
Acid damage, Acid flask focus: 1d3 + 1 ⇒ (1) + 1 = 2
5 ft step, move action to retrieve acid flask, standard to cast acid splash using the flask as a focus for +1 damage.
Artoria |
With her ally in position, Artoria unleashes two attacks, first swinging down hard, then bringing her sword back up along the same arc.
Attack with +1 Horacalcum Longsword (flank, power attack w/furious focus): 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33
Damage (2hpa): 1d8 + 5 + 4 ⇒ (7) + 5 + 4 = 16
Crit Confirm: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
Crit Damage: 1d8 + 5 + 4 ⇒ (7) + 5 + 4 = 16
Iterative Attack with +1 Horacalcum Longsword (flank, power attack): 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 6
Damage (2hpa): 1d8 + 5 + 4 ⇒ (6) + 5 + 4 = 15
GM MattMorris |
Artoria's mighty attack slices through the remaining creature and quiet descends on the hedge maze.
With the guardians out of the way, you are able to make your way to the back of the house.
You can put yourself where ever you like. It does not appear that the back door is locked.