The Grandfrogger
|
”I’d hate to think we missed something in our haste,” the Grandfrogger answers slowly. ”Let us gather what we can and continue our search of this den of thieves.”
Shenzen ni Sokune
|
Shenzen slowly walks around the room, the magnitude of what they've discovered just as slowly dawning on him.
"I agree with the Grandfogger. Let us clear out this den of ruffians to ensure that they cause no more trouble for this town," he says after going all the way around the table and getting back to the door.
He nodes toward the one opposite in the hall. "That one next?"
Wulthur the Bold
|
"We have investigated too deeply to allow any stone to remain unturned." says Wulthur. As the party approaches the other door,Wulthur grips his blade and nods for the ready.
| GM XaveTheNerd |
The Pathfinders slowly open the door, revealing a heavy metal chair with straps mounted on high,k flat amrests sitting against the center of the northern wall. To one side is an unlit brazier, and to the other is a small table covered with metal instruments. Two more comfortable-looking chairs sit directly across from it.
There is nothing else in the room.
It's been about 3 in-universe minutes since you got in the fight upstairs. Where do you go?
The Grandfrogger
|
”A room for torture,” the Grandfrogger observes gravely. ”An operating table would not have comfortable chairs for observing the procedure.”
Wulthur the Bold
|
"A grim assessment, my amphibious friend." comments Wulthur. "No need to linger here, I suppose. Let's continue moving."
Shenzen ni Sokune
|
"I agree," Shenzen says simply, the look of distaste on his face belying his calm.
He moves down the hall to back up Barrabas, glad to get out of the room quickly.
| GM XaveTheNerd |
Taking some liberties as I speed things up.
---
Middle-right room: A desk sits to the south, covered in an alchemical equipment and supplies. A cot with an extra padded mattress rests against the far wall, a small chest at its foot.
Searching the room, a logbook sits on the table among pieces of laboratory equipment. The contents list the members of the guild through the use of nicknames, detailing criminal specialties and assignments.
The small chest is locked, requiring a succcessful DC 15 Disable Device check or a DC 18 Strength check to open. Inside is some weird device that looks like a metal ball with several thin pieces of metal extending from it.
Barrabas smells somebody in the room beneath this one.
---
Across the hallway (ignore the faint S on the floor wink wink): Stuffed training dummies line the south wall, crude faces drawn on their heads. Along the east wall are pegs mounted at eye level, some of which have a change of clothing hung on them and nicknames scrawled on the wall above. They match the names in the logbook. Three doors lead east, west, and north. A rope ladder hangs from the ceiling by the west door and goes up through a five-foot-wide shaft to the floor above.
---
Barrabas also smells people down the other hallway.
Okay. No matter where you go, something actually happens now. Pick your poison doorway.
Barrabas
|
disable device: 1d20 + 6 ⇒ (5) + 6 = 11
Barrabas has no luck with the chest, This is a toughy. Maybe one of you have better luck. After we open this, we'll try another door. I smell some people down the way here.
I've positioned Barrabas at the next door to tackle after we resolve the items.
The Grandfrogger
|
The Grandfrogger nods solemnly from the rear of the group. "Perhaps these ones will not catch us by surprise."
Wulthur the Bold
|
Strength: 1d20 + 4 ⇒ (8) + 4 = 12
Wulthur tries to bash it open. When Barrabus mentions the presence of people, he sets the box down quickly and draws his blade. "Let's get going."
Shenzen ni Sokune
|
I'm assuming the GM is assuming that we'll eventually get the box open. If not, I'll take my chance with the strength check.
Strength Check: 1d20 + 3 ⇒ (16) + 3 = 19
Shenzen gives the box a try then hurries to follow Barrabas, taking up a spot behind him with his hammer at the ready for when the door is opened.
| GM XaveTheNerd |
To speed things up...
Skulk's stealth: 1d20 + 16 ⇒ (14) + 16 = 30
Barrabas perception: 1d20 + 7 ⇒ (16) + 7 = 23
Attack on Barrabas: 1d20 + 4 ⇒ (10) + 4 = 14
Alright. Skulk dies before it manages to deal damage.
A padded cot sits to the south, with a platter of chicken bones picked clean sitting on the floor next to it. To the north is a large, empty crate. The stale scent of body odor permeates the air. Another skulk is within the room, but the party easily dispatches it.
Barrabas smells another person somewhere beyond the eastern doors of the room.
Barrabas leads the charge through the door, only to find this room is bare except for several tall stacks of crates and boxes. Many of them are labeled to addresses and ports of call other than Ilsurian.
There's a locked box here with the holy symbol of Erastil on it. Barrabas' scent reveals that the person is beyind yet another set of doors, these ones are steel and slightly open. A check within will require stealth and perception, if anybody would like to try it.
---
Getting close to the end now. Could even finish up this week depending on how this goes down.
Barrabas
|
Pick up that stuff. There's someone beyond those doors. Follow me. Barrabas scoots forward and looks in when he gets nods from a few folks.
stealth: 1d20 ⇒ 15
perception: 1d20 + 7 ⇒ (10) + 7 = 17
Shenzen ni Sokune
|
Shenzen picks up the box and follows as closely on Barrabas' heels as he feels comfortable. He's not exactly the quiet sort so he doesn't want to ruin the man's attempts at stealth.
He scoops up the box along the way.
Wulthur the Bold
|
Wulthur, sword in hand, gives Barrabas the nod and follows.
Stealth: 1d20 - 1 ⇒ (17) - 1 = 16
Ao Shoku
|
Ao (whose demeanor has become palpably more remote since the discovery of the torture chamber, as though part of him has been left lingering there) awkwardly steps up to take the second rank, longspear in hand and gaze set dead ahead.
I'll Detect Evil if there's time enough for it to be worth it.
| GM XaveTheNerd |
Ao detects evil in the room. A single person.
Perception from inside: 1d20 + 6 ⇒ (3) + 6 = 9
I'll give the entire party a surprise round for that!
Inside the room appears a woman and a whole lotta stuff! The woman is dressed in nice clothing and boasts an assortment of vials and pouches. She appears to be scooping large amounts of valuable items (including a large number of coins and some additional vials of who knows what) into a backpack that's definitely enchanted to hold more than its typical volume.
Character profiles updated!
The woman doesn't appear to notice the Pathfinders.
Somebody WILL have to open the door into the room. It's closed enough that it does take an action, that and they're heavy steel doors.
Shenzen: 1d20 + 2 ⇒ (1) + 2 = 3
Wulthur: 1d20 + 4 ⇒ (2) + 4 = 6
The Grandfrogger: 1d20 + 7 ⇒ (2) + 7 = 9
Barrabas: 1d20 + 1 ⇒ (16) + 1 = 17
Ao Shoku: 1d20 + 0 ⇒ (4) + 0 = 4
Robella: 1d20 + 4 ⇒ (20) + 4 = 24
The Guildmaster
Initiative - the BOLD may act!
Active effects: Surprise round!
-----------------------------------------------
Robella
Barrabas
The Grandfrogger
Wulthur
Ao Shoku
Shenzen
The Grandfrogger
|
The Grandfrogger steps closer and glares at the woman. No words need be said, but the weight of judgement suddenly rests on her shoulders.
5 ft steps and Evil Eye for a -2 penalty to attack rolls for 7 rounds (Will 15 to reduce to 1 round).
Wulthur the Bold
|
Wulthur heads into the room, "A thief. Caught in the act." announces the man, rarely one for subtlety. "You will immediately drop your misbegotten gains and turn yourself in or else we will deal with you accordingly."
Wulthur swings with the flat of his blade.
Melee (greatsword): 1d20 + 7 - 4 ⇒ (11) + 7 - 4 = 14
Damage (NL): 2d6 + 6 ⇒ (6, 6) + 6 = 18
| GM XaveTheNerd |
Ao opens the door. Barrabas quickly throws a bomb, drenching the woman in fire. The grandfrogger weakens her a bit wit his bulgy-eyed staring. Shenzen and Wulthur enter the room (no ready from Wulthur as this is the surprise round).
"Oh Norgorber!" the woman shouts as she's drenched in fire! "How'd you all get here so quick!?" Barrabas recognizes that the woman has notable claws and fangs.
The woman takes a calculated step forward (I'm assuming Shenzen has reach here. She's trying to provoke from only one person.) as she brings one of her vials from her belt pouch up to her lips and takes a sip.
Wulthur, I'm using the readied action as the AoO. Wulthur swings his sword with the flat of his blade, but the woman deftly jumps out of the way. As the potion takes effect, the Pathfinders aren't immediately sure what just happened.
The Guildmaster
Initiative - the BOLD may act!
Active effects:
-----------------------------------------------
Robella (-5)
Barrabas
The Grandfrogger
Wulthur
Ao Shoku
Shenzen
The Grandfrogger
|
”Norgorber will not save you,” the Grandfrogger intones. ”You are all alone, with only the weight of your sins to keep you company.”
Evil Eye to give her a -2 penalty to AC for 7 rounds (Will 15 to reduce duration to 1 round). Also, did she roll the Will save for the first Evil Eye?
Ao Shoku
|
"Surrender NOW, or suffer!" Ao declares as he barrels recklessly into the room, casting aside his longspear for his fine gandasa as he does so. Both warrior and weapon begin to exude an eerie blood-moon halo!
laughable token Acrobatics check: 1d20 - 6 ⇒ (8) - 6 = 2
masterwork gandasa, flank, Smite Evil!: 1d20 + 10 ⇒ (19) + 10 = 29
damage: 2d4 + 4 ⇒ (2, 4) + 4 = 10
Wulthur the Bold
|
Wulthur attempts to end the matter without further death.
Melee (greatsword): 1d20 + 7 - 4 ⇒ (7) + 7 - 4 = 10
Damage (NL): 2d6 + 6 ⇒ (1, 6) + 6 = 13
Shenzen ni Sokune
|
Shenzen backs away to get his hammer in place. He's really got to start manifesting one handed weapons in the future.
For the moment, he brings his translucent hammer down on the woman.
Psychic Lucerne Hammer: 1d20 + 4 ⇒ (1) + 4 = 5
Blunt or Piercing: 1d12 + 5 ⇒ (8) + 5 = 13
| GM XaveTheNerd |
Oops will save for first evil eye: 1d20 ⇒ 15 Made the attack one
Evil eye this turn: 1d20 ⇒ 8
Barrabas finds himself unable to gore the woman.
Ao smites the woman, finding it particularly effective!
Wulthur swings his greatsword, but Robella quickly ducks out of the way.
Trying to capitalize on the opening, Shenzen tries to swing his hammer but finds himself colliding only with the floor.
"Not a bad effort." the woman retorts. She again steps towards Shenzen, but instead of drinking another potion, the woman tries to tear into Shenzen, who's standing in her way as she quickly flicks the haversack closed. (Flavor. This is to say she still has the bag of stuff)
Claw: 1d20 + 4 ⇒ (11) + 4 = 15
Claw: 1d20 + 4 ⇒ (14) + 4 = 18
Bite: 1d20 + 4 ⇒ (14) + 4 = 18
Claw damage: 1d6 + 1 ⇒ (3) + 1 = 4
Bite damage: 1d8 + 1 ⇒ (4) + 1 = 5
She digs two powerful attacks into the other alchemist before smiling cheekily. "Just let me go and nobody gets hurt! Keep this up and I'll have this man's heart for dinner tonight!"
The Guildmaster
Initiative - the BOLD may act!
Active effects:
-----------------------------------------------
Robella (-15)
Barrabas (-9)
The Grandfrogger
Wulthur
Ao Shoku
Shenzen
The Grandfrogger
|
”Nobody gets hurt?” The Grandfrogger glares at the woman. ”There is much blood on your hands. Can you hear the dead crying out for justice, for revenge?”
Move and Evil Eye to give a -2 penalty to attack rolls, Will 15 reduces duration to 1 round. Did the penalty to AC stick? It would certainly be a shame if she was taking that penalty and getting flanked six ways to Sunday.
Barrabas
|
Not great. Barrabas bleeds from the attack and maneuvers around her. You'll have my heart and my tusk then!
gore, flank: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
damage: 1d6 + 4 ⇒ (2) + 4 = 6
Shenzen ni Sokune
|
Shenzen cringes in sympathy as the woman rips into Barrabas, grateful it's not him since he would not really be standing any more if it had been him.
He tries again with his hammer. "You don't have a chance, villain. Even if you down one of us, the rest of us aren't letting you get out of here free."
Psychic Lucerne Hammer plus Flanking: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Blunt or Piercing: 1d12 + 5 ⇒ (2) + 5 = 7
| GM XaveTheNerd |
Barrabas gores the woman, who seems completely shocked that this BEAST got through her defenses. Ao's axe comes in from the side, quickly smacking the woman upside the head and knocking her unconscious.
Out of initiative.
And that's the end. The remaining thugs you could run into are properly demoralized. I'll get a concluding post up around lunch.
| GM XaveTheNerd |
The Pathfinders search Robella's body and find a strange key on it. Everything else is pretty typical of a nicely-dressed alchemist (apparently she had +1 bracers of armor instead of real armor. That's a good thing. Her AC got to 22 with shield.). The Pathfinders continue to search the area, finding several thieves who immediately surrender due to the death of their guildmaster, as well as one more damning piece of evidence: examining the vault reveals a large amount of money obviously noted as tithe money for the temple of Erastil.
With all of the information combined, Sherriff Feldane exonerates the circus of each and every individual charge she's made for them. No murder charges, no thieving charges, and no stalking charges. The key proves the final piece of evidence needed to exonerate the circus, as it turns out to be the master key for the Locked Box. Robella is arrested and though it takes some convincing, she and her thieves confess to their crimes. All of them. Including many from years prior.
While the thieves' guild contains many valuable trade goods, these rightfully belong to the victims. Sherriff Feldane suggests the Pathfinders be allowed to take the magic items and thieves' personal possessions--which are promptly donated to the Pathfinder Society Slush Fund.
The crowds return to the carnival and performances sell out for the remainder of the carnival's time in Ilsurian. Bad publicity is great publicity, especially when the bad part goes away! The town seeks a replacement for the kindhearted Sister Woodmere (who you found dead by the Sphinx as the second murder), as well as guardians for the Braeton children. The Chelaxians (read "under the rule of Korvosa") of Ilsurian and the Varisians set aside their differences in an annual memorial to the victims. A greater understanding is reached, and the community grows even stronger.
Down within the guild, before leaving, the Pathfinders managed to free a pair of dwarves calling themselves the Gearwright Brothers. They helped the Pathfinders to unlock the secrets of the Clockwork Spy they had found earlier (the weird metal ball), and they also offer the Pathfinders lucrative work acting as security for their engineering contracts throughout Varisia, including mysterious locales such as Kaer Maga.
Potentially more enticing is a personal invitation from Almara Delisen to join the Umbra Carnival and travel all across Avistan as part of a new family.
Fin.
Chronicle sheets will go up in the discussion after I finish them. Hoping to get them done tonight.
Wulthur the Bold
|
Thanks for running, GM XaveTheNerd! Thank you all for a fun run!