Hammick Sunborn
|
Hammick nods to Elfino. He then slowly and quietly starts to climb the creates to get closer to the one in the white armor. He tries to use the creates to hide his movements from prying eyes. When close enough he draws his weapons and waits for the time to spring on the one in white armor.
Stealth: 1d20 + 6 ⇒ (19) + 6 = 25
Acrobatics or Athletics: 1d20 + 6 ⇒ (18) + 6 = 24
Not sure how far he can move before Elfino attacks, His normal movement is 20'. So GM, please move my token where he could make it in the amount of time before the attack toward the one in white armor.
Elfino
|
Elfino creeps into position and nocks an arrow...
He still seems unnoticed. Perfect time for the ambush....
Elfino is the only person to beat the enemy initiative.
A couple of things. I see Barralbus on the initiative list but not his guards. Since you mention that Elfino beat the enemy initiative, then I take it that Barralbus and his guards are all on the same initiative. Correct?
If Elfino and the gang are still Unnoticed to Barralbus and his guards, then Elfino delaying his turn until after the bad guys' turns will just mean that the bad guys will continue doing nothing except perhaps taunting Theomolin some more. Correct? I mean, there's no reason for them to start attacking us if they don't even know that we're there yet.
Assuming the above is in fact the actual state of affairs, then Elfino will delay until the end of the turns of Barralbus et al.
Elfino pauses a few seconds more to find just the right moment to initiate the engagement. He wants to make sure that the entire party will act in concert once things go hot.
Action 0 (◇): Delay - until end of enemy turns.
Elfino stares down the shaft of his arrow trying to find a weakness in the red guard that he can exploit.
Action 1 (◆): Devise a Stratagem vs. Red Guard
Devise a Stratagem: 1d20 ⇒ 15
"Yes! I see an opening," he thinks, and fires an arrow before his advantage slips away.
Since Elfino is still undetected, he should catch the guard flat-footed.
Action 2 (◆): Strike (Shortbow) vs. Red Guard with Devise a Stratagem (uses INT mod of +4) and Strategic Strike (extra 1d6 damage)
Shortbow: (15) + 4 + 3 = 22 vs. flatfooted
Shortbow Damage (Strategic Strike): 1d6 + 1d6 ⇒ (6) + (1) = 7 (piercing damage)
If it's a crit (unlikely I know), then double the damage, plus ...
Shortbow Deadly d10: 1d10 ⇒ 8 (piercing damage)
No sooner does he release the arrow than he is on the move, running down one of the gaps between the boxes to find some cover before he determines his next move.
Action 3 (◆): Stride (35 feet)
| GM chadius |
Elfino waits for everyone. And then he takes the shot. It's good, but not critical. The Red clad guard stumbles back before turning around. "We're under attack."
Barralbus's chuckle is stopped short. "What? Theomolin hired some mercenaries of his own, eh? Haha! Luckily I paid top notch for you two! Come on!"
Round 2
Guards (Red 7 damage)
Barralbus
Elfino
Panarug
Ving Tran
Emoubu
Thurk
Hammick
Action is on Slide 1
Emoubu
|
Emoubu quickly moves through the door he just opened, drawing his rapier as he moves.
Hammick Sunborn
|
Was Hammick able to make his way up any of the creates before the arrow was shot? How do you want to do the climbing of the creates?
Half spped or acrobatics checks?
| GM chadius |
[ooc]Hammick: You had 1 round to climb up the crates. Athletics checks are used to climb. DC is 10, a success probably means you will climb 5 ft up, so you would spend your turn climbing.[/url]
Emoubu opens the door and sees Barralbus around the corner. "What is this? You again? Theomolin's lackeys, I see..."
Theomolin looks up at Emoubu, shocked.
Ving Tran
|
Ving Tran moves into the room and casts a spell at "red". An arrow tipped in acid appears from his hand and launches itself....
Acid Arrow vs. Red: 1d20 + 9 ⇒ (16) + 9 = 25
Acid vs. Red: 3d8 ⇒ (2, 3, 7) = 12
Move 25', 2 action cast. 1d6 persistent acid damage.
Thurk von Wolkowitz
|
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When Emoubu unlocks the door, Thurk touches the kobold on the shoulder.
It is dangerous to go alone. Take this.
He then produces a pebble, handing it on the open palm, and casts a spell. The pebble enlarges, becoming slightly translucent, and starts to levitate around Emoubu in erratic patterns.
casting Shattering Gem. It gives a 50% chance to absorb up to 5 damage and then deals 1d8 (reflex) damage to the enemy when destroyed.
Elfino
|
Elfino stays on the move and quickly runs to a spot where he can target the white guard at the top of the pile of boxes.
Action 1 (◆): Stride (35 feet)
He moves to the location 2 squares to the left and 1 up from the red guard. I've placed a gray dot there temporarily.
Not wanting to waste any precious time looking for an opening, he nocks an arrow and fires it at the white guard.
Action 2 (◆): Strike (Shortbow) vs. White Guard
Shortbow Strike: 1d20 + 6 ⇒ (15) + 6 = 21
Shortbow Damage: 1d6 ⇒ 5 (piercing damage)
As soon as he releases the arrow, he's on the move again
Action 3 (◆): Stride (35 feet)
Assuming that Thurk and Panarug would like to get in on the action, might I suggest that they move their tokens and join the rest of us in the warehouse.
Hammick Sunborn
|
Hammick keeps climbing up to get at the white armored guard.
Trusting that the others are a distraction for him to get closer.
Stealth: 1d20 + 6 ⇒ (1) + 6 = 7
Athletics: 1d20 + 6 ⇒ (15) + 6 = 21
I guess singing a dwarven battle song, might give him away
Panarug A'thom
|
"Wait!" Panarug watches in dismay as the frontliners split up as they rush in, leaving the much softer targets of Ving and himself behind.
He quickly moves into the warehouse, keeping at a distance where he can finally see one of the guards. Concentrating briefly, he sends wave of mental assault at it.
Stride, Cast Daze at Red
Red: Will DC18 or 4 damage. Crit failure = stunned 1
Panarug has the medic dedication so can help with combat healing.
| GM chadius |
Elfino lets another arrow loose and shoots the other guard before seeking cover. The guard in white hisses before he hears... humming? He spins in Hammick's direction as the man climbs 10 feet up the crate.
Emoubu draws his weapon and rushes in as Thurk gives him a shiny gem that dances about him. Panarug takes action and points at the guard in Red. Her eyes lock with him and she takes a step back to shake off a headache. She reaches for her rapier just as Ving Tran shoots her with a ray of acid. She collapses, and the arrow continues to eat away at her.
The guard in white draws a shortbow and takes aim at Ving Tran and then Emoubu.
White vs Ving Tran: 1d20 + 8 ⇒ (12) + 8 = 20
Piercing Damage: 1d6 ⇒ 2
White vs Emoubu: 1d20 + 8 - 5 ⇒ (16) + 8 - 5 = 19
Piercing Damage: 1d6 ⇒ 3
Shattering Gem DC 11 check: 1d20 ⇒ 11
Ving Tran receives an arrow to the shoulder while Thurk's Shattering Gem deflects the attack. Emoubu can see a crack in it forming.
"Theomolin is a fool, and you are fools to follow him!" Barralbus raises his quarterstaff as his form becomes blurry. He then Strides next to Theomolin. "But I am willing to pay you twice what he did if you lay down your arms. I know he's a pennypinching skinflint. He's paying you peanuts compared to me!"
Ving Tran
|
"Ouch. That hurt a little." states Ving, looking at his now wounded shoulder.
"Theomolin is coming with us. Surrender or die." counters Ving as he casts a spell. A trio of 3" orbs of force from in front of him, then launches at Barralbus...
Magic Missile vs. Barralbus: 3d4 + 3 ⇒ (2, 2, 3) + 3 = 10
3-action cast of Magic Missile.
Bloodline: imperial Deity: Nethys Cast: Single Action to Three Actions (somatic, verbal) Range: 120 feet; Targets: 1 creature You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.
Elfino
|
Since his last attack did not kill the white guard, he decides to leave Barralbus to the other spellcasters and concentrate on finishing the job.
He works his way back to the same spot from which he shot at the guard previously.
Action 1 (◆): Stride (35 feet)
This time he decides to take his time and try to make his shot count. He looks for the same weakness he'd seen in the red guard earlier...
Action 2 (◆): Devise a Stratagem vs. Red Guard
Devise a Stratagem: 1d20 ⇒ 14
Seeing the same opening, he quickly nocks an arrow and sends it flying at the guard.
Action 3 (◆): Strike (Shortbow) vs. White Guard with Devise a Stratagem (uses INT mod of +4) and Strategic Strike (extra 1d6 damage)
Shortbow: (14) + 4 + 3 = 21
Shortbow Damage (Strategic Strike): 1d6 + 1d6 ⇒ (2) + (5) = 7 (piercing damage)
Fingers crossed, but if that isn't enough to kill the guard...
Unfortunately, he does not have time to find cover and leaves himself somewhat exposed to the white guard's counter-attack. He notices Hammick working his way up the boxes and hopes the dwarf can reach the guard in time to take him out.
| GM chadius |
Ving Tran casts magic missile, and three orbs of power fly towards Barralbus. "Oh my. You were so cordial back in the ministry."
Counterspell vs Ving Tran's spell DC: 1d20 + 11 ⇒ (19) + 11 = 30
He quickly reacts as three Magic Missiles of his own burst forth and perfectly counter the magical assault.
"But I see, this was a ruse. Theomolin is hiding something, something he told you about today. Perhaps you will tell me. Or the Emerald Guard can tell me."
Elfino studies the remaining guard carefully, and takes a shot. It strikes but it doesn't stop the guard. "Boss, I'm getting surrounded here!"
Barralbus laughs. "Don't worry, I paid the guild in advance. Your beneficiaries will be taken care of."
Hammick Sunborn
|
Hammick climbs the last 5 feet to get next to the white armored foe.
Athletics: 1d20 + 6 ⇒ (7) + 6 = 13
Then he gets to swinging his axes.
Hunt prey on white, with hunter’s edge: Flurry
Dwarven Waraxe: 1d20 + 6 ⇒ (11) + 6 = 17
Damage, (S): 1d8 + 3 ⇒ (8) + 3 = 11
TWIN TAKEDOWN attack Hatchet: 1d20 + 6 ⇒ (7) + 6 = 13
Damage, (S): 1d6 + 3 ⇒ (2) + 3 = 5
2nd attack Hatchet: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15
Damage, (S): 1d6 + 3 ⇒ (5) + 3 = 8
If any hit, extra hunt pray damage (S): 1d8 ⇒ 2
Climb, Attack, 2nd Attack
| GM chadius |
Hammick, you climbed up, drew your weapons and then attacked, right? You'd need your hands free to climb? Doesn't matter in this case.
Hammick swings once, and that's enough to defeat the other guard. Now it's you and Barralbus.
Panarug, Emoubu and Thurk to finish the round.
Panarug A'thom
|
With the guard taken down, Panarug quickly hustles forward towards Barralbus. Despite knowing that he is likely a much better spellcaster than him, he finds little choice but to pit magic against magic. He summons forth his ancestral spirits who coalesces as wispy forms to harass remaining enemy.
Stride, Stride, Cast Evil Eye
Concealed Flat Check DC5: 1d20 ⇒ 2
But his blurry form confuses the spirits, fouling Panarug's attempt.
Emoubu
|
Emoubu dashes quickly to put his enemies within sword's reach, and swings at one of them.
"Witness the power of the mightiness dragon!"
Stride, Stride, Strike
Attack: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d6 ⇒ 6
| GM chadius |
Emoubu runs up to Barralbus and lunges his rapier only for the man to twist out of the way. "Hmpf. Maybe all sellswords have bad aim." He doesn't notice Panarug's curse and focuses on the kobold. "I will show you the power of magic itself!" He begins to cast right in front of Emoubu, and a ball of flame appears right in front of him.
Emoubu's Reflex Save: 1d20 + 9 ⇒ (18) + 9 = 27
But the kobold is quick to react and avoids the flames. A bit surprised, Barralbus quickly Strides away, taking his time to walk around Theomolin. "Wait, why IS a bed in this corner? That is odd..."
Panarug A'thom
|
Panarug growls in frustration, moving to keep the spellcaster in sight, while keeping under cover. Again, he sends forth his spirits to harass him.
Concealed Flat Check DC5: 1d20 ⇒ 5
Evil Eye Will DC18:
Success The target is unaffected.
Failure The target is frightened 1.
Critical Failure The target is frightened 2.
He then commands Fharan to return to his side.
Stride, Cast Evil Eye, Command Familiar
| GM chadius |
This time, the ancient spirits converge on the real Barralbus. He looks cautiously to the side, then his other side. [smaller]"Who-who said that? You're the ghost of what? The future? My gravestone- HA! There's not enough gold on that grave. Get away from me, you trickster!"
Barralbus's confidence seems unaffected.
Elfino
|
Elfino sees Barralbus head towards the back of the warehouse and having been back there knows that the spellcaster is trapped. He calls out to Emoubu, Thurk and Hammick. "Dere's nae wae oot fur 'im back dere."
Pointing at the passageway that Barralbus just took, he adds, "Protect Theomolin and block Barralbus' exit on dat side. Vin' and me will box 'im in dis side and dat'll trap 'im." He then runs around the back of the pile of boxes looking for Barralbus.
Action 1 (◆): Stride (35 feet)
Once he has the spellcaster in view, he watches the blurred form to see if there is some way he can penetrate his enemy's defenses.
Action 2 (◆): Devise a Stratagem vs. Barralbus
Concealed Flat Check DC5: 1d20 ⇒ 12
Devise a Stratagem: 1d20 ⇒ 13
Looking through the blur, he thinks he sees an opportunity for an attack and sends an arrow flying towards Barralbus
Action 3 (◆): Strike (Shortbow) vs. Barralbus with Devise a Stratagem (uses INT mod of +4) and Strategic Strike (extra 1d6 damage)
Shortbow: (13) + 4 + 3 = 20
Concealed Flat Check DC5: 1d20 ⇒ 15
Shortbow Damage (Strategic Strike): 1d6 + 1d6 ⇒ (5) + (6) = 11 (piercing damage)
Not sure if the Concealed DC 5 Flat Check is on the Devise roll or on the Strike roll, so I put it on both just in case.
Emoubu
|
Having deftly avoided the ball of fire, Emoubu attempts to use the momentum of the leap to clear of the ball and land on the the other side of the caster.
Acrobatics to Tumble Through: 1d20 + 7 ⇒ (1) + 7 = 8
Alright, I almost never do this in combat, but I'm spending a hero point.
Acrobatics to Tumble Through: 1d20 + 7 ⇒ (14) + 7 = 21
Having successfully tumbled through the fireball and past the caster, Emoubu quickly strikes back him.
Panache Activated
Attack: 1d20 + 7 ⇒ (14) + 7 = 21
damage: 1d6 + 2 ⇒ (6) + 2 = 8
Eomubu then switches to a defensive posture that would allow him to parry incoming blows.
Emoubu maneuvers around the caster adn then strikes at his back.
Attack: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 1d6 ⇒ 3
Hammick Sunborn
|
Hammick starts to bound down to go after Barralbus.
Is there a Athletics check to get down?
Move, move, move
Thurk von Wolkowitz
|
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Thurk steps forward, ending up next to the flaming sphere and the bound Theomolin. He hesitates for a moment, then touches Theomolin and says "Master Theomolin, it will be OK. Please endure this inconvenience a little more while we deal with this impostor."
Casting Endure, granting Theomolin 5 temp HP for 1 round
| GM chadius |
Everyone moves forward to corner Barralbus, eventually pinning the wizard. Indeed, there is a fancy bed in the northeastern corner.
Elfino waits to see beads of sweat form on the cocky man's head. He takes the chance and fires. It hits its mark, and Barralbus yelps like he's been spanked by his mother for taking cookies from the jar. "This suit cost more than this entire warehouse!"
Elfino, I'd say you need to make a Flat check for your actual attack- Devise a Stratagem gives you a d20 roll to substitute for your Strike, but the chance to miss is attached to your Strike. Doesn't matter in this case.
Emoubu approaches Barralbus and lunges with his rapier...
DC 5 Flat Check: 1d20 ⇒ 16
piercing through his blurry form! "How much IS he paying you? He IS planning something big, isn't he? Aren't you, Theo?"
Theomolin relaxes as Thurk moves to support him. He's quite thankful.
Not getting a response, Barralbus grunts in frustration and begins casting a spell. If anyone has AoOs against casters, you can do it now. He then turns to Emoubu. "I Command you to run away from me, Post Haste!"
Emoubu needs a Will Save, DC 20. Failure means you spend 1 action running away, Crit Fail means you spend all actions running away.
He then snaps his fingers and the flaming sphere rolls around Panarug, past Theomolin and right next to Hammick...
Reflex Save: 1d20 + 8 ⇒ (13) + 8 = 21
Who quickly sidesteps the flaming orb. Barralbus mutters, "I shouldn't have bought that spell on discount."
| GM chadius |
Round 3
Barralbus (11 damage, Blur Need a DC 5 Flat check to counter his Concealed form)
Elfino
Panarug
Ving Tran (2 damage)
Emoubu (DC 20 Will Save to resist Command to run away, Shattering Gem took 3 damage)
Thurk
Hammick (15 feet up on crates)
Action is on Slide 1
Ving Tran
|
Ving moves forward and casts a spell. An arrow tipped in acid appears from his hand and launches itself....
Acid Arrow vs. Barralbus: 1d20 + 9 ⇒ (12) + 9 = 21
Flat Check vs. DC=5: 1d20 ⇒ 3
possible Acid vs. Barralbus: 3d8 ⇒ (7, 1, 5) = 13
Move 15', 2 action cast. 1d6 persistent acid damage. Assuming I can see if clearly enough and make the rolls.
Damnit. When I re-submitted the edit it re-rolled and I lost the 12 on the Flat Check. Figures.
Elfino
|
With Barralbus trapped and continuing to cast spells, Elfino has no choice but to take him down the hard way.
Action 1 (◆): Devise a Stratagem vs. Barralbus
Devise a Stratagem: 1d20 ⇒ 14
Elfino is getting used to the blur and it is not a factor. Seeing another excellent opportunity, he sends one more arrow at Barralbus.
Action 2 (◆): Strike (Shortbow) vs. Barralbus with Devise a Stratagem (uses INT mod of +4) and Strategic Strike (extra 1d6 damage)
Shortbow: (14) + 4 + 3 = 21
Concealed Flat Check DC5: 1d20 ⇒ 18
Shortbow Damage (Strategic Strike): 1d6 + 1d6 ⇒ (4) + (6) = 10 (piercing damage)
With nothing better to do, he quickly nocks another arrow and sends it after the first one.
Action 3 (◆): Strike (Shortbow) vs. Barralbus
Shortbow Strike: 1d20 + 6 - 5 ⇒ (7) + 6 - 5 = 8
Shortbow Damage: 1d6 ⇒ 5 (piercing damage)
Emoubu
|
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Will Save: 1d20 + 5 ⇒ (17) + 5 = 22
"Hah, spell cast against me have no effect. Now face a dragon's rage!"
Confident Finisher: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19
Weapon Damage: 1d6 ⇒ 3
Precise Strike: 2d6 ⇒ (1, 6) = 7
Nonlethal attack, by the by.
"Now surrender of face even more of Emoubu's might!"
Demoralize: 1d20 + 6 ⇒ (17) + 6 = 23
I hope that gets me Panache back.
Finally Emoubu uses the momentum of his earlier strike to make returns attacks against him harder to perform. Parry
Hammick Sunborn
|
Hammick starts his swinging on Barralbus.
Dwarven Waraxe: 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18
Damage, non-lethal (S): 1d8 + 3 ⇒ (4) + 3 = 7
DC 5 flat check: 1d20 ⇒ 10
TWIN TAKEDOWN attack Hatchet: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15
Damage, non-lethal (S): 1d6 + 3 ⇒ (6) + 3 = 9
DC 5 flat check: 1d20 ⇒ 5
2nd attack Hatchet: 1d20 + 6 - 2 - 2 ⇒ (11) + 6 - 2 - 2 = 13
Damage, non-lethal (S): 1d6 + 3 ⇒ (2) + 3 = 5
DC 5 flat check: 1d20 ⇒ 2
If any hit, extra hunt pray damage (not sure if it can be non-lethal) (S): 1d8 ⇒ 5
Hunt prey, Twin Takedown, 2nd attack
| GM chadius |
Ving Tran's acid arrow flies through the air, melting one of Barralbus's well groomed hairs and sizzling the back wall.
Elfino's arrow, Emoubu's rapier and Hammick's waraxe see through the illusion and find their mark, knocking Barralbus out.
Combat Over. Ving Tran took 2 damage, and Thurk's Shattering Gem has 3 damage.
Theomolin coughs a bit before relaxing. He motions to Thurk, and the binds tying him to the chair.
Elfino
|
Elfino looks down at Barralbus's unconscious form. "Seems loike 'ee's still alive. 'Ow inconvenient." He considers removing the risk altogether by slicing open the man's throat, but that seems like a step too far even for him. Killing a man in combat and killing a man in his sleep were two quite different acts.
First, he goes to Ving to make sure his wounds are taken care of. He pulls out his medical supplies and applies some salve and a bandage to the sorcerer's wound.
Battle Medicine (Medicine) DC 15: 1d20 + 5 ⇒ (11) + 5 = 16
Battle Medicine Healing: 2d8 + 1 ⇒ (2, 5) + 1 = 8 hit points healed
The investigator then ties Barralbus's hands and feet together behind his back and puts a tight gag over his mouth. Barralbus won't be able to cast any spells for a while once he regains consciousness. He might have to sweat things out in here for a few days before he got loose or someone found him, but by then, they should all be long gone from the city.
Crafting: 1d20 + 7 ⇒ (13) + 7 = 20
Once that's done, he turns to Theomolin. "Luks loike we gots 'ere jist in time. Whit were dees fellas afta anywae?"
Ving Tran
|
"Many thanks for the healing, Elfino." says Ving, rubbing his shoulder.
Ving then casts Detect Magic to see if anything may be around.
| GM chadius |
While Elfino binds Barralbus and helps Ving Tran, Hammick checks the guards' bodies. Each carried a rapier and a shortbow, along with leather armor.
He goes to strip Barralbus of his weapons and tools, and confiscates his staff, crossbow, a magic potion, an inkwell and his spellbook.
1st command, grease, gust of wind, magic missile;
Cantrips electric arc, mage hand, produce flame, ray of frost, sigil
Thurk von Wolkowitz
|
Thurk hastens to untie Theomolin, calling for Elfino's help if he comes across any particularly intricate knots.
"I knew this Barralbus was a fraud the moment I met him, but I didn't expect him to stoop to a mere thuggery!
Elfino
|
Elfino replenishes his stock of arrows from those of the now dead guards. "Doesn't look like they'll be needing them anymore."
He looks at the book in Hammick's hands. Turning to Thurk, he says, "Luks loike a spellbook to me. Dis of onie use to ye? "
Theomolin does not appear to be in any condition to travel. By the time they get him on his feet and ready to go, it would already be curfew. Better to give him a good night's rest and see how he is in the morning. "Itsa prob'ly too laet to return to kemp tonight and I doubt Theomolin is up to it anywae. Prob'ly best to stae de naeght in 'ere."
| GM chadius |
"Thank you so much!" Theomolin spits out the gag. "That idiot Barralbus has been vying for my seat for years. He and this thugs ambushed me on the way over here. He knows I'm up to something, but he didn't know what." He relaxes a bit.
"I sold my home already, and I had planned to leave days ago. I've been using this place as a... base of sorts." He points to a bed, jug of fresh water and some food tucked away in the warehouse.
"He found out there's a huge accounting error as of late, and he pounced on me figuratively and l-literally." He slowly stands up and takes a few steps, trying to get the feel back into his legs. "This guard, Ellvard. He sold a forgery to the Runelord herself, and I approved the transaction. I should have inspected the statue myself- I didn't know! As soon as she figures it out, it's my head on the guillotine." He rubs his neck.
"No one else knows I'm here. They're too busy with the day to day work. They won't notice I'm gone for at least another week. The rest of my payment is over here." He makes a gesture to one of the crates. Inside you see a collection of beautiful artwork.
You can choose to stay here for the evening or take Theomolin somewhere else.
| GM chadius |
Theomolin takes a deep breath to regain his senses. "W-wait, you want to sleep here? Yes, that's fine. I'm a bit woozy, I didn't hear you the first time." He motions to a crate containing some spare bedding.
It's surprisingly comfortable in here. At least it's better than the stinky sewers. You take watches around the warehouse. Some beggars sleep against the outer walls, but no one enters the compound. No Emerald Guards, either. You could probably move the guards out of the compound and no one would notice.
Fast forwarding to Wednesday morning.
The cloudy overcast sky brightens as the sun rises. Barralbus is alive and regained consciousness only to fall fast asleep. He snores softly and hasn't uttered a word.
Theomolin is quite active and walks at full speed as he starts boiling a kettle. "S-so, when did you say I would be able to leave? Barralbus is bound to wake up at some point, but he is known for his... rather rowdy parties. I could drop him off somewhere near a brothel. No one would believe his story at that point."
What's your plans for Wednesday?
Elfino
|
Elfino listens to Theomolin and takes special note of what he said about Ellvard the dock guard. He was beginning to think that they would have to deal with this Ellvard person quite soon and was glad he had some leverage to use on the guard if necessary.
The investigator glances at the snoring Barralbus and at the bodies of the guards. To Theomolin he says, "Lets 'ide de bodies in de warehoos and leave Barralbus as 'ee is till we gets ye oot of de city. We needs to gets ye and de paement to oor kemp in de sewas afore kerfew tonight. De ship leaves tomorrow mornin' bright and early."
He turns to the others. "Once Theomolin and 'is stuff are safe and soond in de sewas we ken go find de innkeepa and 'is daughta. We doont 'ave a lot've time, soo de soona we gets goin' de betta."
How about the following?
With some help, Elfino stuffs the bodies in an empty create somewhere in the back of the warehouse. He hurries the accountant along and once curfew is lifted, they all take Theomolin and his crate of art to Flitch's camp in the sewers. After that, the Pathfinders head to the Rockfish Inn to find Yuleg and his daughter.
If they can get both Yuleg and his daughter onto the Rolanna’s Prayer with Theomolin, Garrla and Flitch, then that will fill all the seats. After that, they'll have to figure out how to get Daffrid, her family, and Seddothrum onto the MerryMayfly.
Emoubu
|
IIRC the first boat has as much room as we can put into it, it is the second ship, the one we are supposed to leave on, that has limited space.
"Emoubu agree. Make haste, make haste!"
Hammick Sunborn
|
"Aye Elfino, ye have a good plan.
And assist Elfino in getting rid of the bodies. Hammick looks through some of the supplies for wine, or hard drink to soak Barralbus clothes in to help with the "he's drunk" story.