Dexter and Salazar |
Dexter scans the troll for magic (Detect Magic), "Maybe that potion it took protects it from fire?"
All he can do is ID if there is magic, he doesn't have trained Arcana to ID a school.
Dexter then pulls out rope from Salazar's pack saddle, "Why don't we just tie it up and talk? I know we are way beyond the probability it will talk to us, but it might still work. Otherwise I think the mosquito might have to do the trick."
Patros Therinor |
I think talking is out at this point... Patros says as he plunges his blade into the creature's neck.
Figure it out...or I'll just keep hacking until the potion wears off...I'm fine either way...
coup de grace: 3d8 + 18 + 6 ⇒ (3, 4, 4) + 18 + 6 = 351d8+6+6 from regular dmage, 2d8+12 from crit for CDG
GM Mauve |
Between the coup de grace and the acid flask, the troll is definitely not coming back to life. The group waits for a minute or two. Yep, very much dead and not regenerating. The potion the troll drank probably did give it resistance or protection from fire based attacks.
(What do you do with the body of the troll? What do you do now?)
Ashwell (44/44 hp)
Dexter (38/38 hp)
- Salazar (42/42 hp)
Jacques (46/57 hp)
Jang (71/71 hp)
- Magas (59/59 damage)
Patros (57/58 hp)
Zzorn (78/78 hp)
Ashwell |
”I couldn’t imagine the Fey will be upset that we had to slay the creature. I guess it could be argued that we convinced it to leave, to leave this mortal coil, I suppose. Should we present the body or not?”
Jangafzaar Kargar |
”I do not want to lie. Lying is exactly what leads to cracks in the foundation of every community! And if these people want to build something here then they need to build it based on the truth!“ the dwarf muses.
He starts walking back to the fey!
Dexter and Salazar |
Dexter, a pragmatist, ties a rope around the troll and the other end to Salazar’s pack saddle, ”Let’s pull him back to the Fey. They wanted this, no reason to lie about what we did. They might want prof too, why be sneaky now?”
GM Mauve |
As the Pathfinders debate on how to deal with the troll, they return to Fiffernetter. Assuming you tell the truth Fiffernetter looks down. "I apologize for making you do such a hard and nasty favor for me. I'm glad the troll is no longer a nuisance though. Let me take you to Lofton"
A short walk away from Fiffernetter's glade is a small cave. Without the fey leading you there, it would be exceedingly difficult to find.
A quick inspection of the old venture-captain inbabiting Venza's body reveals that although he is physically healthy, he is not in his right mind. He looks about in a dazed manner with a bemused expression playing across his face. He responds to his name with a smile, but does not speak.
Fiffernetter shrugs apologetically. "He has been that way for years.
Despite my best efforts to revive him, his conditions has not improved.". She looks at the Pathfinders. "Maybe he'd get better if brought him back together with his other half that left long ago wearing his real body and undid the ritual that broke them apart.'
She continues. "To undo the ritual is simple. All you have to do is tie the two of them together with vines and throw them into a source of pure water before severing the vines to break the link."
Fiffernetter says one last thing before scampering back off into the forest, "At least he's happy."
Lofton's mental state makes him extremely trusting. He looks toward anyone who says his name and follows any basic instructions you give to him.
Basically he can do anything in the Handle Animal trick section.
Jangafzaar Kargar |
Jang takes the venture captain‘s hand and is truly sad.
”It is very sad what happened to you. I will take you along with us! Come Lofton!!“
handle animal : 1d20 + 3 ⇒ (14) + 3 = 17
He then proceeds to return to the fake Lofton!
Dexter and Salazar |
Once they are a bit away from the Fey, Dexter looks for some vines to cut to take with them.
”I should be able to provide pure water too. Let’s get back quickly.”
GM Mauve |
The Pathfinders slowly make their way back to the lodge after their deal with the fey. Lofton follows Jang only a few feet away and is extremely trusting of the cleric. He doesn't say anything and barely registers his name.
As they get close to the lodge, they receive an urgent sending from Petulengro: Alois Lofton has been taken into Gray Gardener custody and is currently in the Woodsedge Jail! He was tried rapidly, and fliers have been posted announcing his execution at sundown....
Time for a jail break! You'll have to discuss how to break 'Lofton' out of jail. Are you going to fight your way in? Use stealth? Cause a jail break? You may also try talking to Almant and Ottavia to get leads about the jail.
Jacques Montheuil |
"Well, that would be not my first Jailbreak. But i would prefer to have to fight going out, than fighting in." says Jacques.
How many times we have left? and i suggest that we talk to Almant and Ottavia if we have the time.
Zzorn |
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"The sun is getting real low big guy," says Zzorn to Montheuil. "How about we start a fire in a sheltered spot and put down our bedrolls until the morning? it's not too late to get ourselves some small game to eat while others can setup the camp and get going on supper... what say you?"
Ashwell |
[”We have to come up with a plan and we have to do it now. The man only has a short period of time before the Gardners execute him. Are we going to blast our way in, or are we going to disguise ourselves and try to sneak in? Those seem to be our two options.”
Zzorn |
"You're right... for a second I was still thinking we were out in the woods on a camping trip... but we're really back in town right now... and I don't think I want to camp in those back alleys. My suggestion for a plan: we don't have time to talk to anyone about this and we should infiltrate rapidly. I can disguise myself as a Gray Gardener with one of my magic items to get us in... Once we're in there, those of us who are not great at stealth, including me, should invest in an Elixir of Hiding. It's cheaper than a potion of invisibility but it's half as good and lasts for an entire hour instead of a mere three minutes."
If that works for the group, Zzorn sets out to buy such an Elixir for himself
Patros Therinor |
That works...and if our cover is blown, we can fight it out. Perhaps we can see if one of our contacts can give us a layout of the jail? Maybe there is a weakness...Ottavia would be the smart bet..
will buy one as well...
Jangafzaar Kargar |
“I would first ask questions to Ottavia. Let us go!!“
the dwarf says with clear concern.
Zzorn |
"Quickly then! the man is slated for execution at SUNDOWN dammit!" replies Zzorn, leading the group at a full run, and looking at how low the sun is right now.
Dexter and Salazar |
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Dexter rushes with his allies, "I hope we can make it in time. It sure would have been a LOT SMARTER though if not-lofton would have just come with us. He wouldn't be in jail about to be executed now, would he."
The gnome would sigh with exasperation, but he is running to keep up.
Zzorn |
"Agreed," says the Ulfen warrior between clenched teeth.
GM Mauve |
The group decides to meet with Ottavia and question her about the jail.
"Uh. Yes, of course I can help you out. I'd do anything for Petulengro.". She briefly describes the jail (which you can see here). "There are generally four guards: two guarding the front entrance which is always locked and closed, the Keeper of the Logs who holds the key to the front door, and a guard guarding the cellblocks. There should also an officer as well."
She thinks for a moment, "I possibly can lead you into the prison. But I'll need to gear up first. Give me a second."
Okay, this will break down into three phases: setup (such as getting disguises, reconnaissance around the prison, etc.), executing the plan (such as creating a distraction, pickpocketing the guard with a key to the cellblock, etc.), and lastly escaping the prison (such as creating a blockade or breaking out other prisoners to cover your escape).
For each phase, each PC much attempt a skill check representing the actions you are taking. You can use spells, items, class features, or other abilities in creative ways which may grant some bonuses.
Let's start with Phase One: the Setup! Please describe what you are doing during the setup phase and roll an appropriate skill check.
Dexter and Salazar |
Dexter spends his time scouting the location and carefully noting the paths the guards take on their patrols as well as looking for blindspots in said patrols or watches.
Perception: 1d20 + 13 ⇒ (14) + 13 = 27
Zzorn |
Once the stakeout has begun, Zzorn activates his Messenger Wayfinder to connect with the other members of the party. He then attempts to assess the guard's training capabilities and training.
Knowledge Local, government officials +1: 1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 18
Ashwell |
Ash will use his Society Infiltrator boon to buy a disguise kit for half price, which is 25 gold. He offers it to the group as it has 10 applications.
He tries to disguise himself as a guard to accompany Ottavia.
Disguise check with kit 1d20 + 1 + 2 ⇒ (17) + 1 + 2 = 20
GM Mauve |
The group does some reconnaissance. Dexter spots two guards standing out front of the jail. They look almost identical, twins perhaps. Though one is male, one is female. Watching them for a few minutes, neither moves a muscle. Unfortunately, Dexter can't see deeper into the jail.
Zzorn thinks hard about the guards and what they are capable of doing. They are basic grunts - trained warriors, but not much more. These type of guards are typically proficient in guisarmes and longswords.
Ashwell buys a disguise kit and attempts to slather himself, looking like another guard. But his attempt is half-hearted and the guards may see through it.
Right now, you guys are failing the first phase with only one successful skill check. The guards are becoming very suspicious. Jacques, Patros, and Jang, please roll a Skill that you think would be relevant for this phase.
Patros Therinor |
ok...don't hate me if I fail this guys...gotta try something...
Gods...will this day never end... I could use a drink or three...how about you two? If you want to head to the bar early, I'll but the first couple rounds...save me a seat...
diplomacy: 1d20 + 11 ⇒ (10) + 11 = 21if bluff is more appropriate, use that instead...it's only +7[..your call boss
Jangafzaar Kargar |
Perception or Sense Motive: 1d20 + 11 ⇒ (15) + 11 = 26
Jang will try to observe the prison and see if he notices or senses anything about the staff.
GM Mauve |
With 6 players in subtier 6-7, the DC for the skill checks is 22. You needed at least half the team (three people) to pass, but only two did. The next phase would've been DC 26 for the skill checks.... so you definitely had a hard time passing!
Speaking of subtier, got the guards wrong! These are a bit tougher. They can powerfully attack with flails and are particularly efficient with them.
With Octavia's help, you manage to pass by the guards into the first room, where the Keeper of the Logs sits tight. He curtly nods, "What are you doing here?"
Jang examines the guard while Patros questions them. Something about the whole performance seems off to the Keeper. Then it hits him. "You are not welcome here!". The Pathfinder's ruse is up! They know you're here for a prison break! They draw their swords to attack.
Ashwell: 1d20 + 2 ⇒ (9) + 2 = 11
Dexter & Sal: 1d20 + 3 ⇒ (18) + 3 = 21
Jacques: 1d20 + 2 ⇒ (1) + 2 = 3
Jang: 1d20 + 3 ⇒ (5) + 3 = 8
Patros: 1d20 + 6 ⇒ (15) + 6 = 21
Zzorn: 1d20 + 2 ⇒ (20) + 2 = 22
Pink: 1d20 + 3 ⇒ (2) + 3 = 5
Yellow: 1d20 + 3 ⇒ (17) + 3 = 20
green: 1d20 + 3 ⇒ (3) + 3 = 6
Octavia: 1d20 + 3 ⇒ (6) + 3 = 9
red: 1d20 + 3 ⇒ (14) + 3 = 17
officer: 1d20 + 5 ⇒ (14) + 5 = 19
Kinda randomly added you to the map. Octavia is the blue token. The guards are green, pink, and yellow. There are likely to be more guards in the prison.
------
[u]Round 1[/u]
Zzorn (78/78 hp)
Dexter (38/38 hp)
- Salazar (42/42 hp)
Patros (57/58 hp)
Yellow
Ashwell (44/44 hp)
Octavia (blue)
Jang (71/71 hp)
- Magas (59/59 damage)
Green
Pink
Jacques (56/57 hp)
Zzorn, Dexter, and Patros are up!
Patros Therinor |
Well, it was worth a shot... Patros says as he whips out his blade and slashes at the blue mailed guard twice.
We know you kidnapped them...give up!
attack1: 1d20 + 14 ⇒ (1) + 14 = 151d8 + 7 + 6 ⇒ (4) + 7 + 6 = 17
attack2: 1d20 + 8 ⇒ (14) + 8 = 221d8 + 7 + 6 ⇒ (2) + 7 + 6 = 15
intimidate: 1d20 + 10 ⇒ (8) + 10 = 18
He then readies to fend off any return strike.
p/r: 1d20 + 14 ⇒ (8) + 14 = 221d20 + 14 ⇒ (5) + 14 = 191d8 + 7 + 6 ⇒ (2) + 7 + 6 = 15
Dexter and Salazar |
I swapped Dexter and Sal's positions so Dexter wouldn't be completely on the front line.
Dexter taps Salazar on the shoulder and his bristly fur thickens (Barkskin).
He sighs, "Listen, technically they didn't kidnap the guy according to their laws. It's not really this guy's fault, per se, that the laws are completely arbitrary and insane. That said, I don't think we can avoid combat here so... maybe not super murder all of them?"
With that he sends Salazar at the captain behind the desk, "Get'em bud."
Salazar the Boar |
Gore gore gority gore!
Gore - Power Attack Green: 1d20 + 8 - 1 ⇒ (17) + 8 - 1 = 24 for Piercing + P.A.: 1d8 + 6 + 3 ⇒ (8) + 6 + 3 = 17
GM Mauve |
@Patros - the blue guard is Octavia (your ally). Do you really want to attack her? Is your Intimidate check a free/swift action?
Dexter zaps his friendly boar companion with a wand. Immediately, Salazar's bristles thicken to create a woody texture. Then the boar gores the green guard! That looks like it'll leave a scar!
------
[u]Round 1[/u]
Zzorn (78/78 hp)
Dexter (38/38 hp)
- Salazar (42/42 hp)
Patros (57/58 hp)
Yellow
Ashwell (44/44 hp)
Octavia (blue)
Jang (71/71 hp)
- Magas (59/59 damage)
Green (-17 hp)
Pink
Jacques (56/57 hp)
Zzorn is up! Patros needs to choose a different target.
Zzorn |
Zzorn sidesteps out of a flanked position and brings down his falchion on the guard wearing a pink vest.
+1 Falchion, Rage, PA: 1d20 + 10 ⇒ (15) + 10 = 25
magic slashing dmg: 2d4 + 16 ⇒ (1, 4) + 16 = 21
GM Mauve |
Patros swings at the green man, then attempting to intimidate the guard into submission!
Will give Zzorn until tomorrow morning to post before delaying him. Seems Zzorn ninja'd me.
Zzorn quickly moves closer to the pink guard and stabs him! Hard! The guard doubles over in pain.
The yellow guard stabs at Ashwell. She doesn't say a word but glares deep into the undine's soul (just a nasty glance, nothing mechanical) before smashing her flail on him! The flail hits Ashwell square in the stomach! (19 points of damage).
Heavy Flail, power attack: 1d20 + 11 - 2 ⇒ (16) + 11 - 2 = 25
damage: 1d20 + 7 + 4 ⇒ (8) + 7 + 4 = 19
------
[u]Round 1[/u]
Zzorn (78/78 hp)
Dexter (38/38 hp)
- Salazar (42/42 hp)
Patros (57/58 hp)
Yellow
Ashwell (25/44 hp)
Octavia (blue)
Jang (71/71 hp)
- Magas (59/59 damage)
Green (-32 hp, shaken 1 round)
Pink (-21 hp)
Jacques (56/57 hp)
Ashwell and Jang are up!
Ashwell |
GM, I assume you rolled the wrong damage dice for the flail.
Ash casts Mind Thrust III at the yellow guard that just smashed him.
Damage 7d8 ⇒ (3, 3, 2, 1, 8, 4, 1) = 22
DC 19 Will for half.
GM Mauve |
I did. Lemme reroll that. Thanks for noticing!
Flail: 1d10 + 7 + 4 ⇒ (1) + 7 + 4 = 12
Only 12 damage instead of 19 damage!
Also, I don't entirely remember how Psychic spellcasting works. Would that provoke an AOO?
Will: 1d20 + 2 ⇒ (17) + 2 = 19
The guard holds her heard and lets out a silent scream, but her headache could be a whole lot worse.
Octavia is not acting. She just stands there in shock at what's happening.
------
[u]Round 1[/u]
Zzorn (78/78 hp)
Dexter (38/38 hp)
- Salazar (42/42 hp)
Patros (57/58 hp)
Yellow (-11 hp)
Ashwell (32/44 hp)
Octavia (blue)
Jang (71/71 hp)
- Magas (59/59 damage)
Green (-32 hp, shaken 1 round)
Pink (-21 hp)
Jacques (56/57 hp)
Jang is up!
Jangafzaar Kargar |
casting defensively dc 19 : 1d20 + 12 ⇒ (12) + 12 = 24
Jang peeks around the corner and casts a barbed chain spell so that three chains from another realm burst out from the ground and strike the guards!
pink 1st chain trip combat maneuver, BAB+5 WIS +7: 1d20 + 12 ⇒ (10) + 12 = 22 if tripped make will save DC 18 or be shaken for rounds: 1d4 ⇒ 4
White 2nd chain trip combat maneuver, BAB+5 WIS +7: 1d20 + 12 ⇒ (9) + 12 = 21 if tripped make will save DC 18 or be shaken for rounds: 1d4 ⇒ 3
Green 3rd chain trip combat maneuver, BAB+5 WIS +7: 1d20 + 12 ⇒ (11) + 12 = 23 if tripped make will save DC 18 or be shaken for rounds: 1d4 ⇒ 2
Magas |
Jang directs Magas to attack the man in green.
bite: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 301d8 + 7 ⇒ (2) + 7 = 9 plus bleed and grab
Special Attacks bleed (2d4) : 2d4 ⇒ (1, 2) = 3
free CMB +14 Grapple (Grab) (+4 BAB, +1 Size (Hefty Brute Feat), +5 Str, +4 grab) : 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36
Special Attacks blood drain (1d2 Constitution) : 1d2 ⇒ 1