| Roscoe Talbot |
Just to clarify I was referring to Roscoe and Mason going to the room with the X on it which is the where the people are locking in at.
| GM TK-421 |
Feel free to.move yourselves outside the door.
.
.
Aeric (-7 hp)
Roscoe
Rocky (-10 hp)
Mason (Wounded 1)
| Roscoe Talbot |
Roscoe will tell everyone to get close and will shoot healing flames at everyone, not including Rekarek in this but will include the hostages, our party and Kobolds.
Healing: 1d4 ⇒ 3
Then will try to heal Rocky while refocusing
Treat Wounds DC15: 1d20 + 6 ⇒ (17) + 6 = 23
Treat wounds heal: 2d8 ⇒ (5, 4) = 9
Then will offer Aeric a healing potion if he wants to top himself off before we head to get the people that went into the office.
| Roscoe Talbot |
As we move up to the door Roscoe will announce. Hello we are Agents of the Edgewatch and we have come to help you. Please open up.
If we get no answer then Roscoe will ask Rocky to open it up.
| Agent Ken Mason |
With the tight quarters ahead, Mason puts the bow away and pulls out his rapier and main-gauche instead.
| GM TK-421 |
That is a crit fail.
Rocky's tools break in her attempt to pick the lock and are unusable until repaired or replaced.
| Aeric Hiderous |
With a slight cough Aeric steps forward. Do you mind if I give it a try?
Thievery Trained: 1d20 + 6 ⇒ (8) + 6 = 14 Trapfinder gives +1 to spot traps, considered Master for +10
| GM TK-421 |
Aeric tries to pick the lock but is unsuccessful. He takes a moment to study the lock.
Aeric Perception: 1d20 + 9 ⇒ (13) + 9 = 22
He is reasonably sure this is a simple lock.
DC 20. Needs three successful checks to unlock. They do not have to be consecutive from what I'm reading.. You all can keep trying until you break all your picks or come up with a different solution. Or, alternatively, we can say you take your time and hand wave the checks since you would eventually succeed. Really the only stakes at this point are whether or not you break you picks with a crit fail. We've already broken one set, I don't need to see you all break the rest.
| Agent Ken Mason |
yeah, that works.
| GM TK-421 |
Majority rules.
The three thievery inclined agent's put there heads together and, with a little time, are able to figure out the complexity of the lock. They are also relatively convinced the door is not trapped.
| Roscoe Talbot |
Roscoe doing what he does best and supervises the agents opening the lock. Good Job everyone. Now let's see what's inside.
| Agent Ken Mason |
Mason nods to indicate he's ready for danger.
| GM TK-421 |
The door stands ready to be opened.
The agents stand ready to open the door.
The door seems incapable of opening itself.
The agents stare intently at the door, quivering with anticipation.
Whatever shall the agents do?
| Aeric Hiderous |
Aeric looks around and sees everyone at the ready. So he opens the door.
Agents of Edgewatch. The situation is contained, let us get you to safety.
| GM TK-421 |
To the southwest of this broad room, a small screened-off area connects to a finely lacquered counter, which separates the wall and attached bookcases from the room proper. The bodies of three humans lie on the floor. Their clothes are stained rust red, but their faces are pale and shriveled.
Once the door is opened the agents heard the flapping of wings, almost a buzzing sound start from the dead silence.
Aeric: 1d20 + 9 ⇒ (15) + 9 = 24
Roscoe: 1d20 + 5 ⇒ (1) + 5 = 6
Rocky: 1d20 + 4 ⇒ (3) + 4 = 7
Mason: 1d20 + 6 ⇒ (14) + 6 = 20
Yellow: 1d20 + 6 ⇒ (10) + 6 = 16
Red: 1d20 + 6 ⇒ (6) + 6 = 12
Orange: 1d20 + 6 ⇒ (7) + 6 = 13
Green: 1d20 + 6 ⇒ (7) + 6 = 13
*** Round 1 ***
Bold may act!Aeric (-4 hp)
Mason (-2 hp, Wounded 1)
Yellow
Orange
Green
Red
Rocky
Roscoe
Currently you cannot see the source of the noise. As soon as you step around the corner you will be able to see them. Nature to ID. They are clearly hostile. You don't think they speak any language. They are tiny sized. I provided a blown up version just south east.
| Aeric Hiderous |
Aeric will raise his shield. Stepping into the room he finally gets a view of the creatures. Oh, ****!
Moving quickly to the corner, he wracks his brain to ID the creatures and pass on the info.
AC 19 with buckler, no shield block available
Nature +7 Trained
| Agent Ken Mason |
Mason moves forward as well, but tries not to block things up for Rocky or Roscoe, so wades into the are with the tiny creatures. Swinging the bigger rapier, and then holding up the smaller knife defensively.
not sure if you want to count that as normal or difficult terrain, or anything special. if difficult terrain, i'd be back one square
◆ Stride
◆ Strike, Rapier vs Red: 1d20 + 5 ⇒ (16) + 5 = 21
Piercing: 1d6 ⇒ 1
◆ Parry +1AC
| GM TK-421 |
N Tiny Animal
Attach When a bloodseeker hits a target larger than itself, its barbed legs attach it to that creature. This is similar to grabbing the creature, but the bloodseeker moves with that creature rather than holding it in place. The bloodseeker is flat-footed while attached. If the bloodseeker is killed or pushed away while attached to a creature it has drained blood from, that creature takes 1 persistent bleed damage. Escaping the attach or removing the bloodseeker in other ways doesn’t cause bleed damage.
Blood Drain Single Action Requirements The bloodseeker is attached to a creature. Effect The bloodseeker uses its proboscis to drain blood from the creature it’s attached to. This deals 1d4 damage, and the bloodseeker gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a bloodseeker is drained 1 until it receives healing (of any kind or amount).
Aeric raises his shield, moving into the room and identifies the creatures.
No movement issues. They're tiny and flying. Buzz buzz.
Mason strides in and strikes Red then takes on a defensive stance.
Yellow flies out of the room and finds Roscoe.
Yellow tries to attach itself to Roscoe.
Barbed Leg: 1d20 ⇒ 11 Hit
Then it drains blood from Roscoe.
Blood drain: 1d4 ⇒ 1
Roscoe becomes Drained 1
Orange flies over to Aeric.
Orange tries to attach itself to Aeric.
Barbed Leg: 1d20 ⇒ 4 Miss
It tries again.
Barbed Leg: 1d20 ⇒ 1 Miss
Green flies out of the room and finds Rocky.
Green tries to attach itself to Rocky.
Barbed Leg: 1d20 ⇒ 7 Miss
It tries again.
Barbed Leg: 1d20 ⇒ 5 Miss
Red tries to attach itself to Mason.
Barbed Leg: 1d20 ⇒ 1 Miss
It tries again.
Barbed Leg: 1d20 ⇒ 5 Miss
And again.
Barbed Leg: 1d20 ⇒ 3 Miss
*** Round 1 ***
Bold may act!Aeric (-4 hp)
Mason (-2 hp, Wounded 1)
Yellow (1 temp hp)
Orange
Green
Red (-1 hp)
Rocky
Roscoe (-2 hp, Drained 1)
| Aeric Hiderous |
Once attached, it will hurt to kill or rip them off. Carefully escaping keeps you healthy.
| Roscoe Talbot |
Roscoe will try to identify these things and then try to zap Yellow and Green
.
◆Identify Nature +6
◆◆Electric Arc
Electric Damage: 1d4 + 4 ⇒ (4) + 4 = 8
Basic Reflex DC 17
| GM TK-421 |
N Tiny Animal
Lowest save is Will
Reflex: 1d20 ⇒ 161d20 ⇒ 9 Two successes
The two Blood Seekers dodge but still catch part of the blast.
*** Round 1 ***
Bold may act!Aeric (-4 hp)
Mason (-2 hp, Wounded 1)
Yellow (-3 hp?)
Orange
Green (-4 hp?)
Red (-1 hp?)
Rocky
Roscoe (-2 hp, Drained 1)
| Rocky_ |
Rocky will attack green and then yellow
Flurry of Blows: 1d20 + 7 ⇒ (4) + 7 = 111d20 + 7 - 4 ⇒ (16) + 7 - 4 = 19
FoB damage: 1d6 + 4 ⇒ (5) + 4 = 91d6 + 4 ⇒ (4) + 4 = 8
Unarmed strike: 1d20 + 7 - 8 ⇒ (7) + 7 - 8 = 6
Unarmed Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Unarmed strike: 1d20 + 7 - 8 ⇒ (1) + 7 - 8 = 0
Unarmed Damage: 1d6 + 4 ⇒ (1) + 4 = 5
| GM TK-421 |
Rocky connects with her second strike in her flurry and manages to knock green down before it can latch onto her. Her subsequent strikes miss yellow.
*** Round 2 ***
Bold may act!Rocky
Roscoe (-2 hp, Drained 1)
( Round break )
Aeric (-4 hp)
Mason (-2 hp, Wounded 1)
Yellow (-3 hp?)
Orange
Green (-4 hp?)
Red (-1 hp?)
Adjusted the tracker so that enemies and agents can all go in one block each.
| Agent Ken Mason |
Mason swings at red again with his rapier and then the main-gauche before setting up his defensive stance again.
◆ Strike: 1d20 + 5 ⇒ (7) + 5 = 12
Piercing: 1d6 ⇒ 1
◆ Strike: 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 10
Piercing: 1d4 ⇒ 2
◆ Parry
| Aeric Hiderous |
Aeric sends a jolt of electrity into Orange and Red, then follows up with a stab at Orange.
Electric Arc DC 17: 1d4 + 4 ⇒ (1) + 4 = 5
AnimalHorn1: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15 No MAP as cantrip was not attack roll
Magic Piercing Dagger: 1d4 + 1 ⇒ (3) + 1 = 4
| GM TK-421 |
Mason takes a couple swipes at the bloodseeker but has trouble connecting with the tiny creature.
Aeric sends a spell their way.
Reflex: 1d20 ⇒ 71d20 ⇒ 3
Two failures.
Which brings down Red. He follows up with a swing at Orange which misses.
Yellow spends all three actions draining Roscoe's blood.
Blood drain ×3: 3d4 ⇒ (3, 4, 4) = 11
Which causes the agent to collapse. Yellow releases the agent.
Orange tries to latch on to Aeric again.
Barbed leg: 1d20 ⇒ 16 Hit
Then spends two actions draining the agent.
Blood drain ×2: 2d4 ⇒ (4, 4) = 8
Aeric becomes Drained 1
*** Round 2-3 ***
Bold may act!Rocky
Roscoe (Dying 1, Drained 1, Recovery check)
( Round break )
Aeric (-13 hp, Drained 1)
Mason (-2 hp, Wounded 1)
Yellow (-3 hp?, 11 temp hp)
Orange (-5 hp?, 8 temp hp)
Green
Red
| Aeric Hiderous |
Aeric hears the thud of Roscoe hitting the floor and sees the bloated assailant flit away. Nope, not going out that way. I got healer's stuff in the bandolier. He then spends some time trying to stab the creature on his chest.
AnimalHorn1: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16 I believe it is flat footed
Magic Piercing Dagger: 1d4 + 1 ⇒ (1) + 1 = 2
Sneak Attack: 1d6 ⇒ 3
AnimalHorn2: 1d20 + 6 + 1 - 4 ⇒ (1) + 6 + 1 - 4 = 4
Magic Piercing Dagger: 1d4 + 1 ⇒ (3) + 1 = 4
Sneak Attack: 1d6 ⇒ 2
AnimalHorn3: 1d20 + 6 + 1 - 8 ⇒ (4) + 6 + 1 - 8 = 3
Magic Piercing Dagger: 1d4 + 1 ⇒ (2) + 1 = 3
Sneak Attack: 1d6 ⇒ 3
AC 18, no shield block available
| Agent Ken Mason |
Mason looks to Aeric, moving closer and then swinging his weapons at the tiny critter clinging to his fellow agent.
◆ Stride
◆ Melee Strike, Rapier: 1d20 + 5 ⇒ (5) + 5 = 10
Piercing: 1d6 ⇒ 1
◆ Melee Strike, Main-Gauche: 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 19
Piercing: 1d4 ⇒ 2
| Rocky_ |
Rocky will flurry on Yellow.
◆Flurry of Blows: 1d20 + 7 ⇒ (20) + 7 = 271d20 + 7 - 4 ⇒ (8) + 7 - 4 = 11
FoB damage: 1d6 + 4 ⇒ (5) + 4 = 91d6 + 4 ⇒ (5) + 4 = 9
Will attack yellow unless it's down then will stride to orange and attack
◆Unarmed strike: 1d20 + 7 - 8 ⇒ (20) + 7 - 8 = 19
Unarmed Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Yay 2 Nat 20s!
| GM TK-421 |
Aeric scores a hit against his assailant but misses on the follow ups.
Mason strides and strikes twice, trying to knock the bloodseeker off of Aeric. His first strike goes wide but the second one is solid.
Rocky is able to hammer her fists through the temporary health Yellow gained from Roscoe and bring the beast down.
Then she strides into the room and gets into a spot where she can strike at Orange. She uncharacteristically is able to land a solid hit again and bring down Orange.
Having the creature knocked off if him, Aeric begins to bleed from the wound.
Persistent bleed: 1d4 ⇒ 1
*** Round 2-3 ***
End of CombatRocky
Roscoe (Wounded 1, Drained 1)
( Round break )
Aeric (-14 hp, Drained 1, Persistent Bleed)
Mason (-2 hp, Wounded 1)
Yellow
Orange
Green
Red
| Agent Ken Mason |
Mason will drop his rapier and pull out the healers tools, trying to put pressure on the weeping wound.
◆ ◆ Administer First Aid: 1d20 + 5 ⇒ (12) + 5 = 17
dc is set by whatever caused the effect, so not sure if success or failure, but seems like it might be good
Stabilize Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value).
Stop Bleeding Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage. The DC is usually the DC of the effect that caused the bleed.
Success If you’re trying to stabilize, the creature loses the dying condition (but remains unconscious). If you’re trying to stop bleeding, the creature attempts a flat check to end the bleeding.
Critical Failure If you were trying to stabilize, the creature’s dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.
◆ Manipulate, pull out health potion I’ll have to look up what type it is, but I can’t use it just yet anyways
| Agent Ken Mason |
since my dice were good earlier… maybe they’ll still be nice
Flat check, bleed: 1d20 ⇒ 6 freebie from mason
Flat check, bleed: 1d20 ⇒ 20 aerics check
| Agent Ken Mason |
as Roscoe is stable, and no other threats obvious, any objections to healing up our sleeping warrior?
Medicine, DC15: 1d20 + 4 ⇒ (12) + 4 = 16
Heals: 2d8 ⇒ (4, 1) = 5
| Roscoe Talbot |
Roscoe will stand up hurt but still alive. Thanks Mason. Let's get Aeric up and get out of here.
Rejuvenating Flames
Healing: 1d4 ⇒ 1
| Agent Ken Mason |
”Think we need to get you a bubble to wander around in Roscoe. Or maybe some big armored warrior. Wonder if there’s anyone like that in our unit.”
| Agent Ken Mason |
In that same kind of thinking, Mason checks around inside the construction site to verify no threats are lingering and any “contraband” or useful items are collected. In the name of Edgewatch of course.
| GM TK-421 |
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The agents recover their friends. Being thorough, they search the bodies for identifying items since they're shriveled beyond recognition. They find nothing of value on the bodies except for a key and a splendid bejeweled brooch in the shape of a dragonfly, they estimate it to be worth 10 gp. Searching the office they also find a bottle of rare Minkaian sake worth 10 gp. In the desk is a locked drawer where the the key from the body miraculously fits. Inside the drawer is 45 gp. The agents surmise this to be the petty cash fund that was offered to them as a reward.
The agents then escort the stonescales out of the building. They meet with Ama and explain the situation from the stonescalr perspective. With the capture of Rekarek and the explanation from Skerix about their innocent protest being commandeered, Ama and Skerix are able to come to mutually agreed upon terms. The project will resume construction on the following day.
Once the Edgewatch rescue the hostages, they can finally ask questions about the five specialist stonemasons and sculptors who went missing days ago. Unfortunately, the remaining laborers know fairly little about their missing comrades. The five all came over from Minkai together and didn’t associate much with the common laborers. On the night the specialists went missing, however, several people heard them complaining about the shabbiness of their assigned quarters and how they were going to talk to Jeremin Hoff about finding them better accommodations. No one has seen them since.
Ama is able to tell the agents that Jeremin Hoff is a powerful Absalomian labor broker who won the bid to provide local labor to the Dragonfly Pagoda project as well as to arrange building materials, temporary housing for the foreign workers, and other necessities. He’s notoriously corrupt—skimming building funds, bribing inspectors, and sourcing materials from sketchy vendors— but since that flexibility around the law also helps his projects get done on time and on budget, he never hurts for reputable clients. In addition, he was the person who initially introduced the pagoda architects to the Stonescales as a way of potentially expediting construction.
Skerix is happy to provide her perspective. She doesn’t know anything about the missing stonemasons, but she suspects that Hoff and his associates might (as far as she’s concerned, the shady businesspeople know everything going on in the upper city). Skerix also knows something even more important: the House of the Planes, Hoff's social club has a secret back door that Hoff used to bring her in for the initial meeting. She suggests to the Edgewatch agents that they sneak into the club to observe or question him incognito, and she draws them a map to the secret entrance.
The agents Unless they feel like role-playing out the encounter return to the precinct where they make their report to the desk Seargent. When they cover the part about their initial difficulties, the Seargent interrupts and says, "Clever of you to get captured to find the hostages and negotiate with the reasonable one. I'll make sure to pass on your ingenuity to the Lieutenant." and winks.
With the report taken the Seargent bids the agents to head home and get some rest then report back in the morning.
Healing can be done by experienced medics at the precinct. Also all purchases and sales can be done there too.
I guess thats about it... unless I'm forgetting something...
LEVEL UP!!!
| Towerr Shield |
Just making a comment here to lock my character into the campaign.
| Roscoe Talbot |
After selling the items all 4 of us and the party loot get 11gp each. Also kept the bottle of Minkaian sake and didn't sell it.
Roscoe is going to hold onto his money and is ready to go!
| Agent Ken Mason |
While Boris in the requisitions office tries hard, his ability to find the more exotic items is less than impressive at times. So, Mason heads out to one of the local shops. A place he has been window shopping at for months now. With a fresh pouch of gold, the investigator steps inside and is greeted by all manner of alchemical scents.
”Ah. Finally I can afford it.”
Setting the coins down, the shopkeep passes over the shiny new Dueling pistol, a basic leather holster, and a few boxes of ammunition
I don’t technically see a price for non-magical holsters… so I figure as they’d be a bit of an oddity, but otherwise mundane, 1gp seems good?
on the question of transferring the rune to it, it’s “1 day”. Generally that works out to 8 hours of work in game mechanics. Mason can’t do it himself yet, but maybe someone on the team could? Or Boris perhaps? Either way, good to move on for the next day here