Saria Fartul |
"You all fought bravely and well. Thank you for keeping me alive. I promise to do better next time and not be a burden."
"Bel, you are not a burden! You even managed to disarm the assassin just after regaining your senses, which let Zadira and Eskander deal with her with basically no resistance! What happened to you could have happened to any of us - she caught us all unaware. And I knew they had someone on the rooftops - I should have watched them more closely."
"Ours can be a dangerous occupation, I know that all too well. Which is why I intend to do everything I can to make sure we all get back from our missions." As she finishes her sentence, Saria throws a quick, sad glance at the weathered wayfinder at her waist, before turning her attention towards Zadira's potions.
"Let me give those a quick look - extra healing is always welcome."
Casting Detect magic to try to identify the two types of potions. And apparently we can also identify them by taste with a perception check (source, Identifying Potions) - how safe is that option supposed to be? I don't really want to try it and then have one of them turn out to be poison or something.
Spellcraft, potion A: 1d20 + 6 ⇒ (9) + 6 = 15
Spellcraft, potion B: 1d20 + 6 ⇒ (6) + 6 = 12
"I'm sorry, I can't be sure of what any of these potions are for."
"Regarding Natalya and her gang, I agree with Eskander - I'd prefer to avoid a fight with her if possible - we were asked to get her back alive. I am a bit worried about her gang though - goblins aren't known to be the most reasonable of creatures."
Saria Fartul |
Yeah, it didn't really seem like a good idea, and I'm happy with my decision to stick with detect magic, even if it got us no results. I just had to ask because it just seemed crazy to have the option at all - "Let me try the mystery liquid to see if it tastes like a potion of Cure Light Wounds! What could possibly go wrong?"
Eskander Sforza |
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Eskander, who had been glancing at the potions and making quick notes in his notebook, looks down at the climbing harness deposited at his feet. He nervously tucks the book away, and methodically begins putting on the harness, giving the sense that he had no idea what he was doing with it. Finally satisfied it was on correctly, he gingerly approached the building and began to climb the wall tentatively.
After what seems like an eternity, he reached the roofline. Gulping, he swung his leg over and climbed up cautiously to retrieve the hand crossbow dropped there. Moving VERY deliberately, he picked it up and slid it into one of the loops on the harness before painstakingly making his way back down.
Once on the ground the bookish half-elf practically shook with the effort, but proudly holds up the crossbow to Bel, here, maybe you can figure out where to offload this? before awkwardly getting out of the climbing harness.
Izabelia Nirodin |
Bel will use her CLW's spell to heal herself to full HP. Don't want Saria tasting each liquid to see what it is. ;)
===
Bel took possession of the crossbow from Eskander as he worked on removing the climbing harness from his person. She contemplated the best place in the city to foist it without question or prying eyes (and get a fair price).
Know. Local - best place to sell the crossbow: 1d20 + 6 ⇒ (8) + 6 = 14
DM Dickie |
Bel knows that the weapon (and all of the woman's gear) might just be somewhat recognizable as belonging to one of the Tower Girls, and as a result it's sale and the seller could potentially become targets for retribution, but unfortunately cannot think of a non-Sczarni linked fence in town who might want to handle it. It is possible finding an anonymous nomadic merchant at the Bazaar of Sails in the Dockaway district might work out, as those merchants are not always permanent but often are setting sail or traveling with caravans.
Izabelia Nirodin |
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"Eskander, that Tower Girl's weapons and gear could be recognised by a common seller in town. We don't want to be targeted for retribution if we're seen fencing them. There may be a nomadic merchant at the Bazaar of Sails in the Dockaway district we can try. They move in and out of the district and they will not have heard of the Tower Girls. Best we keep this crossbow and any other gear hidden, out of sight until we can sell it."
Saria Fartul |
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Sorry Bel, completely forgot your CLW was contingent on not getting healed in another way - I think it might be better if you let me cast and save your slot for later - I can prepare a new one on the new slot I just got, to make sure we have emergency healing if the talk with Natalya goes wrong, and I think I have enough non spell options to contribute. That way you can keep your own options open.
"Here Bel, let me finish taking care of that wound - you can save your own magic for later."
Cure Light Wounds: 1d8 + 2 ⇒ (5) + 2 = 7
With the damage finally healed, Saria smiles with a relieved sigh.
"There, the wound seems to have finally closed. How does it feel now, Bel?"
"And I think I might still have some magic left to manage one more casting - I just need a moment to prepare" Saria closes her eyes while Eskander sets out to retrive the crossbow, focusing her mind for some minutes.
Filling out the new open spell slots, preparing one last CLW, and touch of fatigue as the new cantrip
With her meditation over, Saria comments on Bel's warning about the items:
"That makes sense - we should definitely be careful with her gear. But if it's that recognizable, then surely Natalya will know better than anyone that it belonged to her previous associate - showing it to her might help us avoid any more fighting, by convincing her both that we're not with the Tower Girls, and that we are capable enough in a fight"
Zadira |
Zadira nods.
"Perhaps it would be useful to display it as we go in to talk to Natalya. If she lets us in, of course."
She walks over to Natalya's place to see if they would be welcomed, or would have another fight on their hands.
Also, correction. There are actually 5 potions. Three of type A (the one she had in her hand), and 2 of type B. I was reading back to try to figure out what of her possessions we could display as we walked in, and realized I got that wrong.
Izabelia Nirodin |
Upon Saria's insistence to magically heal the remainder of her wound, Bel accepted and granted her space to wield her healing magic.
"There, the wound seems to have finally closed. How does it feel now, Bel?"
Bel steadily turned her neck from side to side and felt around the skin that recently had a large puncture wound. Now, it was knitted clean and whole and she smiled and replied, "It's healed right up, Saria. Thank you, again."
Handing the Tower Girl's crossbow to Zadira, Bel offered the two women, "Before we move on, let me try to identify each kind of potion. It'll help if we know what we have. Then onto Natalya's as Zadira has suggested."
Bel cast Detect Magic on the potions,
Spellcraft on Type A: 3 potions: 1d20 + 5 ⇒ (12) + 5 = 17 (+2 from Saria's check as aid?=19)
Spellcraft on Type B: 2 potions: 1d20 + 5 ⇒ (15) + 5 = 20 (+2 from Saria's check as aid? = 22)
Spellcraft, additional if necessary: 1d20 + 5 ⇒ (19) + 5 = 24
DM Dickie |
Sorry. Taking things kind of slow, but map updated and here we go...
Bel can easily recognize the first trio of potions are the sort to be used to treat lacerations and contusions, while the other two help to alleviate more severe symptoms of diseases or toxins.
3 CLW potions. 2 lesser restoration.
Zadira opens the rotting door. The entire floor of this chamber has collapsed into a pool of water five feet below. The earthen walls of this flooded subcellar ooze with foul rivulets, and the smell is abominable. Two oozing sewer pipes protrude through the east wall of this pit just above the level of the sewage. Part of the ceiling above the entrance has collapsed, revealing an attic crawlspace above; a rickety ladder leads up from the water into the crawlspace. A door stands in the far wall across the sludge pit. A wooden plank balanced between both doors makes a precarious bridge between the two doors.
Walking across the narrow plank requires a DC 10 Acrobatics check.
Izabelia Nirodin |
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"I believe they're all healing potions of a kind: these three can be used to treat lacerations and contusions (CLW) and the other two can be used as remedy to grave diseases and toxins (lesser restoration). They'll certainly be useful," Bel looked at Saria and smiled, handing her almost all of the potions except for one. "I'll keep one of the healing potions on my person, if that's okay..." (Bel has claimed 1 CLW potion.)
====
Perception (DC 15): 1d20 + 8 ⇒ (4) + 8 = 12
Arriving at Natalya's, Bel watched Zadira open the rotting door and quietly asked from her place beside the companions (knowing the other woman had a better vantage), "Zadira, what do you see?"
Eskander Sforza |
perception: 1d20 + 8 ⇒ (11) + 8 = 19
Healing will definitely help us in the long run, we saw how close that was just now. the half-elf peers around the others and points at the ladder, I don't think that ladder could support anything, look at all the wood rot in its rails. I guess we'll have to try the plank to get across? I think I can make it over there, but I don't know about that door, if it is locked or something. he asks the others, shielding his face from the fumes with a scarf he pulled out from the top of his pack. The scarf was a medium-blue and had obviously seen its fair share of the world out there, even if Eskander hadn't.
Zadira |
Zadira pulls a decorative scarf from around her neck, covering her nose and mouth, trying to deal with the smell.
No wonder noone wants to work for this woman. What abysmal working conditions.
She describes the situation to Izabelia who can't see.
Perception: 1d20 + 9 ⇒ (14) + 9 = 23
Yeah, Mallory, but as Eskander said, the ladder probably can't take anyone's weight, not just yours. I think the plank is the only option, really. I guess you could wait here for now if you don't think you can make it across?
Acrobatics: 1d20 + 2 ⇒ (18) + 2 = 20
She walks across the plank to the door.
She examines the door briefly...
Perception: 1d20 + 9 ⇒ (11) + 9 = 20
... before attempting to open it, if it looks safe/untrapped.
DM Dickie |
The drop from the plank isn't too far, less than ten feet. Jumping down on purpose would not result in damage since its a fairly soft landing into the muck. The muck does not look too deep, but would be difficult ground to move through. Given how it looks and smells, you can expect exposure would mean risking getting a disease.
The door is barely on its hinges, so Zadira cannot imagine a scenario in which it is trapped. It does not appear to be locked, either.
Before she can actually open the door she hears an odd sound echoing from the pipes to the east. An impossibly bulbous green head emerges from one pipe, singing a song that perfectly describes the excitement of eating fingers off of living human toddlers. More goblins immediately appear from the pipes, joining in the song. One holds a broken broomstick. The others hold greasy bags of glass and filth.
Zadira Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Mallory Initiative: 1d20 + 1 ⇒ (1) + 1 = 2
Eskander Initiative: 1d20 + 1 ⇒ (18) + 1 = 19
Bel Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Zadira Initiative: 1d20 + 6 ⇒ (18) + 6 = 24
Round 1
Everyone except Mallory acts before the goblins. I am ignoring Polly at the moment, she can be backup if things go south and for now we can assume she's making sure to watch the house in case someone tries to sneak away or something. The goblin with the dot is the one holding the broomstick.
Eskander Sforza |
Eskander jumps when the goblin's head appears from the pipes, They weren't kidding! Goblins are working for her. Hey goblin! Leave! his voice edges harder and his eyes flash for a split second as he tells the goblin to go away. He swings his longspear to cover the plank should the goblins try to jump onto it.
Cast Cause Fear on the goblin with the stick Will save DC 15
Zadira |
Zadira is listed in the initiative rolls twice. I think the second time is for someone else, since the init is +6 instead of my +3.
Zadira is torn between going forward or back, not wanting to fight in this disgusting place. She opens the door, and then from what she sees, she decides whether to move forward or back out the other way.
Saria Fartul |
I think the second initiative is mine - Saria is missing from the list and the bonus matches up
Zadira is too exposed alone out there - Natalya might be near and we should avoid another surprise attack. And I don't think we really want to be fighting inside this room - we could fall down into the muck all to easily and become easy targets for the goblins.
Saria moves quickly towards the door while whispering a small chant and focusing on one of the goblins.
Using Confusion Curse on the bottom right goblin. Will DC 16 or become confused for 2 rounds
"Zadira, do you think you can cross back towards us safely? I'm worried about Natalya sneaking up on you while we're distracted with her gang, just like her Tower Sister companion did."
Izabelia Nirodin |
Bel moved closer to Saria's side (stepped 5 ft), standing just behind the woman. Calling upon fortune's favour to guide her with whatever came next, she stood rapier ready to attack any incoming/attacking goblin.
Readied Rapier Attack on goblin with Archaeologist's Luck and Fate's Favoured: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
dmg, if hits: 1d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9
DM Dickie |
Between them being effectively a full story below and them being small Bel won't exactly be able to threaten if they don't find a way up to the peak or some spit on the ground level. If you'd like to reconnect before I resolve the current stuff (hopefully tonight after work so Mallory can act!) feel free. Otherwise I have a way to use your attack when the goblins go for an effect kf some sort.
Zadira |
I need to know what she sees when she opens the door to know how to respond to Saria. Likely my move action will be back out, but if, you know, Natalya is there and I can tell her we're with the society and have a chat while she calls off her goblins... I mean, we don't want to fight her if we don't have to...
Zadira |
Okay, good enough I suppose.
Yeah, I think so. replies Zadira to Saria.
Acrobatics: 1d20 + 2 ⇒ (17) + 2 = 19
She successfully crosses the plank and exits the building, back with the group.
DM Dickie |
I am assuming Bel would want to not be the only one left on the plank, so I put her at the door's edge in case any try to climb up (they won't, but it sounded reasonable).
F dur: 1d4 ⇒ 3
Gwil c: 1d20 - 1 ⇒ (9) - 1 = 8
Conf: 1d100 ⇒ 6
PoF vs touch: 1d20 - 1 ⇒ (18) - 1 = 17 B
Duration: 1d6 ⇒ 2
PoF vs touch: 1d20 - 1 ⇒ (13) - 1 = 12 Z
PoF vs touch: 1d20 - 1 ⇒ (8) - 1 = 7 S
Zadira opens the door on the other side of the plank to reveal a room similar to this one, where the floor has fallen away and leaves a flooded basement exposed. There is no plank, but the floors along most of the walls are intact enough to walk on carefully. Two gobli s armed with heavy crossbows sit behind a barricade on the corner farthest from the door. They're caught somewhat by surprise and do not fire yet.
Broomstick's eyes go wide as Eskander shows him a vision of terror. He makes an "eep" sound before running back into the tunnel from which he emerged.
Saria's magic also seems to take hold of a goblin, but despite it's confusion, it follows the others in their actions.
The other three take up places in the center of the mucky basement and hurl their bags up at Bel, Zadira, and Saria. Zadira and Saria are lucky enough to avoid being struck, but one bag just barely catches Bel despite the cover provided by the doorway. It explodes all over her in bits of glass and fecal matter.
Bel takes 1 point of slashing dage and is sickened for 2 rounds. A DC 12 Fortitude save reduces the sickened condition to one round.
The goblins begin singing a taunting song that is quite childish and annoying. Despite the dogslicers and shortbows they carry, the three pull more of the gross satchels off their tattered belts.
Mallory is up! Then starts Round 2.
Everyone can act, but Mallory's actions occur first.
DM Dickie |
Based on the initiative mix-up, I think my confusion is that I keep getting Zadira and Saria swapped in my head. So the actual target would have been Mallory, but being farther back she benefits from total cover so all attack will miss. Sorry, I don't know why ioved things around in the first place. Need to get my head in the game!
Okay, carry on!
Zadira |
Zadira shoots through the doorway at the left goblin.
Attack (Longbow): 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10 (point-blank)
Damage: 1d8 + 1 ⇒ (1) + 1 = 2 (point-blank)
sadly, missing.
Saria Fartul |
Saria focuses on another goblin and attempts to cloud its mind as well, hoping it stops it from lobbing more disgusting bags towards the party, and then takes a step back, to allow someone else to fire on the goblins with cover from the wall.
Same as before, Confusion Curse against another goblin (Will Save 16 or be confused for 2 rounds). Hopefully the 75% chance to have a positive effect works in our favor this time.
Izabelia Nirodin |
Round 2
Dropping her rapier by her feet, and calling upon fortune's favour (swift action), Bel drew her shortbow, nocked an arrow and shot through the doorway at the goblin in the middle.
Shortbow Attack with Archaeologist's Luck+Fate's Favored: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Dmg with AL/FF, if hits: 1d6 + 2 ⇒ (1) + 2 = 3
DM Dickie |
PoF vs touch: 1d20 - 1 ⇒ (14) - 1 = 13
Gfor: 1d20 - 1 ⇒ (20) - 1 = 19
Gwil S: 1d20 - 1 ⇒ (12) - 1 = 11
Gob c: 1d100 ⇒ 63
Damage: 1d8 ⇒ 7
Gwil E: 1d20 - 1 ⇒ (6) - 1 = 5
Despite the misses by Mallory and Zadira, the goblins find themselves having a very bad time. One throws his bag at the middle goblin, who moments before was nicked by Bel. The middle goblin, in response to this unprovoked attack, smashes himself in the face with his own bag of filth. That goblin collapses into the muck as the one of the left merely stands there, bobbing somewhat from Eskander's spell.
Magic is the hero again for this team, lol!
Round 3
Everyone is up, map is current.
Zadira |
Zadira shoots again at the goblin she can see through the doorway...
Attack (Longbow): 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8 (point-blank)
Damage: 1d8 + 1 ⇒ (1) + 1 = 2 (point-blank)
... missing again. Maybe the smell was getting to her.
Izabelia Nirodin |
Round 3
Bel nocked an arrow, calling upon fortune's favour, and fired at the goblin to the right of the doorway.
Shortbow Attack with Archaeologist's Luck+Fate's Favored: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Dmg with AL/FF, if hits: 1d6 + 2 ⇒ (3) + 2 = 5
Saria Fartul |
Saria focuses on the goblin on the left and again casts the same hex she used on its other two companions, hoping for similar results.
Same as before, Will DC 16 or be confused for 2 rounds. Last one for this group :), I'll have to switch back to firing my crossbow.
Eskander Sforza |
Eskander hesitates, seeing his comrades launch arrows at the goblins, trying to consider what would be most useful, Can I reach them with the spear? NO CHILD USE THE MAGIC... what magic, I don't know what you mean? The one spell isn't going to help... his eyes begin to get a little wild, but he stays calm when suddenly a brick dislodges from the bottoms of the pit and slams into the standing goblin on the right.
Telekinetic Projectile: 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 1d6 ⇒ 2
DM Dickie |
Conf: 1d100 ⇒ 55
Dam: 1d8 ⇒ 1
Zadira and Mallory find the cover mixed with the goblin's small size and natural quickness difficult to overcome, but Bel's luck is with her today as her arrow punches hard through the filthy creature's shoulder. It looks ready to pelt her with the filth pouch until Eskander's brick clonks it on the head. The remaining goblin smiles and drops the bag onto his feet.
Round 4
Everyone is up, just the one goblin remaining and it has confusion for one more round.
Zadira |
Zadira shoots and misses again.
Attack (Longbow): 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11 (point-blank)
Izabelia Nirodin |
Round 4
After Zadira's shot, Bel moved to the other side of Mallory in order to get a better vantage through the doorway. Then nocking an arrow, fired at the remaining goblin.
Shortbow Attack on goblin: 1d20 + 4 ⇒ (17) + 4 = 21
Dmg, if hits: 1d6 ⇒ 5
Saria Fartul |
Seeing her hex apparently taking hold, Saria takes aim with her crossbow and joins her companions attempts at shooting the remaining goblin, but the shot goes quite wide.
Attack: 1d20 + 3 ⇒ (3) + 3 = 6
damage: 1d8 ⇒ 6
Eskander Sforza |
Eskander focuses again on the goblin, threatening the space around his companions with his spear. He seemed to relax some as the tide of battle seemed to be going in their favor. Another brick launches itself from the broken sewer walls at the last standing goblin, smashing into the goblin's gut with a dull thud.
Telekinetic Projectile: 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 1d6 ⇒ 2
DM Dickie |
The last goblin weaves slightly in its confused state, wandering right out of Zadira's aim and into Bel's shot. It goes from weaving to wobbling, obviously suffering from severe damage and ready to drop in a moment's notice. Eskander's brick seals the deal and the last defender in this room falls.
May as well save Mallory the bolt. Just a reminder: you know there are two goblins past the door behind cover with ranged weapons. There doesn't appear to be an exit in the flooded basement except the small pipes the goblins came from (and one fled back into). There is a ladder leading up, however it looks unsafe.
Saria Fartul |
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Following Mallory's lead, and hoping her words have put the goblins in a more reasonable mood then the group they'd just encountered, Saria adds, hoping to avoid any more fighting:
"We're not here to fight you or your boss - in fact, we just stopped an attack from one of her previous companions and her gang of hired thugs! We just want to talk to her."
Diplomacy: 1d20 + 6 ⇒ (18) + 6 = 24
DM Dickie |
Mallory's threats are met with the sound of laughter and spitting raspberries from the goblin's wide mouths. Saria, on the other hand, receives silence for a moment. Then a goblin shouts out, "We saw fight, we tell boss."
A few minutes later you hear a woman call out. "Very well. Send one representative to meet me just across the plank."