| Helping Hand |
Helping Hand climbs into one of Rogarch's pockets and imbues her with a touch of divine energy.
Guidance is cast.
Gorrig
|
Instantly alert at the idea of a threat, Gorrig springs out of bed and grabs his sword, but doesn’t leave the room just yet.
Since I can’t sleep in armor, AC is currently 13/13/10.
Gorrig
|
I think we should be. I once saw a fascinating video about medieval sleeping arrangements, and apparently it was common for inns to have just one or a few giant beds. People didn’t rent rooms, that would’ve been way too expensive, they rented bed space. So we would probably all want to be sleeping in the same room.
Rogarch
|
Rogarch nods in appreciation to Azora for her blessing and then runs up Lucerne Hammer in hand. The Bloodrager's form begin to blur as her arcane rage is triggered and she attempts to flatten Red with her reach weapon.
(Blur effect is triggered with her rage. 20% miss chance and practical immunity to precision damage and sneak attack damage barring some special exception to this rule)
To Hit,Bless,Guidance,Rage,Power Attack: 1d20 + 9 + 1 + 1 + 2 - 2 ⇒ (7) + 9 + 1 + 1 + 2 - 2 = 18
Damage,Bludgeoining, Cold Iron, Rage, Power Attack: 1d12 + 6 + 3 + 6 ⇒ (3) + 6 + 3 + 6 = 18
Helping Hand taps Rogarch for luck (Guidance is cast).
Gorrig
|
Gorrig rushes to the doorway and plants himself in it, his curved two-handed sword in a ready position. ”You want them? You go through me.”
Readied action (melee attack + bless vs first enemy to attack him): 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
Damage: 1d10 + 7 ⇒ (10) + 7 = 17
Rogarch
|
Rogarch falls out of her rage, puts her hammer away and shuffles around some of her equipment.
"Is that all? It was barely worth waking up for."
Rogarch inspects the people that have just attacked them.
At this point we have at least three active players. We should be more than able to handle anything this scenario has to throw at us as it is tier 1-2.
GM Qstor
|
"We're fine," Gorrig calls out, wiping the blood from his sword. "They're not," he adds grimly.
Another voice similar to the first calls out in Broken Common "Father want to speak with Pathfinders about Zig and Phlegos Dulm,. Pathfinders come down."
Azora heads to the fallen to see if they may be saved. If not, she begins checking pockets for information.
Stabalize as needed.
Each of the thugs has masterwork studded leather, daggers (5), short sword, thieves’ tools, 25 gp.
No notes in their pockets.
Gorrig
|
"Help me into this thing, would ya?" he asks his allies, picking up his breastplate. "I'm not gettin' caught with my pants down twice."
With help it will take 2 minutes. One person can help two others at the same time if needed.
Rogarch
|
Rogarch splits up the treasure to transport back. At least they will not be going home empty handed.
She calls down.
"We will be down in a minute."
The Bloodrager helps Gorrig don his armor.
"They were not much of a threat but that is not a reason to get cocky now."
GM Qstor
|
The Pathfinders hide the bodies.
assuming you head outside and follow the figures
In the dark alley two small figures step out. You recognize them as goblins. They don't look threatening and have their arms out and up palms facing you.
"Follow us" They say in broken common. "We no hurt. But must wear this. Father no want human see house." They hold out burlap sacks.
Rogarch
|
Rogarch looks over to Azora. She has no intention of wearing the hood but has no intention of threatening them yet.
Maybe some Diplomacy would do the trick.
Gorrig
|
Gorrig shakes his head. ”Sorry, friends, but we just got attacked once and I’m not going anywhere blind. If it helps, I’m terrible at remembering directions so your secret’s safe with me.”
Rogarch
|
Rogarch nods.
"We are not going to tell anyone about the location of your father's house."
Diplomacy Aid, DC 10, Guidance: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Good thing that aids cannot hurt as that was a terrible roll!
GM Qstor
|
"You trust enough to ask for help. How about you trust a little more?"
[Dice=Diplomacy]1d20+10
One of the goblins put his head in the sack then quickly pulls it out.
He scratches his head.
"Um..okay. But fire lady promise NO tell people where we live! We live in Trader shop!" The other goblin taps the back of his head.
"No tell!" he shouts.
"Oops come.." says the first goblin.
They lead you to the Fine Trader shop and you head downstairs. There's about 15 goblins. A barmaid, a tanner, a butcher etc. There's an older goblin with a pot belly. He steps forward. None of the goblins have weapons out.
“Welcome, my friends, to my humble home. My name is
Moneymaker. Yigrig Moneymaker, at your service, and this is
my family. “I have heard good things about you from my son, Zig. Sweet
kid. A sweet kid who should not suffer for a crime he did not
commit, wouldn’t you agree? “Let us cut to the chase. I am led to believe you have been looking into Phlegos Dulm. He was your friend, but he betrayed you. He was my friend too, but he has betrayed me, sacrificing my very own son to do it. It is in the best interests of both of our organizations to see him pay for his crimes, wouldn’t you say?”
Gorrig
|
Gorrig can’t help but smile when one goblin lets slip the location of their hideout. Goblins…
”And you’re sure he didn’t do it? If he’s really innocent, we have a duty,” he says to his allies as much as to the goblins, ” to make sure he goes free. I’m in.”
Rogarch
|
Rogarch nods.
"Show us what you have and then we will see what we can do."
GM Qstor
|
The old goblin continues Okay...You bring evidence to free Zig to me. Free slaves that the three poisoned Pathfinders were seeking are currently prisoners of Phlegos Dulm himself. Me also know where
slaves are being held. Slaves are in old pub near docks. Pub is the heart of Phlegos’s slave trade. Question?"
Rogarch
|
"Sure, what is the name of the old pub near the docks?"
"Also do you know if there are any secret ways into this pub?"
Gorrig
|
"Phlegos is keeping prisoners? That scoundrel needs to be rooted out of his hole and brought into the light. What do you know about the pub's defenses?"
Rogarch
|
Rogarch nods.
"Alright, we will take care of it."
The bloodrager leads the party to the docks and the Salty Mermaid.
Gorrig
|
Gorrig grabs the rest of his weapons and gear from their room and heads to the pub. (I assume we’re given directions?)
GM Qstor
|
Gorrig grabs the rest of his weapons and gear from their room and heads to the pub. (I assume we’re given directions?)
yep I moved your tokens to Map 2 on the slides.
The Pathfinders head over to the docks. The sun not yet just peaking over the top of horizon. The water laps at the pier.
You spot a guard with four dogs.
Gorrig
|
”So what’s the plan?” Gorrig asks the others, making sure they’re out of earshot. ”I’m sure we could take out the guard and his dogs easy enough, but it’s the noise we gotta worry about.”
Rogarch
|
Rogarch agrees that attacking the guard and dogs make little sense. She keeps her voice very low as she responds to Gorrig.
"Well, we are adventurers. We could just go in for a drink and take it from there."
The bloodrager calls out to the guard knowing full well that they will never be able to sneak past four trained dogs.
"Do you know where the Salty Mermaid is? We hear that the drinks are not watered down and the prices are fair."
Azora
|
"Closed?!?! But we came ALL the way here. Come on friend, sell us a drink. I mean you are literally in the drink selling business. One little mead ain't gonna get anyone in trouble. Be a pal, will you?"
Diplomacy: 1d20 + 10 ⇒ (12) + 10 = 22
GM Qstor
|
"Closed?!?! But we came ALL the way here. Come on friend, sell us a drink. I mean you are literally in the drink selling business. One little mead ain't gonna get anyone in trouble. Be a pal, will you?"
[dice=Diplomacy]1d20+10
"No LEAVE now! Or I'll sick the dogs on you!"
Gorrig
|
My Intimidate is almost as good as Azora's Diplomacy, I could try that next. It might turn this into a point-of-no-return though.
Rogarch
|
Rogarch grabs her pole-arm in both hands as she prepares for the likely combat.
"It is a real shame to have to kill you and the dogs. Just tell us where the slavers are hiding and you can leave."
Intimidate, Aid to Gorrig, DC 10: 1d20 + 6 ⇒ (19) + 6 = 25
Go ahead with the Intimidate roll otherwise it is hammer time!
Gorrig
|
Drawing his two-handed sword Mercy, Gorrig moves in while keeping close to the nearest building. "So be it," he growls.
Double move.
Rogarch
|
Rogarch moves up shoulder to shoulder with Gorrig. Her enormously long hammer threatens to thrash the first dog that comes within reach.
Helping Hand taps his mistress for luck (Guidance is cast).
Double Move. I will roll an attack of opportunity should one of the dogs provoke an attack of opportunity from Rogarch's reach weapon when they approach.
AoO,Lucerne Hammer,Guidance, Power Attack: 1d20 + 9 + 1 - 2 ⇒ (13) + 9 + 1 - 2 = 21
Damage, Power Attack: 1d12 + 6 + 6 ⇒ (9) + 6 + 6 = 21