Czav Zdarilescu
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Czav draws a blanket from his backpack and tries to put out the fire: "Someone can stabilize him? Weren't we supposed to keep him alive?"
Seth Darthis
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"There are four forms of self-defense Czav. One of them is called 'in defense of a stranger'. This qualifies since despite our pleas for him to stop - he tried to kill you. As for stabilizing him..." Seth checks if he can.
Treat Wounds: 1d20 + 11 ⇒ (10) + 11 = 21
Czav Zdarilescu
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Czav laughs: "Don't worry, I won't get killed without retaliating. But I feel this fight may be a misunderstanding and I'm also worried we could be considered traitors by the rest of the hobgoblins, too."
GM Erich
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Elsha understands that the missive discusses a possible alliance between Raike and Morgroar, but cannot fully decode it. This did require a reroll as it initially failed...
healing for Czav: 2d8 + 10 ⇒ (6, 8) + 10 = 24
The hobgoblin has already passed on to Pharasma. Finishing the party's recovery, the group chooses what to do next.
Back to the overview map of the tunnels. It has now been about 30-40 minutes since you have been underground. There are still two ladders up to the huts on the surface (A-Greeleep's and B-Raike's) or the main entrance-C out.
Seth Darthis
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"I'm afraid that Master Sergeant Morgroar is beyond healing. Certainly, it will be difficult to explain his death to his kinsmen. But it appears we've found our 'snake in the grass'."
Seth looks at the two ladders going up and says "Should we deal with Raike first?"
Czav Zdarilescu
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"Difficult is an understatement... You know the laws in here? Because we just killed their master sergent, and all the prooves we have are fairly weak and can easily be forged. I can clearly see a mob deciding to quickly dispose of us as traitors."
Are the hobgoblins fair when it comes to justice? How do they handle murder? I have Society +7
PFS Corvus
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Let's deal with that if it comes to it. For now I suggest we check Greenlep's hut, he isnt using it anymore.
GM Erich
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@Czav Hobgoblins structure their society after military hierarchies. Their punishments are primarily social demotions, although execution or slavery are common for serious crimes, such as arson or desertion. You have at least some evidence that Morgroar has betrayed his unit, and he did attack you here in the tunnels. Greeleep witnessed these events, as well.
Czav Zdarilescu
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"Running away would be a proof of guilt, so I guess we don't have the choice. The lieutenant seemed to be a wise man, I hope he will wait until we finish explaining what happened. Also, we must alert the hobgoblins about what just happened as fast as possible. Another one of them just died... So let's check the tent quickly and then get out of it as quickly."
Harsk dwarf ranger2
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"Running away would be a proof of guilt, so I guess we don't have the choice. The lieutenant seemed to be a wise man, I hope he will wait until we finish explaining what happened. Also, we must alert the hobgoblins about what just happened as fast as possible. Another one of them just died... So let's check the tent quickly and then get out of it as quickly."
"Sounds good...let's check out the tent"
Harsk sticks his head in the tent and looks around.
Perception: 1d20 + 11 ⇒ (16) + 11 = 27
Elsha Ustosh
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There was a possible alliance between Raike and Morgroar, but the details aren't fully clear.
Elsha will take that Society reroll
Elsha concurs with the others about this situation.
Let's lay out the evidence. Perhaps a fuller decoding of this note helps paint part of the picture. To the tent it is.
Czav Zdarilescu
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"Yes, it's not the best moment, but maybe I can have a look, too, while you check the tent."
If it doesn't take too long, Czav has +7 in Society (so I don't expect to succeed but luck happens). I'll use a Hero Point in case of critical failure.
GM Erich
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@Czav You can confirm Elsha's reasoning on the matter, but cannot crack the entire code either. No reroll needed.
Climbing up the handholds into Greeleep's hut, you find a simple structure. Furs lie stretched over the dirt next to a stewpot. A cloth hat (likely the hat of disguise he mentioned) lies draped over a smattering of rocks dusted with sloughed, reddish scales that do match Greeleep's current color.
Taking a quick peek out the front door, you can see the same guard standing in front of Raike's hut, indicating that the rest of the hobgoblins have not returned from eating just yet.
You can return to the caverns below and try to access B-Raike's hut from below or exit from the main entrance-C (the way you originally entered). Of course, you could just walk out of Greeleep's hut too, but that would look quite odd.
Czav Zdarilescu
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Of course, you could just walk out of Greeleep's hut too, but that would look quite odd.
[sarcasm] Odd? Like having killed their master sergent and found that the Aspis halfling was in fact a disguised kobold who hatches half a dozen Huge size bulettes in a subterranean complex under the camp? Or even odder than that? [/sarcasm]
Czav Zdarilescu
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I'm sarcastic, but I actually like this adventure (well, fights are a bit too tough for my level but the story is nice). I just need to put my brain on hold a bit to accept that the hobgoblins haven't seen anything despite the great amount of weird stuff going on.
Czav Zdarilescu
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Czav sees the guard in front of Raike's tent and whispers to his companions: "Getting into Raike's tent seems complicated. Do we go out now? Seth, I encourage you to be ready for some tough negociation."
PFS Corvus
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We could use the trapdoor and avoid the guard outside the hut but I for one am not very stealthy. Anyone feel up to giving it a go?
Seth Darthis
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Seth says "It will be very tough. Having proof of what we say would help. Let's do Raike's tent from the bottom?"
GM Erich
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Moving quietly up the ladder to the Aspis leader's hut above, you emerge under a rug that needs to be carefully pushed away. Otherwise, the interior of Raike's hut is furnished with various plush fineries and amenities. A soft cot strides across the exquisitely-woven rug you adjusted. Below an adjacent nightstand sits a sturdy, footlocker.
Who all is coming up into the hut?
Elsha Ustosh
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Elsha creeps into the hut as well.
Stealth +12
Czav Zdarilescu
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Czav whispers to his companions: "I can make a diversion if you don't want to have issues with the guard."
And a large smile appears on his face.
Gosh, a bit too late, everyone posted their bonus. Considering our low bonuses, maybe I should go for my diversion, don't you think?
Seth Darthis
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"I don't mind you doing your diversion. That'll probably make it easier for us less stealthy folk to get in. Is it a magical diversion?"
Czav Zdarilescu
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Czav smiles: "It's all about magic!"
At that stage, you should have figured out that magic is not Czav's thing ;)
GM Erich
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@Czav Feel free to make a DC 24 Deception check of your choice for the guard if you wish to make a diversion.
Black Molly and Elsha move into the hut. As described above it is comfortable but otherwise non-descript. The only remaining challenge is the footlocker. Looking it over, it appears untrapped but locked.
It will require three successful DC 20 Thievery checks to disable the lock.
Czav Zdarilescu
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I don't have Deception, I wanted to just get out of Greeleep's tent, which should be a quick but clear diversion as the guard will hardly stay at his position (but he could go tell his homeys, so we'd have to be quick).
Elsha Ustosh
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| 1 person marked this as a favorite. |
Oh-oh, right!
The alchemist approaches the footlocker and sets his tools to it.
Pick a lock (DC20 Thievery): 1d20 + 12 ⇒ (9) + 12 = 21
Pick a lock (DC20 Thievery): 1d20 + 12 ⇒ (20) + 12 = 32
Pick a lock (DC20 Thievery): 1d20 + 12 ⇒ (16) + 12 = 28
It takes a bit of focus to keep at it, but it's nothing Elsha can't handle. He pops it open...
Seth Darthis
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Czav smiles: "It's all about magic!"
At that stage, you should have figured out that magic is not Czav's thing ;)
"If it's not, don't bother."
GM Erich
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Three separate scenes here, stick with me...
Czav steps out of Greeleep's hut and it takes a few moments for the guard to actually register what is happening. Then his training takes over and he steps forward quickly and menacingly, sword now drawn.
"What are you doing in there?" His words hang in the air awaiting the barbarian's response when suddenly the hut behind him fills with a pressurized burst and tortured flames leak out from the door flaps.
--------------------
As Elsha moves over to the footlocker, chooses an appropriate pick size, and nudges it into the lock opening, an invisible rune on it activates and the hut suddenly fills with heat and flame, knocking him and Black Molly back.
fireball damage: 6d6 ⇒ (3, 3, 2, 1, 6, 5) = 20 Need a DC 22 basic Reflex save from Elsha and Black Molly to alter the damage amount.
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As Seth, Corvus and Harsk wait anxiously below for a signal or alarm, the small opening above (reached only by the crude ladder) suddenly illuminates with the easily recognizable burst of a fireball.
---------------------
The roaring burst of the fireball rouses the rest of the camp in short order and Lieutenant Eloqi and the remaining hobgoblins rush into the clearing, followed soon by the Aspis delegation from the mess hall.
"What has happened, what was that sound? The lieutenant asks, truly suprised.
Each of you is in one of three locations at this point. What do you wish to do? Specifically, do you try to continue your (ultimately successful) lockpicking activities, Elsha?
Elsha Ustosh
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It occurs to Elisha just as the last bit slides into place in the tumbler. He mentally sighs and braces himself.
DC 22 Reflex: 1d20 + 14 ⇒ (2) + 14 = 16
If he has a hero point: DC 22 Reflex: 1d20 + 14 ⇒ (8) + 14 = 22
Elsha Ustosh
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How damaged is the structure he and Molly are in? If the walls are down he makes like he was on the outside when it blew.
GM Erich
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Still standing, just things are a bit charred inside. The footlocker is still intact as well.
Black Molly
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Ref save: 1d20 + 8 ⇒ (17) + 8 = 25
Molly catches a telltale flash of magic, and instinctively flattens herself against the floor.
She looks around at the damage, and glances at Elsha to make sure he’s okay. Then she peers inside the footlocker.
Czav Zdarilescu
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"What are you doing in there?"
"What could I be doing there? Ho, maybe my friend Greeleep invited me to his hu...", he says before being interrupted by the explosion.
"Man, you have explosive tents? I'll check Greeleep's one, it looks like there are important things to keep away from our eyes in there."
And he gets back quickly inside Greeleep's tent and takes the ladder back to his companions: "Raike's tent was out of our reach, I was sure about that. Seth, it's your turn to save the day."
Seth Darthis
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"Greeleep, we must go above. You need to wear your diguise again and vouch for us - say you'd invited us to your tent. Otherwise, the whole camp may turn on us and we won't stand a chance. Remember to use your disguise!"
assuming there's a need to convince the kobold...
Diplomacy: 1d20 + 9 ⇒ (7) + 9 = 16 rerolling if that's a fail
Diplomacy Hero Point: 1d20 + 9 ⇒ (19) + 9 = 28
GM Erich
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Elsha's hero point was used. Seth's was not necessary.
As Czav disappears, Raike moves quickly over to the Lieutenant to claim his ear before you can.
"I thought we had a cordial accord going here, but apparently the Pathfinders have resorted to some sort of assassination attempt?" she spits out, gesturing to the wisps of smoke emanating from her hut. "The dhampir is obviously a master of subterfuge and magic."
--------------------------
Greeleep's eyes widen as Seth's plea becomes real.
His resolved hardened, he rushes to the handholds to his hut to grab his hat. "It will take but an instant to transform back to the halfling shape, perhaps I should wait to reveal the treachery in full so they can see my true form. Ready when you are, I cannot face them alone."
--------------------------
Elsha, do you wish to finish your lockpicking task?
I now have Harsk, Elsha and Molly in Raike's hut. Greeleep (and Seth?) are heading up to the surface through Greeleep's hut. Corvus and Czav, where do you wish to go? The egg remains in the tunnels below as well (with Silverbeard it appears).
Czav Zdarilescu
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"The dhampir is obviously a master of subterfuge and magic."
Excellent!
Czav will follow Seth, supporting him, if possible, with his limited diplomatic skills.
PFS Corvus
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Corvus heads off with Seth to help out, heading over to help calm things down. As he does so Kimi bumps him to one side Dont even think about it little brother, you know you'll just make a mess of things
Lieutenant, you are a very wise and clever leader, no doubt you will want to look into everything that's been happening here. It looks like the Aspis haven't been playing fair but no doubt you spotted that for yourself.
Diplomacy: 1d20 + 10 ⇒ (13) + 10 = 23
GM Erich
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The fireball interrupted the initial attempt. Just asking if he wanted to continue or just leave instead.
Seth Darthis
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Seth climbs out to the surface. He quickly and quietly advises Elsha to continue with his task. "Go on please. If you plan to move over to Raike's. It is possible that her hut is similarly booby-trapped. Do whatever it takes, but don't get caught."
He quickly says a small prayer to Nethys asking for guidance, then moves out of the hut to talk to the captain.
He then addresses the lieutenant. "...And in that one statement, she has revealed to you her heart's desire. She wants to claim everything as her own. That hut, is certainly not her hut. It is Greeleep's. You know this. And if you and your people are not careful Lieutant, if you believe this snake's words - she will take everything from your people." Seth speaks dispassionately.
"As for her claims about Czav, easily disproven. Let us see Lieutenant Eloqi. We can address all of these things in his presence."
Diplomacy: 1d20 + 9 ⇒ (7) + 9 = 16
Elsha Ustosh
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The fireball interrupted the initial attempt. Just asking if he wanted to continue or just leave instead.
He may as well get the benefit of those original rolls, and something to see for tripping that fireball.
With his ears still ringing, Elsha blinks for several moments and shakes it off before gathering his lock picks and setting them back to the footlocker.
Seth Darthis
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If the roll above is a failure, I'll spend a Hero Point to reroll
Diplomacy Hero Point: 1d20 + 9 ⇒ (19) + 9 = 28