GM Nomadical |
In the Armory, Sunshine finds three mannequins posted around this room which are outfitted with Taldan military issued breastplates. The white lions of the empire’s sigil are painted gold. Weapon racks along the north and south walls hold longswords and falcatas.
In the center of the room, an oak table serves as a makeshift workstation. Springs and sprockets pepper the tabletop, while a toolbox overflows with pliers and ratchets. On this table are three wayfinders, all bearing Muesello’s signature mark, and a number of other wayfinders in various states of disassembly.
Since only Sunshine came into the Armory, only he may attempt these two checks here in the room. Or he could take the wayfinders with him to the others, or bring the others to the Armory.
A quick once-over of the armor and weapons in the room indicates that they are all quite well crafted. The nondescript collection of common items is worth about 60 gp you would guess. The three wayfinders are still functional, and they would also serve as evidence of Muesello’s innocence.
There is only the Yard and the Mess Hall - both on the North side of the hallway - remaining.
RRho |
Craft DC 18: 1d20 + 12 ⇒ (5) + 12 = 17
[ooc] Success if Pursue a lEad working here, not calculated. [/craft]
If Klara is invited to Armory - she surely will recognzie Wayifnders though armory is catching not much attention but she deffinitelly suggest to grab it with a gesture...
Golden coloured lion is obviously a mark of this party. Changing colours is rather symbolic.
Anschluss |
As soon as he's sure that the coast is clear, Sunshine will invite people over to the armory. Remember that, if anyone needs to make a Stealth check, they can roll 2+Level+DEX from Following the Expert.
Pathfinder Society Lore: 1d20 + 7 ⇒ (17) + 7 = 24
"I recognize the names of the agents these wayfinders were issued to, all of whom have been reported missing or deceased.
Shayna Quickfingers |
PFS Lore(E): 1d20 + 9 ⇒ (18) + 9 = 27
Shayna agrees with Sunshine, the expression on her face hardening.
GM Nomadical |
I've placed your tokens in the hallway outside the double doors to the Yard. Reposition yourselves if you wish. Post your buffs or other pre-combat actions, and who will be opening the door(s).
Shayna Quickfingers |
Shayna takes a sip of small beer from her waterskin to moisten her lips in preparation for combat. She raises her flute to her lips and prepares to play.
Shayna Quickfingers |
Shayna also has 1 3rd lvl slot for haste, in case anyone wants it.
Shayna Quickfingers |
So when combat breaks out, Shayna will cast haste at Laeron
Shayna Quickfingers |
If this were an RPG set in this time period, we'd be locking and loading and stacked up outside the door... :)
RRho |
Klara holds her slingstaff with a face full of resolve, preparing to engage without additional elixir or magic.
GM Nomadical |
The Pathfinders swing the double doors open and see a large prison yard. A pair of training dummies stand in an open-air courtyard. One is adorned in a tattered blue dress and a mop head for hair, while the other has exaggerated, bristly mutton chops. Broken ladders lead up to what appears at first glance to be an empty lookout tower to the northwest. A set of open wooden double doors lead into a room through the eastern wall of the yard into what is likely the Ninth Army goons’ break room / mess hall / barracks.
Three unarmored caster-looking types - the quarterstaves and spell books kind of give it away - stand together chatting while two other men are seated in the shade on the grass with their backs leaning up against the wall. Clearly they weren’t expecting the Spanish Inquisition Pathfinders to just barge in!
Black Molly : 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Corelion : 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30
Klara : 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
Laeron : 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13
Shayna : 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25
Sunshine : 1d20 + 13 + 1 ⇒ (10) + 13 + 1 = 24
Although we didn’t specify Exploration mode activities for this encounter, I’ll assume someone is Scouting for the Initiative bonus.
Blue War Mage: 1d20 + 7 ⇒ (8) + 7 = 15
Green War Mage: 1d20 + 7 ⇒ (5) + 7 = 12
Red War Mage: 1d20 + 7 ⇒ (19) + 7 = 26
Yellow Soldier: 1d20 + 15 ⇒ (20) + 15 = 35
Purple Soldier: 1d20 + 15 ⇒ (15) + 15 = 30
White Thomil: 1d20 + 11 ⇒ (13) + 11 = 24
The two lounging soldiers are the first to react thanks to their extensive combat training. They stand from their spots along the western wall, draw their falchions, and move purposefully towards the intruders (that’d be you.) ”Hey, who are you?” one of them calls out. ”Idiot. They ain’t with us, so they’re probably Trash-finders,” the other answers his mate.
Riot in the Prison Yard!
Round 1
The Yard
Conditions: Bright light
BOLD May Act
Yellow Soldier
Purple Soldier
Corelion
Black Molly
Red War Mage
Shayna
Sunshine
Klara
Blue War Mage
Green War Mage
Laeron
I’m going to adjust the Initiative slightly to keep things moving. I’ve moved Green War Mage up above Laeron to group her with Blue. But there is an offsetting adjustment that will be applied to the Pathfinders’ benefit related to something that will occur in a later round.
Corelion |
Corelion heads in, taking a moment to focus on the red mage before correcting them with an upward blow from their halberd and a dramatic word.
"Path"
halberd vs red: 1d20 + 14 ⇒ (2) + 14 = 16
Hero point if that's a miss: 1d20 + 14 ⇒ (12) + 14 = 26
slashing+Gravity+Precision: 2d10 + 4 + 4 + 1d8 ⇒ (9, 10) + 4 + 4 + (4) = 31
Shayna Quickfingers |
Shayna raises her flute to her lips and plays a fast battle anthem to encourage her party. She ends with a flourish, keeping the melody in people's minds.
Performance(E), Virtuosic w/ Wind Instruments, Maestro's Instrument: 1d20 + 15 ⇒ (13) + 15 = 28
She then concentrates and touches Laeron's arm. Laeron appears to blur as his movements speed up.
◆ Courageous anthem
◇ Lingering Composition
◆◆ Haste @Laeron
Black Molly |
Molly salutes Silverbeard, before he charges into the enemies’ midst, looking more wraith-like than before.
”RUN FOR YOUR LIVES, OR DIE WHERE YOU STAND!”, he shouts.
Meanwhile, Molly makes her way into the yard.
BM: Stride
CS: Stride, Demoralize Yellow, Thundering Roar
Intimidation: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Sonic damage, Will save DC 20, frightened 1 on failure, 10’ emanation: 4d8 ⇒ (4, 8, 6, 7) = 25
GM Nomadical |
Corelion’s halberd stroke catches the war mage in the Red scarf by complete surprise. The other two mages and the two soldiers are no less surprised when their friend drops to the ground and Red blood sprays like a fountain from the deadly slash!
Yes, the first roll was indeed a miss, but just barely. Hero Point used. Red Mage killed.
Black Molly and the Cap’n move in. The Cap’n tries to frighten the soldier, but these guys have seen much scarier things. The Cap’n then unleashes a roar,
Green Mage : 1d20 + 10 ⇒ (17) + 10 = 27
Yellow Soldier : 1d20 + 13 ⇒ (8) + 13 = 21
Purple Soldier : 1d20 + 13 ⇒ (14) + 13 = 27
They all shrink from the fearsome sound but each manages to mitigate the damage somewhat.
Shayna begins her song and then casts a spell so that Laeron can haz haste.
Riot in the Prison Yard!
Round 1
The Yard
Conditions: Bright light; Courageous Anthem (+1 status to Attacks, Damage, and saves vs Fear)
BOLD May Act
Yellow Soldier (-12)
Purple Soldier (-12)
Corelion
Black Molly
Red War Mage (DEAD)
Shayna (Lingering 3 rounds)
Sunshine
Klara
Blue War Mage
Green War Mage (-12)
Laeron (Hasted)
I’ve adjusted the Initiative slightly to keep things moving. I’ve moved Green War Mage up above Laeron to group her with Blue. But there is an offsetting adjustment that will be applied to the Pathfinders’ benefit related to something that will occur in a later round.
Anschluss |
Sunshine runs all the way in, slashing at Green on his way by.
Spiked Chain: 1d20 + 14 ⇒ (5) + 14 = 19 vs flanking
Slashing, Gravity Weapon: 2d8 + 3 + 4 ⇒ (5, 8) + 3 + 4 = 20 plus Precision: 1d8 ⇒ 8
RRho |
Klara looks from around the corner making up the plan which actually already in action
Device Stratagem: 1d20 ⇒ 20
Surely plan is perfect, so the brave halfling moves next to CCorelion and unleash potential stony energy into a devastating impact with blue war mage
Dmg B (x2) : 1d6 + 1d10 ⇒ (6) + (4) = 10