Shimmer, Sprite Investigator |
"You're very close to me." Shimmer ducks between the thugs legs to get to the other side and have a clearer shot. She reloads her weapon and fires.
◇ Devise a Stratagem: 1d20 ⇒ 12 vs White
◆ Stride; since Shimmer's Tiny she can move through White's space to avoid RS from the rest of them
◆ Reload
◆ Strike Jezal: 12 + 10 = 22 for concussive piercing: 1d8 ⇒ 5 and precision damage: 1d6 ⇒ 1
GM chadius |
"What a cute little imp..." The woman in White mutters as Glimmer slips around her.
"Watch it! She's got a gun!" BANG! A solid shot rings through the streets. The woman in Gray grunts. "Watch yourself! You-know-who is going to flay us if we mess up!" Coordinating with her teammates, she surrounds Mavenee.
Gray vs Mavenee: 1d20 + 12 ⇒ (15) + 12 = 27
Bludgeoning: 1d4 + 5 ⇒ (4) + 5 = 9
Sneak Attack: 1d6 ⇒ 3
Gray vs Mavenee: 1d20 + 12 - 5 ⇒ (11) + 12 - 5 = 18
Her first punch gets around Martin's magical barrier, and he feels a bruise forming. Did you want to use Life Block to reduce the damage?
GM chadius |
Martin Amblecrown. |
Martin will not activate Life Block for now
Martin sees the enemies ganging up on Mavenee. He waves his hand and the runes on both Mavenee and Martin light up once more. He casts Thundering Dominance on Mavenee. He then casts another protective spell on Mavenee as the eidolon unleashes a Thundering Roar.
Thundering Roar Sonic Damage: 4d8 ⇒ (4, 8, 2, 6) = 20 Basic Will Save DC 21. Failure also gives frightened 1
◈◈Thundering Dominance, ◈Act Together (◈Reinforce Eidolon, ◈Thundering Roar. Mavenee AC: 24, resist 1 to all damage
Roark Thunderbird |
Roark takes a step away from his assailants. He pulls out the healing potion he got from the Quartermaster and chugs it down.
Moderate Healing: 3d8 + 10 ⇒ (4, 8, 1) + 10 = 23
◈ Step
◈ Interact to draw
◈ Bottoms up!
Kargoth Stouthammer |
"You'll be fine, Crow man," Kargoth says, raising his mug.
◈ Healer's Blessing
◈◈ Cast Heal on Roark Healing: 2d10 + 16 + 4 ⇒ (6, 8) + 16 + 4 = 34
GM chadius |
Pink's Will Save: 1d20 + 7 ⇒ (11) + 7 = 18
White's Will Save: 1d20 + 7 - 1 ⇒ (16) + 7 - 1 = 22
Gray's Will Save: 1d20 + 7 ⇒ (17) + 7 = 24
Mavenee roars, and the scream is enough to knock out two of the women, leaving one standing.
Roark and Kargoth use this time for recovery. Roark feels almost fully refreshed.
Round 3
Martin (12 damage, AC 24, Resist 1)
Roark (4 damage, Panache)
Kargoth
Hancock (Rage)
Glimmer
Gray (10 damage)
Hancock the Angry |
[bigger]"AtkME!"[/bogger] Hancock bellows. His previous slouch is gone and he rises up to his full height of dearfhood. It's like you see a different Hancock standing there.
Hancock steps towards gray and starts pummeling
-
4 additional damage with electrical, arcane, and evocation traits on a hit
-
4 additional damage with electrical, arcane, and evocation traits on a hit
Hmmm... It is debatable whether the poor lady will ever get the chance to take Hancock up on his offer.
*step
*attack
*attack
Shimmer, Sprite Investigator |
Oh, that happened quickly. Should've used Pointed Question earlier, since it's a combat action now. Was going to last round, but then I decided I needed a stride.
"Oooh. We still don't-know-who. Though the fact that they attacked us at all does at least tell us something... It tells us there's a bad guy behind the disappearances. That's probably unfortunate for the missing agents."
Shimmer checks the thugs' pockets. There might be clues--they didn't seem too bright, so they might even be carrying written instructions around.
She also glances up at the injured Pathfinders. "Do we have a healer? I do have some training as a medic, but I'm not exactly a doctor."
Martin Amblecrown. |
Martin unmanifests Mavenee and goes to Roark to heal their wounds.
Casting 3-action level 2 Heal
Healing: 2d8 ⇒ (6, 8) = 14
Hancock the Angry |
It just so happens that Hancock is quite the medic. Now that combat is over he brings out his healer's tools and puts on his healer's gloves. First he makes sure nobody dies, including any he pounded. Then he slowly but confidently patches up wounds.
He has the assurance feat and gets an auto success and can heal 2d8 without a roll. And he has the Continual Recovery feat so he can rinse and repeat.
GM chadius |
The women carried slings, gauntlets and some studded leather armor. They didn't have anything else of note on hand.
Martin heals everyone's wounds, and then you all prepare to enter the establishment.
Snake Tails is located in a slightly more run‑down part of Hinji, within the Sailors’ Row district. You did earn some envious stares from some of the vagrants in the neighborhood on the way here, but any thieves dumb enough to target you backed off when you demonstrated your strength.
Snake Talis is a gambling den, and judging from some of the scents, you suspect it is also a location to purchase illicit drugs. Glares greet you upon entry. No one likes a snitch.
You can ask for clues from the patrons in the bar, but they are unsurprisingly tight-lipped. A moderate Deception, Diplomacy, Intimidation skill check will help. You can instead try an easy Underworld Lore skill check to Gather Information.
If you have the >Discreet Inquiry< feat you can make 2 checks.
Kargoth Stouthammer |
Kargoth tries to loosen lips using drink again.
Diplo: 1d20 + 6 ⇒ (15) + 6 = 21
Martin Amblecrown. |
Oh goody. Then I'll forego spending a spell slot so Hancock can get us back up and running.
Inside the tavern, Martin presses the patrons and promises to leave early when they get answers.
Intimidation: 1d20 + 14 ⇒ (7) + 14 = 21
Roark Thunderbird |
"My thanks Kargoth! I'll let ya meet my old pal Stitch one time!"
Diplomacy: 1d20 + 11 ⇒ (15) + 11 = 26
Hancock the Angry |
How about the thugs? Could we revive any of them and get any information out of them?
Hancock tires of Bruce's ineffective (and highly distracted) attempt at looening lips by asking for a free drink, he tries a more menacing approach.
intimidate: 1d20 + 6 ⇒ (10) + 6 = 16
But though quite intimidating, nobody can understand him and Bruce, a bit miffed, does not help.
Shimmer, Sprite Investigator |
"I'm good at getting witnesses to talk, but the first problem here is identifying a witness."
Diplomacy: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12
GM chadius |
1 person marked this as a favorite. |
You notice the thugs carried a few pieces of cheap but reflective amethyst worth a total of 14 gp or so.
The team begins asking the patrons of Snake Tails.
Kargoth makes friends with one gambler, she reeks of cigar smoke. "There's a body near the docks, north of here. No one's going to touch it. That causes trouble." She blows a puff of smoke out the window.
Martin glares down the burliest orc he can find. "Hey mister! Relax! There's something that could take the edge off- fine! Fine! You trashed those Daughters of Cocytus, I'm not gonna mess with you. They recently captured a drake and are using it to guard something important in one of their drug dens. You gonna mess with that next?"
Roark manages to sweet talk one of the patrons, she's quite smitten with him. "Such a lovely beak... maybe we could get out of here and- oh? Those Daughters, they tried recruiting me once. I heard some more about their leader and bowed out."
"The Daughters’ leader, Mother Forsythe, I've seen her once. She is an unnerving woman, and there's this weird light that’s apparently alive, always following her. They both thrive on causing terror in others, from their victims to their underlings. I feel bad for them. I'm not into Fear, much more into joy."
Hancock the Angry |
The dead body interests Hancock and he votes for headed there next.
Martin Amblecrown. |
"Do you happen to know where these drug dens are?" asks Martin. After getting enough information. He nods his head in agreement to Hancocks suggestion and waits for his companions.
Kargoth Stouthammer |
"The dead body sounds like a good place to head to next," Kargoth says, sampling the local liquor.
Shimmer, Sprite Investigator |
"But why isn't anyone touching it?" Shimmer shudders. "This place is Strange. It's interesting, but I really don't think I like it."
GM chadius |
"Which drug dens do you want to know about?" The orc stammers. "Throw a stone, I'm certain you'll find one where it lands." Martin's hard glare cuts through the attempt at levity. "Okay, but seriously I don't know. Drakes swim, don't they? Maybe it's closer to the sea."
Kargoth's "friend" simply shakes her head. "My advice to you newcomers: get what you need and then get out. You'll wind up as another forgotten body if you stay here too long." She looks to the side and blows more smoke. "And give me another cigar, dammit!" She pounds the table and the wait staff quickly scurry to get more supplies.
With your business complete here, it's time to go look for the body. Hancock demands it!
Near the docks you see see a the slightly bloated and heavily bruised corpse of an elven woman, saltwater coursing through her lifeless body. Her physical description matches Selia, one of the missing Pathfinders. You see her ruined spell book as well as a journal titled My Search for Cheliax’s Truth. Her face is twisted in pure horror.
Footprints in the sand lead to a nearby sewer grate, unlocked and swinging slightly against the wind.
Martin Amblecrown. |
Upon arriving at the docks, Martin checks that the close is clear and summons Mavenee. He spots the corpse and examines it.
Medicine: 1d20 + 10 ⇒ (5) + 10 = 15
He is able to conclude that this is indeed Selia, but is unsure how she died. He takes the spell book and journal and examines them as well. He starts taking notes in his journal.
"Such an unfortunate event. May her soul rest in peace."
Hancock the Angry |
medicine: 1d20 + 11 ⇒ (14) + 11 = 25
Hancock puts a maul up against her body and examines it for a second.
"Ndwd. Btdth."
He's trying to determine what she was beaten to death with. Fists? A big honkin' weapon like a maul?
Bruce NPC |
"He says she was not drowned. That she was beaten to death."
"Hancock, buddy, why were you putting your maul up like that. Afraid it would come to life?"
Hancock the Angry |
"Wdrn inusd a mal. Justfistcfs"
Which Bruce translates to the observation that she was punched and kicked to death.
Shimmer, Sprite Investigator |
"Hm. Maybe if you..."
Once per 10 minutes, Shimmer can Clue In an ally attempting a check to investigate her lead, granting a +1 circumstance bonus. Exactly what counts is up to the GM, but generally means Perception checks or Int/Wis/Cha skill checks. Please feel free to assume she does this, though it doesn't matter to either of those checks.
Hancock seems to have covered it, but Shimmer still takes a look herself.
Medicine: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
"It's strange that they left her spellbook. That's valuable."
She looks over the journal next.
Bruce NPC |
"Well, looks like we have a body to haul back. Do we do it now? Or should we search the docks around here? And by we, I mean you all. I'll just hang back out of sight in case there is some talking needs be done."
GM chadius |
Whoops, I forgot to mention this from the introduction.
Ambrus Valsin's bag included another bag inside. It reads "bag of holding (type I)" that was hastily scribbled out with a note saying "Bottomless Bag sounds cooler." The important part is that it has enough space to hold 3 medium sized bodies without taking up as much room or weight.
There are also three magical scrolls, all of 5th rank. They are scrolls of >Peaceful Rest<.
It won't take much effort to preserve Selia's remains without having to leave the area.
Shimmer's intuition guides her towards the sewer grate. Someone must have carried Selia through there and dumped her body over here.
Hancock the Angry |
In that case we use the scroll, stuff the body, and head into the sewers.
GM chadius |
Most of the sewer passages are too narrow to make a reasonable path—the sewers weren’t built for creatures to traverse them. You have a few possible paths to choose from, but you must figure out the path that was likely used by the killers.
Each Player can attempt one skill check from the following list.:
- Ascertain the most likely path for creatures to take through the sewers with a Survival check or an easier Architecture Lore or Scouting Lore check.
- Safely and efficiently open locked and rusted sewer gates with Athletics or Thievery check or an easier Engineering Lore check.
- Find ways to travel on pipes and platforms elevated away from the sewage with Acrobatics check or an easier Sewer Lore or Underground Lore check.
Hancock the Angry |
Hancock uses his skills with tinkering to get through the gates, just for practice. If that causes frustration, he just smashes them.
thievery: 1d20 + 9 ⇒ (11) + 9 = 20
athletics: 1d20 + 14 ⇒ (15) + 14 = 29
Yea, I know you said one check, but that is what he would do :)
Martin Amblecrown. |
Martin lets Mavenee join Hancock in opening the sewer gates.
Athletics: 1d20 + 13 ⇒ (10) + 13 = 23
Kargoth Stouthammer |
Kargoth tries to figure his way out of here.
"oh.. the stench..."
Survival: 1d20 + 9 ⇒ (17) + 9 = 26
GM chadius |
Hancock tries to mess with the sewer gates, subtly, but they prove to be a bit too slippery.
Shimmer flutters through a surprisingly bright tunnel, and finds a shortcut big enough for everyone else to take. Mavenee knocks aside clutter blocking the way.
Kargoth manages to keep everyone away from the worst of the stinky poo gas so they don't waste time recovering.
Annoyed with it all, Hancock grabs his maul and smashes his way back to the rest of the group.
Eventually, you ascend a steep incline of rusted pipes and rubble. Just past the top of the incline is a body that matches the description of Tanno, one of the missing Pathfinders. Severe burns cover Tanno’s body.
You and the rest of the team can try to ascertain the cause of these wounds. An Arcana check would work, and maybe a draconic lore check. If you reach DC 22, open the spoiler below.
On Tanno’s body are four clearly labeled lesser >bravo’s brews<. Attached to them is a note in Common that reads, “When you can’t face a problem before considering every angle. –H.”
Martin Amblecrown. |
"Oh no! Another one." Martin mumbles as he stuffs his journal back in his pack. He leans in closer to inspect the body.
Medicine: 1d20 + 10 ⇒ (4) + 10 = 14
Hancock the Angry |
medicine: 1d20 + 11 ⇒ (19) + 11 = 30
Hancock pauses, hoping someone else can explain the death. With a sigh, h tries to explain.
"Sedagon. Mebe. Elect brth. Bad bite."
Shimmer, Sprite Investigator |
Medicine: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
Arcana: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
"Yes, and electrical burns. This was a sea drake. Their salty bites make you sick, and they breathe electricity. Well, this isn't looking good. But it's strange that they were killed so close together but in such different ways... Not just a monster attack, then."
Martin Amblecrown. |
Martin remembers the info he gathered from the inn. "A sea drake?! Then we're near one of their drug dens. Best be prepared!"
GM chadius |
You take a moment to preserve and store Tanno's body. Directly above Tanno’s body is a sewer grate that leads to the streets above; this grate has a torn fragment of Tanno’s clothing hanging from it.
A rusted ladder leads to the rusted, possibly noisy grate.
Roark Thunderbird |
Perc: 1d20 + 11 ⇒ (7) + 11 = 18
Roark sees a grate...
Martin Amblecrown. |
Martin looks around for more clues...
Perception: 1d20 + 12 ⇒ (5) + 12 = 17
...but don't seem to find anything out of the ordinary.
Shimmer, Sprite Investigator |
Perception: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
Society: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29
"There's someone up there," Shimmer breathes, "patrolling. But.. the way this is set up, I think there should be another exit. Something less noisy."
Hancock the Angry |
Hancock starts hunting around for the mystery exit, though he would just as soon bull his way through the patrol.
GM chadius |
Shimmer thinks you are nearby a stream that cuts through Hinji and washes waste into the sea. Hancock notices a grate that is well maintained and quiet. You emerge back onto the deserted streets of Hinji and see the stream, as well as a bridge.
Three women stand outside the door to an old building. Perhaps it was once a bath house, but now?
"I told him, he shouldn't have mouthed off like that. And tossed him into the sea!" The woman in red leathers laughs while the lady in blue supresses a chuckle. "Come on, we're supposed to be serious. Mother told us to keep watch. Someone's been snooping around." The woman in blue elbow nudges her teammate before stifling a yawn. "This is so boring. Wish I could hit the streets and start selling again." A woman wearing Green greaves simply sighs and stretches outside the doors.
The women don't seem to notice you yet. You may be able to Sneak past them and into the building, or at least prepare yourselves.