Horul
|
Stealth: 1d20 + 7 ⇒ (16) + 7 = 23
The alchemist moves quickly and stealthily further.
GM Tiger
|
Magnus attempts to follow and almost steps on a squeaky board had Gemma not warned him not to. Magnus makes it across with no other complications.
You get to the other side of the docks and realize that there are more buildings that you first saw from the other side. There are several buildings that the Silver Devils have taken to using, and finding the right one will save you precious time.
------------------
TRACKER
Round: n/a
Obstacle: MAZE OF STRUCTURES
Skills:
DC 13 Survival
DC 15 Perception
Successes: 0/3 (Group)
Awareness Points (Bad): 3
Edge Points: 5
------------------
Those with ** may go
**Horul
**Khufu
**Gemma Victorius
**Harper Ruaridh
**Magnus Whizzbang
Horul
|
Survival: 1d20 + 6 ⇒ (5) + 6 = 11
They left no tracks. Or maybe there are too many tracks. Well no need to try to follow them anyway.
Harper Ruaridh
|
I ken there's a couple of buildings round here tha' might be worth lookin' intae. I'll see if I cannae find which're worth our time.
Harper takes a few minutes to quietly inspect the ground around the various buildings, looking for markings indicating recent activity in certain warehouses.
Harper looks to find the correct structure(s) to investigate using her Survival skills. Harper Ruaridh's Survival (T): 1d20 + 5 ⇒ (13) + 5 = 18
| Magnus Whizzbang |
While a few of the others stray, Magnus uses a combination of sight and sound, and inductive reasoning to lead the team through the last stages of the maze.
Perception DC13: 1d20 + 4 ⇒ (19) + 4 = 23 Critical success!!!
GM Tiger
|
Magnus, Harper and Gemma manage to steer the party in the right direction. You enter the building and find that the Silver Devils have placed tripwire rigged with jingling bells at most of the entrances to the warehouse. This could alert them to someone attempting to sneak in.
------------------
TRACKER
Round: n/a
Obstacle: TRIPWIRE
Skills:
DC 15 Stealth to avoid
DC 17 Thievery to disable
DC 17 Acrobatics
Successes: 0/3 (Group)
Awareness Points (Bad): 4
Edge Points: 5
------------------
Those with ** may go
**Horul
**Khufu
**Gemma Victorius
**Harper Ruaridh
**Magnus Whizzbang
Horul
|
Stealth: 1d20 + 7 ⇒ (11) + 7 = 18
Follow me like this.
Gemma Victorious
|
Gemma follows Horul closely, only stepping where he steps. “Do not let the bells catch you, do not let the bells catch you,” she quietly chants as she moves quietly around the tripwire.
Stealth: 1d20 + 7 ⇒ (2) + 7 = 9
Unfortunately, despite her best efforts, a ping sounds regardless, sounding extra loud in the quiet night.
Harper Ruaridh
|
Harper Stealth Roll Harper Ruaridh's Stealth (T): 1d20 + 7 ⇒ (20) + 7 = 27
Harper follows quietly behind the rest of the party, silently praying to any god who'll listen that she doesn't trip any of the bells. Thankfully, the gods seem to be on her side today as she moves like a whisper through the building.
GM Tiger
|
Harper and Horul easily disarm the tripwires without incident.
The Silver Devils’ headquarters is locked, as there is an important meeting taking place inside. The Pathfinders must first defeat the lock to get through the door.
This is an individual obstacle. Each player must overcome the obstacle to move on. i.e. You need to roll until you succeed.
------------------
TRACKER
Round: n/a
Obstacle: LOCKED DOOR
Skills:
DC 15 Thievery to defeat the lock
DC 17 Athletics to defeat the door
Successes: 1 (Individual)
Completed Obstacle:
Awareness Points (Bad): 4
Edge Points: 5
------------------
Those with ** may go
**Horul
**Khufu
**Gemma Victorius
**Harper Ruaridh
**Magnus Whizzbang
Gemma Victorious
|
Gemma isn’t any good with locks. But, that’s why they make swords, right? A sword through the lock should be enough to cut through it.
Athletics: 1d20 + 4 ⇒ (1) + 4 = 5
As it turns out, hitting things hard with a big stick is usually not the best strategy.
Khufu Sandstone
|
"Please, do let me try to defeat this door" says Khufu calmly, and prepares to tackle it.
Athletics (DC 17): 1d20 + 7 ⇒ (4) + 7 = 11
Will use a Hero Point.
Athletics (DC 17): 1d20 + 7 ⇒ (20) + 7 = 27
The dwarf manages to karate-kick the door.
Harper Ruaridh
|
Mus' be what happens when ya use the muscles on yer arms 'stead o' the one between yer ears.
Harper laughs to herself as she leans down and attempts to pick the lock instead of simply kicking down doors.
Thieving Check DC15 to pick lock Harper Ruaridh's Thievery (T): 1d20 + 7 ⇒ (14) + 7 = 21
The half-elf grins to herself as she hears the satisfying click of a lock, easing the door open and preparing to head inside.
Horul
|
Athletics: 1d20 + 9 ⇒ (19) + 9 = 28
Well the door's open now. Come on, soldiers.
Gemma, use an Edge point
| Magnus Whizzbang |
Magnus studied some of the art of picking locks in wizard school, but has never actually tried one. Time to put the education to use. After a slow start he does manage to get the lock open and join the others.
As they get closer to the Silver Devils hideout, Magnus takes a moment and casts Mystic Armor from his staff over himself.
Thievery DC15: 1d20 + 5 ⇒ (15) + 5 = 20
Mystic Armor bumps Magnus' AC up to 16 until his next spell preparation. It is cast from his bonded object (the staff)
GM Tiger
|
With not much trouble, the pathfinders get the door open. As you listen at the door, you can hear voices.
You hear the following conversation:
"So far, you’ve given me nothing. Vague promises of something that would help injure this upstart little nation, and now I sit on a dock smelling of fish, enduring your mealy-mouthed demands for payment and assurances. I say again, once my companions have properly examined this document you claim might be valuable, they can tell me if coming here was even worth my time."
A voice cracks slightly, takes a moment to compose itself, and comes out somewhat deeper on the second attempt. "That was the help with our risk. We didn’t have to bust up that shop for you, we still don’t even know what it is, but this message is encoded, so it has to be important. We want what you owe, through rule and contract."
"You speak those words as if you know what they mean, whelp. But… you are correct. You are owed coin for services rendered. By my Authority as a member of the Chelaxian government, our contract is fulfilled." There is a sound like that of a bag of coins hitting the table.
Horul
|
Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Well there is no noise inside we can move on.
| Magnus Whizzbang |
Magnus holds back Horul. "Just a moment, sir. I believe I can hear a discussion from the interior." And he begins to relate what is heard regarding Chelish agents attempting to buy the stolen goods.
"It appears we are just in the proverbial nick of time. Prepare yourselves for the assault!"
And when everyone has prepared, the diminutive gnome pulls open the last door, holding it open for all to enter.
Feel free to read the spoiler for yourself, as Magnus relates what he hears verbatim/
Magnus DC10 Perception: 1d20 + 4 ⇒ (18) + 4 = 22
GM Tiger
|
You fully open the doors and the room opens up to a view of the warehouse. Within are a multitude of boxes that smell of fish and salt, and above you is a loft where on it is possible to see the two speaking figures. One of them has dressed in the robes of a scholar, but wields a wicked-looking mace. Upon seeing you enter, they immediately take up arms and attack you.
Horul's Initiative using Avoid Notice: 1d20 + 7 ⇒ (17) + 7 = 24
Khufu's Initiative using Follow the Expert: 1d20 + 6 ⇒ (6) + 6 = 12
Gemma Victorius's Initiative using Defend: 1d20 + 5 ⇒ (13) + 5 = 18
Harper Ruaridh's Initiative using Search: 1d20 + 7 ⇒ (19) + 7 = 26
Magnus Whizzbang's Initiative using Investigate: 1d20 + 7 ⇒ (14) + 7 = 21
Black: 1d20 + 7 ⇒ (20) + 7 = 27
Red: 1d20 + 4 ⇒ (15) + 4 = 19
White: 1d20 + 4 ⇒ (9) + 4 = 13
Blue: 1d20 + 4 ⇒ (18) + 4 = 22
Yellow: 1d20 + 4 ⇒ (7) + 4 = 11
Pink: 1d20 + 4 ⇒ (2) + 4 = 6
------------------
COMBAT TRACKER
Round: 1
Tactical Map
------------------
Those with ** may go
**Harper Ruaridh - AC 18 18/18
**Horul - AC 21 (22 w/shield) 48/48
Blue
Magnus Whizzbang - AC 15 (16 Mage Armor) 15/15
Red
Black
Gemma Victorius - AC 18 20/20
White
Khufu - AC 15 22/22
Yellow
Pink
Horul
|
Come on, soldiers! Hold the line.
And the hobgoblin charges the black one.
+1 striking breaching pike: 1d20 + 10 ⇒ (14) + 10 = 24
Damage, weapon siphon (fire): 2d6 + 3 + 1d4 ⇒ (4, 2) + 3 + (3) = 12
And poison: Fearflower Nectar : DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and frightened 1 (1 round); Stage 2 1d6 poison damage and frightened 2 (1 round); Stage 3 1d6 poison damage and frightened 3 (1 round)
Harper Ruaridh
|
Righ', guess we're getting intae it, then.
Harper grimaces as she prepares to fight, marking the robed figure with the mace as her target and firing off two rapidfire shots, before moving off to the side and positioning herself behind a foul-smelling crate of fish.
Actions: Hunt Prey -> Robed Scholar, Hunted Shot, Move
Harper Ruaridh's Attack 1: 1d20 + 7 ⇒ (11) + 7 = 18
Harper Ruaridh's Attack 2: 1d20 + 2 ⇒ (3) + 2 = 5
Harper Ruaridh's Damage 1: 1d6 ⇒ 6
Harper Ruaridh's Damage 2: 1d6 ⇒ 2
GM Tiger
|
Horul charges one of the Silver Devils and strikes the thug down without a moment's hesitation. Harper launches a pair of shafts and hits the Robed Scholar with one arrow before ducking into cover.
"Whitey! Noooo! Ye killed me brudder! Ye'll pay fer that!" Blue rushes at Horul, dagger in hand...
Dagger vs Horul AC 21: 1d20 + 7 ⇒ (15) + 7 = 22 for Piercing: 1d4 + 1 ⇒ (2) + 1 = 3
Dagger vs Horul AC 21: 1d20 + 3 ⇒ (20) + 3 = 23 for Piercing: 1d4 + 1 ⇒ (4) + 1 = 5 Doubled to 10
Blue drives his dagger into Horul!
------------------
COMBAT TRACKER
Round: 1
Tactical Map
------------------
Those with ** may go
Harper Ruaridh - AC 18 18/18
Horul - AC 21 (22 w/shield) 35/48
Blue (AC <= 24)
**Magnus Whizzbang - AC 15 (16 Mage Armor) 15/15
Red (AC <= 24)
Robed Scholar (-6; AC <= 18)
Gemma Victorius - AC 18 20/20
Khufu - AC 15 22/22
Yellow (AC <= 24)
Pink (AC <= 24)
| Magnus Whizzbang |
Magnus advances to get better line of sight then he uses his magical cantrips to send several boxes flying at Pink.
Stride, cast Telekinetic Projectile at Pink
Ranged Spell vs Pink: 1d20 + 7 ⇒ (9) + 7 = 16
Bludgeoning Dmg to Pink, if hit: 2d6 ⇒ (3, 1) = 4
GM Tiger
|
Magnus draws a bead on Pink and bonks him with a piece of crate.
Dagger in hand, Red charges at Magnus and tries to poke him.
Dagger vs Magnus AC 15: 1d20 + 7 ⇒ (17) + 7 = 24 for Piercing/Slashing: 1d4 + 1 ⇒ (3) + 1 = 4
Dagger vs Magnus AC 15, MAP, Agile: 1d20 + 3 ⇒ (6) + 3 = 9 for Piercing/Slashing: 1d4 + 1 ⇒ (2) + 1 = 3
The Robed Scholar moves closer and with a loud voice yells "DO YOU KNOW WHO I AM?! MY FAMILY HAS WORSHIPED DEVILS FOR CENTURIES! FEAR ME!"
Intimidation vs Will DC (all enemies w/in 30 feet): 1d20 + 6 ⇒ (20) + 6 = 26
------------------
COMBAT TRACKER
Round: 1
Tactical Map
------------------
Those with ** may go
Harper Ruaridh - AC 18 18/18
Horul - AC 21 (22 w/shield) 35/48 (Frightened 1)
Blue (AC <= 16)
Magnus Whizzbang - AC 15 (16 Mage Armor) 11/15 (Frightened 1)
Red (AC <= 16)
Robed Scholar (-6; AC <= 18)
**Gemma Victorius - AC 18 20/20
**Khufu - AC 15 22/22
Yellow (AC <= 16)
Pink (-4; AC <= 16)
Gemma Victorious
|
Gemma runs up behind Magnus, wanting to ensure the wizard doesn’t get into more than he can handle. “Behind me,” she growls as she flings her javelin at Red. After the throw, she draws her sword.
Action 1: Stride
Action 2: Attack, ranged javelin
Action 3: interact to draw short
Javelin: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
GM Tiger
|
Khufu climbs over the boxes to get closer. Gemma pulls out her javelin and flings it at Red, striking him solidly in the chest. Miraculously, his armor absorbs most of the blow.
Crit for minimum damage...
Pink moves up and tries to stab Khufu, Magnus: 1d2 ⇒ 1
Dagger vs Khufu AC 15: 1d20 + 7 ⇒ (18) + 7 = 25 for Piercing: 1d4 + 1 ⇒ (2) + 1 = 3
Dagger vs Khufu AC 15, MAP, Agile: 1d20 + 3 ⇒ (4) + 3 = 7 for Piercing: 1d4 + 1 ⇒ (2) + 1 = 3
Yellow moves up to defend the robed scholar.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
------------------
Those with ** may go
**Harper Ruaridh - AC 18 18/18
**Horul - AC 21 (22 w/shield) 35/48 (Frightened 1)
Blue (AC <= 16)
Magnus Whizzbang - AC 15 (16 Mage Armor) 11/15 (Frightened 1)
Red (-4; AC <= 16)
Robed Scholar (-6; AC <= 18)
Gemma Victorius - AC 18 20/20
Khufu - AC 15 16/22
Yellow (AC <= 16)
Pink (-4; AC <= 16)
Horul
|
So you will join your brother. Don’t be afraid.
And the hobgoblin strikes the blue one.
+1 striking breaching pike, frightened 1: 1d20 + 10 - 1 ⇒ (18) + 10 - 1 = 27
Damage, weapon siphon (fire): 2d6 + 3 + 1d4 ⇒ (4, 6) + 3 + (1) = 14
Then he steps to strike the next one.
+1 striking breaching pike, frightened 1: 1d20 + 10 - 1 - 5 ⇒ (10) + 10 - 1 - 5 = 14
Damage, weapon siphon (fire): 2d6 + 3 + 1d4 ⇒ (4, 2) + 3 + (1) = 10
GM Tiger
|
Horul drives his pike into Blue's eye, before stepping towards Yellow and burying the pike in the ruffian's chest.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
------------------
Those with ** may go
**Harper Ruaridh - AC 18 18/18
Horul - AC 21 (22 w/shield) 35/48
**Magnus Whizzbang - AC 15 (16 Mage Armor) 11/15 (Frightened 1)
Red (-4; AC <= 14)
Robed Scholar (-6; AC <= 18)
Gemma Victorius - AC 18 20/20
Khufu - AC 15 16/22
Pink (-4; AC <= 14)
Horul
|
Good. I pierced their frontline here, soldiers. Hold the opposite line.
| Magnus Whizzbang |
Magnus slips back away from the poking weapons of the thugs, and casts a spell that causes a single bolt of lightning to form and blast Red. "It seems that devil worshipping doesn't always pay off. Maybe shouting that at the top of your lungs isn't a great idea either..."
Stride, cast thunderstrike.
Electricity Dmg to Red: 1d12 ⇒ 10
Sonic Dmg to Red: 1d4 ⇒ 4
DC16 basic Reflex to avoid some damage. I don't think they are wearing metal armor, but if so there are other consequences.
GM Tiger
|
Reflex: 1d20 ⇒ 15
Red avoids the worst of the damage. However, the thunderclap is still more than enough to fry him.
The crates are about 3-5' tall. So you could shoot over them if it's one crate, but certainly not 2. From where you're standing, you have no line of sight to him since he's behind a stack of 2 crates.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
------------------
Those with ** may go
**Harper Ruaridh - AC 18 18/18
Horul - AC 21 (22 w/shield) 35/48
Magnus Whizzbang - AC 15 (16 Mage Armor) 11/15
Robed Scholar (-6; AC <= 18)
Gemma Victorius - AC 18 20/20
Khufu - AC 15 16/22
Pink (-4; AC <= 14)
Harper Ruaridh
|
Harper strides forward to stand behind Gemma. Unable to see the robed figure, she curses, then puts her sights on Pink instead, marking them and then drawing and firing off two quick shots.
Stride > Hunt Prey (Pink) > Hunted Shot
Attack 1: 1d20 + 7 ⇒ (5) + 7 = 121d6 ⇒ 4
Attack 2: 1d20 + 2 ⇒ (1) + 2 = 31d6 ⇒ 6
GM Tiger
|
Harper marks Pink as prey and looses a pair of shafts. Her first arrow parts his hair but the other misses completely.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
------------------
Those with ** may go
Harper Ruaridh - AC 18 18/18
Horul - AC 21 (22 w/shield) 35/48
Magnus Whizzbang - AC 15 (16 Mage Armor) 11/15
Robed Scholar (-6; AC <= 18)
**Gemma Victorius - AC 18 20/20
**Khufu - AC 15 16/22
Pink (-4; 12 < AC <= 14)
Khufu Sandstone
|
Khufu steps in front of the enemy and tries to hit him with a flurry of attacks, then uses its clan dagger to maximize his defenses.
◈ Step
◈ Flurry of Blows:
Temple Sword: 1d20 + 7 ⇒ (5) + 7 = 12 Damage (S): 1d8 + 4 ⇒ (3) + 4 = 7
Clan Dagger: 1d20 + 3 ⇒ (20) + 3 = 23 Damage (P): 1d4 + 4 ⇒ (2) + 4 = 6
◈ Defensive positioning (+1 AC)
GM Tiger
|
I just realized I never took my turn... Sorry about that... :)
The Robed Scholar pulls out a wicked looking mace, steps up to Horul and tries to bash his brains out.
Mace vs Horul AC 21, Shove: 1d20 + 7 ⇒ (18) + 7 = 25 for Bludgeoning: 1d6 + 4 ⇒ (5) + 4 = 9
Khufu moves up and drives his dagger into Pink's eye and kills him instantly.
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
------------------
Those with ** may go
-3-
**Harper Ruaridh - AC 18 18/18
**Horul - AC 21 (22 w/shield) 26/48
**Magnus Whizzbang - AC 15 (16 Mage Armor) 11/15
-2-
Robed Scholar (-6; AC <= 18)
**Gemma Victorius - AC 18 20/20
Khufu - AC 15 16/22
Horul
|
Well now you deserve something in return.
And the hobgoblin makes a powerful strike on the pretended scholar.
+1 striking breaching pike, Spellstrike: 1d20 + 10 ⇒ (2) + 10 = 12
Damage, weapon siphon (fire), Gouging claw: 2d6 + 3 + 1d4 + 3d6 ⇒ (4, 5) + 3 + (1) + (6, 5, 6) = 30
A bit annoyed by his miss, he exhorts: Well, soldiers I let him for you.
And he steps back to let the place but still threat the scholar with his reach weapon.
Gemma Victorious
|
Gemma rushes over to the robes scholar. “Give us back what you took!” she yells, flinging her short sword into his side.
Action 1: Stride
Action 2: Stride
Action 3: Strike
Attack: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Harper Ruaridh
|
Unable to get a clear shot on the remaining enemy, I instead stride toward the slightly wounded Magnus, reaching into my pack to draw out my Pathfinder Society-provided minor potion of healing, administering it to the injured gnome.
Here lad, drink up. 'Think Horul an' Gemma've got it from 'ere.
Stride to Magnus > Draw Potion > Administer Potion
Potion Healing: 1d8 ⇒ 4