| GM Valen |
But what else was there to do? he thinks to himself. And what's got him spooked?
I'd like to take a Perception (+5) to get a sense of what is going on with this guy beyond the already suspected conversational triggers.
Based on his observations of Themolin combined with what he has been told about the bureaucraft, Modra concludes that the discovery of an accounting error has reduced Themolin to a nervous wreck, likely living in constant fear that the error will be discovered and cost him his life. He was likely somewhat relieved when he learned of Guaril’s offer to get him out of the city. However, when he lost contact with Guaril, Themolin’s anxiety and fears became amplied.
Clearly, Themolin refuses to openly discuss anything related to Guaril, the smuggling plans, or his desire for freedom and, when asked, he obviously has been denying all knowledge of such things.
Modra concludes that approaching Themolin at a different location, one less connected to the sources of his anxiety, may be a more suitable approach.
If the PCs wish, they may spend two hours to try and Gather Information to learn about Themolin's whereabouts when he is not at the Ministry of Tithes. If so, please provide relevant modifier in your posts as this is a secret check.
Modra Boeske
|
Modra clomps around the surrounding area, trying to vaguely describe Themolin at restaurants and taverns to see whether anyone recognizes the man as a regular or maybe even knows where he lives. He has a very thin story about how this man dropped something in the street and he'd like to return it, but the dwarf doesn't know where to find him, perhaps you could help?
-1 for untrained Diplomacy, but, desperate times...
Redmond_220629
|
Redmond follows the example set by the others and attempts to gather information about Themolin from the locals. Unfortunately, his people skills are mainly limited to talking his way out of trouble.
Untrained diplomacy +2
| GM Valen |
As the party spends two hours asking around, Father Emil does not learn anything.
Both Modra and Alenor learn that Themolin frequents Sweetest Dreams.
Redmond is told that Themolin recently sold his personal residence. Other than the Ministry, the only place where Themolin has reportedly been seen is near a warehouse located in Envy Row West.
What do you wish to do, Pathfinders?
Modra Boeske
|
Modra summarizes his findings with embarrassment and without a lot of confidence in what he's saying. "So, ye remember how we went lookin' fer the medicine an' we found that merchant what was gonna sell us poison instead? Aye, well, someone said they'd seen our man there a few times." He thinks for a moment and says with a touch more confidence, "Suppose 'e does look like a man what enjoys a sweet..."
The dwarf looks up at the position of the sun and adds, "Runnin' out o' time ta get 'im on the first boat tomorrow mornin'."
Redmond_220629
|
"That's odd," says Redmond, "I heard he sold his place and spends his time in Envy Road West."
He glances up and down the street, then looks back toward the Ministry. "We could always tail him, see where he goes when he leaves work. But we'd run the risk of being spotted or caught out after curfew..."
"Whatever we decide, I'm afraid we'll have to take a risk."
Modra Boeske
|
"Sold his house, was it?" Modra looks thoughtful. "Somebody saw somethin' on his desk about tha', wasn't it? Might be a better lead to chase after," nodding to Alenor, knowing she'd heard the same thing Modra had, "no offense meant ta yer information gatherin' talents."
Plowing ahead, the dwarf adds, "I'm thinkin' we en't gonna catch Themolin at Sweetest Dreams at this time o' day anyway, we know 'e's at work since we just saw 'im, so if Envy Row West's our next-best bet, then let's go there an' poke around. If it don't look like 'e's ever been there, then at least we'll know tha'."
| Magnus Whizzbang |
"While my own inquiries yielded a disappointing lack of actionable data, I find the empirical evidence gathered by my colleagues to be quite compelling. The statistical probability of encountering our target at a purveyor of confections (and other more toxic treats) during peak administrative hours is negligibly low.
Conversely, the reported sightings near the warehouse district in Envy Row West suggest a clandestine pattern of behavior that warrants immediate investigation. I concur with the assessment: let us redirect our efforts toward this industrial sector. It is far more logical to intercept the bureaucrat where he is actively attempting to obscure his tracks rather than waiting for him to satisfy a caloric craving."
Father Emil 2E
|
"If'n we 'ave time, we could work on findin' a way ta help that stone giant. Best case would be ta convince the mother o' the two kids the giant is a friend. Failin' that we kin see if that guard can help see to it the giant can move through the city without bein' harassed."
| GM Valen |
Looks like that is two votes to proceed to the warehouse, so...
The party sets out to find a warehouse matching the description of that described by to Redmond. After two hours searching for a couple of hours, the party believes it has located the structure while heading eastward along a main road in Envy Row East. The well-maintained building readily stands out from the dilapidated housing that surrounds it.
The main road continues east of the party's current position and leads to a small man-gate that abuts the street and leads into a work yard where the main entrances of the warehouses lie. Indications of a larger, loading gate along the south of the property can also be seen. A nearby alley branches off from the main road and runs along the northern edge of the property. There are indications that a small man-door exits into the alley from the warehouse.
The warehouse stands about 30 feet tall. There are no windows.
Map of warehouse now on Slides with the three doors each numbered in green.
You find that it is unlocked.
You find that it is locked.
Please place your tokens near the door you wish to check or enter. Also list any actions and update any change to your Exploration Mode on this Slide.
What do you wish to do, Pathfinders?
Alenor Holt
|
Alenor lets the others pass half a step ahead while her eyes work. She adjusts her path without comment and approaches Door 1 – the man-gate to the courtyard. She pauses just long enough to observe the latch before testing it. The handle turns. Unlocked.
She does not open it immediately. Instead, she tilts her head slightly, recalibrating. Her methodology is simple: Observe first. Move second.
Exploration mode: Investigate (Empiricism) Perception +6 (+1 circumstance bonus from Pursue a Lead, if applicable) Investigator feat: That's odd. GM, please provide the “That’s Odd” detail Alenor detects
| GM Valen |
She does not open it immediately. Instead, she tilts her head slightly, recalibrating. Her methodology is simple: Observe first. Move second.
Alenor concludes that the gate has a built-in lock, which is open and sports some strange, black substance on it.
Upon closer examination, she recalls that black substance is wet ink.
Modra Boeske
|
There is something about the one well-kept building surrounded by so much that is worn down that sets Modra on edge. The dwarf isn't sure what to make of this place. All of his initial ideas for what it might be involve there being some kind of guard to challenge them as they approach the door to the apparent courtyard, but there's no welcome party to be seen.
While Alenor is investigating the lock, Modra sets his hands on his knees and stoops closer to the ground, trying to figure out who or what has passed through here recently.
Survival: 1d20 + 5 ⇒ (9) + 5 = 14
Whether he finds anything or not, after he looks around, he keeps his shield at the ready.
Redmond_220629
|
"Now what would a stodgy bureaucrat be doing at a place like this?" Redmond asks as the party approaches the suspiciously well-maintained building.
He frowns at the ink, wondering if it might be part of a trap or security mechanism of some sort. Would underworld lore (+3) be useful to understand the purpose of the ink?
He circles the building until he reaches the alleyway and checks the door there. Checking door #2, search exploration activity (+6 perception, +7 to detect traps).
Finding the door to be locked, he returns to the others and fills them in on what he found. "Alley door is locked, but that shouldn't be a problem. I have a bad feeling about this place, and I'd rather not wander through the front door if I can help it." Then he waits to hear what everybody else thinks.
Modra Boeske
|
When Redmond reports back, Modra nods in response. He's seen the man's skills in action and trusts his assessment of this situation. "Aye, a bad feelin's right, somethin' about all o' this just en't makin' sense. Man was a nervous wreck, don't know what 'e'd be doin' in this place now that we've given it a look."
The dwarf considers the well-kept warehouse in comparison to its surroundings again. "We en't the law or anythin' like it 'round here, either. An' we got other places ta be tonight."
It has been a little while since we had that interaction, so I'd appreciate if the GM could remind us where things stand with Captain Kallade. Do we need to put a two-hour block of time into sending her a message that she will need to join us at the inn before curfew tonight if she wants to leave tomorrow morning? I have taken the impression that both Daffrid/family and Seddothrum will be available to us when we want them to be without needing to spend time to find them again, but I'm not sure if Kallade is like this as well. (Please correct me if this is mistaken regarding Daffrid and Seddothrum.) If we have to put effort in rounding up Kallade, I think we might be better off doing that and trying to solve the Themolin problem on day 4 or day 5.
Father Emil 2E
|
Emil moseys over to the south gate and studies that gate for locks, traps, or other indications of what usually passes through. He reports with gestures that the gate is locked.
Exploration Activity: Search, perception +7
| GM Valen |
He frowns at the ink, wondering if it might be part of a trap or security mechanism of some sort. Would underworld lore (+3) be useful to understand the purpose of the ink?
I am going to say no, but another skill would.
Redmond, Thievery: 1d20 + 7 ⇒ (18) + 7 = 25
Redmond concludes that the ink smudges follow the same direction as some scratches on the lock, suggesting that they were most likely left haphazardly by someone with ink on their fingers, hastily picking the lock.
Do we need to put a two-hour block of time into sending her a message that she will need to join us at the inn before curfew tonight if she wants to leave tomorrow morning?
Pathfinders are skilled agents. I am inclined not to get bogged down with such details and presume that, during their interactions with the various NPCs, the party provided each of the NPCs with the necessary details regarding time and place of their next meeting (or ways for discreet contact to convey such details at a later time).
Emil notices nothing more outside of the ordinary on the outside of the warehouse.
Assuming the party wishes to proceed inside, please indicate which door the party plans to enter. Door 2, which leads into the warehouse to the north, is locked. If you wish to disable the lock, please roll Thievery checks. Alternatively, there are two doors that access the warehouse from inside the courtyard, which I have now marked as Doors A & B on the map on Slides. If you prefer to try one of those for entry, please so indicate.
Modra Boeske
|
Pathfinders are skilled agents. I am inclined not to get bogged down with such details and presume that, during their interactions with the various NPCs, the party provided each of the NPCs with the necessary details regarding time and place of their next meeting (or ways for discreet contact to convey such details at a later time).
Thank you for that. I have played with GMs in my life who would harp on such details and particularly relish ways to prove to a party that they need to be managing all of the details. Now that I know where things stand...
A moment after Modra finishes overthinking about what to do, a thought occurs to him and he grins mischievously. "What am I sayin'? We en't here ta look away from somethin' unusual. Pick yer favorite door," he says with a glint in his eye, mostly to Redmond but also to the rest of the team, "an' I'll go in shield raised an' Torag'll look after the rest."
I'll agree with Redmond and say let's try to pick the lock at #2 as our first choice for getting in. If Redmond has a different assessment after his ink investigation and Emil's report about the empty courtyard then Modra will open door #1 and lead the group towards A.
Redmond_220629
|
Upon a closer examination of the man gate (Door 1), Redmond realizes the significance of the ink marks. "Looks like someone beat us here," he begins, "Someone who works with ink. I'm afraid we might not have time to pick the lock, and since someone's been kind enough to open this one for us..."
Redmond looses his shortsword in its scabbard, positions himself beside the door, and nods to the paladin.
I have to work late tonight, will move my token when I get home.
Modra Boeske
|
On the signal from Redmond, Modra opens the gate with a free hand and walks through the opening with his shield raised. If not interrupted by anything, he leads the group towards the warehouse door ahead and to the left (A on the map) and stops to listen if there is any sound coming from inside.
I have taken the liberty of arranging us in the double file order from slide 3, spread out a bit just in case.
| GM Valen |
Modra does not hear anything. The party pushes open the door and begins to enter the warehouse.
Father Emil, Survival to Track w/Scout: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
Modra, Perception to Defend 2/Scout: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Redmond, Perception to Search w/Scout: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
Tockit, Perception to Scout: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Magus, Perception to Detect Magic w/Scout: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Alenor, Underworld Lore to Investigate w/Scout: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
?, Stealth: 1d20 + 7 ⇒ (12) + 7 = 19
? (red), Stealth: 1d20 + 7 ⇒ (11) + 7 = 18
? (yellow), Stealth: 1d20 + 7 ⇒ (10) + 7 = 17
Picking up signs of tracks, Father Emil's gaze follows them further into the warehouse. He is the first to spot a woman quietly hunched down against a crate.
She has a short bow in her hand pointed toward the unlocked door.
Interior of warehouse revealed (in part) on Slides.
WAREHOUSE AMBUSH! - Round One Begins!
PCs in bold may act
Father Emil
?
Redmond
Alenor
Modra
Tockit
Magus
| GM Valen |
"We're not lookin' fer a fight. Jus' tryin' ta find a missing person."
"That does not sound like the owner of this warehouse." A somewhat familiar voice declares from behind a stack of crates.
Appearing out from behind the stacks is the form of Baralbus, Assistant Sub-Director of Audits. Stride
"Well, well," he says as he eyes Father Emil and then others in the party. "This is a somewhat unexpected. You are the ones who gave me that stack of useless papers. I wasted an entire afternoon!"
"I knew that Themolin was up to something--something that will undoubtedly get me promoted." Baralbus declares. "I had expected to extract what I needed from the old man himself, but I suspect you may provide me with something of value just as well."
He stops for a moment and begins to cast a spell, which causes his form to become blurry. Cast
"Finish them off!" He instructs the woman with the bow. "We only need one or two for interrogation."
In response, the woman (red) fires her bow at Modra
Striked; Stride; Strike
Woman (red), Ranged Strike (shortbow) v Modra (off-guard): 1d20 + 8 ⇒ (17) + 8 = 25
Damage 1d6 piercing + precision: 1d6 + 1d4 ⇒ (6) + (3) = 9
She then moves quickly to take up a position behind some crates, where she is able to get a clear shot on Father Emil!
Woman (red), Ranged Strike (shortbow) v Father Emil: 1d20 + 8 - 5 ⇒ (20) + 8 - 5 = 23
Damage 1d6 piercing: 1d6 ⇒ 1
Another woman (yellow) emerges from behind some crates, her bow already drawn. Stride
She, too, takes a shot at Modra, then takes up a defensive position.
Strike; Stride
Woman (yellow), Ranged Strike (shortbow) v Modra (off-guard): 1d20 + 8 ⇒ (7) + 8 = 15
Damage 1d6 piercing + precision: 1d6 + 1d4 ⇒ (5) + (4) = 9
WAREHOUSE AMBUSH! - Round One Cont'd/Round Two Begins!
PCs in bold may act
Redmond -2 HP
Alenor
Modra -9 HP
Tockit
Magus
Round Two
Father Emil
Baralbus (blurred)
Woman (red)
Woman (yellow)
Modra Boeske
|
"It's tha' buffoon what was tryin' ta impress tha' secretary!" Modra calls back to the others who may not have seen through the stacks of crates. "An' 'e's got friends wi' bows!" The dwarf looks down at the arrow that's stuck into him and adds a pained, "Ach!"
Resolutely, he strides to the east four squares down on the map to block any of these assailants from getting closer to less-armored party members, then swings his hammer at the woman who shot him with an arrow before putting his shield back in a defensive position.
Warhammer Strike vs. Red: 1d20 + 7 ⇒ (18) + 7 = 25
Warhammer damage: 1d10 + 4 ⇒ (7) + 4 = 11 holy bludgeoning
◆ Stride
◆ Strike
◆ Raise Shield
↺ available: Shield Block OR Retributive Strike
Per this rule, "the GM determines whether you can use reactions before your first turn begins, depending on the situation when the encounter happens" I would like to ask if it is permitted to react with Shield Block before my first turn in this case given that Defend was my exploration activity and Baralbus did avail himself of some monologuing time. If so, Modra is at 19/23 and his shield is 16/20.
| Magnus Whizzbang |
With the stacks of crates blocking his line of sight to the bad guys, Magnus moves forward stepping out of the way of the others who are behind, but such movement cost him time and the only thing he has left to do is spin up a magical shield for himself in case more arrows fly.
◆ ◆Stride x2 to present location (35' total)
◆ cast shield on self.
Redmond_220629
|
Sorry, when did Redmond take damage?
Redmond draws his shortbow as he follows Modra into the maze of crates, then fires an arrow at Baralbus without hesitation when the bureaucrat shows himself.
Shortbow: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d6 ⇒ 2
Actions:
◆ Draw shortbow
◆ Stride
◆ Strike with shortbow
Alenor Holt
|
Alenor’s boots whisper against the wooden floor, barely disturbing the dust that motes in the shaft of sunlight from the open doorway. Her eyes flick from the blurring outline of Baralbus to the woman with the bow, noting angles, and distances. Her hand slides along the stock of her crossbow, lifting it smoothly from its sling. The click of the mechanism is almost inaudible. She doesn’t yet take a shot. Instead, she leans just slightly forward, letting her senses sharpen.
◆Stride ◆ Stride ◆ Draw crossbow
Father Emil 2E
|
So Emil took 2 damage, since the attack roll was a nat 20, making it a crit, making the damage double. Let me know if that is not correct.
UF DA! Emil takes an arrow to his chest, which, had it penetrated further, might have damaged something important in his torso. This flesh wound doesn't bother him but it does fuel his anger at these arrogant clods.
He steps the few feet to reach the bureacrat and his lacky with his scythe drawn back. "Harvest time," is all he says as he swings the scythe at Baralbus.
Scythe: 1d20 + 5 ⇒ (5) + 5 = 10
Damage S: 1d10 + 2 ⇒ (5) + 2 = 7
Unable to get a clear sweep that hurts the villain, Emil tries to slip the blade of the scythe behind his boot and trip him with it.
Athletics to trip, MAP: 1d20 + 5 - 5 ⇒ (20) + 5 - 5 = 20
Critical Success The target falls, lands prone, and takes 1d6 bludgeoning damage.
Falling Damage: 1d6 ⇒ 6
He lands hard on his tailbone!
Stride ◆, Strike ◆, trip ◆
| GM Valen |
then swings his hammer at the woman who shot him with an arrow before putting his shield back in a defensive position.
The powerful blow nearly brings the woman to her knees.
If so, Modra is at 19/23 and his shield is 16/20.
I am fine with this.
Sorry, when did Redmond take damage?
He did not. That was meant for Father Emil. Error corrected.
Redmond draws his shortbow as he follows Modra into the maze of crates, then fires an arrow at Baralbus without hesitation when the bureaucrat shows himself.
Redmond, Flat check v. blur: 1d20 ⇒ 13
An arrow strikes the blurry bureaucrat.
Unable to get a clear sweep that hurts the villain, Emil tries to slip the blade of the scythe behind his boot and trip him with it.
Redmond, Flat check v. blur: 1d20 ⇒ 6
Baralbus falls to the ground.
Enraged at the indignity, he retrieves a potion from his belt, drinks it, and then disappears!.
Interact x2/???
Map reveals the last location where Baralbus was observed.
One of the women (yellow) makes a run for it and Tockit follows.
No post from Tockitt or the player since December without explanation. I hope all is well, but I am removing them from combat, which reduces the challenge points and removes one of the opponents.
The last visible foe (red) moves away from the oncoming Pathfinders, then fires two more shots toward Father Emil.
Stride; Strike x2
Woman (red), Ranged Strike (shortbow) v Father Emil: 1d20 + 8 ⇒ (13) + 8 = 21
Damage 1d6 piercing: 1d6 ⇒ 4
Woman (red), Ranged Strike (shortbow) v Father Emil: 1d20 + 8 - 5 ⇒ (3) + 8 - 5 = 6
Damage 1d6 piercing: 1d6 ⇒ 2
WAREHOUSE AMBUSH! - Round Two Cont'd/Round Three Begins!
PCs in bold may act
Redmond -2 HP
Alenor
Modra -4 HP
Tockit
Magus (shield)
Round Three
Father Emil -8 HP
Baralbus (blurred, invisible, prone?) -8 HP
Woman (red) -11 HP
Woman (yellow)
Modra Boeske
|
Fumbling and awkward in conversation, not well-versed in social graces, nor particularly studied, Modra Boeske's adventure in Xin-Edasseril has not done much to show off his strengths. That is, until now. Strong and stalwart, hammer in one hand and shield in the other as enemies attack, this is the dwarf's element. Torag's faithful stands ready to use his power to protect his friends and pummel his enemies.
As the arrow flies in towards Father Emil, there is a flaring of energy around Modra and the projectile loses much of its momentum before it strikes the target.
↺ Retributive Strike Emil gains resist 3 (2 + my level) to Red's arrow that struck home, so he is reduced to taking 1 damage from the attack. As Red is beyond a 5-foot step, Modra does not also get a melee Strike with this reaction.
With an arrow sticking through his own shield and into his forearm, Modra pursues the retreating woman he's already thumped once. Move path relative to his current location, SW, S, S, S. "By Torag's forge!" he cries out with pride as he swings again. After his attack, he once again raises shield to defend against things that might come out of the shadows.
Warhammer Strike vs. Red: 1d20 + 7 ⇒ (17) + 7 = 24
On hit, damage: 1d10 + 4 ⇒ (2) + 4 = 6 holy bludgeoning
◆ Stride
◆ Strike Red
◆ Raise Shield
↺ available: Retributive Strike OR Shield Block
Haven't been on the business end of an invisible enemy before now, going to post rules question about that in OOC discussion.
| Magnus Whizzbang |
Magnus casts a corsucating bolt that phases in and out of vision, bypassing some of the cover in the way, striking at the remaining visible foe.
He calls out, "Fear not, companions! While the coward masks his form from our sight, he cannot mask the displacement of air or the scuff of a boot upon these dusty floorboards. I will attempt to spot the invisible foe through keen observation and auditory deduction!"
With his remaining action, Magnus will attempt to Seek the invisible boss trying to strain his hearing to determine the location. Seek requires a secret Perception +4 vs Stealth DC of the target to move him from Undetected to Hidden for me. Basically, I now know his square, but still can't see him.
◆ ◆ Cast phase bolt
◆ Seek for invisible guy
Magnus Phase Bolt: 1d20 + 5 ⇒ (8) + 5 = 13 (reduce any cover by 2)
Piercing dmg if hit: 3d4 ⇒ (2, 1, 4) = 7
| GM Valen |
"By Torag's forge!" he cries out with pride as he swings again. After his attack, he once again raises shield to defend against things that might come out of the shadows.Repositioning Modra's token on Map and directing attack against Baralbus per explanation in Discussion thread.
Modra, Flat check v. hidden: 1d20 ⇒ 7
His hammer misses the miscreant!
Magnus' missile misses the maiden. He readily spots Baralbus.
Baralbus is observed as to Magnus only. Unfortunately, he does not have the actions remaining necessary to Point Out.
WAREHOUSE AMBUSH! - Round Two Cont'd/Round Three Begins!
PCs in bold may act
Redmond -2 HP
Alenor
Modra -4 HP
Magnus (shield)
Round Three
Father Emil -5 HP
Baralbus (blurred, hidden [observed by Magnus]) -8 HP
Woman (red) -11 HP
Redmond_220629
|
Redmond curses when his quarry disappears. Not willing to risk a shot between his companions at the archer, he stows his shortbow and draws his short blade.
Following Magnus' advice, he scans the floor for disturbances and listens for rustling fabric. Seeking with +6 Perception
If he detects Baralbus, he takes a moment to point out the location to his allies. Otherwise, he moves up to the square west of Father Emil.
Actions:
1. Swap shortbow for shortsword
2. Seek
3. If seek is successful:
-> 3.a. Point out
Else:
-> 3.b. Stride
| GM Valen |
Redmond spots Baralbus' form.
I know I referenced the Point Out action earlier, but since Baralbus needs to be undetected for it to be used and as he is currently only hidden to the rest of the party (per Discussion thread), I have moved Redmond per Stride. Per the admittedly unusual position of the compass, Modra is occupying "the square west of Father Emil". I have instead moved Redmond to the square south of Father Emil, which I suspect was where the token was intended to be placed.
WAREHOUSE AMBUSH! - Round Two Cont'd/Round Three Begins!
PCs in bold may act
Redmond -2 HP
Alenor
Modra -4 HP
Magnus (shield)
Round Three
Father Emil -5 HP
Baralbus (blurred, hidden [observed by Magnus & Redmond]) -8 HP
Woman (red) -11 HP
Father Emil 2E
|
Emil concentrates and places a hand next to his mouth and hums a short musical phrase. A burst of sound erupts in the area between Emil and the archer, making a sound like cats fighting inside a bagpipe.
◆◆ Concordant Choir The spell deals 2d4 sonic damage to all creatures in a 10-foot burst, with a basic Fortitude save DC 17. Purple octagon shows the burst area affected, excluding squares with a diagonal line through them.
Sonic Damage: 2d4 ⇒ (1, 3) = 4
Then Emil asks Erastil for his healing mercies.
◆ Heal Spell on himself.
Heals: 1d10 ⇒ 2
Alenor Holt
|
Alenor sheathes the crossbow and draws her shortsword, fingers adjusting around the hilt. She does this fluidly, readying herself for close combat.
Alenor studies the empty space where he last stood as though he were still there.
◆Devise a Stratagem (Shortsword, Target: Baralbus): 1d20 + 4 ⇒ (14) + 4 = 18
She shifts one step, tilting her head slightly. Listening past the clash of steel.
◆Seek (Perception to locate Baralbus): 1d20 + 6 ⇒ (16) + 6 = 22
◆Swap ◆Devise a stratagem ◆Seek
| GM Valen |
Emil concentrates and places a hand next to his mouth and hums a short musical phrase. A burst of sound erupts in the area between Emil and the archer, making a sound like cats fighting inside a bagpipe.
Baralbus, Fort save: 1d20 + 8 ⇒ (5) + 8 = 13
Woman (red), Fort save: 1d20 + 4 ⇒ (6) + 4 = 10Both villains suffer from the song.
Alenor spies Baralbus.
He is now observed by Alenor.
Need to run some kids to activities. Will post bad guys when I get back.
| GM Valen |
Injured and cornered, Baralbus attempts to sneak away.
Baralbus, Stealth to Sneak: 1d20 + 7 ⇒ (5) + 7 = 12
Though unseen, his path is clear to the party. He continues to try to slink away.
This time, the bureaucrat is more successful. He moves behind a stack of crates and disappears.
Last observed location indicated on Map.
The woman (red) fires arrows at the nearest Pathfinder, then retreats further into the warehouse.
Strike x2; Stride
Woman (red), Ranged Strike (shortbow) v Modra: 1d20 + 8 ⇒ (9) + 8 = 17
Damage 1d6 piercing: 1d6 ⇒ 6
Woman (red), Ranged Strike (shortbow) v Modra: 1d20 + 8 - 5 ⇒ (18) + 8 - 5 = 21
Damage 1d6 piercing: 1d6 ⇒ 1
Modra blocks an arrow with his shield.
WAREHOUSE AMBUSH! - Round Three Cont'd/Round Four Begins!
PCs in bold may act
Redmond
Alenor
Modra -4 HP
Magnus
Round Four
Father Emil -5 HP
Baralbus (blurred, invisible]) -12 HP
Woman (red) -15 HP
Redmond_220629
|
I didn't see the compass on the map, sorry! That is where I had intended to move to.
Redmond dashes after Baralbus, sword at the ready. Upon turning the corner he realizes that he has no idea where the bureaucrat has gone, so he focuses on the obvious threat and attempts to run the archer through.
Moving along the lime green path, requires a double move. Please adjust his position if anything prevents him from getting there, such as bumping into Baralbus, etc.
Assuming he makes it to the archer:
Shortsword: 1d20 + 7 ⇒ (15) + 7 = 22
Damage (P/S): 1d6 + 4 ⇒ (4) + 4 = 8
Actions:
1. Stride
2. Stride
3. Strike
| Magnus Whizzbang |
Seeing the main foe disappear, Magnus decides to cut off the exit door instead of pursue the foe, so he leaves through the door the group entered from, and moves towards the other entrance.
◆◆Stride 25' x2
◆ Interact (if needed) to open Door A to exit
If the Interact is not needed, he moves up another 25' to Door B
Alenor Holt
|
Alenor moves sharply along the crate line, cutting diagonally instead of following his exact path — She commits the moment she believes she has the correct square before he fully slips away. Because he was observed to her before moving, she targets the last known space as he ducks behind the crates.
◆Shortsword (agile, finesse) Vs Baralbus: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Strategic Strike (Precision): 1d6 ⇒ 2
◆◆Stride ◆Strike