Veracruz, Sage of Modernity
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Babysitting, as it were, being so thoroughly beneath him, Veracruz is happy to let others do the guiding.
He keeps his intellect pressed agains the challenge at hand: where ought they head next?
Percival Jeeves
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Jeeves, as befits a butler is about to offer his services. But as others are already filing the need he just keeps his silence for a moment.
"Very well, if we are all packed? Shall we be off?"
| GM Super Zero |
Raijyu cavorts and encourages the rowdy crowd, and they return the favor. They cheer on the Pathfinders guiding them, and the encouragement is genuinely uplifting.
In addition to the noted benefit for anyone Guiding Civilians, while guiding the groups from Cayden's Keg Raijyu and Glinda gain a +1 status bonus to attack and damage rolls.
The next location on the Venture-Captain's list was the Reliant Book Company. As the Pathfinders make their way there, small group of unarmed townspeople stumble through the street, all bruised and beaten. They hesitate before a halfling woman steps forward. “Please, by the Founder’s grace, are you with the Pathfinders? I heard they might be coming to town, and you have the look of travelers and adventurers. Thieves robbed us when we tried to reach the town hall. They’ve holed up in the abandoned bookstore. I think they have Aaron!”
The frightened halfling merchant introduces herself as Iola Chandler. She can direct the Pathfinders to the abandoned bookstore she mentioned where her friend is being held hostage, but it turns out to be the same place they were heading to already--the Reliant Book Company.
The bookstore has indeed clearly been abandoned for years. The shop’s three windows are boarded up and the door locked when the Pathfinders arrive.
Percival Jeeves
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Jeeves peers around, looking to see if there is a back door or a window that has loose boards.
"Interesting that Aaron has been taken to the very place we heard others were holed up. I wonder what happened to them? It must have been very recent..."
Do we have the Keg crowd with us still, or did we drop them off?
Wizel Genius
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And why did they holed up in this house? Usually thieves go away with the money. They don’t stand with a guy. How did they get him after all?
| GM Super Zero |
Iola and her people seem to be the group the Pathfinders are looking for. They seem to be ready to evacuate without needing any convincing--but refuse to leave until their friend is rescued.
The civilians are still with you. You don't need to worry about them, for the most part, other than two people dedicating their exploration activity to guiding them.
It seems unlikely the shop still has books, but it's impossible to say for sure while the windows are boarded up. It seems quiet inside, but Jeeves doesn't find any other entrance.
The fact that the door isn't boarded up suggests people have been using it, but they must have a key because it's locked now. Prying the boards off looks doable (Athletics), while picking the lock might be a little harder (Thievery). Of course, the Pathfinders could always smash their way in (damage, probably).
Percival Jeeves
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"Allow me, sir." says Jeeves.
The Gentleman's gentleman is not above getting his hands dirty. He advances on the boarded window, looks for the loosest board to begin with, and gets to work.
athletics, bump: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
| GM Super Zero |
Jeeves easily gains entrance into the shop.
The shop interior has three rooms, but someone broke down the doors connecting the storefront, research room, and bedroom leaving open doorways. Crates of stolen food, valuables, and coin are stacked inside precariously. Ceilings are 10 feet high, and with the windows boarded, it would be dark inside. With the boards removed, the lighting is normal.
Given the loot waiting for them, it's likely the thieves will be returning soon, but for the moment the building is empty.
Glinda and Melenia notice that one of the doors contains a trap. It's an old one, presumably set by the original owners to protect their business, and currently disabled. It's possible the Pathfinders could fix it if they work quickly...
Crafting or Thievery if you want to try that.
Percival Jeeves
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"Ms Iola, is there somewhere they may have stashed your friend? And may I ask what name they go by?"
He assists others through the window. "Perhaps if we wait here, the thieves may bring their prisoner back to us?"
Veracruz, Sage of Modernity
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Crafting (T) w/ Bump: 1d20 + 8 ⇒ (10) + 8 = 18
Will Hero Point if Fail
”All material things share rudimentary properties…” our sagely hero gets to work re-arming the trap…
| GM Super Zero |
Glinda finds a variety of stolen goods. Getting it back to the proper owners now would be... impractical. The book shop is well-supplied.
The Pathfinders aren't able to get the old trap working. At least, not before they hear someone approaching.
A man, human sized but with orange fur with black stripes appears at the window. He's clearly noticed that the boards have been removed, and he climbs through the open window as well, growling at the Pathfinders. He's flanked by three halfling thugs holding sacks and armed with filchers' forks. The tiger man is obviously quite strong, as he has a scrawny aiuvarin slung over his shoulder. This man, presumable Iola's friend Aaron, has his wrists and ankles bound with ropes.
"Thieves!" snarls the leader, "You can't have our loot--we stole it first!" He drops Aaron and leaps at Jeeves, biting down on his shoulder.
◆ Pounce Jaws: 1d20 + 14 ⇒ (18) + 14 = 32 crit for 2xpiercing damage: 2d6 + 7 ⇒ (2, 2) + 7 = 11 and make a Fortitude save
◆ Strike Jaws: 1d20 + 14 - 5 ⇒ (6) + 14 - 5 = 15 Miss
◆ Strike Claws: 1d20 + 14 - 8 ⇒ (5) + 14 - 8 = 11 Miss
One of the halflings approaches Raijyu, but hesitates. "Hey Castus," she says, "it's some kind of little weasel thing." She seems uncertain about what to do--but it's a ruse. She jabs at Raijyu quite suddenly, catching him off guard.
◆ Stride
◆ Feint Deception: 1d20 + 5 ⇒ (16) + 5 = 21 Success
◆ Strike Filcher's Fork: 1d20 + 9 ⇒ (15) + 9 = 24 crit or 2x(piercing damage: 1d4 + 1 ⇒ (2) + 1 = 3 and precision damage: 1d6 + 1 ⇒ (5) + 1 = 6) plus Deadly damage: 1d6 ⇒ 1
Red Halfling Troublemaker: 1d20 + 10 ⇒ (7) + 10 = 17
Blue Halfling Troublemaker: 1d20 + 10 ⇒ (2) + 10 = 12
Yellow Halfling Troublemaker: 1d20 + 10 ⇒ (5) + 10 = 15
Glinda: 1d20 + 8 ⇒ (1) + 8 = 9
Jeeves: 1d20 + 4 ⇒ (4) + 4 = 8
Veracruz: 1d20 + 9 ⇒ (19) + 9 = 28
Wizel: 1d20 + 11 ⇒ (19) + 11 = 30
Raijyu: 1d20 + 13 ⇒ (1) + 13 = 14
Melenia: 1d20 + 11 ⇒ (13) + 11 = 24
Glinda and Raijyu's turns.
Initiative:
Orange Castus
Yellow Halfling Troublemaker
Glinda AC 19, 40/40 HP
Raijyu AC 16, 19/38 HP
Red Halfling Troublemaker
Veracruz AC 17, 17/17 HP
Blue Halfling Troublemaker
Wizel AC 21, 70/70 HP
Melenia AC 18, 33/33 HP
Jeeves AC 20, 8/30 HP
| GM Super Zero |
The next halfling moves over towards the corner. She stumbles a bit as she approaches, but Melenia sees through the trick. In fact, she can tell exactly what the halfling is going to do. Though that's not quite enough to stop herself from being poked at least a little.
◆ Stride
◆ Feint G/M: 1d2 ⇒ 2 Deception: 1d20 + 5 ⇒ (4) + 5 = 9 Critical Failure
◆ Strike G/M: 1d2 ⇒ 2 Filcher's Fork: 1d20 + 9 ⇒ (14) + 9 = 23 Hit for piercing damage: 1d4 + 1 ⇒ (4) + 1 = 5
Veracruz's turn.
Initiative:
Orange Castus
Yellow Halfling Troublemaker
Glinda AC 19, 40/40 HP (bless 15 ft, shield)
Raijyu AC 16, 33/38 HP
Red Halfling Troublemaker (Off-Guard to Melenia's melee attacks)
Veracruz AC 17, 17/17 HP
Blue Halfling Troublemaker
Wizel AC 21, 70/70 HP
Melenia AC 18, 28/33 HP
Jeeves AC 20, 8/30 HP
Veracruz, Sage of Modernity
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"Opportunists" Veracruz mutters under his breath "Capable of little more than capitalizing upon the misfortune of his fellow man" disgusted with the cowardly display, our sagely hero concentrates upon one of the smaller ones, confident his strong-armed allies will be able to hold off the leader.
Q) "What compromises the safety of the refugees trapped in Breachill, and what are their whereabouts?"
Devise a Strategem vs Blue Trouble: 1d20 ⇒ 10
◇) Devise a Strategem
◆) Draw dueling pistol
◆) Strike
◆) Reload
Dueling Pistol Attack Stratagem (P, 1h, 1r, 60-ft; concussive, fatal d10) w/ Bump w/ Strategic Strike (1d6) vs Blue Trouble: 10 + 8 = 182d6 ⇒ (3, 2) = 5
Drawing his concealed arm, he quickly fires (right over a prone Aaron) and reloads.
| GM Super Zero |
The shot hits, but only grazes the halfling.
A hit. Level bump also gives you +1 to damage rolls.
"Shoot at me, will you?" the halfling mutters as he stalks around towards Veracruz. He successfully gets him looking in the wrong direction, but fumbles his attack anyway.
◆ Stride
◆ Feint Deception: 1d20 + 5 ⇒ (16) + 5 = 21 Success
◆ Strike Filcher's Fork: 1d20 + 9 ⇒ (2) + 9 = 11 Miss
Wizel, Melenia, and Jeeves's turns.
Initiative:
Orange Castus
Yellow Halfling Troublemaker
Glinda AC 19, 40/40 HP (bless 15 ft, shield)
Raijyu AC 16, 33/38 HP
Red Halfling Troublemaker (Off-Guard to Melenia's melee attacks)
Veracruz AC 17, 17/17 HP
Blue Halfling Troublemaker (6 damage)
Wizel AC 21, 70/70 HP
Melenia AC 18, 28/33 HP
Jeeves AC 20, 8/30 HP
Percival Jeeves
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The startled Jeeves staggers to the left for a moment. Did that big hit break his small brandy bottle? No... there it is in his hand, no, his mouth...
A quick nip seems to do the man a world of good, but he staggers forward, reaching out toward Castus to try and steady himself.
minor healing potion: 1d8 ⇒ 8
strike: 1d20 + 9 ⇒ (16) + 9 = 25
damage: 1d6 + 4 ⇒ (2) + 4 = 6
Flurry strike: 1d20 + 9 ⇒ (16) + 9 = 25
damage: 1d6 + 4 ⇒ (6) + 4 = 10
"Ahh... sorry." he slurs.
◆ Interact (drink healing potion)
◆ enter staggering stance
◆ Flurry
Wizel Genius
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Quick tempered on init
The dwarf draws his hammer and strikes the yellow on in his reach.
+1 striking cold iron Long hammer: 1d20 + 11 ⇒ (18) + 11 = 29
Damage, electricity: 2d8 + 4 + 4 ⇒ (6, 3) + 4 + 4 = 17
And again.
+1 striking cold iron Long hammer: 1d20 + 11 - 5 ⇒ (16) + 11 - 5 = 22
Damage, electricity: 2d8 + 4 + 4 ⇒ (8, 2) + 4 + 4 = 18
Choose another target if yellow is down
| Melenia's Untamed Form |
In the blink of an eye, Melenia's demeanor suddenly shifts from mild and timid to fierce and intimidating. Forest energy swirls around her. "Wild Order, guide me!"
She transforms into a panther. "Ngayon, I fight as fang and claw!" She swipes Red with two claw attacks.
Cat Claw: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
Slashing: 1d10 + 1 ⇒ (10) + 1 = 11
Cat Claw: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Slashing: 1d10 + 1 ⇒ (1) + 1 = 2
◈Animal Form, ◈Strike, ◈Strike. Melenia gets +5 temp HP and her AC is 19 while in Animal Form. Focus Spells: 1/2.
| GM Super Zero |
After healing himself, Jeeves strikes at Castus to some effect.
Jeeves Fort: 1d20 + 7 ⇒ (18) + 7 = 25 Success
Both hits. Your second attack should have -4 MAP, but still hits. Stumbling swing attacks deal higher damage, though. Damage: 2d8 + 16 ⇒ (6, 5) + 16 = 27
Wizel and Melenia strike at the halfling thugs, and quickly incapacitate them.
29 crits Yellow, and 34 damage is more than enough.
Redirecting second attack to Blue. 22 is a hit, and 18 damage is enough. Yellow and Blue down.
26 is a crit, and Red is also down. Melenia has an action left at the end of your first turn if you'd like to change it.
Castus bites Jeeves again. It's a pretty good hit, but he doesn't manage to hold him.
◆ Strike Jaws: 1d20 + 14 ⇒ (7) + 14 = 21 hit for piercing damage: 2d6 + 7 ⇒ (2, 6) + 7 = 15 and make a Fort save; Castus is Off-Guard to Jeeves's next Stumbling Swing Strike
◆ Grab Athletics: 1d20 + 12 ⇒ (3) + 12 = 15 Failure
◆ Strike Claws: 1d20 + 14 - 4 ⇒ (9) + 14 - 4 = 19 Miss
All PCs' turns.
Initiative:
Orange Castus (27 damage, Off-Guard to Jeeves's next Strike)
Glinda AC 19, 40/40 HP (bless 15 ft, shield)
Raijyu AC 16, 33/38 HP
Veracruz AC 17, 17/17 HP
Wizel AC 21, 70/70 HP
Melenia AC 19, 28+5/33 HP (one action remaining + 2nd turn)
Jeeves AC 20, 1/30 HP (Stumbling Stance)
Raijyu
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Raijyu nips forward, and attempts to taser Castus.
Live Wire (AC): 1d20 + 10 ⇒ (18) + 10 = 28, for 1d4 ⇒ 1 Slashing and 1d4 ⇒ 4 Electricity. If that is a crit, double damage and Persistent Electricity damage 1d4.
Veracruz, Sage of Modernity
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Veracruz observes as each and every halfling thug is taken down by the time he can fully reload his modest firearm. He almost pities the tiger - it doesn't stand a chance six on one. But. No use in sheepishly equivocating.
Devise a Strategem vs Blue Trouble: 1d20 ⇒ 14
◇) Devise a Strategem
◆) Strike
◆) Reload
◆) Stride
Dueling Pistol Attack Stratagem (P, 1h, 1r, 60-ft; concussive, fatal d10) w/ Bump w/ Strategic Strike (1d6) vs Blue Trouble: 14 + 8 = 222d6 + 1 ⇒ (6, 3) + 1 = 10
And quickly goes to stand beside the captive to prevent the use of leverage.
Percival Jeeves
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Jeeves rocks, whether from the force of Castus's blows or from his own bottle induced effects is unclear. What is clear is that he is all but out on his feet.
The butler frantically lifts his drinks tray to try and protect himself, but only succeeds in unbalancing himself and careering into Castus again.
fort,bump: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
HP reroll fort,bump: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
flurry #1, Mentor, bump, vs OG AC: 1d20 + 9 + 1 + 1 ⇒ (1) + 9 + 1 + 1 = 12
stumbling blow, backstabber: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7
flurry #1, Mentor, bump,MAP: 1d20 + 9 + 1 + 1 - 4 ⇒ (8) + 9 + 1 + 1 - 4 = 15
stumbling blow: 1d8 + 4 ⇒ (5) + 4 = 9
feint,stance,bump: 1d20 + 7 + 1 + 1 ⇒ (10) + 7 + 1 + 1 = 19
◆ raise shield
◆ flurry
◆ feint
Wizel Genius
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The dwarf strikes the last one in his reach.
+1 striking cold iron Long hammer: 1d20 + 11 ⇒ (6) + 11 = 17
Damage, electricity: 2d8 + 4 + 4 ⇒ (1, 5) + 4 + 4 = 14
And again.
+1 striking cold iron Long hammer: 1d20 + 11 - 5 ⇒ (11) + 11 - 5 = 17
Damage, electricity: 2d8 + 4 + 4 ⇒ (2, 5) + 4 + 4 = 15
And again.
+1 striking cold iron Long hammer: 1d20 + 11 - 10 ⇒ (17) + 11 - 10 = 18
Damage, electricity: 2d8 + 4 + 4 ⇒ (7, 8) + 4 + 4 = 23
| Melenia's Untamed Form |
Melenia's last action
The panther strides towards the Tiger Humanoid as Jeeves gets to work on him.
Melenia's rd 2
Melenia attacks, flanking Castus, with her teeth and claws.
Jaw: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Piercing: 2d6 + 1 ⇒ (5, 3) + 1 = 9
Claw: 1d20 + 9 + 1 - 4 ⇒ (14) + 9 + 1 - 4 = 20
Slashing: 1d10 + 1 ⇒ (3) + 1 = 4
Claw: 1d20 + 9 + 1 - 8 ⇒ (3) + 9 + 1 - 8 = 5
Slashing: 1d10 + 1 ⇒ (2) + 1 = 3
◈Strike, ◈Strike, ◈Strike
| GM Super Zero |
Castus proves a wily and canny foe with good reflexes. Jeeves a Wizel aren't able to land attacks--but the Pathfinders' numbers indeed prove a significant advantage, and Raijyu, Veracruze, and Melenia are more successful. He's starting to look pretty rough...
Raijyu hits.
Veracruz hits and bloodies him (reduces him to half HP or less).
Only the first-level character benefits from the level bump. Following the higher-level party members is why get gets it. That's a... critically failed attack, a miss, and a failed feint.
That's three misses for Wizel.
16 misses, 20 hits while he's flanked, 5 is a critical failure.
...but by no means does he give up. Snarling, he tries to bite Jeeves again, but his teeth close only on shield. He swipes a claw at Melenia, but she narrowly dodges.
He then backs out from between them to a perhaps more defensible position.
◈ Strike M/J: 1d2 ⇒ 2 Jaws: 1d20 + 14 ⇒ (5) + 14 = 19 Miss
◈ Strike M/J: 1d2 ⇒ 1 Claws: 1d20 + 14 - 4 ⇒ (8) + 14 - 4 = 18 Miss
◈ Step out of flank
All PCs' turns.
Initiative:
Orange Castus (47 damage, bloodied)
Glinda AC 19, 40/40 HP (bless 25 ft, shield)
Raijyu AC 16, 33/38 HP
Veracruz AC 17, 17/17 HP
Wizel AC 21, 70/70 HP
Melenia AC 19, 28+5/33 HP
Jeeves AC 20, 1/30 HP (Stumbling Stance, Shield Raised)
Wizel Genius
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The dwarf moves to get the flank position.
And he strikes.
+1 striking cold iron Long hammer: 1d20 + 11 ⇒ (14) + 11 = 25
Damage, electricity: 2d8 + 4 + 4 ⇒ (8, 5) + 4 + 4 = 21
And again.
+1 striking cold iron Long hammer: 1d20 + 11 - 5 ⇒ (1) + 11 - 5 = 7
Damage, electricity: 2d8 + 4 + 4 ⇒ (4, 7) + 4 + 4 = 19
Percival Jeeves
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Jeeves looks surprised but relieved that the drinks tray took the brunt of the tiger-mans attack on him. Keeping it raised he staggers sideways. "That was most ungentlemany of you." he slurs, taking another quick drink of his own.
On one hp, not going back into range just yet.
feint,stance: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
◆ raise shield
◆ step
◆ feint.
Melenia Nightbreeze.
|
Melenia continues to attack Castus.
Jaw: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
Piercing: 2d6 + 1 ⇒ (1, 4) + 1 = 6
Claw: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Slashing: 1d10 + 1 ⇒ (2) + 1 = 3
Claw: 1d20 + 1 + 1 ⇒ (12) + 1 + 1 = 14
Slashing: 1d10 + 1 ⇒ (2) + 1 = 3
Veracruz, Sage of Modernity
|
Devise a Strategem vs Blue Trouble: 1d20 ⇒ 18
Dead-to-rights, Veracruz makes a devestating point-blank shot. He wards their rescuee against possible retaliation, just in case, his scarab beetle borach glowing with an occult orange radiance.
◇) Devise a Strategem
◆) Strike
◆◆) Forbidding Ward (Aaron vs Castus)
Dueling Pistol Attack Stratagem (P, 1h, 1r, 60-ft; concussive, fatal d10) w/ Bump w/ Strategic Strike (1d6) vs Final Thug: 18 + 8 = 262d6 + 1 ⇒ (6, 5) + 1 = 12
| GM Super Zero |
Wizel lands a very solid hit.
Raijyu doesn't quite land a hit, but the crackling electricity still does some damage.
And then, with Wizel's help, Castus finally falls when Melenia bites him.
Raijyu's 20 is a miss, but Melenia's hits since she's flanking. And he's down.
With the mercenaries defeated, Iola and the rest of her group tentatively poke their heads into the bookstore. "Oh, thank you Pathfinders!"
Aaron is a little battered, and being dropped on the floor didn't help, but he's soon back on his feet and able to walk.
These people may not be adventurers with the Pathfinders' skills, but their larger number means they make quick work of sorting out what from the mercenaries' loot makes useful supplies and carrying it for the party.
Two more party members will need to take the Guide Civilians exploration activity.
| GM Super Zero |
The number of groups you find at each location depends on the number of players, so it always works out to one per PC assuming you succeed at all tasks.
"The PCs can help one civilian group at the first location (two for
parties of 6 PCs), one at the second location (two for parties of 5 or
6 PCs), and two at the third."
Percival Jeeves
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Jeeves, battered, bruised and with a nasty rent in his suit suggests "Perhaps I might be better off acting as a guide for a bit. I'm afraid my services in any upcoming combat may be a bit limited at the moment."
Does anyone have any out of combat healing?