Heccan Abraxi
|
Heccan laughs audibly at Melufiuos' remark. "My dear lad, thank you for that. If there is one thing I have found lacking in my travels with our beloved Society is humor. Tell me, are you always this amusing? If so, the red will by on my coin for our return voyage. But alas, tying the lady up would be a bit drastic if not utterly bad form. We do not want to be perceived as Kuthites, eh? That being said, I have certain...abilities...that all but assure the lady shall accompany us should we decide it is in her best, or our, interest."
The former barrister bows deeply and reverently to Quiella. "My lady is too kind. I but humbly serve and am honored to use my many and varied talents to the benefit of our team. I have a knack for placing people at ease, and when one is comfortable, there is no telling what secrets they will spill." Heccan gives the gnome a wink.
"I also agree my lady. Let us speak to this Zeeva person we have heard so much about. Perhaps we may get to the root of the matter."
Heccan extends a gentlemanly hand, gesturing for Quiella to lead the way.
Valandil Anwamanë
|
Valandil nods his head.
"Does anyone know the way?".
He looks around for a town guard or local vendor to inquire
"Which way is the Green Market?"
| GM Harker |
Sorry for the delay, the website was out for me most of the day.
After speaking to a few friendly locals, you quickly locate The Green Market in the South Shore District of Korvosa.
The Green Market is a mostly wooden structure built like a massive barn. It stands on a flattened section of raised earth five feet higher than the surrounding street. The structure is only a single story, but the ceiling rises to twenty-five feet and has numerous glass skylights that can be opened and closed with extending poles and ladders for lighting and ventilation. To the south is the main entrance that has large iron gates which can be slid and chained shut. On the southeast and southwest sides are exterior docks with sliding bay doors, where farmers and merchants can unload the wares from their wagons directly into stalls or bring them into interior kiosks. Inside, the majority of the ground is hard-packed earth, except for the stalls, which have wood flooring. Only the four southeastern stalls carry goods other than produce. The southern-most stall has casks of wine, oils, and vinegar. The other stalls sell quality clothing, jewelry, and finished furniture. On the northeast side is an office that can be secured by another sliding iron gate. North of the office is the market’s back entrance. Finally, in the center north is a park-like area with a large tree and flowered bushes kept alive by an open skylight above.
After perhaps being slightly distracted by the wares, you ask around for Zeeva and a merchant helpfully points her out to you. The person in question is a stunning woman with chin-length, strawberry blonde hair, wide brown eyes, and a generous smile. She is wearing no armor and does not carry a weapon. Under her feet is a sleek, black cat that rubs itself on her ankle. After brief introductions, she greets you all warmly, "Thank you so much for coming. I can’t tell you how much this means to me. I’ve complained to the city, but it’s as if the Aspis Consortium has bribed everyone or the authorities just don’t care. I’m happy to pay for your lodging while you’re helping me. If you like, I can show you around the market and answer any questions about anything you haven’t already been told."
If you have any questions for her, now is a good time to ask.
Here is a link to the map. Unfortunately, this is very small in the google slide, so I would suggest everyone use the zoom in function to see things more clearly. Some of the players use Slide to edit the map from the phones, otherwise I would switch to Google Drawing.
Valandil Anwamanë
|
"Perhaps if you could go into more details about the challenges you face with the Aspsis..." starts Valandil.
"I have had some experience in dealing with them in the past. Do they have a nest nearby that you are aware of? Perhaps if so we could root them out away from your place of business?"
| GM Harker |
"Oh, I haven't the faintest of idea of where they are located, sorry. Initially they wanted to buy the Green Market, but I wasn’t interested. It’s been very successful and, though I never thought I’d find myself saying this, I love what I do. Then they wanted to lease space inside of it, but when I found out what they wanted to sell I declined. That’s when they started to harass me."
"You see, they wanted to sell weapons, armor, and magic goods. Those things have their place, but my customers are not adventurers. They are people looking for food and goods they need to survive. The Green Market is a community-based business."
"At first they just sent over pompous businessmen to convince me an alliance would benefit us both. I repeatedly declined their advances, so they started sending around thugs to 'persuade' me. Till now, I’ve run to the city guard or otherwise eluded the Aspis thugs, but it’s only a matter of time before their methods of intimidation get too dangerous for me to refuse."
I'll give everyone a little more time in case there are additional questions or any follow ups.
Valandil Anwamanë
|
"Do they accost you in public? In the middle of the market? Or on your way home?" asks Valandil, hoping to form a plan.
Heccan Abraxi
|
Heccan listens aloofly as Valandil queries Zeeva as he looks about the market. Heccan thinks about what he sees Quaint but impressive. I wonder if I could ever have been satisfied with such a humble but profitable venture. I suppose I will never know...
After a few moments, the Chellaxian perks up and offer Zeeva a wickedly charming smile. "At last, the Lady Foxglove" Heccan bows deeply as would a proper noble then straightens. "Please be assured you are know in the most capable hands. I am Heccan Abraxi, most formerly of the House Abraxi, Egorian, though I am no longer consider a part of that family. I pledge to you that we will ended this barbaric oppression to your free market rights. I must say it sickens me to think these ruffians would try to intimidate a most stunning and achieved merchant such as yourself. I assume these snakes have left open a channel of communication? A place to meet should you change your mind?" Heccan smiles and looks about the market curiously. "perhaps we may discuss this as you show us to your most interesting marketplace."
Valandil Anwamanë
|
Vlandil will quietly cast his long duration abjurations so as to be prepared for anything.
Mage armor, ablative barrier, fire walkers meditation and protection from arrows.
Quiella
|
"Those Aspis thugs have no end of mischief. I'm glad we're here to help you. I agree with my new companions; we should make a plan."
| GM Harker |
Before I forget again, has anyone played #3–24: The Golden Serpent on this current character? I already know the answer for my regular players. =)
"I'm afraid that I've just spurned every attempt they made to do business, I don't know of any way to contact them. They've always just come to the market. Perhaps if the Aspis Consortium sees that I have protectors of the likes of you Pathfinders, they’ll leave me alone. How about you stick around the market and see what they do? It’s only a matter of time until they come back to try and strong-arm me again. You're welcome to come up with another plan, I'll just feel safer if at least some of you stay here during business." Zeeva suggests to the group as she begins to lead you around to show the various stalls and merchandise for sell.
Valandil Anwamanë
|
Nope, never played it at all actually.
Heccan Abraxi
|
I have not played 3-24.
Heccan nods once to Zeeva. "Indeed, Lady Foxglove. I would rather like to meet these thugs in person. I am sure we have much to discuss." Heccan flashes Zeeva a wide evil looking grin. He turns to his fellow agents. "We may want to lay a trap of our own. Might I suggest that I wait with Lady Foxglove in the open with Quiella while the rest of you hide in ambush. I am hopeful to avoid conflict but it does not hurt to prepare worse outcomes. Also, if any one of you is particularly skilled at hiding or stalking, I could use my abilities to aid you so that you may follow one of these thugs to their base of operations. Once we have them, we can make arrangements to settle this dispute...permanently."
Melufiuos Benidictus
|
During all of this, Mel is pretty quiet. Although upon seeing the graceful cat nuzzling her legs those next to the magus hear him mumble, "You see, that's how familiars are supposed to behave... I should have gotten a cat!" He swats at the parrot perched on top of his head, but the vain attempt only earns him another peck on the ear. "Ow, you know I need those, right?"
He does try to listen intently to Zeeva, wondering if she really does know why the consortium wants her place. He's a bit too superficial for that kind of stuff, though, so he knudges the wise monk beside him, whispering "What'da'ya think? Think she knows what they're really after?"
aid sense motive: 1d20 + 3 ⇒ (5) + 3 = 8
When Heccan gets around to the good stuff, Mel perks up. "I can sometimes avoid being noticed." He swats at the parrot on his head who then squawks very loudly. Sighing, "Really. My Lady Beltona is just being ornery. She knows what to do when things matter. But I'm not so good at that tracking stuff."
During the tour, he detects magic in the area, especially the tree and downward into the earthen platform. At this point, he is not hiding.
| GM Harker |
Melufiuos detects no magical auras in the market proper.
While Heccan begins to lead the group in making preparations to ambush the Aspis Consortium, a group of three men approach Zeeva and stand in her path. The robed figure then addresses her in a causal manner, "Good afternoon, Zeeva. Have you given anymore thought to our proposal?" With that the two men next to him adjust their heavy cloaks to reveal greatswords on their backs. "Why don't you come along with us to discuss business in private? We'd hate to cause a scene in such a serene setting as the Green Market."
Zeeva gulps and looks back at her group of Pathfinders, "Oh dear, that didn't take very long at all!"
Valik Frost
|
Valik drinks a potion and than stands next to Zeeva, and raises an eyebrow.
We don’t wish to fight in such a nice place either. Can we take it someplace private?
Valandil Anwamanë
|
"There may be an amicable way forward for everyone." agrees Valandil, making sure to keep his distance.
"A food stall here, and maybe a weapons shop on the other side of the road?"
Melufiuos Benidictus
|
Mel was hoping to finally use that wand of disguise self. Instead, he fires off his wand of shield. The parrot on his head flies off, over the heads of the bad guys, squawking loudly. Meanwhile, Mel tries to slip off into the crowd or shadows.
Quiella
|
Quiella steps forward, hands casually at her sides. "Elsewhere? What do you have in mind, snakes?"
Heccan Abraxi
|
Heccan pauses in mid sentence as the band approaches. He smiles and approaches the group and speaks to the robed figure. "Ah yes Lady Foxglove, the interested part is indeed...interested. As you can see, the market is doing quite the business today, many customers with prying eyes. I believe my rather stern looking friend is in the right. Let us re-convene in a less open area and discuss what you desire from our dear friend."
Diplomacy: 1d20 + 24 ⇒ (20) + 24 = 44
Heccan will attempt to shift the robed man's attitude so that the party can open a dialogue with them.
| GM Harker |
As Valik drinks a potion and Melufiuos uses a wand, the group of three men begin to look nervous. The robed fellow calms down a little as he listens to the silver-tongued Heccan, "Well, we were thinking a private meeting. I guess it would be okay if you were to join us, but your friends aren't really invited. Especially the gnome with the mouth."
"Bah, these guys are getting ready to attack us, Narris. Don't listen to the slick guy." One of the thugs counsels, as he draws his greatsword and looks ready to attack. The other thug nods and draws his weapon as well, "Yeah, we just want the woman, we don't need no company. The bosses won't like company."
As combat begins to seem imminent, Zeeva swiftly moves away from the thugs and hides behind Valandil.
Ophelia has not checked in yet, so I'm unsure of her status. Since this is the case, I did not roll initiative for her, but once she's ready to jump in, then she can make her init roll herself and we'll work her in.
PC Initiative
Heccan's Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Melufiuos' Initiative: 1d20 + 5 ⇒ (2) + 5 = 7
Quiella's Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Valandil's Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Valik's Initiative: 1d20 + 7 ⇒ (7) + 7 = 14
Zeeva Init: 1d20 + 2 ⇒ (17) + 2 = 19
Narris Init: 1d20 + 2 ⇒ (14) + 2 = 16
Enforcer Init: 1d20 + 3 ⇒ (11) + 3 = 14
Initiative (Round 1)
Zeeva
Valandil <= Up
Robed Figure (Narris?)
Valik
2 Thugs
Heccan
Quiella
Melufiuos
Valandil is the first PC up!
Here is another link to the map. You can also find it on your campaign page for this thread as well as in my status line under 'S4 map.'
Valandil Anwamanë
|
Any chance you could put a border around the baddies, so we can tell them apart from the rest of us a little more easily?
Valandil, seeing the sword being drawn quickly glares at it.
"No need for swords, this is a family place.."
Casts grease, ref DC 18 or drops the greatsword.
And then moves out from the press of bodies.
| GM Harker |
Sure, the enemies all have borders now.
Valandil casts a spell coating the gray-haired thug's greatsword with grease and it slips from his grasp. The red-bordered enemy was affected.
Although he seems conflicted about doing any harm to Heccan, the robed figure identified as Narris casts a spell and a cloud of golden particles erupts from the sky around Melufiuos, Quiella, and Valik, threatening to blind them all and making invisibility quite impossible. Mel, Quiella, and Valik all need to make DC 18 Will saves or be blinded.
Afterwards, Narris moves away from the front-lines towards the tree growing in the north. He has the blue border.
Ref Save: 1d20 + 6 ⇒ (8) + 6 = 14
Initiative (Round 1)
Zeeva
Valandil
Robed Figure (Narris?)
Valik [Will save needed] <= Up
2 Thugs
Heccan
Quiella [Will save needed]
Melufiuos [Will save needed]
Valik is up next!
Valik Frost
|
will: 1d20 + 12 ⇒ (19) + 12 = 31
Valik walks right past the brute protecting the caster who just tried to blind him. He walks past the caster, not caring about his dagger, premising that he is not that skilled with it.
That wasn’t necessary, why must you Aspis always resort to violence, as Valik tries to grab ahold of the robed man.
grapple vs caster, provoking an AOO, AC 31: 1d20 + 12 ⇒ (6) + 12 = 18
| GM Harker |
Valik avoids getting blinded and moves swiftly to intercept the spellcaster. He does not realize, however, that the thug still holding a greatsword has honed combat reflexes and Valik takes some injury from said weapon as her moves forward. The robed man also retaliates with a slash from his dagger, but it unable to pierce the monk's defenses. Nevertheless, Valik grabs hold of the robed figure and grapples him. Valik takes 15 damage from the thug due to Combat Reflexes.
MWK Dagger: 1d20 + 4 ⇒ (12) + 4 = 16
To determine the enemies' actions, I need to know if Mel and Quiella are blind so I will roll those now.
Mel Will Save: 1d20 + 6 ⇒ (11) + 6 = 17
Quiella Will Save: 1d20 + 11 ⇒ (14) + 11 = 25
Combat Reflex Action I forgot about until after I rolled the Will Saves: 1d20 + 13 ⇒ (18) + 13 = 31
Damage: 2d6 + 7 ⇒ (4, 4) + 7 = 15
Red Bow: 1d20 + 11 ⇒ (4) + 11 = 15
Purple Greatsword: 1d20 + 13 - 3 ⇒ (7) + 13 - 3 = 17
Damage: 2d6 + 7 + 9 ⇒ (6, 4) + 7 + 9 = 26
When it appears that Melufiuos is blinded and Quiella is not, the thugs ignore their supposed leader's plight and engage the Pathfinders. The (red) man who lost his greatsword switches to a bow and fires an arrow at the flat-footed Quiella that just bounces off her armor.
The (purple) thug who still has he melee weapon moves forward to attack the blinded Melufiuos. He takes advantage of the Magus' disabled state to strike him in the torso, leaving a nasty injury. "Get gone or get dead." Mel takes 26 damage from the attack.
Initiative (Rounds 1-2)
Valandil <= Up
Valik [15 Damage] <= Up
Zeeva
Narris (blue)
2 Thugs (red, purple)
Heccan <= Up
Quiella <= Up
Melufiuos [26 Damage; Blinded, DC 18 Will save at end of turn to negate] <= Up
Everyone is up! I delayed the NPC's to place them all in the same block to speed things up. Mel can make a Will save at the end of his turn to stop being blind.
Valandil Anwamanë
|
Seeing violence being used, Valandil sighs and starts to summon help...
Full round casting
Valik Frost
|
Valik gets slashed across the shoulder, his eyes show one of shock. He keeps moving though, undeterred and grabs ahold of the caster.
He continues to grapple the man, trying to forcefully move him towards his allies, refusing to allow him to stand in the back and pepper them with magic.
grapple to move: 1d20 + 12 + 5 ⇒ (19) + 12 + 5 = 36
Valik easily moves the man against his will, holding him between all of his allies.
Heccan Abraxi
|
Heccan wrinkles his face in distaste and takes a step back. "Ah yes, violence. How did I know it would come to this?" Heccan turns to Narris and quips "And here I thought we were getting along. You will find it would have been much preferable that way." Heccan's eye flash with concern as he sees Mel in trouble. "Let us better the odds."
Heccan begins to speak in a low guttural otherworldly language, loud enough to be heard but mumbled enough to obscure its substance. The infernal sorcerer grit his teeth as if in pain and calls upon his dark inner power unleashing it at Mel's attacker.
Hec will take a five foot step as indicated on the map and cast Hold Person at the purple attacker accosting Mel. Will save v. DC 20 will negate.
School enchantment (compulsion) [mind-affecting]; Level antipaladin 2, bard 2, bloodrager 3, cleric/oracle 2, inquisitor 2, shaman 2, sorcerer/wizard 3, witch 2
CASTING
Casting Time 1 standard action
Components V, S, F/DF (a small, straight piece of iron)
EFFECT
Range medium (100 ft. + 10 ft./level)
Target one humanoid creature
Duration 1 round/level (D); see text
Saving Throw Will negates; see text; Spell Resistance yes
DESCRIPTION
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.
Melufiuos Benidictus
|
The magus, not nearly as hindered as the thug expected, retaliates by launching into spell combat. "Perhaps you should think again, fungus food!" He humms a charge into his rapier, attacks, then takes a 5' step back to cast mirror image.
rapier to hit: 1d20 + 8 + 2 - 2 ⇒ (16) + 8 + 2 - 2 = 24
concealment <50 misses: 1d100 ⇒ 98
rapier damage: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9
stored shocking grasp: 5d6 ⇒ (5, 6, 1, 4, 1) = 17
Quiella
|
"The one with the mouth?" Quiella says to herself as she pulls out her sword. "If they don't like being called snakes... Why is it in their emblem?" Quiella approaches the nearest active foe. purple, unless he is held, then red She slashes at him with her sword. "You're not nearly big enough to take me out, punk." She slashes again "This mouth has TEETH!"
forgot to set up life link again. Sorry folks. After this fight, Quiella will put life link on Mel, Valik, and Zeeva.
greatsword, attack, power attack: 1d20 + 12 - 2 ⇒ (19) + 12 - 2 = 29 for slashing, cold iron, magic: 1d10 + 7 + 6 ⇒ (8) + 7 + 6 = 21
confirm crit: 1d20 + 12 - 2 ⇒ (8) + 12 - 2 = 18 for slashing, cold iron, magic: 1d10 + 7 + 6 ⇒ (5) + 7 + 6 = 18
| GM Harker |
Mel, I knew that I was forgetting something when the thug attacked you. Since you have the Blind-Fight Feat, that attack actually missed you.
While it initially looked like the purple thug was going to hit the blinded Melufiuos, the elf's honed instincts kick in and he dodges the greatsword blow.
Valandil begins casting a spell that takes a long time to finish.
Valik drags the grappled Narris towards the center of the group.
Heccan casts a spell that instantly paralyzes the (purple) thug next to Melufiuos.
Despite not being able to see, Melufiuos hits the paralyzed thug next to him, activating his stored spell and doing some sneak attack damage in the process. Afterwards, he steps away and casts Mirror Image, creating 5 duplicates of him. Mel did an extra 6 damage since the Thug was denied his dexterity bonus to AC. It's in my GM Screen since I didn't feel like making two separate screens this time.
Since the thug next to Melufiuos is paralyzed, Quiella instead steps up to the (red) one with a bow and strikes him, but does not land a critical hit.
Zeeva eeps as events become more violent, then makes some strange hand gestures as she attempts to place a Hex on the (red) thug with a bow. The man frowns as he feels the weight of Misfortune on his shoulders.
Narris attempts to break Valik's grapple, but fails miserably.
Finding himself without a non-greased melee weapon, the (red) thug with a bow steps away from Quiella then attempts to hit her with two arrows. Thanks to his Misfortune, both arrows miss.
The (purple) thug breaks out of his magical paralysis with a growl and a litany of curse words. .
Purple Will save: 1d20 + 4 ⇒ (15) + 4 = 19
Mel Sneak Attack: 1d6 ⇒ 6
Will Save vs. Hex: 1d20 + 4 ⇒ (6) + 4 = 10
Grapple break: 1d20 + 3 ⇒ (10) + 3 = 13
Red Longbow 1: 1d20 + 11 ⇒ (15) + 11 = 26
Red Longbow 1 Misfortune: 1d20 + 11 ⇒ (12) + 11 = 23
Red Longbow 2: 1d20 + 6 ⇒ (4) + 6 = 10
Red Longbow 2 Misfortune: 1d20 + 6 ⇒ (12) + 6 = 18
Purple Will save: 1d20 + 4 ⇒ (17) + 4 = 21
Initiative (Rounds 2-3)
Valandil <= Up
Valik [15 Damage] <= Up
Zeeva
Narris (blue)
2 Thugs (red, purple)
Heccan <= Up
Quiella <= Up
Melufiuos [Blinded, DC 18 Will save at end of turn to negate] <= Up
Everyone is up! Mel can make a Will save at the end of his turn to stop being blind.
Valik Frost
|
grappleto drag: 1d20 + 12 + 5 ⇒ (12) + 12 + 5 = 29
Valik continues to strongarm the caster, getting his point across literally.
not very fun being dragged around is it? How do you like being strong armed? Mel, I’m bringing you a present, if you wait for a moment I’m sure you’ll enjoy it more when you can see it.
Valandil Anwamanë
|
A small sphere of light appears in amongst the Aspsis agents. A palatable aura of menace radiates from it, unsettling them. Perhaps more unsettling is the twin beams of light that jump from it, striking the man with the bow.
Meanwhile Valandil lifts his staff and calls out "If snakes you be, then let you meet some."
Two magical snakes, one black and one white spring from the tip of his staff, slamming into the archer. The elf then dashes back between the next row of stalls.
"Get out of there Zeeva"
Aura of Menace, Will DC 13 or -2 to attacks, AC and saves
lantern archon on touch red: 1d20 + 3 ⇒ (17) + 3 = 20
lantern archon on touch red: 1d20 + 3 ⇒ (2) + 3 = 5
damage on red: 1d6 ⇒ 3
magic missile on red: 2d4 + 2 ⇒ (1, 2) + 2 = 5
Heccan Abraxi
|
Heccan mutters a curse as the thug breaks his spell. "I need to work on that one...". The sorcerer surveys the field and spies the thug with the bow. Shaking hsi head, he winces as he once again calls upon his power. He speaks to the group "Do try to leave one alive please. I have questions."
Heccan's eyes flash red as he extends his palm toward the bow wielding foe. Two beams of blazing hot energy streak toward the man as Heccan lets loose a stifled cry of pain.
Heccan will use a standard action to cast scorching ray targeting both rays at the red archer.
Touch Attack Scorching Rayv1: 1d20 + 4 ⇒ (2) + 4 = 6
Touch Attach Scorching Ray 2: 1d20 + 4 ⇒ (11) + 4 = 15
damage 1: 4d6 ⇒ (2, 5, 5, 6) = 18
damage 2: 4d6 ⇒ (3, 3, 3, 3) = 12
School evocation [fire]; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one or more rays
Duration instantaneous
Saving Throw none; Spell Resistance yes
You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.
Melufiuos Benidictus
|
The young magus grows a bit overconfident and begins laughing. "This is fun! What have you got for me, my old friend? I hope it isn't fragile!" He performs spell combat again, this time firing his wand of true strike before launching a non-lethal attack on the robed figure he cannot see.
rapier non-lethal: 1d20 + 8 + 2 - 2 - 4 + 20 ⇒ (8) + 8 + 2 - 2 - 4 + 20 = 32
non-lethal damge: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6
At the end of my turn
Will Save: 1d20 + 6 ⇒ (15) + 6 = 21
"Awwww, I can see again. Bummer, I was having so much fun!"
Quiella
|
Quiella steps up to the archer and swings away again.
greatsword, attack, power attack: 1d20 + 12 - 2 ⇒ (1) + 12 - 2 = 11 for slashing, cold iron, magic: 1d10 + 7 + 6 ⇒ (5) + 7 + 6 = 18
greatsword, attack, power attack: 1d20 + 7 - 2 ⇒ (3) + 7 - 2 = 8 for slashing, cold iron, magic: 1d10 + 7 + 6 ⇒ (4) + 7 + 6 = 17
| GM Harker |
Valik continues to drag the spellcaster around like a bag of flour, this time placing him near Melufiuos and Zeeva.
Valandil's summoning spell finishes, and a Lantern Archon appears. Although its menacing aura does not seem to affect the enemies at all, it does hit the enemy with the bow once with its light ray. How high up is the archon flying?
Valandil then uses his staff to cast two snake-like magic missiles at the archer.
Heccan casts a Scorching Ray spell, but neither hits their target thanks to the chaos of the fight and the soft cover of various combatants.
Mel concealment percentage: 1d100 ⇒ 2
Mel concealment percentage reroll: 1d100 ⇒ 85
Mel draws his wand of True Strike and uses it to supplement his attack on the grappled spellcaster, which he easily hits for some nonlethal damage. The glowing dots also finally clear out of his vision and the magus/rogue can see again.
Quiella steps up and slashes twice with her greatsword, but she does not land either blow.
Zeeva backs further away from the fight and places a Fortune Hex on Melufiuos.
Apparently still angry about the Hold Person spell, the (purple) thug with the greatsword charges Heccan. Despite the advantage of the charge, the enemy still does not hit.
The (red) thug with a bow steps back and fires upon Quiella again, with the same failed results.
The robed caster makes another vain attempt at breaking out of Valik's hold, then tries a more diplomatic approach, "Hey listen, let me go and I'll call off my dogs. Deal?"
Narris Will: 1d20 + 7 ⇒ (20) + 7 = 27
Purple Will: 1d20 + 4 ⇒ (12) + 4 = 16
Red Will: 1d20 + 4 ⇒ (14) + 4 = 18
Red Will Misfortune: 1d20 + 4 ⇒ (17) + 4 = 21
Purple Greatsword charge: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20
Red Arrow: 1d20 + 11 ⇒ (8) + 11 = 19
Narris CMB: 1d20 + 4 ⇒ (2) + 4 = 6
Initiative (Rounds 3-4)
Valandil <= Up
Valik [15 Damage] <= Up
Zeeva
Narris (blue)
2 Thugs (red, purple)
Heccan <= Up
Quiella <= Up
Melufiuos <= Up
Everyone is up!
Valandil Anwamanë
|
The archon, flying about 30' up, continues to attack the red archer, but tries to attune its light to stun, rather than damage the man.
Valandil continues to summon serpents to smash into the archer. Again a serpent of white light and shadow appear at the ends of his staff and streak toward the man, biting him before vanishing.
The elf himself moves out from the stalls and stands between Zeeva and the attackers.
lantern archon, non lethal, touch: 1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 14
lantern archon, non lethal, touch: 1d20 + 3 - 4 ⇒ (7) + 3 - 4 = 6
NL damage on red: 1d6 ⇒ 4
Magic missile on red: 2d4 + 2 ⇒ (1, 4) + 2 = 7
Valik Frost
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sense motive: 1d20 + 12 ⇒ (9) + 12 = 21
Valik listens to the man’s deal. If he judges it to be honest and sincere, Valik responds with a counter-deal.
You call off your men, to lay down their weapons and STOP fighting. After such I will release you. You make any threatening action, and I will stop playing nice and resort to using my fists and feet to make you change your ways
grapple to drag into middle of allies and release afterwards: 1d20 + 12 + 5 ⇒ (2) + 12 + 5 = 19
Valandil Anwamanë
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Blunt arrows can be used at the standard -4. I figured Arcons being creatures of good should be able to tune their "light" to do non lethal. That said, you are right the general rules are that you can only do non lethal damage with a melee weapon. So if they can't do non lethal, the Arcon will just do its normal lethal attacks, add +4 to hit :-)
Heccan Abraxi
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Heccan, always one to seize the opportunity in a contest of wills jumps on the request to cease hostilities. He plays upon the rapport he has already established with the robed man.
"I knew you had some sense to you friend. I do believe a deal is to be made. Let's say we agree to release you, but I have terms of my own. Call off your men and send them away. You shall remain as I have a few questions that demand answers. Upon the conclusion of my inquiry, you have my word as a gentleman that you shall be released, unharmed." Heccan gives Valik a knowing look then turns his attention back to the robed man. "I trust we have a deal. I have seen what that man can do with his bare hands and let us just say it is something that I cannot witness again, not without loosing my breakfast from my gullet." Heccan does his best to suppress a smile. "So...deal?"
Diplomacy(if needed): 1d20 + 24 ⇒ (7) + 24 = 31
Melufiuos Benidictus
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Mel will give the man a chance to call off his thugs. He readies an attack, and will plunge the rapier into the robed man's heart if he or his thugs are about to attack.
He looks at the thugs, "C'mon, I want to watch this fool's robe change colors."
| GM Harker |
Valandil, since this is PFS, we'll stick with RAW and say no nonlethal attack, the archon will do lethal damage instead.
Mel, I rolled concealment because I didn't read the spell before I posted. My bad.
Valik can tell that the man is not being completely truthful about his offer.
Since I figure that will change three of your actions, feel free to change what you want to do. I don't believe you can use Diplomacy after combat has started at any rate (unless the scenario specifically allows it. This one doesn't, unfortunately).
1d20 ⇒ 8
Valik Frost
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Valik will still drag him, but will keep ahold of him. His plan is to give Mel free flanking opportunity. I had rolled a 19 for CMB. If I need to redo it...1d20 + 17 ⇒ (4) + 17 = 21
I don’t like being lied to. Mel, do what you wish while I have a grip on him
Ophelia Endronil
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As per our PMs, I've been through a few issues, but should be good to keep posting now.
Also, I think you can use Diplomacy in combat, but you generally *don't*, since it takes 1 minute (10 rounds) to do so.
Remaining as silent and unnoticeable as she has been this entire time (so silent it's almost as if she hasn't been here), Ophelia cautiously waits to see if the man in Valik's grip changes his tune.
Quiella
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Quiella maintains her focus on the Archer, stepping close to him and swinging again.
greatsword, attack, power attack: 1d20 + 12 - 2 ⇒ (1) + 12 - 2 = 11 for slashing, cold iron, magic: 1d10 + 7 + 6 ⇒ (6) + 7 + 6 = 19
greatsword, attack, power attack: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21 for slashing, cold iron, magic: 1d10 + 7 + 6 ⇒ (5) + 7 + 6 = 18