I'm working on finishing up Jawn for your consideration. He's a halfling (unchained) rogue with the Unhappy Childhood - Tortured campaign trait. I'll finish up the rest of the details tonight.
Is the chanting coming from A8? Does it sound like multiple voices or one?
Know you enemies... The mantra that was drilled into his mind during his arcane studies.
Does Jawn recognize anything about the winged minotaur or the ooze? His modifier for all knowledge skills is +14, except for arcana. I'll roll twice for each foe with a +14; please add 4 to the roll if arcana would be appropriate.
Jawn will cast mirror image on himself, 1d4 + 3 ⇒ (3) + 3 = 6 images created.
Depending on where the ooze and minotaur are, Jawn will start to move around the courtyard toward the drawbridge. He's trying to avoid drawing extra attacks. His move is 30'.
In response the taunt, Jawn simply replies "That certainly is one possible outcome. The odds are so stacked against it that Cayden himself wouldn't test them, but certainly possible."
Peering across at the fortification, Jawn comments ”We’d best not waste any time; I’m sorry, but I don’t have magic at the moment to spirit us across the distance. We’ll have to do it the mundane way.”
Though finely dressed and rather scrawny in stature, the halfling starts off at a strong clip.
Here's the submission for markofbane based on my rolls earlier in the thread. Jawn is a halfling guide/scout for hire with merchants going to and from Sandpoint and has close ties with the Sandpoint guard and some of its other citizens. His character sheet in on the profile and I've copied his background here for your convenience.
Spoiler:
Most in Sandpoint believe Jawn’s close bond with the town guard is because it was they who found him. Regardless of how it came to be, it was undeniable and powerful.
Jawn was abandoned at the docks of Sandpoint and grew up in the orphanage there. From the time he was a toddler, the kind folks running the orphanage could not keep Jawn in sight, but they always knew where to find him. The young Halfling always slipped away and found his way to the gates, the watch house, or following along with a patrol. The guards at first tolerated him (once they figured out he’d keep slipping out of the orphanage and finding them). As he matured, he became well liked for his humor and willingness to help. It was no surprise to anyone that once he was old enough, he joined the guard. No one actually remembers hiring him; he just started drawing pay one week for the work he’d been doing for a while at that point.
After nearly a decade of this, Jawn started to feel strangely dissatisfied. Nothing else had changed, just this odd feeling. He started to request to be put on patrols outside of town, the further the better. He was always happy to come back to Sandpoint, but he felt a new thrill each time he went further and further away from the town.
Eventually, one of the sergeants suggested that he try taking assignments with merchants going to and from Sandpoint. Jawn was welcome to work with the guard between these trips, but the sergeant thought it would help satisfy his wanderlust. And for several years, it worked wonders. Jawn took to the role of guide quite naturally and was hired with increasing frequency. He always made time to see his friends still in the guard when he was in town to swap stories, but each time out his new duties took him further and further away. Now back in Sandpoint after his most recent job, Jawn is pondering his next move.
Jawn is a Halfling who clearly has recently spent a great deal of time outdoors. The sun has lightened his hair to nearly blond and darkened his skin to a rich almond tone. He’s dressed in comfortable, study clothing overlaid with leather armor that leave his head bare and his roughly calloused feet and hands exposed. He walks with great confidence, as though he has nothing in the world to fear. He has bright, alert eyes and a ready smile. While his gear is packed carefully to balance the load (as he’s accustomed to long treks on foot), his appearance is often disheveled and messy.
I really enjoyed gaming with you all. My first Pathfinder game, and my first PbP! JZ, if you are inspired to write the concluding post on this one, I'd love to read it, but I completely understand if you want to call this good. Thanks again for a great run!
It shouldn't be so long before some Crows show up. Let's let them take over the area and talk to witnesses. Then we can head up to the mayor's offices.
Jawn will run parallel to the flow of the river, reaching into his handy haversack for his 50' of silk rope. He's going to try and get ahead of the girl so he can throw the rope across.
Jawn will try to move to flanking with Andrei again, if that is possible. If not, he'll try to feint the creature to get the advantage as a move action.
Bluff check 1d20 + 13 ⇒ (7) + 13 = 20
To Hit 1d20 + 12 ⇒ (5) + 12 = 17
Damage 1d4 + 3 ⇒ (4) + 3 = 7
SA Damage 2d6 ⇒ (2, 2) = 4
EDIT: Sorry, his Bluff is only +12, so it should be one less than the roll above shows.
Ouch. Jawn will still try to continue on and connect, assuming there weren't any side affects to the attack that prevent him from continuing his attack...
Once Cerinwe is safely past Jawn, he'll follow pulling the prisoner along. If he resists, let me know; Jawn is CLEARLY itching to pummel this guy into unconsciousness, and it probably shows on Jawn's face and in his body language.
Is the peephole meant for a medium sized viewer? If so, Jawn will ask one of the others to take a look. If it is accessible to him, he'll look. If nothing catches our interest in the cell, he'll go to the office and rifle through it, including checking for things hidden in places other than the desk.
Jawn will lead the way, still carrying Andrei's torch for light. He'll pause at each set up doors listening briefly before moving on. He'll rely on his trapfinder class feature to sense any traps. Here's some perception rolls if they help.
The passage looks like just more cell doors, though spaced further apart than the others. It goes further than I can see from here. Jawn lets out a deep sigh. I hear banging and whispering I think, but I'd have to go down there to try and make anything out.
Jawn will crack the door open, peeking inside through the crack as he does. First just a little, then more if he doesn't see or hear anything of import immediately.
Jawn will make sure Mijanor has taken custody again of our prisoner before moving over to the door. He'll listen carefully, then set to work seeing if it is trapped and/or locked. Rolls if needed:
Jawn will stand ready with his dagger, eyes darting back and forth between their prisoner and the other passages. He's very concerned the noise may draw attention, and he doesn't want the team to be taken by surprise.
Stepping a pace away from the door, Jawn will say to his companions quietly. Torture, going on as we speak. Will intervening compromise our main objective?
Jawn will check the doors to the west for traps and to see if they are locked. If he is able to open them, he'll quietly crack one open and peek inside.
It looks like there are four corridors that do not have a door covering them, two going north and two going south. Jawn will look down each of those corridors from the entry, to see if there is anything different about any of them. He'll also go up to the double doors at the west wall and listen carefully for any sound coming from behind them.
So say all the bard tales I've ever heard, and that's a lot! Plus, the monster has been moving around the city from below, so it would make sense that it is originating from below. Jawn will pause for any feedback from the others before proceeding down the stairs. He won't let himself get more than 30 feet or so ahead of the rest of the team.