Nátulcien Sáralondë |
Nat comes up behind and attacks with her rapier.
Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Hopefully doing some damage: 1d6 ⇒ 5
"You really aren't that funny, you know."
GM Lithrac |
The bard draws his rapier and strikes Nat! "It looks like you're alone in this, elf!"
Rapier: 1d20 + 2 ⇒ (20) + 2 = 221d6 - 1 ⇒ (3) - 1 = 2
Confirmation: 1d20 + 2 ⇒ (8) + 2 = 10 *not a crit*
Then he takes a step away, threatening the two laughing Pathfinders should they stand up.
Initiative - round 6 - bold may act!
1. Nat, (Chukka), Löthan, Agnes, (Sedlarjan) (new save this round as a full-round action that doesn't provoke AoO)
2. Wymund
Nátulcien Sáralondë |
Nat will 5 foot step following the performer and attack. I am assuming that as Sedlarjan is not threatening that I am not adding a flank bonus
Attack: 1d20 + 3 ⇒ (3) + 3 = 6
"Sed! It's not funny! Just look at how unfashionable his shoes are! It's actually quite sad!"
GM Lithrac |
Assuming Löthan continues with his cowering under a chair...
Wymund's rapier strikes swiftly, aimed at Nat's throat!
Rapier: 1d20 + 2 ⇒ (16) + 2 = 181d6 - 1 ⇒ (6) - 1 = 5 Barely misses thanks to mage armor, I think? However, could I have a complete breakdown of your AC, since your character sheet doesn't display it, please? So far I'm counting AC 17 (4 from mage armor, 3 from dex). Where does your extra 2 AC come from?
Initiative - round 7 - bold may act!
1. Nat, (Chukka), Löthan, Agnes, (Sedlarjan)
2. Wymund
Agnes-Emberkin |
Climb: 1d20 ⇒ 17
Agnes finally makes it up on stage! In absolute frustration from falling so often, she runs up to strike the man with her quarterstaff: 1d20 + 1 ⇒ (2) + 1 = 3 and flails wildly, lucky to not strike herself in the face.
Löthan |
After actually thinking he will burn in hell too quickly Löthan finnaly over come his fear of new wespe and come to help and to undersand what is so funny ...
Nátulcien Sáralondë |
Nat will maintain her attacking
Attack: 1d20 + 3 ⇒ (6) + 3 = 9
Hopefully doing some damage: 1d6 ⇒ 3
GM Lithrac |
Once again, Nat misses the performer. The bard strikes at Nat in return.
Rapier: 1d20 + 2 ⇒ (17) + 2 = 191d6 - 1 ⇒ (6) - 1 = 5
"Have at thee, you pimp-dancer of poor quality!"
Initiative - round 8 - bold may act!
1. Nat, (Chukka), Löthan, Agnes, (Sedlarjan)
2. Wymund
Nátulcien Sáralondë |
Ouch! Swinging back.
attack: 1d20 + 3 ⇒ (2) + 3 = 5
Chukka Bloodbeak |
Chukka, finally recovered, stands (provoking) and thrusts with his rapier at the bard.
Move action: Stand
Standard action: Attack bard
Attack (Rapier): 1d20 + 6 ⇒ (16) + 6 = 22
Damage (Rapier): 1d6 + 1 ⇒ (2) + 1 = 3
Löthan |
Move action
Löthan try to climb :
Climb:: 1d20 + 3 ⇒ (2) + 3 = 5
Woops
Standard action
If he is not too injured by the little fall, he will retry :
Climb:: 1d20 + 3 ⇒ (9) + 3 = 12
Padadadaaaaa
Agnes-Emberkin |
Agnes, getting very frustrated now, will swing yet again with her quarterstaff: 1d20 + 1 ⇒ (7) + 1 = 8 while cursing furiously in hopes that she finally hits to do 1d6 ⇒ 1 damage.
Crikey. These rolls.
Nátulcien Sáralondë |
Nat will attempt to swing once more
attack: 1d20 + 3 ⇒ (19) + 3 = 22
and potentially damage: 1d6 ⇒ 5
Yay! Potential Crit!
confirm: 1d20 + 3 ⇒ (18) + 3 = 21
crit_damage: 1d6 ⇒ 6
GM Lithrac |
The elven dervish whirls around the bard, who doesn't see th final blow coming. Suddenly, blood covers the stage as the artist realizes his chest is pierced and that he can no longer breath. He crumbles to the ground, dead.
Searching him reveals many things. First, a diary held by an artist named Wymund Pratt - the man you've just defeated. The document reveals that he was a member of the Pathfinder Society, but also of another organization called the Shadow Lodge. There is evidence that he wasn't the only Shadow Lodge member in Kaer Maga, though no other name is mentioned in his diary. Moreover, you find many papers on the stage itself - supply lists and a list of code nameds and dates. There is also a list of cities on one sheet: Absalom, Sothis, Kaer Maga, Oppara, Whitethrone and Almas. Apparently the Shadow Lodge has been busy lately. Finally, you find on Wymund a couple potions that bear the same etchings as the goblins' potions that you found on those who ambushed you on the Halflight Path.
Something tells you that this story is far from being over.
This concludes the first part of this story. Chronicle Sheets will be issued shortly and their links provided in the Discussion thread. We'll start Part 2 whenever everyone is ready (I think only Agnes needs to level up). Let's aim at starting this by the end of the week.
GM Lithrac |
You wander a Downmarket street a few days after the events at the theater, when suddenly the street is empty of residents, the choking mass of humanity and monsters suddenly remembering they had something better to do. Standing about you in a loose circle are six burly men carrying cudgels and a seventh man, skinny and bedecked in robes and jewels, his right hand in a pouch on his belt. All of the men stare intently at you.
"Dakar says you owe him a favor," says the skinny man in robes. "You’ll need to come with us. I think you know how to put on those." he grins as he hands each of you a silencing cowl exactly like those you put on the first time you met with Dakar.
GM Lithrac |
Upon your agreement, your heads are bagged as promised, and you are stuffed inside a small, dusty wagon and driven in bumpy, painful circles around the city for at least an hour before being dragged from the wagon, marched through small streets or large hallways, and then stopped. At this point, the bags are removed and you find yourselves in a nice club or private residence with carpeted floors, potted plants, slaves waving fans, and a giant backlit screen along one wall. A shape, decidedly vague in outline, can be seen behind the screen and a voice speaks.
"You owe me a favor, little Pathfinders, and it’s time to pay up. However, you will find that our interests converge. You see, the two largest political entities in the city, my Commerce League and the golem-making Ardoc family, have decided the reign of the Shadow Lodge within their walls is at an end. Both the Ardocs and me see this problem belongs to you, hence the favor I'm calling. You are to track down the Shadow Lodge, find its headquarters, exterminate its members, and rid the city forever of the meddlesome organization. Is that clear enough? Do you have any questions, Pathfinders?"
Nátulcien Sáralondë |
"Ummm... I have a few questions... What leads do you have on the Shadow Lodge? How long have you known of their activity? Why get sick of them now? and most importantly... Why are there no good shoe shops in this town?!?"
GM Lithrac |
Dakar chuckles slightly at the mentions of the shoe shops, but then disregards that question completely.
"We have been aware of its presence for quite a while, though they only revealed their power play when they murdered poor Colligardie. That was the one event that turned us against them. With your investigation, they need to die - all of them. Of if you do mind doing the dirty work, you can just hand them to the Ardocs or to my goons, and we'll find a way to make them... disappear." the strange voice says ominously.
GM Lithrac |
"I have no information on the current whereabouts of the Shadow Lodge - it appears they have been more cautious since Wymund Pratt's untimely demise at your hands. I have no doubt that enterprising little Pathfinders like yourselves should have no problem tracking them down. You might try Downmarket or the Meatgate - lots of eyes there may have seen something. It may also be a good idea to call upon the contacts you've made in the city so far. If you have no other question, we'll conclude here and now our little meeting."
Provided you don't have any more questions:
Your way back isn't different from the way you came. Cowl. Silence. Walking around. Driving around. Uncowl in a busy street. By the time you look around, Dakar's men have vanished from view and you're left to your own devices.
As Dakar pointed out, you may ask the contacts you made in the first part of this story: here and here. You can also make a Diplomacy (gather information) or Knowledge (local) check.
Chukka Bloodbeak |
Chukka returns to the bar where he met Roold and buys her a couple of drinks to, once more, loosen her tongue. "So, have you heard anything about this Shadow Lodge everyone's been talking about?"
Once he's done with her, he makes his way around the town to find out more information.
Diplomacy: 1d20 + 1 ⇒ (8) + 1 = 9
Knowledge (Local): 1d20 + 5 ⇒ (17) + 5 = 22
Sedlarjan |
Diplomacy: 1d20 - 2 ⇒ (12) - 2 = 10
Sedlarjan wanders around but finds no more than the very goblin he sold an infernal contract earlier. The weak creature seems to have died shortly after, his carcass being now inhabited by several insects.
Sedlarjan shrugs and gives up for the day. He's way more skilled at selling contracts than finding pieces of information.
Nátulcien Sáralondë |
[ooc] If Nat can hunt down Sard Coalbreath she will do so, and buy him a drink or three to see what he knows [ooc]
Diplomacy: 1d20 + 3 ⇒ (10) + 3 = 13
GM Lithrac |
Chukka gets a confused and slightly inebriated look. "Well, that or something. Pathshadow? Shadowfinders? Pathlodgers? I'm not sure anymore. Shady berks anyway, by all accounts." Roold shrugs.
*****
Meanwhile, Nat appears to be unable to find her contact from earlier. The same fate befells Löthan and Sedlarjan.
Nátulcien Sáralondë |
"Does anyone know anything about Meatgate? Shall we check it out?"
GM Lithrac |
Meatgate is known to be one of Kaer Maga's busiest market, one where you can allegedly find anything, ranging from a cursed set of dice to a pet goblin. Since Agnes doesn't have much luck finding information either, you decide to visit Meatgate to check if the lead you had pans out or not.
Once you arrive there, you find out that Meatgate's reputation is well-deserved. While the most exotic goods can be found, the crowded market also hosts less noble trades, such as slaves. However, it doesn't seem particularly forbidden to anyone here. A fat slaver, seeing your raising an eyebrow, offers you pastries to draw you to his stall.
Perception (Chukka): 1d20 + 7 ⇒ (20) + 7 = 27
Perception (Löthan): 1d20 + 6 ⇒ (20) + 6 = 26
Perception (Nat): 1d20 + 2 ⇒ (13) + 2 = 15
Perception (Sedlarjan): 1d20 + 6 ⇒ (9) + 6 = 15
Initiative (Agnes): 1d20 + 2 ⇒ (18) + 2 = 20
Initiative (Chukka): 1d20 + 4 ⇒ (15) + 4 = 19
Initiative (Löthan): 1d20 + 5 ⇒ (14) + 5 = 19
Initiative (Nat): 1d20 + 3 ⇒ (8) + 3 = 11
Initiative (Sedlarjan): 1d20 + 4 ⇒ (4) + 4 = 8
Initiative (M): 1d20 + 0 ⇒ (20) + 0 = 20
Initiative (BE): 1d20 + 0 ⇒ (16) + 0 = 16
Initiative (MT): 1d20 + 2 ⇒ (9) + 2 = 11
Initiative (TM): 1d20 + 5 ⇒ (16) + 5 = 21
Suddenly, Agnes senses something - or someone - getting closer, and spots a human wearing ample robes starting to cast a spell while looking intently at you! Chukka and Löthan also notice that you're under attack, which Nat and Seldarjan largely remain oblivious of the ambush.
Surprise round: Agnes, Chukka and Löthan can take a standard action or a move action, but not both.
An important note about terrain: Meatgate is crowded with passerbys and inhabitants of Kaer Maga. They will run away as soon as the fight breaks out, but it'll take them three rounds to clear the place. Until then, consider the whole map as difficult terrain.
The spellcaster Agnes spotted glares at the Emberkin, and a surge of arcane energy darts off towards her!
Force damage: 1d4 + 2 ⇒ (4) + 2 = 6
Meatgate ambush - surprise round - bold may act (standard or move action only)
1. TM, M (D)
2. Agnes, Chukka, Löthan
3. BE, MT
4. (Nat), (Sedlarjan)
Chukka Bloodbeak |
Chukka charges the eastern opponent.
Standard action: Charge M
Attack (Rapier, Charge): 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Damage (Rapier): 1d6 + 1 ⇒ (4) + 1 = 5
Nátulcien Sáralondë |
"Hey guys, you gotta try these pastries! They are like totally delish!...Ummm...Guys?"
Sedlarjan |
24 hours since GM's post, so I bot Löthan
Löthan moves toward the enemy before him and strikes him hard with a stern face.
Masterwork Guisarme Power Attack: 1d20 + 6 ⇒ (16) + 6 = 22 for Slashing Damage: 2d4 + 9 ⇒ (1, 3) + 9 = 13
GM Lithrac |
Chukka, you can't charge through difficult terrain. I've bolded in my previous post the fact that the entire battlefield is considered as such for now.
Sedlarjan, this is a surprise round, so only a single action is allowed.
Bottom line: we'll proceed with a move for each of you, and we'll keep those rolls as your Round 1 actions (or AoO for Löthan, see below).
Chukka and Löthan wade through the still compact crowd, reaching those who attacked them after a great effort. Meanwhile, Agnes loads her crossbow.
The half-orc warrior approaches Löthan, her scimitar drawn. However, the Chelish contractor strikes as she approaches carelessly, bringing her down! Using the roll from Sedlarjan's bot post.
A gnome suddenly pops her head out of the crowd and shoots an arrow at Sedlarjan, who's still wondering what is going on.
Bow vs FF: 1d20 + 8 ⇒ (13) + 8 = 211d6 + 2 ⇒ (5) + 2 = 7
The mage casts another spell, sending another missile at Agnes, then retreats through the crowd.
Force damage: 1d4 + 2 ⇒ (1) + 2 = 3
Finally, the half-elf takes a more defensive stance as she starts casting a spell. Unfortunately for her, she fails to maintain her concentration, and her spell fizzles.
Concentration DC 17: 1d20 + 3 ⇒ (5) + 3 = 8
Chukka strikes his opponent, drawing blood. Using the roll from your last post.
Meatgate ambush - round 1 - the bold may act!
1. TM, M
2. Agnes, Chukka, Löthan
3. (BE), MT
4. Nat, Sedlarjan
Agnes-Emberkin |
I don't have a crossbow, I put mage armor on.
Agnes will move over 20 feet and will shoot TM with Acid Jet: 1d20 + 3 ⇒ (18) + 3 = 21. If she hits, he will take 2d6 + 2 ⇒ (3, 4) + 2 = 9 acid damage plus sickened for 1d4 ⇒ 4 rounds DC 13 Fort to negate sickened.
GM Lithrac |
Yep, my mistake, apparently Chukka and Sedlarjan are not the only ones who don't read other people's posts! ;) Sorry about that.
That being said, you didn't take into account the difficult terrain either. You can't move 20 feet and use your exploit. Moved you back 5 feet and added a large sign so that people start taking into account what I wrote.
Agnes's dart flies through the crowd of passerbys and miraculously hits the evoker, wounding him seriously.
Löthan pushes through the crowd to come into melee reach of the half-elf. 20 speed -> double move necessary to move the 15 feet required to come into melee range.
The gnome archer pops his head from over a tent again, and snipes Sedlarjan once more, before he even gets to react. Luckily, the arrow flies far and wide, missing the missionary completely.
Bow vs FF: 1d20 + 8 ⇒ (3) + 8 = 111d6 + 2 ⇒ (5) + 2 = 7 *miss*
Meatgate ambush - round 1 - the bold may act!
1. TM, M
2. Agnes, Chukka, Löthan
3. (BE), MT
4. Nat, Sedlarjan
Agnes-Emberkin |
I took it in to account, I just did it wrong. Thinking I had 40 feet speed cause I wasn't looking at my sheet and I think I've got *something* that moves 40, but can't remember what.
Sedlarjan |
woops, sorry :) So we aren't in surprise round anymore, right?
Sedlarjan moves only a little bit and strikes strongly at MT.
Masterwork Guisarme Power Attack: 1d20 + 6 ⇒ (15) + 6 = 21 for Slashing Damage: 2d4 + 9 ⇒ (1, 4) + 9 = 14