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After a brief discussion, the team decides it best to go directly to the meeting.

When Kyros goes to speak with Amera, she says, "I understand, My Lord." Amera's deferential speech is common in Cheliax when wooing someone where it a significant thing to express that someone has authority over you. Particularly for someone like Amera. "You have important matters to attend to. Will you be able to see me home first? If not, I can return home with my cousin. We can even make sure that Tyler gets back safely."

Dialda let's Braz'i know that she is willing to help with whatever the Bravos were talking about. If not, she can make her own way home. She's had a good time tonight and that she expects to come into contact with him again.

Trini is next to Jorsk. She seems to have forgotten about Garion.

 

This has been a lot for Tyler. She's off to the side sitting with a group of other young people who don't have the stamina of seasoned socialites.

 

After you finish with your arrangements and good-byes, you go to Fadelby's shop. When you arrive, the place is quiet. There is dim lantern light coming from inside.

The wainwright shop has two entrances: a door to the east, and a double door to the south. Both are currently closed but not locked.
 

 

 

 

 

Status

Visibility:
Terrain:
Cover:

Kuz'Arak 98/98 HP 2/3 AP;
Bul'Ro 96/96 HP;
Drasil 102/102 HP 3/3 AP;
Kyros 123/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10
Garion 99/89 HP 3/3 AP; False Life
Braz'i 96/96 HP 3/3 AP;



 

 

 

Edited by Dax Thura (see edit history)
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Braz'i bid Daidla farewell. He had enjoyed her company very much. The expectation to connect again left him slightly frazzled. In fact the others noticed that he seemed more anxious in leaving the celebration and became calmer the closer they came to the unknown of the rendevous with the ill-intentioned. The burden of expectation seemd unwelcome to the halfling. The more astute of the Bravos may have realised Braz'i was far more comfortable with a spontaneous and explorative approach to life as opposed to expectation or commitments.

"Invisible and quiet yes?" the little halfling asked his companions as he stood ready to use his magic to mask their approach once it was agreed.

OOC

 

Braz'i will cast invisibily sphere and silence once a plan is agreed if they are desired.

Action 1:

Action 2:

Action 3:

Reaction:
 

Stat Block

Braz'i the BeaterBard 9


N, Small, Halfling, Wildwood Halfling, Humanoid

Perception +16;
Languages Common, Halfling
Skills Acrobatics +15, Athletics +0, Diplomacy +19, Lore: Warfare +11, Medicine +14, Occultism +11, Performance +19, Stealth +15, Survival +14
Str +0, Dex +4, Con +1, Int +0, Wis +3, Cha +4
Items +1 Resilient Leather, Folding Drums, Mentalist's Staff, Pendant of the Occult, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Spellbook (Blank), Healing Potion (Lesser), Darkvision Elixir (Moderate), Flask of Fellowship, Scroll of Object Reading, Scroll of Pocket Library, Scroll of Comprehend Language


AC 27; Fort +15, Ref +18, Will +19; Resolve
HP 96


Speed 30 feet
Melee +1 Fighting Stick +12 (Uncommon, Backswing, Halfling, Nonlethal, Shove, Magical), Damage 1d6 B
Ranged +1 Striking Shortbow +16 (Deadly d10, Magical), Damage 2d6 P
Halfling Luck action_free.png
Bon Mot action_single.png
Folding Drums action_single.png
Occult Known Spells DC 27, attack +17; 5th Synesthesia, Shadow Siphon (2 slots); 4th Silence (H+2), Resist Energy (H+2), Restoration (H+2) (3 slots); 3rd Slow ☆, Invisibility Sphere, Fear (H+2) (3 slots); 2nd Telekinetic Maneuver, Dispel Magic ☆, Hideous Laughter (3 slots); 1st Summon Fey, Phantom Pain, Schadenfreude, Soothe ☆ (3 slots); Cantrips Daze, Shield, Haunting Hymn, Telekinetic Projectile, Bullhorn
Focus Spells (3 points) Counter Performance action_reaction.pngArea 60-foot emanation Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw.
Inspire Courage action_single.pngArea 60-foot emanation Duration 1 round You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Lingering Composition action_free.pngYou add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success The composition lasts 4 rounds. Success The composition lasts 3 rounds. Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell.
Dirge of Doom action_single.pngArea 30-foot emanation Duration 1 round Foes within the area are frightened 1. They can't reduce their frightened value below 1 while they remain in the area.
Inspire Heroics action_free.pngYou call upon your muse to greatly increase the benefits you provide to your allies with your inspire courage or inspire defense composition. If your next action is to cast inspire courage or inspire defense, attempt a Performance check. The DC is usually a very hard DC of a level equal to that of the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect of your inspire courage or inspire defense composition depends on the result of your check. Critical Success The status bonus from your inspire courage or inspire defense increases to +3. Success The status bonus from inspire courage or inspire defense increases to +2. Failure Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell.
Additional Feats Adopted Ancestry, Assurance, Battle Cry, Cat Fall, Dirge of Doom, Esoteric Polymath, Guiding Luck, Inspire Heroics, Lingering Composition, Multifarious Muse, Nimble Elf, Toughness, Versatile Performance, Virtuosic Performer, Wildwood Halfling
Additional Specials Adopted Ancestry (Elf), Assurance (Medicine), Great Fortitude, Keen Eyes, Multifarious Muse (Polymath), Muses (Maestro), Signature Spells

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Kuz'Arak stiffens as they approach the all too quiet building "As a reminder my friends... If things get too hairy, you can always call on the healing power I've bestowed in my person to keep you going. Though this is strange, I suspect this shall be a peaceful meeting. And if it is not, I'm still prepared with all the magics I can muster to defend us." He instinctively reaches down to his side where Bul'Ro would normally be at the ready, a sadness comes over his face as he realizes his steadfast warrior is not at his side. "Regardless if this is a trap or not, we've never shied from facing dangers that others would not. This is no different here.... I am ready to face what may come if you are" The iruxi puts on a solemn face, hoping the nights festivities have not dulled his friends too much for the possible danger ahead

Actions

 

Kuz'Arak

Bul'Ro

Remaining Vital Beacon

4d10

4d8

4d6

4d4

 

Kuz'Arak |Lizardfolk Druid 9 | AC 27 (29) | HP 98 | Per +17|Speed 25 | Fort: 15 Ref: 17 Will: 17

Bul’Ro | animal companion 9 | AC 27 | HP 96 | Per +16 | Speed 40 | Fort: 17 Ref: 19 Will: 16

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The shop remains quiet. What will you do?

 

 

 

 

 

Status

Visibility:
Terrain:
Cover:

Kuz'Arak 98/98 HP 2/3 AP;
Bul'Ro 96/96 HP;
Drasil 102/102 HP 3/3 AP;
Kyros 123/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10
Garion 99/89 HP 3/3 AP; False Life
Braz'i 96/96 HP 3/3 AP;



 

 

 

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[Back at the ball...]

Seeing Trini with Jorsk, Garion is relieved. The gnome approaches the two of them and apologizes. "I'm afraid the Bravos and I must be off. I had a lovely time this evening." Turning to Jorsk, he adds, "You'll be able to escort her home? Excellent." Garion squeezes Trini's hands and follows the Bravos outside.

[In front of Vusker's Carts and Wheels...]

Garion nods to Braz'i at the offer of approaching with stealth, and adds, "Additionally, I can send an invisible eye to scout ahead and search around the shop." If the group thinks that would be helpful, Garion will cast Prying Eye.

Dax, are there any windows that we (or a prying eye) can peer into?

Garion | Gnome Sorcerer 9 | AC 24 | HP 99/89 | Per +15 | F:+16, R:+16, W:+16 | Speed 25' | Focus 2/2 | Spells -/4/4/4/4/3

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"Peaceful people don't need the cover of night, my friend." sighs Drasil to Kuz'Arak, smiling softly. "Nor do they need covert messages, slipped to to the tipsy nieces of local craftsman, backed by threats of morning flame. This meeting may be peaceful, but the host, I expect, is not. Indeed, if this meeting is peaceful, perhaps we are obliged to make it not so."

The elf's all-black eyes twinkle in the starlight, above his pleasant smile.

"We will see."

He nods to Garion, expressing his approval of his colorful friends plan. Though truthfully he understands the plan little. If the eye is invisible, and light passes through it, how will it see anything? and If it is just an eye how will it tell Garion what it's seen? Maybe it's just a metaphor.

Drasil | Elf Fighter 9 | AC 28(26 while raging with weapon)(27 without oversized weapon) | HP 114/114 +0 temp| Percep +15 (+17 init) | Speed 35' |

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There are small windows along three sides of the building allowing the eye to see into most of the building.

 

Workshop

This workshop is large enough to hold multiple wagons at once. A fireplace and a forge stand opposite the machinery, next to a narrow door. Two other doors lead north: one is tucked in an alcove and adorned with a wooden sign reading “Private,” and the other is a slightly ajar double door.
 

Living Quarters
This small room is outfitted as a cozy apartment.
 

 

 

 

 

Status

Visibility:
Terrain:
Cover:

Kuz'Arak 98/98 HP 2/3 AP;
Bul'Ro 96/96 HP;
Drasil 102/102 HP 3/3 AP;
Kyros 123/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10
Garion 99/89 HP 3/3 AP; False Life
Braz'i 96/96 HP 3/3 AP;



 

 

 

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Braz'i nodded at Garion and beckoned everyeone to move close. He cast his invisibiltiy spell and they all disappeared from view

"We'll use the magic of silence when our need to communicate is less. Drasil will you lead the way in?"

OOC

 

Braz'i casts invisibility sphere - everyone within 10 feet is invisible for 10 mins

Silence he'll hold off on til they don't need to talk and hear each other.

Action 1:

Action 2:

Action 3:

Reaction:
 

Stat Block

Braz'i the BeaterBard 9


N, Small, Halfling, Wildwood Halfling, Humanoid

Perception +16;
Languages Common, Halfling
Skills Acrobatics +15, Athletics +0, Diplomacy +19, Lore: Warfare +11, Medicine +14, Occultism +11, Performance +19, Stealth +15, Survival +14
Str +0, Dex +4, Con +1, Int +0, Wis +3, Cha +4
Items +1 Resilient Leather, Folding Drums, Mentalist's Staff, Pendant of the Occult, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Spellbook (Blank), Healing Potion (Lesser), Darkvision Elixir (Moderate), Flask of Fellowship, Scroll of Object Reading, Scroll of Pocket Library, Scroll of Comprehend Language


AC 27; Fort +15, Ref +18, Will +19; Resolve
HP 96


Speed 30 feet
Melee +1 Fighting Stick +12 (Uncommon, Backswing, Halfling, Nonlethal, Shove, Magical), Damage 1d6 B
Ranged +1 Striking Shortbow +16 (Deadly d10, Magical), Damage 2d6 P
Halfling Luck action_free.png
Bon Mot action_single.png
Folding Drums action_single.png
Occult Known Spells DC 27, attack +17; 5th Synesthesia, Shadow Siphon (2 slots); 4th Silence (H+2), Resist Energy (H+2), Restoration (H+2) (3 slots); 3rd Slow ☆, Invisibility SphereInvisibility Sphere
Spell 3
Illusion
Source Core Rulebook pg. 347 4.0
Traditions arcane, occult
Deities Luhar, Thamir
Cast [two-actions] material, somatic
Area 10-foot emanation; Targets you and any number of creatures in range
Duration 10 minutes
You and all targets are invisible except to each other as long as you remain within the spell's area. If a creature made invisible by this spell leaves the spell's area, it becomes visible and remains so even if it returns to the spell's area. If any creature made invisible by this spell uses a hostile action, the spell ends after the hostile action is completed.

While exploring, it's easy to move together slowly and remain invisible. This is untenable in a battle, however. Once an encounter begins, creatures remain invisible until at most the end of the first round, at which point the spell ends.
Heightened (5th) The duration increases to 1 hour.
, Fear (H+2) (2/3 slots); 
2nd Telekinetic Maneuver, Dispel Magic ☆, Hideous Laughter (3 slots); 1st Summon Fey, Phantom Pain, Schadenfreude, Soothe ☆ (3 slots); Cantrips Daze, Shield, Haunting Hymn, Telekinetic Projectile, Bullhorn
Focus Spells (3 points) Counter Performance action_reaction.pngArea 60-foot emanation Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw.
Inspire Courage action_single.pngArea 60-foot emanation Duration 1 round You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Lingering Composition action_free.pngYou add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success The composition lasts 4 rounds. Success The composition lasts 3 rounds. Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell.
Dirge of Doom action_single.pngArea 30-foot emanation Duration 1 round Foes within the area are frightened 1. They can't reduce their frightened value below 1 while they remain in the area.
Inspire Heroics action_free.pngYou call upon your muse to greatly increase the benefits you provide to your allies with your inspire courage or inspire defense composition. If your next action is to cast inspire courage or inspire defense, attempt a Performance check. The DC is usually a very hard DC of a level equal to that of the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect of your inspire courage or inspire defense composition depends on the result of your check. Critical Success The status bonus from your inspire courage or inspire defense increases to +3. Success The status bonus from inspire courage or inspire defense increases to +2. Failure Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell.
Additional Feats Adopted Ancestry, Assurance, Battle Cry, Cat Fall, Dirge of Doom, Esoteric Polymath, Guiding Luck, Inspire Heroics, Lingering Composition, Multifarious Muse, Nimble Elf, Toughness, Versatile Performance, Virtuosic Performer, Wildwood Halfling
Additional Specials Adopted Ancestry (Elf), Assurance (Medicine), Great Fortitude, Keen Eyes, Multifarious Muse (Polymath), Muses (Maestro), Signature Spells

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With the group's approval, Garion says "eye spy" and casts Prying Eye to scout. (Cost: 5th level spell slot.) Quoting the wise Drasil, he grins, "We will see ... well said." Garion sends the eye to search the building. The gnome shares what he learns, describing the two rooms as best he can. He shrugs, "Main workroom is empty. Our employer must be in the back." Garion is happy to join Brazi's invisibility circle, once he knows the group won't be silenced.

Garion | Gnome Sorcerer 9 | AC 24 | HP 99/89 | Per +15 | F:+16, R:+16, W:+16 | Speed 25' | Focus 2/2 | Spells -/4/4/4/4/2

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"Well someone will need to actually be there for the meeting. Since I was sent the note, maybe I'll enter outside of the sphere of invisibility and leave the door open for you all to enter without being seen. I'll just say I came alone and speak for the Bravos." He shifts uncomfortably as he makes the suggestion. "I may not be the best of us at speaking, but I can read someone quite well. If its a trap we'll be ready, and if its not I can gauge the sincerity of our mysterious patron." If the plan sounds agreeable to the group, Kuz'Arak will nod and then step up towards the door. Once the group has vanished from sight, he'll open and step into the building. He'll leave the door swinging open, looking for something on the ground that he might prop it open with

Actions

 

Kuz'Arak

Bul'Ro

Remaining Vital Beacon

4d10

4d8

4d6

4d4

 

Kuz'Arak |Lizardfolk Druid 9 | AC 27 (29) | HP 98 | Per +17|Speed 25 | Fort: 15 Ref: 17 Will: 17

Bul’Ro | animal companion 9 | AC 27 | HP 96 | Per +16 | Speed 40 | Fort: 17 Ref: 19 Will: 16

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Kuz'Arak moves through the doors, letting them swing wide as he enters and calls out "Hello? I received your note... I'm curious to see what it is you might want of the Bravos." He tries to muster as much confidence as he can to stop his voice from betraying his nerves.

Actions

 

Kuz'Arak

Bul'Ro

Remaining Vital Beacon

4d10

4d8

4d6

4d4

 

Kuz'Arak |Lizardfolk Druid 9 | AC 27 (29) | HP 98 | Per +17|Speed 25 | Fort: 15 Ref: 17 Will: 17

Bul’Ro | animal companion 9 | AC 27 | HP 96 | Per +16 | Speed 40 | Fort: 17 Ref: 19 Will: 16

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A1. Workshop

This workshop is large enough to hold multiple wagons at once. A fireplace and a forge stand opposite the machinery, next to a narrow door. Two other doors lead north: one is tucked in an alcove and adorned with a wooden sign reading “Private,” and the other is a slightly ajar double door.
 

A3. Living Quarters
This small room is outfitted as a cozy apartment.

 

Perception (expert) 29

There is a line of cord running from the lathe’s trigger toward the door to area A2.


When Kua'Arak enters, there is no one there, but as you stand inside the workroom, just far enough so that your invisible friends can also be inside, a man enters from the store room. He is a tall, bony man with sharp features and well-oiled brown hair and mustache.

Sense Motive 26

He opens the door just barely wide enough for him to exit. He purposely leaves the door only barely ajar.

 

The man looks around you with suspicion before speaking. As he talks, he keeps looking around like he expects the rest of you to jump out of somewhere.

“Thank you for accepting my invitation, FRIENDS! And yes, your wainwright is fine—if our conversation goes well, he’ll stay fine. I’ve arranged for this meeting to ask you about a former associate and perhaps offer you a job, and I have no reason to see anyone hurt, particularly not the poor exhausted gentleman in the room behind me. So, if ALL OF YOU you’ve the inclination, I’ve a few questions for YOU.”

 

 

 

Status

Visibility:
Terrain:
Cover:

Kuz'Arak 98/98 HP 2/3 AP;
Bul'Ro 96/96 HP;
Drasil 102/102 HP 3/3 AP;
Kyros 123/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10
Garion 99/89 HP 3/3 AP; False Life
Braz'i 96/96 HP 3/3 AP;



 

 

 

Edited by Dax Thura (see edit history)
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(Dax -- is there a pic of this guy for the slides? Or maybe you can reuse the one of Gerhard. :) )

From within the sphere of invisibility, Garion looks around.

Perception (DC 29)

Sense Motive (DC 26)

Garion steps outside the circle past Kuz'Arak. Addressing the slimy gentleman, the gnome says calmly, "Greetings. I'm Garion. With all due respect, my friend, your letter was more of a hostage demand than an invitation." He pauses and continues, "If you know us so well, you must realize we don't take kindly to such threats." Indicating the cord running from the lathe to the door, the gnome asks, "May I assume that is some kind of trap if we don't play along? Not the best way to make a good first impression, is it?"

Considering his magical options, Garion adds, "To be honest, I'm not convinced how serious you want our help if you concluded that this would be the best way to get it. What's on your mind?"

Can we make a Society check to learn more about this gentleman?

Society

Garion | Gnome Sorcerer 9 | AC 24 | HP 99/89 | Per +15 | F:+16, R:+16, W:+16 | Speed 25' | Focus 2/2 | Spells -/4/4/4/4/2

Edited by ScottGell (see edit history)
Name
Perception (DC 29)
33
1d20+15 18
Sense Motive (DC 26)
28
1d20+15 13
Society
18
1d20+15 3
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