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Loose Ends


At Shale House (DM SteveK) 
Wednesday April 8th, 2020 9:42:25 AM

(OOC: SteveK hopping in the seat as DM. Moving to mornings, Eastern US Time , for posts...)

Toston tries to wrap his head around the women who were in the area of their own will and a slave ring going on at the same time. The willful ignorance and lack of survival instinct in Dirt City is astounding, but in his experience, actually not all that uncommon. He has a long think about Raksashas: he doesn't know much and no useful information on strengths and weaknesses. He does remember that they are Outsiders (Know: Planes [DM took roll and added Toston's Know Planes +7 instead of Know Arcana +16] )

Eisenhorn, the Loremaster, has a great deal more insight as to Rakshasa, and relates the pertinent information to the Tide heroes. Rakshasa are Outsiders whose home plane is the Wold, so magic here can't send them back to their plane of origin. They are tough, having both Damage Resistance needing a Good AND Piercing weapon to overcome, and Spell Resistance. Rakshasa are shape shifters, and have the supernatural ability to Detect Thoughts. They are potent spellcasters. Their natural appearance most often is a humanoid with an animal's head. They are evil spirits who embody what is taboo in most societies; commonly practicing cannibalism, blasphemy, and worse... a slave ring seems almost tame compared to what Eisenhorn knows of Rakshasa stories. The blade is identified as a Raktavarna Rakshasa, born from the soul of a failed Rakshasa and destined to be the Familiar of another Rakshasa or evil mage.

The ledgers are large, complicated, and coded. It is obviously going to be a project of weeks, maybe years before all the parts can reveal all secrets. Still, Eisenhorn is confident that he will, eventually, start to have some information to from the books.

Eisenhorn (David) [AC 13/13/10; HP 45/82; CMD 17]  d6=3 ;
Wednesday April 8th, 2020 1:33:05 PM

(OOC: Rolling for health)

Gaffer (Courtney HP: 94/94 AC:25(T:21/FF:17) CMD:24 WS 4/4 SB 7/7 LL 11/11)  
Wednesday April 8th, 2020 7:11:17 PM

Feeling enlightened as he grasps new spells, Gaffer searches the area close to Shale House for any Oak Trees, or anywhere that an oak tree of some size could be grown. Depending what he finds, he also asks the group who know Dirt City better if there is someone to speak to about turning trees into treants temporarily.

That aside, Gaffer feels more relaxed than he has in a week with Ralsiner taken down, Gaffer makes sure to offer his help to Eisenhorn and Des if they need it, but otherwise spends the time they need to decipher the ledgers visiting the temple and continuing to help out where he can.

[Side Note: Am I reading correctly that a point in Linguistics lets me learn a new language? Could I put 4 points in to learn Aquan,Auran,Ignan and Terran in one go, and be able to command my summoned elementals freely?]
[DM Steve: yes. (This message will self destruct in 24 hours)

Hmerrin (MikeK)(HP 91/109 AC:28 T:16 FF:23 CMD:27) 
Wednesday April 8th, 2020 7:14:17 PM

"Many questions," Hmerrin thinks aloud.

"I think I'm gonna leave them up to the thinky types, and go fix our window."

Hmerrin spends whatever time is required to fix the holes, etc created when the slave ring burst into Shale House.

Desdichado(Ryan) [HP: 31/102; AC:22/10/20 - CMD 23] 
Wednesday April 8th, 2020 8:35:04 PM

Desdichado considers the information they've been given about the rakasha. "This is much, much worse than I thought." he says.

Toston Lotor(Hugh Crosmun) [HP: 74/74; AC:26/19/20- CMD 26 
Wednesday April 8th, 2020 10:53:38 PM

Toston says, "Well things are certainly interesting. I wonder if we should see if Three Bits survived after all?"

Sarge [AC 20; HP 37/61](Kathy) 
Wednesday April 8th, 2020 11:46:29 PM

"Yeah, sorry about the cage," Sarge tells the women. "People have been trying to kill us all week. Guess it's made us a mite jumpy. But you're free to go." She escorts them to the front door.

Toston wonders why the women weren't slaves. Sarge mentally amends that to, they weren't slaves yet. Who knows what would have happened while they were unconscious, if the Tide had not intervened?

Sarge makes sure all her companions are fighting fit.

Everybody is fully healed. DM, can we just hand-wave that, or do I need to track spells?

Eisenhorn (David) [AC 13/13/10; HP 45/82; CMD 17] 
Thursday April 9th, 2020 4:40:33 AM

Eisenhorn takes a moment to reflect on events. Rakshasa, Slaves, Ga'al it all seems to much as the realization of how close to death he was comes crashing down on him like a raging Balor. For a moment he considers just leaving, maybe this is all too much. But deep down he knows that he'd never be able to rest if he does not figure out what the Rakshasa were up to so he finds a quite space and begins testing out some spell theories that have been ratling around in his mind for some time to try and get his mind off of the dangers likely to come.

Sharpe - [AC 27/17/20 - CMD 26; HP 82/82] - [Charles] 
Thursday April 9th, 2020 5:47:25 AM

Sharpe returns from his trip feeling a little lighter, when he gets back he go to find Eisenhorn. "So what’s the plan here, if the houses aren't involved we may want to move on? If we stay we need a better way to take down those things, did you find out anything that could help us? I'm going to go speak to some of our hosts’ get more of a sense of their whole... deal. "

He next searches out Sarge and finds her releasing the girls, “Hey, trusting of you. Business with this lots finished is it? Listen I wanted to have a word about what exactly you guys are looking to do here, don’t get me wrong we appreciate the roof and the work, we have our own business in the city, but what do you and your friends... you know do, are you just looking for some muscle till the guys that attacked you are taken care of or is there an end game for you lot?"


A Week at Shale House (DM SteveK) 
Thursday April 9th, 2020 7:39:15 AM

https://woldiangames.com/Woldipedia/index.php/Geography:_Dirt_city_maps

.....

Gaffer wants to find a Huge Oak Tree to use as a Guardian Treant for Shale House. Speaking with Hmerrin and Toston, the only trees of any size in Dirt City (see map link above) are at Spider Park, and people would take offense at one of the few Huge trees there to walk over and plant itself near Shale House. Probably the best option would be for the druid to magically grow one onsite, or go to Blanc de Forest and walk a suitable oak tree from the forest to plant itself near Shale House (there IS enough space in the truck garden behind Shale House to put one.

Hmerrin uses his time to fix the holes, gouges, and other damage to Shale House.

Desdichado considers the information they've been given about the Rakshasa. "This is much, much worse than I thought." he says, but keeps his thoughts on ‘why’ to himself. For now.

Toston suggests paying Three Bits a visit.

Sarge apologizes to the women, frees them from the cage, and escorts them to the front door. The veteran notes that they weren't slaves … yet, and everyone can see the wisdom of that particular statement in light of Eisenhorn’s knowledge.

Eisenhorn takes a moment to get the wigglies out of his system; he was very close to death! Rakshasa, Slaves, Ga'al: there is a bigger game here, and the ledger seems like the wizard’s best lead. He does take breaks to try and get his mind off of the dangers likely to come.

Sharpe identifies that they need a better way to take down those things, if they are staying in Dirt City? He thinks Sarge is a bit trusting on releasing the ‘ladies’, but dismisses that thought to find out more of what exactly The Tide’s mission is in Dirt City: do they have an End Game?
………….

Over the next week, things get back to normal. Sarge quickly ensures everyone is fighting fit, healthy in body, and generally prepped. Hmerrin does his usual trip to the Catacombs. Gaffer can establish a suitable Huge oak tree (if he wants) from Blanc de Forest.

Things return to normal outside the Tide, too. Tombo, Mazea, and Sunny are back in residence at Shale House, and the neighborhood of South Pack (?) has its regular patrols from the House of Wolves. Nissa and her cousins spend a great deal of time at Shale House in general and Nissa with Toston in particular.

The ledgers are slow going, Eisenhorn with Gaffer’s help is working their way through a particular passage and creating a cypher key that shows some promise. Eisenhorn is pretty sure this part contains names, amounts, and drop locations for the hit squad being kept on retainer…

Until Eisenhorn and Gaffer can piece together definitive information, it looks like the Tide has the initiative/ opportunity to do what THEY want to do. Certainly there has been no further attacks or suspicious actions against them and theirs. Possible actions include:
- what is the Tide’s planned End State?
- are Sharpe and Eisenhorn planning to leave?
- visiting Three Bits?
- anything else I the heroes want to initiate?



Eisenhorn (David) [AC 13/13/10; HP 88/88; CMD 17] 
Thursday April 9th, 2020 9:17:12 AM

"It seems the Rakshasa were driving this, but I doubt the houses were not involved or at least aware of what's going on. I think there is a deeper game here, with even the Sahuagin possibly involved. This might utlimately lead us to some clues regarding the thing I am after. Maybe even some answers to your questions." Eisenhorn says to Sharpe. " While we've just met these people and I can't say I fully trust them, given everything we've seen I still think our best bet is to stick with them. It may even prove advantageous, if we can arrange some sort of retainer or at least a share in any spoils we come across."

"As for clues. I'm still puzzling out the ledgers. It seems that they had a hit squad on retainer, but that may just have been the thugs we encountered on our first night in the city. I'm in the process of figuring out the names."

Eisenhorn goes with Sharpe to get the views of the Tide. He is also not shy about expressing his view. Dirt City has been turned into a festering pit of scum and villainy by the houses. Where good people are at the mercy of thugs and murderers. Even if they dismantle this slave ring a new one is likely to pop up shortly. The only lasting solution he sees is to change the nature of the houses. After a rant on these topics that seems to go on forever he ends his speach with "... and that is why we must either coerce the houses into doing what is right or set up our own house and take over!" fully expecting everyone to be on board with everything he said during his rambling speech.



Gaffer (Courtney HP: 94/94 AC:25(T:21/FF:17) CMD:24 WS 4/4 SB 7/7 LL 11/11)  
Thursday April 9th, 2020 6:28:52 PM

[Perfect.]
Gaffer finds himself in a cheerful mood as he spends the few days of downtime moving and encouraging an Oak tree over into the Shale House garden.

Excited at the potential prospects, he also spends sometime with the Treestride spell gaining and understand of what other Oak trees exist within the cities borders that could be useful travel points for the Tide. In particular, trying to locate Oak trees near: Three Bits, The Arena, The Palace and the Temple if possible, that could be used for Transport via Plants.

Sarge (Kathy) 
Thursday April 9th, 2020 6:38:59 PM

"Trees," Sarge says. "You...you want to travel through trees. Like, step into some tree and let some other tree spits us out." There's a certain amount of hand-waving that goes with this.

Desdichado(Ryan) [HP: 31/102; AC:22/10/20 - CMD 23] 
Thursday April 9th, 2020 9:40:09 PM

Desdichado listens to Eisenhorne's suggestions with a wry look, and hears Sharpe's question about the End State.

"Make things better, I suppose," he answers, "but for the couple of months I've been in this city we've either been rescuing people we know from assassins or being attacked by them ourselves."

"Although there was that vision I had just before Ralsinier's thigs att

Desdichado(Ryan) [HP: 31/102; AC:22/10/20 - CMD 23] 
Thursday April 9th, 2020 9:45:05 PM

(Sorry:accidently hit post on phone)

"...thugs attacked us with a vision of darkness and Domi's presence being removed. I think Wil had a similar one, too. Since they were mainly Ga'al types, maybe that keqns something."

"I dunno - some of you have connections with the Prince. At what point would we tell him just how bad this situation is? Would he even care? We did remove a pretty big threat to the city."

Toston Lotor(Hugh Crosmun) [HP: 74/74; AC:26/19/20- CMD 26 
Thursday April 9th, 2020 10:37:04 PM

Toston says, "We should probably see to everyone who was impacted from the recent events. See if anyone is left from the WLA and CMTC as well besides Three Bits. Maybe we should take some of the treasure we amassed from our most recent escapade and create a fund for the survivors and relatives of the survivors?"

Shale House Planning (DM SteveK) 
Friday April 10th, 2020 8:17:15 AM

A week has passed, and the Tide, Eisenhorn, and Sharpe are all gathered in the second-story common room of Shale House. It is after dinner, but not too late in the evening. Outside in South Pack, the street noises have settled down, anyone with honest business has long since sought the safety of locked doors or the City Below.

Eisenhorn speculates about a deeper game and who could be pulling the strings, and lets drop info regarding ‘the thing I am after’. He is not shy about his assessment of Dirt City nor the ultimate culprits, and lays out his own end state: “e must either coerce the houses into doing what is right or set up our own house and take over!"

Gaffer reminisces about finding a Huge Oak and having it walk itself to Shale House’s back yard. The plan worked perfectly with only two hiccups. The first is Gaffer had to repair the fence surrounding the backyard (the only way for the animated Oak to get there was *through* the fence). The second is the transfer was anything but subtle. A small throng of children, Grubbers, and Wolves followed Gaffer and the tree as it marched from the outskirts of Dirt City to its final resting place. Once finished, the questions start flying: ‘so you can turn it alive whenever you want?’ and ‘’hain’t gonna grow much veggies within all that shade’ and ‘can it give me a piggyback ride?’. It’s nice to have the extra muscle, but it certainly won’t be a surprise: all Dirt City buzzes about the event all week!

Sarge is - umimpressed? leery? a bit out of sorts? – about Gaffer and his trees. [DM SteveK: LOL! I am reminded of dwarfs in Rich Berlow’s ‘Order of the Stick’!]

Desdichado listens to Eisenhorne's suggestions, but answers Sharpe's question about the End State, then shares again the vision he had a few days ago. He suggests talking to the Prince?

Toston suggests the Tide to see to everyone who was impacted from the recent events: the WLA, CMTC, and Three Bits. Maybe create a fund for the survivors and relatives of the survivors?

It seems the heroes have time to talk this out and decide what is the end State and what is the working relationship between Eisenhorn and Sharpe, and The Tide.

Sarge (Kathy) 
Saturday April 11th, 2020 12:11:52 AM

"I like the idea of a survivors' fund," Sarge tells Toston. "Who could we get to manage it? Is that something your girl or her family could do?"



Eisenhorn (David) [AC 13/13/10; HP 88/88; CMD 17] 
Sunday April 12th, 2020 6:17:47 AM

Eisenhorn spends his time between preaching a revoultion of the downtrodden and studying the ledgers to gain more insight into the slave trade.

Desdichado(Ryan) [HP: 31/102; AC:22/10/20 - CMD 23] 
Sunday April 12th, 2020 12:37:01 PM

Dez also likes the idea of the survivors fund and busies himself with prayer, mediation, and patrolling the neighborhood.

Toston Lotor(Hugh Crosmun) [HP: 74/74; AC:26/19/20- CMD 26 
Sunday April 12th, 2020 3:23:14 PM

Toston says, "Nissa's kin should be able to keep track of that as they have an assortment of skills. How much are we going to seed the fund with?"

Gaffer (Courtney HP: 94/94 AC:25(T:21/FF:17) CMD:24 WS 4/4 SB 7/7 LL 11/11)  
Monday April 13th, 2020 7:44:51 AM

While Gaffer travels the Treant through the city he feels uncomfortable under everyones attention, but doesn't mind the Treant being known, the Tide are getting stronger, and that isn't a bad thing. He dilligently fixes the fence after breaking it, waving goodbye to encourage the followers to go about their business.

Gaffer is also in favour of a survivors fund, he isn't sure how much his fellows are thinking of putting in, but thinks it would be a nice to put most the money they've taken from the slavers to a better purpose.



Shale House Evening of Planning (DM SteveK) 
Monday April 13th, 2020 2:09:24 PM

A survivor’s fund is discussed by several heroes and Toston suggests Nissa and team could manage it. What is not decided... yet... is how much, how to keep it funded, and actually going to ask Nissa if she will head the fund. Yep, someone is gonna have to actually ask the gnome-girl.

As an outsider who has heard stories and been in the city a couple of days, Eisenhorn is certain he knows Dirt City’s problem and the solution. He talks of overthrowing the Houses, so far just to the Tide. If he is talking to others in Dirt City to whom and where would that be?

Gaffer likes the idea that the possible Treant guardian is known: more of a deterrent.

There has been no talk of the Tide about a wished for ‘End State’. No talk of asking Eisenhorn and Sharpe to join the Tide. No action to check on Three Bits.

(Ooc: Wold DM rules say DMs can’t make PCs do any action. There are a couple of things that really need to be straight before moving the scene, to include approval of everyone’s PC Sheet.
Hmerrin - approved
Eisenhorn - reviewed, minor changes, not approved
Toston - not submitted
Sharpe -not submitted
Sarge - not submitted
Desdichado - reviewed, minor changes, not approved
Gaffer - reviewed, minor changes, not approved)



Sharpe - [AC 27/17/20 - CMD 26; HP 82/82] - [Charles] 
Monday April 13th, 2020 3:30:28 PM

Sharpe loves the idea of a fund in the city, he will spend his downtime. Going back and forth to the Temple of Warrd speaking to the preists and beggars there getting a better idea of how best to use the funds and to predict any pitfalls.

(OOC - sheet sumbitted)

Hmerrin (MikeK)(HP 91/109 AC:28 T:16 FF:23 CMD:27) 
Monday April 13th, 2020 5:18:23 PM

Hmerrin comes down from fixing everything, and walks into Eisenhorne's tirade.

The young fellow rolls his eyes and sighs.
"One - Dirt City has not become a festering pit. It has ALWAYS been a festering pit.
Two - The Houses, and the Prince for that matter, are always playing some gargantuan political game of eight way chess with rules nobody else even knows about. And they've been doing it forever. They won't listen to yet another adventuring group just because we think they should.
Three - Take them down with what exactly? We nearly got it handed to us by five dudes we pretty much surprised, if you recall.
Four - And replace them with what?"

Hmerrin starts munching on a loaf of bread.
"I'll give you the same answer I gave the Prince when he drug us up to his palace and asked us whose side we were on. I'm on the People's Side. I'm gonna do what I can, when I can, where I can to keep people safe, and occasionally even happy. Oh, and try not to die horribly in the process"

"If you're all good with that, great. We keep on keeping on.
But, if you all wanna start some higher crusade, well, just point me where you want my axes to go, but other than that, I'll skip the meetings and just build someone a house."

The fighter gets up.
"In the meantime, since Three Bits did kinda point us right, I'm gonna head back there and see if she's OK."

Hmerrin will go to see Three Bits.

Toston Lotor(Hugh Crosmun) [HP: 74/74; AC:26/19/20- CMD 26 
Tuesday April 14th, 2020 12:09:09 AM

(OOC: I need to level Toston, Nissa and the rest of his followers unfortunately that didn't happen today. I wasn't necessarily planning for her to see to the fund as her skills are more geared toward spells but my followers do have an assortment of skills and among them are merchant, clerk and barrister so I'm imagining between all those different skills they'll be able to manage the survivor fund)

Toston says to Eisenhorn, "I've been wanting to clean up Dirt City for a while now actually. I too have been on the people's side. With that being said hypothetically speaking if the current management were to change what would happen if we turned the City into a Republic where the people voted on laws and public servents to represent them. Just a thought and we would of course need more fire power but I think this form of government would be better than a direct democracy as that would of course quickly devolve into mob rule though I mean is that really different than the houses or the prince since they are effectively a mob?"

Toston then says to Sarge, Des, Hmerrin and Gaffer, "I don't really think we have a leader, though if we were going by Seniority I've been here since the beginning. With that being said Eisenhorne and Sharpe seem to be pretty stand up guys whose skills came in handy in that last fight. If Eisenhorne is a bit of a revolutionary is it really all that bad? I mean remember Wil? He saw dead people and you guys never knew Broom he didn't even talk. If Eisenhorne and Sharpe want to join the Tide I say welcome aboard."

Toston then gives his opinion on the Treant, "Well if we have room for it and it is purely a defensive plant I don't see the harm in it. I mean this isn't Hook City so I don't think we have to get a license or anything. Maybe if we ever do form that republic we can put in the founding document a right to arms including plant creatures."

Toston then says, "I will go with Hmerrin to visit Three Bits, then I'm going to visit Brother Elthorne, Paul Fisher, Anyone I can find from the WLA or CMTC, the merchants of Clover Way and pretty much any other people we've warned to hide or were impacted by recent events. I think the fund kind of depends on how many of those we've had dealilngs with in the past were negatively impacted and how many were left unscathed."

Sarge (Kathy) 
Tuesday April 14th, 2020 12:39:17 AM

"Hey, I'm new to the club myself," Sarge says. "Not my place to keep Sharpe or Eisenhorn out. I don't think it's a good idea to take on all the House bigwigs at once, but I don't suppose that's what you're planning."

Sarge would also like go go to visit Three-Bits.

Gaffer (Courtney HP: 94/94 AC:25(T:21/FF:17) CMD:24 WS 4/4 SB 7/7 LL 11/11)  
Tuesday April 14th, 2020 5:32:15 AM

Gaffer doesn't have too much to add, feeling Toston put it pretty damn well.
"I joined by happenstance at first and we've had a few people move on since I did. I've thought of the Tide as the people in Dirt City who want to help the people and oppose the foul play of the houses, didn't really think about membership and who gets to join. If you want to help and seem like good people, I think your in already."
He smiles nervously, feeling uncertain after having spoken up a little,
"And I don't know about managing a city. Maybe we could look for other spokespersons amongst the people and see if they have any opinions. I'm happy to leave that kind of thinking to the rest of you."

He will tag along to visit Three Bits and the others. Taking to the skies in Hawkform as they travel, more out of habit than any expected danger.

Eisenhorn (David) [AC 13/13/10; HP 88/88; CMD 17] 
Tuesday April 14th, 2020 5:59:29 AM

Eisenhorn keeps the talk of revolution to the Tide for now, he is out of touch but not insane.

Taking in the comments from Hmerrin and Toston he takes a moment to think while scratching Shifty's ear. " Gentlemen... I do take your points on board... and yes storming the houses demanding they change their evil ways would be suicide... probably. The key things for us would be to build up our base of power in the city and to figure out the game the houses are playing so we can get ahead of it." he looks to Hmerrin "A big part of the first portion requires us to help the people. Setting up a survivors fund is a good idea but I would take it a step further. We need discretely let the people know we are here to help. If anyone has issues that the houses can't solve or that are caused by the houses, we make it known that they can seek help from us. We need to have channels through which they could do so without revealing themselves to the houses or others that may wish them or us harm.That way we should know if someone needs a house built. In return we only ask that they keep their eyes peeled and let us know if the Houses are up to something. As for what I'd ultimately replace the Houses with Toston... I need to give it some thought. I like your suggestion, but maybe we might not need to go that far. Perhaps something of the houses can be salvaged as long as the people have a voice. If the people can decide who leads each house then maybe... " he trails off as he runs through different systems of government in his head. " Anyways we need to get rid of the slave ring. That will undoubtedly hurt the houses and win us some friends among the people... likely some enemies as well. I need to figure out why Rakshasaa would be involved in running a slave ring. I'm making progress with the ledger but it will take some time."

After a while of contemplation he realizes that he's heard "The Tide" mentioned a lot but doesn't really know much about the organization. Obviously their newfound companioins are all members of the group... but what is it? To fill this gap in his knowledge Eisenhorn talks to the new companions. "So "The Tide"... I've been hearing about it but can't really understand what it is. Are just the 5 of you members? Is it like a mercenary company or more of a neighborhood watch/vigilante organization? Do you get paid wages by the Tide? How does one become a member? And do members get to wear silly hats to denote their membership in the Tide?"

Desdichado(Ryan) [HP: 31/102; AC:22/10/20 - CMD 23] 
Tuesday April 14th, 2020 9:10:30 AM

At the mention of Three Bits, Desdichado frowns. "You can all go see her if you want. I still don't trust her, even if she was brainwashed."

"Oh yeah, the Tide's just us. Sarge and I joined up a few months back - there was a sacred vision one of the High Priests had and everything before we made our way here! Mostly since then our job has to avoid getting killed. We're doing an...okay...job of it so far."

"Unfortunately," he continues, "many of those in the city who have helped the group out in the past have not been so lucky, thanks to those rakashas."

On the talk of the Houses, Dez yas a few thoughts, but wants to collect them before saying too much.

A Second Week of Activity (DM SteveK) 
Tuesday April 14th, 2020 11:15:18 AM

Eisenhorn asks the question and he and Sharpe (and Sarge and Desdichado) get a run-down on how The Tide came about. Basically, The Tide is the name of an adventuring group consisting of the group living on the Second Floor of Shale House (itself a free-standing three-story building in the South Pack neighborhood of Dirt City about a block from The Burn and Smuggler City neighborhoods)

They started as the action group for the Crescent Moons Trading Company, a front organization, created to cover the activities of brave do-gooders, heroes dedicated to helping the common folk of Dirt City to the best of their ability. The group took over Shale House after being instrumental with the destruction of another group that tried to become a Seventh House, the House of Silver ( the Prince of Thieves and several other House representatives contacted the team: an incipient House was a danger to the delicate balance of power in the city; and nearly the only thing that would bring all the Houses together in solidarity against the upstart).

Since then, the group, now called The Tide, have tried to help the non-affiliated people and not look like a threat to the Houses while seeking a more permanent solution.

The group seems to have offered Eisenhorn and Sharpe a place in the group.
..........

Toston brings the idea of The Survivors Fund to Nissa and his Followers. Nissa’s eyes sparkle in humor and genuine affection. “I don’t know the first thing about stuff like that, but the cousins are nothing if not resourceful! I can be the figurehead well enough if they do the bookkeepping and logistics.” The others are as eager to be useful while being safe. “Give is a bit of time and we can tell you how much we would need as a starter.”
..........

The trip to Three Bits is less lucrative even than anticipated. Three Bits is nowhere to be found. Her store front is smashed in, and all her goods, as usual in Dirt City, have been looted. No squatters have moved in, and the reason is clear: Three Bits’ body guard has been nailed to the wall. Well, not all of him... just his skin!
.........

The trips around town, however, renews some acquaintances. Brother Elthorn and the small shrine to Ffloy are as sober as ever, and the merchants of Clover Way seem unscathed. They haven’t seen anything unusual (for Dirt City) either, which reinforces earlier speculation that the attacks were surgical strikes intended to slay The Tide. The other deaths were by-products of the assassins objective: the heroes.

At the CMTC, they find more good news. The small trading company still intact, and Abel Boggs and Madri Brightside are alive! Boggs offers the heroes to come into the back room while instructing Madri to keep everyone else out. “Put out the ‘closed’ sign, Madri, just to make sure.” When sure of no one overhearing, Boggs bows. “I thank you for your help, and will always be proud that we were able to give you your start, Master Toston, Master Hmerrin. But I think it’s time to cut ties except through messenger. We’ve become a target because we know you, and neither one of us can afford that.”


Hmerrin (MikeK)(HP 91/109 AC:28 T:16 FF:23 CMD:27)  d20+8=20 ;
Tuesday April 14th, 2020 5:08:46 PM

Arriving at Three Bits', Hmerrin makes a face.
"That's not good."

The fighter moves into the storefront, heading for that back room, just in case.
He pokes around a bit, looking for anything out of place in a smashed up, looted, murder scene [Perception 20]

Assuming he finds nothing, the lad heads back for Shale House and reports.
"Still enough bad guys left to thrash Three Bits' place. Her guard is dead. No sign of her."


Sarge (Kathy) 
Tuesday April 14th, 2020 5:41:26 PM

Sarge enjoys meeting Boggs and Madri, and hearing something of the history of the Tide.

"Looks like you outgrew your first home," Sarge says when they are gathered back at Shale House. "And now you--or, I should say, we--are big enough to attract attention. I dunno, Eisenhorn, we may not have to go after the Houses. They may save us the trouble and come after us."

Desdichado(Ryan) [HP: 31/102; AC:22/10/20 - CMD 23] 
Tuesday April 14th, 2020 6:27:26 PM

"Oh my!"

Desdichado is crestfallen at hearing about the murdered guard. "Those guys who attacked us weren't the same ones we went after in the arena. I wonder if they waited around until we left Three Bits' place earlier and then came after her."

"Someone obviously sees this group as a threat - someone who was working with Ralsinier and who knows who else."

"If Three Bits is gone, what other leads do we have? The ledger? I think Eisenhorn said it would be a while before it's translated. Do we know anyone else who knows stuff about other-planely weirdos?"

Toston Lotor(Hugh Crosmun) [HP: 74/74; AC:26/19/20- CMD 26 
Wednesday April 15th, 2020 12:16:54 AM

Toston says to Des, "The WLA Chapterhouse has a library. I'm a member. I need to go and train up anyway as I just learned how to fly and I need to spend some time with them to get better at it. I'm planning to go there anyway and while I'm there I will avail myself of the library. Other folks can come with me because if you remember we lost some people from the WLA when everything started going down."



Gaffer (Courtney HP: 94/94 AC:25(T:21/FF:17) CMD:24 WS 4/4 SB 7/7 LL 11/11)  
Wednesday April 15th, 2020 5:09:53 AM

Gaffer is disheartened seeing the final results of their relationship with Three Bits, "I look forward to seeing what the ledger's reveal. Since the slavers went after our allies, we could focus on returning in kind. There's got to be a house involved,"

Hearing about the Tides past once more is also a good reminder, "We do know that the one thing the Houses all fear, and that gets them to come together, is another House trying to rise up. I'm sure there is a way that could be used against them."

Eisenhorn (David) [AC 13/13/10; HP 88/88; CMD 17] 
Wednesday April 15th, 2020 6:18:28 AM

Eisenhorn spends most of the morning puzzling over the ledgers. " A Library you say? Oh my..." Eisenhorn will join Toston to go to the WLA and scour the library for any historical or current information on the houses to indicate which houses would most likely be involved in running a slave ring or have a history of involvement with outsiders or nefarious magics. He would also look for any mentions of powerful magical artifacts in the city or anything that would give a clue as to why the Rakshasaa would have interest in Dirt City and running its slave trade. (OOC: Don't know if I need to roll anything for this)

A Second Week of Activity (DM SteveK) 
Wednesday April 15th, 2020 2:10:18 PM

About Three Bits. Hmerrin can't find anything except... well, there is only one pool of dried blood on the premises. Desdichado speculates there must be more than one kill group in the slavers ring and 'outsider weirdos'. A thought that a trip to the Catacombs with their loot may be a good idea to prepare in case they meet more of these Rakshasa.

About the CMTC. It is clear the Tide have outgrown their first home, and that they are big enough to attract attention! Boggs asks if the CMTC can pass on information to the Tide for things that are too big for their operations, and asks the Tide keep the CMTC in the loop on big things that are happening: "you know, to keep our small-time operatives out of more danger than they can handle." Boggs has a reliable third-party messenger service to keep each end at arms length. The master of the CMTC also makes a show of walking the Tide out of CMTC and doing a public goodbye (for the inevitable observers). "OK, Master Toston, we agreed we are quit and even? No debt, no grudge, no obligations. Right. Fair sails to you!" And Boggs does an airy wave as he turns and goes back into CMTC without a backwards glance.

Toston takes the time to check up on his old employer from even before the CMTC: Old Paul Fisher. He finds that time passes by even when not noticed. Old Paul still lives in his little fishing shack, but has sold his boat and rents his one little pier out. "Cain't dooz it no more, Toston. Ain't a-got the strengff. I'm-a gonna sit here, chew my salt fish, drink my grog, an hope-ta dies in me sleep. Yesserie." It is obvious no one has bothered the old man.

Gaffer puts all his wishes on the ledger.

When Toston mentions the WLA and their library, Eisenhorn's ears perk right up! But has to be told the Chapterhouse Library is for WLA members only. The LoreMaster is able to pick up more information from listening to the Tide, their three renters in Shale House [The Tide live on the 2nd and 3rd floor of Shale House. The 1st floor has three businesses run by Tombo, Mazea, and Sunny. (ooc: maps and NPC descriptions in Woldipedia / Current Games / CMTC) ], and perusing a Sage Guild Book Wagon that was in the Full Moon Market for a couple days.
1. There are Six Houses in Dirt City (and thier specialization): the Darts (assassination), Keys (con men and burglars), Knives (protection rackets), Teeth (smugglers), Cloak (spies and informants), and Wolves (thugs, brigands, and muggers); each is a Thieves Guild, and Neighborhood Government.
2. There is the Prince of Thieves. The method to select a new Prince is chosen by the Six Houses. Past methods included city-wide voting, a House consensus, an Arena last man standing, and a treasure race. The Houses have even gotten an outside arbiter. The one constant is the Prince must demonstrate an ability to curb, manipulate, intimidate, or in other ways control the Houses and keep Dirt City prosperous for everyone. Princes who fail often don't live long.
3. There is the Rakshasa's domination abilities, a magic that all Rakshasa possess (from E's earlier Know Planes). If there is any House involvement, who would be using who?

Toston goes to the WLA and finds...ruin. Similar to Three Bits, the building is in shambles, every door and window broken, everything looted down to the wall scones. The library is gone. Toston finds in the street taking one last look at the place. "Oh, hi, Toston", says the mage despondently, "looks like Dirt City wasn't ready for a Chapter House that hung out the shingle and advertised that there were good people in the city. That was my decision, and look what that got us: all in a convenient place to get killed." Anduin tells Toston his plan to head to Plateau City and try to start over at another Chapter House

Sharpe - [AC 27/17/20 - CMD 26; HP 82/82] - [Charles] 
Wednesday April 15th, 2020 4:19:15 PM

Comfortable that he is in good company, Sharpe resumes his post as the wizards general body man and makes sure the group is aware that he is available as a second pair of eyes for their comings and goings.

For his own downtime he continues his daily journeys to the Temple of Waard and attempts to befriend the beggars and vagrants in the area, bring them meals and eating with them, occasionally gifting a little coin.

Hmerrin (MikeK)(HP 91/109 AC:28 T:16 FF:23 CMD:27)  d20+7=12 ;
Wednesday April 15th, 2020 4:54:05 PM

Hmerrin is subdued as he walks back to Shale House with Dez.

"The people we knew that could help us out got killed by these guys," he murmurs, waving at Three Bits' place.
"The CMTC, the WLA, Three Bits. Anyone we saw on a regular basis got hit."

"Which leaves the Houses, or wait...." Hmerrin walks along as he struggles to think of someone else in Dirt City they can ask about this slave ring
[Knowledge Local 12]

The duo arrive in time to hear Sarge's assessment.
"Probably right," the lad agrees. "Looks like we're on our own, here on out. Won't take the bad guys long to figure out we whacked Ralsiner. Not sure what kind of response that'll bring. They hit us hard, and we killed the boss. "

"Night shifts would probably be a good idea, plus any more magic defenses like Gaffer's tree."

Desdichado(Ryan) [HP: 31/102; AC:22/10/20 - CMD 23] 
Wednesday April 15th, 2020 7:03:32 PM

"Wow, we're really on our own." Desidichado sits down and takes in the size of the problem they are dealing with. "Even Anduin's gone. I feel bad about knocking down his door."

"Maybe we need some divine assistance. I don't know of a Temple to Domi in town, and I'm not sure how much I trust Warrd -- no offense, Sharpe-- and I have some...family...issues with Ffloy. But we've worked with the Alemi priests before, helping to heal and so on. Maybe they'd have an interest in helping protect people in the city. Or, Gaffer, do you have any druid friends you trust?"

He leans back in his chair trying to come up with a solution. "Yeah, night shifts. I'll take the first one."



Toston Lotor(Hugh Crosmun) [HP: 74/74; AC:26/19/20- CMD 26 
Wednesday April 15th, 2020 11:32:22 PM

Toston says, "Well what good is being a member in the WLA if I can't even use the amenities at a chapter house?"

(OOC: Hypothetically speaking could I potentially do character surgery to change my affilitation)

He then says to Nissa, "I don't suppose you want to go on a date in Plateau City? I mean you could teleport the 2 of us out there, right?. We could visit with our families and I could train at the WLA while I'm in town."

Sarge (Kathy) 
Wednesday April 15th, 2020 11:35:14 PM

"The Houses are gonna have shifting alliances," Sarge says. "It'd be real helpful to know who's allied with who at the moment. Because if some Houses were supporting Ralsiner, you can bet that other Houses opposed him."

Eisenhorn (David) [AC 13/13/10; HP 88/88; CMD 17] 
Thursday April 16th, 2020 5:13:06 AM

"It seems we are out of friends and out of ideas. How much gold do we have?" Eisenhorn asks the party. "While I loathe the houses, paying off one of them for information and some protection may be our best bet at the moment. Alternatively we may be able to reach an agreement to help them somehow against the other houses in exchange for information and protection. This way we can strike a blow while also improving our position somewhat. I'd say House Cloak would be our best bet, from what I can tell they are not the strongest house but they largely deal in information. If any of the houses knows about who Ralsiner was working with it should be them. With any luck they might also be able to warn us if anyone is trying to strike out against us."

" I don't know about divine assistance Des, as my mother used to say Ffloy helps those who help themselves. Shifty can help with the watches and I can do some spellwork to make a safe space for us to sleep in at night, won't be comfortable but it will be safe."

He then discretely tells Sharpe "When you have the time see if you can figure out how we could get in touch with house Cloak. We might not need to but best to be prepared."



Old Allies and New (DM SteveK) 
Thursday April 16th, 2020 8:49:40 AM

Sharpe, without words, accepts the company of The Tide. The warrior continues his daily journeys to the Temple of Waard , handing out packets of bread and cheese, and occasionally gifting a little coin to those who go to the Temple who are down on their luck. It seems Wardd favors those who share their good luck, for soon Sharpe has several ragged beggars who whisper him things that they have seen and heard from the day before as the bowman hands out his packets. So far, they haven't said anything important, but it is definitely a Source.

Hmerrin muses what had happened in the hits. 'Anyone we saw on a regular basis got hit' doesn't feel quite right. What is an interesting thought is the 'order' in which the hits took place: CMTC, then Marsh House, then Shale House... the same sequence that the heroes met each group. It's like the hits were looking for the Tide, but didn't know everything. The WLA and Three Bits doesn't fit that pattern, until Hmerrin adds in that Three Bits was dominated. What if the attackers were following Three Bits' knowledge of the Tide. Yeah... that fits.

Desidichado sits down and takes in the size of the problem they are dealing with. Maybe divine assistance? The recent shake-up in the gods and immortals realm has made old alliances in the firmament shift. The Paladin doesn't really Warrd: despite being part of the Pantheon of the Wold again (ooc: prior to the Year of Ascension, Wardd was in the Alemi camp!), he has been too... flexible... for Des' liking. And there are 'issues' with Ffloy. Clerics of Alemi or Domi he trusts, the Tide will have to find some in this City of Thieves.

Toston looks at the destruction and the back of Anduin and says, "Well what good is being a member in the WLA if I can't even use the amenities at a chapter house?" Just then, a grubby boy holding a begging bowl comes up to the gnome. "Alms?" he asks loud, and then much softer "Walker (obviously a name) gave me this if anyone looked sad about the house there." 'This' happens to be a coin already in the bowl. On one side is the familiar Tower and Old Woldian Symbol of the WLA, and the obverse depicts the four faces of Wizard, Cleric, Fighter, Thief. The boy again whispers, "I'm to take them to Walker if they want."

(Nissa is ALWAYS ready for a date with Toston, even if it means sharing him with the WLA while in Plateau City!)

Sarge, wise as always, considers the opportunities in the problems instead of the other way around. What are the current alliances, and how are they shifting? It has to be well known the WLA is out of Dirt City, and the fight in the Arena has got toughs and Houses buzzing like flies on a dead horse. What is happening there and how has that changed things?

Eisenhorn considers paying a House for information and protection; either in gold or other agreement. The Cloaks have the best information ring and may be 'relatively' less threatening for the Tide since their Tower is on the far eastern side of Dirt City. Of course, Shale House is in Wolf territory who may strenuously object to any overtures of anyone living in South Paw to another House, if that information becomes known.

........

The Tide feel night shifts and magical defenses while in town is a good idea. Shifty is another guardian available, and Eisenhorn offers an unnamed magical shelter.

Taking stock of allies, the Tide realizes they are not completely isolated. The CMTC, the Temple of Ffloy, the merchants of Clover Lane, and Sharpes new 'eyes' at the Wardd Temple are all there to help pass information. Eisenhorn correctly points out that any House would love to claim control over the Tide (and Toston can tell of past attempts of the Houses and the Prince to do just that).

And then there are three other leads: the Beggar Boy at WLA, the buzz happening at the Arena, and the Ledger. Eisenhorn with Gaffer's assist has confirmed Ransiler had a hit squad on retainer. That Feist (a mage of some sort) was the hit squad's handler. And the drop location for assignments and payment was in the City Below. Eisenhorn feels the exact location is only another night of studying away.

[OOC: All PC sheets are approved or close to it: thank you all! Will be tracking selling and purchases in Catacombs. Reminder to all Players that your PC can go into the Catacombs even if otherwise occupied on the Board (ie can be in both places at once) ]

Sharpe - [AC 27/17/20 - CMD 26; HP 82/82] - [Charles]  d20=10 ;
Thursday April 16th, 2020 4:57:24 PM

(I'm not sure if a 10 silver is going to get a beggar killed, if so id like like to amend the below to a middling beggar bribe)
Local knowledge - 10
Before making his regular Temple visit, Sharpe pushes a 10 silver coins into a bread roll. He make his regular way to the Temple to pray. Outside the Temple he chat's with a few of the new faces and the old he has got to know over the last few days, he hands out his normal donations and eats sitting on the floor with others. He waits for someone he recognises who is not here every day but regularly enough.

If he see such a vagrant, he slips into conversation, with a meaningful look "Iv been meaning to explore the far eastern part of town, but you know this city, not a idea to go exploring without a guide, perhaps you know of someone or somewhere I could find one?" If he gets an answer or a promise to return with one, he hands over the bread with the coin and continues, "Here is dinner be sure to eat that SLOWLY, it can be tough and you could choke, if I get what I need i'll find out something even more appetising."

Gaffer (Courtney HP: 94/94 AC:25(T:21/FF:17) CMD:24 WS 4/4 SB 7/7 LL 11/11)   d20+5=16 ; d20=20 ;
Thursday April 16th, 2020 7:12:48 PM

Seeing is new housemates setting down their roots in the city, Gaffer starts to wonder if he should be doing more.
He begins to spend time seeing what he can do with the animals of Dirt City. His thoughts going to Cats and Birds first, searching for any that nest or live close to Shale House. Between comminication in Wild Shape and Wild Empathy (Check: 20), and as an early test, he wants to see if he can get a few of them to watch House Wolf patrols in the area and remember them at the end of the day.

(If needed, Handle Animals: 16)

Hmerrin (MikeK)(HP 91/109 AC:28 T:16 FF:23 CMD:27) 
Thursday April 16th, 2020 7:50:34 PM

Hmerrin is not at all happy about talk on aligning with Houses.

"The problem there, aside from the fact you can't trust anyone in a House, is us. We don't have the power to upset the whole apple cart, but we are powerful enough that aligning with one House tips the balance of power. And THAT will attract all kinds of unpleasant attention.

I'd like to keep reaching out to anyone as a last resort."

"In the meantime, how 'bout me, Dez and Sarge go see if anybody is spilling secrets at the Arena."

Hmerrin will head over that way, to see what the buzz is about.

Desdichado(Ryan) [HP: 31/102; AC:22/10/20 - CMD 23] 
Thursday April 16th, 2020 8:22:22 PM

"Hmm...yeah, I wouldn't mind seeing if anyone's even noticed Ralisiner and his thugs aren't there. And what about, what has his name - Terrafin? I wonder if there's any new news about him."

Besides going to the Arena, Desdichado goes with the others as they visit the temples in the city, just to hear what they are saying about current goings-on. If there are things they need help with, he offers to assist. (OOC: Yeah, the "issue" Dez has with Wardd are mostly about his very chaotic nature. A really minor issue, truthfully.)

Assuming Toston wants to follow up with "Walker", Dez wouldn't mind following along as well. He's heard so much about the WLA and he'd love to know more about it.

Toston Lotor(Hugh Crosmun) [HP: 96/96; AC:24/21/19- CMD 27 
Thursday April 16th, 2020 9:25:26 PM

Toston says to the beggar with the coin, "Lead on. Can my associate come with?"

He indicates Des.

To Nissa he says, "Well we can have a getaway to Plateau City even if I don't necessarily need to visit the chapterhouse necessarily. Let me see where this leads and then we can work out our itenerary for our getaway to Plateau City"

Sarge (Kathy) 
Thursday April 16th, 2020 10:00:12 PM

"No formal agreements," Sarge assures Hmerrin. "'Cause, yeah, we can't trust them. I'm just thinking it would be nice to know who's on which side."

Sarge is more than willing to go to the Arena and see what, if any, fallout there is from last night.

Eisenhorn (David) [AC 13/13/10; HP 88/88; CMD 17]  d20=14 ;
Friday April 17th, 2020 4:40:39 AM

"Very well, no overtures to the houses then. I will keep working on the ledgers and see what I can find out." he says to Hmerrin.

Eisenhorn spends the morning going through the ledgers. Feeling a bit cabin feaverish as he's been stuck at Shale House for days now he decides to take the afternoon to walk around the neighborhood and get a bit more sense of the city life, maybe even find an inn that is not a total dump and have a couple of drinks. (Knowledge Local Roll: 14 + 11 = 25) Cognizant of the ever present danger of Dirt City he casts mage armor on himself before leaving shale house and takes Shifty with thim.

---------Active Effects--------

Mage Armor +4 AC - 11 Hours.



A Lead! (DM SteveK) 
Friday April 17th, 2020 12:26:30 PM

Sharpe cannily reinforces his network with a few coins and easy requests. He gets an answer in the form of Sam'l and Dottie. They claim to be a father and daughter who left their village on the edge of the Emerald Kingdom because of orc raids, and promptly was robbed by some Grubber thugs on arriving in Dirt City about a month ago. Sam'l figured they had so much bad luck, that if they came to Wardd, some good luck would come their way. They don't know the city personally, but know who does and can introduce Sharpe. They also know some of some of the other people who meet with the Unlucky for information. "Uh-huh", says Dottie, "we've seen badges from all six Houses meeting with some of the Unlucky in the month we've been here."

Gaffer does some scouting of local animals around the block or two of Shale House, and finds a treasure trove. There are a half-dozen domesticated dogs owned by various people, and a small pack of 3 feral (treat as wild) dogs who move in and around the area. Feral cats are also plentiful (at least a dozen) who prowl the backyard chicken and rabbit coops and the hosteller's stable (with rent-a-donkeys) looking for mice and rats. There is a dove cote on the top of the building next to where Nissa and the gnomes rent, and the market has pigeons and gulls from all over. An occasional hawk in the day and one barn owl at night that glide in from somewhere to hunt the South Pack neighborhood. Yep, it’s an animal bonanza. With so many, however, Gaffer needs to refine his plan, and any of it will take time. [ooc: DM moving this to email with Courtney. First step is all of us to be familiar with the details of Wild Empathy, Wild Shape, Handle Animal, and Diplomacy.]

Hmerrin is not at all happy about talk on aligning with Houses, and says so. Then offers some to accompany him on a trip to the Arena.

Desdichado agrees with the Arena trip, looking for news of Ralisiner and his thugs, and Terrafin. He also familiarizes himself with the Temples in Dirt City. In truth, there is only one: the Temple of Wardd. For someone who reveres another god, immortal, or power, there seem to be three options. First, some may have small shrines no bigger than a shack and might be tended or unattended (Brother Elthorn and the small Shrine of Ffloy is the only example the Tide knows about). Second, people can have their own symbols and household shrines, maybe even a wealthy person converting their house. Third, a person can go to the Temple of Wardd. In the frescoes, paintings, and statues, one can find the other immortals; just not prominent or seemingly important!

Toston promises a trip to Nissa whether there is business or not. The gnome-dragon and Des then follow the beggar boy.

Sarge assures Hmerrin "No formal agreements, cause we can't trust them." And also goes to the Arena to see if there is any fallout from 2 weeks ago.

Eisenhorn seems to be flexible in his plans. Certainly, the inner workings of Dirt City seem more complicated than what rumors reach the outside Wold! He doubles down on the ledgers, and has an eureka moment! In celebration, he goes out (with protection) in the daytime to familiarize himself with the neighborhood and look for a non-seedy Inn. The South Pack neighborhood is several blocks, and well patrolled by small bands of ruffians that have a Wolf emblem sewn or pinned to chest or hat. They give the Wizard a wary look-over but none confront him: it seems Eisenhorn is already known as part of the Tide and so belongs in South Pack. The Inn he searches for, the best in the area, is on Wolf Square. The center is dominated by Wolf Tower, and the Wolves' most important (read: wealthy/upscale) businesses are on the Square. The "Pack Inn", featuring a sign that shows a house with wolves bursting out of doors, windows, and chimney, serves the best food and drink in the area. It's also the main hangout of Wolves not on house tasks...
.............

The Arena
Hmerrin, Desdichado, and Sarge saunter ever to the Arena to see what is happening. The upper levels are blocked off by groups of Darts, Cloaks, and Wolves. Even more unusual, there are more groups of Wolves on the lower levels in strategic positions. No games are happening today, but there are certainly plenty of people around and not all that hard to overhear conversations. In the course of an hour, the heroes are able to hear the following themes.
1. House Dart and House Cloak are a bit excited about what happened at the Arena. Yeah, but 'excited' isn't the verbiage used. Depending on who is talking it ranges from 'mildly perturbed' to 'freaked' to 'mad as hornet nest'.
2. The Prince is quite angry. Rumor is the Arena is a huge money maker for the Prince.
3. The Wolves are here on the invitation of the Prince; no, it's the Cloaks that invited them in; no, it's the Merchants Guild; no, it's Ralsiner / Vorelle / Galadur / Anduin / Horatio Mann. It seems like everyone has a different culprit.

The New WLA.
Toston and Desdichado meet up with the beggar boy, and he leads the two into Moon Town and to a cul-de-sac nearly on the edge of Grubbertown. A side door finds the three in a small, dirt-floor room with an unlit candle and a familiar face, it is Korgin! (the dwarf who escaped from the WLA and warned the Tide of the attack). He tosses a coin to the boy who leaves. The dwarf holds up a hand. "Hello again. Before we go any further, we have to make sure we are who we are. This is a Candle of Truth. When I light it, lower your defenses to accept the magic and repeat the WLA Oath. If the candle stays lit for all three of us, we can talk more." He lights the Candle, and Toston and Des see he deliberately fails his save. "Desdichado, repeat Toston's words." Once the three verify that each other aren't Evil and telling the truth, Korgin produces three potions. "The WLA has resources. Each of these is a Potion of Elemental Body I, Earth Elemental. Drink and follow me using earthglide."
Assuming Toston and Des do so, Korgin turns into a small earth elemental and, holding hands, the three glide into the earth, around several tunnels and into an open space: it is the WLA in the City Below!

It turns out an unnamed benefactor built an entire WLA Chapterhouse underground without any connections to the existing tunnels of the City Below. The same benefactor confiscated the WLA library and transported it here, along with sleeping quarters, and training facilities. Toston and Desdichado learn that the WLA will still function in Dirt City, but with several security features to ensure no shapeshifting or dominated heroes can penetrate.
1. Contact. Put 4 copper pieces, one at a time (symbolizing the Wizard, Cleric, Fighter, and Thief) in the offering of the Shrine of Ffloy or the Shrine of Arturo and Violet. There will always be one of the beggars or people there who will lead the WLA member to the next location.
2. Verify. The location constantly changes, but will always be where others can't see. There will be some verification: Candle of Truth, Wand of Detect Good, etc to ensure the person is who they say they are.
3. Travel. Elemental guardian with a Portable Hole, Potion of Reduce Person with a Ring Gate, a WLA with a Cape of the Mounteback, etc to get to the hidden WLA Chapterhouse.

The Ledger
Eisenhorn and Gaffer finally get the last piece of the puzzle (for this known secret code anyways. There may be more codes hidden in the very large ledger...) Take the House of Cloaks Sewer #2, walk 300' and the third door on the left is the drop location... and Fiest's hangout!

Sarge (Kathy) 
Friday April 17th, 2020 1:53:01 PM

After listening to the rumors at the Arena, Sarge gathers her companions. "Well, if the Houses know we're behind any of this, they're playing it close to the vest. Which is good, I think. Wolves, Darts, Cloaks working together on this, so presumably they're the ones we should be looking out for."

Eisenhorn (David) [AC 13/13/10; HP 88/88; CMD 17] 
Friday April 17th, 2020 5:07:11 PM

Eisenhorn stays at the Pack Inn for a couple of Ales and sees if he can discretely overhear anything of interest.

Afterwards he goes back to Shale house and relates his discovery to the group. "I think we should go and grab this Fiest, whoever he is. He may give us some answers and even if he doesn't know anything it's probably a good idea to get rid of whoever is organizing hit squads to hunt us down."

---------Active Effects--------

Mage Armor +4 AC - 9 Hours.

Sharpe - [AC 27/17/20 - CMD 26; HP 82/82] - [Charles] 
Friday April 17th, 2020 7:02:10 PM

Sharpe thanks, Sam'l and Dottie and mentions he will find them at the temple if he needs to take them up on the offer of an introduction.

To Sarge, "I do have leads on connections, met a nice pair down on their luck. A lot of information go through the unlucky but its available to pretty much everyone, with the houses but maybe asking right will now will raise suspicion so maybe not a great idea..."

To Eisenhorn, "What make you think he is still there? It has been a while, maybe we should stake the place out?"

Gaffer (Courtney HP: 94/94 AC:25(T:21/FF:17) CMD:24 WS 4/4 SB 7/7 LL 11/11)  
Friday April 17th, 2020 11:17:15 PM

Gaffer agrees with Sharpe, some form of reconnaissance would probably be a good idea.
Combing the note in the ledger with what Sarge has heard, it does seem like the Tide have their primary targets to deal with now too.

Hmerrin (MikeK)(HP 91/109 AC:28 T:16 FF:23 CMD:27) 
Sunday April 19th, 2020 7:04:46 PM

After finishing their tour of the arena, Hmerrin returns to Shale House.

"I gotta feeling a summons to see the Prince is in our future," he notes glumly. "Sooner or later, someone is gonna decide we had something to do with that."

There is good news. The young man is quite happy to learn the WLA is still in business. And grabbing folks to find more of the slave ring sounds right up his alley.

"Stakeout sounds like the first option," he agrees. "Especially Below."

Desdichado(Ryan) [HP: 31/102; AC:22/10/20 - CMD 23] 
Sunday April 19th, 2020 7:33:03 PM

"I agree with Eisenhorn, going after this Fiest seems like the best idea for now. I'm tired of them always being ahead of us, and we might just have a chance if we can get the drop on them here."

(OOC: Just to be clear, is Desdichado "officially" WLA now? Once Catacombs stuff is ready, I'd like to have him donate and do some training, assuming there's time before or after our next steps.)

Toston Lotor(Hugh Crosmun) [HP: 96/96; AC:24/21/19- CMD 27 
Sunday April 19th, 2020 9:17:54 PM

Toston grabs onto the candle, purposely lower his defenses and says, "I, Toston Lotor, do solemnly swear to uphold the ideals of the League, to protect the innocent and combat evil wherever I may find it.”

He then travels as an earth elemental with the others to the location of the secret WLA. He's happy to see everything is in its place and finds the nearest flight instructor.

He says to Korgrim, "I just learned how to cast the flight spell and I'd to avail myself of some WLA training to improve my ability at flying."

---------------------------------

When next he's reunited with his friends he says, "I think surveiling Fiest's hangout is the way to go. I promised my fiance a trip to Plateau City and back so do you think you guys could surveil Fiest while I'm gone or do you think we should wait till after we've followed up with Fiest for the date?"

Stakeout (DM SteveK) 
Monday April 20th, 2020 10:10:12 AM

OOC: Clarification. When the Tide team went to the Arena, it was quite evident that the Darts and Cloaks did not want the Wolves there. They were definitely NOT working together!

Sarge feels that if the Houses know we're behind any of the disruption, they're playing it close to the vest.

Eisenhorn stays at the Pack Inn for a couple of Ales and sees if he can discretely overhear anything of interest. The only thing he picks up is the servers would occasionally come over. "Will that be all, sir?" "Are you finished, sir?" "Will you like a top for that pint and take it home, sir?" None of the other talk while he is there is about anything other than the weather or comparing the Pack Inn's food and drink (favorably) against other taverns and inns.

Hmerrin speculates a summons from the Prince of Thieves isn't far off, and is happy the WLA is still functioning, albeit clandestinely, in Dirt City.

Sharpe provides information that he has from Sam'l and Dottie. They can be a source of information as long as The Tide is OK with all the other Houses knowing they are getting information from the Unlucky (and vice versa). For Fiest's lair and the drop location, Sharpe suggests staking the place out first, which gets a strong support from the others. Of especial note, several are looking forward to being the one calling the action instead of always reacting.

Toston and Des follow Korgin's instructions and learns of the new, more careful, more wary, WLA in Dirt City. He is able to get the instruction he wanted in tips and practice in Flying. His only question when back in Shale House is should he have a date with his fiancé before or after the Fiest Stakeout?
---------------------------------

The group agrees a stakeout for Fiest to get more information is the way to go, and quickly find their first obstacle; gaining entrance to the Cloak section of the City Below. There are 14 known entrances into the Cloak section of the City Below (See Woldipedia/ Geography/ Dirt City/ Maps). There is only one entrance from the rest of the City Below to the Cloak Section up a waterfall stair, there is (at least) one entrance from inside Cloak Tower, and there are 12 Sewer entrances in the CloakTower neighborhood. Cloak Sewer #2 is guarded by a group of 6 Cloaks that are only allowing members (and dependents) of the House of Cloaks to pass. A quick and easy scouting trip confirms that all 12 Sewar entrances and the City Below waterfall stair are similarly guarded. (The Tide doesn't know about the defenses of any Cloak Tower entrance, since they would have to penetrate Cloak Tower to find out.)
........................................

Ledger Information: Take the House of Cloaks Sewer #2, walk 300' and the third door on the left is the drop location... and Fiest's hangout!

Eisenhorn (David) [AC 13/13/10; HP 88/88; CMD 17] 
Monday April 20th, 2020 10:54:56 AM

"I could use an Arcane Eye to discretely scout out the area and see if I can learn more about Fiest's hangout and how to enter. Afterwards I could try to teleport myself and three other people down into or near his hide-out. Assuming there are no arcane protections against doing so. Alternatively I could Dimension door everyone into the sewers bypassing the guards. It would take several trips however, to get everyone there. I don't know if we can expect guards on the other side." Eisenhorn thinks a little. "Or if you preffer a non-arcane solution we can try to just bribe the guards. This is Dirt City after all."

Sharpe - [AC 27/17/20 - CMD 26; HP 82/82] - [Charles] 
Monday April 20th, 2020 3:21:56 PM

"If you can get a good idea of the area and how we might go about disusing ourselves around there I think its a great idea"

"Option 2 would be a distraction and ill try to slip in."

Sarge (Kathy) 
Monday April 20th, 2020 5:32:11 PM

"If we think bribery will work, I'm all for it," Sarge says. "Better than magic. Much better than jumping into trees."

Desdichado(Ryan) [HP: 31/102; AC:22/10/20 - CMD 23] 
Monday April 20th, 2020 6:27:46 PM

"If we pay House Cloak informants and spies to try and get into Feist's place, I think pretty soon the information that 'the Tide was paid us to get into Feist's place' will be brokered pretty soon as well," says Desdichado.

"If we do need to get past Cloaks," he continues, "I don't see any harm in Eisenhorn magically spying out the place first. Er, there isn't any possible harm, is there?"

"If we do need to pay them off later," he goes on, "then we can cross that bridge after exploring this other option."



Hmerrin (MikeK)(HP 91/109 AC:28 T:16 FF:23 CMD:27) 
Monday April 20th, 2020 7:20:53 PM

Hmerrin nods along with Dez.
"I'm with you. E's magic eyes oughtta work best, first go round. 'Specially if we're just scouting."

The young fellow runs a hand through his hair, and scrunches up his face, as he becomes lost in thought.

"It'd be really, really nice if we could find someplace above ground this guy goes once in awhile. Getting past guards once will be hard. Having to do it over and over to recon, then plan, then maybe get him, then get him out.....yikes."



Toston Lotor(Hugh Crosmun) [HP: 96/96; AC:24/21/19- CMD 27 
Monday April 20th, 2020 10:24:31 PM

Toston says, "Do you guys think you'll need me if you do use your magic sensor? Also what happens if they have spells in place to cause divination to fail? I'm pretty stealthy, I could always try sneaking around down there if that is the decision. I mean I can fly now so that has to be useful."

Stakeout (DM SteveK) 
Tuesday April 21st, 2020 6:34:56 AM

The Tide discuss several possibilities with possible drawbacks: magical Eyes, bribery, sneaking past, and staking out the entrance (Ooc: DM is assuming a reference to Sewer#2) to see if Feist ever comes out.

Because they have the initiative, it seems they have time to craft a solid plan.

While talking, there is a knock on the door. “Package delivery for Hmerrin of The Tide from the Catacombs!” It is a Halfling and a brawny Ogre. The Halfling does all the talking, and the Ogre carries a rather large wooden crate labeled “FRAGEELAY”. They thump it down in the Tide’s second story common room, tip thier hats, and leave.

........................................

Ledger Information: Take the House of Cloaks Sewer #2, walk 300' and the third door on the left is the drop location... and Fiest's hangout!

Eisenhorn (David) [AC 13/13/10; HP 88/88; CMD 17]  d20=15 ; d20=18 ;
Tuesday April 21st, 2020 7:55:41 AM

"Let me see what I can find out then, without too much risk. The ledgers indicated that he may be versed in the Arcane so I will not scry too closely in order not to tip him off. Depending on what comes of it we can plan our next course of action."

Assuming none of the other party members try to stop him, Eisenhorn will try to get to a place where he can discretely cast Arcane Eye as close as possible to the sewer entrance. (Knowledge Local Roll: 15 + 11 = 26) To minimize the chances of anyone recognizing him and wondering what he's doing in the Cloak Tower neighborhood he will use his Lesser Rod of Metamagic Silent and stealthily cast Alter-self to change himself into a non-descript Half-Orc, making sure to conceal any obvious markings on his clothes that would give up the deception. (Stealth Roll: 18 + 8 = 26)

(OOC: I don't know what the distances are so I'm assuming Eisenhorn can get relatively close,discretely change into a half orc before going into the CT neighborhood and get into a concealed position before the spell finishes)

Assuming he manages to get into a suitable position, he casts Extended: Arcane Eye. And directs the sensor past the guards and into the sewer.

---- Active Effects ------

Mage Armor +4 to AC - 7 Hours?
Alter-self: Half-orc +2 Str. Darkvision 60 ft. 10 min.

Sharpe - [AC 27/17/20 - CMD 26; HP 82/82] - [Charles]  d20+23=38 ; d20+23=42 ;
Tuesday April 21st, 2020 2:36:03 PM

(Stealth - 38)
(Perception - 32)

Sharpe takes a long walk through each other other entrances each time returning into the Temple of Waard. He muddies and frays is new clock to match the rest of his outfit. On passing the other entrances he looks out for the locations and numbers of watchers whilst maintaining the look of an unfortunate passing through.

Before he returns to Shales House he goes through his regular routine with the beggers.

Gaffer (Courtney HP: 94/94 AC:25(T:21/FF:17) CMD:24 WS 4/4 SB 7/7 LL 11/11)  
Tuesday April 21st, 2020 5:44:53 PM

Gaffer goes to suggest they could ask Nissa to try scrying on this this Feist but is happy for Eisenhorn to go ahead.

"I think you probably deserve a break, we can stay safe and just check things out until you are back. It might even be good to let the attention around the arena die down for another day or two before we go barging in somewhere again." Gaffer assures Toston they won't do anything crazy if he does go.

Assuming Eisenhorn doesn't mind, Gaffer will move along side him in the formr of a stray cat to keep on eye on his body while he investigates.

Hmerrin (MikeK)(HP 91/109 AC:28 T:16 FF:23 CMD:27) 
Tuesday April 21st, 2020 7:58:17 PM

"oh goody!" Hmerrin exclaims, and breaks open the box.
"My favorite. Money!"

The lad opens the chest and quickly divvies out the gold to his friends.
[OOC - Please see email for loot distribution]

After that, the lad chooses to wait and see what E's magic spying reveals.

Sarge (Kathy) 
Tuesday April 21st, 2020 10:14:23 PM

Being inconspicuous is not something Sarge is especially good at. She opts to stay at Shale House and wait for reports from the scouts.

Toston Lotor(Hugh Crosmun) [HP: 96/96; AC:24/21/19- CMD 27 
Wednesday April 22nd, 2020 1:37:55 AM

Well if the team has everything in hand and they feel he can leave for a holiday in Plateau City he goes to the house where Nissa, the Cousins and the rest of "Little Gnomaly" has essentially set up, meeting Wilhim and Prissi for the first time, the barrister and wife that are soon to be his in-laws as well as their clerk Yoshik, Housekeeper Jelli and warrior escort who joined the ranks of the other warriors named Ronni.

He checks to see how Cogrim's business plans are coming along before Nissa teleports himself, her and her raven familiar Quoth to Plateau City to visit with his parents, her parents and go on a dinner date alone ie, minus the folks, together.

Hopefully while he is there they can also take in a play. While they are walking around Plateau City and visiting the shop where his parents live and work, he tells her about his late grandfather Topip and how Topip's stories of Domi and Alemi when they were human were why he wanted to become an adventurer.

He also tells her how recent events in the Arena makes him wonder how much longer they should delay nuptials. He realizes that they haven't set a date for the wedding and that well he realized with how besieged they all were that some things are realy important.

He asks her if there is more to her wanting to be a wizard than being able to track him down and be a suitable match for an adventurer. He informs her that he felt a connection to her that summer before he left that he would have married her regardless of if she was magically inclined or not.

Stakeout (DM SteveK) 
Wednesday April 22nd, 2020 11:48:08 AM

Eisenhorn, with the help of Gaffer, finds a cul-de-sac in the Backstab Quarter (See Dirt City map in Woldipedia), changes into a non-descript Half-Orc, and casts Arcane Eye, producing an invisible magical sensor. Making his way to CloakTown and near Sewer #2, he finds a corner to sit in the shade and pet a stray (Gaffer-Cat), and so is able to concentrate on the Arcane Eye to move it to Sewer #2. The entrance is guarded by the six Cloaks, and there is a grate with a door that the Eye can easily slip through and into the City Below. The tunnel below is wide and lit by lanterns, so the eye can see a 10' wide corridor with a water run in the middle. And sure enough, 300' feet in, there is the third door to the left. It looks strong and has a key-lock, but there is space for a water run under the door that is bigger than 1 inch, if Eisenhorn wants the Eye to go beyond the door.

Sharpe takes a long walk to the other CloakTown Sewer entrances each time returning into the Temple of Waard. He muddies and frays is new clock to match the rest of his outfit. Each time, the Cloak guards stop him. "Grubbers not allowed" "What's the Password? No? Be off with you!" The Cloaks are not allowing any unfortunates to pass through to the Cloak area of the City Below.

Gaffer gives his thoughts on other scouting, then assumes the form of a stray cat to keep on eye on Eisenhorn while the wizard investigates.

Hmerrin eagerly breaks open the box, and finds both bags of money for his friends, and some carefully packaged bundles for the Fighter himself to include a couple of hand axes and a new suit of plate!

Sarge opts to stay at Shale House and wait for reports from the scouts, and waiting in Tombo's tavern downstairs is always pleasant. "The Buttering Ram" is doing a brisk business. Good food, good drink, and comfortable surroundings makes it a good stop for people who live and work in a several block radius. Tombo serves Sarge himself, glad of their patronage.

Toston checks on "Little Gnomaly", meeting members new and old, and checking on businesses. Then Nissa teleports herself, Toston, and her raven familiar Quoth to Plateau City for family visits, and a more personal dinner date. They in fact, ARE able to take in a play, a highly popular one of the Sea Dragons adventuring team battling a Sahaugin army and a powerful being trying to become a new god. Costumes, music, and the choreography get him feeling like they are really underwater, but the ending has something to be desired. Toston knows full well that all the heroes of the Wold didn't go to Bill-oo-pal's underwater Seaweed Plains to fight a horde of corrupted sea-monsters until Bill-oo-pal broke into three pieces and died!

..............
Ledger Information: Take the House of Cloaks Sewer #2, walk 300' and the third door on the left is the drop location... and Fiest's hangout!

Sarge (Kathy) 
Wednesday April 22nd, 2020 1:26:37 PM

Sarge readily joins the crowd at the Buttering Ram, and tries to get a sense of what's going on in the neighborhood. "Is it just me?" she asks, "or do the Cloaks seem extra busy these days?"

Eisenhorn (David) [AC 13/13/10; HP 88/88; CMD 17] 
Wednesday April 22nd, 2020 4:57:13 PM

EIsenhorn will use the Arcane Eye to familiarize himself with the area somewhat and scout good location for potentially teleporting in. Then he wil move the eye around Fiest's hangout to see if there are any windows and potentially try to guess if there are any arcane defenses or if anyone is home. Assuming he finds nothing out of the ordinary he will direct the eye inside the hangout in an attempt to get a sense of the layout and to check if there are any clues as to who Fiest may be working with and why.

---- Active Effects ------

Mage Armor +4 to AC - 7 Hours

Sharpe - [AC 27/17/20 - CMD 26; HP 82/82] - [Charles] 
Wednesday April 22nd, 2020 5:39:50 PM

Sharpe will return to shale house and report the security.

Desdichado(Ryan) [HP: 31/102; AC:22/10/20 - CMD 23] 
Wednesday April 22nd, 2020 6:11:51 PM

Desdichado joins the others downstairs and sees Hmerrin's box. "Ooh, I know just what I'll do with that," he says as he prepares for a couple of stops.

He quickly drops by the Catacombs, and comes back later to spend some time with everyone at the Buttering Ram. Later, he stops by the Temple of Ffloy, drops in his 4 coins, and follows the procedure for entering the WLA. While there, he provides the appropriate dues and asks for some training.

Gaffer (Courtney HP: 94/94 AC:25(T:21/FF:17) CMD:24 WS 4/4 SB 7/7 LL 11/11)   d20+17=19 ;
Wednesday April 22nd, 2020 6:58:20 PM

Gaffer is happy to spend the time watching over Eisenhorn, he does his best impression of a cat lazying on the street and keeps an eye out on people passing by. (Perception: 19)

Hmerrin (MikeK)(HP 91/109 AC:28 T:16 FF:23 CMD:27) 
Wednesday April 22nd, 2020 7:52:56 PM

Hmerrin spends the day up in the training room, working out his new axes and armor.

Toston Lotor(Hugh Crosmun) [HP: 96/96; AC:24/21/19- CMD 27 
Thursday April 23rd, 2020 12:22:50 AM

Toston tells Nissa, "I think whoever wrote this play confused a Sea Dragon only mission with the Sargrass crisis. All the heroes of the Wold didn't all go underwater to fight Billoopl and his minions only to see the Sea God break himself into 3. We did kind of fix that out of control Sargrass not too long ago (all the heroes of the Wold) and the resolution was the Sarr broke into 3 different immortal powers with different aims yet they worked out their differences and agreed to stop the infighting. Do you think anyone from the play would appreciate a correction or should we head back to Dirt City?"

Toston listens to the council of his fiance and if she suggests the people behind the play wouldn't like to be corrected suggests they teleport home to Dirt City.

If Nissa obliges he walks her back to her dwelling, kisses her goodnight and returns home, asking his friends what news of the sensor.



Plans at Shale House (DM SteveK) 
Thursday April 23rd, 2020 10:54:39 AM

Sarge, at the Buttering Ram, gets Tombo sitting with her over a plate of sizzling sausage, peppers, and onions. "No more than usual", the proprietor replies after hearing Sarge's news. "Cloaks have always been secretive, and the guards on their Sewers is nothing new. Not sure of how involved they were in the Arena, but they are the go-to detectives on anything the Prince wants looked-at. I don't get much news on the Cloaks anyways, since CloakTown is eastern edge of Dirt City and we are on the western edge." There's no more casual information to be had at "The Buttered Ram", and Sarge is still at Shale House when everyone arrives back.

Eisenhorn is able to get good and familiar with the area outside the door. The door is at the main Sewer #2 Tunnel: there is no place to teleport here without being in the main tunnel itself. He then directs the Eye under the door into Feist's hangout. He finds a 20 foot long tunnel, 5' wide, which leads to another door. A familiarizing look here, and Eisenhorn directs the Eye to continue under just like the last Door. Here, Eisenhorn gets the jackpot: Fiest's Hangout (See emailed Map).

A windowless room with only the door the Eye came through as an obvious exit; the room is 75' square, 30' ceilings, and a central firepit and lanterns providing light. A balcony runs around all four walls 10' off the ground and is connected to the floor level from 2 staircases. There are 8 people in the room, 6 look like ruffians you can find nearly anywhere in Dirt City (motley clothes, armor, weapons, races: pretty much a mix bag of fighter/warrior/rogue/ranger/cleric types. The other 2... one is a half-elf, one is a half-orc. Neither one have armor nor obvious weapons. Three ruffians and the half-orc are around the firepit, two ruffians and the half-elf are scattered around the balcony sleeping, and one ruffian is sitting by the door with a bared longsword. There are various contains and boxes and litter all about the room. That is as much as the Wizard can see before his Arcane Eye's duration ends. There is nothing more for him to learn here, so he retraces his steps to throw anyone off his tail and returns to Shale House.

Gaffer, doing his best impression of a cat lazing on the street, keeps an uneventful watch until Eisenhorn/Half-Orc rouses and saunters back to Shale House.

Sharpe will return to Shale House and report the security.

Desdichado and Hmerrin have a day at the clandestine WLA. The Paladin makes some other stops, then the two return to Shale House.

Toston talks to Nissa about the play. His fiancé impishly wiggles her nose. "I think they would absolutely hate it, but it might be fun to watch them turn red!" Since that gnomish answer is definitely 'the people behind the play wouldn't like to be corrected', the couple returns to Dirt City. A walk, a kiss, and a shorter walk finds Toston in Shale House with the others in time for supper.
................

On the table with a hearty rabbit stew, bread, and small keg (courtesy of Tombo) is a small package labelled "Eisenhorn, The Tide, #1847, CATACOMBS". And another for “Desdichado, The Tide, #1848, CATACOMBS”.

The heroes are able to compare all information and have the opportunity to form a plan of action!

Eisenhorn gets a Hero Point for excellent tactics!
................
(Map via email)

Desdichado(Ryan) [HP: 102/102; AC:20/10/20 - CMD 23] 
Thursday April 23rd, 2020 7:47:24 PM

"Wow, what a fast delivery!" says Desdichado as he sees the box on the table. He takes out the small circular band and puts it on his head -- some how looking handsomer or perhaps more confident. "Well, what do you think? Looks good, huh?" he laughs.

On hearing Eisenhorn's report of what he's seen, Desdichado says "Sounds like a lot of people in that room! Eisenhorn - how's your aim? can you get us in there pretty accurately?"

Sarge (Kathy) 
Thursday April 23rd, 2020 11:25:43 PM

"Pretty snazzy, Dez," Sarge says.

"Eisenhorn, did I understand you to say you'll need to make several trips to get us down there? If that's the case, we should figure out who goes when."

Toston Lotor(Hugh Crosmun) [HP: 96/96; AC:24/21/19- CMD 27 
Friday April 24th, 2020 1:23:17 AM

Toston says, "Did you guys know there is a play in Plateau City that claims all the heroes of the Wold went under water to fight Bill Oopl and that afterwards he broke in 3? Seems like someone confused something the Sea Dragons did with the Sargrass crisis."

Eisenhorn (David) [AC 13/13/10; HP 88/88; CMD 17]  d20=14 ; d20=1 ;
Friday April 24th, 2020 4:37:35 AM

As soon as he's back Eisenhorn relays everything he was able to gleam from Feist's hideout and uses some paper from his haversack to draw a map of the building to show to the rest of the party. "Well now we know the layout and their numbers. If I had to guess I'd say either the half-elf or the half-orc is Fiest. They did not seem to be in a hurry to get anywhere, although they all seemed ready for a fight." after giving it some thought, "I should be able to get people past the guards but I can only do it three at a time."

To Des "I should be able to put us directly in that room with a bit of luck, but there are limits to even what I can do. I can only take three people with me at a time. With some preparation I may be able to muster two trips straight from Shale House, but that would leave us with no options to get out if things go the wrong way. Alternatively I have some spells with a shorter range which might get us into the tunnel if we can get close enough. To summarize, I could offer us a more risky entry by Teleporting straight into the room, which is likely to catch them completely off guard or a less risky entry by dimension dooring people into the tunnel, but they may be able to see us coming. In any case I can only do myself and three more at a time so will take me two trips to do everyone, unless we find a way to get some people past the guards and in position in a non-aracane way. I'm not much of a military man so I leave the actual assault planning to the more bellicose among you. Sharpe, you're a military man... What's your take on this?"

Following the discussion, Eisenhorn goes to take a bite and sees the package. "Ah excellent, just in time." He takes out the scroll and attempts to decipher the writing. (Spellcraft Roll: 14 + 20 = 34 vs. DC 23)
He then spends the next 4 hours trying to copy over the details into his Blessed Book for future use. (Spellcraft Roll: 1 + 20 = 21 vs. DC18) (OOC: DM note that blessed book allows me to copy spells without material cost. Also don't know if there are Crit Fails for Skill Checks in Pathfinder. In which case oof :( )


Eisenhorn (David) [AC 13/13/10; HP 88/88; CMD 17] 
Friday April 24th, 2020 4:43:32 AM

(OOC: I forgot to add active effect)

----- Active Effects -----

Mage Armor +4 AC

Hmerrin (MikeK)(HP 91/109 AC:28 T:16 FF:23 CMD:27) 
Friday April 24th, 2020 7:49:01 AM

"How many spells can you cast?" Hmerrin asks. "Like Dimension door us to the tunnel, and then teleport a group inside, and then still have enough to Dimension door us all out again?"

He scratches his head.

"By the way, what are we planning to do once we get there? The whole idea is to get answers out of this Fiest guy, right?"

After Supper at Shale House (DM SteveK) 
Friday April 24th, 2020 9:49:25 AM

Desdichado models his new headband, and gets down to some planning.

Sarge admires the Paladin's new headband, and considers the teleport entrance obstacle.

Toston shares a laugh with the other heroes about the play in Plateau City and how they mixed up a coupe storylines.

Eisenhorn, as soon as he's back, draws a map of the building. He has to wait to speak with Sharpe, Desdichado, Hmerrin, and Toston until suppertime since they are out on their own devices (by which time, Eisenhorn's Mage Armor has ended). At supper's conversation, they know the layout and their numbers. He considers how to magically teleport, dimension door or combo TPort and DDoor all seven heroes, and where to bring them. He also wonders if there are other heroes that may have more mundane (or magical!) ways to slip into the Sewer without detection.

Later: Late into the night, the Wizard successfully transfers his bought spell into his Blessed Book. (OOC: good on materials and deciphering. In Pathfinder, Skill Checks to not have a crit fail; only Attacks and Saves do.)

Hmerrin asks about not only the entrance for 7 heroes, but the exit without riling the Cloaks as well. Then goes to the next question, the vital middle; "The whole idea is to get answers out of this Fiest guy, right?"

...............

The heroes have a great advantage over Feist, but seem to need a bit more planning before they are ready to move in.

(which one is Fiest; the half-elf or half-orc?) (note: Eisenhorn only saw the aftermath of the fight at Shale House, but Toston, Hmerrin, Gaffer, Des, and Sarge may all have insight to fill in knowledge gaps)

(are there other means of getting in and out of the Cloak's City Below without raising a ruckus?)
(once they get in, what is the fight plan? What is the exit strategy?)
(The DM encourages the Players to continue discussions on email for the planning)

Sharpe - [AC 27/17/20 - CMD 26; HP 82/82] - [Charles] 
Friday April 24th, 2020 4:04:58 PM

".....Trickey, the layout is good for a ranged assault, from the balconies. I take it we didn't check the stairs. If you can slip a few of us into the the sewer to knock on the doors it might be enough of a distraction for the rest of us to get the drop on the balcony guards and take the high ground? The difficulty will be timing it."

"That's if we want to go "loud" there might be some benefit to infiltrating without being seen or maybe as buyers?"

Desdichado(Ryan) [HP: 102/102; AC:20/10/20 - CMD 23]  d20+3=4 ;
Friday April 24th, 2020 4:20:12 PM

Desdichado thinks for a while. "If we're going to face these guys again, we definitely need to be prepared - even if it's just to talk. We had our backsides stomped last time - literally, in the case of that guy who kept tripping me..."

"I think Feist was with them when they attacked - we overheard them relaying some commands - but we never saw him. Either he was hiding in the shadows, or he was invisible."

Desdichado thinks that if it does come to a fight, they'd probably need to subdue everyone except Feist for him to talk. And even that seems like a longshot.

He thinks they probably need an inventory of the skills and spells available to them that would be useful in a relatively enclosed space where they'll be (slightly) outnumbered.

Toston Lotor(Hugh Crosmun) [HP: 96/96; AC:24/21/19- CMD 27 
Friday April 24th, 2020 8:09:57 PM

Toston says, "Well if you remember they had crazy spell resistance, were immune to fire and hard to hit. Even though I can cast fire balls that are stronger than your average caster's now they would totally not be appropriate for close quarters unless we want to blow ourselves up. I did however trade flaming sphere for acid arrow considering that spell cannot be resisted and it is a different element type than fire since acid splash at least damaged them last time. I honestly think if we can do things quietly we can but if we can't find a way to do it that way maybe we have no choice but to play to our strengths and come in fast and loud."

Gaffer (Courtney HP: 94/94 AC:25(T:21/FF:17) CMD:24 WS 4/4 SB 7/7 LL 11/11)  
Friday April 24th, 2020 8:40:02 PM

Gaffer does not look forward to another crowded, indoor fight and sets to thinking hard about what spells he can best use.

"I think I could load a few of us up with some Airwalking spells to get us in from outside" He wonders, "We could keep watch for a few mroe days and see if they move around at any time?"

Sarge (Kathy) 
Friday April 24th, 2020 11:13:56 PM

"Last time I'd swapped in some Speak with Dead and Gentle Repose spells," Sarge says. "So I didn't have all my normal spells available. I've got an Invisibility Purge prepared now, for example."

After Supper at Shale House (DM SteveK) 
Saturday April 25th, 2020 3:46:14 PM

Addendum
Looking at the map, it is clear Feist’s Lair has only one known door and no windows.

This is amazing information, much better than the heroes normally have...if they take action on the information in a reasonable time...

Eisenhorn can remember while his Eye was in the main Sewer tunnel, there were no other people who walked by his Arcane Eye. The tunnel seems to have times of the day that it isn’t busy.

Eisenhorn didn’t make any Perception or Sense Motive or other checks while the Arcane Eye scouted Fiest’s Lair. The heroes know where Fiest’s team was when the Eye was scouting, but have no information on what they are doing or potential reasons. And the heroes got only visual information, no sound or smells.

Eisenhorn (David) [AC 13/13/10; HP 88/88; CMD 17] 
Monday April 27th, 2020 6:21:00 AM

"I have various spells that can make that room very uncomforable for them, regardless of how resistant to spells they are, and would be able to summon some extraplanar allies to help in the fight. However, depending on how much effort I need to exert to get you there I may be limited in the options I provide in the fight itself. If we find a way to protect ourselves against poisons a stinking cloud in that room should give us a significant advantage and may help us in capturing Fiest alive. Spell Resistance won't save them from an upset stomach, trust me I know." Eisenhorn chuckles a little as he seems to remember something. "Give me some time to prepare and I can get all of the necessary spells ready, but I need to know what our plan of entry is."

(OOC: DM, Ring of Sustenance allows me to rest and prep spells in 2h instead of 8h, but I don't know if a full day has passed since I last prepared spells as it is still limited to only one rest per 24h.)

After Supper Planning at Shale House (DM SteveK) 
Monday April 27th, 2020 7:55:40 AM

Planning continues. Ideas, clarifications, abilities, and proposals are discussed. The earliest possible assault time is tomorrow morning for Eisenhorn to set his appropriate spells. Sarge, Gaffer, and Toston can be Spell-ready then too. Sharpe and Hmerrin are always ready as long as they have keen eye and strong arm.

So far, it appears The Tide has agreed an assault must take place, that they should do so without hurting or even alerting the House of Cloaks, and they want to take Feist prisoner. Also agreed is Eisenhorn and three others will arrive for the conflict via teleport.

Other beginning plans to be decided
- which three? Are there three heroes who can sneak/magic/bypass/overcome the Cloak Guards without raising suspicion and can meet the others teleporting in? Where is the TPort group going to target to appear? Or is Eisenhorn going to use most of his magic for travel?

Other during plans to be decided
- who is Feist? What is the plan of attack?

Other after plans
- How to get out again?

Sarge (Kathy) 
Monday April 27th, 2020 5:05:16 PM

"Well, I can't cast Heroes' Feast yet," Sarge says. "Delay Poison might be our best bet. Puke later, after the fight. If we wanna do that, though, I should hit the Catacombs and grab some scrolls."

Desdichado(Ryan) [HP: 102/102; AC:20/10/20 - CMD 23] 
Monday April 27th, 2020 7:14:44 PM

"I can try smiting a few of them - my guess is that if they are working with rakshasa slavers they must be pretty evil," says Desdichado. "Actually, I can grant the fervor to smite these guys for a minute or so to anyone standing close to me."

"And I can cast a spell in a pinch, but nothing too spectacular."

Gaffer (Courtney HP: 94/94 AC:25(T:21/FF:17) CMD:24 WS 4/4 SB 7/7 LL 11/11)  
Monday April 27th, 2020 7:17:40 PM

"I can prepare some more healing spells as well. Sarge does a great job, but I'm struggling to cause much damage to some of our recent enemies with my spells and I am a bit limited in a smaller room." Gaffer suggests he might change his usual approach for the fight and look to support the others more instead.

Hmerrin (MikeK)(HP 91/109 AC:28 T:16 FF:23 CMD:27) 
Monday April 27th, 2020 8:41:56 PM

Hmerrin looks at Eisenhorn.

"My plan is you Dimension Door everyone into the tunnel, then Teleport me, you, Dez, and Toston directly into the building, while the rest come in through the door.

Then we subdue everybody, get Fiest, get back into the corridor, and you Dimension Door us back topside.

Can you cast enough spells to do that?"

Toston Lotor(Hugh Crosmun) [HP: 96/96; AC:24/21/19- CMD 27 
Monday April 27th, 2020 9:15:49 PM

Toston says, "Well I do have the abiilty to use stunning fist or scorpion style to either stun enemies or cause them to only be able to move 5 feet. I also can cast fly or fireball. Would it help to have us flying around? If things go sideways I'm thinking I'll need the acid arrows."

Sharpe - [AC 27/17/20 - CMD 26; HP 91/91] - [Charles] 
Tuesday April 28th, 2020 6:14:14 AM

"Do you think there are any magical alarms on the entrance, some of use could probably stealth through pretty easily with some invisibility"

"As for the fight maybe a poison?"

Eisenhorn (David) [AC 13/13/10; HP 88/88; CMD 17] 
Tuesday April 28th, 2020 6:14:55 AM

Eisenhorn does some quick math, "So that would be one Dimension Door to get Gaffer, Sarge & Sharpe into the tunnel. Then Dimension door myself out of the tunnel and me,you,Dez and Toston teleport straight into the house. Then assuming we are not all dead, Dimension door once to get 3 people out, Dimension door back in and teleport 3 more people out straight to Shale House. That would leave Feist, assuming we want to take him back with us, but I should be able to make one person invisible to try and sneak past the guards or Gaffer here can turn into a mouse or a cockroach and slip away...How do you do that btw? I am intrigued? I've always wanted to turn into a dragon but I've struggled to get it right." realizing he's gotten distracted he gets back on topic."Oh right, so that's 4 Dimension doors and 2 Teleports...Yes, with some preparation I can do it... I'll even keep a teleportation spell in reserve in case things go horribly wrong. Oh, and we'd need to get within 800 feet of the tunnel so that I can dimension door people in. But hopefully that would not be a problem."

To Sarge "I reckon we don't all need the protection, if we can cover the more up close and personal members of our little group we should be fine."

We Have a Plan: at Shale House (DM SteveK) 
Tuesday April 28th, 2020 7:11:54 AM

Sarge, Desdichado, Gaffer, and Toston run down abilities that may potentially help in the coming planned conflict. Sarge considers a Catacombs shopping trip. Sharpe considers the use of poison.

Hmerrin states a plan, and then looks to see if Eisenhorn can logistically provide the needed spell support. If he can't, they need to go to a Plan#2..

Sharpe, considers magical alarms on the entrance to Sewer #2, and suggests stealthy people may be able to get past the six guards, especially with Invisibility. In his scouting trip, Sharpe didn't notice any doors or grates. All the known entrances to the City Below from CloakTown were walk-in culverts.

(Sharpe and Gaffer, please roll Perception DC22: if succeed, read Highlight to display spoiler: { While Scouting/Observing, several rats, a cat, and a bat were observed entering or leaving the sewer entrances without an alarm. } )

Eisenhorn does some quick math, and, after a distracted thought runs its course (ooc: love it!), assures Hmerrin that he can prep to do all the spells needed for the plan.

...........

The night deepens, and with a base plan in place, the heroes can seek their beds. The Tide has a hired night watchman downstairs, but there has been talk of a night watch cycle like if camping in the wilderness (ooc: watch roster?). The morning is planned for breaking their fast, preparing spells and equipment, maybe a little shopping, and a second scouting to find a secure place to DimDoor before taking action.

Eisenhorn (David) [AC 13/13/10; HP 88/88; CMD 17]  d4=1 ; d100=77 ;
Tuesday April 28th, 2020 5:55:05 PM

"It is settled then... WE RIDE AT DAWN!" Eisenhorn chuckles a bit. "I've always wanted to say that." He then goes to sleep for a couple of hours and prepares the necessary spells for the morning, making sure to prepare 4 castings of Dimension Door and 3 castings of Teleport. He spends the remainder of the time till dawn pacing around the house and keeping an eye out for any intruders, chatting nervously with his familiar to pass the time. "Shifty... If I don't come back from this I will haunt you for the rest of eternety you know... that's a very long time. So you better pray to whatever gods you can that I do come back. That way you might get rid of me eventually."

Assuming no disturbances till dawn, Eisenhorn works with the others to put the plan into motion leaving Shifty to stelthily keep watch over Shale House. First he uses Dimension Door to get Gaffer, Sharpe and Sarge into the tunnel, then Dimension Door back to Toston,Dez and Hmerrin. Before making the final jump into the unknown he prepares as best he can; casting Mage Armor, Detect Thoughts, Mirror Image (Roll(1d4) = 1 + 3 = 4), Arcane Sight, Shield (wand) and Protection from Evil (wand) on himself. Then casting Haste on Toston, Hmerrin, Dez and himself before taking one final good look at the Map of Feist's hideout, closing his eyes and imagining apearing in the north west corner of Feist's Hide-out. (Cast Teleport.)

(OOC: DM, Teleport roll is 77 don't know if I can use Hero Point to subtract 1 so that we land on target? If yes then I use it for that. )

--------ACTIVE EFFECTS--------
Mage Armor ---- +4 AC (Armor) ---- 11 H
Shield ---- +4 AC (Shield); Negate Magic Missiles ---- 1 Min.
Mirror Image ---- 4 Images; Roll to see if Attack Hits ---- 11 Min.
Protection from Evil ---- +2 AC (Deflection) & +2 Saves (Resistance) vs. Evil ---- 1 Min.
Haste ---- +1 Attck.; +1 Atck. Roll; +1 AC (Dodge); +1 Reflex Save; +30ft. Movement ---- 11 Rnds.
Detect Thoughts ---- Detect Thoughs; 60ft. Cone ---- 11 Min.
Arcane Sight ---- See Magical Auras, 120ft. ---- 11 Min.

Hmerrin (MikeK)(HP 91/109 AC:28 T:16 FF:23 CMD:27) 
Tuesday April 28th, 2020 7:17:06 PM

Hmerrin gives a chuckle at Eisenhorn's declaration.

"You know, I'm beginning to like you," he responds.

The young fighter offers up watches -
Sarge and Gaffer
Hmerrin and Toston
Eisenhorn and Sharpe
Dez

- and then gets some shut eye before his shift.

In the morning, he's ready, and waits for the others to make their preparations.



Gaffer (Courtney HP: 94/94 AC:25(T:21/FF:17) CMD:24 WS 4/4 SB 7/7 LL 11/11)   d20+17=32 ;
Tuesday April 28th, 2020 8:26:07 PM

"I definitely noticed critters going in and out of the area while we were waiting outside. I think I could get myself in or out if that makes it easier on you Eisenhorn, but sure, dawn."

Gaffer accepts his watch with Sarge, hoping he isn't to tired in the morning. "I hope I haven't really bothered you by bringing a tree into the garden. I feel restless sometimes being in the city and out of nature, it seemed good to bring a little nature to me."

Gaffer will readily accept to Dimension Door in from Eisenhorn but if not will take on the form of a rat to slip into the hideout.



Desdichado(Ryan) [HP: 102/102; AC:20/10/20 - CMD 23] 
Tuesday April 28th, 2020 10:09:27 PM

Dez takes his shift and waits with the others for final preparations.

(OOC: Are we jumping to combat? If so, I'm a little concerned that we're not sure which one is actually Fiest!)

Sarge (Kathy) 
Tuesday April 28th, 2020 10:18:11 PM

"Long as it doesn't involve actual riding," Sarge grumbles. She makes sure she is prepared for the next day's sortie.

Toston Lotor(Hugh Crosmun) [HP: 96/96; AC:33/22/27- CMD 27  d20+18=31 ; d20+17=30 ;
Wednesday April 29th, 2020 12:15:11 AM

Toston casts mage armor on himself first thing in the morning giving him 5 hours of additional armor. He then readies to get teleported in with Eisenhorne and right before they teleport out he casts shield.

As soon as he gets to his destination he tries to sneak around and keep an eye out.

(Perception: 31)
(Stealth: 30)

Active Effects:
Haste : +30 ft move speed, +1 attack, +1 to attack, AC and reflex
Mage Armor : 5 hours
Shield 5 min (50 / 50 rounds)

Evening, Night, Morning, and Prep Round 1 (of 10) (DM SteveK)  d20=2 d20=3 d20=4 d20=1 d20=11
Wednesday April 29th, 2020 10:26:52 AM

Other actions
Eisenhorn, Hmerrin, and Sarge do some jokes, though the omniscient DM isn't sure that he should call Sarge's comment a 'joke'. Gaffer checks with Sarge to ensure the dwarf isn't put-off by the big oak tree in the backyard.

Desdichado is a little concerned that they're not sure which one is actually Fiest! Is there a way to know? Maybe something the heroes who battled the half-elf and half-orc in Shale House may remember? (ooc: A review of the Board's Archives for that battle may help in having a clue. Or, any hero can use a Hero Point to receive "Inspiration" per APG, New Rules, Hero Points)

Night
Watches set (Sarge and Gaffer, then Hmerrin, E, and Toston, then E and Sharpe, and then Desdichado and E), the Tide spends an uninterrupted night at Shale House... this time.

Morning
The heroes make their preparations and Eisenhorn leaves Shifty to stealthily keep watch over Shale House.

Hmerrin, Gaffer, Sarge, Desdichado, Eisenhorn, and Toston are all ready for the soiree. Sharpe appears ready too.

First, however, the group needs to get close enough in the city for Eisenhower's Dimension Doors to be effective: Shale House is too far away. The first choice is the same cul-de-sac in the Backstab Quarter that Eisenhorn used to change into his half-orc disguise, and that place appears empty once more.

Round 1! "One, two, three, four, five, six..."
(Note: 6 seconds equals one round, so someone doing a soft count to six can count off the same number of actions that can occur in one round...)

Eisenhorn DDoors Gaffer, Sharpe and Sarge into the apparently empty tunnel. The three heroes can take actions and skill checks this round. (ooc: DM is going to assume here that Eisenhorn tells G/S/S the number of spells he is going to do before Teleporting into Fiest's Lair. Including the DDoor in, DDoor back, prep spells, and TPort in; Gaffer, Sharpe, and Sarge have 10 rounds [ie 1 minute] to not be noticed and get through the 2 known doors before the Second Team arrives.)

Gaffer, Sharpe and Sarge Highlight to display spoiler: { The DM will accept multiple actions in your Post. Pending the number of actions, skill rolls, and stuff like that your PCs take, I will advance the action that many rounds up to Round 9. }
......

Planned Rounds
Eisenhorn 2 DDoor back to cul-de-sac
E 3 Mage Armor
E 4 Detect Thoughts
E 5 Mirror Image (Roll(1d4) = 1 + 3 = 4)
E 6 Arcane Sight
E 7 Shield (wand) 10 rounds
E 8 Protection from Evil (wand) 10 rounds (Shield 9 rds)
E 9 Haste: Toston, Hmerrin, Dez and Eisenhorn, (ProtEvil 9 rds, Shield 8 rds): Toston casts Shield
E10 Teleport (Haste 10 rds, ProtEvil 8 rds, Shield 7 rds) [Toston Shield 10 rds] Eisenhorn feels his spell going off target and Heroically adjusts to arrive at the NorthWest Corner of Fiest's Hideout! Eisenhorn, please use 1 Hero PointHighlight to display spoiler: {Per APG, PCs can use Hero Points to add a bonus +/-4 after a roll to ensure success}

Sarge (Kathy) 
Wednesday April 29th, 2020 11:13:32 AM

Sarge casts Invisibility Purge, then casts Shield of Faith on Sharpe, if he wants it. [It's a +3 to AC]

Sharpe - [AC 27/17/20 - CMD 26; HP 91/91] - [Charles]  d20+13=28 ; d20+23=42 ;
Wednesday April 29th, 2020 2:03:44 PM

(Perception - 28)
(Stealth - 42)

Sharpe will be teleported out into the tunnel, he will ask Eisenhorn "how long till you are in" before he jumps back.

He will then move toward the first door.

Eisenhorn (David) [AC 13/13/10; HP 88/88; CMD 17] 
Wednesday April 29th, 2020 5:18:28 PM

(OOC: Thanks DM wasn't sure if the rule only applied to d20 rolls. Point Removed)

Eisenhorn tells Sharpe "About a minute, if they try to run they should run straight into you.".

"Damn that was close..." Eisenhorn mutters to himself, as he tries to get his bearings and see what the best place for a Stinking cloud may be and keeping an eye out for any strong magical auras with his Arcane SIght.

--------ACTIVE EFFECTS--------
Mage Armor ---- +4 AC (Armor) ---- 11 H
Shield ---- +4 AC (Shield); Negate Magic Missiles ---- 7 Rounds
Mirror Image ---- 4 Images, Roll to see if Attack Hits ---- 11 Min. - 5rnds
Protection from Evil ---- +2 AC (Deflection) & +2 Saves (Resistance) vs. Evil ---- 8 Rounds
Haste ---- +1 Attck.; +1 Atck. Roll; +1 AC (Dodge); +1 Reflex Save; +30ft. Movement ---- 10 Rounds
Detect Thoughts ---- Detect Thoughs; 60ft. Cone ---- 11 Min. - 6rnds
Arcane Sight ---- See Magical Auras, 120ft. ---- 11 Min. - 4rnds

Hmerrin (MikeK)(HP 91/109 AC:28 T:16 FF:23 CMD:27) 
Wednesday April 29th, 2020 5:42:24 PM

In the morning, Hmerrin addresses the group.

"Been thinking about this all night. Fiest is the half elf. Some kind of wizard. He was invisible and flying and cast some kind of blinding spell, and then went invisible again after I almost killed him.

The only half-orc in the attack was the thief with that freaked out dagger. And he is very dead."

After that, the lad can't do much but wait for E to get through his spells.

Desdichado(Ryan) [HP: 102/102; AC:20/10/20 - CMD 23] 
Wednesday April 29th, 2020 7:14:20 PM

Desdichado's body moves as he tries to get out the nervous energy before heading into the fight with Fiest's group.

(OOC: To make sure I'm understanding correctly, it's 8 rounds from right now until Tosten, E, Hmerrin, and Dez are in the room, correct? So we are in our waiting area until that point.)

Toston Lotor(Hugh Crosmun) [HP: 96/96; AC:33/22/27- CMD 27  d20+17=19 ; d20+18=26 ;
Wednesday April 29th, 2020 11:38:10 PM

Perception: 26
Stealth 19

Toston continues to stealthily keep an eye out while waiting for Eisenhorne to Dimension Door him in.

Active Effects:
Haste : +30 ft move speed, +1 attack, +1 to attack, AC and reflex
Mage Armor : 5 hours
Shield 5 min (40 / 50 rounds)

Round 2! "7, 8, 9, 10, 11, 12..." (of 10) (DM SteveK)  d20=5 ; d20=1 ; d20=14 ; d20=14 ; d20=2 ;
Thursday April 30th, 2020 11:32:15 AM

(Note1: 6 seconds equals one round, so someone doing a soft count to six can count off the same number of actions that can occur in one round...)
(Note2: Gaffer, Sharpe and Sarge can perform multiple actions in each Post. Pending the number of actions, skill rolls, and stuff like that your PCs take, the DM will advance the action that many rounds up to Round 9.
.......

Tunnel Team (Map via Email based on Eisenhorn's Arcane Eye reconnaissance yesterday)

Eisenhorn, Gaffer, Sarge, and Sharpe are in a very long tunnel, 15' wide and 10' high. There is a stream running through the middle of the tunnel, and the stone walls are damp. There are several doors on both sides of the tunnel, but Eisenhorn has scouted before (with his Arcane Eye) and points out which door is Feist's Hideout for the others who haven't been here.

Eisenhorn DDoors away from the Tunnel Team.

Sarge casts Invisibility Purge in the Tunnel: revealing nothing. Then (round 3) she casts Shield of Faith on Sharpe.

Sharpe sees the door Eisenhorn points out is only 5 feet away from Sharpe, so the Fighter is right there.

Gaffer doesn't move.

Cul-de-Sac Team

Toston, Hmerrin, and Desdichado are in a cul-de-sac of rickety wooden buildings. The main street is hidden by a sharp right turn at the end of the alley. Overhead is partially hidden by a leaky shed and partially by drying clothing on lines.

Eisenhorn back to Toston, Hmerrin, and Desdichado at the cul-de-sac.

Hmerrin is happy that he could deduce who Feist is: he's the half-elf! Other than that, the young man waits as patiently as he can for the Wizard to prepare.

Desdichado moves and tries to get out the nervous energy before heading into the fight.

Toston continues to stealthily keep an eye out. He sees movement at the alley entrance of people walking by, and that of a woman in a third floor window taking in her wash.

All Cul-de-sac Team make a Stealth check.

......

Planned Rounds
(done) Eisenhorn 1 DDoor Gaffer, Sarge, and Sharpe to Sewer#2 Tunnel outside Fiest's Door.
(done) E 2 DDoor back to cul-de-sac
E 3 Mage Armor
E 4 Detect Thoughts
E 5 Mirror Image (Roll(1d4) = 1 + 3 = 4)
E 6 Arcane Sight
E 7 Shield (wand) 10 rounds
E 8 Protection from Evil (wand) 10 rounds (Shield 9 rds)
E 9 Haste: Toston, Hmerrin, Dez and Eisenhorn, (ProtEvil 9 rds, Shield 8 rds): Toston casts Shield
E10 Teleport (Haste 10 rds, ProtEvil 8 rds, Shield 7 rds) [Toston Shield 10 rds] Eisenhorn feels his spell going off target and Heroically adjusts to arrive at the NorthWest Corner of Fiest's Hideout! Eisenhorn, please use 1 Hero PointHighlight to display spoiler: {Per APG, PCs can use Hero Points to add a bonus +/-4 after a roll to ensure success}

Sharpe - [AC 30/20/23 - CMD 26; HP 91/91] - [Charles]  d20+13=31 ;
Thursday April 30th, 2020 1:01:39 PM

(Perception - 31)

Sharpe silently looks up and down the tunnel, he gestures to the other 2 to stand either side of the door. He checks up and down the tunnel and listens for an sound of approach. Assuming he hear nothing he looks at the "building" in front to see if there are other entrances. Finally he starts making rudimentary checks on the door, is it trapped, does it smell funny is it locked...

Hmerrin (MikeK)(HP 91/109 AC:28 T:16 FF:23 CMD:27)  d20+1=15 ;
Thursday April 30th, 2020 5:51:00 PM

Hmerrin waits as quietly as he can, while watching Eisenhorn go through his litany of spells.

[Stealth 15]

Gaffer (Courtney HP: 94/94 AC:25(T:21/FF:17) CMD:24 WS 4/4 SB 7/7 LL 11/11)   d20+17=22 ; d20+9=10 ;
Thursday April 30th, 2020 6:47:53 PM

Gaffer casts Barkskin on himself as a precaution and then Longstrider as well, in case Eisenhorn does need to use his teleportation on the others first.

While the tunnel group is on watch he will take the form of a rat and follow if the others move forward. Ready to scout ahead if any of the others would like. He will try and keep as quiet as he can while they wait.
(Perception: 22; Stealth: 10 (Nat 1))

Desdichado(Ryan) [HP: 102/102; AC:20/10/20 - CMD 23] 
Thursday April 30th, 2020 7:06:57 PM

Desdichado figures he might as well ready a few protective spells while they wait.

Resist Energy (-20 fire): 108 rounds - self
Resist Energy (-20 fire): 109 rounds - Hmerrin
Protection from Evil, communal: 66 rounds (+2 deflection AC, +2 resistance saves) - Toston, Hmerrin, Eisenhorn, self

Eisenhorn (David) [AC 13/13/10; HP 88/88; CMD 17] 
Thursday April 30th, 2020 8:23:55 PM

Eisenhorn continues through his pre-battle ritual, casting furiously as quickly as possible.

Sarge (Kathy) 
Thursday April 30th, 2020 8:52:06 PM

Sarge doesn't plan to cast any more spells, unless Sharpe or Gaffer request something specific. She counts in her head, waiting for the moment to move out.

Toston Lotor(Hugh Crosmun) [HP: 96/96; AC:35/24/29- CMD 29  d20+18=25 ; d20+17=25 ;
Thursday April 30th, 2020 9:21:07 PM

(Perception: 25)
(Stealth :25)

Toston forgot that he can cast the messaging cantrip. If any of the other groups are within 150 feet of his group he uses it to start sending some whispered messages their way.

"Testing...Testing...is this thing on?"

Active Effects:
Haste : +30 ft move speed, +1 attack, +1 to attack, AC and reflex
Mage Armor : 5 hours - +4 armor bonus to AC
Shield 5 min (39 / 50 rounds): +4 shield bonus to AC; immunity magic missile
Protection from evil: +2 to AC


Round 3 through 9! "13...18...24...30...36...42...48...54..." (of 10) (DM SteveK) 
Friday May 1st, 2020 8:33:18 AM

(Note1: 6 seconds equals one round, so someone doing a soft count to six can count off the same number of actions that can occur in one round...)
(Note2: Map via Email based on Eisenhorn's Arcane Eye reconnaissance yesterday)
.......

Tunnel Team
Gaffer, Sarge, and Sharpe are in a very long tunnel, 15' wide and 10' high. There is a stream running through the middle of the tunnel, and the walls made of stone blocks are damp. There are several doors on both sides of the tunnel, but Eisenhorn has scouted before (with his Arcane Eye) and points out which door is Feist's Hideout for the others who haven't been here. There is no 'building', just a door in the side of the underground tunnel like in a sewer, subway, or cavern.

Sharpe takes his time at the door, watching the tunnel, and listening for anyone approaching. All is still going according to plan. He looks at the door itself, and can't see anything unusual; just an ill-fitting door with a common latch handle. A small trickle of water meanders out from underneath and joins the larger stream in the center of the big tunnel.

Gaffer casts two spells then WildShapes into a rat, ready to scout ahead if Sharpe or Sarge indicate.

Sarge counts in her head, waiting for the moment to move out. 52. 53. 54. In the next few seconds(ie next round), if the plan holds, the others should be teleporting in!

Cul-de-Sac Team
Eisenhorn, Toston, Hmerrin, and Desdichado are in a cul-de-sac of rickety wooden buildings. The main street is hidden by a sharp right turn at the end of the alley. Overhead is partially hidden by a leaky shed and partially by drying clothing on lines.

Eisenhorn casts the remainder of his spells except for Teleport. In the next few seconds (ie next round), the team will be teleporting in!

Hmerrin waits as quietly as he can, while watching Eisenhorn go through his litany of spells.

Desdichado casts three spells while they wait, hoping it will all be over 66 rounds from now.

Toston forgot that he can cast the messaging cantrip, and wishes he did that before the group split up. Too late now... (ooc: casting requires line-of-sight to target, but not to maintain as long as there a path within spell range to target) He does notice there is a figure at the corner of the cul-de-sac and the street (about 50' away) who is loitering, which is unusual.

It is hard to be stealthy when casting spells with verbal components, since 'you must be able to speak in a strong voice.' Still, the combination of street noises, clothes flapping in the sea breeze help to blend sounds into general noise. Also, the Backstab Quarter tends to not encourage curiosity, so if anyone above or in the street is hearing the Tide, they aren't investigating!

......

Planned Rounds (Done)
Eisenhorn 1 DDoor Gaffer, Sarge, and Sharpe to Sewer#2 Tunnel outside Fiest's Door.
E 2 DDoor back to cul-de-sac
E 3 Mage Armor [Des - Resist Energy]
E 4 Detect Thoughts [Des - Resist Energy on Hmerrin]
E 5 Mirror Image (Roll(1d4) = 1 + 3 = 4) [Des - Prot Evil on CdS Team 66rds]
E 6 Arcane Sight [Prot Evil - 65rds]
E 7 Shield (wand) 10 rounds [Prot Evil - 64rds]
E 8 Protection from Evil (wand) 10 rounds (Shield 9 rds) [Prot Evil - 63rds]
E 9 Haste: Toston, Hmerrin, Dez and Eisenhorn, (ProtEvil 9 rds, Shield 8 rds): Toston casts Shield [Prot Evil - 62rds] Note: these are last round duration. In Players next post, please subtract 1 from this total.

E10 Teleport (Haste 10 rds, ProtEvil 8 rds, Shield 7 rds) [Toston Shield 10 rds] Eisenhorn feels his spell going off target and Heroically adjusts to arrive at the NorthWest Corner of Fiest's Hideout! Eisenhorn, please use 1 Hero Point

Sharpe - [AC 30/20/23 - CMD 26; HP 91/91] - [Charles] 
Friday May 1st, 2020 11:51:45 AM

Pushes forward through the first assuming its not locked, he moves up to the second and knocks 3 times.

Eisenhorn (David) [AC 13/13/10; HP 88/88; CMD 17] 
Friday May 1st, 2020 3:05:42 PM

Eisenhorn opens his eyes hoping his last minute adjustments got them on target. Then looks around for the most opportune place to conjure a stinking cloud while also keeping in an eye out using arcane sight for any strong magical auras.

--------ACTIVE EFFECTS--------
Mage Armor ---- +4 AC (Armor) ---- 11 H
Shield ---- +4 AC (Shield); Negate Magic Missiles ---- 6 Rounds
Mirror Image ---- 4 Images, Roll to see if Attack Hits ---- 11 Min. -6rnds
Protection from Evil ---- +2 AC (Deflection) & +2 Saves (Resistance) vs. Evil ---- 7 Rounds
Haste ---- +1 Attck.; +1 Atck. Roll; +1 AC (Dodge); +1 Reflex Save; +30ft. Movement ---- 9 Rounds
Detect Thoughts ---- Detect Thoughs; 60ft. Cone ---- 11 Min. - 7rnds
Arcane Sight ---- See Magical Auras, 120ft. ---- 11 Min. - 5rnds

Hmerrin (MikeK)(HP 109/109 AC:34 T:18 FF:24 CMD:31) 
Friday May 1st, 2020 7:05:37 PM

Hmerrin starts grinning as he feels the buff spells take effect.

He draws his axes just before E casts the teleport.

"Now, let's see how they like it," he growls.

----
Spells in effect
(Haste 9 rds, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. plus movement and extra atk
ProtEvil 8 rds, +2 deflection bonus to AC and a +2 resistance bonus on saves.
Shield 7 rds: provides a +4 shield bonus to AC


Sarge (Kathy) 
Saturday May 2nd, 2020 12:22:52 AM

Sarge draws her hammer and follows Sharpe.

Gaffer (Courtney HP: 94/94 AC:25(T:21/FF:17) CMD:24 WS 4/4 SB 7/7 LL 11/11)  
Saturday May 2nd, 2020 7:41:30 AM

Gaffer scurries forward, keeping level with Sharpe, ready for a fight to break out at any moment

Desdichado(Ryan) [HP: 102/102; AC:20/10/20 - CMD 23] 
Sunday May 3rd, 2020 3:20:29 PM

Desdichado watches Eisenhorn as he casts the teleport spell. "Hey, did I remember to -"

Toston Lotor(Hugh Crosmun) [HP: 96/96; AC:35/24/29- CMD 29 
Sunday May 3rd, 2020 11:16:14 PM

Toston casts Resist Energy selecting Fire and then says to Hmerrin, "You see that guy loitering? Ain't that odd."

If he has enough time he readies and action to shoot acid arrow at the loiterer if the loiterer does anything hostile.

Active Effects:
Haste : +30 ft move speed, +1 attack, +1 to attack, AC and reflex
Mage Armor : 5 hours - +4 armor bonus to AC
Shield 5 min (38 / 50 rounds): +4 shield bonus to AC; immunity magic missile
Protection from evil: +2 to AC
Resist Energy - Fire : 10 - 60 minutes

Round 10: Arrival! (DM SteveK)  d20=19 ; d20=8 ;
Monday May 4th, 2020 9:04:05 AM

Sewer Team
Sharpe pulls open the first, unlocked door and moves up to the second and knocks 3 times.

Sarge draws her hammer and follows Sharpe.

Gaffer-Rat scurries forward, keeping level with Sharpe. As a tiny rat, his movement rate is reduced to 15' (which he can keep up with Sharpe to the first door), and he is able to share the same space as Sharpe. (Gaffer-Rat is co-located with "S" on the emailed Map.)

There is no response to the knock.

Sharpe, Sarge, and Gaffer make a Perception Check DC15 Highlight to display spoiler: {There is a shuffling of feet on the other side of the door }

Teleport Team
Eisenhorn casts the Teleport and heroically adjusts his magics to get the four heroes in the north-west corner of Feist's Hideout! He opens his eyes and sees ... (go to Map emailed). His blue, glowing eyes lets him see Highlight to display spoiler: {the Half-Orc "O" has a moderate magical aura. He can't see Feist or Ruffian #6. The other Ruffians all have faint magical auras. }

Hmerrin has his two axes in hand as they Teleport.

Desdichado watches Eisenhorn as he casts the teleport spell. "Hey, did I remember to -"

Toston casts Resist Energy: Fire on himself and points out the loiterer. Toston is ready for any hostile action, but doesn't need to use it before Eisenhorn's teleport takes effect.

The team successfully 'ports in under the balcony and behind one of the stairs. It is shadowy here, and good fields of sight: they can see everywhere in Feist's Hideout except for the west and north balconys.

...............

The Teleport team can see the Half-Orc, drinking a potion, and 2 Ruffians with swords move to flank the Door, and another Ruffian is covering the Door with a bow at the top of the south-east staircase.

The Teleport team can see 2 Ruffians by the fire grab up bows and run towards the north-west stair (where our heroes are hiding!) They come trotting up, and then one's eyes get wide. "By Wardd's Left Knee! The Tide is under the stairs!"

Eisenhorn (David) [AC 13/13/10; HP 88/88; CMD 17] 
Monday May 4th, 2020 9:41:16 AM

As soon as Eisenhorn sees the room and the magical aura eminating from the Half-orc he proceeds to execute the plan. Lobing a stinking cloud spell (DC:20; Fortitude) aiming to cover O, 3,5 and 4 (OOC: see map e-mailed, red circle is Stinking Cloud) hoping that his comarades have remembered to prepare against poison as discussed.

--------ACTIVE EFFECTS--------
Mage Armor ---- +4 AC (Armor) ---- 11 H 11 H
Shield ---- +4 AC (Shield); Negate Magic Missiles ---- 6 Rounds 1 min
Mirror Image ---- 4 Images, Roll to see if Attack Hits ---- 11 Min. -6rnds 11 Min.
Protection from Evil ---- +2 AC (Deflection) & +2 Saves (Resistance) vs. Evil ---- 7 Rounds 1 Min.
Haste ---- +1 Attck.; +1 Atck. Roll; +1 AC (Dodge); +1 Reflex Save; +30ft. Movement ---- 9 Rounds 11 Rnds.
Detect Thoughts ---- Detect Thoughs; 60ft. Cone ---- 11 Min. - 7rnds 11 Min.
Arcane Sight ---- See Magical Auras, 120ft. ---- 11 Min. - 5rnds 11 Min.

Sharpe - [AC 30/20/23 - CMD 26; HP 91/91] - [Charles]  d20+13=28 ;
Monday May 4th, 2020 12:22:52 PM

(Perception - 28)
Hearing movement from the other side of the door Sharpe steps back smile, gestures at Sarge's hammer, then the door.... "ladies first? "

Sarge [AC 21; HP 70/70] (Kathy)  d20+15=33 ;
Monday May 4th, 2020 6:55:11 PM

Sarge goes on total defense, upping her AC temporarily to 25. She hefts her hammer and steps through the door--right into the Stinking Cloud.

"Didn't know it was gonna be so close," she mutters.

But her plan for withstanding the cloud ("be a dwarf") appears to be succeeding. [Fort save 33]

Hmerrin (MikeK)(HP 109/109 AC:34 T:18 FF:24 CMD:31)  d20+16=21 ; d8+16=23 ; d20+11=30 ; d20+11=16 ; d8+16=23 ; d20+6=11 ; d20+16=32 ; d6+15=16 ; d20+11=22 ; d6+15=19 ; d20+16=28 ; d8+16=24 ; d10+6=12 ;
Monday May 4th, 2020 7:05:45 PM

"That dirt bag Fiest is invisible already," Hmerrin growls as he looks around.

Spotted by the ruffians, the fighter steps out to meet them.
His axes twirl as he lays into #1, while demanding of #2, "Where's Fiest?"

----
5' step to H7.
Full attack on 1. Power Attack.

Btax 1 hits ac21 for 23 hp
Btax 2 ac30 crit threat [no crit? (ac16)] for 23 hp
Btax 3 miss (ac 11)
Hdax 1 hit ac 32 for 16 hp
Hdax 2 hit ac 22 for 19 hp
Btax Haste hit ac 28 for 24 hp
Two Wpn Rend causes additional 12 hp

--

Spells in effect
(Haste 8 rds, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. plus movement and extra atk
ProtEvil 7 rds, +2 deflection bonus to AC and a +2 resistance bonus on saves.
Shield 6 rds: provides a +4 shield bonus to AC


Gaffer (Courtney HP: 94/94 AC:29(25)(T:21/FF:17) CMD:24 WS 4/4 SB 7/7 LL 11/11)   d20+17=25 ; d20+17=26 ; d20+17=23 ; 2d6+10=15 ; 2d6+10=12 ;
Monday May 4th, 2020 8:00:35 PM

As Sarge opens the doorway, Gaffer stares into the fog, unable to see into the room and the enemies he can hear beyond, but he heard (Perception 25) the footsteps on the other side.

Pulling on the natural energy arround him, he calls out a Large Earth Elemental to fight beside Sarge, having it appear just inside the room, next to her. He calls out in Terran for it to "Assist the Dwarf beside you."

The Earth Elemental will turn and make 5 if it can, gaining a small bonus as both it and the opponent are on the ground.
Slam Attack 1: 26 to hit; 15 Damage
Slam Attack 2: 23 to hit; 12 Damage

Gaffer himself will stay in the corridor, making sure not to breath in any of the poisonous fog.

**** Active Effects ****
SNA - Large Earth Elemental [Augment Summoning] - HP 84; AC 18; 2 Slams +16 => 2d6+9
Wild Shape - Rat
Barkskin - 109 minutes - +4 to NA
Long Strider - 11 hours - +10 feet walking speed
**** Spells ****
Orisons: Create Water, Light, Detect Magic, Read Magic
Level 1: Faerie Fire x3, Entangle, (Long Strider) D: Obscuring Mist
Level 2: Flaming Sphere, Chill Metal, (Barkskin), Warp Wood x2 D: Fog Cloud
Level 3: Wind Wall, Cure Moderate Wounds x2, Neutralize Poison D: Call Lightning
Level 4: Air Walk, Spike Stones, Dispel Magic x2 D: Sleet Storm
Level 5: Cure Critical Wounds, (Baleful Polymorph) D: Ice Storm
Level 6: Wall of Stone D: Control Winds

Desdichado(Ryan) [HP: 102/102; AC:20/10/20 - CMD 23]  d20+16=18 ; d20+16=28 ; d12+5=17 ; d12+5=9 ;
Monday May 4th, 2020 8:21:54 PM

“—oh, never mind.”

Desdichado sees the two ruffian archers run towards them, and moves to intercept Ruffian 1 (J:7). “We want to talk to Feist,” he says. “This doesn’t have to be difficult.”

18 VS AC; 17
28 VS AC; 9

--------------------------------
Haste: +1 Atk.; +1 AC (Dodge); +1 Reflex Save; +30ft. Movement ---- 8 Rounds
Protection from Evil, communal: 66 rounds (+2 deflection AC, +2 resistance saves) – 61 rounds
Resist Energy (-20 fire) – 100 rounds


Toston Lotor(Hugh Crosmun) [HP: 96/96; AC:35/24/29- CMD 29  d20+13=26 ; d20+13=18 ; d20+7=18 ; d8+2=3 ; d8+2=3 ; d8+2=6 ;
Monday May 4th, 2020 9:29:15 PM

As Hmerrin steps forward so does Toston and he makes a full attack with his fists on number one using a stunning fist attempt with his first strike. (OOC: forgot to add plus 1 for haste on second roll)

26 vs AC; 3 damage Fort DC 18 or be stunned for 1 round
18 vs AC; 3 damage
19 vs AC; 6 damage

Active Effects:
Haste : +30 ft move speed, +1 attack, +1 to attack, AC and reflex
Mage Armor : 5 hours - +4 armor bonus to AC
Shield 5 min (37/ 50 rounds): +4 shield bonus to AC; immunity magic missile
Protection from evil: +2 to AC
Resist Energy - Fire : 10 - 60 minutes


Round 11: Feist's Hideout (DM SteveK)   d20+9=18 ; d20+9=18 ; d20+9=28 ; d20+9=15 ; d20+11=14 ; d4=3 ; d4=3 ; d4=2 ; d4=1 ; d20+10=18 ; d20+10=28 ; d20+5=8 ; d6=4 ;
Tuesday May 5th, 2020 7:54:06 AM

Sewer Team
Sharpe steps back, gestures at Sarge's hammer, then the door.... "ladies first? " There is nowhere for him to step in the narrow corridor, but the Fighter allows the Cleric to squeeze into the space by the door to try the handle.

Sarge has to squeeze past Sharpe to get to the door, but the door only rattles. (Perception DC 10 Highlight to display spoiler: {The door is barred from the inside! The only way to get through is break down the door or get the bar lifted from inside.}

Gaffer-Rat's plan is to call forth two Earth Elementals to help in the fight. The door isn't open, but it is a complicated spell [takes a full round to cast], so begins his incantation. (ooc: earth elementals will appear at the beginning of next round where Gaffer can see and can direct then.)

Teleport Team
Eisenhorn lobs a stinking cloud spell to target three Ruffians and the Half-Orc (DC:20; Fortitude)

Hmerrin isn't happy he can't see Feist. Spotted by the ruffians, the fighter steps out and eviscerates the first, the final rending flourish all but cutting the hapless man in half! "Where's Feist?", he demands the second.

Desdichado moves to intercept Ruffian 1, but the man is dead, dead, dead by the time the Paladin gets there. Instead, he addresses Ruffian 2... “We want to talk to Feist,” he says. “This doesn’t have to be difficult.”

Toston steps up to Ruffian 2 (since, well you know) and strikes solidly once on his armored opponent who overcomes the gnome's stunning fist!

..................

Inside the Stinking Cloud, there are gasps, moans, and then the sound of people spilling their breakfast all over the floor. Stumbling out of the cloud is the Half-Orc and three Ruffians, only the one on the balcony not blowing chunks.

Ruffian 2 withdraws from the reach of Hmerrin and Toston, pulls his sword and places his shield defensively. "Feist is up on the balcony!", he snarls, "Me and Tom, we didn't know nothing!"

Ruffian 4 gets out of the cloud, then aims an arrow at Hmerrin which bounces off his full plate armor.

Moving out from under the Stairs, Hmerrin and Desdichado can see the half-elf in the south-west corner of the balcony. He chants and moves his arms in a quick pass and the two warriors are covered in Glitterdust! Hmerrin and Desdichado, make a Will Save DC 21 or be blind! (even if not blind, they are both covered in shiny, sparkly glitter!) "Shoot the spellcasters, you fools!", he shouts at no one in particular.

Ruffian 6 is also seen on the balcony, and he shoots at Hmerrin twice, only hitting once (Hmerrin take 6 damage

..................

Feist AC 23
Oarth AC 27 Nauseated 1
Ruff 1 DEAD
Ruff 2 AC 24 HP 9 Full Defense
Ruff 3 AC 20 Nauseated 3
Ruff 4 AC 20
Ruff 5 AC 20 Nauseated 3
Ruff 6 AC 20

Eisenhorn (David) [AC 13/13/10; HP 88/88; CMD 17] 
Tuesday May 5th, 2020 9:37:07 AM

"Shoot the casters...kill the casters....It's never shoot the big burly men in plate armour obviously looking to get shot." Eisenhorn mutters to himself as he begins gesticulating with his arms and chanting in Abyssal hoping that this will freak out Feist's minions. (Cast Summon Monster VI: Shadow Demon).

(OOC: As with Gaffer's earth elemental, I assume I decide where to place it the begging of next round assuming I can compleate the spell)
(DM SteveK: Yes, as long as Eisenhorn can see the target location within spell range. He can’t see the west and north balconies.)

--------ACTIVE EFFECTS--------
Mage Armor ---- +4 AC (Armor) ---- 11 H
Shield ---- +4 AC (Shield); Negate Magic Missiles ---- 5 Rnds.
Mirror Image ---- 4 Images, Roll to see if Attack Hits ---- 11 Min. -7rnds
Protection from Evil ---- +2 AC (Deflection) & +2 Saves (Resistance) vs. Evil ---- 6 Rounds
Haste ---- +1 Attck.; +1 Atck. Roll; +1 AC (Dodge); +1 Reflex Save; +30ft. Movement ---- 8 Rounds
Detect Thoughts ---- Detect Thoughs; 60ft. Cone ---- 11 Min. - 8rnds
Arcane Sight ---- See Magical Auras, 120ft. ---- 11 Min. - 6rnds

Desdichado(Ryan) [HP: 102/102; AC:20/10/20 - CMD 23]  d20+16=36 ; d20+17=28 ; d20+17=29 ; d12+5=10 ; d12+5=7 ;
Tuesday May 5th, 2020 4:34:15 PM

(Will save: 36)

"Ugh, what is this stuff?" complains Desdichado as the glitter falls on and around him. "Yuck."

He moves toward Ruffian 3 with haste, and is able to connect (I'm guessing) with both strokes.
28 VS AC: 10
29 VS AC: 7

"We need someone to get upstairs to Feist. Toston, can you fly up there maybe?" he shouts across the room. "And what is taking Sarge and the others so long?"

Sharpe - [AC 30/20/23 - CMD 26; HP 91/91] - [Charles] 
Tuesday May 5th, 2020 5:34:28 PM

Sharpe, waits for Sarge, if there is a path he bursts, moves to T10, aim's his bow at Fiest, "last chance mate, weapons down"

Hmerrin (MikeK)(HP 103/109 AC:28 T:12 FF:24 CMD:25) BLIND  d20+7=16 ;
Tuesday May 5th, 2020 6:45:09 PM

Hmerrin hisses in surprise as the lights flash before him, and then groans a bit when the lights don't go away.

Blinking furiously, the lad reaches out with an axe to locate the stairs, and then starts his way up and around to the side of the balcony Fiest was on.

--
Will Save 16 - failed
Move 30' - I think to F7 on the balcony.

Spells in effect
(Haste 7 rds, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. plus movement and extra atk
ProtEvil 6 rds, +2 deflection bonus to AC and a +2 resistance bonus on saves.
Shield 5 rds: provides a +4 shield bonus to AC


Sarge [AC 21; HP 70/70] (Kathy)  d20+6=17 ; d20+3=17 ;
Tuesday May 5th, 2020 6:47:38 PM

"Uh..." Sarge rattles the door. "Door's barred!" she yells, hoping the other group can hear. "Little help?"

Her odds aren't good but she tries to bust the thing down. She succeeds if it's not an especially good door. [Strength check 17]



Gaffer (Courtney HP: 94/94 AC:29(25)(T:21/FF:17) CMD:24 WS 4/4 SB 7/7 LL 11/11)   d20+17=22 ; d20+17=36 ; 2d6+10=13 ; 2d6+10=18 ;
Tuesday May 5th, 2020 8:05:18 PM

If Sarge succeeds in breaking down the door, Gaffer summons the Large Earth Elemental inside the room where it can help attack 3.
Slam Attack 1: 22 to hit; 13 Damage
Slam Attack 2: 36 to hit; 18 Damage

Otherwise he will summon it where there is space amongst the early arrivers.

Either way he will transform back into a human, seeing as the time for stealth has ended.

**** Active Effects ****
SNA - Large Earth Elemental [Augment Summoning] - HP 84; AC 18; 2 Slams +16 => 2d6+9
Barkskin - 109 minutes - +4 to NA
Long Strider - 11 hours - +10 feet walking speed
**** Spells ****
Orisons: Create Water, Light, Detect Magic, Read Magic
Level 1: Faerie Fire x3, Entangle, (Long Strider) D: Obscuring Mist
Level 2: Flaming Sphere, Chill Metal, (Barkskin), Warp Wood x2 D: Fog Cloud
Level 3: Wind Wall, Cure Moderate Wounds x2, Neutralize Poison D: Call Lightning
Level 4: Air Walk, Spike Stones, Dispel Magic x2 D: Sleet Storm
Level 5: Cure Critical Wounds, (Baleful Polymorph) D: Ice Storm
Level 6: Wall of Stone D: Control Winds

Toston Lotor(Hugh Crosmun) [HP: 96/96; AC:35/24/29- CMD 29  d20+13=31 ; d20+14=25 ;
Tuesday May 5th, 2020 9:50:51 PM

Toston casts his newly acquired fly spell defensively of course. (Concentration check: 31)

He then takes to the sky flying 60 feet in a diagonal towards the balcony ending at M14 10 feet in the air.

Active Effects:
Haste : +30 ft move speed, +1 attack, +1 to attack, AC and reflex
Mage Armor : 5 hours - +4 armor bonus to AC
Shield 5 min (36/ 50 rounds): +4 shield bonus to AC; immunity magic missile
Protection from evil: +2 to AC
Resist Energy - Fire : 10 - 60 minutes
Fly: 60 foot fly speed; +3 on fly checks: 6 minutes

Round 12: Feist's Hideout (DM SteveK)  d20+14=24 ; d8+3=6 ; d20+10=27 ; d20+5=24 ; d20+10=26 ;
Wednesday May 6th, 2020 9:08:10 AM

Sewer Team

Situation: Sharpe, Sarge, and Gaffer-Rat are all squeezed into one 5x5 space in front of the second door. The door is barred from the inside (need to break door or damage enough to get through). Once on the other side, there is a Stinking Cloud that blocks all vision. Even when the door is open, Sharpe, Sarge, and Gaffer-Rat will not be able to see beyond T,13. Any movement without holding onto a wall, DM may decide the exit from the cloud since the heroes can't see (not even Darkvision).

Sharpe, waits for Sarge, but the sturdy dwarf can't burst the door (and bar) open.

Gaffer-Rat completes his spell, summoning two Large earth elementals who only have their heads out of the walls of the tunnel (at W,13). They wait for orders from the druid as Gaffer also moves to W,13 and returns to human form. (ooc: Gaffer's order of 'attack him' and pointing has no effect since Gaffer has no line of sight on anyone in the room.)

Teleport Team

Eisenhorn bemoans the opponent's target selection committee, and begins a complicated conjuring spell.

Desdichado complains about looking like a child's party favor, but is able to avoid going blind. He moves to confront Ruffian 3 and is able to swing (and connect) once. (ooc: Haste gives an additional attack only in full attack. Des had to move, so only one attack this round)

Hmerrin goes blind and hisses in anger, but keeps his mind working tactically. Even blind, the young man can carefully move up the stair and around to the west balcony! (ooc: moved to F6 not cutting any corners)

Toston defensively casts a Fly spell and flies up to get a bird's eye view of the battle!
..................

The Half-Orc and Ruffians 3 and 5 keep heaving like a cat trying to get out a hairball. They keep stumbling about, and can only defend themselves.

Ruffian 2 sees an opportunity. With Hmerrin, Desdichado, and Toston all spreading out, there is only a weak Wizard in the corner, and he charges Eisenhorn! "Take that for Tom!", he shouts as he wounds the Wizard. (Eisenhorn take 6 damage, and make a Concentration Check DC 22 or lose the Summon VI spell)

Ruffian 4 nods at Feist's shout, and targets Toston, who is now flying in front of him, but misses both times!

Ruffian 6 backs up along the balcony to keep distance from Hmerrin and fires another arrow at the approaching blood-covered axe-wielding death on two legs, missing.

Feist snarls at Toston and Hmerrin getting closer and casts Quickened Hideous Laughter at Toston, "What did the grape do when the Giant sat on it? It let out a little wine!" The half-elf doesn't wait to see if the spell takes effect; another incantation and he disappears! (Toston Will DC 21 or be unable to take any action because of laughing so hard) Spellcraft DC 20: Highlight to display spoiler: { Greater Invisibility}

..................

Feist AC 23
Oarth AC 27 Nauseated
Ruff 1 DEAD
Ruff 2 AC 18 HP 9 Charged
Ruff 3 AC 20 HP 10 Nauseated 2
Ruff 4 AC 20
Ruff 5 AC 20 Nauseated 2
Ruff 6 AC 20

Sharpe - [AC 30/20/23 - CMD 26; HP 91/91] - [Charles]  d20+2=17 ;
Wednesday May 6th, 2020 3:18:52 PM

Strength - 17
Sharpe puts his arm around Sarge, yells "KNOCK KNOCK LITTLE PIGGIES" The counts down, "3,2,1". then pushes for and, hopefully, together they kick the door.


Sarge [AC 21; HP 70/70] (Kathy)  d20+13=26 ; d20+8=24 ; d8+4=11 ; d8+4=5 ;
Wednesday May 6th, 2020 3:19:22 PM

"Right," Sarge says. "The slow way it is."

She swings her hammer. Hit AC 26 for 11 damage; hit AC 24 for 5 damage.



Eisenhorn (David) [AC 13/13/10; HP 82/88; CMD 17]  d10=2 ; d20=3 ; d20=6 ; d6=6 ; d6=4 ; d20=7 ; d6=4 ; d6=6 ; d20=20 ; d20=10 ; d8=8 ; d6=1 ; d8=2 ; d6=6 ;
Wednesday May 6th, 2020 5:57:45 PM

(OOC: d10 roll for Mirror Image 1 or 2 hit Eisenhorn.)

(Concentration check for Summon Monster VI Roll: 3 + 11 (level) + 6 (Int Modifier) + 4 (Combat Casting feat) = 24 vs DC: 22 pass)

EIsenhorn bares his teeth at the Ruffian but maitains his concentration on the spell despite the hit. After the evisceration he received last time this feels like a slap on the wrist.

Eisenhorn will summon the Shadow Deamon on P5 and telepathically instruct it in Abyssal to Charge and Destroy the Half-Orc.

Shadow Demon will charge and attack Half-Orc:

1st Claw 19 to Hit Touch AC; DMG 6 + 4 Cold
2nd Claw 18 to Hit Touch AC; DMG 4 + 6 Cold
Bite CRIT (Roll to confirm Crit: 21 vs Touch AC); DMG 8 + 1 Cold (If Crit Confirmed: 2 + 6 Cold)

(OOC: Darn, is pathfinred combat complicated. So I assume with Pounce the summon can Charge the half-orc get +2 on the first attack and carry out a full round attack. Which I assume is 2xClaws and 1 Bite. I've only added the +2 to the first claw attack, don't know if the other two attacks benefit from this. If they do the second attack roll would be 20 and confirmation on the bite would be 23.)

Eisenhorn will then move 10ft. to H5 turn around and wave a sorrowful goodbye to Ruffian2 and use his Dimenional Steps ability to teleport to the balcony at O5 (45ft). He will look around using his Arcane sight to see if he can spot Feist's Aura and take cover behind the railing, if there is a railing on the balcony.

--------ACTIVE EFFECTS--------
Mage Armor ---- +4 AC (Armor) ---- 11 H
Shield ---- +4 AC (Shield); Negate Magic Missiles ---- 4 Rnds.
Mirror Image ---- 4 Images, Roll to see if Attack Hits ---- 11 Min. -8rnds
Protection from Evil ---- +2 AC (Deflection) & +2 Saves (Resistance) vs. Evil ---- 5 Rounds
Haste ---- +1 Attck.; +1 Atck. Roll; +1 AC (Dodge); +1 Reflex Save; +30ft. Movement ---- 7 Rounds
Detect Thoughts ---- Detect Thoughs; 60ft. Cone ---- 11 Min. - 9rnds
Arcane Sight ---- See Magical Auras, 120ft. ---- 11 Min. - 7rnds

--------SUMMONS--------
Shadow Demon (Augment Summoning)

AC 18 (14FF); HP73;Fort +7, Ref +11, Will +7

Defensive Abilities incorporeal; DR 10/cold iron or good; Immune cold, electricity, poison; Resist acid 10, fire 10; SR 17
Speed fly 40 ft. (perfect)

Melee 2 claws +11 touch (1d6 plus 1d6 cold), bite +11 touch (1d8 plus 1d6 cold)

Special Attacks pounce, sprint, shadow blend" Duration: 15 Rnds

Desdichado(Ryan) [HP: 102/102; AC:20/10/20 - CMD 23]  d20+17=36 ; d20+17=35 ; d12+5=14 ; d12+5=11 ; d12+5=14 ;
Wednesday May 6th, 2020 7:36:52 PM

Desdichado hears the call to 'go for the casters' and briefly wonders if he should go back to help Eisenhorn. As he sees the wizard fending off the attack pretty well, and decides he's taking care of himself pretty well. Then he notices the shadow demon Eisenhorn seems to be commanding. "We'll have to talk about that later," he thinks to himself.

Recognizing Oarth from the attack on Shale House, Desdichado decides he's the bigger threat than Ruffian 3, and hastily moves toward to attack.

36 vs AC (crit) - 35 to confirm; 39 damage

(OOC: If Sarge and Sharpe have trouble getting the door down, would the PCs inside be able to hear them shouting if they need help? Or would the sounds of battle be too loud for that?)

--------------------------------
Haste: +1 Atk.; +1 AC (Dodge); +1 Reflex Save; +30ft. Movement ---- 6 Rounds
Protection from Evil, communal: 66 rounds (+2 deflection AC, +2 resistance saves) – 59 rounds
Resist Energy (-20 fire) – 98 rounds

Desdichado(Ryan) [HP: 102/102; AC:20/10/20 - CMD 23] 
Wednesday May 6th, 2020 7:38:16 PM

To be clear, Dez moves to S:6.

Hmerrin (MikeK)(HP 103/109 AC:28 T:12 FF:24 CMD:25) BLIND  d100=76 ; d20+21=29 ; d8+10=11 ;
Wednesday May 6th, 2020 7:39:28 PM

Still blinking out the bright lights, Hmerrin keeps shuffling forward.
Under the effects of E's Haste spell, its a pretty fast shuffle.

The lad runs into Ruffian 6.
"You must be the one with the bow," he remarks, and takes a swing with his battleaxe.

---
Move to F12 (Haste adds 30' to movement, so half speed is 30')
Calling pre-roll that 1-50 misses due to concealment, and...76
Atk hits ac29 for 11 hp damage.

--

Spells in effect
(Haste 6 rds, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. plus movement and extra atk
ProtEvil 5 rds, +2 deflection bonus to AC and a +2 resistance bonus on saves.
Shield 4 rds: provides a +4 shield bonus to AC


Gaffer (Courtney HP: 94/94 AC:29(25)(T:21/FF:17) CMD:24 WS 4/4 SB 7/7 LL 11/11)  
Wednesday May 6th, 2020 9:06:15 PM

[I cast the SNA at level 5 which I believe gives just one elemental? Happy to be wrong though!]

Speaking in Terran Gaffer instructs the earth elemental to move through the stone, around the door, and remove anything barring their way. He's not very confident it is possible but it seems the best way to help.

He will also take a step back in the corridor to make room for Sharpe and Sarge.

**** Active Effects ****
SNA - 10 rounds - Large Earth Elemental [Augment Summoning] - HP 84; AC 18; 2 Slams +16 => 2d6+9
Barkskin - 109 minutes - +4 to NA
Long Strider - 11 hours - +10 feet walking speed
**** Spells ****
Orisons: Create Water, Light, Detect Magic, Read Magic
Level 1: Faerie Fire x3, Entangle, (Long Strider) D: Obscuring Mist
Level 2: Flaming Sphere, Chill Metal, (Barkskin), Warp Wood x2 D: Fog Cloud
Level 3: Wind Wall, Cure Moderate Wounds x2, Neutralize Poison D: Call Lightning
Level 4: Air Walk, Spike Stones, Dispel Magic x2 D: Sleet Storm
Level 5: Cure Critical Wounds, (Baleful Polymorph) D: Ice Storm
Level 6: Wall of Stone D: Control Winds

Toston Lotor(Hugh Crosmun) [HP: 96/96; AC:35/24/29- CMD 29  d20+16=28 ; d20+5=15 ; d20+11=23 ; 4d6+4=16 ;
Wednesday May 6th, 2020 10:22:46 PM

(will save: 28; spellcraft: 15)

Toston says, "I don't get the joke. Also, Feist has totally disappeared again. Where is that invisibility purge when you need it?"

The gnome fires off a scorching ray at the enemy that Hmerrin is attacking (23 vs touch; 16 fire damage)

He then flies after feist's last location avoiding the stinking cloud

Active Effects:
Haste : +30 ft move speed, +1 attack, +1 to attack, AC and reflex
Mage Armor : 5 hours - +4 armor bonus to AC
Shield 5 min (35/ 50 rounds): +4 shield bonus to AC; immunity magic missile
Protection from evil: +2 to AC
Resist Energy - Fire : 10 - 60 minutes
Fly: 60 foot fly speed; +3 on fly checks: 59 rounds
1st level spells: 5/7
2nd level 3/5
3rd level 3/4

Round 13: Feist's Hideout (DM SteveK)   d20+12=29 ; d10=4 ; d20+10=11 ; d20+12=14 ; d20+28=44 ; d6=2
Thursday May 7th, 2020 8:25:48 AM

Sewer Team

Sharpe tries to assist bursting the door with Sarge, but their timing is not synced. The same time the fighter tries busting it down, the cleric decides the door will not survive this fight and slams it twice with her hammer.

Gaffer, with only one Earth Elemental (ooc: thank you, Courtney!) gives the creature explicit instructions in a gravelly language. The Elemental complies, enters the room to be seen among the swirling vapors, and soon the bar is off and door is open...

With the Door open, the Stinking Cloud expands to its full area, and the rotting egg smell is just out of range! Sharpe, Gaffer, and Sarge can't see into the room, and any movement in or through the cloud need to roll a Fort DC 20 or become Nauseated (experience stomach distress. Can take only 1 move action per round. No attacks, spells, or anything requiring attention, but can defend.)

Teleport Team

Eisenhorn, surprisingly, is hit and not one of his Mirror Images, but he concentrates past the pain and completes his conjuration. The Wizard himself disengages from Ruffian 2 (who takes the opportunity and strikes at Eisenhorn, the only effect winking out one image) Eisenhorn dimensional steps onto the balcony! Looking about, Eisenhorn can spot a Moderate Illusion and a Faint Transmutation aura at J,19.

The air feels hotter and darker as the Shadow Demon appears, only its teeth and eyes holding a physical form. Hate-filled eyes look at Eisenhorn, but it is compelled to attack the Half-Orc, which avoids the claws but is bitten slightly.

Desdichado has two concerns about Eisenhorn, and the Wizard only takes care of one of them. Talking later about casting Evil spells is the Paladin's second solution. He recognizes Oarth from Shale House and hastily moves to strike a solid blow!

Hmerrin keeps a fast shuffle forward, and, blinded and hasted, can move forward and attack faster than the Ruffian can move back and shoot! "You must be the one with the bow," he remarks, and strikes the ruffian a blow!

Toston is not impressed with Feist's joke, but can't target the invisible mage. So he fires off a scorching ray at Ruffian 6 and then flies to the balcony south-west corner.

..................

Oarth curses and attempts to slide past the Demon and Desdichado but not deftly enough (both D and D get an AOO), then LEAPS straight up to land over the balcony rail and right beside Eisenhorn! "Free passage for your life, mage!", he gasps.

Ruffian 3 and 5 keep heaving looking for porcelain bowls. They keep stumbling about, and can only defend themselves.

Ruffian 2 gamely goes after Eisenhorn, jogging up the stair and approaching carefully.

Ruffian 4 seems to give up Hmerrin and Toston as near-impossible to hit with arrows. He slides along the balcony and shoots at an easier target: Eisenhorn! (He misses badly [nat 1] )

Ruffian 6 grunts and gasps in pain. "They don't pay me enough to die", he growls as he backs away from Hmerrin and then the fighter hears a resounding clatter below him. It is obvious to even the blind fighter that his opponent jumped off the balcony to the floor below!

Feist appears to do nothing.

..................

Feist AC 23
Oarth AC 27 HP 48
Ruff 1 DEAD
Ruff 2 AC 20 HP 9
Ruff 3 AC 20 HP 10 Nauseated 1
Ruff 4 AC 20
Ruff 5 AC 20 Nauseated 1
Ruff 6 AC 20 HP 29

Eisenhorn (David) [AC 13/13/10; HP 82/88; CMD 17]  d20=1 ;
Thursday May 7th, 2020 10:29:17 AM

The shadow demon will try to bite Oarth as he moves past (through?) it.

Bite Crit Fail.

Eisenhorn is a bit taken aback by the Half-orc's display of strenght. He will take a 5' step back to N5. "Master Half Orc, you should learn some manners. I think something along the lines of Please Master Wizard spare my life would work better." He will then cast Stone Wall Around himself up to the ceiling (I assume it's 10ft) from N5 to L5 (see map on e-mail) leaving a couple of peep holes he can look through on each side.

He will then instruct the Shadow Demon in Abyssal to come up to P7, level witth the balcony and Fear the Half-Orc. (Fear DC18, 30ft Cone)

--------ACTIVE EFFECTS--------
Mage Armor ---- +4 AC (Armor) ---- 11 H
Shield ---- +4 AC (Shield); Negate Magic Missiles ---- 3 Rnds.
Mirror Image ---- 3 Images, Roll to see if Attack Hits ---- 11 Min. -9rnds
Protection from Evil ---- +2 AC (Deflection) & +2 Saves (Resistance) vs. Evil ---- 4 Rounds
Haste ---- +1 Attck.; +1 Atck. Roll; +1 AC (Dodge); +1 Reflex Save; +30ft. Movement ---- 6 Rounds
Detect Thoughts ---- Detect Thoughs; 60ft. Cone ---- 11 Min. - 10rnds
Arcane Sight ---- See Magical Auras, 120ft. ---- 11 Min. - 8rnds

--------SUMMONS--------
Shadow Deamon (Augment Summoning) Dur: 14 Rnds "AC 18 (14FF); HP73;Fort +5, Ref +11, Will +7

Defensive Abilities incorporeal; DR 10/cold iron or good; Immune cold, electricity, poison; Resist acid 10, fire 10; SR 17
Speed fly 40 ft. (perfect)

Melee 2 claws +11 touch (1d6 plus 1d6 cold), bite +11 touch (1d8 plus 1d6 cold)

Special Attacks pounce, sprint, shadow blend"

Sharpe - [AC 30/20/23 - CMD 26; HP 91/91] - [Charles]  d20+11=30 ; d20+17=25 ; d20+17=24 ; d20+12=24 ; d20+7=14 ; d8+14=15 ; d8+14=15 ; d8+14=20 ; d8+14=17 ; d8+14=15 ;
Thursday May 7th, 2020 11:58:28 AM

Fortitude - 30
Sharpe keeps his head and a breathes out as the cloud comes pouring though the door. He moves straight forward, as he comes out of the cloud his eyes dark around the room taking in the situation. (N13, he has 40ft speed). He sees on ruffian advancing on Eisenhorn, another shooting at him and a huge half-orc towering over him.
"bloody wizards" he sighs taking aim at Ruffian 2
-----------
Attack on Ruffian 2. Deadly Aim; Rapid Shot;
Iv only added the feats that need to be declared, missed greater weapon specialisation so +1 to hit on roles.
Ignore additional roles, I forgot I can't make full attack with movement.
26 vs AC; Dmg - 30


Sarge [AC 21; HP 70/70] (Kathy) 
Thursday May 7th, 2020 2:09:59 PM

If possible, Sarge would like to use the Fort save she rolled on Monday (33).

She casts Delay Poison on Sharpe. "Fight now, puke later," she says.

Desdichado(Ryan) [HP: 102/102; AC:20/10/20 - CMD 23]  d20+17=26 ; d20+17=30 ; d12+5=10 ;
Thursday May 7th, 2020 6:19:42 PM

Desdichado is in such shock as the half-orc jumps past him, he is unable to connect an attack of opportunity.

With everyone so far away, Dez figures his best chance is to go back to Ruffian 3 (move to O:9) and attack.

30 vs AC; 10 damage.

"Hey Fiest," he shouts loudly, "Stop hiding. Don't let the sacrifice these people are making to protect you be for nothing."


Hmerrin (MikeK)(HP 103/109 AC:28 T:12 FF:24 CMD:25) BLIND 
Thursday May 7th, 2020 8:43:35 PM

Hearing the ruffian crash through the railing and jump to the floor below, Hmerrin tries to look around, but sees nothing but these flashing lights.

"Good spell," he acknowledges in a low mutter.

Unable to figure out friend from foe, unable to see anything, and with no one else in the immediate vicinity, the lad adopts a defensive stance, and stays put.

"Anyone need some help?" he calls out.

-----------------

Spells in effect
(Haste 5 rds, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. plus movement and extra atk
ProtEvil 4 rds, +2 deflection bonus to AC and a +2 resistance bonus on saves.
Shield 3 rds: provides a +4 shield bonus to AC


Toston Lotor(Hugh Crosmun) [HP: 96/96; AC:35/24/29- CMD 29  3d4+3=9 ;
Thursday May 7th, 2020 9:44:59 PM

Toston continues to fly after where Feist was last scene figuring if he can get within 30 feet of the villain his blind sense will kick in and he'll be able to figure out generally where Feist is hiding.

He fires off a magic missile in passing at Ruffian 4 (9 force damage) before he flies after Feist

Active Effects:
Haste : +30 ft move speed, +1 attack, +1 to attack, AC and reflex
Mage Armor : 5 hours - +4 armor bonus to AC
Shield 5 min (34/ 50 rounds): +4 shield bonus to AC; immunity magic missile
Protection from evil: +2 to AC
Resist Energy - Fire : 10 - 60 minutes
Fly: 60 foot fly speed; +3 on fly checks: 58 rounds
1st level spells: 4/7
2nd level 3/5
3rd level 3/4


Round 14: Feist's Hideout: All Together (DM SteveK)  d20+12=17 ;
Friday May 8th, 2020 7:42:55 AM

Eisenhorn takes a step back, keeps his witticisms about him, and conjures a Wall of Stone to seal him away from the Half-Orc (ooc: spell description says 'crudely shaped with crenellations and the like. DM rules an arrow slit is possible [that can be reached through], but not a peephole. E may choose where to put them, or if he still wants them at all)

The Shadow Demon hisses its frustration at missing Oarth as he slipped by, and snarls at Eisenhorn's directions in Abyssal. Speak Abyssal: Highlight to display spoiler: { I know how to kill things, 'master'.} It flies up to the balcony, but keeping out of hand's reach and casts a spell of Fear, which affects Oarth!

Sharpe jogs forward, resisting the cloying stench of the cloud. With poor visibility of the cloud, his movement is hampered while inside, and he needs a double move to get out of the spell area. (He is free to attack next round)

Sarge is able to save (previous roll fine) and plunges into the cloud. (Sharpe had already moved, so she retains her spell.) Even with a double move, she is still in the cloud after several seconds, but at least she can see the edge. (Sarge needs to save again Will DC 20 or become nauseated.)

Desdichado is shocked the half-orc jumps past him, and, without targets, he gets back to Ruffian 3, and hits him again. He calls for Feist, hoping the mage has a shred of decency.

Hmerrin, also without targets and without sight, adopts a defensive stance, and asks if anyone needs some help?

Toston, flying 1 foot off the balcony floor, as soon as he got to the corner felt Feist was on the balcony only 20' away (at J,19), but now Toston can't sense the mage. Like he was there and now is not! The gnome fires off a magic missile in passing at Ruffian 4.

The Elemental moves into the room, but without Gaffer there, it's not easy to determine who is Gaffer's enemies, so it stands ready to slug the first thing that attacks itself.

..................

Oarth yells out "Its gonna eat me!" and runs into the corner of the balcony and then turns at bay like a cornered rat. (Sense Motive DC 20: Highlight to display spoiler: { the hero gets a hunch that if there was any other way out than the front door, Oarth would have taken it. }

Ruffian 3 and 5 try a last technicolor yawn. They keep stumbling about, and can only defend themselves.

Ruffian 2, stands up out of his Fighter's crouch. "Rolled Snake Eyes, T.D. ", he calls to Ruffian 4. The Ruffian moves to the corner of the balcony and takes a defensive stance.

Ruffian 4 responds, "Too Right, Jerry". The man named T.D. stows his bow, gets his sword and shield, and moves back until his back is against the Stinking Cloud. "Coyote, you call it!"

Ruffian 6 grunts at T.D., and moves to assist Ruffian 5. "Right. Hey Tide! We know when we're outclassed. Call off the beating, eh?"

Feist appears to do nothing.

..................
Map via Email

Feist AC 23
Oarth AC 27 HP 48 Panicked!
Ruff 1 DEAD
Ruff 2 AC 24 HP 9
Ruff 3 AC 20 HP 20 Nauseated
Ruff 4 AC 24 HP 9
Ruff 5 AC 20 Nauseated
Ruff 6 AC 20 HP 29

Gaffer (Courtney HP: 94/94 AC:29(25)(T:21/FF:17) CMD:24 WS 4/4 SB 7/7 LL 11/11)  
Friday May 8th, 2020 7:56:54 AM

Hearing the calls of surrender in the next room, Gaffer hastens inside, using a double move action to try and get through the cloud and calling 'Follow besides me' to the Earth Elemental as he passes by.

[I believe Gaffer is immune to the cloud but let me know if I need to make saves]

**** Active Effects ****
SNA - 8 rounds - Large Earth Elemental [Augment Summoning] - HP 84; AC 18; 2 Slams +16 => 2d6+9
Barkskin - 109 minutes - +4 to NA
Long Strider - 11 hours - +10 feet walking speed
**** Spells ****
Orisons: Create Water, Light, Detect Magic, Read Magic
Level 1: Faerie Fire x3, Entangle, (Long Strider) D: Obscuring Mist
Level 2: Flaming Sphere, Chill Metal, (Barkskin), Warp Wood x2 D: Fog Cloud
Level 3: Wind Wall, Cure Moderate Wounds x2, Neutralize Poison D: Call Lightning
Level 4: Air Walk, Spike Stones, Dispel Magic x2 D: Sleet Storm
Level 5: Cure Critical Wounds, (Baleful Polymorph) D: Ice Storm
Level 6: Wall of Stone D: Control Winds

Eisenhorn (David) [AC 13/13/10; HP 82/88; CMD 17]  d20=11 ;
Friday May 8th, 2020 10:02:40 AM

Eisenhorn will create the arrow slits on the south side so can see across to the other baclony.

(Sense Motive Roll: 11 + 0 = 11)

He will again try to spot any magical auras that would give an indication of where invisible and possibly shape-shifted Feist may be. If he gets an indication of where Feist is he will lob a Glitter Dust spell on him, trying not to hit any allies if possible. ( Blind Will Save DC: 19)

If he can not see him he will start casting Summon Monster III to summon a Dire Bat.

Eisenhorn will also yell out to the rest of the party "I saw a transmutation aura near Feist. He might have shape-shifted into something else, Gaffer keep that earth Elemental near the door and tell it to stomp anything that tries to pass through. The rest of you! I will give you the same options your friend here gave me. Drop your weapons and surrender NOW! And you will keep your lives."

He will instruct the shadow deamon in Abyssal "There is an invisible Half-Elf in this room. He may have transformed himself into another creature. Go in front of the exit from this room and do not let anything out of the room. Use your telekinetic powers to grapple it if you see it or feel its presence, we need him alive."

--------ACTIVE EFFECTS--------
Mage Armor ---- +4 AC (Armor) ---- 11 H
Shield ---- +4 AC (Shield); Negate Magic Missiles ---- 2 Rnds.
Mirror Image ---- 4 Images, Roll to see if Attack Hits ---- 11 Min. -10rnds
Protection from Evil ---- +2 AC (Deflection) & +2 Saves (Resistance) vs. Evil ---- 3 Rounds
Haste ---- +1 Attck.; +1 Atck. Roll; +1 AC (Dodge); +1 Reflex Save; +30ft. Movement ---- 5 Rounds
Detect Thoughts ---- Detect Thoughs; 60ft. Cone ---- 11 Min. - 11rnds
Arcane Sight ---- See Magical Auras, 120ft. ---- 11 Min. - 9rnds

--------SUMMONS--------
Shadow Deamon (Augment Summoning) Dur: 13 Rnds "AC 18 (14FF); HP73;Fort +5, Ref +11, Will +7

Defensive Abilities incorporeal; DR 10/cold iron or good; Immune cold, electricity, poison; Resist acid 10, fire 10; SR 17
Speed fly 40 ft. (perfect)

Melee 2 claws +11 touch (1d6 plus 1d6 cold), bite +11 touch (1d8 plus 1d6 cold)

Special Attacks pounce, sprint, shadow blend"

Desdichado(Ryan) [HP: 102/102; AC:20/10/20 - CMD 23] 
Friday May 8th, 2020 12:48:41 PM

"Do as the wizard says, and you boys will be fine, says Desdichado, seeing the ruffians surrender. "And I'm sorry about your friend. Tom, was it?"

"Oarth and Fiest, on the other hand, don't get such a reprieve."

He moves to S:11 (or as close as he can get between Gaffer's and the elemental's moves.

--------------------------------
Haste: +1 Atk.; +1 AC (Dodge); +1 Reflex Save; +30ft. Movement ---- 4 Rounds
Protection from Evil, communal: 66 rounds (+2 deflection AC, +2 resistance saves) – 57 rounds
Resist Energy (-20 fire) – 96 rounds

Sarge [AC 21; HP 70/70] (Kathy)  d20+15=26 ;
Friday May 8th, 2020 3:18:43 PM

[I am very confused. The map shows "S" outside the stinking cloud, and "Sh" inside the stinking cloud. Is "S" for Sarge? Are she and Sharpe switched on the map? And if she's saving against the Stinking Cloud, why is she rolling a Will save?]

Sarge remains unaffected by the cloud. [Fort save 26 or Will save 27]. She hears the hirelings giving up, and lowers her hammer. "We ain't here for you," she assures them.

Sharpe - [AC 30/20/23 - CMD 26; HP 91/91] - [Charles]  d20+13=18 ;
Friday May 8th, 2020 6:08:05 PM

Perception - 18
"Lovely to see you gents, drop any weapons all against the wall."

Hearing Eisenhorn, Sharpe looks and listens for signs of Fiest.

Toston Lotor(Hugh Crosmun) [HP: 96/96; AC:35/24/29- CMD 29 
Friday May 8th, 2020 9:02:34 PM

Toston calls out, "One moment he was 20 feet away from me the next he was gone. I thought teleportation was conjuration. Did he do something that either made him be able to move faster or him be able to fly?"

He says, "I don't suppose anyone has that invisibility purge ready? I mean if I can get within 30 feet of him I'll know where he is, but he could have moved in a variety of directions."

Toston starts a double move search pattern to try to figure out where Feist is. He will alter his altitude as well while he does so. He's trying to cover as much area as possible with his 180 feet of total move.

If he gets the sense that he is within 30 feet of someone invisible with his search he immediately starts moving towards the sense he gets of the invisible person.

(Perception: 26)
(Fly: 21)

Active Effects:
Haste : +30 ft move speed, +1 attack, +1 to attack, AC and reflex
Mage Armor : 5 hours - +4 armor bonus to AC
Shield 5 min (33/ 50 rounds): +4 shield bonus to AC; immunity magic missile
Protection from evil: +2 to AC
Resist Energy - Fire : 10 - 60 minutes
Fly: 60 foot fly speed; +3 on fly checks: 57 rounds
1st level spells: 4/7
2nd level 3/5
3rd level 3/4

Hmerrin (MikeK)(HP 103/109 AC:28 T:12 FF:24 CMD:25) BLIND 
Sunday May 10th, 2020 9:59:03 AM

Normally, Hmerrin would be more than happy to offer a quip or some congratulations to the ruffians for exhibiting their sanity, but the young fighter is too focused on the fact he can't see anything to really get into the swing of things.

Axes at the ready, he remains where he is, listening as his friends wrap things up.

---

Spells in effect
(Haste 4 rds, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. plus movement and extra atk
ProtEvil 3 rds, +2 deflection bonus to AC and a +2 resistance bonus on saves.
Shield 2 rds: provides a +4 shield bonus to AC


Feist's Hideout: End of Combat Rounds (DM SteveK)  d4=3 ; d100=78 ;
Monday May 11th, 2020 9:03:26 AM

(ooc: Kathy and All, sorry about the map switch on Sarge and Sharpe, and the switch on Will vs Fort on the Stinking Cloud. My concentration on details wasn't the best in that post!)

Gaffer hears the calls of surrender in the next room, Gaffer hastens inside, and finds he IS susceptible to the Stinking Cloud! (ooc: it is not a poison effect. Please Fort DC 20 or be nauseated for 3 rounds) Whether he does or not, the worst that happens is losing his breakfast, and in less than a minute, the druid is standing with the Earth Elemental until his summoning ends.

Eisenhorn, through his south facing arrow slit, can still see the Moderate Illusion and Faint Transmutation at J.19, the exact location where Toston is searching for the Sorcerer! Not being able to Glitter the area without also Glittering the Gnome, Eisenhorn begins the conjuration of a Dire Bat, which appears and the ox-sized bat's Blindsense fares no better than Toston's Blindsense... neither can locate an invisible Feist!

The Shadow Demon flies into the cloud (and is not affected because incorporal), and guards the portal until the Stinking Cloud and summoning ends. With a very rude gesture, the Shadow Demon returns to the Lands of Unrest from whence it came.

Desdichado reinforces Eisenhorn's call to drop weapons NOW and live, and gives a moment for the fallen Tom. "Oarth and Fiest, on the other hand, don't get such a reprieve."

Sarge remains unaffected by the cloud, and on the giving up, lowers her hammer. "We ain't here for you," she assures them.

Sharpe is his usual debonair self, but doesn't have any better luck than the others in finding Feist.

Toston concentrates on finding Feist, but even criss-crossing the room with the Dire Bat fails to get any Blindsense glimmer. In fact, with the two of you, the size of the room, and the range of your Blindsense, Toston is certain there is no one invisible in the Hideout.

Hmerrin, blind, remains where he is, listening as his friends wrap things up. Eventually, the spell fades and he can see once more.

..........

The Ruffians, Jerry, TD, and Coyote, drop weapons and shields, kicking them to where Sharpe indicated. Once the other two stop heaving, Butch and Runner do the same. Jerry seems mollified by Desdichado's sympathies, at least a little. Coyote shrugs. "We're in a dangerous business in a dangerous town. Tom knew the risks when he picked up his sword just like the rest of us. Guess you turn us into the Cloaks now, eh?" (Sense Motive DC 20 Highlight to display spoiler: { Coyote hopes you DO turn them into the Cloaks!}

Oarth isn't panicked forever, but If the Tide wants to kill him, it is inevitable. If allowed to regain his mind, the half-orc knows a lost cause and allows himself to be killed or tied up as The Tide wishes.

Of Feist, there is no sign.

There are 8 bedrolls and piles of personal goods around the Hideout. There are crates and barrels and piles of various things along the corners. There are 6 Prisoners, plus whatever the team does with Oarth. There is a moderate illusion magical aura and a faint transmutation aura at J.19.

END COMBAT ROUNDS

Eisenhorn (David) [AC 13/13/10; HP 82/88; CMD 17]  d20=19 ;
Monday May 11th, 2020 9:39:59 AM

Seeing that Feist is seemingly nowhere to be found Eisenhorn will study the magical auras in the room with Arcane Sight and try to discern what spells Feist was casting and how he could have gotten away. (Knowledge Arcana Roll: 19 + 27 = 46).

He will then Dimension step outside his little fort and seeing Oarth still panicked he'll quip "That's how you properly intimidate people master Half-orc." and tie him up.

Satisfied with this he will cast Detect Secret Doors and walk around the room to check for any hidden avenues of escape or compartments.

Finally, he will ask all the prisoners including Oarth if they know where Feist went or where we could find him. Using Detect thoughts to keep a close eye on surface thoughts hoping that a stray thought may give some indication as to where Feist is. (Will Save DC: 18 to prevent him from reading surface thoughts)

(OOC: DM at the risk of nerfing my favourite spell, I think Stinking Cloud is a poison effect, at least that's what it says here: http://pathfinder.d20srd.org/coreRulebook/spells/stinkingCloud.html#stinking-cloud )

--------ACTIVE EFFECTS--------
Mage Armor ---- +4 AC (Armor) ---- 11 H
Mirror Image ---- 4 Images, Roll to see if Attack Hits ---- 11 Min. -10rnds
Detect Thoughts ---- Detect Thoughs; 60ft. Cone ---- 11 Min. - 11rnds
Arcane Sight ---- See Magical Auras, 120ft. ---- 11 Min. - 9rnds
Detect Secret Doors ---- Detect secret doors, compartments, caches, and so forth; 60ft Cone. ---- 11 Min

Addendum (DM SteveK) 
Monday May 11th, 2020 10:10:12 AM

Eisenhorn can identify two spells at J,19.

Moderate Illusion on Wall : Illusory Wall

Faint Transmutation on balcony in front of wall: Rope Trick

Eisenhorn (David) [AC 13/13/10; HP 82/88; CMD 17] 
Monday May 11th, 2020 11:56:35 AM

In that case, instead of interogating the prisoners Eisenhorn will step up to the Ilusory wall and say "haha, you're a clever Scoundrel Feist but the jig is up. Come out of there and surrender before I dispel everything and feed your soul to a pack of demons." He then uses Ghost Sound to create the sound of a loud ticking clock.

--------ACTIVE EFFECTS--------
Mage Armor ---- +4 AC (Armor) ---- 11 H
Mirror Image ---- 4 Images, Roll to see if Attack Hits ---- 11 Min. -10rnds
Detect Thoughts ---- Detect Thoughs; 60ft. Cone ---- 11 Min. - 11rnds
Arcane Sight ---- See Magical Auras, 120ft. ---- 11 Min. - 9rnds
Detect Secret Doors ---- Detect secret doors, compartments, caches, and so forth; 60ft Cone. ---- 11 Min


Sarge [AC 21; HP 70/70] (Kathy) 
Monday May 11th, 2020 11:57:19 AM

Sarge's Invisibility Purge is still up, so she makes a methodical circuit of the room, hoping to expose everything invisible.

Sharpe - [AC 30/20/23 - CMD 26; HP 91/91] - [Charles] 
Monday May 11th, 2020 2:12:24 PM

Bow still drawn.
"Very good, just let us know where Feist gone and we will let you get back to your evening. Might even be some coin in it for you."

Desdichado(Ryan) [HP: 102/102; AC:20/10/20 - CMD 23]  d20+21=23 ;
Monday May 11th, 2020 6:22:39 PM

"He's still here? Hmmm...."

Desdichado listens to Coyote ask about what the Tide's plan for the captives is. (Sense Motive: 23) He speaks quietly to the others. "They want to be given over to the Cloaks, which is probably not a good idea - were in Cloak territory, so we'd be handing them back to their friends. The fewer people that know we were here, the better."

"Maybe we hand them over to the Wolves? I dunno...would they be 'okay' with them? I don't want them killed, but I'd rather not just let them go without issue."

"As to Oarth, he's probably just too dangerous -- maybe even too dangerous for a group like the Wolves to hold onto."

Hmerrin (MikeK)(HP 103/109 AC:28 T:12 FF:24 CMD:25) BLIND  d20=17 ;
Monday May 11th, 2020 6:25:50 PM

The lights before his eyes gradually diminish, and Hmerrin lets out an explosive sigh when he can finally see again.

Taking in the assembled ruffians, he notes Coyote's reference to the Cloaks. Seems odd, but the lad can't get a good read on the man to be sure.
"Just wait over there," he tells them. "We'll get to you in a bit."

Eisenhorne's words ring in his head.
"You mean he's still here? Outstanding. You guys pry him out, while me and Dez keep this guy (Oarth) and the crew company."

Hmerrin will move to stand guard over Oarth, and eyes the ruffians.

Gaffer (Courtney HP: 94/94 AC:29(25)(T:21/FF:17) CMD:24 WS 4/4 SB 7/7 LL 11/11)   d20+12=18 ;
Monday May 11th, 2020 8:09:37 PM

Fort: 18
Gaffer can't hold back from hurling part way through the cloud, leaning on his elemental friend for support. He slowly recovers.on the other side, missing the immediate conversation.

**** Active Effects ****
SNA - 7 rounds - Large Earth Elemental [Augment Summoning] - HP 84; AC 18; 2 Slams +16 => 2d6+9
Barkskin - 109 minutes - +4 to NA
Long Strider - 11 hours - +10 feet walking speed
**** Spells ****
Orisons: Create Water, Light, Detect Magic, Read Magic
Level 1: Faerie Fire x3, Entangle, (Long Strider) D: Obscuring Mist
Level 2: Flaming Sphere, Chill Metal, (Barkskin), Warp Wood x2 D: Fog Cloud
Level 3: Wind Wall, Cure Moderate Wounds x2, Neutralize Poison D: Call Lightning
Level 4: Air Walk, Spike Stones, Dispel Magic x2 D: Sleet Storm
Level 5: Cure Critical Wounds, (Baleful Polymorph) D: Ice Storm
Level 6: Wall of Stone D: Control Winds

Toston Lotor(Hugh Crosmun) [HP: 96/96; AC:35/24/29- CMD 29  d20+18=33 ;
Monday May 11th, 2020 9:14:19 PM

(OOC: can I get a time check on my active buffs since we are out of combat?)

Tostons says, "huh so he used rope trick and a magic wall to hide from us. I don't suppose anyone has glimmerdust, planar binding or some other spell at the ready to prevent him from going invisible or potential escaping in other ways? Feist is a really tricky guy and I would hate to see us actually find him to him getting away some how."

Perception: 33

Active Effects:
Haste : +30 ft move speed, +1 attack, +1 to attack, AC and reflex
Mage Armor : 5 hours - +4 armor bonus to AC
Shield 5 min (32/ 50 rounds): +4 shield bonus to AC; immunity magic missile
Protection from evil: +2 to AC
Resist Energy - Fire : 10 - 60 minutes
Fly: 60 foot fly speed; +3 on fly checks: 56 rounds
1st level spells: 4/7
2nd level 3/5
3rd level 3/4

Fiest’s Hideout (DM SteveK)  d20=20 ;
Tuesday May 12th, 2020 7:00:14 AM

Note1: Reversing DM decision. Stinking Cloud "IS" a poison effect. Funnily enough, that last sentence is "NOT" in the hardcopy Pathfinder Core Rulebook I use as a desk reference! :-)

Note2: Clarification. The Rope Trick is on the balcony in the room. The Illusory Wall is against the wall of the balcony and is NOT hiding the Rope Trick.

Note3: 2 minutes have passed for spell durations.

..................

Eisenhorn, seeing there is a Rope Trick spell on the balcony in front of the Illusory Wall is sure he knows where Feist is hiding. He steps out of his little fortress and announces the jig is up (with a little suspenseful music) tik, tik, tik....

Sarge ensures no one else is within 55' of her and invisible by simply walking to the center of the room. There is no one invisible in Fiest's Hideout, and no one new pops up.

Sharpe is still ready to impale with a small piece of wood anyone who shows violent predilections. None of the Ruffians or Oarth claim they know where Feist went.

Desdichado is more interested on what to do with the prisoners. Cloaks is where (Coyote at least) wants to be released, and is Oarth too dangerous to live?

Hmerrin thinks the Tide can wait on the Ruffians. Instead, he guards Oarth while waiting for the others to 'pry him out'.

Gaffer, not affected by the Stinking Cloud after all, is ready in the room.

Toston asks about potential ways to get Feist out of either the Illusionary Wall or Rope Trick.

________________________________

The Ruffians, Jerry, TD, Coyote, Butch and Runner are sitting against one corner, hands on their knees. Their shields and weapons kicked against another corner. A quiet word from Coyote and they slouch down into more relaxed positions while watching the drama unfold on the balcony.

The pieces of body that used to be Tom are laying in a pool of blood at the base of the northwest stairs. His weapons and shield are still there.

Oarth is tied up by Eisenhorn with some rope and guarded by Hmerrin. He seems glum and restless.

Of Feist, there is no sign.

There are 8 bedrolls and piles of personal goods around the Hideout. There are crates and barrels and piles of various things along the corners. There are 6 Prisoners, plus whatever the team does with Oarth. There is a Rope Trick at J.19. There is a Illusory Wall at line J/K.19.

Eisenhorn (David) [AC 13/13/10; HP 82/88; CMD 17]  d20=18 ;
Tuesday May 12th, 2020 7:36:43 AM

(ooc: OK got it now. I thought he'd used the Illusory wall to hide the rope. )

Seeing that Feist apparently has no intention to come out of his little hidey hole Eisenhorn will move about 20ft away to ensure he's not caught in the spell's effect and cast Dispel Magic, Greater (Area Dispell) in an attempt to dispel the Rope Trick spell and the Illusory wall. (Dispel Check Roll: 18 + 11 (Caster Level) = 29) "OK, time's up... Get back everyone unless you want to loose your active spells. Also get ready. There is no way to know what might be hiding in the extradimensional space or behind the ilusory wall."

--------ACTIVE EFFECTS--------
Mage Armor ---- +4 AC (Armor) ---- 11 H
Mirror Image ---- 4 Images, Roll to see if Attack Hits ---- 11 Min. - 3min
Detect Thoughts ---- Detect Thoughs; 60ft. Cone ---- 11 Min. - 3min
Arcane Sight ---- See Magical Auras, 120ft. ---- 11 Min. - 3min
Detect Secret Doors ---- Detect secret doors, compartments, caches, and so forth; 60ft Cone. ---- 11 Min - 2min

Sharpe - [AC 30/20/23 - CMD 26; HP 91/91] - [Charles] 
Tuesday May 12th, 2020 8:45:20 AM

Sharpe tries to back up so get can keep his eye on both the ruffians and the place Eisenhorn indicated.

Sarge [AC 21; HP 70/70] (Kathy) 
Tuesday May 12th, 2020 11:40:09 AM

Sarge waits to see the results of Eisenhorn's spell.

"We could always go in after him," she muses. "Never fought in extradimensional space before. Could be a party."

Desdichado(Ryan) [HP: 102/102; AC:20/10/20 - CMD 23] 
Tuesday May 12th, 2020 12:33:47 PM

Desdichado stays put, keeps his eyes on the prisoners, and waits to see what happens with Eisenhorn's spell.

"Keep an eye on that 'Coyote' guy," Dez mentions to Hmerrin, "he seems to have some control over that group."

Gaffer (Courtney HP: 94/94 AC:29(25)(T:21/FF:17) CMD:24 WS 4/4 SB 7/7 LL 11/11)  
Tuesday May 12th, 2020 4:07:32 PM

[Thanks for the clarification, good to know for future.]

Gaffer steps back to give Eisenhorn space to cast their spell. Unsure whether to be relieved or concerned at how much easier this was than the last break in they did

**** Active Effects ****
Barkskin - 106 minutes - +4 to NA
Long Strider - 11 hours - +10 feet walking speed
**** Spells ****
Orisons: Create Water, Light, Detect Magic, Read Magic
Level 1: Faerie Fire x3, Entangle, (Long Strider) D: Obscuring Mist
Level 2: Flaming Sphere, Chill Metal, (Barkskin), Warp Wood x2 D: Fog Cloud
Level 3: Wind Wall, Cure Moderate Wounds x2, Neutralize Poison D: Call Lightning
Level 4: Air Walk, Spike Stones, Dispel Magic x2 D: Sleet Storm
Level 5: Cure Critical Wounds, (Baleful Polymorph) D: Ice Storm
Level 6: Wall of Stone D: Control Winds


Hmerrin (MikeK)(HP 103/109 AC:28 T:12 FF:24 CMD:25) BLIND 
Tuesday May 12th, 2020 7:09:38 PM

"Gotcha," Hmerrin replies to Dez.

The fighter isn't ready to go rummaging through gear until this Fiest thing is dealt with.

So, he waits to see what happens.


Toston Lotor(Hugh Crosmun) [HP: 96/96; AC:34/24/28- CMD 28  d20+18=25 ;
Tuesday May 12th, 2020 11:18:22 PM

Toston tries to find a way to be out of the dispel range but still close enough that his blindsense kicks in if Feist is still invisible when they force him out of hiding.

If it looks like the only way for him to be within range is to take the dispel, he makes sure that he is landed before taking the dispel as it wouldn't do to take a fall that could be avoided.

(Perception:25)

Active Effects:
Mage Armor : 5 hours - +4 armor bonus to AC
Shield 5 min (12/ 50 rounds): +4 shield bonus to AC; immunity magic missile
Protection from evil: +2 to AC
Resist Energy - Fire : 10 - 60 minutes
Fly: 60 foot fly speed; +3 on fly checks: 36 rounds
1st level spells: 4/7
2nd level 3/5
3rd level 3/4

Fiest’s Hideout (DM SteveK) 
Wednesday May 13th, 2020 12:00:59 PM

Eisenhorn isn't waiting for hours for Feist's spells to expire to determine which one he may be behind; a Greater Dispel Magic should take care of that! *pop!* *pop!* Both spells disappear and Feist along with 5 foot of coiled rope falls 5 feet to the balcony floor!

Most everyone else is looking at prisoners, covering the balcony space, keeping out of the way of the Dispel, or speculating how to get Feist if the 'Dispel' doesn't work. Desdichado keeps an extra eye out for Coyote.

________________________________

Feist was obviously unprepared, supremely confident that he had again pulled one over on the slow and stupid Tide. Sarge's Invisibility Purge ensures the Sorcerer can't turn invisible, either! The surprise and shock on his face is nearly comical as Toston and the others can quickly truss him up!

But they still only have one person! Oarth's restlessness had purpose, and the half-orc escapes from the ropes Eisenhorn tied! With a spring, the swift Oarth dashes past Hmerrin (who gets an AOO) and out the open doors! As before, the half-orc is so swift that he is immediately lost to sight unless Hmerrin and Sharpe's one readied arrow can kill him before he makes the door...

The Ruffians maintain their relaxed positions while watching the drama unfold on the balcony.

The pieces of body that used to be Tom are laying in a pool of blood at the base of the northwest stairs. His weapons and shield are still there.

There are 8 bedrolls and piles of personal goods around the Hideout. There are crates and barrels and piles of various things along the corners. There are 6 Prisoners, plus whatever the team does with Oarth.

Eisenhorn gets ONE HERO POINT for the masterful battle and finding Feist!

Sharpe - [AC 30/20/23 - CMD 26; HP 91/91] - [Charles]  d20+18=22 ; d8+14=17 ; d8+14=21 ;
Wednesday May 13th, 2020 12:30:42 PM

Sharpe takes his shot and darts after the half orc, hoping to take additional shots in the long straight tunnel or to cut him off.
22 vs AC; Dmg - 38



Eisenhorn (David) [AC 13/13/10; HP 82/88; CMD 17]  d20=18 ;
Wednesday May 13th, 2020 1:47:57 PM

"Well hello there" Eisenhorn says to Feist as he dimension steps right next to him. Eisenhorn quickly searches him for any material components, focus or spell books/scrolls in an atempt to disarm the caster. (Perception Roll: 18 + 11 = 29)

He will also try to keep track of Feists thoughts using Detect thoughs to get early notice if the scoundrel is thinking of playing any dirty ricks on them. (DC: 18 Will Save to Resist)

If Feist Tries to run Eisenhorn will cast Glitter Dust on him. (DC: 19 Will Save for Blindness)

Seeing that Oarth has made his escape. "Darn it. Oh well... we'll just have to find him again." to the party he says, "see if you can find any pieces of hair or blood that belong to him. I have some ideas on how we could find him and having that would make it much easier. As for you Feist... you are not going anywhere."

--------ACTIVE EFFECTS--------
Mage Armor ---- +4 AC (Armor) ---- 11 H
Mirror Image ---- 4 Images, Roll to see if Attack Hits ---- 11 Min. - 3min
Detect Thoughts ---- Detect Thoughs; 60ft. Cone ---- 11 Min. - 3min
Arcane Sight ---- See Magical Auras, 120ft. ---- 11 Min. - 3min
Detect Secret Doors ---- Detect secret doors, compartments, caches, and so forth; 60ft Cone. ---- 11 Min - 2min


Sarge [AC 21; HP 70/70] (Kathy) 
Wednesday May 13th, 2020 2:57:11 PM

If possible, Sarge would like to cast Hold Person on the fleeing Oerth. If she manages to get the spell off, he needs to make a DC 18 Will save to avoid it.

Sharpe - [AC 30/20/23 - CMD 26; HP 91/91] - [Charles]  d20+18=22 ; d8+14=17 ; d8+14=21 ;
Wednesday May 13th, 2020 3:19:08 PM

Sharpe takes his shot and darts after the half orc, hoping to take additional shots in the long straight tunnel or to cut him off.
22 vs AC; Dmg - 38



Gaffer (Courtney HP: 94/94 AC:29(25)(T:21/FF:17) CMD:24 WS 4/4 SB 7/7 LL 11/11)  
Wednesday May 13th, 2020 6:51:25 PM

Gaffer dashes after Parth too, hoping to reach the corridor soon enough that a casting of Wall of Stone might trap the Orc from running away further.

**** Active Effects ****
Barkskin - 106 minutes - +4 to NA
Long Strider - 11 hours - +10 feet walking speed
**** Spells ****
Orisons: Create Water, Light, Detect Magic, Read Magic
Level 1: Faerie Fire x3, Entangle, (Long Strider) D: Obscuring Mist
Level 2: Flaming Sphere, Chill Metal, (Barkskin), Warp Wood x2 D: Fog Cloud
Level 3: Wind Wall, Cure Moderate Wounds x2, Neutralize Poison D: Call Lightning
Level 4: Air Walk, Spike Stones, Dispel Magic x2 D: Sleet Storm
Level 5: Cure Critical Wounds, (Baleful Polymorph) D: Ice Storm
Level 6: Wall of Stone D: Control Winds

Desdichado(Ryan) [HP: 102/102; AC:20/10/20 - CMD 23] 
Wednesday May 13th, 2020 7:00:30 PM

Desdichado keeps watching the captives.

Toston Lotor(Hugh Crosmun) [HP: 96/96; AC:34/24/28- CMD 28  d20+12=21 ; d8+2=4 ;
Wednesday May 13th, 2020 9:16:40 PM

Toston says, "Make sure we secure Feist. I'm flying after Oarth."

If he can get within striking distance of the half-orc he tries to punch him non-lethally with a scorpion strike attached.

The gnome takes off with a fly speed of 60 feet after the fleeing half orc

21 vs AC; 4 nonlethal damage; plus DC 18 Fort save or have speed reduced to 5 feet

Active Effects:
Mage Armor : 5 hours - +4 armor bonus to AC
Shield 5 min (11/ 50 rounds): +4 shield bonus to AC; immunity magic missile
Protection from evil: +2 to AC
Resist Energy - Fire : 10 - 60 minutes
Fly: 60 foot fly speed; +3 on fly checks: 35 rounds
1st level spells: 4/7
2nd level 3/5
3rd level 3/4


Fiest’s Hideout (DM SteveK)  d20+11=29 ;
Thursday May 14th, 2020 8:31:16 AM

Sharpe takes his shot with one arrow, missing. (ooc: Many Shot is only usable in a full round attack.)

Eisenhorn searches Feist and strips the Sorcerer of many items. E casts Detect Thoughts, but Feist shrugs it off.

Sarge wants to cast Hold Person on the fleeing Oerth, but was not ready before the half-orc is out the two doors.

Desdichado and Hmerrin keeps watching the captives.

Sharpe, Gaffer, and Toston all dart after the half orc, but in the few seconds it takes to get out the two doors, Oarth is gone from sight. The heroes don't even know if he turned left or right in the sewer tunnel, or even if he took one of the several doors nearby. As the three heroes return to Feist's Hideout, they see the Ruffians still resting in one area guarded by Desdichado and Hmerrin, and Eisenhorn over Feist with a small pile of goods off to one side. (3 rounds passed)

...........................

Feist has come out of his daze and sits bound by ropes that Toston put on him, glaring at Eisenhorn and Sarge, not saying a thing.
The 5 Ruffians maintain their relaxed positions while watching the drama unfold.

The pieces of body that used to be Tom are laying in a pool of blood at the base of the northwest stairs. His weapons and shield are still there.

There are 8 bedrolls and piles of personal goods around the Hideout. There are crates and barrels and piles of various things along the corners.

Beside Eisenhorn is a pile of personal items that include (magical) 1 potion, 1 scroll, 1 amulet, 1 ring, 1 cloak, and (unmagical) quarterstaff, heavy crossbow, 10 bolts, and a jewelry set consisting of a ring, arm ring, and earring; all with a single oval blood agate set in platinum.

The dispelling of the Illusory Wall also reveals a 5x5 niche in the wall with a desk that contains various paper, pens, and inks.

Sharpe - [AC 30/20/23 - CMD 26; HP 91/91] - [Charles] 
Thursday May 14th, 2020 9:36:53 AM

Peaking out of the doorway Sharpe looks left and right without seeing anything. "WARDD DAMN IT!" he yells. He marches straight over to the bound Feist, kicks him onto his back and points an arrow at his face. "WHERE IS YOUR FRIEND OFF TO EH!?"

Sarge [AC 21; HP 70/70] (Kathy) 
Thursday May 14th, 2020 1:39:47 PM

Prisoner interrogation isn't really Sarge's thing, so she casts Detect Magic and methodically scans the room, noting anything with a magic aura. She does not try to identify anything; Eisenhorn is probably better at that stuff anyway.

Eisenhorn (David) [AC 13/13/10; HP 82/88; CMD 17]  d20=17 ; d20=18 ; d20=7 ; d20=19 ; d20=9 ; d20=8 ;
Thursday May 14th, 2020 3:31:32 PM

Seeing the magic items Eisenhorn will quickly take and try to Identfiy them to check if any are potentially dangerous. He will first use the wand of identify to cast Identify before reviewing the items, recasting the spell as necessary. (OOC: Identify lasts for 3 rounds so let me know if I need to cast for each item or If I can do four of them with one go)

(Identify Potion Spellcraft Check: 17 + 20 + 10 = 47)
(Identify Amulet Spellcraft Check: 18 + 20 + 10 = 48)
(Identify Ring Spellcraft Check: 7 + 20 + 10 = 37)
(Identify Cloak Spellcraft Check: 19 + 20 + 10 = 49)

He will search the niche for any other magical items/scrolls/auras or any letters/journals/books etc. that may give more insight into what Feist was up to, who he is working for and why he's after the Tide. (Perception Roll: 9 + 11 = 20)

Finally he will take some time to see if he can decipher the scroll without resorting to Read Magic (Spellcraft Check: 8 + 20 = 28)

--------ACTIVE EFFECTS--------
Mage Armor ---- +4 AC (Armor) ---- 11 H
Mirror Image ---- 4 Images, Roll to see if Attack Hits ---- 11 Min. - 3min
Detect Thoughts ---- Detect Thoughs; 60ft. Cone ---- 11 Min. - 3min
Arcane Sight ---- See Magical Auras, 120ft. ---- 11 Min. - 3min
Detect Secret Doors ---- Detect secret doors, compartments, caches, and so forth; 60ft Cone. ---- 11 Min - 2min
Identify---- +10 on Spellcraft Checks to ID Magic items 18 Sec.

Hmerrin (MikeK)(HP 103/109 AC:28 T:12 FF:24 CMD:25) BLIND 
Thursday May 14th, 2020 7:21:58 PM

Hmerrin wasn't paying attention, and by the time he realizes what's happened, Oarth is gone.

Sharpe and company go after him, but the young fighter stays put, and shoots Coyote a warning look.
"Don't even think about it."

After Sarge has identified anything magical that isn't getting dealt with by Eisenhorn, Hmerrin will go around picking things up. Also, any gold, gems or jewelry lying about or on the ruffians. The mundane armor and weapons he leaves alone.

"Toston, anything interesting in that desk?"

Desdichado(Ryan) [HP: 102/102; AC:20/10/20 - CMD 23] 
Thursday May 14th, 2020 8:15:58 PM

Desdichado stays close to Hmerrin and keeps watching the prisoners.

Gaffer (Courtney HP: 94/94 AC:29(25)(T:21/FF:17) CMD:24 WS 4/4 SB 7/7 LL 11/11)  
Thursday May 14th, 2020 9:04:16 PM

'Too damn fast... We know their name, let's see if they left anything behind. We can find them later."

Gaffer looks amongst the items they've uncovered and politely asks to their prisoners. "Do any of these belong to your friend Oarth?" Just incase they wish to scry on him later.

**** Active Effects ****
Barkskin - 106 minutes - +4 to NA
Long Strider - 11 hours - +10 feet walking speed
**** Spells ****
Orisons: Create Water, Light, Detect Magic, Read Magic
Level 1: Faerie Fire x3, Entangle, (Long Strider) D: Obscuring Mist
Level 2: Flaming Sphere, Chill Metal, (Barkskin), Warp Wood x2 D: Fog Cloud
Level 3: Wind Wall, Cure Moderate Wounds x2, Neutralize Poison D: Call Lightning
Level 4: Air Walk, Spike Stones, Dispel Magic x2 D: Sleet Storm
Level 5: Cure Critical Wounds, (Baleful Polymorph) D: Ice Storm
Level 6: Wall of Stone D: Control Winds

Toston Lotor(Hugh Crosmun) [HP: 96/96; AC:34/24/28- CMD 28 
Thursday May 14th, 2020 9:21:12 PM

Toston says to Hmerrin, "Take the mundane gear too. My followers might have need of it."

The gnome then proceeds to sift through the various documents in the hidey hole, saying to Hmerrin, "I'll take a look but I wasn't doing the deciphering last time if these ones are coded."

Still though the gnome has a sharp eye and who knows what he might spot. He thoroughly examines both the hidey hole, the documents therin and the rest of the hideout. (OOC: Take 20 = Perception: 38)

Active Effects:
Mage Armor : 5 hours - +4 armor bonus to AC
Shield 5 min (8/ 50 rounds): +4 shield bonus to AC; immunity magic missile
Protection from evil: +2 to AC
Resist Energy - Fire : 10 - 60 minutes
Fly: 60 foot fly speed; +3 on fly checks: 32rounds
1st level spells: 4/7
2nd level 3/5
3rd level 3/4

Fiest’s Hideout: Loot and Prisoners (DM SteveK)  d20-1=12 ;
Friday May 15th, 2020 9:26:22 AM

Sharpe appears angry that Oarth escaped, and tries to menace Feist to learning where the half-orc went. (ooc: DM rolled Intimidate: 12) Sharpe just isn't very intimidating and Feist remains silent and glaring.

Sarge casts Detect Magic and methodically scans the room, collecting anything with a magic aura for Eisenhorn later.

Eisenhorn checks out the desk.

Hmerrin ensures Coyote doesn't even think about it, and gathers equipment and searchable valuables.

Desdichado keeps watching the prisoners.

Gaffer asks their prisoners on the belongings of Oarth. Coyote nods, and Runner answers. "No friend of ours, Feist was the employer and Oarth was the muscle. His bedroll is over there." (pointing to a bedroll in the north-east corner.

Toston sifts through the documents and desk of the hidey hole.

After a thorough search, the Tide have quite a haul of stuff in five broad categories: magical, arms and armor, valuables, other mundane goods, and ... writing stuff.

Magical
Eisenhorn casts Identify and scans the assembled magic. It takes 4 charges from the Identify Wand to classify all the items, but with the wand it is so easy, it is an automatic success! He is also able to read all three found scrolls.

potion of cure moderate wounds
potion of bull's strength
potion Mage Armor
scroll of fly (2)
scroll of rope trick (1)
Ring of protection +1
Cloak of Resistance +2 (2)
Amulet of natural armor +1
Headband of inspired wisdom +2
Lesser Strand of Prayer Beads
Bag of Tricks, rust
Bottle of Air

Arms and Armor (all medium sized)
masterwork Staff,
masterwork heavy crossbow with 10 bolts,
masterwork greataxe,
6 plate armor
6 heavy steel shield
6 longswords
6 daggers
6 short bows
116 arrows

Valuables
6 coin pouches. Totalling 700gp in various coins and minor raw metals filed or melted down
The blood agate/platinum jewelry set (Appraise Check DC 20 Highlight to display spoiler: { 1,500gp})
Feist coin pouch. Totalling 200gp
Small Chest from Desk: Totalling 7,000gp of gold and platinum ingots, and both low-quality and semi-precious stones (agate, quartz, turquoise, pearl, obsidian, and peridot) all strewn together.

Other Mundane Goods
Healer's kit
8 bedrolls
6 kits with backpack, 3 trail rations, flint, whetstone, and fishing line
3 barrels of ale, 1 of wine, and a demi of cherry brandy
1 box of perishable foods (veggies, roots, fresh meat)
4 crates of common goods (after assembling from various places in the room)
- 1 crate of pieces of rope, sacks, and rags
- 1 crate of dozens of outfits [peasant, traveler, artisan, scholar]
- 1 crate of dozens of tools of various trades [farmer, miner, fisher, merchant, tailor, woodsman, beggar]
- 1 crate of common household items [eating ware, crockery, pots and pans, candleholders, candles, soap, and small ironmongery bits that used to be nails, latches, or knobs]

Writing Stuff
1 secretary set (quills, ink, parchment, sealing wax)
1 bottle of unusual yellow ink
1 bottle of strange crimson ink

...and One sheet of vellum of unfamiliar smoothness.
On the back side is a map showing Dirt City, Blanc de Forest, and the hills northwest of Dirt City. There is an “X” at a symbol of five Rowan trees in a row on a flat hill in the forest near the hills. On the front are words:
“Farm Drop Off”
“Remember: Every eight days with groups of 12"
1.Mister Crowman (this line has eight hashmarks and is crossed out)
2.Chieftain Greenspur (this line has eight hashmarks and is crossed out)
3. Sister Hartblack (this line has five hashmarks and is NOT crossed out)
4. Sheriff Miser
5. Lady Feaster

...........................

Feist sits bound by ropes that Toston put on him, glaring at Eisenhorn and Sarge, not saying a thing.

The 5 Ruffians maintain their relaxed positions while watching the drama unfold.

Experience: Each PC gets 9,500xp !!!

Sharpe - [AC 30/20/23 - CMD 26; HP 91/91] - [Charles]  d20+13=23 ;
Friday May 15th, 2020 9:55:32 AM

Pressing down on Feist with his foot Shape yells, "TELL ME WHERE HE WENT OR I'LL.....", he pauses trying to think of something sinister. "OR I'LL......." racking his brain he tries to think faster, "or ill... well I don't know but something unpleasant."

Slightly embarrassed he moves off in a huff to sulk.

He decides his time is best spent looking out so he move to the front door and crouches down listening for approach (Perception 23)

Eisenhorn (David) [AC 13/13/10; HP 82/88; CMD 17]  d20=1 ;
Friday May 15th, 2020 11:56:48 AM

(Appraise Roll: 1 + 10 = 11) Eisenhorn looks at the jewlery set but doesn't really understand how much it would usually go for.

Eisenhorn will let the party know what the magic items are and stuff them in his Haversack. "Unless anyone wants to take any of these things right now I'll keep them on me until we get out of here. We can distribute them once we are safe. " He will also take the "Writing Stuff" assuming that someone will take the gold and the rest of the stuff.

He will then go to Oarth's sleeping roll as indicated by the other prisoners and meticulously examine it to get a piece of hair or other "piece" from Oarth. He will also check the corner where Oarth was cowering and where he got bitten by the Shadow Demon to see if there is any blood there that he can get a sample of. (Take 20 on perception for a total of 31.) If he finds anything he will take out a piece of paper from his Haversack write "Oarth" on it and pack the samples meticulously in it before putting them in his Haversack. He will also pick up a pice of the half-orc's posessions just in case.

Once finished with the inspection he will try to gather the part off to the side so that the prisoners can't hear and say. "OK I think we should start packing up. We need to take Feist with us but I can't transport everyone and Feist. So one person will need to make their way out of here on their own or hide somewhere until I can come back and get you. I can make you invisible for about 11 min. which should help with getting out undetected. I think Gaffer has the best chance on account of his shapeshifting abilities but let me know if anyone else wants to give it a try."

Looking over to the rest of the prisoners, "I'm not sure what to do about the rest of these guys, turning them in to the authorities here won't change much I don't think. So we might as well just let them go. That may even buy us some goodwill if we need it in the future. Maybe give them some of the gold to encourage them to forget some of the things that happened? I'd also take a piece of hair from each one of them so that they know we can find them whenever if they plan on taking the gold and spilling the beans. With some luck maybe we get ourselves an informant or two."

--------ACTIVE EFFECTS--------
Mage Armor ---- +4 AC (Armor) ---- 11 H
Mirror Image ---- 4 Images, Roll to see if Attack Hits ---- 11 Min. - 5min
Detect Thoughts ---- Detect Thoughs; 60ft. Cone ---- 11 Min. - 5min
Arcane Sight ---- See Magical Auras, 120ft. ---- 11 Min. - 5min
Detect Secret Doors ---- Detect secret doors, compartments, caches, and so forth; 60ft Cone. ---- 11 Min - 4min

Desdichado(Ryan) [HP: 102/102; AC:20/10/20 - CMD 23]  d20+6=12 ;
Friday May 15th, 2020 5:17:47 PM

(Appraise: 12)

Desdichado takes a look at the jewelry case, but it's been too long since he helped out as a youngster to remember the valuation of such things.

"I dunno, Eisenhorn," he says, when the wizard mention letting the prisoners go, "they...or at least Coyote...really WANT to be left in the hands of the Cloaks. You know, the ones who run things in this area of town. They're probably low-level Cloaks themselves. I'm not sure just letting them walk off back to their higher-ups is a great idea."

"I still say we might want to hand them over to the Wolves - they are who we have the...best...relationship with of any of the Houses. Not sure how we'd get out of here with all of them, though. And Feist, too."

(OOC: Ooh, the mysterious notes - what a cool mystery!)

Hmerrin (MikeK)(HP 103/109 AC:28 T:12 FF:24 CMD:25) BLIND 
Saturday May 16th, 2020 9:33:54 AM

"oooo, nice. Not sure what it is, but a map with an 'X' on it gets me every time." Hmerrin coos.

The fighter shakes his head as Dez wonders about turning the ruffians over to the Wolves.

"One, how? It'll take E a bunch more spells to get them out too.
Two, for what? 'Hey Wolves, we invaded the Cloaks quarter of the Lower City, breaking all kinds of rules, to get a guy who tried to get us, and found a bunch of guards. Here they are.' Not gonna go over well.
Three, its been my experience that throwing the smaller fish back eventually reaps rewards."

The lad shrugs.
"I'm with E. Let's get us and Fiest and the stuff out of here, and the Coyote Crew can be on their merry way. 'Sides, I'm pretty sure they don't want to be doing anything afterwards that'd upset us."
He looks over at the ruffians.
"Right, fellas?"

Sarge [AC 21; HP 70/70] (Kathy) 
Saturday May 16th, 2020 9:29:55 PM

"We could take 'em to the Knives," Sarge says. "They're the ones supposed to keep order, after all. 'Course, technically, we were trespassing, so the Knives'd be just as likely to take us along with." She huffs a sigh. "Starting to think Eisenhorn's got the best plan. Let's make sure to gather up all that gold and stuff, though."

Sarge helps carry whatever treasure doesn't fit into extradimensional storage.

(DM SteveK) 
Sunday May 17th, 2020 8:49:37 AM

Addendum: How much extra-dimensional space are we talking about? And of what type? A portable hole could store all the bulky stuff, but even a handy haversack won’t be able to take the plate mail or large shields [too big to fit]

And the is limited capacity if there is only one HH...

Toston Lotor(Hugh Crosmun) [HP: 96/96; AC:34/24/28- CMD 28 
Sunday May 17th, 2020 11:21:04 PM

Toston says to his friends, "You think Lady Feaster is code for Feist? If so who do you think the rest of the names on the vellum are?"

In regards to the plans the gnome says, "I think Eisenhorne and Sage might be right, heck maybe we even escort them to a ship leaving for parts far away to encourage them to forget about what just happened here."

"I mean let's face it the knives probably wouldn't like the fact that this time we started it even if it was in retaliation for everything that has been done to us. Maybe we need to figure out a way to establish our own judiciary if we are serious about changing Dirt City for the better at some point in the future."

He also plans to help the others cart all the stuff away to the best of his ability.

Gaffer (Courtney HP: 94/94 AC:29(25)(T:21/FF:17) CMD:24 WS 4/4 SB 7/7 LL 11/11)  
Monday May 18th, 2020 7:14:53 AM

"I think our priority is on the new information. We should do as Eisenhorne says if that is the quickest solution, and least likely to add to our troubles."

Gaffer will carry his share of items. If the group is stuck he can wildshape into something more suited for carrying, assuming it doesn't cause any issues with Eisenhorn's teleportation.

"That headband looks very nice.." Distracted for a moment before adding, "Oh right, I can probably make own way out if that's easiest, an invisible rat should do barring any tight doors."

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