Taklinn Baldurk |
Taklinn grins as he finally finds himself within range to hit an enemy. He launches a full attack as he shouts "Nowhere to run now, ye little bastard!"
Attack (dwarven waraxe): 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9
Attack (spiked shield): 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10
SodiumTelluride |
Ashara moves and reloads her weapon.
Taklinn, in his fervor, makes a series of attacks easily parried by the bandit's handaxe.
--------------------
Initiative order (BOLD is up!):
Arngrim
Ashara
--------------------
Bandits
--------------------
Tusk
Menarul
Shoris
Taklinn
Red bandit: -8
Blue bandit: -9
Shoris |
Shoris moves inside the compound and urges the eagle to help Taklinn.
having the eagle fly into flanking with Taklinn.
bite: 1d20 + 5 ⇒ (1) + 5 = 6 damage: 1d4 + 2 ⇒ (4) + 2 = 6
Tusk Aran |
sorry about that
yeah I fire at red after moving 10 feet if I can see himhit: 4 - 2 + 1d20 ⇒ 4 - 2 + (14) = 16 not vs touch since it is beyond range increment of 1
dmg: 1d8 ⇒ 3
GM Na2Te |
I'm gonna say the bandit has partial cover from you shooting around the corner. Also you're firing into melee.
Tusk aims his weapon, careful not to hit his allies, but he can't get a clear shot and misses.
(GMPC) Menarul tries again to fire at the other bandit up on the wall.
Menarul arrow vs Blue bandit: 1d20 + 2 ⇒ (5) + 2 = 7
Shoris moves in and his eagle dives down at the other bandit, but it too misses its mark.
--------------------
The bandit on the far wall, seeing a new and potentially easier target, lines up his next arrow at Arngrim.
Blue bandit arrow vs Arngrim: 1d20 + 3 ⇒ (8) + 3 = 11
The other one on the ground steps out from between beard and feathers, and swipes at the dwarf again.
Red bandit handaxe vs Taklinn: 1d20 + 3 ⇒ (15) + 3 = 18
--------------------
Initiative order (BOLD is up!):
Arngrim
Ashara
--------------------
Bandits
--------------------
Tusk
Menarul
Shoris
Taklinn
Red bandit: -8
Blue bandit: -9
Ashara Lethani |
Ashara moves near to Taklinn and calls down a benediction on him making him more accurate.
Move and cast guidance on Taklinn, also keep in mind the effect of bless should still be active
Shoris |
Tthe eagle bites and claws at the bandit before blinking out of existence.
bite: 1d20 + 3 ⇒ (15) + 3 = 18 damage: 1d4 + 2 ⇒ (4) + 2 = 6
L. talon: 1d20 + 3 ⇒ (14) + 3 = 17 damage: 1d4 + 2 ⇒ (1) + 2 = 3
R. talon: 1d20 + 3 ⇒ (7) + 3 = 10 damage: 1d4 + 2 ⇒ (3) + 2 = 5
GM Na2Te |
Tusk reloads and moves closer.
(GMPC) Menarul shoots again.
Menarul arrow vs Blue bandit: 1d20 + 2 ⇒ (12) + 2 = 14
Menarul damage: 1d8 ⇒ 4
With a cry of shock, the man falls from the wall as an arrow lands with a thud in his chest.
Shoris's eagle, making the most of its last moments, tears out the last bandit's eyes and has just enough time to see the man fall bleeding to the ground before vanishing.
Combat over!
Taklinn Baldurk |
A grumbling dwarf nods his head in aggrement. "Aye, that be worst fight I've had in years! Hopefully the baddies inside are more promisin'."
He'll do a quick check of the bodies for keys before heading for the entrance to the monastery.
Perception: 1d20 + 8 ⇒ (2) + 8 = 10
GM Na2Te |
Taklinn takes the northwestern stairs, and the others follow. Rather than descending into darkness, the light level actually brightens as you descend, the way lit by torches along the wall and in the room below. The bottom of the stairs opens into a large basement area that is set up as a workshop. On either side is a corridor along which are doors that lead into small holding cells. In the main basement area, four workbenches are covered with odd tools. Three men and one woman work at the benches, each chained in place by a heavy iron collar. Two bandits oversee their work, who turn as the dwarf comes lumbering down. "Who are you? You can't be down here, get out."
Arngrim Fleet foot |
As they enter the stairs, Arngrim puts away his bow and draws his sword. When the bandits appear, he takes a moment to study the speaker, assuming him to be the one in charge here. Studied target
"Well, now, that may or may not be. We have already spoken to your compatriots outside, but I will give you the choice. We are here to speak to your leader.. we have some business that may be profitable to him, if he should hear us out. If you choose to let him make the decision to speak to us, it will go much better for you. Otherwise, I am sure that our "Conversation" that we began outside can continue.."
Diplomacy: 1d20 + 5 ⇒ (17) + 5 = 22
Ashara Lethani |
"What in the nine hells..." exclaims Ashara surprised at Arngrim's approach. She would like to say more but thinks better of it.
"What is he saying? We have given our word we'll deal with this killer of pathfinders in a most harsh manner! No matter I need to trust my companions, yet this monster even keeps slaves! We cannot let this evil stand!"
GM Na2Te |
The man's initially hostile demeanor softens somewhat, but he doesn't move. "Hmph. You're probably the reason for all the yelling and clattering around outside, aren't you. Well, we got our orders. Nobody's s'posed to be down here while they're working." He indicates the people behind him, chained to the benches, who say nothing and barely glance up as they continue what appears to be disassembling items on the table.
-Posted with Wayfinder
Arngrim Fleet foot |
"Well now.. that's a bit of a shame.. are you sure that you wouldn't like to pass the buck here? I mean, things didn't go too well for your friends out there..."
While he is talking, Arngrim carefully shifts his weight so that he is ready to lunge, while seeming relaxed. He is also looking around carefully to see what's in the room and what the slaves are doing.
Perception: 1d20 + 10 ⇒ (7) + 10 = 17
There are a couple things here: 1) if we can get to the bandit leader without cutting our way through his followers, we may be able to earn bounties on the ones we capture. 2) I agree that slavery should be ended.. preferably on the end of a sword, but if we put them at ease we may be able to make it a lot easier on ourselves.. ie reason 1. Anyone care to aid my diplomacy rolls? At least I bought us a surprise round..
-Posted with Wayfinder
Taklinn Baldurk |
"Oh fer Torag's sake..." mutters Taklinn, thoroughly done with these bandits. "That be it! Ye had ye're chance to play nice. Negotiations are now over!" he shouts as he lunges for the western guard and drives his axe into him.
Moving 5 ft. and taking a surprise attack.
Attack (Dwarven Waraxe): 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d10 + 3 ⇒ (4) + 3 = 7
Sorry Arngrim, but if a 22 didn't appease them, then I doubt anything will.
Arngrim Fleet foot |
Seeing Taklin lash out, Arngrim curses and follows.
Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
-Posted with Wayfinder
Ashara Lethani |
"My thoughts, exactly!" exclaims Ashara as Taklinn takes action pointing her finger at the the thug on Taklinn's left. Imediately a wave of fear erupts towards him!
Since Bless should still be working I'll try to keep Taklinn safe from flanking. It's a cd 15 will save not to run for 1d4 rounds
SodiumTelluride |
We'll say your bless is still active for this fight, but will end afterward. Also, I'm gonna say that until he gets back Menarul will just hold action every round-- follow the party but not contribute.
Initiatives:
Shoris: 1d20 + 7 ⇒ (13) + 7 = 20
Menarul: 1d20 + 2 ⇒ (7) + 2 = 9
Arngrim: 1d20 + 2 ⇒ (17) + 2 = 19
Ashara: 1d20 + 2 ⇒ (3) + 2 = 5
Taklinn: 1d20 + 3 ⇒ (7) + 3 = 10
Tusk: 1d20 + 5 ⇒ (3) + 5 = 8
Bandits: 1d20 + 3 ⇒ (7) + 3 = 10
Rolloff, Taklinn: 1d20 ⇒ 13
Roloff, Bandits: 1d20 ⇒ 13
Wow.
Rolloff take 2, Taklinn: 1d20 ⇒ 5
Rolloff take 2, Bandits: 1d20 ⇒ 16
--------------------
The first bandit, caught unawares by Taklinn's axe, takes a painful blow to his side. Immediately an arrow sprouts in his chest, and he falls wordlessly to the ground.
Bandit Will save: 1d20 + 3 ⇒ (6) + 3 = 9
The other, suddenly overwhelmed with fear, shouts in panic. "Blear! Blear, get the nine hells out here!"
--------------------
Surprise round
Initiative order (BOLD is up!):
Shoris
Arngrim
--------------------
Bandits
--------------------
Taklinn
Menarul
Tusk
Ashara
Tusk Aran |
Fire my gun which I've been holding in my hand all along at the closest bandit. not sure how far away he is, but the pistol has a range of 20 feet and if it is beyond the first range increment it is no longer versus flatfooted and touch, but just flat footed.
hit: 4 + 1d20 ⇒ 4 + (13) = 17
dmg: 1d8 ⇒ 5 B and P
GM Na2Te |
Tusk's weapon sounds off in the small room, the noise seemingly amplified by the stone walls all around. Meanwhile, Shoris attempts another spell.
--------------------
Initiative order (BOLD is up!):
Shoris
Arngrim
--------------------
Bandit
--------------------
Taklinn
Menarul
Tusk
Ashara
GM Na2Te |
Arngrim shoves his longsword under the other bandit's armor.
(GMPC) Shoris finishes his spell, calling forth another celestial eagle which attacks the remaining bandit.
Bite vs bandit: 1d20 + 3 ⇒ (6) + 3 = 9
Talon vs bandit: 1d20 + 3 ⇒ (4) + 3 = 7
Talon vs bandit: 1d20 + 3 ⇒ (3) + 3 = 6
--------------------
1d4 ⇒ 2
The other bandit, yelling in pain and fear, flees into the next room which, from the workroom, appears to be empty except for a strange statue with three tiger heads, each facing a different direction, and six arms, with weapons in five of the six hands; quarterstaff, nunchaku, sai, siangham, and kama.
(Bandit makes a full retreat; Taklinn and Ashara may make an attack of opportunity.)
"What is it?" calls a voice from one of the cells. Into the hallway appears a man wearing a tiger's head mask. Though the man is unarmed and seemingly unarmored, upon seeing Ashara and the others behind her he dashes forward and swings out with his bare hand.
Unarmed strike vs Ashara: 1d20 + 2 ⇒ (16) + 2 = 18
--------------------
Initiative order (BOLD is up!):
Shoris
Arngrim
--------------------
Bandit
--------------------
Taklinn
Menarul
Tusk
Ashara
Arngrim Fleet foot |
Actually, didnt we kill one of the two in the surprise round, and the second should have fallen between Tusk shooting him and me stabbing him. That should enable us to enter the second room as a group.. and Ashara stayed behind with the slaves
GM DevilDoc |
"Now, THAT is no way to treat a lady!!!" Arngrim calls as he takes his sword in both hands and tries to remove the offending limb from the enemy.
Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Crit confirm: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Arngrim Fleet foot |
Well, in my sleep deprived haze last night, I didn't check the map, and did not realize that I am out of reach.. So lets change this up a bit. After Arngrim yells at the man that just hit Ashara, he jumps up on the table between him and the enemy.
Acrobatics: 1d20 + 5 ⇒ (7) + 5 = 12
From the top of the table, he takes his swing
Taklinn Baldurk |
Taklinn steps aside for Ashara to get out of the way before stepping up to fill the hole. "Alright boy, let's go! Hope ye got more fight in ye than the boys upstairs did!"
Attack (dwarven waraxe): 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 6
Attack (spiked shield): 1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 5
wtf...
Shoris |
The eagle flies behind the opposition and attacks.
bite: 1d20 + 5 ⇒ (3) + 5 = 8 bite damage: 1d4 + 2 ⇒ (4) + 2 = 6
talon: 1d20 + 5 ⇒ (20) + 5 = 25 talon damage: 1d4 + 2 ⇒ (3) + 2 = 5
talon: 1d20 + 5 ⇒ (18) + 5 = 23 talon damage: 1d4 + 2 ⇒ (2) + 2 = 4
talon confirm: 1d20 + 5 ⇒ (9) + 5 = 14 talon crit damage: 1d4 + 2 ⇒ (2) + 2 = 4
GM Na2Te |
Between Arngrim's sword and the eagle's talons, the man goes down in a bloody heap.
Combat over!
On the body of the man, aside from mundane clothing clearly designed for movement, you find a single potion. His fearsome-looking tiger's mask, while nonmagical, can also be removed.
The mask grants the wearer a +2 to Intimidate checks.
The humans chained to the benches continue their work throughout the bloodshed. Though they act like nothing is any different, you can see each of them stealing glances at you every few seconds.
Ashara Lethani |
Diplomacy check: 1d20 + 9 ⇒ (6) + 9 = 15
Ashara smiles reassuringly at the prisoners raising her hands in the air showing she means no harm:"We are here to help you. We are friends. You don't need to worry about these slavers anymore, we are going to free you. Everything will be all right"
GM Na2Te |
"Zamir warned us you would come," the woman says. "He said someday people would come and kill all his guards, and take us away to be tortured. We have to be loyal to him. Only Zamir."
"Only Zamir," two of the others agree.
"When... when you say free us," the fourth one asks tentatively, stopping his work and meeting Ashara's gaze, "what does that... mean, exactly?"