Council of Thieves: Liberators of Westcrown (Inactive)

Game Master JDPhipps

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Male Human Steel Hound 1 | HP 10/10

"We could try hiding – set it up as a an ambush in case they do find us?" Daniel ventures in a whisper "Whatever we do, we should probably decide fast. If you could hear them already they are probably close."


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

"An ambush, then. We'll... we'll get the drop on them." Janiven seems unsure for a moment, then breathes deeply and focuses. "I'll see if I can cause them a bit of trouble myself. Can't catch what they can't chase..." With that, she pulls a few sets of bolas from her pack, and swings one set lightly in her off hand. "Take up your positions. We'll lie in wait for them."

I'll be getting the map up on Roll20 shortly, and I'll need you all to take up your ambush positions. I'll mark on the map where the noise seems to be coming from, so you'll have a good idea where to set up. All I really need you guys to do is let me know when you've gotten yourselves set up, but you can also post in character if you wish.


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

How's it going with the maps, Jon?


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

As you all move to hide around the corners of the sewers, you hear the stomping of mailed boots echo heavily, and the talking begins to become audible. "Remember, lads. These rebels are likely armed, and dangerous. We don't know their numbers. Keep your watch." For those who dare to take a peak around the corner, four heavily armed Hellknights, each carrying a longsword and heavy shield before them.

Suddenly, as they draw nearer, the man towards the friend of the group stops. "Wait... something's off here." He drops to the ground, examining the slime across the stones. "Footprints. They end at the... we've found them, boys!" With that, the lead Hellknight slams the pommel of his sword against his shield. "Come quietly, you rebel scum, and we'll see to it that you aren't laid to rest with the rats!"

Initiative!:
Initiative; Abraham: 1d20 + 6 ⇒ (19) + 6 = 25
Initiative; Aristaios: 1d20 + 3 ⇒ (14) + 3 = 17
Initiative; Blast: 1d20 + 4 ⇒ (6) + 4 = 10
Initiative; Chandra: 1d20 + 3 ⇒ (19) + 3 = 22
Initiative; Daniel: 1d20 + 3 ⇒ (13) + 3 = 16
Initiative; Janiven: 1d20 + 7 ⇒ (4) + 7 = 11
Initiative; Viktyr: 1d20 + 0 ⇒ (6) + 0 = 6

Initiative; Hellknight 1 & 2: 1d20 + 5 ⇒ (17) + 5 = 22
Initiative; Hellknight 3 & 4: 1d20 + 5 ⇒ (15) + 5 = 20

Order is:

  • Abraham
  • Chandra
  • Hellknights 1 & 2
  • Hellknights 3 & 4
  • Aristaios
  • Daniel
  • Janiven
  • Blast
  • Viktyr
  • Perception: 1d20 + 7 ⇒ (6) + 7 = 13
    Perception; Aid Another: 1d20 + 7 ⇒ (18) + 7 = 25
    Perception; Aid Another: 1d20 + 7 ⇒ (15) + 7 = 22
    Perception; Aid Another: 1d20 + 7 ⇒ (9) + 7 = 16

    Total of 32.


    (RETIRED)
    Stats:
    AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
    Skills:
    Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

    Abraham darts away from the sound of the voices, his movements oddly balletic in his gangling way as he steps deftly across pools of filth to stand facing his accusers.

    I'm terribly sorry dear fellow but I don't intend to be laid to rest with anyone, especially rats. For the record, I do not consider myself a rebel. But you seem keen to test that at the point of your blade and since I am quite fond of keeping my innards exactly where they are we shall have to come up with another solution to our quandary.

    He raises a slender hand and makes a series of complex gestures, his eyes glow a sudden, deep amber and a burst of dust erupts all around the Hellknights.

    Somnus Potestatem! he says in a voice suddenly deep and rolling. Sleep, now. And deeply.

    Using a free action to use my Potent Magic exploit and raise the DC by 2. Therefore, all the Hellknights need to make a DC 18 Will save or fall asleep for 1 minute

    Status:

    HP: 9/9
    AC: 13 (12 T / 11 FF)
    Fort: +2 // Ref: +2 // Will: +2 (+2 vs enchantment)
    Arcane Reservoir [x][][][]
    Cantrips Prepared: Dancing Lights. Mage Hand. Prestidigitation. Spark.
    Level 1 Prepared: Enlarge Person. Sleep.
    Level 1 Spell Slots: [x][][][]
    Ongoing Effects: none


    Female Human Bard 1 Stats: hp 8/8; AC 17/T 13/FF 14; F +0 / R +5 / W +2; Init +3; Perc 0; BP 8/8; 1st 2/2

    Chandra's clear, strong voice cuts through the dank sewer like a ray of sun as she chants,
    "When devils and shadowbeasts rule the long night
    and Hellknights hunt good folk by day
    'Tis right to rebel and defend what is right
    So leave us in peace or you'll pay!"

    All her allies feel a swell of courage upon hearing her words.
    Inspire Courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

    Chandra's rapier is drawn.


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    Will Saves:
    Will Save: 1d20 + 4 ⇒ (15) + 4 = 19
    Will Save: 1d20 + 4 ⇒ (7) + 4 = 11
    Will Save: 1d20 + 4 ⇒ (14) + 4 = 18
    Will Save: 1d20 + 4 ⇒ (15) + 4 = 19

    Damn. Those were some nice rolls.

    As the amber dust settles about the four Hellknights, one of their number collapses to the ground, his sword and shield rattling against the stone floor. The rest shake their heads and stand firm, their leader yelling forward again. "Fools! You cannot triumph over the Order of the Rack!" With that, he charges forward, his sword leveled at Abraham. The spiked figure swings forward, his sword grazing one of Abraham's still outstretched arms. "You've made you choice, gutter-rat."

    Combat Rolls:
    Attack Roll: 1d20 + 9 ⇒ (16) + 9 = 25
    Damage Roll: 1d8 + 4 ⇒ (1) + 4 = 5

    The other two Hellknights move forward, lifting their fallen brother to their feet. As they get him upright, one slaps the side of his helmet with some force, rousing the man from his slumber. One of the two moves to confront Viktry and Janiven, and the other, having carried the brunt of his fellow Knight, only moves to the entrance of the tunnel, protecting his brother from harm.

    The last Hellknight, who succumbed to the spell, reaches down to begin gathering his sword and shield, one of which has slid into the sewer water.


    Male Tiefling Kineticist 1 | HP -1/12 | AC 16, touch 14, FF 12 | Fort +5, Ref +6, Will +0 | Init +4, Perception +4

    Blast sighs as it becomes apparent a fight is in order, and he slips around a corner to wait for the Hellknights to make their entrance. When they do so, he presses against the wall, breathing deeply to remain calm. He lets out a snicker and rolls his eyes at the zealotry of the leader--You cannot triumph? Please.--and holds for a moment longer when he sees the armored man charge past. Only when the knight becomes occupied with Abraham does the tiefling step out from behind, bringing up his dagger to seek an opening in the Hellknight's armor. 5-foot step, drawing a dagger with the tail as a swift action, and attacking with flanking.

    Attack: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
    Damage: 1d4 + 4 ⇒ (4) + 4 = 8
    Alas, I doubt that hits.


    Male Tiefling Monk 1 | HP 11/11
    Stats:
    AC 16, T 16, FF 12; Fort +3, Ref +5, Will +2; Init +3; Perception +6

    "And you have made yours, benighted one," Aristaios says, waiting for the leader to strike before striking at the man's head, hoping to knock him out quickly.

    "Your victory is far from certain."

    Unarmed Strike: 1d20 + 4 ⇒ (14) + 4 = 18
    Nonlethal Damage: 1d6 + 3 ⇒ (6) + 3 = 9


    (RETIRED)
    Stats:
    AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
    Skills:
    Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

    Well that was annoying. Blast, just as an aside, Abraham is unarmed so cannot provide you with a flanking bonus


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    As Blast's dagger rams into the plate armor of the Hellknight, he laughs. "Fool! You think your knife will pierce my--" he stops his spiel short as Aristaios' fist slams into his helmet. The Hellknight takes a step back, although he doesn't seem very concerned. "Vile demon-spawn, the both of you! I'll send you back from whence you came!"

    -----

    Janiven eyes her Hellknight opponent, her saber making small circles as he keeps her wrist supple. She and the Hellknight move back and forth, each coming in with testing swings. "Hasn't anyone ever told you it's impolite to hit a lady?" she says mockingly, her saber whistling through the air as she goes in for a slice at his neck. She recoils as she strikes one of his pauldrons, clearly waiting for her next opening.

    Attack Roll: 1d20 + 10 ⇒ (2) + 10 = 12


    Male Tiefling Monk 1 | HP 11/11
    Stats:
    AC 16, T 16, FF 12; Fort +3, Ref +5, Will +2; Init +3; Perception +6

    "And again, you show your ignorance. I am Hell-bred, benighted one. And I will show you true discipline."

    Aristaios holds out his hand and beckons the Hellknight in a mocking way.


    Female Human Bard 1 Stats: hp 8/8; AC 17/T 13/FF 14; F +0 / R +5 / W +2; Init +3; Perc 0; BP 8/8; 1st 2/2

    Reminder: You have the advantage of Inspire Courage this round, which gives you +1 to attack rolls and damage.


    Male Fetchling Paladin 1 | HP 13 | AC17 FF10 T17 | Saves +4/+0/+1 | Init +0 | Percep -1

    Viktyr holds his ground and begins bangs his shield, attempting to draw the attention of the Hellknights. "Fight me! The Order of the Rack holds no honour!" He then swings down at the knight attempting to hit him with the flat of his blade.

    Non Lethal Attack: 1d20 + 5 + 1 - 4 ⇒ (2) + 5 + 1 - 4 = 4
    Nonlethal Damage: 1d8 + 4 ⇒ (4) + 4 = 8


    (RETIRED)
    Stats:
    AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
    Skills:
    Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

    Ok not a great start, lol. We had noble intentions for not killing the Hellknights but I can see this quickly descending into a 'them or us' situation!


    Female Human Bard 1 Stats: hp 8/8; AC 17/T 13/FF 14; F +0 / R +5 / W +2; Init +3; Perc 0; BP 8/8; 1st 2/2

    There's always the option of doing lethal damage and then after they're down, restrain them and then heal them so they stay alive and then send the Hellknights HQ an anonymous tip about where they may be found.


    (RETIRED)
    Stats:
    AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
    Skills:
    Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

    Is it round 2 and on me? Sorry guys I didn't realise!

    Abraham turns at the last moment as the Hellknight's blade snakes out but he cannot prevent it slicing deeply across his side. The pain is immediate and huge though his disciplined mind refuses to acknowledge it, only allowing himself to feel it enough to force him into action.

    He takes a hasty step backward out of reach of the enemy and reaches into one of his pockets, pulling out a potion only recently bestowed upon him by Janiven.

    CLW: 1d8 + 1 ⇒ (5) + 1 = 6

    Five foot step, draw potion and drink


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    Daniel, pistol in hand, takes aim at the Hellknight captain as he charges towards Abraham, and manages to find an opening for a shot as Blast and Aristaios harry him with their attacks. A deafening blast echoes through the sewers as the bullet flashes from the barrel, catching the Hellknight on his shield arm.

    Combat Rolls:
    Attack Roll; Touch: 1d20 + 4 ⇒ (15) + 4 = 19
    Damage Roll: 1d8 + 4 ⇒ (2) + 4 = 6


    Female Human Bard 1 Stats: hp 8/8; AC 17/T 13/FF 14; F +0 / R +5 / W +2; Init +3; Perc 0; BP 8/8; 1st 2/2

    Chandra continues her inspirational oration, remembering a line from a Tien philosopher:
    "As water enters the cracks, freezes and thaws,
    It splits the hardest boulder into mere pebbles!
    Be like the water! Flow to the low places men reject,
    And you can defeat the unyielding and the proud."

    As she chants, she drops her rapier and draws her whip. She sends it out at the feet of the Hellknight who wounded Abraham, trying to bring him low.

    Whip to trip, Inspire Courage: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12

    Bardic Performance maintained (free action), rapier dropped (free action), Whip drawn (move action), Trip attempt (standard action).


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    As the Hellknights begin to move forward, they corral the group in, pinning them away from each other. As he retrieves his sword and shield, the previously downed Hellknight moves up behind Blast, cornering the tiefling between the two warriors. Swinging wildly towards the tiefling, the Hellknight slips on the splashing sewer water, and his attack goes wide.

    His commander, capitalizing on the distraction, comes in with his own weapon and deals Blast a vicious wound across his chest, his sword coming away dripping with the Tiefling's blood. "I will offer you fools one last chance to surrender. Then, we will put you to the sword!" Chandra's whip wraps around his leg, but the heavy armor and the man's stature prove to much to pull him over.

    Combat Rolls:
    Attack Roll: 1d20 + 11 ⇒ (1) + 11 = 12
    Attack Roll; Confirmation: 1d20 + 9 ⇒ (17) + 9 = 26

    Attack Roll: 1d20 + 11 ⇒ (7) + 11 = 18
    Damage Roll: 1d8 + 4 ⇒ (6) + 4 = 10

    -----

    The other two Hellknights move towards the rest of the party, hoping to separate them from their fellows. One moves to corner Chandra, the other to confront Viktyr. The two move as a unit, keeping each other close in order to keep themselves from being harmed. Closing on them both, their combined attack seems too much for the two of them to counter, and both go down as the Hellknights assault them.

    Combat Rolls:
    Attack Roll: 1d20 + 9 ⇒ (19) + 9 = 28
    Attack Roll; Confirmation: 1d20 + 9 ⇒ (8) + 9 = 17
    Damage Roll: 2d8 + 8 ⇒ (5, 7) + 8 = 20

    Attack Roll: 1d20 + 9 ⇒ (20) + 9 = 29
    Attack Roll; Confirmation: 1d20 + 9 ⇒ (8) + 9 = 17
    Damage Roll: 2d8 + 8 ⇒ (4, 3) + 8 = 15

    Sweet Jesus, that hurt.


    Male Tiefling Kineticist 1 | HP -1/12 | AC 16, touch 14, FF 12 | Fort +5, Ref +6, Will +0 | Init +4, Perception +4

    Staggering from the wound, Blast coughs up a mist of blood and falls back behind the corner, hoping to cut off the dual assault of the Hellknights. The commander dealt him a savage blow, and the tiefling grabs onto the wall for a moment for support. No, not today, not like this. He grits his teeth and swings forward, no longer seeking openings with the dagger--now he strikes with a spiked metal glove, still light enough for finesse, but a more brutal weapon.

    Attack: 1d20 + 4 ⇒ (9) + 4 = 13
    Damage: 1d4 + 4 ⇒ (4) + 4 = 8
    Damn, probably still not a hit.


    Male Tiefling Monk 1 | HP 11/11
    Stats:
    AC 16, T 16, FF 12; Fort +3, Ref +5, Will +2; Init +3; Perception +6

    Aristaios opens himself up to a blow from the commander to allow him to duck low and attempt to sweep the commander's legs out from under him.

    Trip Attempt: 1d20 + 4 ⇒ (4) + 4 = 8, and since Aristaios doesn't have Improved Trip yet, he's vulnerable to an attack of opportunity.


    (RETIRED)
    Stats:
    AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
    Skills:
    Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

    Please don't score a crit on that aoo :/


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    Janiven moves to assault the Hellknight who assaulted Viktyr, shouting to the frightened child, Morosino, cowering against the wall. "Morosino! Those two have potions in their bags! I'll keep them busy!" With that, she spins to face the Hellknight who downed Viktyr. As the man rears back from his strike, she brings her saber across the back of his leg, cutting through the mail and leaving a jagged gash in the man's flesh as he drops to one knee. "Use one of the smokesticks! Get them up, and run! RUN!"

    Morosino, panicking, manages to pull a pair of smokesticks from his bag. Fumbling over them, he finally manages to crack them open and toss them into the fray, covering the area in billowing black smoke. As the cloud obscures the Hellknights' vision, Morosino moves to pull one of the flasks of liquid from Viktyr's bags. Pulling the stopper from the vial, he trickles the red liquid into the paladin's mouth. When one fails to revive the man, the child searches on himself frantically before pulling another vial from his own pack. "Come on, wake up!" he says frantically, as the paladin's wounds begin to close.

    Combat Rolls:

    Attack Roll: 1d20 + 10 ⇒ (20) + 10 = 30
    Attack Roll; Confirmation: 1d20 + 10 ⇒ (19) + 10 = 29
    Attack Roll; Confirmation: 1d20 + 10 ⇒ (15) + 10 = 25
    Damage Roll: 3d8 + 12 ⇒ (3, 2, 6) + 12 = 23

    Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
    Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6

    These dice? They hate you. I don't know why. Those rolls were for the HELLKNIGHT CAPTAIN. Don't go saying I've never done anything nice for you all.

    -----

    As Aristaios sweeps low at the man's legs, he checks the tiefling with his sword, cutting a deep wound along his leg, although not quite enough to incapacitate him. "You will fall before the Order of the Rack!"

    Combat Rolls:
    Attack Roll: 1d20 + 9 ⇒ (19) + 9 = 28
    Attack Roll; Confirmation: 1d20 + 9 ⇒ (3) + 9 = 12
    Damage Roll: 1d8 + 4 ⇒ (6) + 4 = 10

    Really? What are these guys ON? That's technically FOUR confirmed criticals in two rounds of combat?

    The two black squares on the map represent the area of the smokesticks. Morosino gets to take more than one round of actions in a turn because he is actually a Level 20 Wizard.


    (RETIRED)
    Stats:
    AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
    Skills:
    Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

    Hey that's sometimes how it goes, particularly at low level. If this results in a TPK it wouldn't necessarily surprise me when a single blow can level a character. Out of interest, are you using some kind of exploding crit houserule that I missed? Just curious why the captain's longsword had two crit confirms and did 3x damage.


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    Yes, I am! I forgot to mention that. If you confirm a crit with a crit threat, you can roll again to increase the critical modifier. It caps at one above the original modifier though.


    (RETIRED)
    Stats:
    AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
    Skills:
    Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

    Ok cool, so who's actual turn is it just to remind me?


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    Well, Viktyr is now CONSCIOUS, although gravely wounded. So both he and Daniel still need to act in this round of combat, and then we'll be at the top of round 3. I'm hoping Daniel will show up to post on his own, but I honestly have no idea.

    Man, everyone else is gonna freak out when they see like, 5 new posts next time they check the thread.


    Female Human Bard 1 Stats: hp 8/8; AC 17/T 13/FF 14; F +0 / R +5 / W +2; Init +3; Perc 0; BP 8/8; 1st 2/2

    Might as well make my stabilization roll. I'll hide it so as not to bias the actions of the PCs.

    Constitution Roll to Stabilize:

    DC = 17
    Constitution: 1d20 ⇒ 6


    Male Fetchling Paladin 1 | HP 13 | AC17 FF10 T17 | Saves +4/+0/+1 | Init +0 | Percep -1

    Viktyr gasps out for air, quickly realising where he is and what's in front of him he swings out at the hellknight from the floor.

    Attack: 1d20 + 5 + 1 - 4 - 4 ⇒ (12) + 5 + 1 - 4 - 4 = 10
    Damage: 1d8 + 4 - 4 ⇒ (8) + 4 - 4 = 8

    "Run! No point all of us dieing." He shouts out as his sword misses it's target.

    Is it -4 for the damage as well as hit? and -4 for hitting from the floor right?


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    I have to check to book on damage, but I think it's all d20 rolls, so damage is not affected.


    (RETIRED)
    Stats:
    AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
    Skills:
    Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

    The -4 just applies to attacking from prone, the damage wouldn't be affected but our rolls suck while these guys are on fire!


    (RETIRED)
    Stats:
    AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
    Skills:
    Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

    How did I find myself in this ludicrous position? Damned pride, that was it. Pride that I could pick up Barnabous’ trail and see if Janiven’s group knew anything about this so-called Council. Well, we’ll be bloody lucky to get out of this alive!

    We cannot defeat these blasted Hellknights, we have to flee!

    Once again he raises his hand and scatters a pile of finely ground sand into the air, chanting his words of power and hoping that he can obfuscate the minds of the Hellknights enough to buy them precious moments to escape.

    Free action to use Potent Magic standard to cast Sleep in the square immediately west of Chandra (I think that avoids the party but I can't load RollD20 in work for some reason) and move action to head thirty feet north along this tunnel. I still have dancing lights around me so thankfully can see where I am going

    Status:

    HP: 9/9
    AC: 13 (12 T / 11 FF)
    Fort: +2 // Ref: +2 // Will: +2 (+2 vs enchantment)
    Arcane Reservoir [x][x][][]
    Cantrips Prepared: Dancing Lights. Mage Hand. Prestidigitation. Spark.
    Level 1 Prepared: Enlarge Person. Sleep.
    Level 1 Spell Slots: [x][x][][]
    Ongoing Effects: none


    (RETIRED)
    Stats:
    AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
    Skills:
    Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

    Oh forgot to add, the DC to beat that sleep spell is 18 by the way


    Male Tiefling Monk 1 | HP 11/11
    Stats:
    AC 16, T 16, FF 12; Fort +3, Ref +5, Will +2; Init +3; Perception +6

    "Maybe one day, but not this day!"

    Aristaios jumps back towards the wall, pushing off of it and attempting to vault over the head of the commander.

    Acrobatics: 1d20 + 7 ⇒ (20) + 7 = 27

    He bounds over the commander's head and begins dashing towards the fallen Chandra.


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    Quickly reloading his pistol, Daniel cocks back the hammer of his firearm, once again aiming for the Hellknight captain. Unlike his last shot, this one blasts through the commander's armor, with a hideous shrieking noise as the bullet hits steel. Catching him in the ribs, he stumbles backwards from the force of the weapon.

    Combat Rolls:
    Attack Roll; Touch: 1d20 + 3 ⇒ (11) + 3 = 14
    Damage Roll: 1d8 + 3 ⇒ (8) + 3 = 11

    -----

    As Abraham casts his spell, the Hellknight fighting Janiven feels the adrenaline rushing through his system, saving him from the effects of the spell. The other, however, is standing tall over Chandra, reveling in his victory. "What's... why am I so..." he begins to say, collapsing into a heap next to the injured woman. His companion, still kneeling, takes a moment to attempt to rouse him, although he attracts the attention of Janiven and Viktyr in doing so.

    Combat Rolls:
    Will Save: 1d20 + 1 ⇒ (20) + 1 = 21
    Will Save: 1d20 + 4 ⇒ (1) + 4 = 5

    The Hellknight commander roars as the bullet burrows into his flesh, and grabs Blast by the collar to throw him aside, trying to move towards the man who shot him. "Out of my way, scum!" he yells, throwing Blast behind him. "I'll deal with you later! This man will pay!"

    The last of the Hellknights swings his heavy blade towards Janiven, while shifting his position to pin her against the wall. She ducks beneath his blow, his sword slamming into the wall beside her.

    Combat Rolls:
    Combat Maneuver Check; Reposition: 1d20 + 7 ⇒ (7) + 7 = 14

    Attack Roll: 1d20 + 9 ⇒ (3) + 9 = 12

    -----

    Janiven, dodging the Hellknight's attack, sweeps her saber low to prevent the other Hellknight from rousing his sleeping brother. Caught off-balance by dodging the other man's blade, she nearly slips in the thick layer of grime coating the floor.

    Combat Roll:
    Attack Roll: 1d20 + 10 ⇒ (1) + 10 = 11
    Attack Roll; Confirmation: 1d20 + 10 ⇒ (8) + 10 = 18


    Male Tiefling Monk 1 | HP 11/11
    Stats:
    AC 16, T 16, FF 12; Fort +3, Ref +5, Will +2; Init +3; Perception +6

    Taking advantage of the opportunity Abraham's created, Aristaios rushes to Chandra and uncorks a healing potion, roughly grabbing her face and forcing the potion into her mouth.

    "C'mon, c'mon, don't be dead yet!" he mutters.


    Female Human Bard 1 Stats: hp 8/8; AC 17/T 13/FF 14; F +0 / R +5 / W +2; Init +3; Perc 0; BP 8/8; 1st 2/2

    Chandra finds herself looking down on the fight. Then she notices a bright light and begins to walk toward it until she hears a voice in her ear, urging her to return to her body. She pauses.


    Male Tiefling Kineticist 1 | HP -1/12 | AC 16, touch 14, FF 12 | Fort +5, Ref +6, Will +0 | Init +4, Perception +4

    Injured as he is, Blast is unable to resist the Hellknight's forceful shove, and he barely keeps his feet as he is thrown against the opposite wall of the sewer chamber. Glancing around, he feels a momentary pull to leave. Every ounce of his upbringing on the streets, his experience with trouble and danger, screams for him to turn tail and run, leave the sewers, spend a few days hiding out in back alleys, and then return to a life with the guild. Pick pockets, pick locks, work with a team of trusted allies he knows, play it safe. Not glamorous, but not dead.

    But the tiefling sees Chandra still unconscious on the ground. He sees Aristaios pouring potions down her throat, hoping to revive her despite the dangers all around. He sees Viktyr, the paladin of Iomedae, still struggling against the Hellknights, despite his own grievous wounds and position on the floor. The echo of Daniel's pistol still lingers in the tunnels, and the scent of burnt powder is a strong reminder that that man--that ally, that friend--was still fighting as well.

    "F*ck me to the Worldwound," Blast hisses, gritting his jaw and pushing off of the wall. "Hey assh*le!" he shouts at the Hellknight in front of Daniel. "Eat sh*t!" With that, he channels his power and flings whatever scrap of something hard he can from the sewer water.

    Attack: 1d20 + 4 - 4 ⇒ (14) + 4 - 4 = 14
    Damage: 1d6 + 4 ⇒ (2) + 4 = 6


    Male Fetchling Paladin 1 | HP 13 | AC17 FF10 T17 | Saves +4/+0/+1 | Init +0 | Percep -1

    Viktyr unsure of how it will all turn out, but he has to keep pushing not giving up so he slashes out at the hellknight next to him again.

    Attack: 1d20 + 4 - 4 - 4 ⇒ (12) + 4 - 4 - 4 = 8
    Damage: 1d8 + 4 ⇒ (6) + 4 = 10

    The pain from his wounds and being on the floor makes him miss as he swipes at the air.

    "Run! If you can get out just run! I'll hold this cowardice hellknights."


    (RETIRED)
    Stats:
    AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
    Skills:
    Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

    Abraham stops at the middle of the sewer tunnel and looks back. He can hear the fight still raging but hopes these people can see when a fight is lost.

    He reaches beneath his coat and sweeps up a light crossbow, rudimentary weapon but undeniably effective. He loads it and awaits any of the party retreating with him.

    Also take a further five foot step back


    Male Tiefling Monk 1 | HP 11/11
    Stats:
    AC 16, T 16, FF 12; Fort +3, Ref +5, Will +2; Init +3; Perception +6

    Aristaios takes another potion and feeds it to Chandra.

    Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2

    "Wake up...please wake up...we're getting out of here."


    (RETIRED)
    Stats:
    AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
    Skills:
    Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

    Even the cure rolls are against us!


    Female Human Bard 1 Stats: hp 8/8; AC 17/T 13/FF 14; F +0 / R +5 / W +2; Init +3; Perc 0; BP 8/8; 1st 2/2

    Chandra returns to consciousness, smelling smoke and tasting blood, hurting terribly. But she knows she can't remain where she is. She hears others urging flight, so she picks up her rapier and whip and stands.

    She can see an apparently unconscious or dead Hellknight at her feet, with Aristios and Viktyr to either side. She can hear the hack and clang of sword on armor.

    She fears she will be unable to do anything useful, even flee, with her grievous wounds, so she finds one remaining potion and drinks it down.

    CLW potion: 1d8 + 1 ⇒ (2) + 1 = 3

    She is now up to 4 hp out of 8, so that's half damage. Are her actions now with a -2 penalty instead of -4? Also can she still cast 1st level spells? If drinking the potion is a swift action, she'll use her standard action to go into total defense, adding +4 to her AC.


    Male Tiefling Monk 1 | HP 11/11
    Stats:
    AC 16, T 16, FF 12; Fort +3, Ref +5, Will +2; Init +3; Perception +6

    "Thank the Inheritor! You're alive. Prepare yourself, we make ready to retreat."


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    Chandra now takes actions at a -2, not a -4, and your effective caster level never drops below 1st.

    "She's on her feet! Go! Get out of here! I'll get Daniel, the rest of you move!" Janiven lashes out at the injured Hellknight again, driving the tip of her saber through the mail covering the man's midsection. He grunts, and stumbles backwards into the water of the sewers as he grasps at the blood and entrails seeping from his stomach. His head slams into the bank of the sewer channel, and his body begins to slowly drift away as the current takes him. Janiven turns to face the other Hellknight, shouting again to the party. "Go! I can handle them!"

    Daniel moves back, reloading his pistol as he does so, shoving the paper cartridge down into the barrel of the weapon with the ram rod, then raising the weapon towards the Hellknight captain. "Stay back!" he yells, cocking the hammer of the weapon, wielding it before him in an attempt to keep the man from moving any closer.

    Combat Rolls:
    Attack Roll: 1d20 + 10 ⇒ (13) + 10 = 23
    Damage Roll: 1d8 + 4 ⇒ (7) + 4 = 11

    Daniel takes a readied action to fire if the Hellknight moves closer to him.

    -----

    The Hellknight captain roars, his wounds bleeding freely. "I have you now!" he bellows, moving forward and bringing his sword down in a vicious arc, slashing into Daniel's chest as Daniel fires, a bullet burrowing deep into the man's gut. The Hellknight roars again, his wounds now bleeding freely. "Submit boy, before I am forced to make this your grave!

    The other Hellknight standing next to Janiven turns to face her after managing to rouse his companion, lashing out with an attack that leaves the shoulder of her sword arm bleeding. She winces as the blow connects, and struggles to roll her shoulder, some of her mobility clearly gone. "Stand, brother! We must fight them as one!"

    The slumbering Hellknight gets to his feet slowly, staring down the three who have him surrounded. Realizing he is outnumbered, he holds his shield and makes motions to retreat back to his Hellknight brother, again pinning Janiven against the wall of the sewers.

    Combat Rolls:
    Attack Roll: 1d20 + 8 ⇒ (14) + 8 = 22
    Damage Roll: 1d8 + 4 ⇒ (1) + 4 = 5

    Attack Roll; Touch: 1d20 + 3 ⇒ (6) + 3 = 9
    Damage Roll: 1d8 + 3 ⇒ (1) + 3 = 4

    Attack Roll: 1d20 + 9 ⇒ (10) + 9 = 19
    Damage Roll: 1d8 + 4 ⇒ (2) + 4 = 6

    Aristaios and Viktyr both get Attacks of Opportunity on the moving Hellknight as he stands.


    Female Human Bard 1 Stats: hp 8/8; AC 17/T 13/FF 14; F +0 / R +5 / W +2; Init +3; Perc 0; BP 8/8; 1st 2/2

    Rising from prone should make the Hellknight who was sleeping vulnerable to attacks of opportunity. Chandra is in full defense mode, so she can't make AOOs, but perhaps Aristaios and Viktyr. When a target is rising from prone, you also get a bonus of +4 to hit him.


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    It does, yes. I've been putting details like that under the combat rolls spoiler, but if people would rather I put it out of spoilers I will. I mentioned I didn't mind you reading them, but I understand if people don't/haven't been.

    Give me a minute, I'll put it outside the spoiler.


    Male Fetchling Paladin 1 | HP 13 | AC17 FF10 T17 | Saves +4/+0/+1 | Init +0 | Percep -1

    AOO: 1d20 + 4 + 4 - 4 - 4 ⇒ (4) + 4 + 4 - 4 - 4 = 4 +4bab+4for him standing?-4 attack from floor -4 hp right?

    Still holding his shield up for defence Viktyr lashing out with all he has left and goes for the legs of the Hellknight surrounding Janivan.

    AOO: 1d20 + 4 - 4 - 4 ⇒ (20) + 4 - 4 - 4 = 16
    Damage: 1d8 + 4 ⇒ (6) + 4 = 10

    hp3/10


    (RETIRED)
    Stats:
    AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
    Skills:
    Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

    Abraham continues to back away along the narrow tunnel, crossbow levelled the way he came

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