GM-JCServant |
1d20 ⇒ 13
Beppo van Drotske |
Beppo brings his foot down. His ears perk up.
Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Devil's in trouble. I could probably run the other way and get out of this shit. I SHOULD go the other way and leave these f$@%ers. Strangers ain't worth your life, Drotske.
He watches for a second as Tessai runs off with Kyle close behind.
Reizig would've said, "Can't leave a man behind, Beppo - not while there's hope. Not while there's a chance," in that tinny little voice of his. Godsdammit that a~!+%~% was always right.
DAMMIT!
Beppo takes off full tilt after Tessai and Kyle, sword in hand.
GM-JCServant |
The teenager, hearing Tessai's response to the yell, says to the group (who is following her), Are you all crazy? If the Hell Knights have your friend, then his freedom is already in jeopardy, and perhaps his life. That cry was a warning to go another way! We can't stand up to them!! It must be a trap! Turn around before its too late!
The party is now 125' away (running to location). Everyone can see a faint light up ahead comeing from behind a corner.
1d8 + 2 ⇒ (8) + 2 = 10
The blow wasn't enough to completely knock you out. Technically, you're staggered, but still conscious. However, it's clear they are only going to keep doing this while you are awake. If you wish, you may make a bluff check to attempt to fool them into thinking you are, indeed, KO'd. You get a +5 bonus for being staggered.
Beppo van Drotske |
It must be a trap! Turn around before its too late!
Beppo slows his pace as he flashes back to the time he and his friend Lukasz tried to rescue a princess.
Luke! Luke, don't, it's a trap! It's a trap!
Tessai |
Without missing a step, Tessai ponders the uneasy alliance they have created - out of... nothing...? Still, she already knew what she would do in the end... NO! Press on! Devil is OURS! not theirs!
To the Hellknights or those she perceives may be ahead, she screams: Face ME!
As soon as she is one round away from the light around the bend, Tessai will use her free action to activate her Agile Feet, and make sure she is not tripped or somewhat surprised before reaching them - she won't just run around the corner, slowing to a normal pace just before reaching it ;)
Brandon Harcroft |
Before he knows what's happening, the group is tearing off down the hallway.
"Wait... What?"
"Come on, boy. We have to help them if we can."
The alchemist readies his Morningstar and sets off.
The Black Devil |
Bluff Check at -1, +5 1d20 - 1 + 5 ⇒ (3) - 1 + 5 = 7
Why did you kill all the girls?, Devil asks the circling bird-winged, spade-tailed, helmeted hellknight homonculi (or that's the intended impression), as he slumps to the floor.
so, with a 7, you'll need a stabilization roll after they hit me again...
1d20 ⇒ 3
GM-JCServant |
1d8 + 2 ⇒ (7) + 2 = 9
Ouch. They DO get a bit carried away with their work. You have 1/10 hp and your non-letal damage = 10. The good news is that when you are healed of HP damage, your non-lethal damage is reduced by the same amount.
As the party rounds the corner, You see two Hell Knights, and a very beat up Black Devil lying unconscious at their feet. The knights are wearing black armor and wielding wicked long swords. You came from the south. The HellKnights have a passage way behind them to the East, and there's another passage way to the north. This intersection/junction is 30'x30'.
More of the traitors. Just like you said. In fact, with the one we caught already, this may be all of them. The other replies, Indeed. The Order will rewards us well for their capture. Let's take care of them before the others get here.
I'll be posting a combat post here in a bit (or tomorrow morning). Do NOT roll combat stuff until that is posted. However, you can roll a perception roll.
GM-JCServant |
Round 1
The Hellknights are expecting the party...and the party is expecting trouble. There is no surprise round. A picture of a Hellknight may be found in the share folder. Please delare your combat actions.
Combat Status
PFL: Brandon, Beppo, Kyle, Correllon, Hal, Tessai
EFL: HellKnight A, Hellknight B, Black Devil - 1 ( Uncon, prone, 10 NL dmg)
Next posting time - 2pm EST or earlier if everyone has posted (and I have time!)
Tessai |
As long as she is able to coordinate her movement with someone else in the group, Tessai will gladly take the AoO to make sure Devil is taken out of harms' way and stabilized - actually working like this is a good way to open a logic towards her future teamwork feats (if we survive the sewers that is) :D
Beppo van Drotske |
I would guess the subtext is, "RUN!". :)
I agree that this is the hint.
Wis check: 1d20 + 1 ⇒ (15) + 1 = 16
perception: 1d20 + 5 ⇒ (11) + 5 = 16
Two? We can take...aw, shit, there are more coming? F+%% this.
Beppo grumbles to the others, Several more Hellknights are coming. Someone grab the Devil and let's get the hell out of here.
With that, he takes a two-handed swipe at Hellknight B.
attack: 1d20 + 4 ⇒ (10) + 4 = 14
damage: 1d6 + 4 ⇒ (3) + 4 = 7
That should keep him occupied so that Tessai can grab her fellow tiefling.
Tessai |
I believe that two need to attack each opponent for a third to be able to take him away... Anyways I am out for lunch for now, should be back in an hour or so - I'll just post the logic for Tessai's actions if you guys want to take it further:
Wisdom roll: 1d20 + 1 ⇒ (7) + 1 = 8 No wise actions for me I guess...
Tessai falls into one of her familiar routines, attacking the Hellknight viciously, intent on finishing this fast.
Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage if it hits: 1d6 + 4 ⇒ (2) + 4 = 6
GM-JCServant |
Y'all DO know that when something's in a "DC:XX" spoiler tag, you're only supposed to read it if you roll the appropriate check, right? I *know* y'all wouldn't be meta-reading that without rolling, frist! I'm watching you!!
You will roll initiatives right GM? What exactly "grab Black Devil" means? :D - Does it mean we can pull him from their reach, is that it?
Kyle Gray |
Wisdom check: 1d20 + 4 ⇒ (19) + 4 = 23
Kyle is in no condition for melee nor grabbing BD so he 5' steps away from the knights,points his finger at one of the knights, and shoots a lightening arc at him. Ptchoo!
attack: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d6 ⇒ 1
He looks for the symbol that indicates the direction to head.
Perception: 1d20 + 4 ⇒ (13) + 4 = 17
The Black Devil |
...when something's in a "DC:XX" spoiler tag, you're only supposed to read it if you roll the appropriate check...
Not peeking, Boss. But when the GM says "Two guys grab you and you're taken out. You might have time to scream.", then the subtext is always "RUN!" :)
Brandon Harcroft |
The wounds sustained from the goblins are still seeping so Brandon takes his cure light wounds extract and drinks it (in such a way so he doesn't take an aoo. I.e. Move back slightly.)
"We have to help him!"
cure light wounds: 1d10 + 1 ⇒ (9) + 1 = 10
Wisdom check: 1d20 + 1 ⇒ (12) + 1 = 13
GM-JCServant |
One day you'll have to explain to me what an inquisitor of Cayden Cailean does. Perhaps they ride from church to church making sure that all their priests drink enough! hahaahah. Ahem.... I haven't had time yet to read everything in detail...but someone might want to revise their action. If you look above, whenever I post a combat status report, if it just shows your name with no number, you're at full hps. If you are at less, I post the current hps next to your name. If you suffer any known conditions, I put that in parenthesis next to that. If there's an asterick...well...let's just say you're not feeling 100% and will want to be looked at :)
Kyle Gray |
Before the party heads right while looking for the symbol that leads the way, Kyle casts
Cure Light Wounds on Brandon: 1d8 + 1 ⇒ (7) + 1 = 8
I don't want to stop you from drinking your potion, but I had cured you earlier and you're at full health
Tessai |
One day you'll have to explain to me what an inquisitor of Cayden Cailean does. Perhaps they ride from church to church making sure that all their priests drink enough! hahaahah. Ahem.... I haven't had time yet to read everything in detail...but someone might want to revise their action. If you look above, whenever I post a combat status report, if it just shows your name with no number, you're at full hps. If you are at less, I post the current hps next to your name. If you suffer any known conditions, I put that in parenthesis next to that. If there's an asterick...well...let's just say you're not feeling 100% and will want to be looked at :)
** spoiler omitted **
UF! Wall of Text
GM-JCServant |
Combat, Round 1
Initiative
22 Correllon
18 B Devil
16 Kyle
13 Hell Knight B
12 Beppo
9 Hal
7 Brandon
4 Tessai
2 Hell Knight A
Party's Turn
Beppo gets the jump and swipes Hell Knight A. A land “CLANG” echoes in the sewer as his sword meets the knights armor, but does not penetrate. Tessai’s attacks and manages to get through the armor, causing the large knight to wence. Kyle steps back and shoots lightning but cannot get a clear shot with all the fighting going on. Regardless, the thunder that cracks throughout the hallways is impressive nonetheless. I ignored brandon’s direction since he is at full hps already.
Enemy’s Turn
Let’s hurry and finish these rebels up. That’s sure to get us a promotion!. Hell Knight B meets Beppo’s attack head on. After blocking Beppo’s strike with his armor, the Hell Knight demonstrates ferocity that earned them their reputation for ruthlessness in combat, and strikes him down with dastardly strike to the side (Confirmed crit). Hell Knight A attacks Tessai, How dare you touch a Hell Knight of the Rack! and cuts deeply into her with his weapon.
Status
5' Back Brandon (14/14), Kyle (14/14),
PFL Beppo (-5/13, Uncon, Bleeding, Prone), Correllon (14/14), Hal (14/14), Tessai (8/13)
EFL B Devil (1/10, Uncon, Prone, 10NL Dmg), Hell Knight A (Good), Hell Knight B (Perfect),
Next post is around 6pm EST. Please have your moves in before then. Thanks!
1d20 + 4 ⇒ (14) + 4 = 181d8 + 4 ⇒ (1) + 4 = 5
1d20 + 4 ⇒ (20) + 4 = 241d8 + 4 ⇒ (3) + 4 = 7 Crit!
Confirm: 1d20 + 4 ⇒ (19) + 4 = 231d8 + 4 ⇒ (7) + 4 = 11
Brandon Harcroft |
Kyle wrote:I don't want to stop you from drinking your potion, but I had cured you earlier and you're at full healthBefore the party heads right while looking for the symbol that leads the way, Kyle casts
Cure Light Wounds on Brandon: 1d8 + 1 ⇒ (7) + 1 = 8
Hmmm sorry guys, I did check back through the posts but must have missed this one. That being the case...
Brandon swings at the nearest Hellknight, hoping to get his attention long enough for Tessai or Beppo to organise his companions.
"Someone grab Devil, quickly!"
Morningstar attack on Hellknight A: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d8 + 6 ⇒ (4) + 6 = 10
GM-JCServant |
I have to admit these guys are MUCH tougher than I expected... I'll have to roll above 14 to hit them... Not good odds - Devil, what was that about the "RUNNING" subtext again? :D
Anyone still left to act on round 1?
Och...I looked at the wrong number. You DID hit. I've changed the information above to reflect that. Unfortunately, Round 1 closed with my battle posting. Everything after my battle update is considered Round 2 actions.
Look at the picture in Dropbox. These guys look badass!
I know, right?