Deevor |
"Indeed Lawkeeper Feldane, when we entered we were attacked by these men. Two are still alive and if they speak true will vouch for the happenings until their defeat. Then whilst I was attending men, that man confessed the murders and his intent to murder us all. Arthrax and Evenstar sought to defend themselves against the threat and fought back unfortunately killing the man in the process. I had just asked if any could tell if magic had compelled the man, this investigation has been one of following illusions, trying to find the truth behind them. But none has been able to discern anything yet." Dar'erthan reinforces the words already used by his friends.
GM Hawkeye |
Alright, I'm back. Sorry for the long absence, we're still not sure what I had but it almost sent me to the hospital. Feeling much better now so let's get back to it.
Sheriff Feldane listens to each member of the party as they give their part of the story. When finished, she turns to guards and begins barking orders. "Spread out men! Search the area and confirm if what they say is true! Anders, take your men and check the adjacent rooms! Conner, find the children and get them out of here. And as for you," she says, turning back to the party. "If what you say is true, then we're in it pretty deep. Borvius Monchello was a local businessman who ran a shipping company called Absolam Storage & Hauling. He and his wife/business partner Robella have their warehouse located at the docks in the Coins District. I want you to head over there and check it out, see if you can't find any more answers to this riddle. We may have the who but I want to know more about the why. Oh and take this with you."
Sheriff Feldane reaches into her belt pouch and draws forth a wand. "It's a healing wand (Wand of CLW, 10 charges) that will probably come in handy for where you're going. Borvius always was a shady character and the people he hired even shadier. You might have to contend with a few more of his 'employees'. Go tonight if you can. Hopefully we can catch them with their pants down."
Does anybody want to do anything before we move on (i.e. ask questions, buy equipment)?
Arthrax Bellringer |
Eager to leave, lest he be arrested, Arthrax will quickly exit once his companions have asked any questions they might have. He was made for battle, not mysteries, and he is ready for this who-done-it to be over so he can get back to the less thought-provoking task of fighting things.
GM Hawkeye |
After a short jaunt through the city, the party find themselves outside the Absolam Shipping & Hauling. Pushing the sliding door aside you find that the interior of this large building appears unfinished, with a wooden frame that could have housed two separate floors but is instead open to the roof like a barn. More sliding bay doors stand to the south, where a serviceable wagon is parked. Across the center of the warehouse, a catwalk hangs fifteen feet off the ground. Heavy items can be pulled up to the catwalk with ropes and a block and tackle. In the northeast and southwest corners, rooms have been framed in and walls erected. Shelving lines most of the walls, and crates and boxes are stacked in many places on the main floor.
Three men are on the catwalk working. When they spot the party, they wave and call out "Ahoy there, something we can help ye' all with?" However, once the party is inside, the smiles drop from their as one of them yells "Get 'em!" The three grab bows laying on the catwalk as one of them kicks out with his leg, knocking a small ceramic jug to the ground. As it smashes on the floor, a tiny bit of green phlegm slither forth. It immediately oozes it's way towards the party as the thugs draw their bows.
Initiative!
Arthrax: 1d20 + 1 ⇒ (15) + 1 = 16
Misforstatt: 1d20 + 4 ⇒ (6) + 4 = 10
Dolph: 1d20 + 1 ⇒ (9) + 1 = 10
Evanstar: 1d20 + 2 ⇒ (14) + 2 = 16
Dar'erthan: 1d20 ⇒ 8
Thugs: 1d20 + 2 ⇒ (9) + 2 = 11
Ooze: 1d20 - 5 ⇒ (18) - 5 = 13
Arthrax and Evantar are up first!
P.S. Map's been updated.
Arthrax Bellringer |
Eyes lit up with menace, Arthrax ignores the thugs for now, trusting the quicker barbarian and goatherder to tend to the archers as he deals with the...thing. He rushes forward, brandishing his battle axe as he charges.
Charge Power Attack: 1d20 + 7 + 2 - 1 ⇒ (18) + 7 + 2 - 1 = 26
Damage: 1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14
AC -2 until my next turn.
Evenstar |
"You are messing with the wrong people!" Evenstar says with seething anger. RAGE!!!
Seeing Arthrax's axe fail to damage the creature, the barbarian decides to try a different variety of brute force, and pummels it with her greatclub, striking it soundly.
Greatclub Power Attack: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 for damage: 1d10 + 12 ⇒ (9) + 12 = 21
crit?: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16 for damage: 1d10 + 12 ⇒ (6) + 12 = 18 39 dmg total if it damages it at all!
GM Hawkeye |
Evanstar follows Arthrax into the fray, appearing to smash the ooze to bits with her greatclub. However, the weapon appears to do no damage either as the ooze reforms onto the greatclub and travels up the weapon onto Evanstar. As it moves across the barbarian's skin, it attempts to deposit little globules of jelly onto her...
Evanstar's Ref. save: 1d20 + 2 ⇒ (12) + 2 = 14
...However, Evanstar is too quick and flings the creature back to the ground. Though the ooze is gone, Evanstar can see clearly where it touched her skin by the bright burn marks that now cover her arm. Evanstar takes one point of damage and the creature is now occupying the same square with her.
The thugs on the catwalk take a much more simple approach as they level their shortbows and fire.
Attack against Arthrax: 1d20 + 2 ⇒ (18) + 2 = 20
Damage/Arthrax: 1d6 ⇒ 6
Attack against Dolph: 1d20 + 2 ⇒ (10) + 2 = 12
Attack against Dar'erthan: 1d20 + 2 ⇒ (19) + 2 = 21
Damage/Dar'erthan: 1d6 ⇒ 1
Two of the arrows find their mark, hitting both Arthrax and Dar'erthan. The third hramlessly skips across the floor.
The party is up!
Dar'erthan |
Dar'erthan shouts to the fighters, "Leave that thing, and get those archers. Find a way up there, I will send Sarenrae's holy fire at the glob. Just as I send it to the archers there." with that the holy man, lifts his holy symbol and points to the nearest thug and calls out, "Let the holy fire burn those whose fight against Sarenrae's greatness." He moves forward to get the man just in range 30ft and a small ball of yellow and orange flame shoots towards the man's chest.
moves to within 30ft of thug, or stays still if already with in range. I'm not sure where that take me due to elevation of the thugs.
Fire Bolt ranged touch attack 1d20 ⇒ 16 fire damage 1d6 ⇒ 3
Dar has 1 casting of burning hands, it would seem a good time to use it against this ooze, If someone can do a knowledge check to make sure fire will harm it, if not Dar will do it anyway, given the chance.
P.S. other plans are equally as good.
HPs 8/9
Used today
Channels 0 of 5
Fire Bolts 1 of 6
Dolph, Son of a Shepherd |
"Aha! You say a glob strikes at the Son of the Sun? The Son of a Shepherd has just the thing!" Dolph draws an alkali flask and moves a bit closer.
"Come, Victor! Protect Dolph!"
Handle Animal (Defend): 1d20 + 7 ⇒ (18) + 7 = 25
Misforstått |
Free Action: Fascinating! I wonder if it burns?
Move Action: Move to see the "thing" attacking Arthrax and Evenstar.
Standard Action: Bomb+Point Blank: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16, Damage: 1d6 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Only if Arthrax and Evenstar are OK with 6 HP of splash damage, or DC 15 Reflex save for half.
GM Hawkeye |
Free Action: Fascinating! I wonder if it burns?
Move Action: Move to see the "thing" attacking Arthrax and Evenstar.
Standard Action: [dice=Bomb+Point Blank]1d20+3+1, [dice=Damage]1d6+5+1
Only if Arthrax and Evenstar are OK with 6 HP of splash damage, or DC 15 Reflex save for half.
Arthrax'll take half but Evanstar and the ooze are occupying the same square, so she'll take full damage.
Evenstar |
Having just died in another campaign, it might be nice to ready that action for after I escape and move? Otherwise seems like a great plan since melee damage (even a massive crit) seem to be doing little to it.
Misforstått |
I'll wait. :-)
Seeing the predicament that his allies are in, the tiefling awaits a more opportune time to see if the enemy likes or dislikes fire, and makes ready to through his bomb the second that they're clear.
Arthrax Bellringer |
Grunting with the impact as an arrow strikes him, Arthrax looks up at the archers. He draws a throwing axe as he moves towards the ladder, letting fly at the closest archer.
Throwing Axe: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Please move me 20 ft to the ladder.
Evenstar |
Two questions: 1) can I withdraw from the ooze, or do I need to grapple? 2) Is the ladder on the east wall the only way up to the catwalk?
If I can just withdraw, I will move up to the ladder.
Evenstar |
After her devastating blow fails to harm the creature, Evenstar frowns and withdraws from the creature, moving toward the ladder where she can fight the archers.
"You deal with this thing, tiefling!"
I have 60 feet of movement, looks like it takes me about 40 to reach the ladder. I'd like to start climbing with the remaining movement, if possible.
GM Hawkeye |
Realizing that their weapons are having no effect, Evanstar and Arthrax change targets and head for the ladder. Dolph and Victor move into position while Misforstatt moves around the crates and throws a bomb, hitting the ooze squarely. Within seconds, it's clear that fire does have some effect on it, though you feel that the bomb should have been more effective. Dar also moves forward but choose to target the thugs, hitting one in the shoulder.
The pile of now-bubbling ooze pulls itself back together and begins to slither towards it's attacker. However, it's too slow to reach Misforstatt this turn. The thugs hold their postion and continue to fire on the party.
Attack against Misforstatt: 1d20 + 2 ⇒ (13) + 2 = 15
Damage/Misfostatt: 1d6 ⇒ 2
Attack against Dar'Erthan: 1d20 + 2 ⇒ (3) + 2 = 5
Attack against Evanstar: 1d20 + 2 ⇒ (7) + 2 = 9
One arrow hits Misforstatt in the leg while the others miss.
The party is up!
Misforstått |
I don't think it's my turn yet, but I'll be occupied later today and most of tomorrow morning, so I'll post my next action.
Free Action: "Well. That wasn't as effective as I'd hoped."
Move Action: Move away from the "thing" coming after me.
Standard Action: Bomb+Point Blank: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14, Damage: 1d6 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Arthrax Bellringer |
Seeing that the walkway is single file, and the barbarian will reach the archers more quickly than he will, he steps back towards the archers, drawing another throwing axe and letting loose.
Throwing Axe: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Dar'erthan |
With blood coming from Arthrax's wounds, the arrow still hanging loosely from his body, Dar'erthan moves to the warrior and touches him. "Glorious Sarenrae let your warmth and light heal his wounds."
CLW 1d8 + 1 ⇒ (2) + 1 = 3 HPs back to Arthrax. Sorry its such a bad roll.
HPs 8/9
Used today
Channels 0 of 5
Fire Bolts 1 of 6
Spells:
1st level: Shield of Faith(CLW)
Evenstar |
Evenstar climbs the ladder, then moves toward the nearest enemy to attack.
MW Greatsword Attack: 1d20 + 7 ⇒ (8) + 7 = 15 for MW Greatsword damage: 2d6 + 6 ⇒ (5, 5) + 6 = 16 on a handheld if anyone could please move my token.
GM Hawkeye |
Realizing that he hasn't got a chance, the remaining thug jumps from the catwalk, preferring a broken leg over fighting that barbarian woman.
Acrobatics: 1d20 + 6 ⇒ (17) + 6 = 23
Landing on his feet, the thug sprints for the second set of bay doors and disappears into the night within seconds.
Combat over!
Arthrax Bellringer |
Arthrax retrieves his two throwing axes from the bodies of the thugs, at that point taking up residence at the second set of bay doors. He knows his companions are more perceptive than he is, so he instead keeps an eye on the night, to make sure the remaining thug doesn't bring any backup.
Misforstått |
Tears welling in his eyes for concern over the party, the tiefling asks: "Is everyone alright? Does anyone need their wounds tended?"
Dar'erthan |
"Let's find the evidence and the partner in crime, who no doubt we can find somewhere here. Let's get on quickly here to look at the contents of the warehouse, but we should not forget, we must find the wrong doers." says Dar'erthan severely.
"Check out the door to the north, before we look to the southern doors." he calls out to the alchemist, "I'm OK, I can heal if there's ore than one injured." he says as he starts to help look for the evidence they seek.
Perception Aid Another 1d20 + 3 ⇒ (11) + 3 = 14
Dolph, Son of a Shepherd |
Dolph stows his bow and pulls out his dorn-dergar. "The Son of a Shepherd and Victor do not have little or big hurts."
Dolph shakes his head at the comment about checking the boxes. "We should make sure to finding the leader before she runs off from her justice! The boxes will not move on their lonesome."
Evenstar |
"I'm fine," Evenstar says, though she appears to have some regret that she couldn't hurt anyone.
"Let's look around," she adds as she begins to search the room.