TarkXT |
With your plans set Janiven gathers the group up and you set out. Borrowing horses from Gorvio's father you tie them up some distance away from the ambush point to ensure a quick get away out of sight of the actual fight.
Pollux, Tok, and Caldazar take cover beneath the bridge like a trio of halflings cowering from wraiths. Meraxilar, disguised in his brand new armiger duds awaits in cover a bit down the road. Sclivian, with hsi makeshift barrier prepared awaits behind the tree.
The carriage comes slowly and blissfully unaware of what's going on. As meraxilar starts to limp towards them they all stop short of the bridge...
Bluff 1d20 + 5 ⇒ (5) + 5 = 10
Some Sense motives. 1d20 - 1 ⇒ (17) - 1 = 16
1d20 + 2 ⇒ (20) + 2 = 22
Well you're pretty screwed.
and laugh hysterically. All of them jump down from the carriage except for their apparent leader who clambers up towards the small ballista mounted on top of the carriage and swings to point it directly at Merax with a wicked grin crossing his features. Their laughter turns to joyous and malevolent whoops as the children of westcrown dart out of the trees some distance waving their spears and other simple weapons in the air. The four mounted armigers ride past Meraxilar frustratingly out of reach of his axe.
"Nice try boy!" The Hellknight from atop the carriage calls to Meraxilar. "But the penalty for impersonating a Hellknight is death!"
As he says so hes distracted from depressing the trigger and impaling Meraxilar when the cries of horses and men can be heard. The children have retreated and Janiven has already put arrows into the feet of two of the Mounted armigers.
The leader calls out to his men. "Cut this scum down and turn this thing around! We're getting a real escort!"
1d20 + 3 ⇒ (2) + 3 = 5 Caldazar
1d20 + 0 ⇒ (4) + 0 = 4 Merax
1d20 + 2 ⇒ (15) + 2 = 17 Pollux
1d20 + 2 ⇒ (19) + 2 = 21 Tok
1d20 + 1 ⇒ (6) + 1 = 7 Sclivian
You:
1d20 - 1 ⇒ (9) - 1 = 8
1d20 + 0 ⇒ (13) + 0 = 13
1d20 + 0 ⇒ (12) + 0 = 12
1d20 + 0 ⇒ (20) + 0 = 20
1d20 + 0 ⇒ (16) + 0 = 16
1d20 + 0 ⇒ (20) + 0 = 20
1d20 + 0 ⇒ (19) + 0 = 19
Them:
Looks like they'll go first.
HOWEVER!
Everyone but Meraxilar gets a surprise round. As sadly he's been had.
Those with the pink triangles are under the bridge. Due to the fast moving stream it costs two squares of movement while near the edge of the stream and under the bridge.
Think this is going to be the last time I use the maps as printed in the book. They're actually rather terrible for this.
Pollux |
When the convoy comes into sight begin casting on Caldazar. Spells in order cast please read only those that I actually have time to cast.
Pollux places his hand on the center of your back as he says something you can't quite hear. For a moment everything is different. You can see the prison cart but you see it from the inside as well as from the outside. You hear the wood of the bridge slowly burn as it ages onto ots supports. You feel the hiss of light as it slams into the water behind us. Your nose fills with the stench of blood and hot steel.
Then the moment is gone. Everything is normal save that you are more aware of edges and the space between things.Guidance
With your new perception you notice Pollux pull a scrap of fabric from somewhere in the mass of mixed rags he wears. He places this scrap on your back and again you hear his voice but not his words. You feel the fabric touch your skin. How did it get through the armor? The fabric seems to grow. You feel it sliding down your legs and up your arms. It closes over your head and for a panicked moment you cannot breathe. But then it is gone. All that remains is the soft itch of wool worn next to the skin.Resistance
You brace your self as Pollux begins to speak again. You know this time that you could hear the words but you do not want to. A pinch of sand cascades off your helmet causing you to blink. When you open your eyes again nothing has changed...except the bridge seems lower that it was a moment ago. You look around and everything seems to be getting smaller and smaller. For some reason you think of lizards and chimneys.Enlarge Person
in a perfect world the last spell will be my suprise round standard actioon.
Sclivian Ruttle |
Sclivian watches this all unfold while a knot forms in his stomach. This is all too far for my magic, he thinks, Except...
Meraxilar hears a whisper right next to his ear. "They're on to you! Duck now!"
Cast Message.
Caldazar |
Newly enlarged, Caldazar moves up next to the carriage N17-18 ish with buckler and morningstar ready.
Addressing the armigers "If you like your life, you'd be wise to run. Those who stand between us and your cargo will be bloodied"
Intimidate: 1d20 + 9 ⇒ (2) + 9 = 11 Aaand the dice like me as much as Merax :P
Tok Goldfist |
Tok follows Caldazar's lead and flanks the other side of the carriage. T17ish
Hearing Caldazar's voice crack at his intimidation attempt, he tries to do the same thing.
"There is no need to spill your blood today. We simply want we have come for. Stand aside."
Intimidate: 1d20 - 1 ⇒ (20) - 1 = 19
Are you freaking kidding me? And now I won't be able to hit a thing if it comes to that.
TarkXT |
The armigers approach with swords dwan and grins wicked as they approach Caldazar not seemignly too concerned about his size. One even charges right through his reach to land a sword blow through his defesne (provoking an aoo). Emboldened by the success of their brother the rest of the armigers give a great battle cry and go to work on our would be heroes. Another blow lands true on Caldazar's bigified hide and he eats some more damage. 7 total for you sir
Tok fares a bit better as the armigers approach him cautiously but do not land any blows on ahis smaller quicker frame.
Pollux manages to get all of his spells off before the ambush starts proper.
Sclivian's warning avails Meraxilar not. The armigers leader starts to form a grim smile as he depresses the trigger on the ballista and impales Meraxilar straight through the chest with the massive crossbow bolt. He coughs up blood and hea fears one of his lungs might be punctured. 13 damage from critical ballista hit. That was harsh. By the way you might want to update your armor to indicate that you're wearing chainmail.
It is now your turn.
Caldazar |
AoO on Armiger: 1d20 + 2 ⇒ (6) + 2 = 8 for 2d6 + 2 ⇒ (6, 5) + 2 = 13
Caldazar touches his chest with his buckler hand yelling "For the Everbloom" before lashing out with his morningstar.
Declare Judgement of Justice for +1 to attack, then attack armiger at the corner of the carriage
Morningstar: 1d20 + 3 ⇒ (5) + 3 = 8 for 2d6 + 2 ⇒ (5, 1) + 2 = 8
Current HP: 10/17
Tok Goldfist |
Doding the Armiger's blows, Tok strikes back with a flurry of his own. WIth the first attack, he attempts to stun his foe.
Attack 1:
Stunning Fist (1 remaining today)
To hit 1d20 + 3 ⇒ (17) + 3 = 20 for 1d6 + 3 ⇒ (3) + 3 = 6
Attack 2:
To hit 1d20 + 3 ⇒ (7) + 3 = 10 for 1d6 + 3 ⇒ (6) + 3 = 9
Meraxilar Zoon |
I didnt adjust the sheet for Chain Mail because I wasn't going to wear it past this fight. :)
Merax touches his grave wound, mutters something in abyssal and moves to assist Tok (R17).
Cure Light Wounds 1d8 + 2 ⇒ (5) + 2 = 7
Current HP: 13/17 (after the CLW)
Current AC: 16
TarkXT |
Caldazar |
Caldazar lays about with his morningstar once more, attacking the armiger at the corner of the carriage.
Morningstar: 1d20 + 3 ⇒ (20) + 3 = 23 for 2d6 + 2 ⇒ (2, 6) + 2 = 10
Current HP: 10/17, Active effects: Enlarge Person and Judgment of Justice
Edit: Crit confirm roll: 1d20 + 3 ⇒ (2) + 3 = 5
Tok Goldfist |
Seeing his immediate foe fall, he turns his attention to the other armiger and attempts to grapple him and then damage him with a knee strike.
Grapple Attempt (No AOO - Improved Grapple feat)
1d20 + 6 ⇒ (13) + 6 = 19
Follow-Up Flurry Attack
To hit 1d20 + 3 ⇒ (6) + 3 = 9 for 1d6 + 3 ⇒ (5) + 3 = 8
Meraxilar Zoon |
Merax seeing that Tok has things handled well enough, shifts to flank Caldazar's opponent (AW70). "Could I be of assistance, friend Caldazar?"
Attack: 1d20 + 5 ⇒ (15) + 5 = 20 (includes flank bonus)
Damage: 1d12 + 3 ⇒ (11) + 3 = 14
Current AC: 16
Current HP: 13
Pollux |
Your turn again.
Round 2
Um I appear to be on the wrong side of the bridge? I moved to 15,m last turn and should be next to the bridge post behind the giant, az,75 on the current map. Did i get confused?
In either case. Cast sleep DC 15centered on as,71 should catch two armingers and the ballista jockey while missing the great (Caldazar) and the good (Merax).
With a sound like a scream and the feeling of sand on your teeth something appears near the rear corner of the wagon. A pulsing, twisting something. An instant later it explodes. Long streaks, somewhere between tentacles and light streak from the thing that was, you see them impact the armingers and the hellknight. Something is drawn back from these people to the rapidly fading thing. Those touched by this strange light go suddenly pale.
Move action. Walk to ay, 65.
Standard Cast Daze, dc14 on arminger engaged with Tok.
For a brief moment the arminger sees not a monk fighting near a bridge, but his mother as he last saw her before the betrayl, before her death, the fact that his mother is alive and happy simply ads to the confusion.
[ooc]Current effects. Resistance 8 rounds remain on Caldazar. Guidance , 8 rounds remain to use, on Caldazar. Enlarge person 8 rounds remain, on Caldazar.
Pollux |
Caldazar lays about with his morningstar once more, attacking the armiger at the corner of the carriage.
Morningstar: 1d20+3 for 2d6+2
Current HP: 10/17, Active effects: Enlarge Person and Judgment of Justice
Edit: Crit confirm roll: 1d20+3
Caldazar Remember the Resistance, +1 to all saves, and Guidance, +1 to single attack roll, saving throw, or skill check, I cast on you as well.
TarkXT |
Caldazar's mighty blow smashes the skull in of one of the Armigers as Merax comes forward and straight up beheads another. Of the Remaining Armiger's the one on the ground shakes his head loose of the cob webs and picks himself off the ground without his sword adn starts to flee. Tok is incapable of trying to put him down as he is currently grappling with another foe who in turn is fighting like mad to take the dwarf down. He scores a hit with his sword across Tok's arm 6 damage.
In the spell casters zone the dual effects of the grease and sleep spell on the leader forces him to fall flat on his face on the carriage and is knocked out by the blow. Another Hellknight is taken out by the spell and the remainign one loses his nerve drops his sword and flees from the giant Inquisitor. AOO if you wish.
Pollux |
Round 3
The warrior facing Tok feels his teeth rotting, feels the dead layers of his epidermis setting thick on his body, feels the lifeless extrusion of his hair. Death surrounds and permeates him.
Standard: Evil eye -2ac DC15 1 or 7 rounds depending on save.
Move: draw crossbow.
Existing effects Resistance/Enlarge person/guidence on Caldazar 7rounds remain.
Caldazar |
Caldazar forgoes attacking the retreating armiger and instead turns his attention to the carriage. Stepping alongside but still out of the grease he reaches out to grasp the Hellknight, pulling him off the carriage and onto the ground.
Meraxilar Zoon |
I'm not sure if Merax is close enough for the AoO on the fleeing Armiger, but if so...
Merax swings at the fleeing Armiger with the look of a crazed killer etched on his face.
Attack: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d12 + 3 ⇒ (7) + 3 = 10
Merax slowly walks toward the fallen leader dragging his axe on the ground behind him leaving a trail of blood in the dirt.
TarkXT |
Sadly he is out of your reach.
Tok punishes his grappled opponent with a pair of nasty knees. He gives in to the pain and slumps forward in your grip barely breathing but alive entirely aware of things like the enormous amount of pain he's in and the mites crawling in his eyebrows and the microbes swimming in his eyeballs.
Caladazar maneuvers himself to drag the leader off the carriage and sclivian snatches the keys to the carriage from his belt. The jarring shakes him from his spel induced slumber and he awakens from a growl as Meraxilar, death in his eyes gets within his terrible axe reach. With a growl he gets up from the ground and draws his mace Provoking an AoO from Caldazar and Meraxilar.
Caldazar |
AoO: 1d20 + 3 ⇒ (3) + 3 = 6 for 2d6 + 2 ⇒ (3, 4) + 2 = 9
"Should have stayed down" as he swings his morningstar once more.
1d20 + 4 ⇒ (12) + 4 = 16 expending guidance for 2d6 + 2 ⇒ (1, 4) + 2 = 7 damage
Edit: Should be another plus two on those from the flank as well
TarkXT |
Adding weight to their words Caldazar and Meraxilar pound the prone hellknight mercilessly. Meraxilr buries his axe deep into the mans helmet. The body twitches and convulses as he places his boot at the base of his neck and works the blade out from being embeddes in the mans helmet and skull. Looking around you see no one else to kill or slaughter confident that the survivors will count themselves lucky.
Sclivian Ruttle |
"Pity, that. He would have made a fine witness."
Sclivian then mutters under his breath, and the slick surface over the carriage instantly boils away. He carefully looks around as he approaches the back of the carriage, suspicious.
Perception: 1d20 + 4 ⇒ (10) + 4 = 14
Sense Motive: 1d20 + 11 ⇒ (12) + 11 = 23
TarkXT |
Sclivian peers into the back of the carriage and sees a bound and gagged half elf. He appears badly beaten and one of his eyes are swollen shut. He peers at you with a look of fatigued surprise through the bars of the prison carriage. A large brualp sack is underneath his chair.
Tok Goldfist |
Tok wipes his hands on his scarf and moves to the back of the carriage by Ruttle. "This is who we bled for? I was expecting someone more...inspirational," Tok says. "I suppose his words are stirring."
Looking at the bound man, he asks, "Arael, I assume?"
Sense Motive Check: 1d20 + 9 ⇒ (11) + 9 = 20
Pollux |
Now that the murdering is over Pollux approaches the frightened horses. With a few words, a touch, and a strange piping whisper he calms them.
charm hex dc 15
"Now that we have traitor lady's match we should bring them together so they can make more little traitors."