The Fall of Fairhaven (Inactive)

Game Master Jubal Breakbottle

Fairhaven town map
Encounter Map: Michael Bay ending

Villain stats:
Ymial: AC 25, touch 11, flat-footed 24, CMD 23, Fort +9, Ref +5, Will +2. SR 17. DR 5/magic


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Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

Hearing all of the encouragement, Thondrir does what any self respecting dwarf would do: he blunders.

Attack: 1d20 + 8 + 2 + 1 ⇒ (1) + 8 + 2 + 1 = 12
Damage: 1d10 + 3 + 1 + 1d6 ⇒ (8) + 3 + 1 + (2) = 14


Yes, but he gets healed, too


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

Rahaal keeps up her buffs: Inspire Courage (+1 to hit/dam for all) plus issues an inspiring command (+2 to hit & to AC) to Throndrir and Arend.


HP:3/14
Stats:
AC 17, T 11, FF 16; Fort +4, Ref +1, Will +3; Percption +5

Arend bites at the creature assaulting Thondrir.

Bite on Allip (IC, Bless Weapon): 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
Damage: 1d6 + 6 + 1 ⇒ (2) + 6 + 1 = 9/2= 4 damage


I think you're missing your bonuses that Rahaal is granting for Arend. Bless weapon doesn't actually grant the +1 to hit, it just means the weapon is treated as having a +1 bonus for purposes of being able to hit the oogie-boogie. But Rahaal's granting Arend a net +3 to hit, so your attack should still be 2 higher, and you're getting +2 to your damage as well.

Tris breathes for a moment, then digs out her other oil, this one stamped with a symbol of Nethys. Tris is a believer in all the gods who are convenient... Then, she shoulders her pack off the rest of the way and hurls it down the hall to Devan, the pack probably flying right through the shadowy form of their attacker.

I don't know if you want a roll for the action of 'trying to hurl a pack to Devan', but if so, here it is:

Hurl!: 1d20 + 5 ⇒ (9) + 5 = 14

"Esaul! I can dose up your arrows if you get back here! You're the best archer among us!"


HP:3/14
Stats:
AC 17, T 11, FF 16; Fort +4, Ref +1, Will +3; Percption +5

I included the inspire courage, but not inspiring command. It doesn't appear to add to damage though, and I already hit without the additional +2. Thanks for the catch though. Arend's AC is two higher than normal though, Jubal.


Round 6

Unable to hit the creature with a strong thrust of his hand, Esaul tries to follow its flow, touching it lightly, but even goes awe, as the dice is not helping him this day, and to avoid having the spell wasted he steps back to where he was, and touches Thondrir lightly.

Hearing all of the encouragement, Thondrir does what any self respecting dwarf would do: he blunders.

Arend bites at the creature assaulting Thondrir.
Allip has 32 hp damage

Tris breathes for a moment, then digs out her other oil, this one stamped with a symbol of Nethys. Tris is a believer in all the gods who are convenient... Then, she shoulders her pack off the rest of the way and hurls it down the hall to Devan, the pack flies right through the shadowy form of their attacker. "Esaul! I can dose up your arrows if you get back here! You're the best archer among us!"

Pain sears the allip from another direction, so it retaliates. strike him again. It makes contact again but the dwarf's willpower prevents the insanity from penetrating.
touch Arend: 1d20 + 5 ⇒ (2) + 5 = 7 whew

Tunnel order: - Light - Tris - Arend (dkvis) - Thondrir (dkvis) - empty space - Esaul (light cast on notched arrow) - Rahaal - empty space - Devan (Light spell). Bold face are the two spaces the allip is occupying.

Everyone can go!


HP:3/14
Stats:
AC 17, T 11, FF 16; Fort +4, Ref +1, Will +3; Percption +5

Arend bites at the undead again, shrieking in fury.

Attack: 1d20 + 6 + 1 + 2 ⇒ (18) + 6 + 1 + 2 = 27
Damage: 1d6 + 6 + 1 ⇒ (6) + 6 + 1 = 13/2= 6 damage


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

"Me thanks, lad!" Thondrir calls out to Esaul before lining up another swing at his foe. His axe head passes through the creature's darkened haze, dispersing cloud as it arcs through the air.

Attack: 1d20 + 8 + 2 + 1 ⇒ (9) + 8 + 2 + 1 = 20
Damage: 1d10 + 3 + 1 + 1d6 ⇒ (3) + 3 + 1 + (3) = 10


Tris groans at realizing she and Esaul are on opposite sides of the allip. She's hurled her pack to Devan-- in hindsight she probably should have left the oil in there, and someone on that side could have gotten it out.

Teeth gritted, Tris launches herself back into... the allip, basically, vaulting past Arend and Thondrir in order to get back to the other side of the fight.

Essentially a double move, what with difficult terrain and tumbling. At least once I'm over there I can hopefully draw some attacks-- Tris needs wisdom a lot less than Thondrir, to function...

Acro: 1d20 + 6 ⇒ (15) + 6 = 21

(Attack of opportunity on Tris, I think)


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Esaul draws his greatsword and strikes at the thing, trying to draw its attention since the weapon is useless against the monster. The problem on drawing attacks is that it gains temporary hit points.

"Who has that magic Kukri?"


Round 7

Arend bites at the undead again, shrieking in fury.
Allip has 38 hp damage

"Me thanks, lad!" Thondrir calls out to Esaul before lining up another swing at his foe. His axe head passes through the creature's darkened haze, dispersing cloud as it arcs through the air.
Allip has 43 hp damage

Tris groans at realizing she and Esaul are on opposite sides of the allip. She's hurled her pack to Devan-- in hindsight she probably should have left the oil in there, and someone on that side could have gotten it out. Teeth gritted, Tris launches herself back into... the allip, basically, vaulting past Arend and Thondrir in order to get back to the other side of the fight. The sting she expects to come from the allip never comes.

Esaul draws his greatsword and strikes at the thing, trying to draw its attention since the weapon is useless against the monster. "Who has that magic Kukri?"

The allip screams in fury and vibrates the tunnel before it slowly dissipates. The tunnel is silent by the time your adrenaline runs its course.

Combat over!

After you heal up, you continue through the tunnels. You meander through the old mining tunnels that have not been maintained in hundreds of years. Leading the way, Thondrir silently signals to stop. Sixty feet away he sees torch scones for the first time.

OK crew. Please review/specify your tunnel marching order. It will be important. Please heal up and go ahead and post actions after Thondrir stops. We'll pick up when I return from vacation.


Whew.

Tris relaxes... slowly... as the allip dissipates before it can swipe at her.

"Gods witness I don't want to ever fight one of those again," she says in a rasping voice. "Thondrir-- may Cayden Ceilean smile on the next ale you drink and make it worthy of the pouring-- your axe saved our hides there, I think."

"Who's hurt?" she asks, while picking up her pack again.

I'm down 6, damage from something or other that never healed I suppose. One charge for me off the wand.

***

When Thondrir signals for the stop, Tris breathes out and rubs at the backs of her legs. This tunnel walking is getting to her mild claustrophobic tendencies, and besides that, it's just hell on the legs.

"What's up? Tunnel sconces?" she says, once Thondrir's explained. "So we're getting into civilization, then?"

Does anyone have objections to Tris being near the front since we may run into traps? I don't have the highest perception, so I could just hang back and only come forward if we come to things likely to be trapped (doors, etc), and just hope that the tunnel itself isn't.

My personal vote would be: Thondrir > Tris > Esaul > Light > Rahaal > Devan > Arend, but that's not something I'm set in stone on, just tossing it out there so we can make tweaks as people would like and get it sorted out.

Also, I'm assuming those torch sconces hold no lit torches, or presumably we'd have seen light from much further back. Correct if I'm wrong on that.


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

"Yeah, Tris, there was nothing fun about that. Let's hope there aren't any more restless spirits down here," Devan replies after the fight. He gladly takes up the rear of the marching order with Arend.


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

Rahaal slumps down against the cavern wall, breathing heavily though she didn't actually have to exert herself much in the battle.

"I made it through that fight unscathed, thank Abadar! I suspect we all had a bit of luck there. I don't know how often Cayden Cailean, Angradd, and Abadar all pass their blessing to an endeavor, but I suspect all three have their hands in our progress.

"Come now, does anyone need to be healed? If not, let's continue while the gods are smiling upon us."

As far as party order, I *think* Rahaal has the best perception (+10, and Darkvision) so there might be a reason to keep her near the front...but then she'll want to cut back to let the melee folks get around her whenever the action starts.
.
Fine with Tris' suggested order, or with switching Tris <> Rahaal, with the understanding that Rahaal can spot the traps and Tris can come foreward to disarm them.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

"Yeah, a good fight. I'm ready for another." No healing required. He picks his longbow from the floor and recasts Light on one arrows, ready to proceed.

So: Thondrir > Tris > Rahaal > Esaul > Ligh t> Devan > Arend

"We may be getting to the tunnels the miners use, but maybe we are somewhere else. It wouldn't surprise me."


Thondrir > Tris > Rahaal > Esaul > Light > Devan > Arend

As Thondrir reaches the the two sconces, you all clearly hear a series of yelps behind you. Turning you see a male Drow pointing a loaded hand crossbow at you looking just as surprised as you.

Draconic:
Drow behind you.

Initiative rolls:

Drow Rogue: 1d20 + 2 ⇒ (4) + 2 = 6
Arend: 1d20 + 1 ⇒ (19) + 1 = 20
Esaul: 1d20 + 5 ⇒ (8) + 5 = 13
Devan Steed: 1d20 + 3 ⇒ (11) + 3 = 14
Tris: 1d20 + 3 ⇒ (5) + 3 = 8
Rahaal: 1d20 + 1 ⇒ (2) + 1 = 3
Thondrir Baradorn: 1d20 + 1 ⇒ (6) + 1 = 7

Map

Everyone but Rahaal can act in Round 1


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

Thondrir invokes Angradd's grace yet again, intoning loudly an intricate prayer as he summons his divine patron's energy into being. As he concludes, he claps his axe head across the face of his shield, before gruffly stating "Stoke yer forges laddies an' lassies, ah'll nay suffer a drow in me midst!"

Casting bless (+1 morale bonus on Attack and Saves vs. Fear)


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

Devan whirls, the words of a spell spilling from his lips. Arend, go tear his throat out! he thinks to the eidolon. His spell completes, and he tries to assert his will over the drow's temporarily.

Casting daze on the drow. DC 13 will save or lose one round's worth of actions.


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

"Hold on. Could this be the stranger who helped nurse that woman back to health? Drow, do you speak common? State your business down here?"


HP:3/14
Stats:
AC 17, T 11, FF 16; Fort +4, Ref +1, Will +3; Percption +5

Arend nods to Devan, before sprinting off down the hallway towards the drow. "RAAAAAAAAAAAAAAAAAEEEEEEEEEEEEEeeeeeeeeeeeeeeeeeee" he shrieks, as he tries to bite the dark-elf's neck.

Move to drow.
Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d6 + 6 ⇒ (2) + 6 = 8


"He resembles nothing like what the girl described," Tris replies to Rahaal's words, drawing her bow and loosing an arrow-- Arend will do better than her in that tight spot. Tris is heartily tired of fighting in tunnels-- oh, for open air, for the sea breeze on her face again...

"But what was that yelping noise? Surely the drow didn't make that sound!"

Fire bow: 1d20 + 5 - 4 - 4 + 1 ⇒ (8) + 5 - 4 - 4 + 1 = 6

Her arrow tinks harmlessly off the cavern ceiling.


Round 1 summary

Thondrir invokes Angradd's grace yet again, intoning loudly an intricate prayer as he summons his divine patron's energy into being. As he concludes, he claps his axe head across the face of his shield, before gruffly stating "Stoke yer forges laddies an' lassies, ah'll nay suffer a drow in me midst!"

Devan whirls, the words of a spell spilling from his lips. Arend, go tear his throat out! he thinks to the eidolon. His spell completes, and he tries to assert his will over the drow's temporarily.
break SR 8: 1d20 + 3 ⇒ (16) + 3 = 19
Daze DC 13: 1d20 - 1 + 2 ⇒ (11) - 1 + 2 = 12
Bad guys stats in campaign header

"Hold on. Could this be the stranger who helped nurse that woman back to health? Drow, do you speak common? State your business down here?" Rahaal tries to discuss with drow.

Arend nods to Devan, before sprinting off down the hallway towards the drow. "RAAAAAAAAAAAAAAAAAEEEEEEEEEEEEEeeeeeeeeeeeeeeeeeee" he shrieks, as he tries to bite the dark-elf's neck.
Drow takes 8 damage

"He resembles nothing like what the girl described," Tris replies to Rahaal's words, drawing her bow and loosing an arrow-- Arend will do better than her in that tight spot. Tris is heartily tired of fighting in tunnels-- oh, for open air, for the sea breeze on her face again... "But what was that yelping noise? Surely the drow didn't make that sound!" Her arrow tinks harmlessly off the cavern ceiling.

The Drow's pupils dilate at Devan's command unable to focus on anything besides self-defense. Her right arm is slashed bloody fending off the outsider bird.

Everyone is up!


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Esaul also tries a shot, but on these cursed tight halls a lone fighter had the advantage. "Light, flank it!"

_______________________
Longbow: 1d20 + 6 - 4 ⇒ (8) + 6 - 4 = 10 Damage: 1d8 ⇒ 2


HP 16/21 +3NL | Spirit: Frog! | AC 17/13/14 | Fort +5 Ref +6 Will +2 | Init. +3 | Perc. +5 | CM +5(4)/18(17)

Light tries to use his smaller size to dash past the drow, flanking it.
_________________________
I'm not sure if that needs a check since he's affected by the spell, but in every case:
Acrobatics: 1d20 + 4 ⇒ (9) + 4 = 13

I have the feeling that Rahaal is right...


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

Rahaal calls out, "Samaritans. We should give this drow a chance to speak, or prove it's intentions.

"Drow, I am Rahaal bat Sawai, sworn cleric of the Master of the First Vault. I travel with Steed's Samaritans, and we are here to rescue the lawful citizens of Fairhaven. If you want to live, state your business and allegiances.

"Abadar, if it is needed, please grant your insight and swift judgement to Arend and Tris."

_______________________

free 5' step toward drow
stnd inspiring command to Esaul and Arend.
.
So now Tris and Arend get a +2 insight bonus to Attack, AC, CMD, skill checks for this round only.

Tracking:

HP 27/27
6/11 rounds sermonic performance left
3/7 channels left
Spells spent today: burst of brilliance


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

I will delay for the drow to respond.


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

I got the impression that something hidden was talking to us, and that voice surprised the drow as well; that's probably her friend (he had scales, and is speaking draconic)


waiting for your action Thondrir. Cheers


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

Thondrir reaches for his quarrel and and begins cranking his crossbow back.


Round 1 summary

Esaul also tries a shot, but on these cursed tight halls a lone fighter had the advantage. "Light, flank it!"

Light tries to use his smaller size to dash past the drow, flanking it.

Rahaal calls out, "Samaritans. We should give this drow a chance to speak, or prove it's intentions.

"Drow, I am Rahaal bat Sawai, sworn cleric of the Master of the First Vault. I travel with Steed's Samaritans, and we are here to rescue the lawful citizens of Fairhaven. If you want to live, state your business and allegiances.

"Abadar, if it is needed, please grant your insight and swift judgement to Arend and Tris."

The Drow's dilated pupils snap back to normal, which is difficult to notice with her large indigo irises. It appears that she has no idea what Rahaal is saying, but she understands that she is surrounded with Light behind her. She attempts to somersault past Light, but he bites her. The Drow crumples in his grasp.
Acrobatics vs 18(17)CMD: 1d20 + 7 ⇒ (3) + 7 = 10 fail
AOO bite: 1d20 + 5 ⇒ (15) + 5 = 20 hit
damage: 1d6 + 2 ⇒ (2) + 2 = 4
Drow has 12 damage

Combat is over!


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

"Light, down!"
From a distance, Esaul casts stabilize on the drow and quickly positions himself in front of Thondrir, preventing the dwarf from killing his presumably hated enemy. "What in seven heavens was that guys? It didn't shoot us! It talked to us, and you responded with lethal force?"


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

"Drow are monsters? Everything else down here has tried to kill us? It had a crossbow?" Devan asks weakly. "I guess we were a little overzealous. Is she still alive?"


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Esaul takes 10 on heal (for 16) to find that out.
"Yes, it had a loaded crossbow, and it had the drop on us, but it didn't shoot! I hope she is still alive."


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

"Pfah! Laddie, ye go' a wee bit o' learnin' t'do if'n ye be thinkin' a drow's good fer anythin' asides earnin' a swift kick an' a thrashin'! Ah'll take ye intae Janderhoff one o' these days an' let ye see up'n close what worth a bleedin' dark elf 'as. Believe ye me, 'e was on 'is way t'givin' us all a bloody send-off wi' nary a prayer fer what bones be left." Thondrir replaces his heavy crossbow and stomps over to glower down at the fallen dark elf. Much like most of his kind, he has no room in his heart for sympathy for the elf. As far as Thondrir is concerned, he might as well be lookin' at an orc or goblin. Except drow were far more dangerous and cunning.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

"And we might be stepping inside a Drow city without knowing it! So please don't make anything harsh."

By the way, you first mentioned it was a male, and then changed it to "she". So what is it?


the drow is a female FWIW. Mistake in first post


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

"Throndrir, I'm skeptical about the intentions of any drow as well, and suspect that barking sound was some being -- perhaps that woman's benefactor -- warning us of the drow.

"Still, she deserves the chance to state why she was sneaking around behind us here."

Rahaal's tone softening somewhat and she adds, "I do understand that we're all jumpy, down in these caverns. Let us pray though that we have not, in our haste, killed someone living within the bounds of Law and Civilization, such as it is down here."


In case people have forgotten: the little bit of description we have on the girl's "friend" included small, scaled hands with claws and bloody bands around its wrists. The drow's hands are definitely not small, scaled, or clawed. We have an armed drow that was trying to sneak up on us, and something else warned us, in Draconic. If people want their characters to ICly think that this is the creature, more power to you, but it does not really... make.... sense.

"What are you guys doing?" Tris says in bemused exasperation as everyone tries to talk the drow to death. "The drow isn't what the girl described! Something else made that yipping noise-- and good thing, or this sneaking drow would have shot us in the back!"

Putting her bow away, Tris raises her hands and turns to the darkness beyond. "Hello? If you're out there, please come forward! We won't hurt you!"

She repeats this in Goblin and Orc, and asks the others, "Anyone speak lizard... talk?"

Actions: stow bow, walk to drow, going to start disarming her of any weaponry.


Yeah! Tris is back and understands what happened! Go team!

The drow has +1 studded leather armor, masterwork dagger, masterwork shortsword, hand crossbow, 10 bolts. All weapons are covered in one dose of drow poison with another 10 doses on her person.


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20
Thondrir Baradorn wrote:
I got the impression that something hidden was talking to us, and that voice surprised the drow as well; that's probably her friend (he had scales, and is speaking draconic)

:P

Thondrir remains stationary as the drow is being dealt with, occasionally shaking his head, now permanently wearing a "don't say I didn't warn ye" expression.


Yes, Thondrir knows what's what, too. Folks, are you healing the drow to interrogate her or are you going to stand around and hypothesize?


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

Stubborn dwarfy McGeneric Dwarferson ain't healin' no stinkin' elf! Especially an underelf!

Thondrir shrugs and gives Esaul a playful swat on the thigh as he sidles past him and Light. "Be keepin' yer eye out, ye runt. Dinnae reckon more o' these mushroom-suckin' are nae lurkin' nearby. A'right, laddies an' lasses. Best ye tie 'er down afore she comes to an' names us a curse're twenty."

After the drow has been restrained, Thondrir starts setting to patching her up with his healing kit.

Heal Check: 1d20 + 9 ⇒ (12) + 9 = 21 (Restores 1 hit point per level--or HD, presumably--the drow possesses)


After Thondrir's begrudging ministrations, the drow elf revives.

She is still staggered with 0 hit points

She tests her bonds and sneers at you.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Well, the player do understands what happened, but Esaul thinks it was the drow who tried to talk to him. He did not understand what was said, and did not see who talked, so in his mind it was the drow that tried to talk to them, and it was wide-eyed to find humans so deep inside their territory. I suppose we did not find any other hidden paths on the way here, right?

"Hmm, Hey, how are you? I'm Esaul, and we are sorry we had to attack you, but we would like to make up for it. Do you understand me?"


Thondrir Baradorn wrote:
I got the impression that something hidden was talking to us, and that voice surprised the drow as well; that's probably her friend (he had scales, and is speaking draconic)

Everybody, excepting Thondrir. ;)

Tris only rolls her eyes and makes sure the drow is securely tied at the wrists before she becomes conscious. "Dunno when it became the plan that dark-elves sneakin' around behind us were to be treated with real politely and apologized to, but whatever, I'm not ship's captain."

The hand crossbow is nice, though. Tris stows the things in her haversack, taking especial care when handling the bolts.

Taking 10 on Kn: Dungeoneering or Kn: Local, if permitted to see what Tris knows about drow, for a total of a 15.

She does sidle closer to Thondrir. "Where there's one of 'em, there may be more. Eyes peeled, eh?"

Perception for any sounds off in the darkness: 1d20 + 5 ⇒ (10) + 5 = 15


DC 10 Sense Motive:
She doesn't understand either of you

DC 15 Know (local) or DC 10 Know (Dungeoneering):
Although related to the elves, the drow are a vile and evil cousin at best. Sometimes called dark elves, these cunning creatures prowl the caves and tunnels of the world below, ruling vast subterranean cities through fear and might. Worshiping demons and enslaving most races they encounter, the drow are among the underworld's most feared and hated denizens.

Drow are shorter and a bit more slender than their surface-dwelling kin, but they are otherwise physically similar. Drow have dark skin, ranging from black to a hazy purple hue. Most drow have white or silver hair and white or red eyes, but other colors are not unheard of.

Drow society is ruled over by powerful nobility, themselves governed by sadistic and dangerous matriarchs who constantly plot and scheme against rival houses and lesser kin within their own families.

In combat, drow are thoroughly ruthless, with little regard for fairness or mercy. They prefer to attack from ambush or to lure enemies into situations where they clearly have the upper hand. If things turn against them, drow are quick to flee, leaving slaves and minions to cover their escape.

She continues to test her bonds taking 20 on Escape Artist and looking at you like a wolverine in a fox trap.


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

Devan shakes his head. "She's definitely not going to tell us anything, and I think Thondrir and Tris are right, she meant us harm. We can't afford to let her go, might as well put her out of her misery quickly." Steed looks around to gauge the Samaritan's reactions. If the majority appear to agree, he mentally commands Arend to swiftly kill the drow woman.


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

"Agreed. Let's give her a clean death and continue."


(Taking 10 on the sense motive)

Tris only nods. She takes no joy in killing a captured enemy, but there's no information to be had here, only a fate that's more merciful than the drow likely give to those they beat in battle.

"What worries me," she says as she looks away from what Arend is probably doing, "is that there's a drow up here at all. This is much closer to the surface than they usually come, isn't it? Unless we went down a bit more than I've realized. And if there are drow here, I doubt it's just the one. We'd better be careful-- she had her arrows poisoned, and I bet any friends she has do so too."

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