Que Xuang |
Que stands right behind Vertielle at E-5
Que stands up right after Vertielle has made her speech.
"Vertielle is right, I also believe that the source of all that evil is to be found in the burned down ruins of the prison. If we want to get rid of the strange happenings here, we should go into the prison and solve the mystery there."
Que turns around making a dramatic break in her speach, looking at the congregation, trying to get eye contact to as much people as she can.
"I will not ask anyone to follow us into the prison except if you really want to accompany us out of your own will, but what I ask you to do, is to offer us your help. Be it information or whatever help you can and like to offer to us."
Diplomacy +2 from trust: 1d20 + 11 ⇒ (15) + 11 = 26
Wood the Wizard |
Given Gibs has been a recurring problem and Wood and Gkirkan are not the most Diplomatic characters, I suggest we be next to Gibs watching him closely. If this is not practical we will stand close to the ladies.
If the town folks could see what I have seen in the Necronomicon, they would realize the danger. But I have vowed to keep this dangerous information from civilians.
Evangline Valeria Aurora |
The_Ninja_DM |
As Que speaks the townsfolk start to mutter agreement, many of them shouting offers and advice to the group. As they do so the atmosphere in the hall grows tense, as if all the emotions and stress are building to a climax.
And one occurs. As rush of fear and hatred fills the room all of the lanterns flare up, filling the room with light and heat. You hear a creaking noise above the sounds of the crowd and several loud explosions as many of the lantern along the walls explode scattering flaming oil onto the walls, floors , and townsfolk.
@Group: DC 15 Reflex check please as the chain holding the chandelier above you snaps and it falls to the floor.
Areas B1, D10, F10, J4 and H10 are on fire. Each fire will spread to 1 ajacent square at the beginning of each round.
Townsfolk:
reflex_B1: 1d20 + 0 ⇒ (9) + 0 = 9
reflex_D10: 1d20 + 0 ⇒ (20) + 0 = 20
reflex_F10: 1d20 + 0 ⇒ (15) + 0 = 15
reflex_J4: 1d20 + 0 ⇒ (3) + 0 = 3
reflex_H10: 1d20 + 0 ⇒ (13) + 0 = 13
Your current options:
Flee [half speed to move through the crowded squares to the only door.]
Fight the fires [beat out fire with one of the many tapestries on the wall or with a cloak (DC12 CMB); using magic adds +4 to the check]
Direct the crowd [DC15 Diplomacy or DC20 Intimidate allows npcs to move 6 squares to the exit]
Save townsfolk [standard action to pick up an npc from a fire square]
Give me initiatives, then post your actions, the fire is first regardless.
Gkirkhan |
Reflex: 1d20 + 3 ⇒ (16) + 3 = 19
Init: 1d20 + 5 ⇒ (7) + 5 = 12
Intimidate: 1d20 + 9 ⇒ (19) + 9 = 28
HP: 34/34
An annoyed growl escapes from Gkirkhan's lips as the chandelier. Never very patient to begin with, this seems to be the last straw. He wanted to just run out of the door and go gut the person doing this, but he figured that Kendra wouldn't be too happy if he left the people behind to die or live by their own means.
"De tings Hy do fer pretty vimmin..."
He moves to the front of the stage, and turns to regard the crowd.
"Enybody dot don't vanna vind op charcoal bedder move, NOW!"
He mutters under his breath as the crowd starts to move.
"I tire of this. I have never been that fond of those who sulk in shadows, and I am not amused. My blade sings for your blood, and my hammer sings for your bones mages of death. Come and face them if you dare."
Wood the Wizard |
Wood remains calm and addresses the crowd.
"Let's quickly fight this fire rather than evacuate, if we fail to halt its spread then we can leave."
Ref 1d20 + 2 ⇒ (20) + 2 = 22 Init 1d20 + 3 ⇒ (12) + 3 = 15
Action: Wood has a filled one liter waterskin, he will quickly dump it on the closest tapestry and use it to fight the fire.
CM Roll 1d20 - 1 ⇒ (17) - 1 = 16 Hoping for water bonuses.
The_Ninja_DM |
@Evangline: Hey, thanks for what you've done so far. I appreciate it.
Gkirkhan's shouts get the crowd moving toward the door, rather effectively. They're even rather calm...maybe they're more scared of him than the fire?
Wood manages to beat out the fire at D10, allowing the people there to squeeze past him and use the center aisle to escape.
The_Ninja_DM |
Post for Que
Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Acrobatics: 1d20 + 8 ⇒ (7) + 8 = 15
Que quickly dives forward onto the stage, grabbing Councilman Hearthmount and pulling him out of the fire.
@group: there are still two people currently trapped by fire; one of Zokar Elkrid's sons at B1 and Councilwoman Mirta Straelock at H10.
Vertielle Siepar |
If trapped by chandelier, grease followed by escape artist is my turn. If not, post above is my turn. Next action will be to throw my wet cloth to Gkirkhan and direct the townfolk myself, asking Evangline to keep healing magic flowing to help those still fighting the fire. Hopefully channel trumps burn every round... Permission granted to roll for me appropriately.
Gkirkhan |
HP: 34/34
Move: get to Councilwoman Mirta
Standard: pull her out of the fire.
Gkirkhan hears a scream of terror come from behind him and from the back wall. His expression is hard and his patience is thin.
"Dem! Sumvun grab de keed!"
He turns and rushes to the councilwoman. He ignores the flames and grabs the woman and pulls her from the flames.
"Götterdämmerung, if hyu tink dis iz annoyink hyu, imagine how Hy feel." he growls.
The_Ninja_DM |
@Vertiele: damage_chandalier: 1d6 ⇒ 2
DC10 Escape Artist to get out from under, DC12 Reflex to not catch fire
@Group: Did anyone bring the cards? If not, Kendra did. Whoever has the cards feels the Uprising card grow warm. Let the group know, and if everyone agrees, you can activate that card for Haste and DR3/fire for 1d3 + 7 ⇒ (1) + 7 = 8 rounds.
Que Xuang |
Que pulls Councilman Hearthmount out of the fire and mentions one of the fleeing townsmen to get him out of the building while she willhurry towards Zokar Elkrid's son to pull him out of the fire too.
Alternatively if someone else allready pulls the boy out of the fire she grabs some tepestry and tries to extinguish the nearest fire.
CMB to extinguish fire: 1d20 + 2 ⇒ (12) + 2 = 14
This is Que's action for round two, just to clear up any misunderstandings which may happen. Assuming our Ninja's post was my round 1 action.
The_Ninja_DM |
Round 2:
fire
Evangline
townsfolk
Wood
Gkirkhan
Vertielle
Que
Fires:
B1 spread 1d5 ⇒ 1 A1 now on fire
D10 out (Wood)
F10 spread 1d5 ⇒ 1 E10 now on fire
J4 spread 1d8 ⇒ 5 H4 now on fire
H10 spread 1d3 ⇒ 2J9 now on fire
Evangline puts out B1 saving boy.
Townsfolk flee; 1d10 ⇒ 9 make it out this round.
Que extinguishes J4
The_Ninja_DM |
Evangline puts out A1, clearing an escape route for the remaining townsfolk.
1d10 ⇒ 9 more townsfolk flee.
Originally 60 townsfolk, 4 council members, the sheriff, 2 deputies. The deputies are standing by the doors helping townsfolk escape. Sheriff Caelar is gathering the council members to lead them out.
60 townsfolk + 4 council members + 1 sheriff + 2 deputies = 67 total.
67 - 9 (round 1)= 58-9 (round 2) = 49 townsfolk still in danger, including the council.
The_Ninja_DM |
Current situation:
Areas on fire:
E10 townsperson: 1d20 + 0 ⇒ (2) + 0 = 2 1 random townsperson trapped 1d6 ⇒ 2
F10 townsperson: 1d20 + 0 ⇒ (20) + 0 = 20 townsperson safe
J9 1d6 ⇒ 6
1d5 ⇒ 2 council member safe
H4 1d6 ⇒ 1
1d5 ⇒ 4 council member safe
H10 1d6 ⇒ 4
1d5 ⇒ 3 council member safe
Gkirkhan |
Intimidate: 1d20 + 9 ⇒ (3) + 9 = 12 ...wow...
HP: 34/34
Gkirkhan looks about and sees that a good number of the townspeople are still inside.
He also sees the trapped townie.
"Oh for de luv ov...." Gkirkhan pulls out his sword.
"MOVE BEFORE HY STARTS TO GET REALLY MAD!"
The_Ninja_DM |
1d20 + 1 ⇒ (3) + 1 = 4
Round 3:
As Que works to extinguish the fire on the stage she is distracted by the sound of breaking glass as the windows above the stage smash inward and two flaming skulls fly into the room and swoop down to attack those closest; Gkirkhan and Que.
Initiatve order:
fire
Evangline
townspeople
Wood
Gkirkhan
Vertiell
Que
skulls
If they last that long:
skull_1: 1d20 ⇒ 16 vs Gkirkhan
damage_slam: 1d2 - 1 ⇒ (1) - 1 = 0 and fire: 1d6 ⇒ 3
skull_2: 1d20 ⇒ 3 vs Que
damage_slam: 1d2 - 1 ⇒ (1) - 1 = 0 and fire: 1d6 ⇒ 5
townsfolk: 1d10 ⇒ 7 townsfolk, the sheriff, and the council make it out, leaving 28 townspeople still inside.
The_Ninja_DM |
Current fire status:
E10 on fire: spread 1d5 ⇒ 3 to E9
J4 on fire: spread 1d6 ⇒ 2 to K5
J9 on fire: spread 1d6 ⇒ 1 to J10
H10 on fire: spread 1d5 ⇒ 3 to H9
1d6 + 2 ⇒ (1) + 2 = 3
The fire is currently confined to the back wall and stage and the eastern side of the building. The eastern wall connects to the town hall records room, btw.
Of the townsfolk still in the room;
Gibs (at H2) is grabbing people and shoving them toward the door. He will add 1 more person per round to the escape list.
The younger of the two councilwomen (now at C4) has stayed and is doing the same thing for an additional +1 person.
This means there are now only 26 townspeople and yourselves still in the room.
Kendra, having helped people escape, is now going from one of you to the other touching each of you in order to grant Diviner's fortune to all of you. She reaches Evangline first.
Please place yourselves on the map.
The remaining townspeople are in A1 through J1, E& F2, C1-3, A2-6
Vertielle Siepar |
Evangline is a regular freakin fire hydrant...
Vertielle tries her best to recall information about the creatures to pass on to her companions from her unsuccessful readings about standard skeletons. She presses one hand to her temple, shutting her eyes against the fire and smoke, to enter the library of her mind.
Not taking any chances here, I'm taking twenty on this knowledge. That gives me a 27 religion or 23 planes.
Vertielle's eyes snap open, but she quickly raises a hand to guard against the heat. Her face choked with black soot and lit a golden orange by flame, she possesses a dark beauty. She calls out various tactics and advice, each suggestion hitting home.
Naturalist for a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creatures of that specific kind of monster. Sociable for a +2 on diplomacy checks is still active.
The_Ninja_DM |
Once Vertielle starts her Bardic song, Kendra will retreat to escape. Her Diviner's fortune, also an insight bonus, does not stack.