CrimsonDM |
Not unlikely that you wouldn't know them since the Isle's been cut off from the mainland.
"They are a combination of court jester, factotum, and general toady. Jabbyr is Pilts' executioner. He operates the Tall Knife and he's been with Pilts from the theater days. Hookshanks was initially a hanger on. His presence was allowed at court because he claimed a relation to Jabbyr. He's since adapted well, knows how to keep Pilts amused and does dirty little deeds for him."
CrimsonDM |
"Yes. It's an authentic guillotine from Galt. Pilts used it in his theater. It's stylized like a demon's maw. A heavy blade slides down tracks to sever the victim's neck. Now he uses it for state executions. If you survive one fall, he'll let you off, but it has a perfect record of over two score kills."
Emerion Brightsmith |
"Well, he better be careful he doesn't end up in it himself," Emerion mutters. "Very well. Let's go my friends. Heather, will you be able to deal with the bulk of the guards, get them tied down with webs or something?"
CrimsonDM |
Istas checks her weapons, especially her father's spear. She casts the magic bone spell and nods her readiness to the others.
I guess you're going through the door then. Any special preparations?
CrimsonDM |
The door is clear of traps.
1d20 + 2 ⇒ (8) + 2 = 10
Potion of shield drunk, haste readied. Why don't you all just roll initiaitve? FW, can you still get in any special prep you want before the door opens. You're going to get a surprise round. When you open that door to see...
CrimsonDM |
You start in square D11 moving through the door into area C3.
This open-air balcony is shielded from rain and sun by a brightly colored canvas roof that extends up over the area like a dome, held in place by a wooden framework. The inside of the canvas has been decorated in scenes of gruesome debauchery: battlefields, executions, torture chambers, and
man-eating monsters all vie for space. The balcony itself contains two major features of note. The first is a high-backed throne that looks like a poor man’s version of the Crimson Throne itself, a thing of blood-red cushions and silks and spikes. Directly west of the throne stands an intimidating device, a tall guillotine of carved wood and bone, its base
depicting grasping demonic feet and the housing that holds its glittering blade, a leering demonic face.
Opening the door you are looking straight at the guillotine on its railed dais. Two gnomes stand on the platform beside the guillotine, looking east where a knot of armed men is gathered around the throne. One is clad in black, complete with executioner's hood. The other in green and yellow motley with a blue cap and soft shoes.
At the center of the knot is a man who can only be Pilts Swastel. The outsized crown and overlong furred red robe could only belong on an emperor. He is apparently exhorting them to some act of violence, "... kill those who would take what is mine!" and waving an over-long brown-stained razor.
Beyond the balcony : (C4)
The large, flat roof of this long building has been converted into a strange sort of marshaling yard or game field. Two large square areas have been marked with what could be blood, while to either end to the west and east, small cages of wood have been set up to the side of a hole in the roof that drops into the upper floor of the building below. Flights of stairs lead up from the roof to a balcony to the north and the gently slanted roof of a building to the south.
There are perhaps a dozen men scattered across the field here.
And beyond that: (C5)
Two gently sloped rooftops overlook the game field. The northern slopes of these roofs are littered with boards, shingles, and other impromptu chairs, transforming the area into a sort of arena-style seating.
Two or three dozen citizens sprawl here.
The motley gnome looks familiar.
CrimsonDM |
Istas, Init 1d20 + 1 ⇒ (2) + 1 = 3
Pilts Init 1d20 + 4 ⇒ (14) + 4 = 18
Jabbyr 1d20 + 2 ⇒ (13) + 2 = 15
Hookshank 1d20 + 4 ⇒ (20) + 4 = 24
Captain 1 1d20 + 1 ⇒ (6) + 1 = 7
Captain 2 1d20 + 2 ⇒ (15) + 2 = 17
Captain 3 1d20 + 1 ⇒ (11) + 1 = 12
Captain 4 1d20 + 2 ⇒ (5) + 2 = 7
Captain 5 1d20 + 1 ⇒ (7) + 1 = 8
Captain 6 1d20 + 2 ⇒ (9) + 2 = 11
You all get one free action in the surprise round. And Varlis may post his round 1.
Round 1 --
Hookshank, 24
Varlis, 21
Pilts, 18
Captain 2, 17
Jabbyr, 15
Emerion, 14
Captain 3, 12
Captain 6, 11
Heather, 9
Captain 5, 8
Captain 1, 7
Captain 4, 7
Istas, 3
I like it Dabbler.
CrimsonDM |
Actually Wellard I was thinking the haste would go off before the surprise round started. But, if you'd rather cast it as your surprise action, that's fine too. Just let me know.
Emerion Brightsmith |
Emerion drops into a defensive stance and readies an action to cast a dagger at the first foe to act as if they are casting a spell or launching an attack. I'll make the roll now, somebody is bound to provoke it after all. Using Combat Expertise, AC to 27, -2 to hit.
Attack (thrown masterwork dagger): 1d20 + 11 ⇒ (7) + 11 = 18 Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Varlis Larward |
Varlis readies a +1 shocking arrow for anyone who attempts to attack our party, especially with a spell. He employs deadly aim to hit them in the heart. Then he delays until that happens. Please move his initiative to that point.
Heather Whiteraven |
Well it wastes a round of the Haste but if it's ok with you
Surprise round Use scroll of slow.
Duration 5 rounds Save DC19
Targets.
Both Gnomes
Pilts
Front two captains.
Affected Targets may only take one action a round may not use full round actions and move at 1/2 speed
Targets take a -1 to attacks AC and Reflex saves
CrimsonDM |
Sorry. I had half-written a mock-snark reply to Heather's slow spell that she couldn't have the surprise round action if she was going to debuff my peeps, when I was interrupted and the post aborted.
J 1d20 + 5 ⇒ (14) + 5 = 19
H 1d20 + 2 ⇒ (17) + 2 = 19
P 1d20 + 6 ⇒ (10) + 6 = 16
Capt Ax 1d20 + 2 ⇒ (20) + 2 = 22
Capt Big Club 1d20 + 2 ⇒ (16) + 2 = 18
Surprise Round: Emerion and Varlis wait in the doorway for provocation. Heather and Istas step through. Heather reads slow from her scroll. Istas raises her spear overhead.
"Pilts Swastel. The time of your judgement is at hand. Surrender and the judgement will be temporal. Resist and it will be eternal."
Round 1:
The motley clad gnome fumbles in his belt pouch and pulls out a vial. He downs the contents.
Varlis waits.
With a stilted and stumbling tongue, Pilts orders his men forward and begins a speech, "Fear no foe. Strike in confidence so your enemy falls before you..."
He's inspiring courage in his men. I'll let Em and Varlis decide whether that's a trigger to shoot before I go ahead.
CrimsonDM |
Even as Pilts opens his mouth, Varlis looses. Somehow the arrow snakes between the line of men milling between Varlis and Pilts and strikes the erstwhile emperor on the head. His crown goes flying and Pilts reels behind his throne.
There's a blood curdling cry from the Tall Knife's dais and Jabbyr launches himself at Istas. Emerion's dagger scores the gnome's shoulder, but he is undeterred. Like a madman he charges and his ax rips toward her head ....
J's Ax 1d20 + 16 ⇒ (11) + 16 = 27 .... damage 1d10 + 4 ⇒ (8) + 4 = 12
which is fended off by the magic bone circling her. Clearly the halfling is an extraordinary warrior. Barely missing a beat the ax reverses to sweep at her legs.
J's Ax 1d20 + 11 ⇒ (3) + 11 = 14 .... damage 1d10 + 4 ⇒ (1) + 4 = 5
But it clips the corner of the dais and slows too much to penetrate her armor.
Two of Pilts' men charge forward, a man wielding a quarterstaff and another with two short swords. The quarterstaff wielder confronts Istas directly. Shortswords vaults up beside the guillotine and circles it, looking to close with Heather.
Quarterstaff 1d20 + 6 ⇒ (3) + 6 = 9 .... damage 1d6 + 2 ⇒ (2) + 2 = 4
Shortswords 1d20 + 6 ⇒ (3) + 6 = 9 .... damage 1d6 + 2 ⇒ (4) + 2 = 6, 1d20 + 6 ⇒ (11) + 6 = 17 .... damage 1d6 + 2 ⇒ (1) + 2 = 3
The men with Pilts are dressed in leathers and badged similarly to the leaders of the mob you confronted earlier.
Varlis scores big damage, but Pilts is still in the game now with cover. Emerion hits Jabbyr, but its not much.
Don't take those attack modifiers as gospel. I'm working off memory. I may adjust them tonight. They are representative of the treat you are facing.
Round 1 -- (reordered)
Hookshank, 24 E15
Varlis, 19 D11
Pilts, 18 J14
Captain Greatclub, 17 H13
Emerion, 16 D11
Jabbyr, 15 E14
Captain Shortswords, 12 D13
Captain Quarterstaff, 11 G13
Heather, 9 D12
Captain Daggers, 8
Captain Battleaxe, 7 G14
Captain Longsword, 7 I13
Istas, 3 F13
If you're not into the map. Captains Gratclub, BattleAx, and Longsword form a skirmish line between you and Pilts. There's just room to end run Captain Longsword. Just in front of their line, Q-staff and Istas are engaged. There's just room to get through between them and the wall. Or, unlike Capt Shortswords you can't cut through the Guillotine dais (One square of difficult terrain) without cutting down one of the gnomes.
Heather's up.
Varlis Larward |
Varlis begins to go to work. He feels the inner speed of that higher metabolism. He tingles with the imperative haste and begins to draw his normal arrows at those captains.
Mr Greatclub first, no time for deadliness.
First arrow 1d20 + 12 + 2 + 4 + 1 ⇒ (12) + 12 + 2 + 4 + 1 = 31, damage 1d8 + 4 + 4 ⇒ (7) + 4 + 4 = 15, Second (hasted) arrow 1d20 + 12 + 2 + 4 + 1 ⇒ (6) + 12 + 2 + 4 + 1 = 25, damage 1d8 + 4 + 4 ⇒ (3) + 4 + 4 = 11, Third arrow 1d20 + 7 + 2 + 4 + 1 ⇒ (16) + 7 + 2 + 4 + 1 = 30, damage 1d8 + 4 + 4 ⇒ (2) + 4 + 4 = 10
CrimsonDM |
Heather moves to E12.
1d2 ⇒ 2
Heather's web blankets the balcony, possibly trapping everyone except the gnomes, and Captain Shortswords.
With Pilts behind his throne it's hard to say how ensnared he is. Captains Ax and Great Club are clearly mired. The others seem free to act although they are surrounded by webbing.
Captain Longsword steps forward a square, but can't quite get clear of the web before he's caught too.
P 1d20 + 11 ⇒ (12) + 11 = 23
Capt Ax 1d20 + 4 ⇒ (7) + 4 = 11
Capt GreatClub 1d20 + 4 ⇒ (3) + 4 = 7
Capt Longsword 1d20 + 4 ⇒ (17) + 4 = 21
Capt Daggers1d20 + 5 ⇒ (17) + 5 = 22
Capt Qstaff 1d20 + 4 ⇒ (15) + 4 = 19
Moving
Capt Longsword 1d20 + 4 ⇒ (3) + 4 = 7
Capt Ax 1d20 + 7 ⇒ (7) + 7 = 14
Capt Daggers1d20 + 7 ⇒ (4) + 7 = 11
Grappled: A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.
Webcreates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become grappled by the sticky fibers. Attacking a creature in a web doesn't cause you to become grappled.
Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell. The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell's DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.
The strands of a web spell are flammable. A flaming weapon can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away one 5-foot square in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.
Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.
From his position behind the line. One of the Captains produces a handful of daggers. He selects one and throws it at Heather.
Dagger 1d20 + 3 ⇒ (5) + 3 = 8.... damage 1d4 + 2 ⇒ (3) + 2 = 5
Istas parries a blow from the quarterstaff and lunges in riposte.
Spear 1d20 + 7 ⇒ (6) + 7 = 13.... damage 1d6 + 3 ⇒ (6) + 3 = 9
End of Round 1.
Commence Round 2.
CrimsonDM |
Round 2 -- Map
Hookshank, 24 E15
Varlis, 19 D11
Pilts, 18 J14
Captain Greatclub, 17 H13
Emerion, 16 D11
Jabbyr, 15 E14
Captain Shortswords, 12 D13
Captain Quarterstaff, 11 G13
Heather, 9 E12
Captain Daggers, 8
Captain Battleaxe, 7 G14
Captain Longsword, 7 H12
Istas, 3 F13
I'll hve to come back to this. Varlis you can re-target based on Heather's spell results if you wish. Note that you and Emerion are taking large penalties firing from the doorway in D11.
CrimsonDM |
FW, Heather's web was her round 1 action. Your three arrows are your round two. But Hookshank gets a go first. I'll post it tonight.
CrimsonDM |
"You!" The motley gnome screams. He pulls a bottle from his robes and heaves it at Istas.
1d20 + 6 ⇒ (4) + 6 = 10 .... damage 3d6 + 1d6 ⇒ (3, 3, 4) + (4) = 14
miss 1d8 ⇒ 4 DC 15 Refl save v splash
1d20 + 4 ⇒ (15) + 4 = 19
1d20 + 4 ⇒ (10) + 4 = 14
The bottle flies past the Shoanti cleric and smashes on the floor with a burst of fire. Istas sidesteps, but it catches her opponent. He shouts in surprise and pain. The motley gnome laughs.
CrimsonDM |
Round 2 continued.
Varlis steps through the door and away to the right. After dodging a thrust shortsword, he fires three arrows past Heather's right ear and into the chest of Captain Longsword who collapses into the web.
AoO Shortsword 1d20 + 6 ⇒ (11) + 6 = 17 .... damage 1d6 + 2 ⇒ (5) + 2 = 7
Pilts stops his oration and hunkers down behind his throne. (Total cover/concealment)
Captain Greatclub tries to lunge forward out of the web. 1d20 + 6 ⇒ (15) + 6 = 21 v Dc 19
He bursts free and circles round Captain Quarterstaff, coming up next to Heather. Move to F12.
Istas jabs at the man's flank as he steps forward.
Spear 1d20 + 7 ⇒ (16) + 7 = 23.... damage 1d6 + 3 ⇒ (5) + 3 = 8
Forgot to mention, Thanks for the Harrow card note, Wellard. Dabbler, he speaks true.
FW, I wasn't trying to force a change of tactic. I was merely trying to point out that with Captain Greatclub trapped in the web, Varlis might want to choose a different target. Longsword was an excellent choice. You don't have to shoot through Istas' melee (although you are still shooting through Heather's square, she can make herself small) and Longsword'd put himself on the edge of the web. Also, with Telemachus-like rolls like those, the penalties didn't mean you were going to miss at all.
therealthom |
Emerion's up. It's pretty crowded around the door now. Cap Shortsword is right in front of the door. If Em steps through he's got one empty square with Varlis to the right and Heather to the left. Shortswords will be right in front of him. Heather is against the wall and anchors the left side of your line, opposed by Capt Greatclub. Farther out and 5 feet south of Heather. Istas forms the center of your line, facing Capt. Q-staff and flanked by Jabbyr on her right. You don't have a right side of your line of battle. The dais is occupied by Jabbyr and the motley gnome. Capt Shortswords is already behind your lines in a target rich environment. With a 5 foot step he can engage Istas from the rear, and he still threatens Varlis, and Heather.
Round 2 -- Map in progress
Hookshank, 24 E15
Varlis, 19 C12
Pilts, 18 J14
Captain Greatclub, 17 F12
Emerion, 16 D11
Jabbyr, 15 E14
Captain Shortswords, 12 D13
Captain Quarterstaff, 11 G13
Heather, 9 E12
Captain Daggers, 8
Captain Battleaxe, 7 G14
Captain Longsword, bleeding out H12
Istas, 3 F13
Emerion Brightsmith |
Looks like Captain Shortswords is a 5' step from Emerion, so he darts forward and attacks! +14 attack bonus, +1 for haste and -2 for Combat Expertise, AC to 27
Attack: 1d20 + 13 ⇒ (20) + 13 = 33 Damage: 2d6 + 5 ⇒ (1, 2) + 5 = 8
Attack (haste): 1d20 + 13 ⇒ (10) + 13 = 23 Damage: 2d6 + 5 ⇒ (5, 3) + 5 = 13
Threat Confirm: 1d20 + 13 ⇒ (2) + 13 = 15 Damage: 1d6 + 5 ⇒ (5) + 5 = 10
If the first thrust finishes him, he'll take the second at the next available target
Heather Whiteraven |
Did Laori leave us?If she did we're toast[ooc]
Heather casts Shocking Grasp
Concentration DC17 1d20 + 13 ⇒ (9) + 13 = 22
She reaches out to touch Captain Great Club
Touch Attack 1d20 + 4 ⇒ (4) + 4 = 8 +3 if he is in Metal armour
[ooc]Well there goes Heathers Last Offensive Spell She's down to wands and scrolls now
Varlis Larward |
I never thought you were botting Varlis - just helping us play by post. use your discretion with the next target. Humans are meat and drink for Varlis.
Varlis steps back another five foot swaying his hips and back until he is out of reach and then the arrows come again. The captain with the short swords gets the first one and then on to the next if Emerion has dealt with that.
First arrow 1d20 + 12 + 2 + 4 + 1 ⇒ (13) + 12 + 2 + 4 + 1 = 32, damage 1d8 + 4 + 4 ⇒ (3) + 4 + 4 = 11, second arrow 1d20 + 12 + 2 + 4 + 1 ⇒ (10) + 12 + 2 + 4 + 1 = 29, damage 1d8 + 4 + 4 ⇒ (2) + 4 + 4 = 10, third arrow 1d20 + 7 + 2 + 4 + 1 ⇒ (10) + 7 + 2 + 4 + 1 = 24, damage 1d8 + 4 + 4 ⇒ (3) + 4 + 4 = 11
In the crowded doorway, Varlis looks for a suitable victim, even if he has to wait.
CrimsonDM |
Emerion engages Shortswords. Despite a skillful combination of blows, Emerion's rapier is turned at the last second. Just missed the crit.
Jabbyr continues his assault on Istas' flank.
J's Ax 1d20 + 16 ⇒ (12) + 16 = 28 .... damage 1d10 + 4 ⇒ (7) + 4 = 11
J's Ax 1d20 + 11 ⇒ (5) + 11 = 16.... damage 1d10 + 4 ⇒ (2) + 4 = 6
Quarterstaff swings wildly at Istas' head.
Quarterstaff 1d20 + 6 ⇒ (13) + 6 = 19 .... damage 1d6 + 2 ⇒ (3) + 2 = 5
The ax bites once, but she dodges the other blows.
Shortswords riposte's desparately at Emerion.
Shortswords 1d20 + 6 ⇒ (6) + 6 = 12 .... damage 1d6 + 2 ⇒ (4) + 2 = 6, 1d20 + 6 ⇒ (11) + 6 = 17 .... damage 1d6 + 1 ⇒ (4) + 1 = 5
Heather's surprised when her touch connects and a huge spark sends the big clubweilder back a step. The slow gave you just enough of an edge. 5d6 ⇒ (1, 3, 6, 5, 2) = 17
Daggers tries to cut himself a path to mobility. 1d20 + 6 ⇒ (18) + 6 = 24, 1d20 + 6 ⇒ (3) + 6 = 9
Ax also tries to get free. 1d20 + 6 ⇒ (20) + 6 = 26 Clearing the web, he smiles at Heather.
Istas swings the butt of her spear around a parry toward her opponent's chest.
Spear 1d20 + 7 ⇒ (18) + 7 = 25.... damage 1d6 + 3 ⇒ (2) + 3 = 5
Laori was hanging back with Salvatore. Her chain needs room anyway.
Dabbler, if you want Emerion out front, move out front when you win initiative and the surprise round. Don't wait for them. Heather was the one who took the fight to them. Istas went along for the ride.
CrimsonDM |
Round 3.
The motley gnome tosses another bottle, this time at Varlis. It strikes the bowman directly in the chest and explodes in a gout of fire and acid.
Touch attack 1d20 + 6 ⇒ (10) + 6 = 16 .... damage 3d6 + 1d6 ⇒ (5, 6, 4) + (1) = 16
Varlis takes 15 points of damage and another point next round.
Varlis, for his part, drills two arrows into Shortsword's chest. The third arrow slips through the melee to find Ax. The man grunts and snaps off the shaft sticking in his arm.
Greatclub hauls his weapon back and drives it at the Shoanti.
1d20 + 8 - 1 + 2 ⇒ (4) + 8 - 1 + 2 = 13 1d10 + 3 + 2d6 ⇒ (7) + 3 + (3, 1) = 14
There is a ragged cry of "Pilts" from the crowd on the field and in the stands. They begin moving in a flurry.
And that brings us back around to Emerion.
Emerion Brightsmith |
Emerion dances to one side (to E12 if free)to support Heather, his blade still darting and dancing as he coolly fends off shortswoirds' attempts to retaliate.
Attack: 1d20 + 13 ⇒ (2) + 13 = 15 Damage: 2d6 + 5 ⇒ (3, 5) + 5 = 13
Attack (haste): 1d20 + 13 ⇒ (9) + 13 = 22 Damage: 2d6 + 5 ⇒ (1, 6) + 5 = 12
Attacking Shortswords until he drops, then going for Greatclub.