Dannad rushes to the ladder and makes his way up behind Hawkseer, who is hunkered down near the top edge.
Galad's companion appears next to Vandis, alerting the hobgoblins for the first time that they are not alone with the big fighter. One points to the pit area and moves forward while the other two split their arrows between Vandis and the spirit companion. Vandis takes a near point blank shot to his chest that splits several rings of his chainmail, which barely keeps the arrow from piercing his heart. Galad's companion is completely unharmed as the arrow goes straight through it.
H1 Basic Ranged; 1d20 + 6 ⇒ (20) + 6 = 26 vs. Vandis' AC for 1d8 + 2 ⇒ (8) + 2 = 10 damage. -10 HP to Vandis
Even max damage from the hobgoblins can't drop the companion.
The third hobgoblin makes his way to the edge and sends an arrow down at Galad. He also manages to spot Hawkseer and Dannad on the ladder, and shouts something back to his companions in goblin. All three of the hobgoblins start to look nervous and move away from the slave pits.
Hawkseer scrambles the rest of the way and advances on the nearest hobgoblin. "You will die before me," he swears, and, in a blur, is on the hobgoblin, falchion whirling.
Move to P24. Oath on H3. Angelic Alacrity vs H3, shifting to N24 as part of attack.
Hawkseer, are you acting during your normal turn or are you jumping in somewhere else with that attack? I just need to know where to put you in initiative.
Preparing for my very last exam of the quarter today. Official update will go up late tonight, or very early tomorrow morning for those of you across the sea. After that I'll be free to update at will for awhile.
Hawkseer and Vandis both hit, and the hobgoblins will quickly regret their decision to enter into the slavetrading business. :)
Dannad, the ladder is 4 squares tall and you're half way up at the moment so you'll still have 2 squares of movement left at the top during your move action.
If I can make it to R24 with the last of my movement, this'll be one higher.
Dannad nimbly rolls to his feet from the top of the ladder, drawing his dagger as he comes up and letting fly at the hobgoblin that Hawkseer had just appeared before.
Dannad's dagger strikes true before returning magically to his hand. The hobgoblin slaver is barely keeping it together.
Galad continues to surmise the situation before acting.
The hoblins by the winch focus their attention on Vandis as they try to make their escape. Their weapons strike true against the beleaguered Vandis' and the big man drops to the ground for the first time. One of the hobgoblins then runs over and begins fumbling for a key next to the large ape's shackles.
H1; Basic Ranged Shortbow; 1d20 + 6 ⇒ (13) + 6 = 19 vs. AC for 1d8 + 2 ⇒ (6) + 2 = 8 damage. -8 HP to Vandis
H2; Basic Melee Shortsword; 1d20 + 6 ⇒ (20) + 6 = 26 CRIT vs. AC for 8 damage. -8 HP to Vandis
Sorry Vandis, these hobos just seem to have your number.
Galad climbs the ladder, and a small amount of healing is channeled into Vandis.
Pretty sure I can move to P24 with two move actions, move my spirit to H29 at the same time, then using Healing Spirit on Hawkseer. Feel free to not spend your last HS on this, Hawkseer, but Vandis needs the 1d6 ⇒ 4 HP. (He can choose not to spend the HS and the other effects of the power still go off, right?)
Hawkseer, satisfied, looks up to the hobgoblin working at the ape's chains. "You're next." He then vaults through the feywild and swings at the humanoid.
Oath vs H1. Fey Step + pursuer to D27. AP: Bond of Pursuit vs H1. On moving away, etc.
You see the body of the stranger from the rafters floating out towards river current.
Hawkseer, the winch is at ground level. It is large and wide enough to stand on fairly easily. A DC10 Athletics check and an extra square of movement should be sufficient to climb up there quickly. The chains make it easy to find a foothold.
Sorry Dagobert, please note that from Q27 you won't really have line of sight to the hobgoblin. He's 30 ft. from the ledge and you're 10 ft. down and behind the slave cages. You'll need to get to the top somehow to get a good shot at him from where you are unless you have a massive burst attack.
Dannad, I'm pretty sure you still have your action point.
Vandis stands and takes up a full defense, though he wobbles on unsteady feet.
The hobgoblin by the ape finally finds the right key and unlocks the creature's shackles. He looks up at Hawkseer with fear in his eyes.
The hobgoblin closest to Vandis and Dannad takes a cautious step away from them and tries to make a break for it.
Thievery or dungeoneering if you want to be clever. A strong arm and a hard object if you don't. Also need to know which cell you're going to try and open.
Dagobert makes his way over to the slave pens. The first slave looks like a grubby beggar, his skin covered in sores and dressed in tattered rags. He imploringly calls Dagobert over, motioning wildly.
"Hey you, you, dwarf! Get me outta' here and I'll take you straight to the Beggar-King's treasure vault! I know where it is!"
The second slave is a heavy set dwarf with a rust colored beard. He looks at Dagobert with a bit of suspicion due to his appearance.
"How are things lookin' up there? Are ye' all gonna' win or not?"
The third slave is a handsome middle-aged woman dressed in tattered finery. Two younger women stand in the back as she approaches the cage door and looks imploringly at Dagobert.
"Please help me. I was kidnapped and beaten before they brought me here. I do not think myself or my maidens can take much more of this!" she says, in a dialect most commonly associated with Punjar's aristocracy.
The last slave is an ancient looking human male, dressed in robes, who looks so sickly that he can barely stand. Beside him is a very lovely young half-elf woman with blonde locks who is trying vainly to care for him.
1d20 + 6 ⇒ (14) + 6 = 20 - Dungeoneering (untrained, but significantly better than -2 to Thievery :D)
"One thing at a time."
Dagobert tries to free the sick old man first. "He seems in a bad way miss, I'll give you a hand there shortly, if this lock will just open."
As he fiddles around, he continues, "As to winning, I couldn't really say, but I expect we're making progress. I'll take a little look shortly."
Nodding politely to the lady, her attendants and the beggars, he adds "I can't say that treasure is uppermost in my mind right now and I'm sorry you're in such straits milady. I'll pop back and free a few more of you once we see how the fight's going."
Dagobert finds some softer rock in a weak part of the old man's cage. With the help of the young half-elf, he begins prying back some of the bars out of the rock.
Dagobert:
While you're prying up the bars, you see the dwarf two cells over pull something out from under his tongue and use it to start fiddling with the lock.
Hawkseer slides off of the winch next to the hobgoblin and puts the humanoid's leather armor to the test, causing immense pain.
Galad and his spiritual counterpart move closer to the battle, but the spirit is unable to hit the hobgoblin from its precarious perch atop the winch.
Galad's Nature Check:
The great desert ape is known to be a simple but brutal cave dwelling creature. Its immense size deceptively hides an amazing speed and many a traveler has been run down by these beasts' swift and powerful charges.
The beast, now free, turns on its former tormentor, attempting to slam the injured hobgoblin in front of it. The goblinoid screams something in goblin that could only be a very foul curse as its plan backfires.
Slam attack; 1d20 + 7 ⇒ (12) + 7 = 19 vs. AC for 1d8 + 4 ⇒ (2) + 4 = 6 damage. -6 HP to H1, bloodying it
Dagobert looks thoughtfully at the captive dwarf and applies basic first aid to the clearly sick elderly man. "Free them if you can. I'll be back to give you a hand once I've helped out up there.
Minor heal on Feeble bod. 1d20 + 10 ⇒ (9) + 10 = 19. If possible, double move to T24. If the heal is a standard action, then just do the move. Also, apologies for delayed post.
Vandis valiantly continues to attack despite the fatigue settling in his arms. Unfortunately, his lunge is not enough to get over the winch and through the hobgoblin's defenses.
Dagobert gives the dehydrated and sickly man a quick once over and offers his wineskin to drink from. He then makes his way up the ladder.
"Where ya' goin'?!" cries the dwarf as Dagobert runs away. Seeing that the jig is already up, however, the dwarf continues to pick his cell's lock.
Alright, it's been 24 hours for Dannad and he likely won't be posting for awhile since he'll be at PAX in Boston for the rest of the week. I'm making a long drive to my hometown tomorrow morning so the next post may not be for awhile.
Everyone Please Read:
This encounter has been going on for a very long time and I can see where it would have been great in a face-to-face game. As it is, I think it should have run its course by now. Aside from Vandis the rest of you are fine on HP and Dagobert is about to join the fight. Is everyone okay with just hand-waving this encounter and finally bringing it to a close?
Hawkseer dispatches with the injured H1, improving the odds but giving the desert ape a clear path to attack him, and it does, with surprising speed. The gray-skinned eladrin manages to fend off the creature while the combined might of Dagobert, Vandis, and the spirit companion bring it down.
The last hobgoblin attempts a getaway, but a well placed, backhand dagger toss ends his retreat before Vandis finishes him off.
The party stands victorious, but in very bad shape. Hawkseer and Dannad are starting to look very fatigued.
The dwarven slave has busied himself with freeing the other slaves, using a crude lockpick.
The water in the cavern leads back to an opening, and then to a swift flowing underground river, separated by a portcullis placed at the opening.
Apologies for being incommunicado. I agree with Hawkseer, we should extended rest. Question would be where. Retreat up the passage with the slaves, free 'em, and make camp in the spooky room upstairs with the statues?
"Ne'er did like hobbies."
The halfling spits on one of the bodies after wiping his blade on it.
Slave rescue is a plan. Extended rest to sort out Hawkseer's ongoing poison issues as well. Don't really fancy him going nuts on us at some inconvenient moment.