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Thats a toughie - we'll let it ride here as the combat is all but over but with such roll should mean at a minimum disadvantage with the rolls if not heftier penalties - on the flip side?, if you try this and roll really well for acrobatics then I'd grant advantage... but leave it for now. I do like Liam - he's got style... doesn't always come off but its style nonetheless
Everyone withdraws together as the canine abomination closes. Simeon brings forth energy and blasts the creature.
Simeon is spot on. As usual. Re-read slow and caught that movement is also halved - my bad. It is 40 feet away now. If someone wants to take a retroactive snapshot with a crossbow etc feel free
I can speed things up some... you have 2 rounds worth of spells, crossbow shots etc you can take if you don't move any closer. After those two rounds he'll be on you and taking his first attack... unless you all take 5ft steps back as well each turn... in which case? you get 3 rounds
And back to the action
Aukan guts the man who dare strike him like a hog! Liam tries a new line of attack and buries his sword in his foes throat.
The other attacks of the party are not as effective.
The three remaining guards are as fanatic as ever and attack.
#4 and 5 attack Karl
#2 attacks Seneon.
1d20 + 3 ⇒ (19) + 3 = 22 for 1d6 + 1 ⇒ (1) + 1 = 2
I'll clean the map and it corpses soon so Liam and Aukan can move around the batttle field a bit - remember there are still sleeping foes
Elaris perception 1d20 + 4 ⇒ (7) + 4 = 11
Liam, Karl and Seneon all hear something that Elaris missed... they can hear more guards stirring... the room next door maybe?
Fireball coming on line.... tracking... tracking... lock! Fire!
Simeon attack bursts around the Golem hound which stops barking immediately and starts to charge!
Reflex: 1d20 + 2 ⇒ (6) + 2 = 8 - slowed for 2d6 ⇒ (1, 2) = 3 rounds.
It takes the FULL brunt of the blast and its movements towards the party are slowed, and you get the impression that if not for it being slowed it would already be at Elidals neck!
Elidal lets off her shot but it seems to have little effort Didn't make the AC
Sterne heels to Emmetts side Added your dog to the map and updated the Golem Hound graphic
The hound is now 20 feet away from Elidal, and 35ft from Emmett and 40ft away from the rest of the party. Map updated.
Aaaand... we're back. Again, apologies all
The battle spirit veiling the barbarians vision in a red mist, Aukan plows into the midst of his foes! He brains one before nearly gutting another... but the guard stands still... if only barely (guard #6 died, #7 still standing).
Liam tries an overly dancing sword combination that yields no results followed by a shield punch to his opponents face that bloodies his nose! (Guard #9) He feels inspired by Elaris' presence and feels his next effort will be even greater.
Karl's attack fails to breech his enemy's defences.
Had to move the map around some so that Seneon could be near Karl, so switch him with Liam on the map
Seneons efforts to get past the guards shield fail.
Elaris lets fly at guard #4 and hits.
Magnus spell goes off. The guard that was nearly gutted by Aukan goes down, sleeping, as well the one bashed in the face by Liam as well well as the one shot by Elaris... all snoozing. Finally the one closest to Magnus (#10) also drops.
Your efforts have disabled half your foes... but they respond with blood curdling yells and fierce strikes.
#1 Attacks Aukan moving into the space previously occupied by the now dead #6.
1d20 + 3 ⇒ (16) + 3 = 19 for 1d6 + 1 ⇒ (4) + 1 = 5
#2 Attacks Seneon
1d20 + 3 ⇒ (7) + 3 = 10 for 1d6 + 1 ⇒ (5) + 1 = 6
#3 Attacks Karl
1d20 + 3 ⇒ (9) + 3 = 12 for 1d6 + 1 ⇒ (5) + 1 = 6
#5 Attacks Aukan.
1d20 + 3 ⇒ (1) + 3 = 4 for 1d6 + 1 ⇒ (3) + 1 = 4
#8 Attacks Liam.
1d20 + 3 ⇒ (7) + 3 = 10 for 1d6 + 1 ⇒ (2) + 1 = 3
Simeon knows that this is a Golem Hound.
It would be immune to many conditions, for instance immune to anything that would require a fort save, Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) and Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. A magical attack that deals cold or fire damage slows a flesh golem hound (as the slow spell) for 2d6 rounds (no save). A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A flesh golem gets no saving throw against attacks that deal electricity damage.
As Elidal leaves the gate house to approach her the hound starts to bark loudly... and somewhat mechanically.
Not sure if this influences Elidals' decision to close
You know that scene from Star Wars where Han runs into a room full of stormtroopers? Yeah... that.
10 armed and armoured temple guards regard you with some but not total surprise. They are armed with Scimitars and shields and wear chainmail shirts.
Enough to give you all initiative but not enough for a surprise round. Elaris remains in the doorway, the rest of you have charged in by the sounds of it.
The gate opens onto a stone walkway over a wide gorge under which a wild river flows. You can see the Schloss is not a single building but a collection of buildings built overhanging or right next to perilous river falls and the river itself.
About 80 feet away from the gate is a single ominous figure of some sort of canine but it looks to be stitched together almagamation of several dogs and wolves.
It stares you down with lifeless eyes.
Random way huh? Ooookay
1, 12'oclock, 2 is 3 o'clock and 3 is 6 oclock: 1d3 ⇒ 3
South it is... Also Anyone now having issues with the map?
You push 20 feet down the corridor before it breaks into a 'T' junction. One heading left, and the other right. To the left you can see a door into one of the walls. Its dark but in the dim spaces beyond the light you'd hazard there are other doors.
To the right? The corridor comes to an end and swings south.
The goblins scamper, relieved to have made it out alive.
You lay out what remains you can recover and its not a pleasant job... particularly given that you come up with 4 bodies that are incomplete... or possibly five bodies. Its hard to tell.
Your work done all that is left to do is open the doors at the far side of the gate house that will allow you into the Schloss.
I've had a few personal issues I've been dealing with, hence the delay in posting. Difficult when its a player - inexcusable when its a DM. My apologies.
I've also just found out that the scenario I've been running has been retired for 2-3 months (something I didn't know before we started).
In effect this means that there is no 'Chronicle' or game credit I can issue for this PbP game.
Happy to run it to conclusion if you wish but there isn't any point beyond completing the story so to speak.
You able to approach and enter the cave. It is smaller than the previous cave that the manticore made its lair in: 20’wide and 10’high. After 30’, it narrows further to a square corridor that is obviously man-made. This corridor is 10’wide and 10’tall.
The corridor leads into a curiously circular room, which ceiling opens to the sky.
The entire floor of the room is covered with a 12 inch thick layer of grass.
Set in the centre of the cave is a large statue of the grotesque Cretia. Two greenish gems glitter in the statue’s eyesockets. Branching out from this chamber are a number of tunnels, set equal distantly and at the cardinal points of the compass.
While the room itself requires no light source you know that you will need at least one, if not several light sources to navigate these tunnels
The process of clearing away the debris from blocking the gate has uncovered human remains as well as a blue and silvery grey tunic that is very much worse for wear on an 'unattached' rotting torso that the troll or goblins had not yet got around to eating.
Know: Nobility DC15:
The livery is that of House Caromarc. Given the more utilitarian make of the garb, you'd gather this to be something worn by servants and the like
Nice shot Red-5
Nicolas has little to aid him in a ranged battle but he does have one spell at hand.
School evocation; Level cleric/oracle 3, inquisitor 3; Domain glory 3, sun 3
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8).
An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8).
A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).
Attack Ranged Touch Attack: 1d20 + 5 ⇒ (10) + 5 = 15 How... mediocre
Great Master!, quails one.
Mighty masters, whimpers another.
The way they tell the story is that there was simply a group. As for counting one of the goblins, clearly the brains of the outfit, will go as far as to hazard "two hands" of people - "maybe one... two more? Maybe one or two less".
They never said what they wanted.
The do warn you about "The hound beyond the gates! It watches! It stares! And it never stops".
Nearby a cave is discovered with the remains of a horse and several bits and pieces which probably came from a human.
Saddlebags still on the horse contains a coin pouch (among other effects) that holds 50GP in change.
The rocky path leads onwards until you can see what seems to be the mouth of a cave.
There were 2 spikes at liam. Seneon at 100-150ft that shot will be at disadvantage normally but because you didn't post earlier when the creature was 'lit up' so to speak, we can retro the shot to that round
Seneon drops the creature with a shot to the wing, which crumples. The creature drops over a hundred feet to the ground and falls heavily.
Mighty ones, one of the goblins whimpers. You've defeated the Master.
While Jaru, Nalun and Simeon wait outside the gates, the goblins go on to describe that they were slaves to the Troll. They came here over a week ago with a group of humans, who used some sort of magic on the troll when he jumped out and ambushed the group before their arrival.
When they made it to the gates the humans were allowed entry and the troll took over the gatehouse, killing its human guards - the group of humans left a few days after their arrival, leaving the troll here.
They hold up a bronze piece on a leather thong as they tell their tale. A gagged skull.
Emmett and Elidal push inside and find stairs going down off the roof.
It opens on a broad chamber with a vaulted roof. Two large fires burn in the room, and spiral stairways climb up in each corner toward the ceiling. The gate on the far side of the room is barricaded with timber and furniture, stopping entry from the main doors unless cleared.
More surprisingly they find three cowering goblins who whimper and whine pitieously.