
Dunstan Gossington-Gorth |

Dustan takes the extra time to decapitate the creature, unwilling to leave such a foe at his rear before moving to the door to try to relive those holding the monsters out.

Marco Andrezi |

Round 2, Cunning Action
Marco chugs a potion of Greater Healing.
Potion: 4d4 + 4 ⇒ (4, 4, 3, 3) + 4 = 18
He then uses a bonus action to dash to the back of the precinct.
Come! We need t'stop this jail break!

Derrick Tramsen |

Insight: 1d20 + 6 ⇒ (16) + 6 = 22
As Derrick leads the group through the streets, he appreciates the precautions being taken, although the stubborn business of the night ladies and their peers is bothersome. Still, he remembers how things are on the streets and among the poor, and on some level he can't help but feel for their plight.
His reverie is broken by the loud sound and plume of smoke. It takes him only a moment to realize what must be taking place. "An attack on the station!" Without pause, he dashes off into the evening, moving as rapidly as he can for his companions, although he doesn't yet draw on his ki to speed him further.

Dark Powers |

Constable Station in Blackchapel - Early Evening - Marco, Khalid, & Dunstan
Round 2
Dunstan rushes to the door to aid Crier in holding it.
Dunstan's might holds the door firmly, for now at least they'll not get in this way!
The last Constable in the front stands near the door weapon drawn in case they can push past Dunstan and Crier.
Marco and Khalid race to the back!
Make Constitution checks DC 8 to resist the smoke that plumes down the hall.
Round 3
The monsters press on the door again.
Again Dunstan and Crier are up to the challenge!
The last Constable wavers, "Should I head to the back?!"
As Marco and Khalid reach the back they see that the cell which "Inspector Logan" occupied has been obliterated by some sort of pistol powder! The two Constables lie dead in the rubble as three of the Jackalman creatures pull the now dead "Constable" from the rubble.
Marco and Khalid both act before these foes!
Blackchapel - Early Evening - Bannock & Derrick & Zook
As Derrick announces what has befallen, the three mnks race along with him to the Station. Wyatt races there as well.
Zook and Bannock I assume you both head that way too?

Dark Powers |

Is "Inspector Logan" anywhere to be seen? Is he the one being dragged off?
Sorry guys, yes. I meant "Inspector", not "Constable", is quite dead from the blast.

Marco Andrezi |

Round 4, SS of Quickness (Dash)Marco dashes to the other side of the jackalmen. He then attacks one of the xreatures to prevent escape.
Rapier Att: 1d20 + 6 ⇒ (10) + 6 = 16
Rapier Dam: 1d8 + 4 ⇒ (2) + 4 = 6
SS Att: 1d20 + 7 ⇒ (1) + 7 = 8
=SS Dam: 1d6 + 5 ⇒ (6) + 5 = 11

Dark Powers |

Constable Station in Blackchapel - Front - Early Evening - Dunstan
Round 4
The door begins to open when the Constable runs up and presses it closed again! "They may be through any moment, what do we do?" he cries.
Dunstan do you continue to HODOR!?

Dark Powers |

Constable Station in Blackchapel - Back - Early Evening - Marco & Khalid
Round 3
Marco and the Jackal exchange blows with Marco getting the worst of it as the Jackal heals most of the wounds dealt by Marco's blade! Taking 8 damage! That same Jackal is struck by Khalid's spell which wounds i greatly!
The other two meanwhile continue to drag the "Inspector's" body away from the rubble that is the back of the station.

Dark Powers |

Constable Station in Blackchapel - Back - Early Evening - Marco & Khalid
Round 4
Marco and Khalid are UP!

Marco Andrezi |

Round 4, SS of Quickness
Marco attacks with both weapons.
Rapier Att: 1d20 + 6 ⇒ (16) + 6 = 22
Rapier Dam: 1d8 + 4 ⇒ (2) + 4 = 6
SS Att1: 1d20 + 7 ⇒ (8) + 7 = 15
SS Dam1: 1d6 + 5 ⇒ (4) + 5 = 9
SS Att2: 1d20 + 7 ⇒ (11) + 7 = 18
SS Dam2: 1d6 + 5 ⇒ (4) + 5 = 9

Khalid de la Poer |

Seeing that Marco seems to have one Jackleman in hand, Khalid turns to the others, not wanting them to escape with the "Inspector".
"I am sorry gentlemen, you will not be leaving."
Scorching Ray 1: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 2d6 ⇒ (5, 2) = 7
Scorching Ray 2: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 2d6 ⇒ (1, 6) = 7
Scorching Ray 3: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 2d6 ⇒ (6, 4) = 10

Dark Powers |

Constable Station in Blackchapel - Front - Early Evening - Dunstan
Round 5
The door is forced open and cracks, it is clear that it will simply not hold any further.
Next round you must either flee to the back or face these creatures!
Round 6
Dunstan up!

Dark Powers |

Constable Station in Blackchapel - Back - Early Evening - Marco & Khalid
Round 4
Jackalwere 1 Attacks Marco - Claw Attack 1 1d20 + 6 ⇒ (18) + 6 = 24 - Claw Damage 1d6 + 3 ⇒ (1) + 3 = 4. Attack 2 1d20 + 6 ⇒ (10) + 6 = 16 - Claw Damage 1d6 + 3 ⇒ (6) + 3 = 9.
Jackalwere 2 HP=5/22. Khalid's Rays Strike the Jackalwere. Attacks Khalid - Claw Attack 1 1d20 + 6 ⇒ (11) + 6 = 17 - Claw Damage 1d6 + 3 ⇒ (5) + 3 = 8. Attack 2 1d20 + 6 ⇒ (6) + 6 = 12 - Claw Damage 1d6 + 3 ⇒ (6) + 3 = 9.
Jackalwere 3 HP=22/22.
Marco's attacks further bleed the Jackalwere but it's not down yet and strikes him back. The first claw rips the flesh of Marco's shoulder while the second narrowly misses. Marco 4 more damage.
The second creature, enraged by the fire charges at Khalid. Like it's companion the first claw strike connects with the Vistani wizard though blessedly the second misses. Khalid take 8 damage.
The third, hefts the body over his shoulder and turns to leave the rubble his gait low to the ground like that of an ape!
Round 5
Marco and Khalid are up!

Dark Powers |

Blackchapel - Early Evening - Bannock & Derrick & Zook
You cannot see the inside of the station from your vantage point. You all act at the end of Round 6, go ahead and finally post your actions!

Marco Andrezi |

Round 5, SS of Quickness
Marco attacks with both weapons again, attempting to end the creature.
Rapier Att: 1d20 + 6 ⇒ (3) + 6 = 9
Rapier Dam: 1d8 + 4 ⇒ (4) + 4 = 8
SS Att1: 1d20 + 7 ⇒ (12) + 7 = 19
SS Dam1: 1d6 + 5 ⇒ (4) + 5 = 9
SS Att2: 1d20 + 7 ⇒ (8) + 7 = 15
SS Dam2: 1d6 + 5 ⇒ (1) + 5 = 6

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Bannock comes to a quick stop in his tracks, nearly falling over, but he manages to regain his balance. "Methinks we must seek another entry to the building. Such chaos spawn are quite hardy. Had I my full powers, I would crash against them, but the fight with the investigator has left me too depleted to enter such a fight with any assurance of success."

Derrick Tramsen |

Derrick nods to Bannock. "I understand. You look for a way around back--I think there's one down that way. I'll distract them here." He turns to the other monks. "Brothers, you can do what you must here. Aid me in this battle or help Brother Bannock reach the rear. But this threat must be quelled."
With that, Derrick draws his swords and moves in to engage. (Although I don't think he'll attack just this round, on the off chance they haven't seen him yet. Also, I don't think it's the case, but did we get a short rest anywhere along the way between the Inspector fight and now? I think Derrick's low on ki.)

Dark Powers |

Constable Station in Blackchapel - Front - Early Evening - Dunstan & Derrick
Round 6
Dunstan the Three Jackalwere's are now in the building, do you run or stand and fight, the Constables will likely follow your lead.
Derrick as you are there you can attack one from behind and you have Advantage. You go after Dunstan having just arrived. Wyatt will follow your lead.

Dark Powers |

Constable Station in Blackchapel - Back - Early Evening - Marco & Khalid
Sword and Sorcery act in concert to bring low the two creatures battling them. Their shrieks of agony can be heard echoing down the block!
The third creature though is nowhere to be seen when the flare of Khalid's fire dies down.
Round 6 - You are now out of combat.
Marco 1d20 + 0 ⇒ (17) + 0 = 17
As you consider following the last one you hear the front door crack open. The creatures in the front have broken through!
You can either: (1) Chase the last one that just fled out of the back of the building at the end of the last round or (2) head to the front to aid your allies. What do you do?

Dark Powers |

Bannock
The monks nod to Derrick, one states, "Come Brother Bannock, let us split up and approach fro opposite sides!" One comes with you, the other two head in the other direction.
Do you go left or right or do you want to roll % dice to decide which way to go?

Derrick Tramsen |

Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Advantage: 1d20 + 6 ⇒ (10) + 6 = 16
Derrick takes the opportunity of his hidden arrival to stab forward with one of his swords, although he doesn't commit fully to the attack just yet.
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Dunstan Gossington-Gorth |

Constable Station in Blackchapel - Front - Early Evening - Dunstan & Derrick
Round 6
Dunstan the Three Jackalwere's are now in the building, do you run or stand and fight, the Constables will likely follow your lead.
Derrick as you are there you can attack one from behind and you have Advantage. You go after Dunstan having just arrived. Wyatt will follow your lead.
To me! Flee not!
The armoured warrior brings his Greatsword around and prepares to strike.
You can roll initiative

Dark Powers |

Is the one running off in the back still dragging off our evidence of the existence of such creatures?
He damn sure is while ignoring his jackal companions! !

Dark Powers |

Dark Powers wrote:Constable Station in Blackchapel - Front - Early Evening - Dunstan & Derrick
Round 6
You can roll initiative
You still go first so go ahead and attack.

Marco Andrezi |

Round 6, SS of Quickness
Marco uses the double movement of the SS of Quickness to track down the retreating Jackalman.
Come, Khalid! We cannot let him escape with the evidence!
Rapier Att: 1d20 + 6 ⇒ (2) + 6 = 8
Rapier Dam: 1d8 + 4 ⇒ (7) + 4 = 11
SS Att1: 1d20 + 7 ⇒ (3) + 7 = 10
SS Dam1: 1d6 + 5 ⇒ (4) + 5 = 9
SS Att2: 1d20 + 7 ⇒ (3) + 7 = 10
SS Dam2: 1d6 + 5 ⇒ (1) + 5 = 6
Those are some crap rolls!

Khalid de la Poer |

"Right behind you Marco!"
If Khalid gets within line of sight of the Jacklewere he'll cast Ray of Frost
Ray of Frost: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d8 ⇒ 8
If it hits, the creatures speed is reduced by 10 until the end of Khalids next turn.
Crap rolls continue!

Dark Powers |

Constable Station in Blackchapel - Back - Early Evening - Marco & Khalid
Khalid can only get out of the back of the building and throw an errant spell at the creature. Marco though uses the weapon of the Inspector to foil the plot to secure his remains!
Srill his strikes fail to find purchase on the fleeing creature who continues to move with all due haste away from you both!
Round 7 - Marco and Khalid GO!

Dark Powers |

Bannock
You and the Brother race to find a through way to the rear of the Constable Station. The Brother is somewhat faster though and rounds the corner of an alley ahead of you.
More to come I assume you keep running?

Marco Andrezi |

Round 7, SS of Quickness
Having overtaken the retreating monster, Marco continues his attack on the Jackalman.
Die already, ya bugger!
Rapier Att: 1d20 + 6 ⇒ (1) + 6 = 7
Rapier Dam: 1d8 + 4 ⇒ (3) + 4 = 7
SS Att1: 1d20 + 7 ⇒ (11) + 7 = 18
SS Dam1: 1d6 + 5 ⇒ (5) + 5 = 10
SS Att2: 1d20 + 7 ⇒ (9) + 7 = 16
SS Dam2: 1d6 + 5 ⇒ (3) + 5 = 8

Dunstan Gossington-Gorth |

Dunstan whirls and using a might stroke attempts to kill one of the creatures.
magic greatsword: 1d20 + 7 ⇒ (20) + 7 = 27 for 2d6 + 5 ⇒ (2, 2) + 5 = 9 add 2d6 ⇒ (1, 5) = 6

Dark Powers |

Constable Station in Blackchapel - Front - Early Evening - Dunstan & Derrick
Dunstan's strike staggers the beast but some of teh wounds heal as quickly as he can make them!
Unfortunately, the two Constables cannot take advantage of Dunstan's strike and both men miss.
The Jackals strike out at you all!
Jackal 2 Attacks Crier - Claw Attack 1 1d20 + 6 ⇒ (13) + 6 = 19- Claw Damage 1d6 + 3 ⇒ (5) + 3 = 8. Attack 2 1d20 + 6 ⇒ (4) + 6 = 10 - Claw Damage 1d6 + 3 ⇒ (6) + 3 = 9.
Jackal 3 Attacks Junior - Claw Attack 1 1d20 + 6 ⇒ (18) + 6 = 24- Claw Damage 1d6 + 3 ⇒ (4) + 3 = 7. Attack 2 1d20 + 6 ⇒ (13) + 6 = 19 - Claw Damage 1d6 + 3 ⇒ (3) + 3 = 6.
Dunstan's foe cannot bypass the armor of the Nobleman Soldier. Crier is able to sidestep one swipe but is badly injured by the second claw. But grim news circles the allies as the Junior Constable is cut down by the last of the Jackalman!
Just when hope seems lost out form nowhere the form of Derrick appears! His strike does not seem to injure the third foe but his mere presence bolsters the men.
From the street the sound of Wyatt's voice bolsters Dunstam. Gain Immunity to Fear and 5 HP for the duration of the combat!
Derick had his doubts but t seems that it is indeed Wyatt back with them!
Round 7 - Derrick and Dunstan GO!

Dark Powers |

Constable Station in Blackchapel - Back - Early Evening - Marco & Khalid
The Jackal continues to run despite the slashes at it's back and the frost nipping at his heels!
Despite its slow speed, it is still quite fast it reaches the next intersection howling in triumph thinking it is about to get away when two figures rush to the middle, it is Bannock and what appears to be a monk of the Divinity! Reinforcements have arrived.
Round 8 -
Marco, Bannock, and Khalid GO!

Derrick Tramsen |

Derrick slashes out at the creature before him with one shortsword and follows up with an elbow strike from the opposite arm. "Dunstan! What's going on?"
Shortsword Attack: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Unarmed Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

Marco Andrezi |

Round 8, SS of Quickness, Sneak Att (Assuming Allies join the fight within 5 ft of enemy)
Welcome t'the party, mates!
Rapier Att: 1d20 + 6 ⇒ (8) + 6 = 14
Rapier Dam: 1d8 + 4 ⇒ (6) + 4 = 10
SS Att1: 1d20 + 7 ⇒ (15) + 7 = 22
SS Dam1: 1d6 + 5 + 2d6 ⇒ (2) + 5 + (3, 5) = 15
SS Att2: 1d20 + 7 ⇒ (16) + 7 = 23
SS Dam2: 1d6 + 5 ⇒ (2) + 5 = 7