
Professor Lennox, DM |

Round 5 Baddies Withdrawal
BLA: 1d20 + 9 ⇒ (8) + 9 = 17
B1A: 1d20 + 9 ⇒ (16) + 9 = 25
B2A: 1d20 + 9 ⇒ (12) + 9 = 21
----------------
Nosa AoO: 1d20 + 6 ⇒ (20) + 6 = 26 B2
LBD: 1d8 + 5 ⇒ (3) + 5 = 8
Karl 1d20 + 9 ⇒ (18) + 9 = 27 (leader)
1d8 + 2 + 2 + 1 ⇒ (6) + 2 + 2 + 1 = 11
ACE: 2d6 ⇒ (1, 3) = 4
Oh goodie gumdrops, a chase! - Insert chase music...
Round Five - Finishes
...
Karl and Beckett tear after the assailants, rounding the corner to find a mob people ahead of them. Merchants and regular passerby clogged the streets. But just ahead they see their quarry forcing their way through the crowd, and making a sharp left into an alley.
But something catches both their eyes, their enemies had sprinkled caltrops along the road. Had it not been for the glint of steel and a merchant hopping up and down on one foot, they'd have blundered right into them. Drogan rounds the same corner, catching up with his friends add they bypass the ad hoc trap.
The trio makes their way up to up to the alleyway, Karl and Beckett spotting three empty jars at the mouth. At first glance, there's nothing...a dead end. But a bit of crumbled masonry crashing at their feet sends their eyes skyward. There, some 10 feet up is the last rung of a ladder leading to the roof. Half way up there two story building's side that three targets are climbing.
There's a door, wooden but not iron banded, leading into the very same building. There also the lowest ladder rung 10 feet above.
(Shoots &) Ladders
》DC 15 Acrobatics to Jump up
》DC 13 with Aid Another
Break on Thru to the Otherside (of the door)
》DC 10 Strength CECT
》DC 8 with Aid Another
Nosatrub: let me know what you're doing. Giving chase or staying. If you're going, please read the above spoiler.

Professor Lennox, DM |

Reposting | Cleaned Up Errors
Sorry, lots of bad grammar making it confusing...
Round Five - Finishes
...
Karl and Beckett tear after the assailants, rounding the corner to find a mob of people ahead of them. Merchants and regular passerby clogged the streets. But just ahead they see their quarry forcing their way through the crowd, and making a sharp left into an alley.
Before they launch forward, something catches both their eyes; their enemies had sprinkled caltrops along the road. Had it not been for the glint of steel and a merchant hopping up and down on one foot, they'd have blundered right into them. Drogan rounds the same corner, catching up with his friends as they bypass the ad hoc trap.
The trio makes their way up to the alleyway, Karl and Beckett spotting three empty jars at the mouth spinning lazily on the cobblestone. A bluish liquid still drips from them. Down the alley at first glance, there's nothing...a dead end. But a bit of crumbled masonry crashing at their feet sends their eyes skyward. There, some 10 feet up is the last rung of a ladder leading to the roof. Half way up that ladder on their way to the roof two stories up are the three targets.
In the alley is a ground floor door, wooden but not iron banded, leading into the very same building. There also, is the lowest ladder rung 10 feet above.
(Shoots &) Ladders)
》DC 15 Acrobatics to Jump up
》DC 13 with Aid Another
Break in Thru to the Other side (of the door)
》DC 10 Strength CECT
》DC 8 with Aid Another
Nosatrub: let me know what you're doing. Giving chase or staying.

Professor Lennox, DM |

BLA: 1d20 + 9 ⇒ (4) + 9 = 13
B1A: 1d20 + 9 ⇒ (4) + 9 = 13
B2A: 1d20 + 9 ⇒ (14) + 9 = 23
.
.
.
The Chase
...
The door proves unyielding to Beckett's shoulder, the wood creaks and pops but remains shut. Karl steps in with a boot to the door near the handle and shatters the jam. The gray light of day spills into the interior of what appears to be a mud room. Another door is straight ahead, but stairs make their way upwards just inside the door on the left.
The group piles up the stairs, distantly aware of two things; the peeling whistles of the City Watch and the startled murmurs of someone beyond the interior door.
Two flights of stairs andas head landing later, a narrow doorway pours the three heroes out onto the roof. To the northeast, they see the three bandits make an astonishing leap from the roof of the current building to the one next door. The roofs on both buildings are tiled and canted to 20° with rain gutters all around.
Karl, Beckett and Drogan make their approach and spot the distance at 15 feet from roof to roof. But they also see a pair of wooden planks nailed to the roof edges creating creating a makeshift bridge. The planks are stacked, nailed and are a foot across. Probably placed there by kids judging by the workmanship.
(Might as well jump, JUMP!)
》DC 15 Acrobatics / (Str or Dex)
》Risk - 2d6 falling damage
Bridge (over trouble alleys)
》DC 10 Acrobatics/Dex
》Risk - 2d6 falling damage
Running Down a (Villain)
》DC 8 Acrobatics/Dex to run on slanted roof
》If only double moving, no check
Nosatrub: let me know what you're doing. Giving chase or staying.

Drogan Anvilsong |

"So 'ave I mentioned how much I'm going to kill these idiots? It all started with the glue bomb, but little did I know that they were gonna be a thorn in my hairy backside ..."
Drogan continues to mumble as he approaches the bridge. It looks shaky and unsettling, but he certainly was not built for jumping. He tentatively makes his attempt to cross to the other roof.
Crossing the Bridge: 1d20 ⇒ 3
The first step is followed by a second ... and then is followed by a two story drop.
damage: 2d6 ⇒ (3, 6) = 9 Sure! NOW the dice roll large!
There is a sickening crunch as the dwarf lands hard on the cobblestones below.
He picks himself off - dusting off the mess of the street below, and heads off in the direction their foes had taken before his fall - watching the rooftops as best he can.
perception: 1d20 - 1 ⇒ (1) - 1 = 0

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Beckett watches Drogan tumble from sight... then glances down at his armor and breathes a frustrated growl...
Then he catches a glimpse of the escaping bandits, and the growl turns to a snarl!
"NO!!"
Beckett sprints toward the makeshift bridge and bounds across in a few quick strides.
Acrobatics: 1d20 - 4 + 1 ⇒ (20) - 4 + 1 = 17

Karl Marsh |

Oy! Beckett is stealing your 20s Drogan!
"This is stupid and can't end well. Those three swallowed jumping potions. The dead bandits back there probably have some on them as well."
Seeing that the younger man is continuing Karl does the same and makes a jump for it.
Acrobatics: 1d20 + 7 ⇒ (18) + 7 = 25
"We should consider we are being led away from our charge and into their advantage if we can't engage them soon."

Professor Lennox, DM |

BLDt: 1d20 + 5 ⇒ (3) + 5 = 8
B1A: 1d20 + 4 ⇒ (4) + 4 = 8
B2A: 1d20 + 4 ⇒ (5) + 4 = 9
.
.
.
The Chase
...
Karl and Beckett both succeed in crossing the gap, putting themselves within striking distance of their quarry. But the enemy senses it and turns on their heels.
Setting their stances they pull various jars from their person and hurl them at the two remaining heroes!! While their aim is mercifully off, the jars they've thrown still pose a threat. Each of the three crash into the rooftop in front of Karl and Beckett bursting into flames. Alchemical fire hungrily begins devouring the tiles and forms a precarious barrier of flames.
Feel the Burn!
》Reflex Save DC 13
》Failure - 1d6 Fire Damage (roll it yourself) | Progress halted, forced to attack next round
》Success - You Catch Up! (see next block)
Charging (hidden fees)
》DC 10 Acrobatics/Dex to Charge
》Failure - Roll Reflex Save DC 10 to avoid falling off roof
》Success - Add normal +2 for Charging
》☆ Optional - Normal Attack, no charge, just roll your attack because you're being careful
...
Fighting off the aches of his horrible fall, Drogan bursts from the alley and into the crowds. The people dart aside as they see the bloodied, soiled and axe-wielding dwarf.
He sweeps his gaze along the roof tops, but blood and the ringing in his ears conspire to prevent finding either friend or foe.
Where am I?
》DC 10 Perception Check
》Failure - You've fallen hopelessly behind
》Success - You spot them ahead one block, spend turn forcing your way through the crowd to catch up

Drogan Anvilsong |

Perception: 1d20 - 1 ⇒ (13) - 1 = 12
Drogan looks just beyond where he had lost his foothold on their attackers. Spying some loosed thatching and tile, it was not long before he had them in sight again and took up the chase again.

Karl Marsh |

"You are gonna be the death of me kid!"
Karl leaps and contorts to avoid the grenade like jar of fire.
Reflex: 1d20 + 7 ⇒ (16) + 7 = 23
Deftly twisting himself away from the flaming splatter and landing near his quarry.
"Shoulda just filled your hands with steel. Now you just lit your funeral pyre!"
No need for a charge at this distance, Karl leads with his main blade.
1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6

Karl Marsh |

Fighting off the aches of his horrible fall, Drogan bursts from the alley and into the crowds. The people dart aside as they see the bloodied, soiledand axe-wielding dwarf.
Sorry with a sometimes moody, control freaky, and temperamental two yearold in the until just house recently, I just can't get over the image of Drogan having pooped his pants running around mad as hell that he's dirty letting everyone know about it, but not wanting any help from anyone.

Professor Lennox, DM |

Rolls
BWP: 1d20 + 6 ⇒ (10) + 6 = 16
B1P: 1d20 + 4 ⇒ (17) + 4 = 21
B2P: 1d20 + 4 ⇒ (12) + 4 = 16
.
.
.
"If we don't want blood on our hands, I could invoke Gozreh and scare them off, after we see what they want. But I think things will get rough, might as well start the fight, get the drop on them."
Onura considers the Inquisitor's words and finally nods. "I like your thinking Stormbringer. If we have the chance to find out the whys, we do it." Shepard enough to peer Phedron's way but expects he will hold his council. For an Andoran, he's unusually quiet. She then glances to Opillien, focusing on the Mwangi's arm still in its sling. "Well enough for for a fight if it comes to it, Captain?"
He did his head, eyes becoming intense and sharp. "I am." He responds firmly.
"Okay, then let's see where the winds bring us..." She looks ready to push away from the table where they're seated when she sees movement near the door. "I guess we won't have to go looking."
All eyes at the table go to the door. The fair-skinned woman and her two roof-walking compatriots enter the tavern. From across the other patrons (roughly 20 people) The woman speaks low to the two men who remain near the front door. Then she moves through the crowd heading to the party's table.
Actions?
Map (link)
》Page One (tavern)
》Page Two (city map)

Drogan Anvilsong |
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Professor Lennox, DM wrote:Fighting off the aches of his horrible fall, Drogan bursts from the alley and into the crowds. The people dart aside as they see the bloodied, soiledand axe-wielding dwarf.Sorry with a sometimes moody, control freaky, and temperamental two yearold in the until just house recently, I just can't get over the image of Drogan having pooped his pants running around mad as hell that he's dirty letting everyone know about it, but not wanting any help from anyone.
If YOU just took a miss-step that lead to a 2 story drop to a cobbled street below, your trousers might not look so pristine either!

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I'm readying the spell doom, if she gets close enough, I'll grab her and cast it on her, while pulling her aside
I'm not 100% if this should be in a spoiler, but I'll put it in to be sure

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Reflex: 1d20 + 0 ⇒ (17) + 0 = 17
Beckett grins madly as he dodges his way through the flames.
Attack: 1d20 + 3 ⇒ (3) + 3 = 6
However the sudden build up of smoke clouds his vision, as he swings wildly.

Professor Lennox, DM |

Message from the DM: Regarding spoilers, from here on out, be sure to keep only to your spoiler thread, don't read the others. ;) Surprises abound... muwhahahahaha!
- GM out

Professor Lennox, DM |

Rolls
HSM: 1d20 + 6 ⇒ (18) + 6 = 24
IO1P: 1d20 + 4 ⇒ (8) + 4 = 12
IO2P: 1d20 + 4 ⇒ (17) + 4 = 21
.
.
West Dock Blues
...
The party readies themselves for anything add the woman arrives at the table. But the new arrival senses the tension and immediately raises her hands. "I mean no harm." She gingerly let's get left hand enough to slowly pull aside her cloak. All eyes at the table spot the hilt of a longsword, the pommel engraved with the crown & lion of Taldor. Looking to get shoulder, they spot the same symbol on a silver badge-pin. "I am Hera Karavas, Imperial Navy. And I've been looking for you, Captain Onura Limnesti."
Onura relaxes but still has a wariness about her eyes. "You've got our attention..."
The Imperial Officer lowers her hands slowly, keeping them crossed at get front. "Your vessel arrived early, lest we would have been at Port to meet you."
"We ran across trouble in the evening, fixing us to sail through the night." Onura's violet eyes narrow. "Why was there need to meet my vessel?"
"Your cargo. A delivery destined for the temple." Hera shares a knowing look to confirm that she means the contents of the strong box. "We fear Argus was placed in a compromising position. His family has gone missing and we know an interested third-party has made contact with him regarding the cargo."
"Ah, bloody hells." Onura grumbles. "Argus is going to steal the pieces for this third party?"
"That is our assumption. When Commander Olfrey sent word of your delivery last week, we stepped up our eyes and ears around the temple and Argus. And we were watchful for dealers arriving in town." Hera pauses and looks from person to person in the party. "Is the cargo in your possession? We can assist you in getting it to the temple before Argus finds you."
Onura looks to Lavios and Phedron, while replying to Hera. "He was already at Port to meet us. Which means Velryssa and your friends are walking into a trap."
Lavios & Phedron: Actions?

Professor Lennox, DM |

Crossbow 1: 1d20 + 4 ⇒ (9) + 4 = 13 (readied, Nosa)
Damage 1: 1d8 ⇒ 6
Crossbow 2: 1d20 + 4 ⇒ (11) + 4 = 15 (readied, Vel)
Damage 2: 1d8 ⇒ 1
.
.
With Argus
...
Nosa watches as Drogan tears around the corner, dating after the rest of his friends as they lend pursuit to the bandits. All around him the merchants and customers begin filtering out of the area as the blood of the dead assailants runs along the cobblestone walkways.
"Oh, my my my..." Argus mutters to himself, eyes darting back and forth with a mixture of fear and something else Nosa can't quite peg. "I never expected this, so much death..."
Nosa studies the old cleric's face and senses the second emotion; regret?
"Rest easy, father," Velryssa soothes, brow furrows in pain as she presses a bandage to get hip where the deepest cut exists. "I'm sure they'll catch them. But we'd better keep moving, maybe take an alternate route. These cutters were all too aware of this one."
"Right you are, miss. Right you are." A fresh peel off shouting comes from a walkway to their left. A pair of women bolt out of the way as three armed men stride confidently forward. The central figure - a human of taller build - rests a greatsword across his shoulder and is armored in studded leather. The two armsmen flanking him - also human - have crossbows trained on Nosa and Velryssa respectively. When they get within 15 feet they stop. "Drop your weapons," the central figure warns, then points at the priest. "Argus, get your frail arse over here with the bag."
"You...you s-s-said no one would get hurt, Argento." Argus stammers. Nosa can sense him moving back a step. Then the priest's voice takes on a commanding tone emboldened with divine energies. "NOSATRUB, DO NOT ATTACK."
Argus Casts Forbid Action
》Will Save DC 14 Negates
》Failure - You are unable to attack with fist or weapon | you are free to move and speak and cast spells
》Success - No Effect
Current Status
➢ Nosa (HP 22/22)
➢ Velryssa (HP 18/41)
Round One - Heroes are Up!! | Map Updated
♗ ♗ ♗ ♗ ♗ ♗
Battle Map (link)
》Page One (encounter)
》Page Two (city map)

Professor Lennox, DM |

BLA: 1d20 + 5 ⇒ (19) + 5 = 24 (Karl)
Damage: 1d10 + 4d11d20 + 4 ⇒ (3) + (6, 5, 3, 16, 10, 20, 13, 8, 6, 12, 18, 8, 16, 14, 2, 14, 20, 18, 17, 14, 9, 15, 2, 14, 17, 9, 20, 12, 7, 14) + 4 = 366
B1A: 1d6 + 4 ⇒ (5) + 4 = 9
B2A: 1d20 + 4 ⇒ (6) + 4 = 10
B2A: 1d6 + 4 ⇒ (1) + 4 = 5
.
.
The Chase
...
Karl and Beckett dodge their way through the bursting alchemical flames and plunge into close combat with their foes. The venerable warrior's lead blade finds a crease in the leader's armor and draws a gouge in his side.
Beckett emerges through the flames, Lucerne Hammer a lethal death dealer. But the opponent stables backwards just in time to avoid the skull-crushing blow.
The leader squares off with Karl and draws a gleaming bastard sword. In the single motion of the draw, the blades edge cuts into Karl's midsection in a gout of blood. (7 pts of damage)!
Failing off with the Inquisitor, the two other opponents draw their short swords and set to work. But the intimidating arc of Beckett's hammer throws them off.
♗ ♗ ♗ ♗ ♗ ♗
Round Five - Heroes are Up!! | Map Updated
Current Status
➢ Karl (HP 13/20)
➢ Beckett (HP 17/17)
♗ ♗ ♗ ♗ ♗ ♗
Battle Map (link)
》Page One (encounter)
》Page Two (city map)
♧♢♡♤♧♢♡♤
...
Drogan spots the telltale signs of combat on the roof of the next building and rushes to the nearest door. As he nears it, two things happen; he notes the signage above the doorway - "Wallers Fine Woodworking" and second, the dull whump of and explosion from the roof above.
He bursts into the interior of the wood shop, bells chiming, and finds five employees hard at work; two gnomes, two dwarves and one human. They turn from staring at the ceiling from where the whump had come, to staring at the bloodied, ax-wielding dwarf shadowing their front door. At the back of the shop, Drogan spots stairs leading upwards.
Coming Through!!!
》Intimidate - DC 14
》Failure - You're forced to wade thru the workers, takes full turn to get to the roof | you emerge next round.
》Success - The workers part for the rage-frothing dwarf! You reach the roof and can get your bearings. You may view the map link below.
》Rooftop Map (link)
¤¤¤ Page One (encounter)
¤¤¤ Page Two (city map)
Current Status
➢ Drogan (HP 6/14)

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Beckett glances to the side briefly, to note the two warriors drawing each other's blood.
Then he turns his attention to the two thugs.
Best to end this quickly.
Pointing to the foe at his right, Beckett pronounces simply
"I judge you guilty!" and then swings.

Karl Marsh |

Karl tried to work a flank with Beckett.
1d20 + 4 + 2 + 2 ⇒ (10) + 4 + 2 + 2 = 18
1d8 + 1 + 2 + 1d6 ⇒ (8) + 1 + 2 + (5) = 16
1d20 + 4 + 2 + 2 ⇒ (11) + 4 + 2 + 2 = 19
1d6 + 2 + 1d6 ⇒ (6) + 2 + (1) = 9

Drogan Anvilsong |

Drogan pants in the doorway for only a moment, his body still freeling the sting of his fall. The shop goes silent as every eye turns to him. "Well, what're ye all starin' at!? GIT BACK TE WORK!"
intimidation: 1d20 + 2 ⇒ (17) + 2 = 19
The workers return to their labors as the various saws and mechanisms scream back to life. The woodworkers don't make I contact as Drogan makes his way up the stairs towards the roof.
When he rejoins his friends, he sees what appears to be the man given orders to the others in the street when this whole dance started. He points his axe, "Oy, you - ye cankerous boil on blind ogre's hind parts! I'll make ye answer fer this one!"
Wasn't sure in the last post if a success meant I get there and can act or just get there and wait for the next round of actions - so I played it safe. If not - Drogan's gonna charge in waraxe flailing.

Professor Lennox, DM |

BLA: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21 (Karl)
Damage: 1d10 + 4 + 1d6 ⇒ (4) + 4 + (6) = 14
B1A: 1d20 + 4 ⇒ (17) + 4 = 21 (Beckett)
B1A: 1d6 + 4 ⇒ (5) + 4 = 9
Karl: Oh, boy...
.
The Chase
...
Beckett steps forward, pronouncing the judgment of Sarenrae upon his foe. But the unstable roof tiles am the growing blaze behind him conspires to confound his aim.
Karl pivots away from the leader and maneuvers opposite the Inquisitor and slashes across the legs of the henchman. His sword digs through the man's calves. As the villain staggers back towards him, Karl plunges his dagger into his back, killing him.
From the north side of the roof, Drogan bursts through an access door and squares off on the melee.
"Don't blame me for your poor balance, dwarf..." Somehow the word 'dwarf' sounds like an invective as the bandit leader slides over to Karl's flank. "Brisbane, on the bladesman." The two remaining enemies match up with the venerable warrior, and the leader's bastard sword stabs into Karl with devastating effect! (14 pts of Damage)
➢➢➢ Karl (HP -1/20) ➢➢➢
Seeing his boss's foe fall, the remaining henchman turns his ire upon Beckett, a shift in direction and his sorry sword cuts across Beckett's shoulder drawing blood. (9 pts of Damage)
The echo of Karl's collapse renames with the heroes. As if echoing from a distance, the peels of the City Watch's whistles mix with the growing flames on the rooftop.
♗ ♗ ♗ ♗ ♗ ♗
Heroes are Up!! | Map Updated
Current Status
➢➢➢ Karl (HP -1/20) ➢➢➢
➢ Beckett (HP 8/17)
➢ Drogan (HP 6/14)
♗ ♗ ♗ ♗ ♗ ♗
Battle Map (link)
》Page One (encounter)
》Page Two (city map)
-----
DM Hints
》Check your spells
》Check your supplies
》Check your health
》The fire grows

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Beckett growls in surprise and frustration as he draws up to face the two bandits.
Karl... He has some kind of trick... Karl doesn't go down. Karl never goes down... It's a trick...
But in the back of his mind, a voice screams that something is wrong. His Judgement turns to a words of healing.
Shaking his head the Inquisitor screams
"Karl never goes down!!"
Taking a small step backward, Beckett raises his hammer to the sky with one hand and points the other at the bandit captain to direct its rays into the man's eyes.

Professor Lennox, DM |

Will Save: 1d20 + 1 ⇒ (3) + 1 = 4
The leader's smug stance turns to a wavering gate as he's dazed by Beckett's divine energies.

Karl Marsh |

Con: 1d20 + 3 ⇒ (8) + 3 = 11
Karl awakes in a dark place, his eyes open to see them surrounding him. There are literally hundreds of them waiting for him, arms outstretched. He tries to call out, but a great pain seizes his chest . . .

Professor Lennox, DM |

Karl makes the save and is stabilized, adrift in the ether... (insert Magical Mystery Tour Album here)
Drogan Up!

Drogan Anvilsong |

Drogan stands, shocked. He speaks with a quiet resolve, determined not to let the emotion override him. "Karl? Yer alright, Lad, aren't ye? Get yer arse up an' show 'im what yer made of!"
That sneering, snickering bastard. Drogan thinks to himself, gripping the shaft of his waraxe. He could rend him neck to nethers - but his bones ache and quake from the fall.
This man has his lackeys doing all the dirty work. He's practically fresh as a daisy. He's confident, cocky, and about to be taught a lesson in humility.
Drogan sets his weapon down, reaching for his drum. He bends a knee to the ground - allowing only the deepest, darkest sounds to emanate from its mouth.
His incantations start,
hearthstone cracks and hammers shake/
Darkness wastes your steady mind/
Lost so long, no hope you'll find!"
The drum rattles against the roof tiles - causing an ominous rattling, like bones and dark things. While the dwarf's hand leaves his drum - it stays in position, thumping in time. His hands dart and dash in the old signs, and the bandit leader begins to shiver.
Casting Cause Fear on the one barking out the orders in hopes he takes a tumble

Professor Lennox, DM |

Will Save: 1d20 + 1 ⇒ (1) + 1 = 2
BLA: 1d20 + 9 - 2 ⇒ (20) + 9 - 2 = 27
B1A: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 2d6 ⇒ (5, 1) = 6
.
.
The Chase
...
Beckett rages at the felling of his friend and calls down his goddess' blessing, sending waves of divine energies through both his body and his enemy's with two different effects. While the sun goddess shines healing down on her servant, Sarenrae daze the villainous leader.
Drogan casts his axe aside and pulls the dragon drum forward. The thunder of his magics pound against the already dazed leader, resonating a pulsing fear in the man. He panics, charging across the gap to the building north of them. He lands safely and scrambles forward, dropping his weapon in the alley behind him.
The henchman, seeing the tables turn rapidly, drops his weapon and turns to jump to the next rooftop and follow his boss. He leaps and manages to grasp the edge of the roof but loses his grip, falling to the street below with a sickening crack. He's still moving, but grievously wounded.
➢➢➢ Karl (HP 0/20) ➢➢➢[/ooc
♗ ♗ ♗ ♗ ♗ ♗
[ooc]Heroes are Up!! | Map Updated
Current Status
➢➢➢ Karl (HP -1/20) ➢➢➢
➢ Beckett (HP 8/17)
➢ Drogan (HP 6/14)
♗ ♗ ♗ ♗ ♗ ♗
Battle Map (link)
》Page One (encounter)
》Page Two (city map)

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Beckett glances at his wounded allies and his own blood stained armor. But then he sees the fleeing bandit leader and red rage covers his eyes.
He prepares to throw himself to the next rooftop in pursuit.
...but loses his grip, falling to the street below with a sickening crack. He's still moving, but grievously wounded.
Beckett stops, a humorless smile spreading on his face.
"An interrogation. That will do."
The Inquisitor once again begs Sarenrae, this time to daze the henchman fallen on the street below.
He also shouts to the street below, "Stop that man in the name of the law! 40 gold reward to the first man to tackle him!"

Professor Lennox, DM |

Will Save: 1d20 + 1 ⇒ (8) + 1 = 9
.
.
The Chase
...
The remaining henchman staggers under the weight of the Inquisitor's invective. But even if he wanted to, he's not going to be going anywhere fast with a compound fracture in the left leg.
"Bugger that, boy..." A merchant with barely a clump of wispy white hair on his livered pate exclaims. "Wallers is goin' up..."
"Watch is comin', they'll getta hand ta this..."
"T'was a dwarf what gone barrelin' in there...look, he's up there!"
Dozens of locals are gathering below as the sounds of battle subside. But their attention is drawn now to the growing calamity consuming the roof.
Getting closer, the shrill calls of the City Watch whistles precede a quartet of armored men, livery the gold and blue colors of Taldor.
"O'er there, a thief in the alley!" A citizen points out the hobbled henchman.
Others point upwards at the fire and the forms of Beckett and Drogan.
"That one promised 40 gold for the broke-leg bloke 'ere." The wispy-haired codger exclaims, stepping into the alley and giving the henchman a kick.
➢➢➢ Karl (HP 0/20) ➢➢➢[/ooc
[ooc]Actions?
》Fire is growing
》Exit through the woodshop (where Drogan emerged)
》Make a jump for it to the alley below (Acrobatics DC 17 for half damage | Risk 2d6)
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Current Status
➢➢➢ Karl (HP 0/20) ➢➢➢
➢ Beckett (HP 10/17)
➢ Drogan (HP 6/14)

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Beckett nods to the crowd below. Then he staggers back to Karl, kneels down, and checks for a pulse.
Relieved, he slumps down onto the tiled shingles.
"Drogan... Can you heal him?"

Drogan Anvilsong |

Drogan slowly pulls the spool of thread from his pouch. "Aye. I can heal 'im. Least good enough to get him to a proper physician and a proper night's rest."
Drogan rolls the thread between his fingers, whispering the old words and reaching out his free hand to touch their wounded friend. His hand glows softly and then fades.
Drogan casts Cure Light Wounds
"It'll take a moment to kick in full with one as gone as 'im, but we'll need to get through the crowds." He looks down from the roof to the growing audience.
"Pushing the magic a bit thin here aren't we Master Drogan?" He says to himself. [i]"But since the crowd has come for a show - seems a performance is in order."[i]
Drogan stands beside Karl and indicates to Beckett to lift him. "Just follow my lead, Inquisitor, an' say nothing to no one. I's time te show you what a true showman can do."
Drogan casts Disguise Self
Drogan speaks more words - thinner, whispier this time, and disappears in a cloud of black smoke. After a second, what emerges is a human wearing his best impression of the City Watch's colors. Beckett is struck for a moment until Drogan's voice spills from the man's lips, "Quit yer gawkin' an' help him up. This illusion'll hold 'til we get 'im down the stairs and away from the crowd. He should be fit te stand on his own before it does."
Drogan hoists Karl onto his shoulders and makes his way through the crowd. When the City watch approaches, Drogan puts on his stage voice. "This man has been gravely injured. This inquisitor and I will see to his wounds. Search the roof for clues. There were two of them - one the ring leader. See what you can find!"

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Onura looks to Lavios and Phedron, while replying to Hera. "He was already at Port to meet us. Which means Velryssa and your friends are walking into a trap."
Pleased to see the scene wasn't going to come to blows, his hearts sinks at the revalation that the rest of the party are walking into a trap.
Turning to Lavios, Phedron asks the obvious, "We've got to find them before it's too late. I'll see if Caster can spot them."
Looking up, he eyes his circling friend. His anxiousness reaches out to Caster as he pictures images of the rest of the party with a sense of urgency.

Karl Marsh |

CLW: 1d8 + 3 ⇒ (3) + 3 = 6
Karl's eyes crack open.
"Meh, back amongst living? Or are those the flames of hell I feel burning me? Son of a b!$%%. Help me get my blades. I don't mean for this to be my funeral pyre. Did you get that bastard with the bastard sword?!"
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
"Argh . . . Damn blood in my eyes."
Karl paws at his jerkin, pulls out his potion and fumbles with the cork before knocking it back.
1d8 + 1 ⇒ (6) + 1 = 7
"Caught me just under the bottom of my armor . . . At least I fell on my back so I didn't dump my guts. Anyone check the one I downed for stag markings or whatnot? S%~~, do I hear the watch?"

Professor Lennox, DM |

Rolls
HSM: 1d20 + 6 ⇒ (12) + 6 = 18
IO1P: 1d20 + 4 ⇒ (14) + 4 = 18
IO2P: 1d20 + 4 ⇒ (8) + 4 = 12
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West Dock Blues
...
Caster acknowledges his companion's call and turns his eye eastward along the docks and to the Landless Gentry. From there the bird of prey follows the last direction to which he'd seen the rest of the party depart.
The paths below follow a pattern towards the northwest and it's not long before Caster finds the other two-legs belonging to Phedron's cast.
They are in two places. The hard-feathered one (Nosa) faces an unkindness of crows (baddies) with the thin female rook (Velryssa). The others of your cast depart a burning nest (building).
You get the sensation Caster is returning to you to lead the way.

Professor Lennox, DM |

CW1: 1d20 + 1 ⇒ (8) + 1 = 9
CW2: 1d20 + 1 ⇒ (17) + 1 = 18
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The Chase
...
The trio collects themselves n thankful that their comrade is alive and back to his sarcastic ways. But the dwarf's illusion takes precedence over a lengthy reunion this side of the grave. Appearing as a blue and gold clad human of short stature, Drogan's quick thinking performance is enough to dissuade the real City Watch from a closer inspection. It helps that the wood shop is burning and the shouts of enthusiastic citizens trying to collect on the rumored 40 gold bounty on any criminals fleeing the area. A Sergeant on the scene is quick to dispatch two men to follow the escaping leader.
As for the remaining henchman, he is quickly being thrown in manacles by the City Watch. His face is a picture of pain as the guardsmen are unsympathetic towards his shattered leg.
Amid the confusion and massing onlookers, the party makes good their escape. Further down the road, an alley makes for as good a place as any for Drogan to revert to his true form; that of a bruised and bloodied dwarf.
During their descent from the roof, hearing Karl's request for evidence, Becket manages to acquire one of the dead enemy's satchels. As the group catches their collective breaths, they have a chance to view the contents.
Satchel
➣ Potion ???
➣ 15 gold
➣ Tanglefoot Bag
➣ Scroll - Drawings of Father Argus & Velryssa | the words "Alive" and "Dead" listed reflexively under their names
Actions? | You are currently 6 blocks away from the original encounter.