GM Wolf |
As the group enters the house the first thing you notice is the gaudy artwork, it looks like the mayor has taken all the 'nice' things of the peasants and stored them on the walls or along the walls, filling the cabinets and shelves.
If any of you have seen Hoarders Buried Alive, it is kinda like that. There is enough room to walk along the path but items piled along the walls.
You have entered the center room of the house with a staircase ahead leading up. There is a doorway straight ahead which the door is closed. Also a door to the left and an archway to the right, but the archway is filled with stuff and looking over the stuff you see the room is filled with stuff as well. You think you see a massive dining table under all the clutter which is covered in items as well.
Jellena Darkling |
She whispers under her breath which the group can make out, "Oh my god, how can people live this way?!"
She continues leading the group and quickly turns to the left door. Listening to the door before opening it... she hears... nothing.
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Then she creaks the door open and thinks to herself, oil, I need oil and acid, seeing no threats or people for that matter opens the door and walks into the den. Then moving back out into the hall.
Appraise: 1d20 + 1 ⇒ (9) + 1 = 10
Perception walking by the stairs: 1d20 + 6 ⇒ (12) + 6 = 18
items under 10 gold: 1d6 - 1 ⇒ (3) - 1 = 2
items under 100 gold: 1d6 - 2 ⇒ (2) - 2 = 0
She deftly picks up a flask of Acid and a flask of Alchemist's fire.
SoH: 2d20 ⇒ (19, 10) = 29+7
She stops before going to the door and kneels down. She feels along the floor where there is surprisingly no clutter and she pulls on a board to have a secret door open. Slyly she whispers to those following her, "A nice place to hide your secrets..."
Unless someone objects she leads down the stairs quietly.
stealth: 1d20 + 7 ⇒ (5) + 7 = 12
Delman Fredrel Vortani III |
Perception: 1d20 + 1 ⇒ (11) + 1 = 12
Appraise: 1d20 + 4 ⇒ (10) + 4 = 14
Delman follows Jellena and likely Frank. Ready with one kukri free he keeps looking for threats. His poor luck and skills finds him not finding what he might think is worth palming.
Frank Steel |
Appraise: 1d20 + 5 ⇒ (18) + 5 = 23 items: 1d6 - 2 ⇒ (6) - 2 = 4
Well this man is evil, I'm sure he got these things illegally, though I'm just justifying taking them to myself, but if we are to stop the dark powers we will need money. Greater good and all.
Frank gathers the 4 items as the others are looking around.
Perception: 1d20 + 4 ⇒ (10) + 4 = 14
"Nice find Jellena. Lets go down first then. This place is something else."
GM Wolf |
Heading down the stairs you smell burnt torches and the smell of oil. The air is thick with torch smoke as there is a torch every few feet and a lantern every 10 feet on the other wall. The smoke starts burning your eyes and any attack will have a 20% miss chance.
The staircase goes down about 20 feet then has a switchback down another 20 feet and both staircases are about 40 feet long. Getting to the bottom you can hear moans coming from behind a very heavy wood door with metal reinforcements, it has no handle, no lock, and only a 5 inch slit that is 3 inches tall at head level.
How are you standing guard? Jellena did take the lock sooo yeah.
A few minutes since the others have entered into the house you see the mayor and his two guards exit from the inn, and head towards the ferry.
Less than a minute passes by and you can see the mayor coming looking rather frustrated and walking quickly towards you. His two guards that were with him when he greeted you are still on either side and the other three are at his back. They all have their weapons drawn, the mayor has a black rod with a red light emanating from the top of it.
Jellena Darkling |
stealth: 1d20 + 7 ⇒ (4) + 7 = 11 Everyone should make a stealth check.
She whispers to herself more than anyone else, "those torches' smoke is hurting my eyes." She rubs her face and eyes as she continues down the stairs coming down to the solid door she looks at the others.
After looking at the others a few moments she asks, "Well no handle or lock, so most likely someone is in there to let them pass the door. Should I open it with other means?" With emphasis she twirls out her lightsaber and turns it on.
If they say no she begins looking for a secret latch. perception: 1d20 + 6 ⇒ (6) + 6 = 12
If they say yes or don't give her a response she begins 'melting' the door, cutting around where the hindges should be first on the right side then the left side. Once that is done she motions and says, "Okay time for the strong ones to bust it in or I could cut some more of the wood off?"
Artemis Eule |
Appraise: 1d20 + 4 ⇒ (1) + 4 = 5
Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Items: 1d6 - 1 ⇒ (5) - 1 = 4
As Artemis follows behind, he lags behind a bit, looking through some of the clutter to see if there was anything of value. After searching and quickly pulling what he wants from the clutter, before heading down after the group.
Stealth: 1d20 + 1 ⇒ (10) + 1 = 11
Heading down behind Jellena, Artemis groans a little at the smoke hits his eyes, rubbing his eyes a bit as the group descends, "I would say to cut more of the wood off before we try and bust in." Artemis suggests as he quickly loads his gun, aiming it at the door just in case.
Frank Steel |
"This makes no sense, who replaces and lights these things. They only burn a few hours at a time. A man like this should have ever burning torches you would think." Frank coughs and rubs his eyes watching as Jellena prepares the door. When it's ready he charges up and kicks it in.
Str check: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
Joe "Joseph" Waskalis |
Joe and Excalibur are posted looking into town, so they can see anyone who approaches.
GM Wolf |
With the 6 men approaching you, you continue to stand there? Is Excalibur out in your hands?
With the hinges burned off Frank kicks down the door. You can see a fat man 10 feet away in dirty clothes, his shirt even more dirty with grease, a mace in one hand and a torch in the other. His eyes are large with surprise and just stands there.
Surprise Round
What do you do?
Jellena Darkling |
Surprise Round
Init: 1d20 + 3 ⇒ (11) + 3 = 14
First she waits for Frank to act, then following him into the prison lightsaber on and ready to swing. If she can reach the guard she will attack as well, assuming Frank attacks.
LS: 1d20 + 1 ⇒ (13) + 1 = 14 damage: 2d6 ⇒ (6, 4) = 10
Frank Steel |
Surprise Round
Frank quick to react continues moving forward.
Charging as a Standard action which is only at normal move speed since surprise round.
Frank lets out a small growl as he goes forward with purpose striking the man attempting to leave him unconscious.
Charge, Panthera on the Hunt: 1d20 + 6 + 4 - 4 ⇒ (19) + 6 + 4 - 4 = 25
Charge, Panthera on the Hunt Confirmation: 1d20 + 6 + 4 - 4 ⇒ (13) + 6 + 4 - 4 = 19
Damage: 1d6 + 7 + 1d6 ⇒ (2) + 7 + (6) = 15 Non Lethal
Crit Damage: 1d6 + 7 ⇒ (2) + 7 = 9 Non Lethal
"He is probably a bad man but I don't know about taking a life yet. This is all still a bit weird."
Init: 1d20 + 4 ⇒ (14) + 4 = 18
GM Wolf |
The man is out cold on the ground with Frank and Jellena standing above him. Jellena didn't even need to strike.
Looking around you see many people in cells. Most of them are chained up even in the cells either with manacles binding their feet or hands but some just have a large loop around their neck.
With ease you find the keys on the only apparent guard. Though you soon find out that the keys only opens the cell doors not the other binding agents.
You find a total of three elderly women, five kids, two elderly men, five young maidens with torn clothes, three of which are bound to torture boards and their nether regions are laid bare, and three young lads. Most of which have been beaten, neglected and malnourished. One of the elderly women actually have manacles holding her hands, feet, neck, and mouth.
At the end of the cell block you can find one cell that has been turned into a guard room with a barrel of water, a barrel of leftovers, a cot Metal and canvas, likely from Earth, and piles of torches, rags, oil and such.
Jellena Darkling |
She stays her hand and gracefully replies to him, "Well thank you for that Frank. Now it seems big stinky here has some keys," as she searches and pulls up the keys. She quickly begins unlocking the first cell and tries the keys on the manacles but to no avail. She walks to the open cell door unless someone also enter the cell and tosses the keys to Frank, "Frank use the keys to open the doors, it looks like I am going to use my boby pins again to get the manacles off. Which will take a long time... Frank you may want to head back up to Joe with one of the others to keep a look out. Right now it is pretty much my show."
Can I take a 20 on lockpick/Disable Device?
DD, inprovised tools, guidance: 1d20 + 7 - 2 + 1 ⇒ (15) + 7 - 2 + 1 = 21
DD, inprovised tools, guidance: 1d20 + 7 - 2 + 1 ⇒ (17) + 7 - 2 + 1 = 23
DD, inprovised tools, guidance: 1d20 + 7 - 2 + 1 ⇒ (16) + 7 - 2 + 1 = 22
DD, inprovised tools, guidance: 1d20 + 7 - 2 + 1 ⇒ (18) + 7 - 2 + 1 = 24
DD, inprovised tools, guidance: 1d20 + 7 - 2 + 1 ⇒ (8) + 7 - 2 + 1 = 14
DD, inprovised tools, guidance: 1d20 + 7 - 2 + 1 ⇒ (2) + 7 - 2 + 1 = 8
DD, inprovised tools, guidance: 1d20 + 7 - 2 + 1 ⇒ (3) + 7 - 2 + 1 = 9
DD, inprovised tools, guidance: 1d20 + 7 - 2 + 1 ⇒ (8) + 7 - 2 + 1 = 14
DD, inprovised tools, guidance: 1d20 + 7 - 2 + 1 ⇒ (8) + 7 - 2 + 1 = 14
DD, inprovised tools, guidance: 1d20 + 7 - 2 + 1 ⇒ (5) + 7 - 2 + 1 = 11
DD, inprovised tools, guidance: 1d20 + 7 - 2 + 1 ⇒ (16) + 7 - 2 + 1 = 22
DD, inprovised tools, guidance: 1d20 + 7 - 2 + 1 ⇒ (9) + 7 - 2 + 1 = 15
DD, inprovised tools, guidance: 1d20 + 7 - 2 + 1 ⇒ (5) + 7 - 2 + 1 = 11
DD, inprovised tools, guidance: 1d20 + 7 - 2 + 1 ⇒ (1) + 7 - 2 + 1 = 7
DD, inprovised tools, guidance: 1d20 + 7 - 2 + 1 ⇒ (19) + 7 - 2 + 1 = 25
DD, inprovised tools, guidance: 1d20 + 7 - 2 + 1 ⇒ (12) + 7 - 2 + 1 = 18
Artemis Eule |
Artemis would quickly lower his rifle as the target got knocked out quickly by Frank. He looks back up towards the entrance of the stairs, wiping his eyes yet again as he calls out to Jellena over his shoulder. "Hey Jellena, want me to help down here or should I head up with Frank to explore?"
Delman Fredrel Vortani III |
Lowering his kukri since the situation has been dealt with he sheathes his kukri, walking over he takes the keys from Frank, if he is willing, and offers, "I will unlock the cell doors and start helping people out of the building, Artemis go with Frank and check out the rest of the house or see how Joe is doing." Then he focuses on finding the right key for the next cell door, he stops and takes them over to to Ash and where her brother is being kept and opens that door next letting her get to her brother.
Sense Motive on Ash, making sure they are tears of horror or regret: 1d20 + 1 ⇒ (18) + 1 = 19
Frank Steel |
Frank nods and hands the keys over.
"Good plan, Artemis and I will check in with Joe and explore the rest of the house. This man did horrible things to these people. The kid gloves are off, I'm going all murder hobo on him for sure. Come on Artemis."
Frank heads back up and calls out to Joe.
"We found most if not all of them. Freeing them now, checking the rest of the house. You good out there?"
Artemis Eule |
Artemis would nod, climbing the stairs out of the basement, relaxing a bit as they leave the smokey area. As they got up to the main hallway, Artemis would keep an eye out behind Frank, not wanting any surprises the house might hold.
Joe "Joseph" Waskalis |
With the 6 men approaching you, you continue to stand there? Is Excalibur out in your hands?
Excalibur is still in Joe's hands. The fog is said to be dangerous.
The paladin decides to call out to them in the fog, no need to cause undue surprise in such stressful times."What how, gentlemen?" The paladin greets what he assumes is the guards.
Frank heads back up and calls out to Joe.
"We found most if not all of them. Freeing them now, checking the rest of the house. You good out there?"
The situation hits Joe like a tons of bricks. The paladin tightens his grip on the magical weapon. Addressing the men in the fog, Joe questions with grim determination, "You're not here to escort my team to the ferry, are you?!"
GM Wolf |
"What is this! Arrest him and any others you find within, if they resist kill them!" The mayor shouts in rage.
Round 1
With the two up front with longswords and torches, then the three at their back with polearms they approach with caution.
They are taking their time approaching you, likely with readied actions.
The mayor casts a red spell over himself.
Joe responds to the lads inside on round 4.
Joe "Joseph" Waskalis |
Round 1 FIGHT!!
Joe calls out his smite evil ability on the mayor (+1 to att., +1 to dmg., +1 deflection AC) as a swift action, and as a standard action, Joe casts his shield spell-like ability.
"By what crimes did those people commit to be lock away in your own house, Bradlaw?!!" The paladin barks into the foggy night.
GM Wolf |
Joe: 1d20 + 0 ⇒ (11) + 0 = 11
Bradlaw - Mayor: 1d20 + 1 ⇒ (15) + 1 = 16
Longswords: 1d20 + 2 ⇒ (5) + 2 = 7
Halberds: 1d20 ⇒ 12 delay - now 7
"They each have their trespasses! Go on boys he isn't going to let you take him." The rotund man sneers out in his pig like voice.
longsword: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16 damage: 1d8 + 1 ⇒ (6) + 1 = 7
longsword: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11 damage: 1d8 + 1 ⇒ (3) + 1 = 4
halberd: 1d20 + 2 ⇒ (17) + 2 = 19 damage: 1d10 + 1 ⇒ (1) + 1 = 2
halberd: 1d20 + 2 ⇒ (3) + 2 = 5 damage: 1d10 + 1 ⇒ (8) + 1 = 9
halberd: 1d20 + 2 ⇒ (4) + 2 = 6 damage: 1d10 + 1 ⇒ (6) + 1 = 7
"At him men, all at once and with a spell as well! Gorthac Ra Well"
Fort DC 16 or be blind.
The five guards move well together and attack, though only two gain flanking this turn. Does Joe have his back to the wall?
Joe gets hit twice, first with a longsword and then a lucky halberd smash, with cuts running red it leaves Joe Bloodied with 9 damage.
longsword: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10 damage: 1d8 + 1 ⇒ (8) + 1 = 9
longsword: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9 damage: 1d8 + 1 ⇒ (1) + 1 = 2
halberd: 1d20 + 2 ⇒ (5) + 2 = 7 damage: 1d10 + 1 ⇒ (1) + 1 = 2
halberd: 1d20 + 2 ⇒ (16) + 2 = 18 damage: 1d10 + 1 ⇒ (10) + 1 = 11
halberd: 1d20 + 2 ⇒ (12) + 2 = 14 damage: 1d10 + 1 ⇒ (8) + 1 = 9
"Come on he can't much more of this we have him! Krall thobain." The mayor yells out.
He fires a small orb of acid at Joe.
The five guards move well together and attack, though only two gain flanking this turn. Does Joe have his back to the wall?
Joe "Joseph" Waskalis |
ROUND 2
Fortitude: 1d20 + 4 ⇒ (16) + 4 = 20 Whew!
Joe's eyes burn for one second then instantly recover.
If all 6 are in front of the paladin, Joe does use the wall to cover his back.
Bloodied, Joe fights for survival, regretting that there's a chance soe of these guards aren't evil; just doing there job.
The holy warrior attacks the closest guard without giving away any tactical advantage he might have.
Excalibur: 1d20 + 7 ⇒ (19) + 7 = 26
Confirming: 1d20 + 7 ⇒ (6) + 7 = 13
Dmg.: 1d8 + 7 ⇒ (4) + 7 = 11
Holy damage, if applicable: 2d6 ⇒ (6, 5) = 11
ROUND 3
Joe makes a desperate swing of Excalibur.
Excalibur: 1d20 + 7 ⇒ (6) + 7 = 13
Dmg.: 1d8 + 7 ⇒ (4) + 7 = 11
Holy damage, if applicable: 2d6 ⇒ (5, 3) = 8
Under the onslaught, a paladin falls. Current HP: -9
I take it Joe's smite evil deflection bonus did not negate the acid orb.
GM Wolf |
Round 2
Joe drops the first guard, but there are still five more and then the spell casting mayor!
Round 3
Joe first gets hit by a splash of acid, 'It burns! Wait no it doesn't the acid holds off with the magical smite ability' But he has to focus on the threat of all those weapons before him! He is able to take down another guard before they take him down.
Joe is at -6, no need to roll, soon you will find out your fate...
Round 4
Frank gets to the door just as it slams open and three guards begin rushing into the house, they stop just inside and one of them shouts, "Drop your weapon and get on the ground, NOW!"
What does Frank and Artemis do? If you fight roll init! If you run roll init! If you do what they tell you I will tell you what happens.
Artemis Eule |
Artemis turns around as the door slams open and looks at Frank, biting his lip and sighing as the three guards enter the house, instinctively knowing Joe is either knocked out or dead. He raises his gun towards the guards and hollers down the stairs, "Delman! Jellena! We got company up here!"
Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Frank Steel |
Frank intends to stand his ground seeing Joe fall
Init: 1d20 + 4 ⇒ (8) + 4 = 12
"Do you know what this man has done here? Perhaps one of you will be the next he takes and tortures. Excalibur heal Joe."
Frank shouts as he prepares for what is to come.
Seems wolf wanted actions and my init beats the guards so.
Frank watches Joe go down and moves forward attacking two of the guards. He draws his blade in a fluid motion with the grace of water releasing a wave of energy as he does.
Swift Action: Encouraging Roar (Artemis this will give you a +2 morale bonus to Att/Dam for 3 rounds)
Move: Move to engage the guards
Standard: Tidal Blade (Attacks 2 guards within range using same attack)
Tidal Blade: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
Tidal Blade Confirmation: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Damage: 1d6 + 5 + 2 + 1d6 ⇒ (4) + 5 + 2 + (6) = 17
Crit Damage: 1d6 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Franks blade releases a wave of energy cutting two of the guards.
"None of you have to die today, but stand against me and you will."
Artemis Eule |
Artemis shoulders his rifle as Frank shouts at the guards, aiming towards the last guard, firing at him as he infuses his shot.
Bolt Action: 1d20 + 1 ⇒ (6) + 1 = 7
Damage from Bolt Action and Alchemist Ordinance: 1d10 + 2 ⇒ (9) + 2 = 111d6 + 4 ⇒ (6) + 4 = 10 21 damage total
Ouch, I don't think that 7 hits their Touch AC.
GM Wolf |
Round 4
With Frank's quick reaction he gets up to the guards in a split second, his belt begins to shine and produce electrical motes, the two men caught in his attack both are missing an arm and drop to the ground. The wounds are cauterized somehow, likely from the crackling electricity of the belt. The last guard dodges the shot and runs into town dropping his weapon in fear.
The mayor backs up but he is still smiling, as you see two of the guards outside stand up but blood weeps from their dead eyes and other orifices.
Round 5
Init:
Bradlaw - Mayor: 16
Frank: 12
Artemis: 11
Longswords: 7
Halberds: 7
The mayor then moves away from the newly risen guards and pulls out a potion, he then drinks it potion.
Joe lays silent until the call of Excalibur can be heard.
Excalibur bane of Undead |
Round 4
"By the power within and all that is holy, RISE HOLY WARRIOR!" The sword sings and as Joe comes too he is standing with the mighty blade in his hands and sees the gruesome sight before him.
cure mod: 2d8 + 5 ⇒ (2, 4) + 5 = 11
Round 5
More holy power surges over the paladin as the sword sings, "May the undead that have been spawned be smitten!!! Bradlaw shall die for this unforgivable sin!"
The sword's true power activates and calls all allies to its side then a greater positive pulse detonates turning the two zombies into dust.
3d6 + 15 ⇒ (3, 1, 6) + 15 = 25
Jellena, Delman, Frank, and Artemis surround the paladin in a defensive formation as the holy energy dissipates.
This spell causes a wave of positive energy to spread from you, damaging foes vulnerable to positive energy and bolstering living creatures. Each creature damaged by positive energy in the area (such as undead) must succeed at a Will save or take 3d6 points of damage, plus your caster level (+15). Haunts manifesting in the spell’s area also take this damage.
This spell does not heal creatures healed by positive energy; such creatures instead gain a +8 bonus on saving throws against death effects, energy drain, negative energy, and effects directly caused by haunts. This bonus lasts for 1 round.
Joe "Joseph" Waskalis |
ROUND 4
Darkness. Again in darkness. Suddenly, a small pinpoint of light comes into appearance to what looks like a long way away. Into the Light, I go, thinks the spirit once known as Joseph Waskalis.
"By the power within and all that is holy, RISE HOLY WARRIOR!" The sword sings and as Joe comes too he is standing with the mighty blade in his hands and sees the gruesome sight before him.
The spirit, now returned to flesh, stands holding the legendary sword, Excalibur, amazed to be alive again.
Round 5
More holy power surges over the paladin as the sword sings, "May the undead that have been spawned be smitten!!! Bradlaw shall die for this unforgivable sin!"The sword's true power activates and calls all allies to its side then a greater positive pulse detonates turning the two zombies into dust.
Jellena, Delman, Frank, and Artemis surround the paladin in a defensive formation as the holy energy dissipates.
The paladin looks around at the amazing display of holy power brought forth from the mighty blade. First, Joe looks around to his comrades..his friends. Then the holy warrior takes a quick look at Excalibur in his hands, then at the corpulent evil mayor.
"Oh! You are one DEEAAD motherf#<ker!" Joe sneers at Bradlaw.Frank Steel |
Frank realizes his belt just released some beginning Thor level lighting but has no time to check it as there are still bad guys. Lord of Sparkles level :)
"You tortured and raped them you evil f@#~. Prepare to die."
Frank charges off at the mayor.
Swift Action: Brave Gambit
Full: charge
Brave Gambit Charge: 1d20 + 8 + 2 + 4 + 2 ⇒ (20) + 8 + 2 + 4 + 2 = 36
Brave Gambit Charge Confirmation: 1d20 + 8 + 2 + 4 + 2 ⇒ (8) + 8 + 2 + 4 + 2 = 24 Jeezus Frank is a crit machine right now.
Everyone within 60ft will get a +3 morale bonus to damage for the next 3 rounds. Artemis you will be at +2 to hit +3 damage, everyone else is just +3 to damage as they were not here for the Encouraging Roar
Damage: 1d6 + 5 + 3 + 1d6 ⇒ (1) + 5 + 3 + (6) = 15
Crit Damage: 1d6 + 5 + 3 ⇒ (3) + 5 + 3 = 11
Frank Recovers his used maneuvers with the successful gambit
Delman Fredrel Vortani III |
round 5
blast, touch: 1d20 + 3 ⇒ (1) + 3 = 4 damage: 2d6 ⇒ (1, 5) = 6
+1 to attack and damage if within 30 feet
Taking stock of the situation, listening to his allies, then draws his kukri and aims it at the mayor... fizzle goes the magic as the purple ray shoots out at the fat man but misses.
Frank Steel |
Frank stands over the man ready to finish him.
"Your call Joe, I suspect he will bleed out before long. We could stabilize him and give him to the ones he tortured, this could help bring them clouse and a sense of justice, if not I should just kill him now."
Joe "Joseph" Waskalis |
Frank stands over the man ready to finish him.
"Your call Joe, I suspect he will bleed out before long. We could stabilize him and give him to the ones he tortured, this could help bring them close and a sense of justice, if not I should just kill him now."
"Frank, you were in the house. You have seen what, if any, mercies have been shown to the prisoners", Joe said, as he too stood over the fallen public official. "May the mercies he has shown to others, be those he now receives." The paladin gives the warlord a nod of approval for whatever Frank wishes to do.
Frank Steel |
"Just seeing him create undead would have been enough but after seeing what was done to those people inside..."
Frank thrust the rapier into the base of his neck severing the spinal cord.
"This is justice. Let those inside come out and see what has become of the one that tortured them."
Joe "Joseph" Waskalis |
"Please", Joe asks the warlord, "Lead the way."
Jellena Darkling |
Jellena nods to the men seeing that things are well handled up here and as she briskly runs down she yells back, "See if you can find keys on the mayor and bring them down."
GM Wolf |
As the mayor gurgles his last breath a crimson glow surrounds his body and a spirit emerges of a cackling demon, then it dissipates.
Looking upon the body of the mayor you find quite a few nice things:
5 potions, a ring of keys, a dagger, a cloak, and the black staff with the red crystal on the top.
potions of cure light wounds, darkvision, invisibility, levitate, protection from arrows, resist energy; Other Gear dagger, cloak of resistance +1, alchemy kit
With the keys found, soon all but the elderly woman who is bound completely are free and rush through town to find their loved ones. Each of them thanking their 'saviors' with pats on the back and embraces of happiness.
Ash thanks them as well hugging her brother close to her, she also asks, "Is there any chance that we can go with you, we have nothing here and our parents are dead and the farm was put to the torch. We have no where to go."
Joe "Joseph" Waskalis |
The paladin does a quick detect evil on the objects found on the mayor.
Once that is done, Joe follows Frank down to help free the bound prisoners. Noticing the old crone fully bound, with Excalibur's help, the holy warrior attempts to break the bindings of the old woman without doing any more damage.
Artemis Eule |
Artemis follows behind Joe and Frank, helping where he could as they free the bound prisoners. Leaving Frank to help free the old crone he turns towards Ashe and her brother, scratching the back of his neck, "I see no qualms with it, but we need to talk about it first in our group."
GM Wolf |
Taking extra care with the bindings between Jellena and Joe you get them off. One of the strikes was really close but Joe was able to avoid the blow at the last second away from her head.
The old crone seems rather disoriented but with help leaves the prison cells as well. Who is helping her out?
Soon there is a large group of people outside of the mayor's house. They thank you but they also seem nervous. One older man asks, "We have no guards or leadership now? What should we do?"
Joe "Joseph" Waskalis |
Before the paladin leaves to go downstairs, Joe holds aloft his magic sword once more.
"Excalibur, the staff if evil. Shall we?" Joe asks his legendary sword. In a swift strike, both Joe and Excalibur seek to sunder the evil staff.
Jellena Darkling |
Jellena and Joe likely help the old crone out of her cell and up the stairs, before exiting the house she asks the old woman, "Do you know where your amulet is now or where it was?"
Joe "Joseph" Waskalis |
"YES WE SHALL, BEGONE EVIL!!!" The sword yells.
After several strikes the staff is sundered.
Once done the sword whispers to Joe, "Cut off his head too!"
"I think that's a bit much, buddy. Thanks for the resurrection, by the way."
GM Wolf |
The gathered crowd hear and notice a man fall, down the street from them. They seem a bit sheepish and most turn back to look at Joe.
I know some of the posts may seem out of place due to time constraints but we are going to say Joe is still outside. Jellena and Delman are taking care of the old crone.