Mintash |
Marrius: 1d20 + 3 ⇒ (7) + 3 = 10+4 more if vs mind effecting
init: 1d20 + 4 ⇒ (19) + 4 = 23
Barkhad: 1d20 + 7 ⇒ (12) + 7 = 19+2 vs spells and spell-like abilities
init: 1d20 ⇒ 4
Ferez: 1d20 + 2 ⇒ (2) + 2 = 4
init: 1d20 + 9 ⇒ (14) + 9 = 23
Sal: 1d20 + 6 ⇒ (15) + 6 = 21+2 vs illusions
init: 1d20 + 1 ⇒ (8) + 1 = 9
Pierce - Flames' Arrow |
Will save 1d20 + 14 + 1 ⇒ (2) + 14 + 1 = 17 Assuming at least one ally is adjacent to me.
"Vaisyrharath, what was that?"
Aubrey the Demented/Malformed |
The Away Team (which henceforth includes Gil by default):
Up on the dais the situation is the same. As Joord reaches up to his remaining eye one of the lizardfolk bodyguards roars. His two-handed club smashes Joord's head open like a broken egg, spattering blood and brains everywhere. One of the women at the table vacantly wipes her face and gazes in rapt fascination as crimson drips from her fingers, but moments later another of the lizardfolk clubs her to death.
Within seconds, the entire room is turned into a scene of carnage.
OK, I need to do a map and stuff. Should hopefully be up tonight.
Aubrey the Demented/Malformed |
The Home Team:
Meanwhile, there is the hiss of a weapon being drawn from its sheath. Valentis has climbed back to her feet. She holds her greatsword, her knuckles white on the hilt, and stares at the people on deck, eyes wide and breathing heavily, as if she has never seen them before in her life.
Mintash |
Ezreal Init: 1d20 + 3 ⇒ (14) + 3 = 17
As the carnage starts Mintash deflects and dodges the clumsy attacks of the gamblers.
Janosz Frogshanks |
Away team:
Vaisyrharath |
Anything from the spellcraft check from here?
Pierce - Flames' Arrow |
Pierce clasps his holy symbol and begins to chant at Valentis, "May the Flame calm the rage I see in your eyes friend Valentis".
Use a Swift Action for the Judgment Resiliency and gain DR 2/Chaotic.
Cast Hold Monster on Valentis. Will Save DC 16.
Initiative 1d20 + 12 ⇒ (10) + 12 = 22.
Aubrey the Demented/Malformed |
Away Team:
Please place yourselves. Most of you, barring Gil, are around the dais talking to Joord - that's the thing with the dotted lines around it - and I've marked the crew of the ship on already. The squares labelled 'T' are tables. The squares labelled 'D' are doors - you entered via the door at the north end of the room. The black squares are pillars holding up the roof.
Aubrey the Demented/Malformed |
Home Team:
This map, however, is the one we shall be using as we can interact with it.
R2-Y9 is the docking tower. There is a platform with a wide stair going down, above which is a pitched roof which stands on narrow pillars so that the platform is open to the air on all sides (with a parapet) but not above (due to tropical rain storms) - the edge of the roof is the dotted line. The gangway is at U9-13.
There are control surfaces at D-I15, D-I19 and AK-AN17. These can be walked along, but they are tricky and would require Acrobatics skill checks. In addition, there is a big elemental containment ring running perpendicular to the deck around the rear waist of the ship. In cross-section, it is at P12 and P22 at the level of the deck. The main strut connecting the hull to the ring is a big lump of wood at J-K17.
There are three decks: a raised rear deck at the back and a raised fo'c'sle at the front, and a lower main deck in the middle (there being cabins under the rear deck and fo'c'sle at the level of the main deck). The rear deck is at J to O and the fo'c'sle is at AE-AJ. There are stairs up to the upper decks, and doors (marked D) to the cabins underneath. The helm is at M17. There is also a big hatch at V-X/16-18 in the main deck leading to the hold, which is closed.
Please place yourselves - Vaisy will be below decks so he doesn't have to do so yet, the rest of you are above. Valentis is already marked. Please roll initiative if you haven't already.
Aubrey the Demented/Malformed |
Vaisy:
Vaisyrharath |
This goes beyond any single spell or power...the whole city might have been pushed to madness. I will continue to scry for the pilot.
This goes beyond any single spell or power...the whole city might have been pushed to madness. I will continue to scry for the pilot unless you find him.
Mintash, be cautious. This may be like the Madness of Yaruun, which the Inspired blamed on the Kalashtar.
Vaisyrharath |
I do not know for sure that this originated from the monolith, though it seems likely. I would not know how to prevent such thing from happening again, short of destroying the monolith, which might be beyond our means in a short time - particularly in the midst of a city driven to madness. It would be my guess, though, that this is not something that can be replicated easily or often, so we may - I stress may - have a window while our foes gather power again. Best, in my opinion, that we were gone swift as we may.
Aubrey the Demented/Malformed |
Away Team:
At the same time, four of the punters begin to change. Their bodies begin togrow, turning into heavily muscled horned humanoids. The Horned Guard soldiers seize their polearms and begin to close on the group.
Haladon ir'Tarravan |
Home Team:
Haladon notices the horned humanoids flying towards the ship and draws his sword while readying his shield as well.
Besides, I believe your search is about to be interrupted by some boarders.
Vaisyrharath |
*sigh* Nothing ever does go as planned, does it? On my way!
Vaisyrharath will abandon the remote viewing, stand, and move toward the ladder to the main deck.
Aubrey the Demented/Malformed |
Home Team:
For Vaisy to come on deck, assume it is a full round action for him to appear by whichever door he wishes to emerge from (since we never discussed where his cabin is).
Horned Legionaries initiative 1d20 + 9 ⇒ (7) + 9 = 16
Initiative
Pierce 22
Haladon 17
Horned Legionaries 16
Valentis 14 (Hold Person)
Homicidal Crewmen 10
Vaisyrharath 7
OK, you've just frozen in place a very powerful melee combatant on your side, let's see how this goes.
Aubrey the Demented/Malformed |
Away Team:
Lizardfolk 1d20 + 1 ⇒ (11) + 1 = 12
Initiative
Marrius 23+
Ferez 23-
Kazadar 21
Gil 20
Horned Legionaries 18
Ezreal 17
Janosz 14
Lizardfolk 12
Mintash 10+
Mobs 10-
Salvorazo 9
Barkhad 4
OK, you control the NPCs - their stats are in the Campaign Info page for this. Ferez is affected by the pschic blast but she is temporarily immune because of Kaz's spell and so under your contro, for this fight (what you do afterwards is up to you).
Mintash |
I'm assuming we don't want to pit them against the horned legionnaires directly so they don't die. Have them take on the lizard men then fight their way out?
Mintash |
"Whoh there, those big guys friends of yours Janosz? We'll keep these scaled toughs off you while you handle them."
Hoping to buy some time for his less armored crew to gain some distance, Marrius steps between the lizardfolk thug and Salvorazo. With a flourish, his rapier finds just the right place to land on the reptilian.
Swift action to adjust bane for the round. 5ft over to S-16. Full attack
Attack 1: 1d20 + 17 ⇒ (16) + 17 = 33
damage: 1d6 + 5 + 9 + 2 + 2d6 ⇒ (1) + 5 + 9 + 2 + (6, 5) = 28
Attack 2: 1d20 + 12 ⇒ (13) + 12 = 25
damage: 1d6 + 5 + 9 + 2 + 2d6 ⇒ (4) + 5 + 9 + 2 + (1, 2) = 23
Attack 1 crit confirm: 1d20 + 17 ⇒ (7) + 17 = 24
damage: 1d6 + 5 + 2 + 2d6 ⇒ (1) + 5 + 2 + (6, 6) = 20
pending result of the crit, 5 panash left
Pierce - Flames' Arrow |
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If he could frown he would do so having to keep Valentis frozen in place but it is for the best, for now.
At Hal's statement, the Warforged draws his bow and fires at the unwanted guests, concentrating on a single foe. Swift Action using Greater Bane against the Horned Legionnaires.
Longbow attack #1 1d20 + 15 ⇒ (2) + 15 = 17 – 1d8 + 1 + 4d6 ⇒ (8) + 1 + (6, 2, 5, 4) = 26
Manyshot Damage - 1d8 + 1 + 4d6 ⇒ (6) + 1 + (3, 1, 6, 4) = 21
Longbow attack #21d20 + 15 ⇒ (12) + 15 = 27 – 1d8 + 1 + 4d6 ⇒ (1) + 1 + (4, 6, 2, 4) = 18
Rapid Shot 1d20 + 10 ⇒ (16) + 10 = 26 – 1d8 + 1 + 4d6 ⇒ (3) + 1 + (2, 1, 3, 4) = 14
Let's place Pierce at N16.
Haladon ir'Tarravan |
Home Team:
Swift Action (Battle Blessing): cast resist energy (cold).
Standard Action: activate divine bond and change +1 flametouched iron longsword to +1 flaming merciful flametouched iron longsword AND change +1 flametouched iron full plate to +1 light fortification flametouched iron full plate.
Move action: move to N18.
Horned Legionnaires
Janosz Frogshanks |
Away team:
If these guys are the same builds as the last time we ran into Horned Legionnaires, I'm in serious trouble here. If Kazadar could get some support my way it would be greatly appreciated.
Janosz Frogshanks |
Away team:
I'll run Ferez and Barkhad for this fight.
Ferez shakes some blades out of her sleeve and flings them at the nearest lizardman.
No move; attacks go on L4, whom she flanks via Mintash. She also shifts, giving her +2 DEX and +10' move.
attack 1: 1d20 + 11 + 2 + 1 + 1 ⇒ (8) + 11 + 2 + 1 + 1 = 23, damage: 1d4 + 2 + 1 + 4d8 ⇒ (3) + 2 + 1 + (5, 3, 3, 1) = 18
attack 2: 1d20 + 11 + 2 + 1 + 1 ⇒ (12) + 11 + 2 + 1 + 1 = 27, damage: 1d4 + 2 + 1 + 4d8 ⇒ (2) + 2 + 1 + (5, 7, 5, 7) = 29
attack 3: 1d20 + 6 + 2 + 1 + 1 ⇒ (19) + 6 + 2 + 1 + 1 = 29, damage: 1d4 + 2 + 1 + 4d8 ⇒ (3) + 2 + 1 + (2, 6, 6, 2) = 22
Crit confirm attack: 1d20 + 6 + 2 + 1 + 1 ⇒ (13) + 6 + 2 + 1 + 1 = 23, damage: 1d4 + 2 + 1 + 4d8 ⇒ (4) + 2 + 1 + (2, 4, 3, 5) = 21
Kazadar!
Gil |
That said, Salvarazo has a plan. Have her stay close.
"Ferez, remember that night in the Cogs, the fight with the idiots selling Dragon's Blood?"
Bluff: 1d20 + 12 ⇒ (16) + 12 = 28 Attempting to pass a secret message to Ferez to stay close so he can cast greater invisibility on her.
Just checked the initiative chart - I thought he went next, sorry. Removed his move action because a lot can happen between now and then.
Gil's action should be forthcoming so you aren't waiting on me again.