| Karthak Ironbreaker |
Before we proceed: do you want to spare them? I ask before we end up with another scene with Karthak wanting to "punish the heretics" and the rest of the group pleading for mercy.
| Xaivan Slingblade |
Xaivan doesn't really care that much either way at this point, he just wants to get to the surface.
Are we considered to already be in the room? If not then all I can do is move for my surprise round action.
| Xaivan Slingblade |
Silent is my middle name!
Sneak Attack with Bow, using blunt arrows for non-lethal if we are doing that: 1d20 + 8 ⇒ (15) + 8 = 23 for Arrow: 1d4 + 1 + 1d6 ⇒ (2) + 1 + (1) = 4
Pollux Wardroxan
|
Pollux whispers the blessings of hell to his party and goes in on the guards
Surprise Round
HP 17/17 | AC 16 | T 12 | FF 15 | CMD 15 | Fort + 5 | Ref + 2 | Will + 5
Standard Action: Whisper blessings of hell to the party, Inspire Courage
Round 1
HP 17/17 | AC 16 | T 12 | FF 15 | CMD 15 | Fort + 5 | Ref + 2 | Will + 5
Move Action: Get within 10ft of nearest mongrel man
Standard Action: Attack: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23Damage: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Free Action:
Depending on Pollux's initiative in the surprise round, if anyone attacked then make sure they get the +1 to attack. As for Karthak, as much as I want to hurry things along, it'll be more organic if we just see what happens after the fight. Pollux will most likely stick to his usual pleas to spare fallen enemies.
| Jokum of the Breakbones |
If they are, in fact, whittling human bones then Jokum has no qualms about lethal force.
K(nature) to determine if that's true: 1d20 + 7 ⇒ (17) + 7 = 24
Seeing the crude mongrelmen whittling a human bone, Jokum's gorge--and rage--rises. Pulling his bow from his back, he waves the others forward and, sighting down the arrow, growls to himself "No need for that beastliness. Out of our way!"
PBS Attack: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
PBS Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Add another +1 if Pollux acts before me!
Pollux Wardroxan
|
Attack: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Damage: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Pollux moves to put the other one down as well.
| GM Striker |
The bone is indeed human.
The fight, if it could be called that, lasts only seconds before the surprised mongrelmen fall. One is dead, the other barely breathing. It is clear even to untrained eyes he will likely die if his wounds are left untreated.
The thick iron door is unlocked, the key still in the rusted looking mechanism. A fresh trail of dark mongrel blood leads beyond.
Treasure
The guards had a deck of cards, loaded dice, a light crossbow with 15 bolts, 23gp.
| Jokum of the Breakbones |
Jokum kneels beside the mongrelman that yet lives, and roughly binds his wounds, stopping the flow of blood and stabilizing their foe. He glances up at Karthak with a grim smile.
"No promises made to these ones," he says, spitting into a corner. "One has had justice served to him already--the other, we can deliver to his former clan for the same. Will that satisfy your god?"
Standing, he winces in pain as his glaive-inflicted wounds flare up again. "In our argument about the other mongrel, I never...if anyone has any healing powers or potions left, I would appreciate them. Before we step forward to face...whatever lies in the 'maze' beyond this door."
Heal: 1d20 + 6 ⇒ (18) + 6 = 24
| Ce-Eshna Lightfoot |
Ce-Eshna approaches the door, listening closely for ambush beyond. If the wounded one came this way, why were they not more alert... I don't like this...
Perception: 1d20 + 2 ⇒ (10) + 2 = 12
She glances back at Jokum as she listens.
With a grin, "It's a good thing it was the dice that were loaded, not the crossbow, they might have hurt themselves."
| Xaivan Slingblade |
Xaivan will scoop up the gambling contraband and the gold. Perhaps I'll make better use of it one day.
The halfling then listens to the door Perception: 1d20 + 8 ⇒ (11) + 8 = 19 and, if hearing or seeing nothing suspicious, he'll open it and let Jokum or one of the others follow the trail of blood to their prey.
| Karthak Ironbreaker |
Karthak scoffs at Jokum:"No justice was served here, but yes, giving the wretch to his former clan would be just. If we can spend that precious half hour... that is..." the dwarf doesn't seem to have forgotten about the decision to let the other mongrelman go...
Pollux Wardroxan
|
Knowledge Planes: 1d20 + 6 ⇒ (9) + 6 = 15
Pollux shrugs. "If by justice you mean giving him death before he could repent his wicked ways. Those we kill before redemption are certainly bound for the Abyss, and almost certain to become demons after that. May our children's children forgive us." he then looks to Jokum. "Give me fifteen minutes. I'm sure I can come up with something."
If Jokum is willing to wait, Pollux will pray for a while and equip the spell Infernal Healing. It should heal 10 hp and have Jokum detecting as evil for 1 minute. Enjoy! Also, Pollux will agree to go to the next room once everyone is ready, which is to say don't wait for approval from him.
| Jokum of the Breakbones |
Jokum snorts. "He won't be going anywhere. I think we can safely get him to his clan." To Pollux, he says, "I'm surprised a servant of an archdevil has so much interest in redemption...but then, what do I know? If you can do something, do it. I want to be able to help when we enter this maze."
Jokum's fine with it as long as you don't tell him the evil part. :P Once healed, he's also ready to proceed. Does anyone else need healing?
| GM Striker |
The other mongrel is still down stairs waiting for you guys to clear the exit. If you want to go back and 'deal with him'....
This large chamber must have once been a cistern for the sewer system. Walls made of identical stone blocks hold up a lofty ceiling reinforced with elegant stone arches, while the center of the room contains a more recent-looking structure made of brick walls that reach from floor to ceiling. After a little examination its clear that this cistern now houses a crude maze. The trail of blood, becomes harder to track but it is clear that it goes into the maze.
| Karthak Ironbreaker |
Karthak gives Pollux a stare before speaking, fervor in his voice"By justice I mean giving a captured enemy a fair trial and if needed, a chance to repent! But of course you had to give someone who just tried to kill us all in service to Baphomet your word you would let him go scot free for his evil deeds! And before you ask... that's NOT justice at all... not in my book at least, but I'm sure you do things a little differently in Hell". Once finished the dwarf grabs the fallen mongrel and drags him toward the exit in order to throw him at the mongrelman waiting at the entrance of the lair
Pollux Wardroxan
|
You know what? I was a little unclear. Pollux was talking to Jokum who said 'one has already had justice served to him' which I interpreted as him talking about the Mongrelman we just killed. Doing so 3 posts after the fact without more clarification does make it seem like I was taking (yet another) jab at Karthak, which wasn't the case at all and I should've been more clear about whom I was speaking to. On the other hand I could have completely misinterpreted what Jokum was talking about. Sorry for the confusion if there was any.
- Taco
"Asking 'What do I know?' is always a good starting point when it comes to matters of faith." Pollux muses as he says a prayer over Jokum. His hand suddenly becomes wet I couldn't think of a non-dirty way to say that with holy water. "This will heal you. I would think you used to my fiendish magic by now so when your ears grow hot and your thoughts turn dark do not fret; it is only Hell taking its due."
He anoints Jokum with unholy water, conveniently leaving out any details of it being unholy water, and casts infernal healing. He then prepares for the next leg of their journey through the maze.
So for RP purposes I kind of "sped up" the casting of infernal healing since there's not assumed to be any immediate dangers in the next 15 minutes. If that was out of line then we can reject this post and just assume Jokum gets the healing 15 minutes later.
| Jokum of the Breakbones |
Well, that is what I was saying. So you weren't off-base there!
I'm guessing as long as we don't move we'll be ok as far as danger goes, so I'm going to proceed too.
Once Karthak returns, and Pollux has anointed him with his...strangely warm ablution, Jokum draws his sword and steps forward into the old cistern. He gazes around carefully, taking in every detail, as he leads the way forward to the start of the maze.
"Follow me, and be quiet, now," he murmurs to the others. "There are at least two foes in here--and one a beast of unknown danger." If he doesn't see anything, he proceeds into the maze, following the blood trail as best he can. It's gotten increasingly spotty, though...
Tracking the blood trail into the maze: 1d20 + 7 ⇒ (5) + 7 = 12
Perception: 1d20 + 6 ⇒ (15) + 6 = 21
| Karthak Ironbreaker |
Once Karthak gets back to the others he briefly assesses the blood trail and nods at Jokum:"Yes, seems like the wounds I gave that heaten creature left their mark. Very good, maybe she'll be forced to stop and we could catch up with her and see what we can do about justice being done." then a sudden thought occours to him:"And let's not forget we have people who depend on us, we should not let them too far behind. They are still waiting for us at the entrance of this accursed place!"
I nearly forgot about all those npcs!
| Xaivan Slingblade |
Xaivan follows, just wanting to get out of here. He'll keep an eye out for traps and such as they go. Taking 10
| Jokum of the Breakbones |
Seeing that the group is following behind him, Jokum sniffs the air. "I can't see any difference between these trails...there's an old rule for when you're lost in mazes, which is to keep turning right, so I guess that's what we'll do." With a shrug, he heads down the path to the south, keeping a wary eye out.
Taking 10 on Perception.
| GM Striker |
Stealth: 10 + 9 = 19
Jokum moves south and is surprised by the small creature that leaps forward to attack!
This creature's bloated frame shudders with each heaving step, yet despite its shape, the thing moves with surprising quickness.
Bite: 1d20 + 4 ⇒ (8) + 4 = 12 Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Ce-Eshna: 1d20 + 6 ⇒ (12) + 6 = 18
Jokum: 1d20 + 2 ⇒ (19) + 2 = 21
Karthak: 1d20 + 4 ⇒ (11) + 4 = 15
Pollux: 1d20 + 4 ⇒ (11) + 4 = 15
Tesseract: 1d20 + 6 ⇒ (19) + 6 = 25
Xaivan: 1d20 + 4 ⇒ (15) + 4 = 19
Well its about to have a bad day...
Dretch: 1d20 + 0 ⇒ (17) + 0 = 17
| Xaivan Slingblade |
Xaivan fires an arrow at the assaulting creature!
Bow: 1d20 + 8 - 4 ⇒ (7) + 8 - 4 = 11 for Arrow: 1d4 + 1 ⇒ (2) + 1 = 3
| Ce-Eshna Lightfoot |
Ce-Eshna Screams, "Dreeetch" dropping her readied arrow she reachs for a cold iron arrow and lets it loose.
Attack: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d8 ⇒ 5
I'm assuming since it was covered in her backstory and intro she knows what one has looked like and has killed one it's fair she can ID it? if it's within pbs range a plus one to both of the above attack and damage
| Jokum of the Breakbones |
GUYSGUYSGUYSGUYS MY FAVORED ENEMY!!! :D
With a bellow of rage, Jokum swings his blade at the abomination.
Attack!: 1d20 + 5 + 2 + 1 ⇒ (12) + 5 + 2 + 1 = 20
Damage: 2d6 + 4 + 2 ⇒ (1, 2) + 4 + 2 = 9
| GM Striker |
Order
Jokum: Bellows with rage as he swings solidly at the creature. The sword seems only partially effective against the thick hide.
4 Damage
Xaivan: Fires and misses.
Ce-Eshna: She moves up the northern passage to get in a clear shot.Perception: 1d20 + 2 ⇒ (10) + 2 = 12 Stealth: 1d20 + 9 ⇒ (5) + 9 = 14 Unaware of the danger she has now left herself in.
Dretch: The Dretch gnashes its teeth in a fit of rage and tears atinto the ranger!
Claw: 1d20 + 4 ⇒ (1) + 4 = 5 Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Claw: 1d20 + 4 ⇒ (6) + 4 = 10 Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Bite: 1d20 + 4 ⇒ (17) + 4 = 21 Damage: 1d4 + 1 ⇒ (1) + 1 = 2
2 damage
Karthak: Moves up the north passage and readies to change places with the Ce.
Pollux: Jams his spear into the wall avoiding hitting Jokum in the back.
Dretch 2: From the north the second Dretch makes its presence know. Taking flesh from bone with its devastating blows on the poor Sylph it caught unaware.
Claw: 1d20 + 4 ⇒ (14) + 4 = 18 Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Claw: 1d20 + 4 ⇒ (16) + 4 = 20 Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Bite: 1d20 + 4 ⇒ (16) + 4 = 20 Damage: 1d4 + 1 ⇒ (1) + 1 = 2
11 damage
| Xaivan Slingblade |
Xaivan, too close to the creature to use his bow, will retrieve his morningstar and try to strike it!
Attack: 1d20 + 2 ⇒ (15) + 2 = 17 for Damage: 1d6 ⇒ 4
I made no adjustments for any cover the corner may give.
| Karthak Ironbreaker |
Karthak tries to shove Ce-Eshna out of the way and defend her from the demon:"Move aside girlie! You are best suited at feathering them from afar!"
Which kind of roll do I need for this? Str check?
| Jokum of the Breakbones |
Seeing another one emerge in the back, Jokum lets out a bellow of rage. "Filth! Spodina! Zpět propasti s vámi!" The greatsword whistles through the air.
Greatsword: 1d20 + 5 + 2 + 1 ⇒ (9) + 5 + 2 + 1 = 17
Damage: 2d6 + 4 + 2 ⇒ (1, 3) + 4 + 2 = 10
| GM Striker |
Karthak you could use a Reposition maneuver to physically move her without provoking, assuming she wants to be moved no roll is needed that would eat up your standard action but would move her now. On the flip side, you were busy moving to the fight last round you're character is ready to fill her space if/when she chooses to vacate it. (Readied to 5-foot step and strike.)
| Karthak Ironbreaker |
Btw I'll roll for Karthak's readied attack now, hoping Ce-eshna will post soon!
Attack roll: 1d20 + 4 ⇒ (20) + 4 = 24
Damage roll: 1d10 + 5 ⇒ (7) + 5 = 12
Edit:
Confirmation roll: 1d20 + 4 ⇒ (7) + 4 = 11
Damage roll: 1d10 + 5 + 1d10 + 5 ⇒ (5) + 5 + (9) + 5 = 24
| GM Striker |
Jokum: Hits again for only a little more effect.
5 Damage
Xaivan: Strikes the creature with the morning star but the Dretch ignores the feeble blow.
Karthak and Ce-Eshna: Ce-Eshna leaps back from the attacking Dretch 2, and Karthak taker her place, comes down solidly with his ax.
7 Damage
Dretch 1: Smarting from teh rangers blows but still able to continue
Claw: 1d20 + 4 ⇒ (20) + 4 = 24 Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Confirm?: 1d20 + 4 ⇒ (16) + 4 = 20 Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Claw: 1d20 + 4 ⇒ (7) + 4 = 11 Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Bite: 1d20 + 4 ⇒ (13) + 4 = 17 Damage: 1d4 + 1 ⇒ (4) + 1 = 5
12 damage
Pollux: Inspires you all with the courage of Hell. Not sure where you are trying to move to.
Dretch 2: Happily changes its attention to the dwarf.
Claw: 1d20 + 4 ⇒ (20) + 4 = 24 Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Confirm?: 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Claw: 1d20 + 4 ⇒ (11) + 4 = 15 Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Bite: 1d20 + 4 ⇒ (3) + 4 = 7 Damage: 1d4 + 1 ⇒ (4) + 1 = 5
6 damage
Pollux Wardroxan
|
I didn't check the map, thought this was an RP combat... Staying put then
Knowledge(Planes): 1d20 + 7 ⇒ (19) + 7 = 26
Pollux activates Terendelev's scale, staying put. "In the name of the crusade, and with Terendelev's final sacrifice, you will be laid low demons!"
If you need to switch out and let me take a hit or two, I'll happily ready a move action to exchange places with you and fight the Dretch, Jokum. Just say the word and it'll be done.
| Jokum of the Breakbones |
While I don't think Jokum would retreat without a fight, if Pollux offers, he's smart enough to back up a bit. He's hurtin'. Just not in his nature to ask someone else to do so...in character. :P
Jokum screams in pain as the dretch rips into him.
"Gnnnnnaaaaaaaaaaaaaahh! Help! If you can heal me, I'd appreciate it!" he bellows through gritted teeth.
No retreat. No surrender. Keep it from the pack-mates until the life flees from your body! He swings the greatsword again with desperate fury.
Greatsword: 1d20 + 5 + 2 + 1 + 1 ⇒ (8) + 5 + 2 + 1 + 1 = 17
Damage: 2d6 + 4 + 2 + 1 ⇒ (6, 1) + 4 + 2 + 1 = 14
If Pollux offers to step in, Jokum will 5'-shift back to allow him.
Pollux Wardroxan
|
"My body is but a tool of the Archfiend, Prince of Laws! He dare not waste his energies on healing such a lowly vessel. But I have a mace," Pollux says, dropping his spear and pulling out his other, less impressive sidearm, "and I can smash its bloody head in until it can't hurt another soul!"
Pollux pulls Jokum back and moves in front of him, mace glowing with the wrath of Terendelev. His ears hot, his blood pumping, he grasps his mace in both hands. "Fear me demon, you will be the first of many."
Aaannnddd... Watch him go down in one blow, lol.
| Karthak Ironbreaker |
Right... and inquisitor not doing a knowledge check... XD
Knowledge (planes) check: 1d20 + 4 ⇒ (6) + 4 = 10
Edit:yay... :(
After delivering the first blow Karthak gets thrown back by the demon's counter offensive, yet he manages to hold his ground and fight back:"What in the name of Torag is this foul creature? No matter it will be dealt with as all of its kind deserve. DIE FOUL ABOMINATION!"
Attack roll: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24
Damage roll: 1d10 + 5 + 1 ⇒ (2) + 5 + 1 = 8
| Xaivan Slingblade |
If it matters for the creature's DR, my weapon is made of cold iron. If it doesn't then ignore the following attack, Xaivan will just withdraw instead.
Xaivan will strike again!
Attack: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4 for Damage: 1d6 + 1 ⇒ (1) + 1 = 2
| GM Striker |
Jokum: Gives another mighty swing before ducking back behind the corner. 9 Damage
Xaivan: Swings and misses. (Cold iron is what you are looking for)
Karthak : Karthak strikes it soundly, but it lets out another low growl as it resumes its attack. 3 Damage
Ce-Eshna: Fires and misses.
Dretch 1: It lurches forward following after Jokum with the relentless fury of a demon. It turns it's ire to the devil man.
Claw: 1d20 + 4 ⇒ (14) + 4 = 18 Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Claw: 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Bite: 1d20 + 4 ⇒ (5) + 4 = 9 Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Pollux: Charges his mace with the power of his scale and prepares to swing it.
Dretch 2: Continues it attack against Karthak, but fails to land any of the blows.
Claw: 1d20 + 4 ⇒ (3) + 4 = 7 Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Claw: 1d20 + 4 ⇒ (3) + 4 = 7 Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Bite: 1d20 + 4 ⇒ (1) + 4 = 5 Damage: 1d4 + 1 ⇒ (1) + 1 = 2