EngineHouse |
Their backs to the wall and hopes raised by Odol going down, the Adepts dig deep. Salvin's target ducks the Paladin's lightning quick swipe. Gregory's oppoent jumps back away from the earthbreaker, still catching it in the chest but only barely - somehow, his leather armour cushions the mighty blow. All three adepts drop their bows and draw short swords, trying to fight the two warriors off:
R2 attack vs Salvin (AC17): 1d20 + 1 ⇒ (14) + 1 = 15
R3 attack vs Salivn (AC17): 1d20 + 1 ⇒ (12) + 1 = 13
R4 attack vs Gregory (AC15): 1d20 + 1 ⇒ (2) + 1 = 3
As two strikes glance from Salvin's heavy armour and Gregory's opponent wasts his opening trying to get his sword out of it's sheath it becomes clear this can only go one way...
Gregory Leichardt |
Round 5:
14/18hp, AC 15/11/14, CMD 16, Bless, Guidance, Magic Weapon.
Gregory directs a mighty swing at Adept directly in front of him...
Earthbreaker: 1d20 + 5 + 1 + 1 ⇒ (11) + 5 + 1 + 1 = 18, for 2d6 + 6 + 1 ⇒ (5, 5) + 6 + 1 = 17 Magical Bludgeoning damage.
EngineHouse |
Though he withstood the brunt of it, the colour spray has clearly hampered Salvin's aim as a second swing misses it's mark and carves a deep groove in the earth. The luck of Gregory's opponent has run out, however. The Earthbreaker connects with his skull and cracks it like an egg, slamming the Helix trooper's spasming body to the floor.
With only two enemies remaining - both locked in combat - there's no longer any need for a map. I'll take the actions of the adepts once I know if Damrang is going to keep looking after Vhailor or heading over to aid Gregory and Salvin. It will him two turns to get into combat
EngineHouse |
As Damrang rushes to re-enforce Salvin and Gregory, the remaining two adepts focus their attacks on Salvin. Shortswords held ready their fists are sheathed in magical electricty as they grasp for the paladin's suddenly useless armour:
Shocking Grasp A (fails on a 15 or less): 1d100 ⇒ 78
Shocking Grasp B (fails on a 15 or less): 1d100 ⇒ 60
Touch attack A vs Touch AC 10; +3 for metal target: 1d20 + 4 ⇒ (17) + 4 = 21
Touch attack B vs Touch AC 10; +3 for metal target: 1d20 + 4 ⇒ (7) + 4 = 11
Damage A: 1d6 ⇒ 4
Damage B: 1d6 ⇒ 4
Lightning courses through Salvin's body searing every nerve with pain. Even so, it will take more than pain to stop him.
Damrang can run to the edge of the barricade in which the melee is taking place. He will be able to engage the enemy on his initative count
Gregory Leichardt |
Round 6:
14/18hp, AC 15/11/14, CMD 16, Bless, Guidance, Magic Weapon.
Glancing nervously at Salvin, Gregory directs his attention to one of the remaining Adepts...
Earthbreaker: 1d20 + 5 + 1 + 1 ⇒ (17) + 5 + 1 + 1 = 24, for 2d6 + 6 + 1 ⇒ (1, 2) + 6 + 1 = 10 Magical Bludgeoning damage.
Salvin |
Turn 6 8/17 HP, 17 AC, 17 Flat-footed, 10 Touch, 14 CMD, Bless
Salvin grimaces at the pain of the electrical bursts, then quickly touches his own chest to heal some of the damage. Then he swings his greatsword again, hoping to the adept in front of him.
Healing 1d6 ⇒ 1
Power attack 1d20 + 7 ⇒ (4) + 7 = 11
Damage 2d6 + 9 ⇒ (6, 4) + 9 = 19
EngineHouse |
Gregory's next blow is somehow even messier than normal. The hammer catches the adept in the leg and he goes down screaming. It takes several seconds for the internal bleeding caused by his splintered bones to kill him.
Meanwhile, Salvin's opponent seems to have the measure of him as the adept dodges yet another swing. There is a hint of mania in the man's eyes - he seems determined to fight to the death.
With Damrang less able to post currently, I'm going to resolve his action for him. I think it's a safe bet to say he'll attack the remaining adept
Damrang barges over the top of the barricade and piles in with a huge overhead swing of his dorn-derger:
Power Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d10 + 9 ⇒ (4) + 9 = 13
It lands with a wet crack in the adept's skull, and after the thump of his body hitting the floor silence abruptly descends over the blood-stained courtyard.
Odol Nightshard |
About half a minute later, Odol groans, waking from the adept's spell. He pushes himself up and takes his feet, looking around and smiling when he sees Damrang, Gregory and Salvin standing.
I'll leave it there till I see whether you're going to tend to Vhailor in the meantime or wait for Odol to wake up.
Gregory Leichardt |
Gregory nods with satisfaction when the last Adept goes down.
"We should search them quickly, and then proceed down. I will tend to Vhailor."
He then moves over, and pours a potion down Vhailor's throat.
Potion of CLW: 1d8 + 1 ⇒ (6) + 1 = 7.
Vhailor Falk |
Vhailor is awoken back into the world half choking on viscous liquid and with the unholy sensation of a quarrel being forced back out of his lungs as his very lungs and muscles re-knit in front of it. Unable to scream as the pain o'ercomes him Vhailor girds his teeth before turning over, rising to his knees and vomiting upon the ground. Wiping the remnants of bloody bile from his mouth with a sleeve he turns upon Gregory with an impish grin upon his face.
Rising somewhat unsteadily to his feet Vhailor thanks Gregory "I am in your debt... I trust that means we got the bastards?" waiting for a nodded affirmation before stalking down to the charred area where he sent the flaming missive earlier.
Now at 6/12 HP
Gregory Leichardt |
Seeing that Master Falk is still a little unsteady, Gregory offers Vhailor a hand standing up.
"Think nothing of it, Master Falk. We did indeed 'get' them. Hopefully, they have a few useful items on them that we can grab quickly, before we head deeper into the complex; we definitely should not tarry long up here..."
Vhailor Falk |
Nodding at Gregory's words Vhailor hustles down to strip the three adepts of any items of value before going to join the others. Picking out the blackened corpse of the one who pierced him with a quarrel, Vhailor delivers a childish kick to his corpse and spits on it before moving away.
As he walks to the others he pulls out his own potion of healing and quaffs it.
Cure Light: 1d8 + 1 ⇒ (6) + 1 = 7 - back to full
Odol Nightshard |
Odol helps to pick over the bodies if the others are not finished before he wakes. He also pulls out a potion and healing and swallows it down. The area of his skin singed by the magic missile flashes hot for a moment and then the skin tightens as it scabs over the burnt skin.
Potion of CLW 1d8 + 1 ⇒ (7) + 1 = 8
"I'm ready to continue down below these ruins. Did anyone catch a glimpse of how wide it is? Do we have to go single file or can we go in pairs?"
EngineHouse |
You pick over the bodies of the fallen adepts and manage to turn up the following items:
7 suits of intact Helix Studded Leather (20 lbs each)
10 short swords (2 lbs each)
3 potions of cure moderate wounds
1 scroll of create pit (CL3)
2 scrolls of burning hands (CL3)
80 Gold
Pack of playing cards
3 small plain steel keys
pouch of tobacco
A silver locket containing a young woman's portrait and a farewell note seemingly written by her. Perhaps the Helix Order aren't the cold blooded killers you've been lead to belive?
...Then you check the spellbook of the locket's carrier and realize the note isn't written to him. This is not the first time this bit of jewelry has been looted.
You also find 7 spellbooks. Wizardly tomes are typically highly personalized, but these are all bound identically and simple have a name and number of some kind engraved onto a brass plate on the cover. Their covers are robust dark red leather. Every one of them contains the Shocking Grasp, Colour Spray, Magic Missile, Mount and Gravity Bow spells. The notes written inside are mostly those you would expect of a student. interestingly, the back pages of some of them are covered with diagrams of squad-level tactics and what look like notes on Delve's military units.
There are two ways down into the catacombes below the ruins. The four ropes that hold up the lift (one in each corner) could be climbed down. Alternatively, there is a ladder leading down a 5' square shaft inside the remains of the tower.
Odol Nightshard |
Odol looks everything over with the rest. "Well, guess we should have known better," he comments as they look over the locket and spellbooks."Well, we're going to want to take these back to Delve. Hopefully gives you something useful too Vhailor to make up for their bolts. You should take these scrolls too. Let's split the potions. Gregory, Salvin, Damrang. You won the day. You should each take one. We can split the gold."
He pauses for a moment to look over the keys. "Hmmm, what are these?"
Knowledge (Engineering) 1d20 + 6 ⇒ (9) + 6 = 15
Worth a shot
"In any event, we should definitely take these with us. Anyone for the swords, armor, tobacco, or cards?"
Gregory Leichardt |
"We should travel light. Vhailor will presumably want the scrolls; I agree, we should split the potions, and take the gold as well. The spellbooks are portable, and worth a decent amount of gold. The locket should definitely be retained. I say we leave the rest."
So, 16gp each.
I vote for the ladder; I am a bit leery of climbing down the elevator shaft...
Vhailor Falk |
Vhailor gleefully accepts the scrolls and all seven spellbooks unless someone else challenges for one. He stows them away for further study when they are less pressed for time. Looking around at their options his brow furrows a little...
Knowledge (Engineering): 1d20 + 7 ⇒ (18) + 7 = 25 The four corners are elevators? - what would happen if the ropes were all cut... or they were set on fire?
Ladder for Vhailor too
Salvin |
Salvin sighs as he looks over the farewell note. He nods as the others mention returning things to the Delve. He sees Vhailor examining the elevator and gets an idea. He leans over the mechanism with the gnome.
"So, do you think we could rig this in some way to collapse when we choose? Or keep it from working for anyone but us?"
Knowledge(engineering) 1d20 + 6 ⇒ (13) + 6 = 19
Damrang Flintforge |
I can mostly see, will be bac up to full posting soon.
"I'll take the tobacco as well, that's probably worth some money and will help down the line. We should travel light, the potions, scrolls, keys, and spell books make sense, no time for the weapons and armor."
Damrang fits the potion in hit belt and then prepares to descend.
"Anybody else hurt before we go farther?"
EngineHouse |
Between the three of you you do a fantastic job of (over)analyizing the lift. It's a wooden platform held up by four sets of pullies, one on each corner. The ropes of these pullies descend down into the shaft, which looks like it was dug out a long time ago - long before the Helix seige begun. The pullies are operated from the bottom of the shaft - the only way of getting the lift to descend from the surface is by cutting the ropes and letting it freefall.
Climbing down the ropes would have the benefit of getting you all the way to the necromancer's level. It should be easy enough to do by bracing your feet against the wall. The fact there's four of them allows you to avoid attacking in single file. On the other hand, climbing back up them will be much more difficult, making retreat unlikely.
Futhermore, peering down into the gloom you can just about make out a floor of some kind. It looks like the lift descends to the third sub-basement of the ruin.
Odol Nightshard |
Odol turns to regard the gnome, trying to determine whether he is serious or joking. "I don't think so Vhailor. Right now, we still have the benefit of surprise. I don't like the idea of descending those ropes either. It might get us to the objective faster, but we'll be trapped below. Let's go for the shaft."
Vhailor Falk |
Replacing the vial in his pack Vhailor follows Odol to the ladder dragging his feet somewhat.
Ladder it is!
I was more thinking of rigging the platform with alchy fire, then severing all four ropes letting it freefall to the bottom level and erupt outwards in fiery glory...
EngineHouse |
Damrang gets 15' down the ladder and enters a vaulted chamber. The smell of ancient rot fills the air. The chamber is filled with ruster metal cages each containing the skeleton of some rare magical creature - a beholder skull and the bones of a wyrmling dragon can be seem in the dim light that filters down the shaft. Anything beyond is totally lost in the blackness.
This is no obstical to Damrang's eyes. In crystal clear monochrom he can see another two rows of cages. Amongst the final row he can pick out before even his eyes are foiled by the gloom, he can see a pair of bulky figures holding longbows. They are armoured differently to the Helix adepts topside - they wear chain shirts and a single sholder paldron.
After a moment Damrang also notices they're half orcs, and realizes the implications of this just as they notch arrows and take aim through the bars of the cages.
Half-Orc 1 initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Half-Orc 2 initiative: 1d20 + 4 ⇒ (9) + 4 = 13
Damrang initiative: 1d20 ⇒ 14
Vhailor initiative: 1d20 + 1 ⇒ (10) + 1 = 11
Salvin initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Odol initative: 1d20 ⇒ 3
Gregory initative: 1d20 + 5 ⇒ (8) + 5 = 13
Initiative Order
Salvin
Damrang
Gregory
Half Orc 2
Vhailor
Half Orc 1
Odol
Salvin |
If Damrang calls out a warning, or just stops altogether, Salvin will take out a torch, his flint and light it.
I cannot see to attack, but I'm not sure I can light the torch this round. I'll leave that ruling up to you, Engine. But I'll keep going until it is lit, even if that means using next round to do so.
EngineHouse |
In the daylight above ground, Salvin lights a torch ready to descend.
Map - Darkvision or low light vision with the benefit of a torch or light spell.
Map - Low Light Vision or normal vision with the benefit of a torch or light spell
It takes two move actions to get down or up the ladder. Once you have made one you are in line with the roof of the chamber and in the line of sight of those in it. The ladder is rickety - only one character can be on it at any point. Those on the surface will require a move action to mount the ladder. In effect, this means only one character can enter the battle each turn. You can get around this by jumping down the shaft to save time. It's a 30' drop.
Cage walls are represented by black lines. The bars of the cages are wide enough to fire through. One cage wall can be fired through without penalty, two or more will grant the target a +4 cover bonus to AC.
Cage doors are represented by Teal lines. They have locks on them, but all are currently ajar.
The extent of normal vision is indicated by a bright red line, low light vision by a yellow line and darkvision by a dark red line. In subsequant turns I will provide maps for each character individually.
Damrang, you're up.
EngineHouse |
Keeping low, Damrang advances quickly towards the half-orcs. They respond by moving into the cages to either side of him, crushing dried bone beneath their feet. When they loose their shafts they are less than 30' away and yet out of reach.
Damrang hears the tuned twang of composite bows releasing...
Half-Orc 1 attack: 1d20 + 8 ⇒ (5) + 8 = 13
Half-Orc 2 attack: 1d20 + 8 ⇒ (7) + 8 = 15
And though they hit home Damrang's armour allows them to do no more than harmless bruises.
Start of Round Two