| DireMerc |
Sorry the reason I stopped posting is because the logistics of how to handle this battle was bugging me and I didn't know how to figured out how to handle it so lets just kinda skip ahead instead.
You manage to overrun the guys on the wall with the muskets and take them down but you were force to kill them, these men fight like fanatics showing neither fear or pain and you notice that their lips have been surgicly removed giving them a rather disturbing appearance.
The fire in the church still rages on and you can tell more of the raiders are inside the compound and they likely heard the gunshots.
| Kurgu |
Understood.
Kurgu keeps moving, running towards the nearest raiders, now in a full rage!
RAGE!
Charge with Lucerne Hammer, rage, and power attack: 1d20 + 5 + 2 + 2 - 1 ⇒ (19) + 5 + 2 + 2 - 1 = 27
Damage: 1d12 + 3 + 2 + 3 ⇒ (2) + 3 + 2 + 3 = 10
Lucerne Hammer, rage, and power attack: 1d20 + 5 + 2 - 1 ⇒ (7) + 5 + 2 - 1 = 13
Damage: 1d12 + 3 + 2 + 3 ⇒ (8) + 3 + 2 + 3 = 16
Lucerne Hammer, rage, and power attack: 1d20 + 5 + 2 - 1 ⇒ (14) + 5 + 2 - 1 = 20
Damage: 1d12 + 3 + 2 + 3 ⇒ (1) + 3 + 2 + 3 = 9
Lucerne Hammer, rage, and power attack: 1d20 + 5 + 2 - 1 ⇒ (13) + 5 + 2 - 1 = 19
Damage: 1d12 + 3 + 2 + 3 ⇒ (10) + 3 + 2 + 3 = 18
| Galnikatix |
Sorry about that. Flying ability does give another dimension of dealing with a situation, and give more options, and risks to explore.She went straight for the top of the roof to take them out.
Once the roof has been cleared she takes a moment to relax, calm herself, as she looks for the roof access. She wipes the blade of her scythe on one of the bodies that were lying on the roof.
She makes her way to the roof access, and listens for anyone that may be coming up to investigate, staying out of sight, readying her scythe if needed.
Perception: 1d20 + 9 ⇒ (13) + 9 = 22
Kul'Theraka
|
Kul'Theraka continues through the gate and looks for anyone in trouble. His intent was to duck into the shadows and close the distance with any raiders, taking time to study his initial target. When Kurgu goes roaring past him, he just shrugs and says, "Ahh, what the heck." and then joins the charge.
Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Charge: 1d20 + 9 ⇒ (5) + 9 = 142d6 + 9 ⇒ (3, 2) + 9 = 14 power attack and charge figured in
| Kinna |
Kinna was the most cautious, hanging back and letting Kurgu and Kul take the lead.
If there are only single targets, she'll stop and shoot, but if the bad guys cluster up she'll go ahead and cast Sleep. If she gets rushed she'll cast Color Spray.
Xbow: 1d20 + 3 ⇒ (17) + 3 = 20
Dmg: 1d8 ⇒ 8
| DireMerc |
Also for now we will prooceed asumming the party is just you 4. the campaing was designed with 4 pc in mind so should be fine
Kul and kurgu jump down from the wall (only 10 feet so no falling damage)
and charge the closes bandit killing him.
Several more bandits come out all rushing out to meet the group.
Kinna who stayed on top the wall tries a sleep spell on the closest two.
will: 1d20 + 3 ⇒ (16) + 3 = 19
will: 1d20 + 3 ⇒ (17) + 3 = 20
but they resists it's effects.
A female in a hood in the back appears to be the leader she wields a hatched in each hand and when she gets whitin 30 feet she flings one at Kurgu. attack: 1d20 + 6 ⇒ (18) + 6 = 241d6 + 4 ⇒ (4) + 4 = 8
Gal is up above surveilling the situation.
Made a map to make it easier.
Your go again.
Kul'Theraka
|
Kul steps up between the two bandits, shifts to the form known as farmer threshing (cleave), and attempts to take them both down. (Attacking clockwise)
atk 1: 1d20 + 8 ⇒ (7) + 8 = 152d6 + 6 ⇒ (4, 5) + 6 = 15
atk 2: 1d20 + 8 ⇒ (14) + 8 = 222d6 + 6 ⇒ (5, 4) + 6 = 15
| Kurgu |
Kurgu circles in an anti-clockwise fashion, avoiding the minions - and going for the leader!
I believe that moving south then east means that Kurgu can charge the black-robed figure, especially since he has reach.
Rage, PA, charge: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d12 + 8 ⇒ (3) + 8 = 11
| Galnikatix |
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Seeing Kurgu approaching the bandit leader from the west side she flies down coming in from the east side of the bandit leader for a flyby attack swinging her scythe downward arc below her before rises into the air beyond to hover once more.
scythe attack: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18 +2 flank with Kurgu. Add +1 if bandit leader is human
damage: 2d4 + 6 ⇒ (4, 2) + 6 = 12
| Kinna |
Kinna, frustrated at her inability to affect the bandits, stops and fires at the leader.
Xbow: 1d20 + 3 ⇒ (8) + 3 = 11
Dmg: 1d8 ⇒ 8
| DireMerc |
Kul strikes them both badly injuring both of them.
Kurgu charges the leader and swings but misses.
Gal swoos down and stabs the leader in the back.
Kinna shoots but misses.
The leader take out a handaxes and with one in each hand attacks Kurgu.
attack: 1d20 + 4 ⇒ (2) + 4 = 61d6 + 4 ⇒ (2) + 4 = 6
attack: 1d20 + 4 ⇒ (12) + 4 = 161d6 + 4 ⇒ (6) + 4 = 10
The two smilers Kul hit move to flank him and attack with daggers aiming for his vitals.
attack sneak attack: 1d20 + 5 ⇒ (5) + 5 = 101d4 + 1 + 1d6 ⇒ (4) + 1 + (4) = 9
attack sneak attack: 1d20 + 5 ⇒ (13) + 5 = 181d4 + 1 + 1d6 ⇒ (2) + 1 + (3) = 6
The two in the back fire primitive pistols at Gal.
attack: 1d20 + 5 ⇒ (18) + 5 = 231d8 ⇒ 7
attack: 1d20 + 5 ⇒ (10) + 5 = 151d8 ⇒ 5
Your go again.
Kul'Theraka
|
Kul sidesteps and attempts to cut down one of the attackers.
Attack: 1d20 + 8 ⇒ (5) + 8 = 132d6 + 6 ⇒ (4, 3) + 6 = 13
| Galnikatix |
She cringes as the bullet digs in. She regains her focus to activate her bear aspect to gain some temporary health, before diving down to take another swing at the leader below her, before hovering above.
scythe attack: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23 +2 flank with Kurgu. Add +1 if bandit leader is human
damage: 2d4 + 6 ⇒ (2, 2) + 6 = 10
Kul'Theraka
|
Kul will take his move action to study his current target.
| Kinna |
Kinna jumps down and circles around to get into position where she can cast a spell without hitting her comrades. Once in place, she fires a cone of eye-searing, blinding colors from her hand.
Move to where her cone won't hit allies and cast Color Spray on as many enemies as possible.
| Kurgu |
Kurgu bellows as he swings again at the leader!
Rage, PA: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d12 + 8 ⇒ (10) + 8 = 18
Rage, PA: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d12 + 8 ⇒ (11) + 8 = 19
Rage, PA: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d12 + 8 ⇒ (7) + 8 = 15
Rage, PA: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d12 + 8 ⇒ (6) + 8 = 14
| DireMerc |
Kul misses, Gal hits, Kinna color sprays the two gunmen in the back
will: 1d20 + 3 ⇒ (18) + 3 = 21
will: 1d20 + 3 ⇒ (17) + 3 = 20
That's rather unlucky lol I guess the game is compensating for the fact that you beat the chapter 1 final boss with a sleep spell lol
Kurgu takes down the leader.
The two gunmen drop their pistols and draw knives going after Kinna.
attack: 1d20 + 3 ⇒ (3) + 3 = 61d4 + 1 ⇒ (4) + 1 = 5
attack: 1d20 + 3 ⇒ (14) + 3 = 171d4 + 1 ⇒ (4) + 1 = 5
The other two move back into flank around Kul and attack again.
attack: 1d20 + 5 ⇒ (9) + 5 = 141d4 + 1 + 1d6 ⇒ (3) + 1 + (1) = 5
attack: 1d20 + 5 ⇒ (19) + 5 = 241d4 + 1 + 1d6 ⇒ (1) + 1 + (2) = 4
Your go again
Kul'Theraka
|
Going after the same man, Kul shifts a step to the side (5' step) and slashes at the him. Then he takes a breath to study the other man while sharing a wicked smile.
Attack: 1d20 + 9 ⇒ (18) + 9 = 272d6 + 7 ⇒ (2, 1) + 7 = 10
| Kinna |
Kinna staggers from a dagger stab and disappears, reappearing with her crossbow in her hands 10 feet away.
Yeah, man, these saves have been insane. She'll Shift 10 north to get away from melee and shoot the guy who stabbed her.
Xbow: 1d20 + 3 ⇒ (8) + 3 = 11
Dmg: 1d8 ⇒ 1
| Galnikatix |
Seeing the bandit leader collapsing below her she searches for her next target to dive attack. She approaches from behind the bandit still standing by Kul, and swings her scythe fully below her hoping to remove the head.
scythe attack: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19 +2 flank with Kul. Add +1 if bandit leader is human
damage: 2d4 + 6 ⇒ (2, 3) + 6 = 11
| Kurgu |
Kurgu keeps advancing, swinging with ferocity!
Rage, PA: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d12 + 8 ⇒ (12) + 8 = 20
| Kurgu |
Kurgu draws a knife and eagerly cuts rope and frees prisoners.
"We were glad to help! Do you know who these bandits are or where they were taking others?"
Kul'Theraka
|
Kul searches among the bandit bodies to see if he can find someone alive. Then he moves to listen to the story from the clerics.
PER: 1d20 + 6 ⇒ (7) + 6 = 13
| DireMerc |
The cleric recover their equipment and what they can from the ruins.
"I only know a few stories I was told from travelers. They are called the "Smilers" they are based out of scrapwall and they are all addicted to some kind of drug that the only one who can produce it is the leader of the group. It's no longer safe for us to stay here so we will go to Torch. Here take these with our thanks. He gives you a satchel of potions. (3 cure lights and 3 cure moderate) and uses his magic to heal your wounds.
From the smilers you also recover 2 shoddy pistols (worth 500) and 3 shoddy muskets (worth 700 gp). These are like normal pistol and muskets but they have a -2 penalty on attack rolls and explode dealing 1d6 damage to the wielder if you roll a nat 1 on your attack roll. They can be repaired to lose the shoddy quality by someone with skills in gunsmithing.
You also recover 8 mwk leather armor, 8 mwk buckler, 16 daggers, 2 masterwork battleaxes and 60 bullets.
You also recover 8 vials of a strange liquid on the leader likely the drug the priest was talking about.
You also find 350 gold in coins.
"If your going to be travelling be carefull. From the way they were talking this group is not the only one who went out looking for prisonners."
Kul'Theraka
|
pistols and muskets, are those prices each or total?
"I look forward to meeting them." Kul says as he looks over the stuff they collected off the slavers.
Kul'Theraka
|
"Anyone want any of this junk or shall we sell it all?"
| Kinna |
Kinna examines the firearms and shakes her head. "They look more dangerous to a user than they would be to a target."
Gunsmithing, specifically, or could Kinna fix them with Technologist and Craft:Mechanical?
Also, can I use Craft:Alchemy or Pharmaceuticals to ID the potions?
1d20 ⇒ 7 +12 for Alchemy, +11 for Pharmaceuticals
| Galnikatix |
Believing the area is safe from any additional foes she slowly descends to where the group had gathered. Greeting the clerics, before looking at the gathered items.
I have no use for those items.
She thanks the cleric for the healing treatment, feeling much more at ease not having bullet in your side.
She grabs a piece of cloth from the bandit leader to wipe her scythe clean of blood.
So where are we off to now? as she leans on her scythe, ready to leap into the air.
Kul'Theraka
|
"I say we continue onto Scrapwall but now we don't walk in the door and say high to the little old lady. We sneak around the place and gather intel. When we feel we have enough information, we formulate a plan and execute." Kul says packing everything onto his pack. "If there is a trade town between here and there I'd love to offload some of this weight. I think the stuff will fetch a good price so I don't want to dump it, but I don't want to be carrying all of this when we get to Scrapwall. If there ain't, I think we need to tie it off in a bundle and run it up a tree near here and pick it up on the way back."
| Kurgu |
Kurgu takes a single knife.
"The armour is too thin and the guns too flimsy. I could use a knife."
He looks at Kul.
"I agree. On both gathering intelligence and hiding the stash if necessary."
| Kinna |
Kinna nods. "Scrapwall is a big town. We should be able to get in without drawing too much attention. Especially if- if we are questioned by anyone- we pose as followers of this Hellion creature. It wanted us to serve it, and it controls the town, so we should be able to use that as cover if one of the gangs confronts us."
| Kurgu |
"I'm fine with that plan Kinna. And at worst, I find that breaking faces swiftly tends to get others to be more respectful. It's one way to teach opportunistic raiders a lesson."
Kul'Theraka
|
"So be it. Into the spider's web we go."
| DireMerc |
Anyone have knowledge local? I can give you a few extra hints about the town for a good roll. Otherwise you can gather information when you get there.
You carry on with your journey and another days march takes you to scrapwall.
A ramshackle pair of buildings with walls and roofs made of strips of leather and fur, timbers, metal plates, and other junk lashed and bolted together sits in a gap in the surrounding mounds of refuse. Between the two buildings runs a metal gate, closed to block passage into the open area beyond. This is one of the entrances to Scrapwall.
As your approach one of the guards come up to you "What your business here? Salvage, trade or Other?"
Kul'Theraka
|
K(local): 1d20 + 7 ⇒ (14) + 7 = 21
Kul hefts the large bundle of items carried over his shoulder, "Trade ya ninny."
| Galnikatix |
She generally flies above the group looking ahead for dangers. As she spots Scrapwall in the far distance, she descends to tell her party members they are approaching Scrapwall, before she flies higher to obtain a bird's eye view of the entire area, looking at the layout of the mounds of scrap and reasonable intact constructions of the very alien structure that lies scattered over the region. From high above she can see her friends slowly making their way to the outer gate of the settlement. She looks for the highest stable structure to land on, from where she surveys the settlement.
Perception: 1d20 + 9 ⇒ (18) + 9 = 27
| DireMerc |
Scrapwall is a vast sprawl of junk and refuse that goes on for several miles, long picked clean of the most useful bits of salvage and now home to outcasts and exiles who continue to search the area for hidden troves of technoloy or any usefull materials they can sell for a bit of coin.
Residents of Scrapwall can earn a place in one of the region’s many gangs by proving their bravery, ruthlessness, and audacity, qualities known collectively by locals as one’s “scrap-worth.” The higher your scrap-worth, the more respect you’re afforded, and the less likely you are to be bullied by any of Scrapwall’s more powerful denizens.
The current gangs of note within Scrapwall, in ascending order of power, are the Steel Hawks, Redtooth’s Raiders, the Smilers, and the Lords of Rust. Another group, the Thralls of Hellion, seems to have recently been disbanded. Loners of significant power are believed to dwell within Scrapwall as well, including mysterious worshipers of Brigh and an unknown number of undead spirits that haunt the region’s easternmost reaches, but most of those living in Scrapwall are riffraff and lowlifes known collectively as Scrappers —exiles and vagabonds who pay tribute to one of the region’s gangs for protection but have no affiliation of their own.
He just nods.
"You are free to enter, you seem like you can handle yourself but even so I sugest paying a gang for protection. Nobody will openly try to rob you but there are quite a few pickpockets around."
They open the gate and let you in.
| Kurgu |
Knowledge Local: 1d20 + 5 ⇒ (3) + 5 = 8
Kurgu speaks as he prepares to move in.
"Thank you for the advice. We will make do."
Kul'Theraka
|
"Watch your purses and keep an eye out for toughs looking to prove themselves." Kul says and walks through gate. He begins looking for a good place to offload their loot. "One of you want to talk to the merchant or shall I just scare the silly out of him to get a good price?"
K(local) to find merchant: 1d20 + 7 ⇒ (13) + 7 = 20
Intimidate if needed: 1d20 + 7 ⇒ (11) + 7 = 18
| Kinna |
Appraise, as haggling: 1d20 + 12 ⇒ (9) + 12 = 21
"I can discuss the relative value of the items, if that would help."
| Kurgu |
"I know a little tech and trade-ways. But I'm best assisting at scaring thieves."
Knowledge Local to aid Kul: 1d20 + 5 ⇒ (2) + 5 = 7
Appraise to aid Kinna: 1d20 + 2 ⇒ (1) + 2 = 3
Intimidate to aid Kul if needed: 1d20 + 5 ⇒ (18) + 5 = 23
Knowledge Engineering if helpful: 1d20 + 4 ⇒ (16) + 4 = 20