| Dungeon Master S |
Using intimidate to demoralize is a standard action (it takes feats to combine it.
Odric activates his boots (Standard) and flies 40' closer, ready to dive bomb her next round.
Round 4:
Ferox: Go
Sandor: Go
Grym: Go
Baddies: TBD
Odric: TBD
Gaius: TBD
Morkeleb: TBD
BBEG: 22
| Dungeon Master S |
The heroes begin to close....
Round 4:
Ferox: Double Move
Sandor: Go
Grym: Go
Baddies: TBD
Odric: TBD
Gaius: TBD
Morkeleb: TBD
BBEG: 22
| Sandor Stouthammer |
Round 4
Sandor takes a couple shuffle steps forward familiar to any sword and board fighter ending up directly north of her. Seeing her style with her dual blades Sandor takes the typical stance trying to fool the head mantis. With a few quick feints he manages to push. Her right blade out, and trap her left blad in the axe head. It was the opening he was waiting for as the stocky dwarf uses his shield for offense, slamming it into her.
Shield Bash PA+FE: 1d20 + 20 + 2 ⇒ (7) + 20 + 2 = 29 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
Dmg+FE: 1d6 + 12 + 2 ⇒ (4) + 12 + 2 = 18
Sure hope that hits, I blew a 19 on the attack I couldn't make
| Dungeon Master S |
Sandor uses his dwarven style and swings hard with his shield, only to have the assassin deftly turn the attack aside.
Round 4:
Ferox: Double Move
Sandor: Miss
Grym: Go
Baddies: TBD
Odric: TBD
Gaius: TBD
Morkeleb: TBD
BBEG: 22
| Thorgrym the Tracker |
Round 4
Grym moves and drags Mork out of the creeping doom.
str 1d20 + 4 ⇒ (6) + 4 = 10
The fierce dog needs no direction this round. He is bleeding badly from several wounds and just sees red as he tears into the woman.
Bucho attack 1d20 + 18 + 6 ⇒ (11) + 18 + 6 = 35
bite 1d8 + 13 + 6 ⇒ (5) + 13 + 6 = 24
2nd attack 1d20 + 13 + 6 ⇒ (12) + 13 + 6 = 31
bite 1d8 + 13 + 6 ⇒ (3) + 13 + 6 = 22
| Dungeon Master S |
Grym pulls Morkeleb's corpse to the edge while Bucho chomps down again. His second bite doesn't connect though, she's too fast.
Some of the woman's wounds begin to close even as she fights. With heroes beginning to close in on her she lashes out at Bucho repeatedly before stepping away.
ATK 1: 1d20 + 19 + 1 ⇒ (1) + 19 + 1 = 21 MISS
ATK 2: 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24 MISS
ATK 3: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29 THREAT
ATK 3 Confirm: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28 DMG: 2d8 + 24 + 1d6 ⇒ (5, 1) + 24 + (1) = 31
ATK 4: 1d20 + 19 + 1 ⇒ (2) + 19 + 1 = 22 Miss
ATK 5: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30 DMG: 1d8 + 10 + 1d6 ⇒ (7) + 10 + (6) = 23
ATK Haste: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
...The woman looks over the edge to the floor below...
Round 4:
Ferox: Double Move
Sandor: Miss
Grym: tuff
Baddies: ATK
Odric: GO
Gaius: Go
Morkeleb: DEAD
BBEG: 46
| Dungeon Master S |
Also meant to post that I'm invoking Fading in a minute..
Odric couldn't get as close as your post called for. (Odric spent a standard to activate the boots, then flew 40' while going up 5'. She's now 15' from the fighter, but he does have a clear dive bomb/vital strike path.)
| Odric the Stout |
Improved Vital Strike Pwr Atk (FF) Charge: 1d20 + 27 + 2 ⇒ (16) + 27 + 2 = 45 for 3d10 + 14 + 9 ⇒ (10, 7, 1) + 14 + 9 = 41 damage and Intimidate DC 10+Target HD+Target Wis Mod: 1d20 + 25 ⇒ (20) + 25 = 45.
Confirm: 1d20 + 27 + 2 ⇒ (3) + 27 + 2 = 32 for 3d10 + 14 + 9 ⇒ (2, 4, 8) + 14 + 9 = 37 damage.
Odric charges like a bolt of lightning hurled from the sky. Like a raptor stooping to seize a shaking rabbit in its talons. He bellows his demoralizing taunt, "We will crush your Mantis god underfoot, as we have savaged your men! You face the Upturned Cup, and I am Odric the Stout, defender, shieldmate, and Brother to his fellows; Son, Servant, and Savior of Korvosa; Bloodsworn protector of lambs;
The Lion of the Midlands; expert exsanguinator; The indefatigable colossus known throughout the land as the Relentless Butcher; Master swordsman and Author of your doom! Despair! The Stout comes!"
If confirmed: Sickened for 1 minute, no save, Fort save (DC 16) or be stunned for 1 round.
Also - Charge so double damage :)
| Dungeon Master S |
Odric flies forward and this time the assassin can't get herself out of the way. She turns to avoid what might have been her death, but still the hit takes a severe toll. Odric's threat reaches her, and her resolve cracks, just a bit.
No crit. No double damage :-). Shaken.
Round 4:
Ferox: Double Move
Sandor: Miss
Grym: Stuff
Baddies: ATK
Odric: Hit
Gaius: Go
Morkeleb: DEAD
BBEG: 87 (Shaken)
| Dungeon Master S |
Bollix! Thanks Mike: As Odric flies close the assassin turns completely crimson High is good for her: 1d100 ⇒ 97
Odric's blade passes directly through her as she goes ethereal for a moment!
Round 4:
Ferox: Double Move
Sandor: Miss
Grym: Stuff
Baddies: ATK
Odric: Hit
Gaius: Go
Morkeleb: DEAD
BBEG: 46 (Shaken)
| Sandor Stouthammer |
Sandor's next action will be to 5' step diagonally so I am directly west of her and full atttack. I don't think that this will mess up Gaius' action. Will post after work I hope he posts by then.
| Dungeon Master S |
Gaius is home sick today, but I can bet you he's going to try to use his spell again. No matter what, she'd use Fade against that spell. I hate to steal Tony's thunder and bot him doing this though....
| Sandor Stouthammer |
Tomorrow is a 19 hr day for me, so I'm going to post ahead of Gauis, but plz hold my action till after his. I'm going with GM advice and attacking from the diagonal so the column will block her moving if my shield bash is successful.
Round 5
Sandor leaves the talking to the flying lad, and instead concentrates on just defeating the head mantis. He swaps tactics to shield bash first.
Shield Bash TWF+PA+FE: 1d20 + 18 + 2 ⇒ (20) + 18 + 2 = 40 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
Dmg+FE: 1d6 + 12 + 2 ⇒ (2) + 12 + 2 = 16
Dwarven Waraxe +1 TWF+PA+FE: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24
Dmg+FE: 1d10 + 14 + 2 ⇒ (10) + 14 + 2 = 26
Shield Bash TWF+PA+FE (2nd attk): 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
Dmg+FE: 1d6 + 12 + 2 ⇒ (2) + 12 + 2 = 16
Dwarven Waraxe +1 TWF+PA+FE (2nd attk): 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
Dmg+FE: 1d10 + 14 + 2 ⇒ (8) + 14 + 2 = 24
Shield Bash TWF+PA+FE (3rd attk): 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
Dmg+FE: 1d6 + 12 + 2 ⇒ (3) + 12 + 2 = 17
Two weapon Rend: 1d10 + 6 ⇒ (10) + 6 = 16
Confirm Crit: 1d20 + 18 + 2 ⇒ (16) + 18 + 2 = 36
Crit Damage: 1d6 + 12 + 2 ⇒ (4) + 12 + 2 = 18
| Dungeon Master S |
Well, she would have tried to fade regardless, so High is good for her: 1d100 ⇒ 92 The assassin, leery of Gaius's spell, fades for a moment, though she need not have worried.
Sandor never takes his eyes off his foe. His first hit nails her in center mass, knocking her back into the column. She hits the column and falls to the ground. The sound of breaking ribs is clear. It's the only hit the dwarf can land though, as she keeps her guard up despite the situation.
Round 5:
Ferox: Go
Sandor: Miss
Grym: Go
Baddies: TBD
Odric: TBD
Gaius: TBD
Morkeleb: DEAD
BBEG: 80 (Shaken) Fade 3/5
| Thorgrym the Tracker |
posting ahead of Ferox but it should affect his action
Round 5 Team Ranger
The fierce dog sees blood when Sandor knocks down the Mantis woman. Bucho squeezes past Gauis (not politely either, bc he is just a dog) and jaws snapping goes for the downed quarry.
Bucho attack 1d20 + 18 + 6 + 4 ⇒ (14) + 18 + 6 + 4 = 42
bite 1d8 + 13 + 6 ⇒ (7) + 13 + 6 = 26
Grym seeing the press of his comrades in the tight hallway, decides to gamble and sprints around room (double move) to come in from the side.
| Dungeon Master S |
Bucho squeezes past Gauis (not politely either, bc he is just a dog)
I know EXACTLY what you're describing. When Gunther gets it in his mind it looks like THIS
Bucho goes straight in while Grym does an end around.
Round 5:
Ferox: Go
Sandor: Miss
Grym: Bucho!
Baddies: TBD
Odric: TBD
Gaius: TBD
Morkeleb: DEAD
BBEG: 106 (Shaken) Fade 3/5
| Ferox Kerr |
Ferox steps out to have a clear shot at the lady.
Activates Bane: Human
Arrow1: 1d20 + 21 + 1 + 1 - 2 - 3 ⇒ (1) + 21 + 1 + 1 - 2 - 3 = 19
Damage: 1d8 + 14 + 4d6 ⇒ (4) + 14 + (4, 4, 4, 3) = 33
Damage, Manyshot: 1d8 + 14 + 4d6 ⇒ (5) + 14 + (6, 1, 3, 6) = 35
Rapid Shot: 1d20 + 21 + 1 + 1 - 2 - 3 ⇒ (19) + 21 + 1 + 1 - 2 - 3 = 37
Damage: 1d8 + 14 + 4d6 ⇒ (5) + 14 + (4, 5, 2, 4) = 34
Arrow2: 1d20 + 16 + 1 + 1 - 2 - 3 ⇒ (17) + 16 + 1 + 1 - 2 - 3 = 30
Damage: 1d8 + 14 + 4d6 ⇒ (6) + 14 + (5, 4, 5, 2) = 36
| Dungeon Master S |
She would use her Fade on the first arrow, but it's an auto miss.
The prone assassin is a harder target to hit, but Ferox's second shot find home. The Inquisitor's wrath makes the arrow dig deep into her side, worming its way to her heart.
Her wounds are terrible. She knows there's little left she can do, so she does what any true Mantis does.
She calls the Doom to her. The mantis's roll over the heroes and begin to eat her. In a moment she bursts into a red mist, her sabres clattering to the floor.
Gaius and Sandor take DMG: 12d6 ⇒ (2, 5, 4, 1, 4, 6, 6, 4, 2, 6, 2, 6) = 48 damage and need to make 2 FORT saves each.
Bucho takes DMG: 6d6 ⇒ (1, 4, 3, 2, 5, 1) = 16 and needs 1 save.
We are, mercifully, out of combat.
The party earns 12,533 XP each.
The party gathers what they can, quickly and quietly as possible:
5 Assassins
Potions of Bulls Strength x5
Alchemist's Fire x10
+1 Leather Armor x5
+1 Saw-toothed Sabres x5
+1 Cloak of Resistance x5
Mask of the Mantis x5
135 Platinum Pieces
Lead Assassin
Mask of the Mantis
Oil of Magic Weapon +5 x2
Potion of Shield of Faith +5 x2
Large Scorpion Venom x8
+3 Studded Leather
+1 Shock saw-toothed sabres
55 Pp
5 Gp
| Thorgrym the Tracker |
Thorgrym the Tracker wrote:Bucho squeezes past Gauis (not politely either, bc he is just a dog)I know EXACTLY what you're describing. When Gunther gets it in his mind it looks like THIS
Hilarious. Seems about right for a dog w/ a STR 23 and improved natural armor
Bucho takes his mantis bites like a boss
Fortitude 1d20 + 18 ⇒ (6) + 18 = 24
| Gaius Lirsiiv |
Actually, Gaius was poisoned before:
1d20 + 9 ⇒ (19) + 9 = 28
But it don't matter. He's good.
Now, the new saves...
1d20 + 9 ⇒ (9) + 9 = 18
1d20 + 9 ⇒ (18) + 9 = 27
How are those?
Did anyone bring diamonds? And can anyone, save Morkeleb, decipher arcane script?
| Thorgrym the Tracker |
Thorgrym moves up and kneels next to his beloved dog. Several deep and gnasty looking sabre cuts still bleed on the dog's flanks. The ranger uses the power of Serethial for healing.
CMWs 2d8 + 5 ⇒ (6, 3) + 5 = 14
CMWs 2d8 + 5 ⇒ (6, 8) + 5 = 19
CMWs 2d8 + 5 ⇒ (2, 8) + 5 = 15
Still not satisfied with the dog's wounds, the ranger sheathes Serethial. Then always keeping SharkSlayer at hand, the ranger fishes out a wand of cure light wounds from his Heward's.
Keep taps the dog several times w/ it.
4 CLWs 4d8 + 4 ⇒ (6, 6, 4, 8) + 4 = 28
Grym takes another moment to look the dog over. Bucho's not quite 100% but appears close enough. The ranger rewards him w/ a good piece of jerky and then turns to his companions.
I'm sorry we failed Morkeleb. We will do what we can for him, hopefully this treasure can help bring him back to us.
He raised the CLWs wand as though it was a blade, Anyone need a few hits w/ this?
| Sandor Stouthammer |
Current HP 91/158
Fort Save: 1d20 + 18 ⇒ (14) + 18 = 32
Fort Save: 1d20 + 18 ⇒ (5) + 18 = 23
As the mantis' bites are numerous and their bites cause a little pain, none can get through the dwarf's thick skin. As the creatures dissipate, the dwarf takes stock of the situation.
The death of his friend Morkelb hits him hard. The dwarf falls to his knees shield and axe falling to the wayside as he drops his gauntlets and helm. His hands trying to close the wounds that the assassin's swords caused.
With a mournful heart wrenching tone, Sandor chokes a bit the tears are joining the sweat of battle on the unburned side of his face. For the second time he speaks to his battle brothers fallen body. I'm sorry brother. I wasn't observant, fast or strong enough ta keep ya out of harms way. Now I hope by the will of the gods that we can bring you back like we did Grym.
With a look down at the floor he sits back on his haunches palms flat on the floor he continues. Torag I know my prayers of been infrequent as of late, but my time at a forge has been limited. Help me bring Morkelb back to the living. He is essential to removing Ileosa and Kazavon's touch from Korvosa, and I will continue to provide strong arms and armors to those who will defend this adopted city of mine so that it may stand in defiance of Rovagug shall he come back again.
With is prayer over Sandor takes a deep breath, then raises his eyes searching for Gaius and Ferox's gaze. Gaius ya brought him back once, can ya do so again? Will Calistra aid us again in anyway? How about Abadar Ferox, anything he can do to bring our Brother back?
| Odric the Stout |
We have to get out of here, at least for the moment. The priority right now is to return Morkeleb, from... Odric falters and can't help but glance at Grym and Gaius ...from where his spirit has flown.
We open this door to the west, disable the weaponry behind it, and escape with our friend.
Any objections? Odric busies himself putting Morkeleb's corpse into a makeshift shroud, then into the portable hole.
Pending any veto...
Grym, Gaius, and Bucho listen
Perception, Grym: 1d20 + 25 ⇒ (19) + 25 = 44 (Includes Favored)
Perception, Bucho: 1d20 + 11 ⇒ (18) + 11 = 29 Add Favored Enemies
Perception, Gaius: 1d20 + 18 ⇒ (4) + 18 = 22
Gaius then checks for traps
Perception, Traps: 1d20 + 20 ⇒ (20) + 20 = 40
Once the door is open, we can assess the various ways out - Odric can fly us out in turns, Ferox has Dimension door, no?
| Sandor Stouthammer |
We can't be leaving yet. See those mantis people destroyed their bodies so we couldn't use them to tie them to Ileosa. We need ya find some proof before we leave. This is their lodging we might find something here to tie them to Ileosa.
| Dungeon Master S |
The door seems safe. Having grown accustomed to death, the party somewhat irreverently packs up the enchanter's corpse and checks the next room.
This room has three large fretwork windows that open on the northwest wall. There are benches along the walls and a round tea table in the middle.
The Abadaran church will raise anyone who provides the funds up front unless that someone directly opposes their existence. Calistria is far more fickle, but Morkeleb is cute in a weird way, so likely them too. As for dressing like the assassins, a mantis helm is proof of killing/defeating one. The armor would be ill fitting, but distinctive, granting only a +2 to disguise checks.
| Thorgrym the Tracker |
We have the Mantis helms. Its not 100% proof that the Queen is working with Mantis assassins but it should further our cause with the the people.
Abadarians or Calistrians I dont care. But lets get our comrade raised. A quick sell/fence of the rest of the mantis loot should provide a decent amount of capital.
| Odric the Stout |
I agree, Grym. I think we settle up with fences out in town, then use those sail to speed Morkeleb back to us from across the river Styx.
Logistics: Ferox dimension door out of the castle with as many people inside the portable hole as possible. If that allows us all to go in one jump, great. If not, Odric can fly out of a window at some point after dark and meet up somewhere.
| Thorgrym the Tracker |
I agree, Grym. I think we settle up with fences out in town, then use those sail to speed Morkeleb back to us from across the river Styx.
Logistics: Ferox dimension door out of the castle with as many people inside the portable hole as possible. If that allows us all to go in one jump, great. If not, Odric can fly out of a window at some point after dark and meet up somewhere.
Grym can also fly and he is pretty stealthy.
| Odric the Stout |
OK, everyone into the portable hole. The air will sustain us for the short hop. Ferox Casts dimension door, all are unloaded in a safe spot. Morkeleb is taken to the Abadarian's and raised.
DM call on time elapsed and risks. Otherwise, let's FF to the action.
While we are back out of the castle, anyone need to do any shopping?
| Dungeon Master S |
ummmm mmmmmm. there is a lot wrong with that plan. not sure everyone fits. Dimension Door has very limited range. You've incited enough of a rebellion that it's martial law in the streets.
-Posted with Wayfinder
| Dungeon Master S |
Finally got to school. I'm good with a FF to the action, provided the plan is feasible.
| Thorgrym the Tracker |
To save space. Grym can fly and use stealth to sneak to the Abadarians. He will meet the rest of the party there.
Stealth 1d20 + 21 + 6 + 2 ⇒ (8) + 21 + 6 + 2 = 37
Im going to bed. Be back to post/check game this evening. Feel free to have Grym alter his actions to stick with party plan as needed. Keep the game moving.