| Ferox Kerr |
Sandor, you wound me. Man of such little faith in his friends. If we face invisible foes, I'll be able to bring them out into the open. I can also provide Abadar's Protection if the need arises. It probably wouldn't hurt if you wanted some extra potions of whatever, just in case. Note that when we face Ileosa, Cricktik has a nice surprise for us. We've been chatting and he's got a nice boost he can provide to his hive. In this case, us!
| Ferox Kerr |
As for identifying Odric and/or Gaius in the thick of battle, I can always brand their faces. It's temporary, but should last for as long as we need it. It will be the Key of Abadar etched onto their mugs if they choose to go that route.
| Morkeleb the Mighty |
Ready. Spells prepped...2 Water Breathing; each casting gives the party 40 mins. Hope that's enough.
Correction: water breathing will last 4 hours per person, per casting. Big difference...
| Sandor Stouthammer |
My good friend Ferox I had no intent to wound you, your prowress in bringing them visible once battle has started is unmatched. I was looking for something that would allow us not to be suprised each and everytime we face an invisible foe.
So we are surrounded by hidden devils and agents of Illeosa. Odric's man hasn't returned, and I fear him gone. If we need supplies I say shop where it's save in Vigil, if not then lets head straight to the Sunken Queen. The only other suggestion is that if Odric wants to do anything to save his holdings is to pull his battleships out of Pearl Harbor pull his personnel out of the Keg and Eagle because replacing buildings is easier than replacing souls.
| Odric the Stout |
Odric whispers to Oso, who sprints for the door.
Odric orders a 100% immediate withdrawal to the Keg & Eagle. If any element finds that is impossible, disperse and lay low.
Odric whispers to Grough. He nods and sets to work.
Odric orders preparation of the emergency escape into the sewers for the Stout Legion, all members of the household, and all K&E employees.
Nope. It's here.
| Dungeon Master S |
1d100 ⇒ 98 With the conspirators here, they quickly locate a black market wand... Someone just needs to pay for it.
Blackjack finally gives his two coppers on a plan. "Rest tonight, and travel to the Sunken Queen in the morning. We'll sow the Rebellion with all the new information. It's going to be a LONG night for the city. The chaos, I'm hoping, gets to her and serves as a distraction. I'm going to get on it, and I suggest you all do the same."
| Thorgrym the Tracker |
The UpTurned Cup wakes refreshed in the morning. Smells of food and cooking draw the party members like a Siren Song. The same common room they had last night is closed to the public and given to the party. Grym sits down to a minor feast while all the group make final adjustments and ready themselves.
The ranger sits w/ the other mute and the two eat a big bowl of fried potatoes covered in cheese and a fried egg.
Grym sits there savoring his fare. It is always possible they may die later that day (Grym, Ferox, and Mork know this for fact), but the ranger enjoys the simple things in life while he waits for the others.
He looks on w/ a smile as Sandor polishes off a tankard of weak Stout (breakfast blend?). Grym clicks his tankard of milk w/ the dwarf.
Bucho sees nothing but the pile of sausages and the tray of potatoes that fell on the floor. Floor food is his by right and the dog starts the clean up process.
| Dungeon Master S |
I kid you not Grym, I'm going to eat that for breakfast tomorrow.
| Sandor Stouthammer |
Sandor is uncommonly silent as ususal these days. But his smile is genuine. The tension felt on the buildup to battle is there. Each of the members know the feeling and each deal with it in their own way and the groups common way.
This is when Sandor chooses to slam his mug down on the table, some of his breakfast blend sloshing out and landing on Bucho's meal. He lifts his mug and Cricktik pass on a loud UPTURNED CUP, TODAY IS A GOOD DAY TO DIE! BUT IT'S A BETTER DAY TO MAKE ILLEOSA AND HER ILK DIE!
He then concentrates a moment and points in the direction of the Fangs of Kazavon.
| Thorgrym the Tracker |
I kid you not Grym, I'm going to eat that for breakfast tomorrow.
potatoes w/ fried onions and peppers, w/ sausage and covered in cheese and a fried egg. Good stuff!
Serious question. How do we get out of the city? Is there enough chaos/rebellion for us to just walk out?
It is already established that Grym can follow the map. Can we walk there from the city? Or do we need Mork to "bamf" us there?
| Dungeon Master S |
Right now the streets are relatively empty. That's likely to change when you wake up and there is massive rioting everywhere.
| Thorgrym the Tracker |
Right now the streets are relatively empty. That's likely to change when you wake up and there is massive rioting everywhere.
I guess that's my question. Do we think the rioting will be enough "cover" for us to walk out? A group of well-armed total badazzes.
Grym and a few others can sneak/stealth out fine, but not everybody.
| Dungeon Master S |
The conspirators assure you that it'll cover you.
| Morkeleb the Mighty |
Morkeleb gets a tankard (a true rarity!!) and raises it to Sandor's toast.
It has been an honor to fight with you, my friends. He drains as much as he can in one drought.
He then sits against a wall, staff in easy reach, and meditates until the time to leave arrives.
| Dungeon Master S |
The conspirators all look at you, waiting for the word to enact the plan....
| Dungeon Master S |
The party does their best to sleep that night....
For sowing the seeds of a full blown rebellion, each party member receives 12,800 XP.
At the break of dawn you are awoken by the sound of military horns. Open war greets Korvosa this day. It is a new dawn.
A red dawn.
From all over the city you can here the sounds of rebel fighters fighting off the queens minions. Devils both invisible and disguised make their presence known as they fight to maintain control. The remaining evil in the city has their hands full.
| Dungeon Master S |
The time to make for the Queen, the Usurper of the Crimson Throne, is now.
| Dungeon Master S |
Your card draws and Grym's knowledge help you pinpoint your target. The Sunken Queen lies 150 miles West by Northwest....
Your move heroes.
| Thorgrym the Tracker |
Your card draws and Grym's knowledge help you pinpoint your target. The Sunken Queen lies 150 miles West by Northwest....
Your move heroes.
We need to get their quickly. Sounds like teleporting is the way to go. Can Mork do the whole party in 1-2 teleports? How close can Mork bring us?
| Gaius Lirsiiv |
Gaius makes a show of counting on his fingers as he mumbles some calculations.
I cannot. I can get four of us half that distance, but not all of us the whole way. I think Morkeleb's teleportation magicks are the best option. Or, if we've funds and can quickly get to The Acadamae, perhaps we can pay one of the Archmages there to cast the spell. But there are no guarantees and that will take time. I vote Morkeleb teleports us.
| Dungeon Master S |
Retcon: You can have made contact with the Academae. They'll do it, but they're officially neutral, so they're going to charge you. Toff Ornelos (Head of the Acadamae) can do it. It's going to be a single casting of Teleportation Circle: 2,530 Gold Crowns
| Dungeon Master S |
Toff Ornelos, on hand, prepares the circle, and makes it to Morkeleb's specifications. The archmage is careful in his casting, and careful to never look a member of the Upturned Cup in the eye.
The Mushfens are a wild, dangerous region, the shifting waterways make the exact route to its location difficult to track. Sandor can give direction, but it's treacherous. It'll take a DC 25 Survival check to navigate the final 10 miles to your destiny...
| Sandor Stouthammer |
Knowing that Grym and Bucho are the key to our victory Sandor doesn't want them out in front scouting. He will lead out in front with Gaius, pending his approval.
Survival take me to the Queen Sunken Queen that is.: 1d20 + 19 ⇒ (18) + 19 = 37
| Thorgrym the Tracker |
As Sandor jumps ahead (with his now super fast) stubby legs. Grym watches for a moment and is impressed w/ the dwarf's course heading as they get started.
Satisfied that the party is moving in the right direction. Grym and Bucho fall to the back of the group and concentrate on protecting the rear. Grym keeps SharkSlayer out at all times and is ready to call up his armor's flying abilities if needed to bring swift death w/ the difficult mucky terrain.
Bucho ambles along, stopping to sniff new things here and there. Every so often the dog raises his nose up and smells the air currents alert for danger.
Perception 1d20 + 19 ⇒ (15) + 19 = 34
Bucho scent perception 1d20 + 20 ⇒ (3) + 20 = 23
| Dungeon Master S |
The party makes their way forward, Sandor's certainty in the path is comforting. After about 5 miles of progress (and what feels more like 8 miles of walking) Bucho gives a growl and Grym spots movement. On an intercept course is a war party of marsh giants! Their affinity for the terrain gets them close, but Grym's eyes foil the ambush!
Cold, black eyes stare out from the fish-like faces of these hideous green skinned, web-fingered, and obese giants. It's clear that they mean you ill...
Baddies: 1d20 + 8 ⇒ (4) + 8 = 12
Ferox: 1d20 + 10 ⇒ (14) + 10 = 24
Gaius: 1d20 + 3 ⇒ (15) + 3 = 18
Grym*: 1d20 + 13 ⇒ (9) + 13 = 22 (Includes Favored)
Morkeleb: 1d20 + 5 ⇒ (3) + 5 = 8
Odric: 1d20 + 4 ⇒ (14) + 4 = 18
Sandor: 1d20 + 8 ⇒ (7) + 8 = 15
| Dungeon Master S |
Any square that doesn't include a path on it is difficult terrain.
Round 1:
Ferox: Go
Grym: Go
Odric: Go
Gaius: Go
Sandor: Go
Giants: TBD
Morkeleb: TBD
| Ferox Kerr |
Round 1
Ferox uses the grace that Abadar provides to move to where he has a clear shot on some of the giants. He calls on the knowledge Abadar grants him in overcoming any foe and lets loose an arrow at the closest giant.
Free action to use Agile Feet to ignore difficult terrain and move.
Swift action to activate Bane: Giants
Attack!
Arrow at Yellow: 1d20 + 21 + 2 - 3 ⇒ (19) + 21 + 2 - 3 = 39
Damage: 1d8 + 7 + 2d6 + 2 + 4d6 + 6 ⇒ (4) + 7 + (5, 5) + 2 + (4, 2, 3, 6) + 6 = 44
| Cricktik |
Cricktik follows after Ferox and hurtles a javelin at the same giant.
Javelin at Yellow: 1d20 + 15 ⇒ (20) + 15 = 35
Damage: 1d6 + 5 ⇒ (2) + 5 = 7 and poison.
Confirm Crit: 1d20 + 15 ⇒ (15) + 15 = 30
Crit Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Poison (Ex)—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d4 Dex and sickened; cure 2 saves. The save DC is Constitution-based.
| Dungeon Master S |
Inquisitor and vassal join together to strike hard at one of the giants. The giant bellows in agony as the weapons strike through fat and muscle! The giant is already hurting severely from the attack. The poison doesn't seem to be working though.
Round 1:
Ferox: Hit!
Grym: Go
Odric: Go
Gaius: Go
Sandor: Go
Giants: TBD
Morkeleb: TBD
FORT: 1d20 + 12 ⇒ (11) + 12 = 23
Yellow: 58
| Thorgrym the Tracker |
Posting for Adam too
Round 1
Alerted to the marsh giants the two warriors move up to form a line to shield the weaker team mates. Odric and Grym stand side by side w/ blades drawn letting the giants come into range. Bucho bounds through the mucky ground and lets out another growl while he impatiently waits
characters moved on the map
| Dungeon Master S |
The warriors take position with weapons, ready to defend against the onslaught.
Round 1:
Ferox: Hit!
Grym: Prep
Odric: Prep
Gaius: Go
Sandor: Go
Giants: TBD
Morkeleb: TBD
FORT: 1d20 + 12 ⇒ (11) + 12 = 23
Yellow: 58
| Dungeon Master S |
Gaius vanishes among the flora
Round 1:
Ferox: Hit!
Grym: Prep
Odric: Prep
Gaius: Ninja!
Sandor: Go
Giants: TBD
Morkeleb: TBD
FORT: 1d20 + 12 ⇒ (11) + 12 = 23
Yellow: 58
| Sandor Stouthammer |
Round 1 Can't move myself on the map yet, but the bottom right of my icon will be end up 2 squares north of Gaius
Well you're smaller than your hill cousins, but I bet that ya be just as stupid as em, cmon ov'er 'ere 'n fight sumthin ya own size.
As he's walking towards the giants following the path, he pulls out one of his potions and drinks it. Sandor's gate increases as his body grows to match the height of his opponents.
| Dungeon Master S |
I moved Sandor back a bit Move to take out, standard to drink, 5' step.
The giants obey their leader and hold back for a moment, muttering and babbling in some strange and confusing way. Some babble loudly, others just use it as a cry before boulders start flying:
Yellow babbles the loudest, aiming his noise at Ferox Will Save DC 15 or be confused.
Blue and green step forth and hurl boulders at Morkeleb in the back
Blue: 1d20 + 12 ⇒ (20) + 12 = 32 THREAT
Blue confirm: 1d20 + 12 ⇒ (15) + 12 = 27 CRIT DMG: 4d6 + 18 ⇒ (4, 1, 6, 5) + 18 = 34
Black: 1d20 + 12 ⇒ (15) + 12 = 27 for DMG: 2d6 + 9 ⇒ (2, 5) + 9 = 16
The leader summons forth icy wind and rain, bringing a storm down on the center of the party! The ice storm pelts and stings! [ooc]All characters in the area take Bludgeoning: 3d6 ⇒ (5, 1, 5) = 11 and Cold: 2d6 ⇒ (3, 3) = 6 damage.
The storm abates, but it leaves the field of battle harsh and treacherous (-4 Perception checks and it's difficult terrain.)
Round 2:
Ferox: Go
Grym: Go
Odric: Go
Gaius: Go
Sandor: Go
Giants: TBD
Morkeleb: TBD
FORT: 1d20 + 12 ⇒ (11) + 12 = 23
Yellow: 58
| Morkeleb the Mighty |
ROUND 1
Morkeleb is struck solidly by the barrage, and is badly injured. Nonetheless, he focuses his gaze on the southernmost giant (white?). the wizard's eyes glow green as his will lashes out to grip the giant.
Irresistible Demand, Will DC 26 to negate.
Finally, he steps behind whatever cover the nearest tree/stump offers.
| Dungeon Master S |
Morkeleb's beguiling words sink into the giant and WILL: 1d20 + 8 ⇒ (2) + 8 = 10 it turns and looks at it's master with ill intent!
Round 2:
Ferox: Go
Grym: Go
Odric: Go
Gaius: Go
Sandor: Go
Giants: TBD
Morkeleb: TBD
FORT: 1d20 + 12 ⇒ (11) + 12 = 23
Yellow: 58
Black: Irresistible Demand
| Thorgrym the Tracker |
Round 2
Grym hunches down a little at the giant's icy spell. Then w/ the poor footing even worse, Grym has an idea. He leans over and bumps Odric w/ his elbow and transfers a FeatherStep spell into the warrior.
Bucho growls and holds position.
| Dungeon Master S |
Grym's spell takes hold of the Fighter Lord
Round 2:
Ferox: Go
Grym: Buff
Odric: Go
Gaius: Go
Sandor: Go
Giants: TBD
Morkeleb: TBD
FORT: 1d20 + 12 ⇒ (11) + 12 = 23
Yellow: 58
Black: Irresistible Demand
| Sandor Stouthammer |
Apologies for my previous post, I was so excited to see the "Giant" subtype that I forgot Sandor can't speak.
Now the dwarf steps up and takes a swing at the furthest advanced giant. (green). Hey big uglies stop throwin crap at lil buddy and throw one at me.
Dwarven Waraxe +1 PA+Enlarge: 1d20 + 19 ⇒ (2) + 19 = 21
Dmg Lg weapon: 2d8 + 15 ⇒ (4, 6) + 15 = 25
| Dungeon Master S |
Despite the uncharacteristically clumsy swing, Sandor connects with his waraxe, cutting open the giant's side, and flooding thing battle field with malodorous ichor.
Round 2:
Ferox: Go
Grym: Buff
Odric: Go
Gaius: Go
Sandor: Hit
Giants: TBD
Morkeleb: TBD
Green: 25
Yellow: 58
Black: Irresistible Demand