DM Fatespinner |
He's about 55 feet from Haruk, as you can see on the map. He appears to be standing his ground and waiting for help to arrive.
The other guard, chased out into the middle of the street, turns to confront Albrekt. He braces his stance and steps closer to attack with his halberd.
5' step to P12. Attack on Albrekt: 1d20 + 5 ⇒ (13) + 5 = 18. Since Albrekt is presently unarmored, I do believe that's a hit. 1d10 + 3 ⇒ (9) + 3 = 12 points of damage.
The guard's polearm bites deep into the antipaladin's exposed flank, driving clean into his hip and grinding against bone. Blood flows freely down the warrior's leg and onto the cobblestone road.
Haruk can jump in at any point still. Albrekt's turn.
DM Fatespinner |
Haruk's arcane missiles strike the guard in the chest, causing him to stumble but he does not fall.
Map updated. Albrekt is still up to bat, Haruk has been inserted between the guards and Albrekt in the initiative count.
Albrekt Wreth |
HP: 19/31
Albrekt steps away from the guard, attempting to give himself room to bring the enchanted glaive to bear;
5 ft limp to P10
The brute aims an arcing swing at his opponent;
Power Attack: 1d20 + 7 ⇒ (1) + 7 = 8
+1 Glaive PA Damage; 1d10 + 10 ⇒ (4) + 10 = 14
Awwww for the love of the Rough Beast!!!! Curse you dicebots!!!! Thrice!!!!
DM Fatespinner |
Albrekt's swing is powerful, but predictable. The guard handily ducks the wide, arcing swing of the weapon and maintains his footing. He grips his halberd steadily, a look of grim determination in his eye.
Solace
Kamau
Guards
Haruk
Albrekt
Solace is up next. Kamau has exited the scene, so we'll jump right to the guard after her. At the start of Solace's turn, her Evil Eye hex wears off on the guard.
Solace |
Solace glares at the guard again.
evil eye hex again for -2 ac. With how he is rolling, Albrekt is going to need all the help he can get to land a hit. :)
DM Fatespinner |
Will: 1d20 + 0 ⇒ (1) + 0 = 1
The young man's determination falters as sweat beads across his forehead, eyeing the witch warily.
"Help me!" he cries out to no one in particular before he grits his teeth and lunges towards the scarred Ulfen once more.
5' step to P11. 1d20 + 5 ⇒ (16) + 5 = 21 to hit, dealing another 1d10 + 3 ⇒ (1) + 3 = 4 damage.
The guard's swing comes up short, scoring a minor wound across Albrekt's knee rather than the solar plexus he was aiming for.
Map updated. Haruk and Albrekt are up.
Albrekt Wreth |
Albrekt ignores the mounting damage to his scarred frame and presses home against the wounded guard... The brute reaches out with his baleful touch;
Touch of Corruption Attack: 1d20 + 7 ⇒ (4) + 7 = 11
Touch of Corruption Damage: 1d6 ⇒ 3 + Shaken DC12
Solace |
Solace will move up to the guard and into P11
attack 1d20 + 1 ⇒ (11) + 1 = 12
1d6 ⇒ 3
Cursing her current lack of spells, Solace moves over towards the guard and attempts to stab him with her shortspear.
DM Fatespinner |
Since P-11 is the square the guard is presently occupying, I put Solace in O-12 to help Albrekt flank in the following round. Unfortunately, as he is using a reach weapon, he doesn't provide a flank for Solace right now.
Rushing into the street, Solace circles around the guard and strikes from behind with her shortspear. Her strike lacks the power to penetrate the guard's armor, however, and the tip bounces off of the metal scales.
Haruk approaches cautiously, firing a beam of frost into the melee and scores a glancing blow on the man's shoulder causing him to wince in pain.
Like a caged animal, the guard lashes out with a furious cry. His halberd strikes desperately at Albrekt...
1d20 + 5 ⇒ (4) + 5 = 9 to hit, dealing 1d10 + 3 ⇒ (4) + 3 = 7.
...but strikes nothing but the air in front of him. He clenches his teeth, breathing heavily but clearly ready to face death in defiance of his attackers.
Perception checks for everyone, DC 15. Map updated. Haruk, Albrekt, and Solace are up. Kamau, it's safe to assume that you are now as far away as you wanted to be.
Albrekt Wreth |
Spitting in anger Albrekt steps backward and brings down the enchanted glaive with all the rage and force the brutal antipaladin can summon;
"Now you umkommen!"
5 ft step to O9 and attack
Enchanted Glaive Power Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Damage:1d10 + 10 ⇒ (4) + 10 = 14
Glaive Critical Threat: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d10 + 10 ⇒ (2) + 10 = 12
DM Fatespinner |
Since the glaive is a x3 crit, let's have one more damage roll here: 1d10 + 10 ⇒ (8) + 10 = 18. That's a total of 44 points of damage.
Stepping back alongside the sorcerer, Albrekt brings his enchanted weapon to bear in a powerful downward arc. The leading edge of the blade strikes the young man in the temple at an angle, but his skull is nowhere near strong enough to mitigate the antipaladin's fury. The weapon rips straight through orbit and cartilage, bisecting the jaw, and tears still further into the upper torso. The blade finally comes to a halt somewhere in the guard's chest, the combined drag of armor, bone, and sinew ending its terrible momentum. With a wet ripping sound, the guard's corpse falls away from Albrekt's instrument of death, the two halves of his upper body hitting the cobblestones in a spray of crimson.
End combat. Still need those Perception rolls.
DM Fatespinner |
Solace |
perception 1d20 ⇒ 5
well, good thing Albrekt noticed and said it out loud.
"Time to leave quickly then." Solace turns and begins to run away from the scene.
About how far would you say Solace's shop is from their current position? I can't recall if they entered the sewers near the residential sections of the city or near the market/shop areas.
DM Fatespinner |
The party's present location is near a large residential area inside the inner walls. The marketplace where Solace's shop would be located is on the opposite side of the Ordranti castle which lies just a few blocks east of the waterworks. The residential area should be sufficiently maze-like in order to lose your pursuers (especially since all of you move at 30' now with Albrekt unarmored) but there's also the possibility of getting turned around or finding a dead end without proper knowledge of the city streets. Taking the direct route to Solace's shop should be relatively easy, but it will also take you through some of the most heavily-guarded parts of town... and Albrekt is presently covered in blood.
Solace |
Ok, sounds like running about the residential area is the better choice for now. Finding a place to get Albrekt cleaned up also sounds like a good idea.
Haruk |
Haruk claps Albrekt on the should "Well done old boy, well done! Twas a truly masterful blow that you struck to rid us of that most bothersome guard" He looks you over, noting the blood "You've made quite a mess my friend. I believe I can clean you up right quick, if you'll let me"
Solace |
"Here Albrekt, you'll attract too much attention bleeding like a stuck pig from that guard. Let me cast a healing spell on you."
A bit hesitantly, Solace will place her hand on Albrekt and casts a cure spell upon him.
If he doesn't stop her, Cure Moderate Wounds 2d8 + 3 ⇒ (6, 4) + 3 = 13
Kamau |
Knowledge (local)1d20 + 6 ⇒ (7) + 6 = 13
Albrekt Wreth |
If the pain of his deep wound knitting together registers... the Rovagite does not show it.
At Haruk's offer Albrekt shrugs his heavy shoulders;
"If Albrekt muss be clean to walk amongst menn...then Ja."
The brute opens his arms to recieve whatever solution the sorcerer has in mind...
DM Fatespinner |
So you've spent one round healing and cleaning Albrekt. Are you going to attempt to shake the pursuers by losing them in the residential area? Or are you going to break for Solace's shop on the other side of the castle grounds? The path to Solace's shop will undoubtedly be guarded and you will need to talk/bribe your way through the checkpoints before the waterworks guards catch up to you. If you opt for the other route, there's a possibility of getting turned around or hitting a dead end if you are unable to navigate the streets well enough and the guards will catch up to you. Both paths are risky in their own way, but you need to choose now: Which way to go? You don't have much time for deliberation.
Solace |
"We can head for my shop. I'd rather not risk getting lost in the residential section."
DM Fatespinner |
After a moment of deliberation, the party tears off into the night in the direction of Castle Ordranti with intentions on the marketplace beyond where Solace's shop lies. The hue and cry of the guards echoes behind them as they hustle along the cobblestone streets. The castle itself looms in the east, casting its long silhouette into the moonlit sky.
Knowing that a mad dash through the late-night streets of Caliphas would draw too much attention, the group slows their retreat as they near a guard checkpoint at the southern end of the castle grounds. A pair of men clad in breastplates bearing the mark of Prince Ordranti stand vigil alongside large braziers on opposite sides of the street. It would be impossible to circumvent their post at this point without seeking to scramble along the nearby rooftops or double back into the arms of the party's pursuers...
You have a checkpoint to navigate. How are you approaching this? Also, humor me with a Perception check, each of you (not Kamau).
Albrekt Wreth |
Wrapped in his winter blanket Albrekt lumbers along with the group, he eyes the oncoming guardpost with disinterest as they approach;
Perception: 1d20 ⇒ 3
I for one will let the more gifted negotiators amongst us open dialogue with the guards. Albrekt will stoicly wait for things to develop...
Solace |
perception 1d20 + 2 ⇒ (7) + 2 = 9
Solace whispers to her little group. "Haruk, you better skilled than I at telling lies. Would you care to take the lead in talking to the guards? Perhaps you brought me your friend who was suffering from some strange affliction and we are on our way to my shop for some potions to help him?"
DM Fatespinner |
As the group approaches, the guards take note. While not hostile, the guards are most certainly on edge. One of them, a middle-aged man with a rather distinguishing scar across the bridge of his nose raises a hand.
"Hold there. What's this all about then? You lot shouldn't be traipsing around at night, there's an assassin on the loose. Go back to your homes."
The other guard, a bit younger and larger than the speaker, rests a hand on his sword and gazes out towards the neighboring buildings... scanning the rooftops in particular.
DM Fatespinner |
The older guard looks Albrekt over, narrowing his eyes slightly, then looks back to the others. "What's wrong with him? He looks okay to me. We can't let anyone pass through the castle square, not at night like this. Either go back to your homes and wait until morning or head back through the rowhouses."
The guard gestures back in the direction the party came from. The younger guard turns his attention away from the rooftops and looks to the group again, simply nodding to the older man's advice.
Haruk |
Haruk flashes a quick look and makes a very subtle gesture to Albrekt 1d20 + 16 ⇒ (11) + 16 = 27 Bluff to deliver a secret message of "Act crazy"
"Well you see Captain, my friend here was a bit stupid and wandered into the sewers, looking for adventure. He was gone for the whole day so I went looking for him with my lady friend here. We found him stumbling out of the sewers, the apparent victim of a were-rat attack. We need to get him to her shop right away or else we won't be able to cure him" 1d20 + 16 ⇒ (16) + 16 = 32 Bluff
DM Fatespinner |
Sense Motive: 1d20 + 10 ⇒ (12) + 10 = 22
The two guards exchange glances for a moment, the older one frowning deeply while the other one simply shrugs.
"A were-rat? Here in Caliphas? You're absolutely certain?"
Without really waiting for a response, the man bites his lip nervously and looks to his younger companion again. "Alright, fine, go on through... but Sergei will escort you. We can't have people in the castle square unattended."
The younger man nods and lifts the barricade out of the path before gesturing the others through. The older man returns to his post with a scowl, muttering under his breath about were-rats. Once through the checkpoint, the younger man lowers the barricade and joins the group to lead them through the square.
Will post more soon, gotta make dinner...
DM Fatespinner |
The group passes through the castle square under the watchful eye of their escort. It seemed, for the moment, that they had managed to evade their pursuers. The night was quiet now, save for their own footsteps and the quiet crackle of the guard's torch burning.
Perhaps halfway across the castle square, in the shadow of Castle Ordranti itself, the silence is abruptly broken. The sound of a few large stones falling clatters out from a nearby alley just on the other side of a wrought iron fence. The guard snaps out his sword in an instant, squinting into the darkness. "Who goes there?!" he calls out in a booming voice.
Kamau |
"An ally," Kamau declares flatly, dropping to the ground. "You and yours do not patrol the rooftops, from which came the assassin's arrow today. I will not suffer to have my companions caught out in the open as the victim was." As he spoke, he loomed up out of the dark beneath the rooftop overhang, a challenging scowl-smile on his dark features.
DM Fatespinner |
"Come towards the light," the guard orders, taking a few steps towards Kamau. He glances between Kamau and the others, sword still held at the ready.
A heavy wrought iron fence separates the road from the rowhouses where Kamau currently stands in the alleyway. As the guard approaches with his torch, the long shadows of the bars dance eerily along the backs of the houses. Before long, the illumination falls upon the Garundi, his dark skin distinct even at the light's edge.
The guard narrows his eyes at Kamau. "Your name," the guard says, less of a question and more of a command.
Kamau |
Kamau took a few rolling steps forward, leaving his backpack in the alleyway behind him and visibly limbering his arms as he walked. The barred shadows reflected starkly on his sharp features.
"I have obeyed your command, guardsman. I am here for you to see. My name is not for you to know, and you are better off ignorant of it."
Kamau will stop with 5ft. between himself and the fence, separating him from the guard even if the guard were to stick his sword through the fence.
DM Fatespinner |
"You move in shadows and carry a bow on your back without regard for the laws of this city during a manhunt. You will not tell me what I do and do not need to know, Garundi. Name," his tone is harsher now, and his brow furrowed.
We can give time for others to chime in if you want. No need to reply immediately just because we're online at the same time. :D