Lady Mae
|
Mae will move up and peek her head in around the corner to see what's talking to her. You didn't remove the room blocker and Mae can only see within 30' so I'm not sure depending on where he is if she can see him or not.
Lady Mae
|
"Oh, hello there. Could you be so kind as to give us your name please Mr...? Are there more from your group locked up in this old tower that we need to find as well?" Mae will cast detect magic and look around the room to be sure everything is on the 'up and up'. Then go over and have a look at his manacles and assess if he's seriously injured. "Please do keep yourself calm and reasonably quiet, there could be other lizardmen around. We'll do our best to release you as soon as possible."
Heal: 1d20 + 6 ⇒ (4) + 6 = 10 Diplomacy: 1d20 + 10 ⇒ (4) + 10 = 14 To assess his injuries and to get the man to trust us and calm himself. The diplomacy is +4 if he is 5 levels higher than Mae
Celegon
|
Celegon takes the key that they found off of Tuloc and tries it in the man's manacles. "We'll get you back to Absalom. We've taken care of several troglodytes in these nearby rooms. Were they the primary ones holding you captive?"
| GM NotEspi |
The man takes a breath, drops his hands to the ground and looks at you impatiently.
"Forsend. Balenar Forsend. I'm usually a marvelous speaker, but you will have to excuse my condition. I've been locked in here for... I don't even know. It feels like months."
He stands up, and again puts his hands in front of him, apparenly showing you the manacles.
"Pleasure to meet you. Now could we get these off? It stopped getting uncomfortable quite a while ago, and I am not okay with that."
Now that he is standing up and the light shines on his face, you can see that he is severely bruised and might have a black eye. Or it might be just coloration due to sleep deprivation. Your guess is as good as anyone else's.
Durun Ghosteye
|
Durun looks the man over and smiles. "I do believe this is the bard we are looking for. Hand me that key we found, I am sure it will take care of these manacles." He waits until someone hands him the key and then he approaches Forsend. "Please do not do anything stupid, friend. I do not want to hurt you, but I will if I must."
Celegon
|
Celegon unlocks his manacles with the keys. After setting him free he says, "Hold still for just a second while I try to get you in a little bit better shape." He begins casting Cure Light Wounds on Forsend to help heal up his bruises and probably wounds on his wrist from the manacles. "It is a pleasure to meet you, Forsend. We were sent here to rescue you. Now, back to our questions. We've taken care of several troglodytes, were they they ones who were holding you or are there more of them?"
Cure Light Wounds on Forsend: 1d8 + 1 ⇒ (3) + 1 = 4
| GM NotEspi |
Balenar sighs at the notion of him doing anything stupid, and just presents the manacles, turning his eyes in the process.
"Those are questions I can not answer. I don't know how many of them were there or where were they in the tower to begin with. Not to mention I have no idea how many did you dispatch already."
Lady Mae
|
Mae cuts short her assessment of Balenar once Celegon heals his wounds. His over dramatic and standoffish nature seem to annoy her.
"Well now that you're free we kindly ask you to stay put and wait for us to escort you back to the city, we wouldn't want you wandering off alone again and being taken prisoner by an unknown number of attackers." She says with a huff. Then goes out of the room to wait for the group.
Celegon
|
"We're not letting you out of here alone. I say that we stay together and either check out further up the stairs or turn around and head back to Absalom now."
Celegon has a moment of realization and then offers, "This is also probably your rapier and we have your wayfinder here as well."
Turning back to the group, he asks, "So, do we go further up or turn back now that we've accomplished our main goal?"
Lady Mae
|
Mae quickly tears off the buckler and throws it to his feet. "Lets finish investigating the rest of the tower, we wouldn't want anyone else captured and beaten because of our lack of diligence. Besides, maybe there are other prisoners in the other rooms, ones a bit more grateful to be rescued."
Celegon
|
Celegon ties his standard rapier back on his hip and says, "Well spoken, Mae. We want to make sure that this fate doesn't befall anyone else." To Forsend he offers, "I trust that you will stay with us and out of trouble while we examine the floors above us? Hopefully the rest will be fairly quiet."
He then moves back into the previous room and begins going up the stairs.
Zahira Nefritovvy
|
"We were commissioned to explore this tower, I say we finish it!" Zahira says as she joins Celegon.
| GM NotEspi |
"Fair enough. I'm in no fighting condition anyway. My wrists are killing me."
Balenar massages his wrists for a bit, thinking. Then he picks up the buckler, walks outside the "cell" and addresses everyone.
"I believe we started off on the wrong foot. I do apologise, and hope you all will understand my state of mind. I was ready to give these scalies a fight before they finished me off. I was in a fighting mood. Last stand mood, more like it."
He hands the buckler to Mae.
"As I said, I am in no fighting condition. You'll probably make a better use of it. You can return it after we... Ehm - after YOU are finished dealing with whatever else is in this cursed tower."
Celegon
|
Celegon listens at the door at the top of the stairs after giving a quick "Shhh..." to the group behind him.
Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Kiddir
|
'Well, we chatted enough! Let's find the owner of this place, finish with him - and go for a reward.' - Kiddir says in a whisper, so as not to disturb Celegon to listen.
| GM NotEspi |
Perception, Tasskar: 1d20 + 8 ⇒ (4) + 8 = 12
Perception, Snapjaw: 1d20 + 8 ⇒ (2) + 8 = 10
Init:
Opposition: 1d20 + 5 ⇒ (19) + 5 = 24
Balenar: 1d20 + 2 ⇒ (9) + 2 = 11
Celegon: 1d20 + 6 ⇒ (20) + 6 = 26
Jorun: 1d20 - 2 ⇒ (14) - 2 = 12
Kiddir: 1d20 + 4 ⇒ (2) + 4 = 6
Mae: 1d20 + 2 ⇒ (16) + 2 = 18
Zahira: 1d20 + 3 ⇒ (5) + 3 = 8
Kiddir manages to sneak onto the floor. There, he sees a troglodyte with an albino crocodile shuffling about. The troglodyte is peeking out of the opening in the wall, not paying attention to the happenings in the room behind him.The croc shuffles around his feet, attempting to find a spot in the sun.
Lady Mae
|
Mae eyes Balenar with suspicion, unsure if his apology is sincere Sense Motive: 1d20 + 6 ⇒ (10) + 6 = 16 Assuming she senses nothing amiss she'll accept the buckler and respond in kind "I too apologize for my lack of compassion, I cannot imagine what you've gone through in here in the last week. I understand why your mood was as it was. I would like to know why you were so eager to come here without allies however. It seems foolish."
She then takes the buckler and reattaches it to her forearm.
Kiddir
|
'Only one guy and his little pet... nice...'
Kiddir come out of hiding and begins to move onto the south wing of the room.
'Hey, wimps, you're just two frogs! One on two legs and one on four! Try to take me! Ha!'
Surprise round, move; hope guys hear this )
Lady Mae
|
Mae will move over to the bottom of the stairs and look up.. "What are you doing up there? I thought you were being sneaky!"
Move action. Done.
Celegon
|
Celegon quickly comes up and casts a spell aimed at the 2 creatures. "Let's see if we can take at least one of them out of the fight!"
Casting Sleep on an area that just hits the croc and trog. Not sure of their hit die, but it affects up to 4 hit die of creatures (smallest first). Will save DC=13 to resist magical sleep.
Also, I realized that I do have a second 1st level spell available. 1 from the class and 1 from my Charisma score. Yay!
| GM NotEspi |
The chakram hits the crocodile and it hisses in return. It causes a minor wound.
Will: 1d20 + 6 ⇒ (19) + 6 = 25
Tasskar remains on his feet despite of Celegon's spell.
Animal are immune to mind-affecting, so no effect on the croc either.
After all of you finished your surprise rounds, Celegon gets to act again. Your opposition had a good initiative roll. For a change.
Zahira Nefritovvy
|
Animal are immune to mind-affecting, so no effect on the croc either.
No they're not; vermin are, but not animals.
Celegon
|
Celegon begins reciting a speech from a Thassilonian Lord as just as his people were getting ready to storm the battle field.
"Do not let them see fear in your eyes as we rush towards them. They have no power over you and will fall before our might! We will go forward and conquer!
Celegon begins Inspire Courage, granting his allies a +1 to attack and damage, a +1 bonus against charm effects and fear effects. So a standard action for that and then a move action to move further into the room.
| GM NotEspi |
Turn 1/2 - Go if bolded
The troglodyte notices that his pet fell asleep, and he slaps it around a bit to wake it up, then starts walking towards you and drawing his blade. The crocodile proceeds to wake up and walks towards you, baring its teeth and hissing. It probably liked the dream.
Celegon
Opposition
Mae
Balenar
Zahira
Kiddir
Lady Mae
|
Mae hears the sounds of impending combat so she comes bounding up the stairs after everyone has rushed up. "What's going on up here? It doesn't sound too good, but I don't see what the fuss is about. Here, let me help at least a bit in case its a big deal."
With that Mae says a quiet prayer and everyone within 50' feels a wave of energy flow through them. They have a good feeling about this fight, it doesn't look so daunting after all. Bless: Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. The bonus to attack stacks with Celegon's Inspire Courage, but the bonus to saves does not. Lasts 1 minute.
Zahira Nefritovvy
|
Zahira does something she's never done before: She sticks her blade straight through the puckered scars in her cheeks, then pulls it out in one graceful, if deeply unsettling, motion. It is now covered in a glistening blue-green fluid, and she brandishes it menacingly.
readied attack with pata, courage, blessed: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 1d6 + 3 ⇒ (3) + 3 = 6
Critical threat!: 1d20 + 5 ⇒ (9) + 5 = 14
critical damage, Killer: 2d6 + 7 ⇒ (6, 3) + 7 = 16 +6 = 22
...and whoever I hit must make a DC 12 Fortitude save or take 1d2 ⇒ 1 Dexterity damage.
| GM NotEspi |
What? How? Must have caught both you and Jorund in one Delete button rampage.
Also, both Tasskar and Snapjaw should have been near you Zahira, so that attack causes some pain. Pick your target. I admit I was lax when editing the map to reflect the last post.
Celegon
Opposition
Mae - Bless
Durun
Balenar - chilling underneath the stairs, waiting to heal people that drop down.
Zahira - ready action / attack
Kiddir
Zahira Nefritovvy
|
Also, both Tasskar and Snapjaw should have been near you Zahira, so that attack causes some pain. Pick your target.
Let's say Snapjaw.
| GM NotEspi |
Zahira swipes/punches (swunches?) at the albino crocodile. It releases a guttural sound and promptly collapses to the floor, barely breathing, but not moving otherwise.
Turn 1/2
Celegon
Opposition
Mae - Bless
Durun
Balenar - chilling underneath the stairs, waiting to heal people that drop down.
Zahira - crit
Kiddir
Snapjaw -26/14+17
Lady Mae
|
Mae winces noticeably as the croc takes a vicious blow. "I hope its still alive, poor thing!"
Durun Ghosteye
|
No problem, GM!
Durun moves into a better position and immediately fires off a freezing bolt of energy at the troglodyte!
Cold Blast: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
Damage: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Celegon
|
Celegon takes a steadying breath as he notches an arrow on his bowstring and pulls it taut, firing an arrow quickly past Zahira into the troglodyte. After he inhales again, he keeps right on encouraging the crew from the same speech.
"And when those goblin-kissing sycophants fall to our blades, all will hear the tales of our glories!"
Longbow-PointBlank+Bless+Inspire-melee: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d8 + 2 ⇒ (5) + 2 = 7
Kiddir
|
Kiddir passes from the back the one whom he considers the leader of this place. Using the fact that the enemy was distracted by Zahira, he tries to hit him in the knee and drop on the floor.
Trip: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
| GM NotEspi |
Tasskar almost drops to the floor, but manages to stay on his feet. He manages to dodge Celegon's arrow as well. In retaliation, he swings his scimitar at Zahira, apparently angry about what she did to Snapjaw.
MwkScimitar: 1d20 + 6 ⇒ (9) + 6 = 151d6 + 2 ⇒ (2) + 2 = 4
Though he can't get it quite right. He quickly moves to the side
Turn 2/3
Celegon
Opposition
Mae
Durun
Balenar - chilling underneath the stairs, waiting to heal people that drop down.
Zahira
Kiddir
Stabilise vs 22: 1d20 + 3 ⇒ (3) + 3 = 6
Snapjaw -27/14+17
The crocodile continues to quietly bleed on the floor, its white scales managing to lose even more colour with each passing second.
Zahira Nefritovvy
|
"Sorry about that," Says Zahira of the crocodile. "Not sorry about this" She says as she does her "cheek-kabobs" stunt again, and lunges at Tasskar.
Also, thinking back on it, that should have been a total of 24 damage to Snapjaw.
pata, blessed, courage: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 1d6 + 3 ⇒ (5) + 3 = 8
Here we go again!!!: 1d20 + 5 ⇒ (10) + 5 = 15
critical damage, Killer: 2d6 + 9 ⇒ (5, 5) + 9 = 19 +8 = 27
Tasskar must make a DC 12 Fortitude save or take 1d2 ⇒ 1 Dexterity damage.
Lady Mae
|
Mae delays to see if anyone takes any vicious wounds, all the while keeping a worried eye on the bleeding croc.
Durun Ghosteye
|
Durun continues his magical assault on the troglodyte!
Cold Blast: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Cold Damage: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Crit Confirm!: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Crit Damage!: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Celegon
|
Celegon continues inspiring his team as they fight the troglodyte with a boisterous voice he continues.
"All the real heroes are not storybook combat fighters. Every single man in this group plays a vital role. So don't ever let up. Don't ever think that your job is unimportant."
Continued +1 to attack and damage
He then readies another arrow and waits for an opportunity to squeeze an arrow past Zahira. As she dodges one of the troglodytes attacks, he shoots the arrow over her shoulder aiming for the throat of the foul beast.
Longbow+PointBlank+Bless+Inspire-Melee: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Kiddir
|
Kiddir with a grim concentration trying to repeat what did not work in first time.
Trip: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
5ft step, flank, trip