| Mahdi al-Jabira |
(Am placed on map; think I was too far back for the cone)
"Excellent," Mahdi crows. "It will burn. It's an earth elemental, and may be able to call more of its kind."
He shouts in a language that sounds like rumbling rocks: (Terran) "You there! By what right are you present here! Who called you to this plane?"
| GM Lareg |
| Otah Cragsmith |
"At least we tried, halfling!"
Otah goes to pull the horsechopper from his back, his wrist hitting him across the back of the neck. Damn, that's right!
Switching tactics, he pulls out a warhammer. "Guess this'll do.
After the rock vomit clears, he darts forward, striking, and then retreating.
Spring Attack, drawing on the move
Started and Ended outside the cone range
Warhammer: 1d20 + 10 ⇒ (15) + 10 = 25
for two handed: 1d8 + 4 ⇒ (5) + 4 = 9
| GM Lareg |
Though Otah's hammer seems to do less harm than expected for such a swing the creature falls to the ground all the same.
Combat is over.
Perception:
Mahdi: 1d20 + 3 ⇒ (4) + 3 = 7 (normal)
Aldebert: 1d20 + 9 ⇒ (6) + 9 = 15
Pent: 1d20 + 17 ⇒ (6) + 17 = 23 (low-light)
Amiamble: 1d20 + 10 ⇒ (1) + 10 = 11 (normal)
Yeenoghu: 1d20 + 6 ⇒ (16) + 6 = 22 (low-light)
Otah: 1d20 + 2 ⇒ (9) + 2 = 11 (darkvision)
| Pent Arotha |
Pent squirms for a moment, then eases, as his healing energy filters through the crew.
Channel Energy, no no terrano: 3d6 ⇒ (6, 6, 4) = 16
He then reaches over, and rests a hand on Otah, in congratulations. "Well done, Odie, well done." He leans in and whispers. "There's an assailant on the rooftop. Why don't you go up and introduce yourself?" Sarah's Soar rinses over the dwarf,as Pent points more or less in the direction of the creep. Cast Fly, 7 minutes, 60' speed
| Otah Cragsmith |
| 3 people marked this as a favorite. |
"What sorcery is this?" the dwarf mumbles as the weight of his body leaves his feet. His body starts to list left, then slides right. "Hrmph!" He flails his arms around trying to right himself. "How's this work? Do I flap?" He pulls his arms in and flaps his elbows like a chicken, and rises to the level of the rooftop.
He scans around for the 'assailant'. "Who are you? What's your purpose here?" Directed if he sees him, announced broadly if he can't.
Perception: 1d20 + 2 ⇒ (10) + 2 = 12
| Aldebert Piddlespot |
"Thanks Pent!" Aldebert nods.
He chuckles briefly as Otah rises up into the air. Better him than me! he thinks.
He moves up to the main house and to the front door. While waiting for Otah's conversation to finish, he listens.
Perception: 1d20 + 10 ⇒ (16) + 10 = 26
| GM Lareg |
Otah moves into the air. Though he can see the top of the villa he doesn't see the figure Pent has whispered about nor does Mahdi.
Roll20 includes a map for the different floors of the villa to the right of the 'main' map. The rooftop has been revealed. Feel free to place Otah on any space on the roof.
| Otah Cragsmith |
Moved onto the top of the stable
"There's nobody here Pent" The dwarf calls down, his body dropping a few feet as he looks for the gnome.
He points his warhammer towards the roof of the stable, and kicks his feet in a poor effort to swim. Slowly, he reaches the gutter and pulls himself up, only to hurl himself a few feet above his intended destination.
"You and I, gnome. We are doing some training later!"
| GM Lareg |
| Pent Arotha |
"Odie, for the love of Sarah, concentrate! You use those dwarf eyes and pierce the darkness! You're sure to see something, I guarantee it!!" The gnome frustrates as he wants to join the dwarf swooping and soaring, but lacks the blessing for the day a second time.
"Aldi, can you get us inside? We need to get inside, much as Rayhan is going to be displeased..."
| Amiamble Piddlespot |
Using hasted and furious movement, Ami and Yeen race around the building, looking for more danger.
Moved on map, but Ami might have stopped before running into anything too ugly on the far side.
| Mahdi al-Jabira |
Mahdi scowls sourly to himself at the elemental's contempt for his words, before the rest of his colleagues quickly see to the creature. Good riddance.
He stays close to Aldebert and Pent, looking around irritably for more trouble. Delaying until there's an obvious threat
| GM Lareg |
As Ami and Yeen race around the building they kick up dirt and well tended plants, turning a stretch of Rayhan's well kept garden into bruised vegetables and mangled leaves. There is no sign of any figures.
@Otah's token is still in the stables. Not sure where on the roof it should be so please do place it when you have a chance.
| Aldebert Piddlespot |
Aldebert opens the doors to Rayhan's house, sword out and ready, and he peers within. If he doesn't immediately see anything, he maneuvers Gretiem in and starts checking the bedrooms (left to right) before going upstairs.
He does not take the time to listen at the doors, but just thrusts them open quickly. He's concerned about time and so he's moving as fast as he can. With all the door opening slowing him down, he expects his brother to catch up quickly - though he does worry...
| GM Lareg |
A pair of figures stand inside the common room as if keeping look out. The foremost figure lets loose a bolt at Aldebert. Meanwhile a third figure comes down the stairs at the rear of the room.
hand crossbow: 1d20 + 4 ⇒ (8) + 4 = 12 (miss)
Initiative
Mahdi: 1d20 + 10 ⇒ (2) + 10 = 12
Aldebert: 1d20 + 1 ⇒ (14) + 1 = 15
Pent: 1d20 ⇒ 2
Amiamble: 1d20 + 3 ⇒ (4) + 3 = 7 (with Yeenoghu)
Otah: 1d20 + 2 ⇒ (15) + 2 = 17
Round One: Otah now acting.
Otah Init 17
T1 Init 15 (AC 15)
Aldebert Init 15
T2 Init 14 (AC 15)
| GM Lareg |
The area behind the villa is unoccupied. Further, with no doors breaking a window seems to be the only way out of the rear of the villa.
| Otah Cragsmith |
Spotting the figure on the roof, Otah kicks himself from the stables towards him.
"Who are you?" he asks, unaware of the assailants in the room below.
He allows time for the creature to answer, but if it tries to run or becomes aggressive, he will stop it.
Move. Ready: five-foot, run, or attack, Otah will take a swing.
Warhammer, 2 handed: 1d20 + 10 ⇒ (20) + 10 = 30
for: 1d8 + 4 ⇒ (3) + 4 = 7
Crit Confirm?: 1d20 + 10 ⇒ (7) + 10 = 17
for: 1d8 + 4 ⇒ (4) + 4 = 8
| Pent Arotha |
"Oooo, hostiles. Where once was hospitality, there is none here now. You'd have better not hurt the old man." Pent tries to get a sense of the new figures with a little friendly threatening.
| GM Lareg |
"We've got company." The figure who loosed the bolt yells.
One of the two figures in the common room moves toward the door while another enters the room from one of the bedrooms and does the same. Both swing at Aldebert through the open door.
T1 sap: 1d20 + 3 ⇒ (19) + 3 = 22, dmg nonlethal: 1d6 + 1 ⇒ (5) + 1 = 6
T4 sap: 1d20 + 3 ⇒ (12) + 3 = 15 (miss)
Round One: Aldebert now acting.
T1/4 (AC 15) Init 19
Otah Init 17
T1 Init 15 (AC 15)
Aldebert Init 15
T2 Init 14 (AC 15)
Mahdi Init 12
Ami Init 7
Pent Init 2
| Mahdi al-Jabira |
Two questions: Is my haste still active (i.e., how many rounds passed between the stable-fight and our opening the door here)? What do these attackers look like-- i.e., human, non-human, monstrous...?
| Aldebert Piddlespot |
Round: 1, Initiative: 15
Weapon Equipped: Greatsword
Conditions: Hasted
GreatSword Attack BAB +7/+2, Str +2, Magic +1, Size +1, (Power Attack -2) Damage Str +3 (1.5x), Magic +1, (Power Attack +6 (1.5x))
Summon Mount: 1/1 (full round)
Smite Evil: 3/3 (Swift, +2 attack, +7 damage, +2 AC)
Lay on Hands: 5/5 (Swift, 3d6 healing +1d6 if not fatigued or diseased)
Pearl of Power (first) 2/2
Spells (caster level 4, concentration +6)
1) Hero’s Defiance, Timely Inspiration
2) Mirror Image
- - -
Gretiem Lord of the Green
HP: 48/48 AC: 18 (F16/T12)
Fort: 7 Reflex: 7 Will: 4 BAB: +3 CMB: 6 CMD: 18 Move: 40’
Conditions: Hasted
Tricks: Aid, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +3, Str +3 Damage Str +4 (1.5x)
Gretiem and Aldebert focus on the man to the left. If they drop him quickly, they shift to the man on the right. If either goes down, I’ll 5’ step into the building.
Gretiem Bite: 1d20 + 6 ⇒ (20) + 6 = 26 damage: 2d4 + 4 ⇒ (4, 1) + 4 = 9
crit threat Gretiem Bite: 1d20 + 6 ⇒ (2) + 6 = 8 damage: 2d4 + 4 ⇒ (2, 2) + 4 = 8
Greatsword (magic): 1d20 + 9 ⇒ (14) + 9 = 23 damage: 1d10 + 10 ⇒ (10) + 10 = 20
Greatsword (magic): 1d20 + 4 ⇒ (19) + 4 = 23 damage: 1d10 + 10 ⇒ (6) + 10 = 16
Hasted attacks if relevant. Also all attacks at +1 to hit if still hasted.
Gretiem Bite: 1d20 + 6 ⇒ (19) + 6 = 25 damage: 2d4 + 4 ⇒ (4, 1) + 4 = 9
Greatsword (magic): 1d20 + 9 ⇒ (18) + 9 = 27 damage: 1d10 + 10 ⇒ (5) + 10 = 15
"This is Rayhan's home! You are not wanted here!"
| GM Lareg |
Humanoid. They are covered in such a way that you cannot be sure of the race, but clearly of human / elf height. Otherwise the tokens fairly reflect their appearance. Given Ami's / Otah's pre round movements I would estimate three rounds.
With a series of swings and bites Aldebert and Gretiem easily kill the two men near the doorway. The man in the center yells again. "They've drawn blood, put your saps away. He then looks toward Aldebert. From what the old man squealed, neither are you."
Several more men move from the bedrooms, desperately trying to block Aldebert's way.
T5 short sword: 1d20 + 3 ⇒ (4) + 3 = 7 (miss)
T7 short sword: 1d20 + 3 ⇒ (9) + 3 = 12 (miss)
Round One: All PCs now acting.
| Mahdi al-Jabira |
Round 1, Init 12
"Dammit!" Mahdi growls. "Try not to kill them-- depending on who they report to, this could have long-term repercussions beyond merely who wins or dies today. They were trying to deal with us without killing us, and I want to know why."
God forbid they be some sort of ... legitimate contracted guards of Rayhan's, he thinks darkly. Yes, it seems unlikely with the way the one man had spoken of Rayhan, but given their luck lately...
Mahdi moved forward onto the stairs to have a better sight into the room.
(Are the two enemy tokens on the map near the southern exterior wall actually there? I didn't see any narrative mention of where they came from but I could easily have missed it. If they are there:)
"Behind us," Mahdi says shortly, and casts a spell to envelop the two men there with a cloud of sparkling dust. Then he steps forward onto the stairs.
(If those two figures aren't actually there):
Mahdi's spell of golden dust erupts inside the room, catching three of the men in it. (Circle drawn on map)
Glitterdust, Will Save DC 17
| GM Lareg |
Southern exterior are just the 'dead' pile. I thought I updated their labels, but I bet I forget to make them visible to you all. Should be all fixed now.
Two of the three figures start to bat at their eyes as they are suddenly struck blind.
T2 Ref: 1d20 + 2 ⇒ (7) + 2 = 9
T6 Ref: 1d20 + 2 ⇒ (1) + 2 = 3
T8 Ref: 1d20 + 2 ⇒ (17) + 2 = 19
Round One: Pent now acting.
| Mahdi al-Jabira |
(Thanks for the clarification! Also, it's a will save, not a reflex, though you may have rolled will and just typed 'ref'.)
| Otah Cragsmith |
Round 1, Init 17. When the guy ran off, the critical hit from my readied action should have fired?
Also, Otah's figure on the map appears to be missing or covered by fog of war...
| GM Lareg |
Revealed the stairway area. @Otah should now be visible.
@Otah I moved the token as it was not placed realistically. Let me review the actions as I followed them to make sure we're on the same page.
- Otah flies to roof as Pent spots figure. Otah doesn't see figure, but figure moves to stair way.
- Otah lands on roof. Figure heads down stairs after Otah sees him.
- Otah heads down stairs (token was placed several floors down. Otah couldn't go this far down the stairs without running into figure).
Otah was were never close enough to hit.
| Pent Arotha |
Round 1, Init 2
AC = 13
HP = 47/47
Weapon Equipped = +1 Light Crossbow
Condition(s) = Blessed
Pent pokes his puss about, looking and listening to the exchange taking place between the front line and the four lying inside. He can't decide if aggression is required, so defers to Sarah's strengthening.
Cast Bless- +1 to Attack Rolls and Saves v Fear, 7 minutes
"Talk more, everyone. You inside, why you hiding? You decided by loosing a bolt first. We're only better than you at fighting since we got you to bleed before we. Now, tell us why you're here."
| Aldebert Piddlespot |
Round: 2, Initiative: 15
Weapon Equipped: Greatsword
Conditions: Blessed
GreatSword Attack BAB +7/+2, Str +2, Magic +1, Size +1, (Power Attack -2) Damage Str +3 (1.5x), Magic +1, (Power Attack +6 (1.5x))
Summon Mount: 1/1 (full round)
Smite Evil: 3/3 (Swift, +2 attack, +7 damage, +2 AC)
Lay on Hands: 5/5 (Swift, 3d6 healing +1d6 if not fatigued or diseased)
Pearl of Power (first) 2/2
Spells (caster level 4, concentration +6)
1) Hero’s Defiance, Timely Inspiration
2) Mirror Image
- - -
Gretiem Lord of the Green
HP: 48/48 AC: 18 (F16/T12)
Fort: 7 Reflex: 7 Will: 4 BAB: +3 CMB: 6 CMD: 18 Move: 40’
Conditions: Blessed
Tricks: Aid, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +3, Str +3 Damage Str +4 (1.5x)
"Dammit!" Mahdi growls. "Try not to kill them-- depending on who they report to, this could have long-term repercussions beyond merely who wins or dies today. They were trying to deal with us without killing us, and I want to know why."
”Oh, sorry Mahdi, will do. Pent, can you stabilize this lot while I deal with the next group?” he looks to those who can still see, starting from his left and working around to his right.
Gretiem Bite: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15 damage: 2d4 + 4 ⇒ (2, 4) + 4 = 10Both of Aldebert’s attacks are nonlethal (attack penalty applied). He’s not sure how to communicate that to Gretiem, so rather than confuse him, he just let’s him go.
Greatsword (magic): 1d20 + 9 + 1 - 4 ⇒ (10) + 9 + 1 - 4 = 16 damage: 1d10 + 10 ⇒ (8) + 10 = 18
Greatsword (magic): 1d20 + 4 + 1 - 4 ⇒ (7) + 4 + 1 - 4 = 8 damage: 1d10 + 10 ⇒ (4) + 10 = 14
He then steps 5' further into the room.
| GM Lareg |
It seems the attempt to blunt the impact of the attacks has made Gretiem and Aldebert much less effective. The figures take the cue and hesitate.
"It's not us whose going to have the law on our case for murder." Another voice from the stairway yells, "The jobs done. Get out if you can." With that those who can begin to withdraw.
Going to give Otah a chance to clear up actions before I post round two.
| Otah Cragsmith |
Relevant post.
After seeing the figure, Otah moved towards him (fly speed) and landed next to him. I did place the figure on the wrong part of the map, I think, opting to put him in the area near the enemy, instead of on the roof part of the map. (that's my fault).
That being said, it's not the first time I've had a readied action get skipped by, so I thought I'd say something.
I'd rather not rewind the action of the gameplay so far, I'm okay with moving on as it rolled out.
Looking forward to round 2, where Otah tries to play hawk with sparrow foes. ;)
| GM Lareg |
At the point of the above post Otah is on the roof, the figure is across the roof, and initiative has started. Figure has higher initiative score so moves down the stairs before Otah moves across the roof. Otah would get an attack on encountering the figure in the stairway so we'll just use the pre rolled one. Figure looks to be teetering on the edge of consciousness as he lurches down the stairs (withdraw action).
The sound of window shattering can be heard from Rayhan's room (room to the right). All the surviving figures move toward that door way and another one comes lurching down the stairway, visibly wounded.
Round Two: Otah now acting.
Round Two
T1/4 (AC 15) Init 19
Otah Init 17
T1 Init 15 (AC 15)
Aldebert Init 15
T2 Init 14 (AC 15)
Mahdi Init 12
Ami Init 7
Pent Init 2
| Otah Cragsmith |
Chaaaaaarrrrrge!
Okay, not really.
Move: Fly out the door to the roof, and move to engage a bad guy (looks like T8).
Standard: Subdual swing!
Otah, hearing the window shatter, takes the faster route out the building, jumping out the rooftop doorway into the air. His leap carries him over the twenty feet to the edge of the rooftop, and he lands in front of a fleeing foe.
"Hello!"
Warhammer, Two-handed, Subdual: 1d20 + 10 - 4 ⇒ (20) + 10 - 4 = 26
for: 1d8 + 4 ⇒ (7) + 4 = 11 non-lethal
Lol, possible crit again..
Crit Confirmationl: 1d20 + 10 - 4 ⇒ (20) + 10 - 4 = 26 On fire!
for: 2d8 + 8 ⇒ (6, 1) + 8 = 15 non-lethal (x2, as it's a x3 weapon)
| GM Lareg |
Earlier upon the roof.
The figure drops to the roof, blunted into unconsciousness by Otah's hammer.
Round Two: All PCs now acting.
Round Two
T1/4 (AC 15) Init 19
Otah Init 17
T1 Init 15 (AC 15)
Aldebert Init 15
T2 Init 14 (AC 15)
Mahdi Init 12
Ami Init 7
Pent Init 2
| Mahdi al-Jabira |
Round 2, Init 12
"Otah!" Mahdi shouts, real worry lacing his tone now. "They're going to try to flee the building! Keep up the outside perimeter-- you should be able to chase any who get out!"
He grits his teeth. "If you dogs have murdered Rayhan, the issue of who the law is going to hold responsible will be the least of your worries."
The fire mage strides into the room, his hands beginning to smolder. He takes a position up and sends a blast of fire rolling out over several of them. "MASTER RAYHAN!" Mahdi shouts, privately sending up a prayer to Nethys that the old sage may still live, somewhere in the house, and be able to answer.
Move, and fire jet in a 20' line due east-- I'm sort of assuming that doorway is now open if the thugs are moving into it, so he's trying to get a line that I think includes T2, T5, and T6, if feasible.
Reflex save DC 18 or take Damage: 1d6 + 3 ⇒ (3) + 3 = 6 and catch on fire, taking another 1d6 ⇒ 4 damage on their next round. Successful save halves damage and negates the following round damage. If they have evasion and successfully save, they take no damage, since it is technically an AoE effect.
| GM Lareg |
Though the fire catches two of the figures, the rest escape unburned.
Round Two: Ami and Pent now acting.
T2 Ref: 1d20 + 5 ⇒ (20) + 5 = 25
T5 Ref: 1d20 + 5 ⇒ (7) + 5 = 12
T7 Ref: 1d20 + 5 ⇒ (19) + 5 = 24
T9 Ref: 1d20 + 5 ⇒ (12) + 5 = 17
| Amiamble Piddlespot |
Round 2, Init 7
Ami and Yeen leave Pent and Aldebert to guard the front door and go to help Otah with the back door.
As they move they provoke from T7. If T7 takes a swing at them, Yeen will swat back:
1d20 + 11 ⇒ (20) + 11 = 31 to hit;
1d6 + 8 ⇒ (5) + 8 = 13 damage.
Pot Crit:
1d20 + 11 ⇒ (19) + 11 = 30 to hit;
1d6 + 8 ⇒ (6) + 8 = 14 damage.
"Ooootah! There are so many of them!"
ACs: Ami: 24; Yeen: 20+3+4=27 (barkskin, mage armor)
HP: Ami: 38/45; Yeen: 54/54
Ami:
[ dice]1d20+9+2[/dice] to hit; (slingstaff, melee,flank)
[ dice]1d6+2[/dice] damage.
Yeen:
[ dice]1d20+11+2+2[/dice] to hit; (bite.DF,Flank)
[ dice]1d6+8+2[/dice] damage.
[ dice]1d20+11+2+2[/dice] to hit; (bite.DF,Flank)
[ dice]1d4+8+2[/dice] damage.
[ dice]1d20+11+2+2[/dice] to hit; (bite.DF,Flank)
[ dice]1d4+8+2[/dice] damage.
Lvl 1: 0/7 used ( )
Lvl 2: 1/7 used ( )
Lvl 3: 0/5 used ( )
Yeen.: Mage Armor,DF,Barkskin,SoF,MCPfE10
Ami:
Init +8; Senses low-light vision, ;scent; Perception +5
DEFENSE
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 19 (3d8+6)
Fort +5, Ref +7, Will +2
OFFENSE
Speed 50 ft.; sprint
Melee bite +6 (1d6+3 plus trip), 2 claws +6 (1d3+3)
STATISTICS
Str 17, Dex 19, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +5; CMD 19 (23 vs. trip)
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +8, Perception +5, Stealth +8 (+12 in tall grass); Racial Modifiers +4 Stealth in tall grass
| GM Lareg |
AoO short sword: 1d20 + 3 ⇒ (12) + 3 = 15 (miss)
Yeen slaughters the man flailing around in shock as he's cut off by Otah.
Round Two: Pent now acting.
| Pent Arotha |
Round 2, Init 2
"Pent, can you stabilize this lot while I deal with the next group?"
Pent snaps out of a micro-mini-catatonic state, allowing him to concentrate on the half's call to mend what he murdered. He nods slowly, moving to the first body, touching it with a personal surge of Sarah's Stave. Rebuke Death- 1d4 + 3 ⇒ (1) + 3 = 4 points of healing
| GM Lareg |
The ones that can still move redirect their flight, breaking another window at the rear of Rayhan's room.
Round Three: All PCs now acting.
Round Three
T1/4 (AC 15) Init 19
Otah Init 17
T1 Init 15 (AC 15)
Aldebert Init 15
T2 Init 14 (AC 15)
Mahdi Init 12
Ami Init 7
Pent Init 2
| Aldebert Piddlespot |
Round: 3, Initiative: 15
Weapon Equipped: Greatsword
Conditions: Blessed
GreatSword Attack BAB +7/+2, Str +2, Magic +1, Size +1, (Power Attack -2) Damage Str +3 (1.5x), Magic +1, (Power Attack +6 (1.5x))
Summon Mount: 1/1 (full round)
Smite Evil: 3/3 (Swift, +2 attack, +7 damage, +2 AC)
Lay on Hands: 5/5 (Swift, 3d6 healing +1d6 if not fatigued or diseased)
Pearl of Power (first) 2/2
Spells (caster level 4, concentration +6)
1) Hero’s Defiance, Timely Inspiration
2) Mirror Image
- - -
Gretiem Lord of the Green
HP: 48/48 AC: 18 (F16/T12)
Fort: 7 Reflex: 7 Will: 4 BAB: +3 CMB: 6 CMD: 18 Move: 40’
Conditions: Hasted
Tricks: Aid, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +3, Str +3 Damage Str +4 (1.5x)
Aldebert wheels Gretiem back out the door and around the building, not trusting his bulk through the window. (double move)
"You there, drop your weapons and submit!"
| Amiamble Piddlespot |
Round 3, Init 7
Ami rides Yeen to circle around the building, attempting to stop the brigands. He is mindful of Aldebert's words of mercy, enacting the will of Sarenrae to offer mercy to those who would turn from the darkness.
Ami & Yeen corner T2.
"Stop human! Do not make me strike you down! Fall and ask mercy from Sarenrae and be saved!" Ami hisses. "The Rough Beast should not guide your actions. Give yourself a chance to see the Light again!"
1d20 + 4 ⇒ (8) + 4 = 12 Intimidate
| Otah Cragsmith |
Round 3, Init 17
Otah hurls himself into the air, flying around the building instead of over it.
He moves between the foes penned in by the halfling brothers, and lands amongst them.
Double Move
"Don't put their words to waste boys, they're normally half-men of action!"
| GM Lareg |
The figures look poised to fight to their death, lurching forward aggressively they begin their charge only to skid to a halt as the sounds of horses traveling quickly are heard from outside the boundary of the villa walls.
A loud voice beckons from atop the foremost mount as several riders make their way through the open gates. "By the authority of the Pactmasters, lower your weapons. The rider leaps gracefully from her horse, "I am Kazim and I here come now as both an official representative of the Church of Abadar and bringing word from the pactmasters. The beautiful female human cleric wears an elegant but simple white and green robe. She nods slightly toward Aldebert .
Several more Zephyr Guards ride into the boundaries of the villa, dismount, and hold their weapons at the ready.
"Now tell me. What has occurred here?"