Richard Mithril |
Richard parries a stab with his buckler and dodges a second attack clean.
"Agreed Kharax. Take them down and let the gods sort it out."
Noticing the sphere roll to stop near him, Richard jumps away 5' step from the man at the portcullis, scoops up the sphere, and chucks it back.
Luck still active with lingering performance (1/2 rounds)
Throw + Luck + PBS (aiming for square): 1d20 + 6 + 2 + 1 ⇒ (14) + 6 + 2 + 1 = 23
GM Tektite |
Grievously wounded, Alpha casts a spell and swings his shield at one of the men, but misses!
Lewdon swings and strikes one of the men, taking him down!
Kharax moves up and heals some of Alpha's many wounds!
Richard thinks fast, grabs the sphere and tosses it back toward the men!
The sphere on the ground pops and begins issuing out a cloud of gas!
DC 14 Fort Save for Alpha or nauseated as long as in cloud and for 1d4 + 1 ⇒ (2) + 1 = 3 rounds after leaving.
Stumpy: 1d20 ⇒ 14
Orange: 1d20 ⇒ 19
Red: 1d20 ⇒ 4
The axe-handed man and the men on orange seem unaffected by the gas, but the one in red begins clutching his throat and retching!
Charge vs Kharax: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
The man with an axehand charges Kharax, slashing at the half-orc! Provoking from Alpha
Attack vs Kharax: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17
Damage: 1d4 + 1 + 1d6 ⇒ (4) + 1 + (4) = 9
The yellow clothed man steps down and stabs at Kharax with a dagger!
Attack vs Alpha: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19
Damage: 1d4 + 1 + 1d6 ⇒ (4) + 1 + (3) = 8
The man in orange draws a dagger and stabs at Alpha, then steps out of the cloud, while the man in red runs out of the cloud, gasping.
Attack vs Lewdon: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
The remaining man takes a stab at Lewdon, then steps north!
Initiative:
Lewdon
Richard
Guards
Stumpy
Alpha
Kharax
[b]Party up!{/b]
Richard Mithril |
Stepping back, Richard draws his stungun and shoots the yellow shirt in the back.
Luck lingering performance 2/2
Swift action to activate Focused Aim for Cha to damage this round.
This will provoke and AoO from Yellow
Stungun PBS-DA+Luck-Melee: 1d20 + 6 + 1 - 1 + 2 - 4 ⇒ (17) + 6 + 1 - 1 + 2 - 4 = 21
Damage: 1d8 + 9 ⇒ (5) + 9 = 14
Lewdon |
Lewdon takes a 5' step putting himself in range of 2 of the attackers and in a whirlwind of motion strikes out at both simultaneously still wielding his flail in both hands.
"I warned you Gents dat someone was gonna git hurt ifin we continued down dis path of negotiation."
whirlwind attack,power attack orange: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 1d8 + 10 ⇒ (2) + 10 = 12
whirlwind attack,power attack green: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d8 + 10 ⇒ (5) + 10 = 15
AC is 19 ATM while not using his shield
Alpha Prime |
Fort vs poison I think?: 1d20 + 6 + 4 ⇒ (11) + 6 + 4 = 21
AOO: 1d20 + 8 - 1 ⇒ (17) + 8 - 1 = 24
1d4 + 10 ⇒ (1) + 10 = 11
Shocking Grasp Damage: 4d6 ⇒ (6, 1, 3, 1) = 11
Alpha steps out of the cloud and tries to slam his shield into Orange.
PA: 1d20 + 8 - 1 ⇒ (5) + 8 - 1 = 12
1d4 + 10 ⇒ (1) + 10 = 11
GM Tektite |
AoO vs Richard: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Richard draws the stun gun and fires it, hitting the man and dodging his dagger attack!
Lewdon swings his weapon in a wide are, striking both men adjacent to him!
Alpha reaches out, striking the axe handed man as he passes, delivering a shock as well! He then swings his shield at the man in orange, but misses.
Y-14 NL
G-15
O-12
Kharax!
Kharax Fireshield |
Kharax steps back and right to avoid a nasty flank and calls forth some electricity to slam into the adjacent foe.
On mobile, want to 5' step up one and right one
Concentration vs DC 17: 1d20 + 9 ⇒ (14) + 9 = 23
Melee touch: 1d20 + 3 + 3 ⇒ (9) + 3 + 3 = 15
Electric damage on hit: 4d6 ⇒ (4, 6, 4, 6) = 20
-Posted with Wayfinder
GM Tektite |
Kharax steps to the northeast and casts a spell on the defensive. Reaching out, he touches the axe-handed man, sending a powerful jolt of electricity through the man! The man's body goes rigid and his hair begins to smoke as his eyes rolls back into his head and he begins convulsing as he falls to the ground. The area begins to smell of burnt flesh as the man goes still.
Attack vs Lewdon: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14
Damage: 1d4 + 1 + 1d6 ⇒ (3) + 1 + (2) = 6
Attack vs Lewdon: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
Damage: 1d4 + 1 + 1d6 ⇒ (1) + 1 + (2) = 4
Two of the men moves south, flanking and asttacking Lewdon!
Attack vs Richard: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
The northern man attacks Richard, while the last man continues to choke on the gas bomb fumes!
Confirm vs Lewdon: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13
Extra Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Party up!
Lewdon |
Lewdon drops back beside Alpha and swings wide at his attackers once again.
flail,two handed,whirlwind,power att,orange: 1d20 + 6 ⇒ (6) + 6 = 12
damage: 1d8 + 10 ⇒ (3) + 10 = 13
flail,two handed,whirlwind,power att,green: 1d20 + 6 ⇒ (6) + 6 = 12
damage: 1d8 + 10 ⇒ (8) + 10 = 18
Kharax Fireshield |
Kharax moves up to Lewdon and tries to heal some of his injuries.
So need Selective Channel next level...
Also should be able to move to the position without provoking.
Hex Heal @ Lewdon: 1d8 + 4 ⇒ (1) + 4 = 5
And bah
GM Tektite |
Alpha steps up and smashes his shield into one of the men, knocking him to the dirt and into unconsciousness!
Richard ducks under an attack, the stabs with his dagger, but misses!
Lewdon swings wildly at the men near him, but misses as his wounds begin to effect his strikes!
Kharax moves up and provides some healing to the newest party member.
Attack vs Lewdon: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23
Damage: 1d4 + 1 + 1d6 ⇒ (3) + 1 + (3) = 7
Attack vs Lewdon: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23
Damage: 1d4 + 1 + 1d6 ⇒ (2) + 1 + (2) = 5
Confirm? vs Lewdon: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Extra Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Confirm? vs Lewdon: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14
Extra Damage: 1d4 + 1 ⇒ (1) + 1 = 2
While the man to the east continues to gag, the last two men maneuver to flank Lewdon and each jab their daggers into his sides.
Party up!
Kharax Fireshield |
Glad that Lewdon's somewhat artificial body seems to be resisting otherwise lethal wounds, Kharax pulls out a wand and tries to keep Lewdon in the fight!
CLW wand @ Lewdon: 1d8 + 1 ⇒ (1) + 1 = 2
Lewdon |
Lewdon once again takes a step back while taking a two-handed swing at his adversaries.
"Donna worry to much bout me I been hit by bees harder. Dees pukes gonna get crowned sooner or later and I'll be standin."
Grunting at the wounds hes taken he adds "Dats right you two keep swingin at me couse ifin you look away for just one second I gonna bash ya freekin heads inta pulp with little Kingmaker here."
flail,two-handed,power att,whirlwind,green: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 1d8 + 10 ⇒ (2) + 10 = 12
flail,two-handed,power att,whirlwind,yellow: 1d20 + 6 ⇒ (5) + 6 = 11
damage: 1d8 + 10 ⇒ (1) + 10 = 11
GM Tektite |
Lew swings his weapon in wide arc, hitting the man in green and taking him down, while missing the man in yellow!
As the man falls, and his puking companion flees into the rubble, the remaining man throws down his dagger, and holds up his hands. "You win govs. I give up..." He says quietly.
Out of Combat
GM Tektite |
The man removes his helment revealing a grisly grin surrounded by tangles of raw scar tissue from where they’ve cut away their lips and cheeks to expose their teeth. "We are apart of the Smilers. We got here a little before you and captured the Sarenites stationed here. There are no more of us here." He says.
Richard Mithril |
"The Smilers are based out of Scrapwall." Richard reminds his companions. "Last I heard they played second fiddle to the Lords of Rust. We might learn something useful from him, but let's tie him up for now and go look for the Sarenites first."
Loot?
GM Tektite |
Searching the bodies you find the leader has two gas grenades, two doses of soothe, mwk hide armor, mwk handaxes (2).
PRICE 750 GP
SLOT none WEIGHT 1 lb.
CAPACITY 1 USAGE disposable
A gas grenade is a small, cylindrical device that is designed to be thrown as a splash weapon or fired from a grenade launcher. Before being thrown by hand, the grenade must be primed with a quick twist of a dial at one end and then armed with a click of a button at the center of that dial. The grenade detonates at the beginning of the wielder’s next turn, hopefully in the area targeted. When a gas grenade detonates, it creates a 20-foot spread of foul-smelling toxic gas. All creatures in this area of effect must succeed at a DC 14 Fortitude save or become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. The gas created lingers in the area for 5 rounds, and any creature that succeeds at its initial save but remains in the cloud must continue to save each round on its turn. The gas is not thick enough to obscure vision, and is a poison effect. The vapors can be dispersed in 1 round by moderate or stronger wind.
PRICE 200 GP
TYPE contact ADDICTION minor FORTITUDE DC 12
EFFECTS 1 minute; see below DAMAGE 1d2 Wisdom damage
This strange, pink, gel-like substance is generally contained in a small glass jar that holds 1 dose. A single dose of soothe dulls pain and creates a euphoric sensation, particularly when applied to an open wound. Rubbing a dose of soothe onto one’s skin or imbibing the faintly citrus flavored stuff cures 1 point of damage, but rubbing a dose onto a wound received in the last minute heals the user of 1d8 points of damage. In addition, for the next minute, the user becomes immune to bleed damage and gains a +2 morale bonus on saving throws against fear effects. As a somewhat unusual and disturbing side effect, wounds healed by soothe tend to form raw, unsightly scars, giving the appearance of the wound still being fresh but disturbingly bloodless. Soothe has a further side effect—the stuff is slightly addictive, and those who use it run the danger of developing a habit. Soothe’s side effect of transforming wounds into raw, ugly scar tissue tends to make those who abuse the drug-like pharmaceutical increasingly into hideous monstrosities over time. In fact, some subcultures, like the Smilers of Scrapwall, use this side effect to make themselves appear more ferocious, and openly encourage self-mutilation followed by healing via of this strange substance.
The other men each carried one dose of soothe, mwk leather armor, mwk buckler, dagger, gunslinger’s pistol with 10 bullets.
Tying up the man, the party searches through the fort and find four survivors in the western building. They are each tightly bound and look very much beaten and wounded. As you open the door, they blink rapidly from the bright light, then each begins quietly beggin the party for help.
"Help us please!"
"Hurry before the return!"
"Sarenrae save us!"
"You don't have those scars, can you help us!?"
Kharax Fireshield |
"Blimey, what did those bastards do to you?", Kharax healing each of the Sarenites Using my Hex heal for 1d8+4[/dice], I'll just average it for 9 HP each.
He'll then go to Lewdon and Alpha and use the wand to patch them up as necessary.
Roll your own CLW wand heals as I'm not sure how much each of you are down.
Richard Mithril |
"Don't worry, we took care of them. They won't be coming back." Richard helps those that he can, escorting them from the building and pointing out the defeated Smilers.
@GM: one thug ran off. Since you said we searched the Fort, can we assume he slipped over the wall and escaped?
Lewdon |
"Don't worry folks dees smilin idiots aint gonna be bothern ya no more." Lewdon says as he moves the bodies off to the side so none have to stare at them.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
GM Tektite |
Last thug is gone.
Kharax heals the Sarenites. One of them says. "They came in earlier today, attacked and subdued us, then tied us up and put us in here. They are part of a gang called the Smilers, one of several gangs based in nearby Scrapwall."
They then introduce themselves as knights of Sarenrae, Captain Andalen Kraklos, Rezouln, Tanea, and Sindre.
The Captain says. "A new gang has recently risen to power in Scrapwall. They’re called the Lords of Rust, and all the other Scrapwall gangs have been scrambling to earn respect and favor with them for months now. Recently, one of the Lords of Rust was killed while out on a mission beyond Scrapwall, and the remaining Lords have become increasingly angry and eager to lash out. Marrow sent Hatchet-Hand and the Smilers out to claim Aldronard’s Grave as their own, so that they could secure it as a gift for the Lords of Rust."
Richard Mithril |
Just wanted to make sure this conversation is happening out of earshot from our captive Smiler.
"Events in Scrapwall have been felt all the way in Torch." Richard says to the Sarenites. "You might want to spread the word to others in your order to steer clear of this place for a while."
Considering their mission, and a favor asked of them, he asks about something else. "We are looking for someone named Dinvaya. I believe she resides in Scrapwall. Have you heard the name?"
Kharax Fireshield |
"Think we'll be safe to rest here for the night? And how 'bout you folk? Think you can manage to hold out here now that you've been breached once?"
Richard Mithril |
Richard considers the Sarenites' assessment of the fort and nods with Alpha's suggestion to get some rest. "We had hoped to rest the night here, so if you don't mind, we would like to do so. And maybe come back here on occasion if things get hot in Scrapwall."
Before resting, Richard helps clean the place up and bury the dead. As everyone beds down he gets out his mandolin and sings the Heroes of Torch.
The captured Smiler he suggests keeping restrained until morning.
"Perhaps we can use our victory here to our advantage in Scrapwall. They seem to respect strength."
Rest and move on to Scrapwall in the morning.
Kharax Fireshield |
"Think we outta look into it; can't leave this place to them Sarenites haunted and all."
Kharax will wait briefly for his companions before heading out to check on the wailing.
Richard Mithril |
"Before we get too close, let me tell you what I have heard about it." Richard recounts the story as he heard it...
"Aldronard was a devout paladin of Sarenrae in Andoran before traveling north to Mendev to aid in the Second Crusade. He wound up serving the war for several years, and when the crusade came to an end, Aldronard was eager to return home to marry his beloved, a woman named Justinia. But while stopping over at this fort on his journey south, he received a letter from Justinia's father, Eredian, informing him that his love had died during an attack on the farm by raiders. Eredian clearly blamed Aldronard-both because Justinia had been pining away for him and refused to leave her family home to start a new life, and because Aldronard hadn't been at the farm to protect her."
"Unfair as the blame was, it cut Aldronard to the soul. Robbed of the only glimmer of hope he had left in what had become an unrelenting dark time during the crusades, the paladin lost faith and leapt to his death from the tallest tower of the chapel."
Knowledge Religion to know anything useful about this spirit?: 1d20 + 6 ⇒ (2) + 6 = 8
Alpha Prime |
Alpha blinks his optics a few times. While he knew that these things were important to organics, he found the whole thing highly illogical. "That makes so sense, but how do we banish the spirit?"