Breelajah |
Bree steps up to the remaining bandit. With both hands on his axe he swings down on its head.
battleaxe,assist: 1d20 + 6 + 4 ⇒ (18) + 6 + 4 = 28
damage,two hands: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12
DM MoFiddy |
The remaining guard falls in a heap to Bree's battleaxe...
Footsteps echo from the hallway though and after a few seconds three more guards round the corner with crossbows at the ready. They appear to be wearing masks similar to the ones you saw when you came through the secret door...
They almost run into Flint as they round the corner. Two of them are so surprised that they fire their crossbows at point blank range at Flint.
Flint, go ahead and take your AOO against either one for using a ranged weapon while threatened.
Crossbow for bad guy #3: 1d20 + 3 ⇒ (13) + 3 = 16
Crossbow for bad guy #4: 1d20 + 3 ⇒ (3) + 3 = 6
But they both miss!
The remaining guard also fires his crossbow at Flint.
Crossbow for bad guy #4: 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9
And he also misses!
DM MoFiddy |
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Round 5 combat order:
Aldy Aid another
Flint Miss with earth blast
Breelajah Drops bad guy #1 with battleaxe
-----
Bad guy #1 Unconscious
Bad guy #2 Unconscious
Bad guy #3 Miss with crossbow
Bad guy #4 Miss with crossbow
Bad guy #5 Miss with crossbow
-----
Arkolo
Brand
Note: Flint gets an AOO (if holding a weapon)
Arkolo |
Arkolo quickly swivels and fires on the middle enemy...
Twang!: 1d20 + 9 ⇒ (3) + 9 = 12
Thud!: 1d8 + 4 ⇒ (7) + 4 = 11
My feats prevent the penalites for firing into melee and for 1 ally provding cover.
Flint Jaycen |
I do have my dwarven axe out, for just this kind of occasion! Also... for the looks.
Flint turns around and lashes out with his ancestral axe in his left hand.
AoO: 1d20 ⇒ 17
Damage: 1d8 - 2 ⇒ (5) - 2 = 3
Brand Boulderstep |
Brand rushes up to lend his fellow dwarf a hand, his own axe a similar craft to Flint's own.
Brand Boulderstep |
Double move. Dwarves have these short legs you see.
DM MoFiddy |
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Round 5 combat order:
Aldy Aid another
Flint Miss with earth blast
Breelajah Drops bad guy #1 with battleaxe
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Bad guy #1 Unconscious
Bad guy #2 Unconscious
Bad guy #3 Miss with crossbow
Bad guy #4 Miss with crossbow
Bad guy #5 Miss with crossbow
-----
Arkolo Hits bad guy #3 with AOO
Brand Double move
Secret DM roll: 1d20 - 4 + 1 ⇒ (13) - 4 + 1 = 10
Round 5 complete!
Breelajah |
Bree stares down at the fallen men and then moves towards the others. He strikes out with his battleaxe.
battleaxe@south bad guy: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d8 + 3 ⇒ (2) + 3 = 5
Flint Jaycen |
Flint takes a step back, grabbing some dirt from the wall in the process. He reaches around Brand (and his short legs) to toss the earthball at the enemies.
Elemental Blast @ Middle enemy: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d6 + 8 ⇒ (1) + 8 = 9
Aldy Rolda |
Double move.
Aldy will use bodyguard to aid another whoever gets attacked, giving +4 AC.
Aid: 1d20 + 7 ⇒ (11) + 7 = 18
Aid: 1d20 + 7 ⇒ (14) + 7 = 21
Aid: 1d20 + 7 ⇒ (11) + 7 = 18
Aid: 1d20 + 7 ⇒ (3) + 7 = 10
Aid: 1d20 + 7 ⇒ (1) + 7 = 8
first four succeed - if there is a 5th attack, no AC bonus.
DM MoFiddy |
The guard watches his partner fall, then stabs wildly at Brand. "A pox on adventures like you!", his voice muffled by the brass mask on his face.
Bad guy yellow: 1d20 + 3 ⇒ (6) + 3 = 9
The other guard drops his crossbow, steps over the crumpled body of his comrade and stabs Aldy.
Bad guy blue: 1d20 + 4 ⇒ (15) + 4 = 19
But they both miss their targets!
Brand Boulderstep |
'A Pox on return upon you." Brand retorts as he slams his own axe back at the man.
Beat up. 1d20 + 7 ⇒ (13) + 7 = 201d10 + 3 ⇒ (8) + 3 = 11
Feeling his axe hit something, he grins.
"You sound unwell, maybe this will clear your lungs up."
Arkolo |
Arkolo sends another arrow flying towards the guard in the blue hat...
Twang!: 1d20 + 9 ⇒ (4) + 9 = 13
Thud!: 1d8 + 4 ⇒ (7) + 4 = 11
My feats prevent the penalites for firing into melee and for 1 ally provding cover.
DM MoFiddy |
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Round 6 combat order:
Aldy Aid another +4 AC: four times
Flint Elemental blast
Breelajah Attack with battleaxe
-----
Bad guy #1 Unconscious
Bad guy #2 Unconscious
Bad guy red Unconscious
Bad guy yellow Stab and miss! And now Unconscious!
Bad guy blue Stab and miss!
-----
Arkolo Fire and miss
Brand Drops a guard with his battleaxe
The guard in front of Brand drops to the floor..."Pox...", he says with a phycotic grin and speaks no more.
Round 6 complete!
Flint Jaycen |
”Give up, fool.”. The dwarf lobs another clump of rocks.
Elemental Blast @ Blue: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d6 + 8 ⇒ (3) + 8 = 11
Aldy Rolda |
Ridley will aid Bree's attack (that I assume will come)
then tumble to the other side of the bad guy.
Aid, +4 to hit for Bree: 1d20 + 7 ⇒ (3) + 7 = 10
Tumble: 1d20 + 11 ⇒ (19) + 11 = 30
Aid for AC: 1d20 + 7 ⇒ (18) + 7 = 25
Aid for AC: 1d20 + 7 ⇒ (6) + 7 = 13
Aid for AC: 1d20 + 7 ⇒ (15) + 7 = 22
Aid for AC: 1d20 + 7 ⇒ (17) + 7 = 24
Aid for AC: 1d20 + 7 ⇒ (12) + 7 = 19
He will use his AoOs to aid his allie's AC using the bodyguard feat.
Breelajah |
Bree steps over the body of the fallen bandit and strikes out at the standing one.
battleaxe@red,aid: 1d20 + 6 + 4 ⇒ (18) + 6 + 4 = 28
damage@red: 1d8 + 3 ⇒ (1) + 3 = 4
Arkolo |
Arkolo fires on the last remaining guard.
Twang!: 1d20 + 9 ⇒ (10) + 9 = 19
Thud!: 1d8 + 4 ⇒ (4) + 4 = 8
My feats prevent the penalites for firing into melee and for 1 ally provding cover.
Brand Boulderstep |
Brand steps up to bat this time and his axe sings through the air powered by mighty arms!
Kill? 1d20 + 7 ⇒ (14) + 7 = 211d10 + 3 ⇒ (9) + 3 = 12
"Pox on you too." he says pleasantly.
DM MoFiddy |
And the last guard falls under the blow of Brand's axe.
Five bodies are strewn about the room and hallway. Their masks give them an otherworldy appearance....
Combat over!
I assume you want to search the bodies. I'll post their stuff later today. Let me know what else you want to do immediately following this encounter.
Flint Jaycen |
Flint looks at the men, shaking his head. "I mean, I get that we're invading their space. But surely they could have just pointed us to the next floor and let us do our thing? Ugh." He decides to look into the boxes in the room.
Breelajah |
"I was too busy protecting myself so I didn't notice. Was there a door in the other room?" Bree points back to the room that held the first bandits he encountered.
"And what's with all this fog or smoke or whatever it is?"
Brand Boulderstep |
Brand makes sure to grab one of the mask and affixes it to his own face.
"Whatever it is. Grab one of these masks. There should be a reason why they keep using it."
Arkolo |
”You make a good point”
Arkolo grabs one of the masks and puts it on.
Flint Jaycen |
”Good call. “ The dwarf grabs a mask for himself as well. ”You want to go through the other door? Seems fine. “
Aldy Rolda |
They worship Norberger - god of murder. They were gonna attack us eventually.
Once everyone has finished looting the bodies and surrounding crates, Aldy will go peer down the next hallway.
Stealth: 1d20 + 16 ⇒ (19) + 16 = 35
Perception: 1d20 + 12 ⇒ (16) + 12 = 28
DM MoFiddy |
The party searches around the rooms before heading down the hallway...
In C3...
The rope that one of the guards pulled still sways a bit in the aftermath of the battle. There is also an iron lever in this room.
Hanging from the wall are also 7 wooden contraptions. Flint examines one...it appears to be a noisemaker of some kind.
There is also a key hanging from a peg.
In C5...
This appears to be an armory. Most of the weapons appear to be mundane, but three of the composite short bows appear to launch arrows with much greater force (+2 Str composite short bows).
There are also 15 blood-red robes hanging in a wardrobe.
The masks...
You smell a sweet, cloying odor from the mask. It appears that there is a reservoir in the nosepiece with some sort of liquid in it.
Brand Boulderstep |
Brand picks up one of the bows. Might turn out to be useful later.
Sniffing the contents of the mask though, he turns to ask.
"Anybody knows what this stuff is?"
Aldy Rolda |
Aldy will attempt to figure out what the iron lever and the rope do. Aldy will also take the key.
Not sure what to roll for figuring that stuff out - disable device? kn engineering? Let me know, or feel free to just check my profile and roll for me to keep us moving.
Flint Jaycen |
Flint makes sure the group grabs the key and any valuable loot, then looks to the next door. ”Glad those murder-boys didn’t have a chance to pull this lever. More woulda come running.”
Breelajah |
Bree pulls on one of the shortbows. "Wow. This is much stronger than the one I have. Anyone mind if I take one?"
After taking a bow, he looks at the wooden noise makers. "There must be some reason for these. I'm going to hold onto one. Anyone else?"
Take one shortbow and one noise maker.
DM MoFiddy |
Flint int check: 1d20 + 0 ⇒ (15) + 0 = 15
Bree int check: 1d20 + 0 ⇒ (5) + 0 = 5
Arkolo int check: 1d20 + 0 ⇒ (5) + 0 = 5
Brand int check: 1d20 + 0 ⇒ (6) + 0 = 6
Aldy int check: 1d20 + 4 ⇒ (14) + 4 = 18
You recall that the second group of guards ignored the poison gas when they ran up to you. Perhaps the liquid in the mask reservoir is antidote for the gas.
Arkolo |
Arkolo studies all of the red robes, masks & noise makers carefully eventually even checking them for magic.
Cast Detect Magic and check them all.