| Lorant Endronil |
Lorant gets what he needs quickly through Lepidstadt's second-hand market and returns to meet with Judah, now dressed in flowing, sickly-yellow robes with a white mask on his face.
"Ready."
| Mathus Kohlheim |
The Doktor joins Lorant in shopping and grabs an under coat of faded brown and an overcoat of a hideous riot of black and dark purple. A battered bowler hat and scarf of black completes the ensemble.
He grabs some dark ribbon to bind up around his weapons hilt and scabbard.
WhtKnt
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A tall, iron chimney belches yellow clouds into the sky from this small brick factory. Large leaded windows arch in a dozen places on its outer walls, but they are so begrimed as to be opaque. The building has two floors and a tower, topped by a lightning rod.
The windows cannot be seen through, and Gate finds that while there is a basement, there are no secret entrances that it can discern. A twenty-foot-high stone wall, topped with broken glass, surrounds a small courtyard before the workshop. A heavy oak gate bars entry beneath a sign proudly proclaiming “Vorkstag and Grine, Chymic Works.” A bell hangs by one side of the gate.
| Cassiel Hawke |
Cassiel arrives dressed in perhaps the most garish pink... outfit... he could find. To call it an 'outfit' would perhaps give it too much credit--it looks more like a hodgepodge of a theatre costume and an undercooked ham. A bright pink toque and scarf cover up most of his face, his holy symbol is kept underneath the entire getup, and not even his sword or shield have escaped the onslaught of the eye-searing colour--wrapped haphazardly in pink rags as they are.
Well, on the bright side, if anyone asks me just what happened here, nobody would believe me if I told them.
| Judah Locke |
Stealth: 1d20 + 8 ⇒ (10) + 8 = 18
Before the others arrive, Judah has a checklist.
1) How many doors?
2) How many first floor windows? Do they have bars?
3) Is there an Open sign out front?
4) Using another casting of Summon Monster 2, I'm going to have an Earth Elemental count the number of moving figures that are larger than a human child, their approximate sizes, and where they are inside, and report back.
Judah gathered the others by walking by them on the street and bumping into them gently. He said nothing after jostling them. He simply kept walking and ended up in a nearby alley, waiting to be followed a bit later.
After rounding up each of them he looked pained. "This is my fault. I should have clarified. You don't need to wear the masks until we're about to head in. Wearing them in public just draws attention. Too late now though. Just keep them on."
While he talked he scratched in the dirt with a stick. "Here's the layout and what I know of the interior. Here's where the people inside were last I checked."
He passed out his pair of blackjacks to Lorant and Cas. "Here. Even if they're monsters, we should probably try to take them alive."
Once I have my scouting info I'll give you all your breaching roles, then we go.
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1) How many doors?
2) How many first floor windows? Do they have bars?
3) Is there an Open sign out front?
4) Using another casting of Summon Monster 2, I'm going to have an Earth Elemental count the number of moving figures that are larger than a human child, their approximate sizes, and where they are inside, and report back.
There are two doors. A single door and a double-door right next to it (see map). There are 12 first-story windows. All are blacked out and barred. There is not an open sign, but there is a bell hanging by one side of the gate. Your elemental can report that there are 3 medium figures and a large figure beyond the double doors on the lower level. Also on the lower level are eight medium creatures beyond the single door.
| Judah Locke |
After drawing an aprovimation of the building in the alley dirt with a stick, Judah marked a bunch of X's inside. One was quite a bit bigger than the others.
"So we're walking into a party. Just past those double doors are three people, and something big. Through the other door, there's another eight. There shouldn't be that many here. Between that, and the blacked out, barred windows, I think we found a monster house."
"So containment isn't just an issue because it might get the law involved if anyone runs. It's also because if those eight hear what's going on, we might end up mobbed."
"The doors are the only ways in or out. I'm going to jam the single door to buy us time. Then we're going in the double doors. I'll yank the door, and you three rush in. Focus on one target at a time. I'm going to see if I can get my friend to bring some of it's friends, so expect a freakshow."
"When we move, we hustle, but we don't run. Running draws attention. I have things to do on the way. When I start moving, you'll have about thirty seconds to do whatever you need to before we breach. I'm not counting or signaling this time. I want everyone across the street to think we just walked up and waited for the door to be answered. Remember, no names. The less talking the better."
He scuffed away the map with his foot.
"Ready?"
As long as everyone's ready to go, here's my breaching actions
1) Prep my bear trap and hide it under my cloak Use a snap ring to attach a metal hook to the end of the chain, rather than the usual piton. (Why's everyone looking at me like that?) (1 round)
2) Cast Mage Armor and Shield on myself. (2 rounds)
3) Move towards the doors. (not sure how many rounds)
4) Silence the bell. Not sure how big it is. If I can stuff it full of a rag, that will do. (disable device check? 1 action)
5) Jam the single door. Front doors always open in, which makes them really easy to jam with a bent metal rod (which I happen to have a few of). Imagine a metal S, that's been bent a bit so the top can be hooked on the handle or dropped over the knob, and the bottom catches on the outer door jam. Anyone pulling from the inside has to break the jam to open the door. (shouldn't take long, standard or move action)
6) Check the double doors for traps. In this case "merchant bells that make noise when the door opens" counts as a trap. Disable any found traps. (2 rounds, one for each door)
6) Check locks on both doors. If locked, unlock. (1-2 rounds)
7) Show time.
(total time from when we start towards the house to door breach, 5 or 6 rounds)
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The best-laid plans...
At "go time", Judah quietly moves into position, having readied his bear trap and cast his spells. He deftly disables the bell on the gate and attempts to open the gate to the small courtyard. It is here that he hits the first snag as the lock resists his attempt to open it.
Disable Device (bell): 1d20 + 10 ⇒ (18) + 10 = 28
Open lock (gate): 1d20 + 10 ⇒ (3) + 10 = 13
WhtKnt
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The lock on the gate gives and you slowly open it, being wary of squeaky hinges. In the courtyard is a wagon and beneath the wagon, something emits a low growl.
Judah is up!
INITIATIVE
Judah
Thing beneath the wagon
Lorant
Cassiel
Mathus
Cassiel Init: 1d20 + 2 ⇒ (14) + 2 = 16
Lorant Init: 1d20 + 5 ⇒ (12) + 5 = 17
Mathus Init: 1d20 + 3 ⇒ (8) + 3 = 11
Judah Init: 1d20 + 2 ⇒ (18) + 2 = 20
Thing beneath the wagon: 1d20 + 0 ⇒ (20) + 0 = 20
| Judah Locke |
How the hell did I miss a goddamn guard dog? Judah swore to himself.
He yanked an alchemical glue bomb from his bandoleer and waited for the right moment.
Readied action, throw Tanglefoot Bag at creature when it emerges.
Throw T-Bag, touch attack: 1d20 + 5 ⇒ (18) + 5 = 23
| The Open Gate |
Y̶̝͈͍̰̝̻̮o̠͙͇ṵ̡̗̣͖̲̬ a̠̞̩s̱̙͔̦̲̠̰͝ke̦̟̜̭̮̥̯d͚̠̫̪̮̘ ̛̖w̨̳͖̗e͎͓ ͏̠̳͙͉̪r̥ę͉̬̟̙̮p̸̰̬̖̼̱̗͍o͇̙̳̯ͅr̵͙̣̞̳̜t ̭̠͉̮͢w̢͈̹͓̼h̭͙͚ͅa͖̫̫̣̯̖͇t ̝͈̞w͎ạ͈͖̼͙̪s̤ ̹̬̖͓i̛̱n̢s̩͙̟̣̦̫i͓͡d̫͔ͅe̠ ̦͚̠̪̥̫̘͘t̸̼͚͔h҉͙͙̜̟̼̟͎e̱̹͕̜̟̪ͅ ̗͍̮̰́s̬t̟͇̙͘r͎̫̼̺̞ư̙̗ͅc͇͓͈͈̟̀ͅt̡̞̮̹͈̪̙̟u̵̲̝̣̺͈͉͉re̠̩͇̠̕.͙̀
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What emerges from beneath the wagon is not a dog. Rather, it is a grotesque mockery of such, stitched together from what appears to be several different animals. Bones protrude from its limbs at odd angles and its musculature is clearly visible. Whatever it once was, it is definitely no longer alive. It is chained at the neck with a long chain that stretches to a kennel on the side of the yard. The chain is of sufficient length that it can reach any point in the small compound. The thing is securely muzzled.
Judah tosses the bag at the dog-thing, but it dodges to the side, evading the worst of the substance (though it is still hampered significantly). The dog-thing lunges at Judah, snarling and growling, trying to bite him through the muzzle. Fortunately, all that it can do is slam into him. (Judah takes 13 points of slam damage.)
The party is up!
Reflex save: 1d20 + 2 - 2 ⇒ (19) + 2 - 2 = 19
Attack: 1d20 + 13 - 2 ⇒ (13) + 13 - 2 = 24 Damage: 2d6 + 7 ⇒ (5, 1) + 7 = 13
| Mathus Kohlheim |
He drinks his potion of shield and moves up, drawing his rapier and prays the others can drop this quickly and quietly...
+4 AC
| Judah Locke |
Well, it's at -2 attack, -4 dex, and is at 1/2 movement for Rounds: 2d4 ⇒ (1, 1) = 2
Judah grunted with the impact and stumbled back a few steps, stunned that the thing could hit so hard. That definitely wasn't a regular guard dog.
He glanced around, hoping they weren't drawing attention to themselves. Uh, a little help here? The subtle kind?
Moving back and putting our fighty guys in between me and it.
Casting Summon Monster 2 SLA for an Augmented Small Earth Elemental with the Claws evolution (giving it 2 Primary claw attacks in addition to it's regular attacks). 4 minute duration.
| The Things That Come |
Summoned below the dog, using earthglide 5' adjust and attack from cover. I think this should let me catch it flat footed, unless it has tremorsense, or something similar. Also, the elemental is still mostly in the ground, giving it Partial Cover against most attacks.
S̻̦̝u̫̩͝b̫̻̼̮̫̬̼͟t̻̠̻̖̩̤̭l̟̕eͅ.҉̬̰̖̯̱̹̯ ͜A̩̹̼͍̝ş͕͈̙̰̬̠̱ ̭̤̯͓͈̠͖͡y̜̗̫̥͚o̷u̸̪̪̘̮̖͕ ̲̞̪h͇ͅa͉̗̖͓̯̻v͎̻͓e̡̮̣̮̗͚̗̹ ̢̪̞̪͉͚s̮̭̠̟̺̪ḥ͠o̼͖͔w̰̯̹͘n̛̼ͅ ͖͓̻̹ư̘͈̺̻s͈͉̼͎̘̕.̞͎
The thing that burst forth from the ground beneath the terrible dog-beast had never actually been an earth elemental, and wasn't even particularly good at pretending. If you saw it half buried and didn't look too close, you might be fooled, but after looking a few moments it became very clear that it was wrong. It was like a Gordian knot trying to untie itself, but everything that loosened made something else tighter. It oozed blackish oil and occasionally forced shards of rusty metal and stone out of itself.
It a blink, it had lashed out with far too many limbs.
Slam, power attack (vs flat footed?): 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14
Damage, power attack: 1d6 + 6 + 4 ⇒ (6) + 6 + 4 = 16
Claw 1, power attack (vs flat footed?): 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21
Damage, power attack: 1d6 + 6 + 4 ⇒ (6) + 6 + 4 = 16
Claw 2, power attack (vs flat footed?): 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8
Damage, power attack: 1d6 + 6 + 4 ⇒ (5) + 6 + 4 = 15
| Cassiel Hawke |
Cassiel moves in to subdue the dog-thing in case Judah's... 'pet'... didn't quite finish the job.
Power Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Damage?: 1d8 + 7 ⇒ (3) + 7 = 10
| Mathus Kohlheim |
Did that do the thing in or should I draw my sword and stab. Judah being the REAL MVP here!
Judahs not the MVP... it's his Pokémon's
WhtKnt
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Judah's "friend" lashes out at the beast, but the first attack is turned by the beast's hide. Only the second hit has any effect. Likewise, Cassiel's sword is turned by the hardened flesh of the creature. The dog-thing rushes at Cassiel this time, slamming hard into the paladin who, ready for the blow, resists.
The party is up!
Attack: 1d20 + 13 - 2 ⇒ (3) + 13 - 2 = 14 Damage: 2d6 + 7 ⇒ (4, 3) + 7 = 14
| Mathus Kohlheim |
Shield active
Stabity stab...
The alchemist moves to set up a flank with Cassiel.
1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15 for 1d6 + 1 ⇒ (4) + 1 = 5
| Lorant Endronil |
Mr. Yellow stabs at the creature.
Attack: 1d20 + 7 ⇒ (10) + 7 = 171d6 + 2 ⇒ (4) + 2 = 6
"At least we know for a *fact* that Vorkstag and Grine are up to something sinister," he mutters.
| The Things That Come |
I'm going to have the elemental stay in the ground. It's under orders to be subtle, so no flanking bonus for me.
The ground surged. More odd limbs crusted with shards of metal and jagged rocks lashed out.
Slam, power attack: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22
Damage, power attack: 1d6 + 6 + 4 ⇒ (4) + 6 + 4 = 14
Claw 1, power attack: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11
Damage, power attack: 1d6 + 6 + 4 ⇒ (6) + 6 + 4 = 16
Claw 2, power attack: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22
Damage, power attack: 1d6 + 6 + 4 ⇒ (3) + 6 + 4 = 13
| Judah Locke |
Judah circled wide and headed for the doors, trying to stay focused on the job while the others dealt with the threat.
Full move. Headed for the doors. If I can get there in one move action, I'll search for traps.
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Mathus stabs at the dog-thing, but his weapon cannot find an opening in its toughened hide. Likewise, Lorant's attack is also ineffective, despite connecting. Judah's "friends" manage to injure it, however, but the "hound" shows no evidence of being in pain. As Judah slips around the beast to make for the doors, Cassiel distracts it with a solid blow that cuts through flesh and tendons. The dog-creature throws itself against Cassiel, this time managing to connect! (Cassiel takes 14 points of damage!) Judah finds the doors unlocked.
The party is up!
Attack: 1d20 + 13 - 2 ⇒ (9) + 13 - 2 = 20 Damage: 2d6 + 7 ⇒ (1, 6) + 7 = 14
Berserk?: 1d100 ⇒ 15
| The Things That Come |
The churning earth below the dog thing continued to lash out with shards and stones.
Slam, Power Attack: 1d20 + 8 - 2 ⇒ (11) + 8 - 2 = 17
Damage: 1d6 + 6 + 4 ⇒ (2) + 6 + 4 = 12
Claw 1, Power Attack: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21
Damage: 1d6 + 6 + 4 ⇒ (2) + 6 + 4 = 12
Claw 2, Power Attack: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21
Damage: 1d6 + 6 + 4 ⇒ (2) + 6 + 4 = 12
| Judah Locke |
Mister Grey slipped one of his metal door-jammers onto the smaller door. The last thing they needed right now was anyone else joining the fight. He kept looking over his shoulder nervously, hoping the others would finally kill the awful dog.
Drawing and deploying door jammer.
WhtKnt
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Lorant and Mathus both connect with the beast, but the monster seems unaffected, their attack unable to get past its magically toughened bones and sinew. The elementals have better luck, ripping into the beast from beneath, but again it shows no signs of pain. Cassiel also finds a hold and manages to inflict a wound, but still, the beast comes!
The dog-thing turns its attention to the earth elementals that are causing it such damage, slamming into the beings. (I am assuming that a 17 hits the elementals and if so, they take 14 points of damage.)
Attack: 1d20 + 13 - 2 ⇒ (6) + 13 - 2 = 17 Damage: 2d6 + 7 ⇒ (4, 5) + 7 = 16
Berserk?: 1d100 ⇒ 7
| Mathus Kohlheim |
Gods... what can we do?, he says setting up a flank...
1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30 crit confirm? 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
damage: 2d6 + 2 ⇒ (2, 2) + 2 = 6
You have to be f#!@ing kidding me... :(
| The Things That Come |
Too many earthy limbs lashed out of the ground again.
Slam, power attack: 1d20 + 8 - 2 ⇒ (4) + 8 - 2 = 10
Damage, power attack: 1d6 + 6 + 4 ⇒ (5) + 6 + 4 = 15
Claw 1, power attack: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23
Damage, power attack: 1d6 + 6 + 4 ⇒ (5) + 6 + 4 = 15
Claw 2, power attack: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21
Damage, power attack: 1d6 + 6 + 4 ⇒ (3) + 6 + 4 = 13
| Judah Locke |
Judah looked over his shoulder feeling like his heart was going to pound out of his chest. He wished he could do more. A thought occurred to him.
Uh... can you... wait no. Just send another one of those. Same job.
Using another Summon Monster 2 SLA for another Augmented Mutant Small Earth Elemental