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Dark Archive

Female Human Cleric of Iomedae 2; AC 16, 10 touch 16 flat-footed; HP 13/18, Fort +4, Ref +0, Will +7; +1 Initiative, +3 Perception

I don't get a will save for half damage?

If I do-- Will: 1d20 + 6 ⇒ (12) + 6 = 18

Celia clutches her chest for a moment before stepping back and away from the Asmodean priest. With a look of consternation painted on her face, she brings her weapon to ready-- and turning to the snarling hellknight, commands "Down, boy."

Command! DC 14 or go prone for a round!


Apologies for holding things up!

Round Two:

Still hidden behind her boulder and encouraged by the effectiveness of Shannon's 'performance', Addie shifts her attention to the Hellknight priest threatening Celia. Behind her veil, Addie's eyes turn black as a starless night as she offers a silent prayer to The Gentleman, causing doubt to seep into the Asmodean's mind. As the power of her otherworldly patron grips the Hellknight, the young witch begins to cackle madly.

Standard action to use Evil Eye Hex on the Hellknight priest to impose a -2 penalty to his saving throws; duration 7 rounds, reduced to 1 round with a DC 14 Will save. Move action to use Cackle Hex to extend the duration of the Evil Eye Hex (whether successfully saved against or not) by 1 round.


Male Human (Chelaxian) Bard (Chelish Diva) (HP 11/11 | AC 11 | T 11 | FF 10 | CMD 10 | F +0 | R +4 | W +4 | Init +1 | Per +6)

Round 2

Now Shannon's hands unclasp and he calls to mind an aria from the end of Act 2 in Hammat & Isabela, wherein the heroine pleads with the Governor for the freedom of her lover, on trial for a murder committed by her and not he. The hands he once clapped are outstretched towards the battle, as though wet with blood. In a tremulous soprano, he pitches her eternal case in Azlanti. Those who know the language of the opera libretto, however, will know the translation:

Azlanti:
o/` Am I right to accuse?
o/` My lord, tell me true!
o/` Where he stands accused
o/` my hands are stainéd red
o/` and not from wine as was told
o/` but by that which is sweeter!
o/` Richer!
o/` Thicker than any verdict ere reached.

The bard's poise in the midst of combat seems to make the entire conflict feel somehow...staged. As though victory were just within reach, if it is written into the libretto itself that way. This subtle sense of hope bolsters the abilities of his companions.

Standard Action: Bard Song. Granting +1 to Attack and Damage rolls as well as +1 to Will Saves vs. Fear/Enchantment to all allies

While performing, he moves to the nearest rocky upcropping, taking a dais rather than using it for cover.

Move action to get a bit further out of reach of anyone who wanted to charge at him.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Zalika draws a curved blade and lashes out at the Hellknight leader, but her blade merely makes a long mark on his heavy plate armor. The man sneers at her, confident in his protection.

Addie's terrifying visage, when glanced at and seen by the Hellknight priest, causes a visible reaction if not outright terror, and he gulps before turning his attention back to the snarling half-orc in front of him.

Shannon's bolstering song empowers his companions to greater levels of heroism and power, and the song travels all the way to both treelines, echoing back for renewed effect.

Celia's command proves ineffective in the face of the resolution granted by the Asmodean's zealotry, and he grasps his Asmodean Star for protection.

Grinning with the confidence of a man who has never lost, he unholsters a mace from belt and raises it high, bringing it down on the space right next to Zalika. He frowns in disappointment.
Meanwhile, his three remaining men have gathered themselves up, picked themselves up from the ground, and drawn their weapons. One moves to assist his boss, swinging a longsword brutally, while one more tries to stop Celia. The third armiger flutters indecisively between the two fighters so long that he doesn't actually manage to attack anybody. Both of the sword actually aimed at a fighter don't actually connect, instead getting caught in their thick armor layers.

From inside the carriage, there is a call of a clear and commanding voice. "What's going on? Somebody free me!" From inside the carriage, a wash of divine light spreads outward, encompassing all of the fighters. Arael's cast bless, giving all of you +1 to attack rolls and saves vs. fear.

Unseen by all except for those who are looking very carefully, a little shape has flitted out from under the bridge and around to an area where there are no Hellknights in the way.

Your turn.

Initiative"

Hellknights - 14

Zalika - 21
Addie -18
Shannon - 18
Celia - 15

GM Rolls:
Will Save vs. Celia: 1d20 + 2 ⇒ (19) + 2 = 21
Will Save vs. Addie: 1d20 + 4 ⇒ (19) + 4 = 23
Attack vs. Zalika: 1d20 + 1 ⇒ (7) + 1 = 8
Armiger vs. Zalika, Power Attack: 1d20 + 1 ⇒ (2) + 1 = 3
Armiger vs. Ceila, Power Attack: 1d20 + 1 ⇒ (10) + 1 = 11
Yakupulio Stealth: 1d20 + 10 ⇒ (16) + 10 = 26


F Half-orc CG Urban Ranger 2 | AC 17 T 14 FF 13 | HP 17/18 | CMB +4 CMD 18 | F +4 R +7 W +2 | Init +6 | Perc +7

"Go avay, little man. Don't you know zat it is rude to interrupt?" snarls Zali at the armiger who has just stepped up to assist the hell priest. She flicks the tip of her sword at the hellknight, trying to bring him down - or at least force him back - to give her room to deal with the armored priest.

Melee attack, dueling sword, +2 favored enemy, +1 bardic song: 1d20 + 5 + 2 + 1 ⇒ (3) + 5 + 2 + 1 = 11
Damage, dueling sword, +2 favored enemy, +1 bardic song: 1d8 + 2 + 2 + 1 ⇒ (1) + 2 + 2 + 1 = 6

Sigh - the dice roller here hates me so far... :p


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Just to remind you, you have bless active as well, so that's actually a 12 to hit. Sadly, it still misses.

Zali's blade point strikes the Armiger solidly, but while pushing in to reach his flesh she doesn't commit enough strength to get through his armor - which, upon closer inspection, is merely disguised as the plate armor of a full Hellknight. Instead, it's just chainmail that's been significantly "pimped up".

Initiative:

Addie - 18
Shannon - 18
Celia - 15

Hellknights - 14

Zalika - 21


Round Three:

Addie maintains her black-eyed gaze upon the Hellknight priest, enhancing the growing despair clouding his mind to slow his reflexes as she continues to cackle madly.

Standard action to use Evil Eye Hex on the Hellknight priest to impose a -2 penalty to his AC; duration 7 rounds, reduced to 1 round with a DC 14 will save (plus he already takes a -2 penalty to his saves due to Evil Eye). Move action to use Cackle Hex to extend the duration of Evil Eye Hex (whether successfully saved against or not) by 1 round.

Buffs in Effect:
Inspire Courage (party): +1 competence bonus to attack and damage; +1 morale bonus to saves vs. fear and enchantment effects.
Bless (party): +1 morale bonus to attack and saves vs. fear.

Debuffs in Effect:
Evil Eye (Asmodean Priest): -2 penalty to saving throws; -2 penalty to AC; both extended by Cackle Hex.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Addie's presence becomes even more imposing as her magic stacks on the Hellknight. This time, though, his willpower doesn't hold up to her magical assault and he can't resist casting the occasional glance at Addie, a nervous look in his eye, clearly distracted from the fight.

Initiative:

Shannon - 18
Celia - 15

Hellknights - 14

Zalika - 21
Addie - 18

GM Rolls:
Asmodean Will vs. Addie: 1d20 + 4 ⇒ (7) + 4 = 11


Male Human (Chelaxian) Bard (Chelish Diva) (HP 11/11 | AC 11 | T 11 | FF 10 | CMD 10 | F +0 | R +4 | W +4 | Init +1 | Per +6)

Round 3

Azlanti:
o/` She speaketh evil
o/` Every ear has born witness.
o/` How am I to judge her?
o/` As murderer or mistress?
o/` The dead demand justice
o/` and I demand vengeance.
o/` But my heart demands more!
o/` More!
o/` And no thought can quench its thirst!

The soprano descends into a strident tenor, clearly a different characterization, and that it is as Governor Raldo makes bear his lusting for Isabela, made all the more lustful and troubled by her crimes. The repetition of More! in Azlanti, however, is an incongruous note in the stanza; where it should have been a seventh ascending to the root, it is instead sung as a piercing sharp ninth. Expectation is shattered...and so might be the attention span of the Asmodean.

Swift action to continue Inspire Courage; Move action to move within spell range of the Asmodean; Standard Action to cast Daze (DC 14 Will Save) against him, using Spellsong (and a use of Bardsong) to mask the spell as though it were just a part of the song.

Perform (Sing): 1d20 + 10 ⇒ (1) + 10 = 11 Would be the Perception/Sense Motive DC to notice that was a spellcasting.

Dark Archive

Female Human Cleric of Iomedae 2; AC 16, 10 touch 16 flat-footed; HP 13/18, Fort +4, Ref +0, Will +7; +1 Initiative, +3 Perception

Here I am!

Round 3!

Celia brings her sword around, pummeling the Hellknight in the helment ineffectually to mask her long, sideways slam with her still-sheathed sword. She aims for the temple, intending to rattle his brain and send the man into blissful unconsciousness.

Attack!: 1d20 + 2 + 1 + 1 - 4 ⇒ (20) + 2 + 1 + 1 - 4 = 20 Strength + Bless + Inspire - Nonlethal
Neato!
Crit confirm!: 1d20 + 2 + 1 + 1 - 4 ⇒ (16) + 2 + 1 + 1 - 4 = 16
Damage: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Crit Damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
No Crit: 4 nonlethal damage
If Crit: 15 nonlethal damage!

Still asping from the wash of negative energy, Celia tries to step towards one of Zalika's targets, attempting to give her the edge through distraction.

If I can five-foot to flank or move to flank, and if the crit confirms, then I do so-- if I can do so without provoking with my mighty 20ft. move. If he's not down, I just five-foot closer to the action.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Shannon's piercingly strong note hits the air heavily, but the Asmodean grits his teeth and keeps his gaze fixed on Zalika. He is, apparently, determined to remain in the fight.

Instead of unsheathing her sword, Celia merely unbuckles she sheath, and, swinging it in a wide arc, catches the armiger right in front of her with a powerful swing, directly in the head. He's out instantly, and heavily hits the ground.

Seeing his other compatriot go down, the indecisive Hellknight reaches a decision and leaps forward to strike at Celia, while the other continues to try and cut Zalika apart. The Hellknight takes a step back, raises a hand, and shouts, "The Archdevil commands you drop!" at Zalika. DC 13 Will save or go prone.

The Armiger attacking Celia is thankfully inept, and can't hit her, even if she puts no effort into moving away. Zalika, however, has to jump backwards a half-step to avoid the blade coming her way.

The tiny shape that darted out of the bridge a few moments before darts to the backside of the carraige, climbs atop it, and brings out his tools. It's Yakupulio, and he's trying to pick the lock on the carriage. Unfortunately, a disgusted look on his face betrays failure, but looking into the midst of the battle, that look of derision morphs into a look of excitement.

From inside the carriage, there is a sudden flash of light that dies down as soon as it appears.

Initiative:

Zalika - 21
Addie - 18
Shannon - 18
Celia - 15

Hellknights - 14

GM Rolls:
Asmodean Will: 1d20 + 4 ⇒ (18) + 4 = 22
Armiger v. Celia: 1d20 + 2 ⇒ (5) + 2 = 7
Armiger v. Zalika: 1d20 + 2 ⇒ (13) + 2 = 15
Yakupulio Disable Device: 1d20 + 6 ⇒ (6) + 6 = 12
CLW: 1d8 + 3 ⇒ (4) + 3 = 7


F Half-orc CG Urban Ranger 2 | AC 17 T 14 FF 13 | HP 17/18 | CMB +4 CMD 18 | F +4 R +7 W +2 | Init +6 | Perc +7

Will save vs. DC 13: 1d20 + 2 ⇒ (4) + 2 = 6
Acrobatics, standing back in a threatened square without provoking an attack of opportunity: 1d20 + 3 ⇒ (4) + 3 = 7

Unable to stop herself, Zail find her body falling to the ground. With a snarl she tries to turn the fall into a tumble to roll away from the Hellknights before standing up, but with no success, ending up exposed to their attacks and she tries to get back onto her feet...

It's official - this dice roller really, really hates me...

Dark Archive

Female Human Cleric of Iomedae 2; AC 16, 10 touch 16 flat-footed; HP 13/18, Fort +4, Ref +0, Will +7; +1 Initiative, +3 Perception

Command actually keeps you on the ground for a round no matter what. You can't stand up, but you can do whatever else you want.

If it's a new round? I'm jumping in there!

Celia sidesteps the blow, parrying with her sword still in its sheathe. "Asmodean dogs," she growls. "Your god blesses you by making us bow before you; My goddess blesses me by making you fall before me."

To punctuate her words, she spins and hammer strikes a second hellknight with the pommel of her sword.

Attack!: 1d20 + 2 + 1 + 1 - 4 ⇒ (15) + 2 + 1 + 1 - 4 = 15 If I'm flanking like I wanted to be-- then +2 for 17.
Damage!: 1d8 + 2 ⇒ (8) + 2 = 10

In the chaos, she offers a hand to Zalika to stand up. "C'mon!"


Round Four:

Seeing Zalika drop to the ground before the Asmodean priest, Addie calls upon another of the blessings of her otherworldly patron and casts a spell to curse the Hellknight priest's fortune as she continues to cackle unnervingly.

Standard action to cast Ill Omen on the Hellknight priest: On the next d20 roll he makes, he must roll twice and take the less favorable result; no saving throw; duration 1 round. Move action to use Cackle Hex to extend the duration of Evil Eye Hex (both the -2 to saves and -2 to AC on the Hellknight priest) by 1 round.

Buffs in Effect:
Inspire Courage (party): +1 competence bonus to attack and damage; +1 morale bonus to saves vs. fear and enchantment effects.
Bless (party): +1 morale bonus to attack and saves vs. fear.

Debuffs in Effect:
Evil Eye (Asmodean Priest): -2 penalty to saving throws; -2 penalty to AC; both extended by Cackle Hex.
Ill Omen (Asmodean Priest): On the next d20 roll he makes, he must roll twice and take the less favorable result.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Zalika, compelled to fall to the ground by the Asmodean's magic, scrabbles backwards on the ground, out of the Hellknight's reach.

Addie's arcane whispers carry through the air, striking the Hellknight. Not physically, but in his fate, ensuring that the future holds noting but ill fortune.

Shannon is next. Celia has already posted Round 4's action, but I can't mark its effects until he posts.

Initiative

Shannon - 18
Celia - 15

Hellknights - 14

Zalika - 21
Addie - 18


Male Human (Chelaxian) Bard (Chelish Diva) (HP 11/11 | AC 11 | T 11 | FF 10 | CMD 10 | F +0 | R +4 | W +4 | Init +1 | Per +6)

Round 4

Azlanti:
o/` Hear my confession!
o/` Know my guilt!
o/` Too dear is she, too dear by far
o/` to drive a blade so deep
o/` too deep by far
o/` and sunder twin hearts in twain!
o/` Let my neck bear the noose
o/` my spine the rack
o/` my limbs the axe
o/` my body your JUSTICE!

The voice changes a second time to a crisp baritone, and anyone watching the bard would take notice that his mannerisms have transitioned from a taut passivity to a desperate clutching, legs spread far and one arm stretched as though chained and the other clawing at the Hellknight. Hammat pleads with the governor to turn vengeance into justice and visit it upon him to spare Isabela, and as has been traditionally staged, takes the inquisitor's lash to his bare back on the final word "justice". To the average theater-going audience, it is an onomatopoeic scream that clouds the comfort of justice with the abject pain of vengeance. To the Hellknight audience, the pain is real and palpable, and possibly stunning.

Swift action to continue Bard Song. Standard action to cast Ear Piercing Scream (DC 15 Fort Save for half damage and no Daze effect) on the Asmodean Hellknight. In addition, he is using an additional Bard Song to again Spellsong the spell.

Sonic Damage: 1d6 ⇒ 5
Perform (Sing): 1d20 + 10 ⇒ (14) + 10 = 24 is the Perception/Sense Motive DC to notice that was a spellcasting.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Shannon's piercing note resounds across the battlefield, striking deep into the Asmodean's ears and skull. His ears and nose begin to bleed as he holds the sides of his head and tries to shake the ringing out.

Celia's scabbarded blade continues to perform as she clocks the second Armiger to approach her straight in the head, sending him sprawling to the ground.

The Asmodean priest is busy trying to shake the pain from Shannon's spell away, but the other armiger sees and easy target in Zalika, and, approaching her, attempts to skewer her to the ground with his sword. His mighty blow slashes her along the torso, splattering blood on the ground around her. Zalika takes 5 damage.

Initiative

Zalika - 21
Addie - 18
Shannon - 18
Celia - 15

Hellknights - 14

GM Rolls:
Asmodean Fort: 1d20 + 3 ⇒ (5) + 3 = 8
Ill Omen Reroll: 1d20 + 3 ⇒ (2) + 3 = 5
Armiger Attack vs. Zalika Flat-Foot and Prone: 1d20 + 1 ⇒ (11) + 1 = 12
Damage: 1d8 + 3 ⇒ (2) + 3 = 5


F Half-orc CG Urban Ranger 2 | AC 17 T 14 FF 13 | HP 17/18 | CMB +4 CMD 18 | F +4 R +7 W +2 | Init +6 | Perc +7

So if I've got this right, Zali is back on her feet after taking a full round action to stand up, and has taken 5 points of damage - either from an attack of opportunity provoked by standing up from prone in a threatened square, or due to an attack on the armiger's normal turn sequence. She can now move and act normally? If I have the sequence wrong, apologies in advance.

Swearing in orcish to herself as she staggers back to her feet, Zali fixes the armiger who wounded her with a vicious glare. Unfortunately that's not going to knock the man out, so the glare is followed by a two handed attack with her sword to the Hell priest... he's still the biggest threat.

Melee attack, duelling sword, +2 favored enemy: 1d20 + 5 + 2 + 1 ⇒ (9) + 5 + 2 + 1 = 17
Damage, duelling sword, +2 Favored enemy: 1d8 + 3 ⇒ (4) + 3 = 7

Is Zali ever going to roll double digits on a d20 in this thread? I've lost track of what other bonuses are in play at the moment, so please add or subtract to the rolls as necessary.

Dark Archive

Female Human Cleric of Iomedae 2; AC 16, 10 touch 16 flat-footed; HP 13/18, Fort +4, Ref +0, Will +7; +1 Initiative, +3 Perception
Zalika Cailean wrote:
So if I've got this right, Zali is back on her feet after taking a full round action to stand up, and has taken 5 points of damage - either from an attack of opportunity provoked by standing up from prone in a threatened square, or due to an attack on the armiger's normal turn sequence. She can now move and act normally? If I have the sequence wrong, apologies in advance.

This is generally correct.

Quote:


Is Zali ever going to roll double digits on a d20 in this thread? I've lost track of what other bonuses are in play at the moment, so please add or subtract to the rolls as necessary.

You're missing a plus one from inspire courage, bringing your total to hit to 18 and damage to 8.

If you want to know why the dice roller hates you, it's because it loves me. Do you not see these rolls? I'm rolling with a net 0 bonus. It's stupid. I wish I could give you some dice luck.

And since I'm here, and won't be back until the AM tomorrow:

Round 4!

Celia helps Zalika to her feet with a pull-- not that the foaming half-orc notices, lost in her fury. Noticing that the priest seems to have taken a vicarious beating from the two she put on his allies, Celia's confusion is plain until the hellknight slashes Zalika. With a look of consternation, she advances on him. She brings her shield up, slamming the hellknight in the shoulder, and then turning to bludgeon him in the exposed collarbone with her sheathed sword.

Attack!: 1d20 + 2 + 1 + 1 - 4 ⇒ (18) + 2 + 1 + 1 - 4 = 18
Damage!: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9

"My goddess is with me!" she laughs, but then her features harden again-- it's dishonorable to mock those whom fall in combat, by sheathed sword or not.


Round Five:

Addie fixes her black-eyed gaze upon the Hellknight priest yet again, further muddling his mind with even greater feelings of doubt and despair as she continues to cackle madly.

Standard action to use Evil Eye Hex on the Hellknight priest to impose a -2 penalty to his attack rolls; duration 7 rounds, reduced to 1 round with a DC 14 will save (plus he already takes a -2 penalty to his saves and AC due to Evil Eye). Move action to use Cackle Hex to extend the duration of Evil Eye Hex (whether successfully saved against or not) by 1 round.

Buffs in Effect:
Inspire Courage (party): +1 competence bonus to attack and damage; +1 morale bonus to saves vs. fear and enchantment effects.
Bless (party): +1 morale bonus to attack and saves vs. fear.

Debuffs in Effect:
Evil Eye (Asmodean Priest): -2 penalty to saving throws; -2 penalty to AC; -2 penalty to attacks; all extended by Cackle Hex.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Zalika, risen from the ground and confronted by another armiger, ignores him as she moves back towards the priest. Heavily protected though he is, he is too distracted by his mounting unluck to even try to defend himself, and Zalika's blade flows through his armor and through his flesh. He stays standing, though.

Addie's projected feelings of dismay and doom reverberate across the battlefield and take further root in the Hellknight priest's mind. He is nearly crying, now, with the weight of all of the doom.

Shannon and Celia's actions are next, even though I already know what Celia's is.

Initiative:

Shannon - 18
Celia - 15

Hellknights - 14

Zalika - 21
Addie - 18

GM Rolls:
Will Save: 1d20 + 2 ⇒ (2) + 2 = 4


Male Human (Chelaxian) Bard (Chelish Diva) (HP 11/11 | AC 11 | T 11 | FF 10 | CMD 10 | F +0 | R +4 | W +4 | Init +1 | Per +6)

Round 5

The shriek evens out into a sustained note, a high A, held strong for a full six seconds. With a hand, Shannon fishes out one of the curative potions they had found in the sewers, conscientious of the blood being drawn from the Hellknights. In the aftermath of this prison rescue, the Hellknights can proclaim them common murderers and thus sow even more fear into the populace of Westcrown, a fear used to control them.

If none are dead, they can make no such claims easily, and to release the story to the public would only raise questions: why rescue a man and kill no one? What then was the goal? Such a gap could then be easily exploited, provided Janiven is able to act quickly upon it...

Swift action to continue Bardsong. Move action to get a bit closer to the combat. Move action to retrieve a CLW potion.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Shannon sidles forward, singing a long and invigorating note while retrieving a potion, thoughts of saving people on her mind.

Celia, meanwhile, is a vision of Iomedaen power as she pummels the last standing armiger to the ground. Her two-part blow sends the man sprawling, unconscious.

The remaining Hellknight grasps the Asmodean star around his neck, shouting, "No! You won't beat me!" before a wave of shockingly black energy billows out from him.

Everyone takes 3 damage, or 1 damage with a DC 12 Will save.

Initiative:

Zalika - 21
Addie - 18
Shannon - 18
Celia - 15

Hellknights - 14

GM Rolls:
Negative Energy Channel: 1d6 ⇒ 3


DC 12 Will save: 1d20 + 4 ⇒ (18) + 4 = 22

Addie's HP: 7/8


Male Human (Chelaxian) Bard (Chelish Diva) (HP 11/11 | AC 11 | T 11 | FF 10 | CMD 10 | F +0 | R +4 | W +4 | Init +1 | Per +6)

Will Save: 1d20 + 3 ⇒ (19) + 3 = 22 vs. DC 12

Dark Archive

Female Human Cleric of Iomedae 2; AC 16, 10 touch 16 flat-footed; HP 13/18, Fort +4, Ref +0, Will +7; +1 Initiative, +3 Perception

Will Save!: 1d20 + 6 ⇒ (14) + 6 = 20


F Half-orc CG Urban Ranger 2 | AC 17 T 14 FF 13 | HP 17/18 | CMB +4 CMD 18 | F +4 R +7 W +2 | Init +6 | Perc +7

Will save vs DC 12: 1d20 + 2 ⇒ (12) + 2 = 14

Well look at that - double digits on the d20 at last. ;P


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Also, it's your turn. That was his action, and he's the only one around.


F Half-orc CG Urban Ranger 2 | AC 17 T 14 FF 13 | HP 17/18 | CMB +4 CMD 18 | F +4 R +7 W +2 | Init +6 | Perc +7

Grimacing with pain from the wash of black energy channeled by the Asmodean priest, Zalika almost forgets that she's not supposed to kill the Hellknights if avoidable. Swinging her sword two-handed in a blurring arc, she turns the blade at the last instant to hit the priest across the back of his knees with the flat of the blade, attempting to knock him to the ground instead...

Trip attack: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15

Edit - removed the +2 favored enemy bonus; apparently that doesn't apply to combat maneuvers. Hopefully a 15 is enough to beat his CMD anyway. In any case the trip attempt provokes an attack of opportunity - but given Zali's dice rolls I think her odds of hitting him for non-lethal damage at a -4 penalty aren't great, so trip attack it is.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

The priest can only flail with his mace in Zalika's general direction as she sends him sprawling to the ground. He is too burdened by doom and the surety of his defeat to even foam with rage at the embarrassment.

Initiative:

Addie - 18
Shannon - 18
Celia - 15

Hellknights - 14

Zalika - 21

GM Rolls:
Asmodean Attack of Opportunity: 1d20 - 1 ⇒ (7) - 1 = 6

Dark Archive

Female Human Cleric of Iomedae 2; AC 16, 10 touch 16 flat-footed; HP 13/18, Fort +4, Ref +0, Will +7; +1 Initiative, +3 Perception
Zalika Cailean wrote:
... apparently that doesn't apply to combat maneuvers.
Pathfinder CRB, pg. 199 wrote:

When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your

normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver.

Why not? You should add inspire, bless and +2 from favored enemy. For the future!

And again... sorry if this is inconvenient as far as rounds go, but it's been working for me!

Celia quickly moves around the Asmodean priest, battering him with her sword from the other side.

Moving to flank, then smackin' em.

Attack!: 1d20 + 2 + 1 + 1 + 4 - 4 ⇒ (18) + 2 + 1 + 1 + 4 - 4 = 22
Damage!: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

You know what? Celia's action ends the combat, so I'mma just do it. Celia must be super-effective against Hellknights. She downed them all.

Celia, walking up with finality at the final, injured, prone Asmodean, she brings her sword down right on his face. He cries out in pain, then falls unconscious.

Meanwhile, as soon as he's down, Yakupulio is in his pockets. It only takes a few moments of rummaging before a key is produced, with an accompanying "A-HA!" He leaps back atop the carriage and inserts the key, pulling open the heavy metal door with no small amount of effort.

Out of the top of the carriage climbs a graceful half-elf, made somewhat less graceful by the fact that he's wearing threadbare prison clothing and he's clearly been beaten very badly. He freezes when he reaches the top, looking around at the downed Hellknights and the five armed people standing around. "Who are you?" he says, his voice lilting and forceful at once.


Male Human (Chelaxian) Bard (Chelish Diva) (HP 11/11 | AC 11 | T 11 | FF 10 | CMD 10 | F +0 | R +4 | W +4 | Init +1 | Per +6)

The bard stands over the armigers pinned beneath the fallen cart. He answers Arael in such a way that they are sure to hear it. "We're the orphans of Westcrown. When this city bedded a devil, she abandoned us. Now she's caught up in this infernal play and can't find her way out. We're lighting the way for her, and every Wiscrani who lives in fear."

Intimidate: 1d20 + 8 ⇒ (6) + 8 = 14
Perform (Act): 1d20 + 10 ⇒ (12) + 10 = 22

Clearly, Shannon is borrowing something from the stage in his response. There is an edge as yet unheard to his voice, one purely affected for the purposes of the armigers who can hear it, to both unsettle them...and ensure they remember it.

Not lifting the veil yet, Shannon holds a hand up to help Arael down from the top of the carriage. Much more quietly, the bard whispers to him. "Janiven sent us. She's risked herself to see you free. We'll take you back to her."

Dark Archive

Female Human Cleric of Iomedae 2; AC 16, 10 touch 16 flat-footed; HP 13/18, Fort +4, Ref +0, Will +7; +1 Initiative, +3 Perception

Hooking her longsword on her belt and her shield across her back, Celia makes the symbol of the Inheritor and lets her senses cascade across the hellknights and the carriage-- she seeks magic of any kind, knowing that magical goods would be worth more than mundane ones, and they have no time to dawdle.

"Quickly, now. Those men on horseback should be returning at any moment."

Detecting magic and looting anything magical in the time we've got!


"Well struck!" Addie praises Celia and Zalika. "And well said," she compliments Shannon on his response to Arael's query. "The Fiend's lackeys had best crawl back to their master, for the downtrodden of Westcrown will cower beneath the iron-fisted tyranny of the Hellspawn no longer!" The veiled witch walks over to the unconscious hell-priest and takes the unholy symbol from his limp grasp. With all her might, she throws the symbol as far as she can into the stream below.

Intimidate: 1d20 + 5 ⇒ (17) + 5 = 22

Celia Anetta Azurra wrote:
"Quickly, now. Those men on horseback should be returning at any moment."

Addie glances in the direction that the riders rode off, then follows the Iomedaean's example and mutters the words of a cantrip to perceive magical auras as her gaze passes over the Hellknights. Detecting magic.

"Before they return, let's strip these men of their gear, bind them securely, and lock them in their own prison wagon," Addie suggests to her companions.

Agree with Celia's suggestion from the OOC thread to loot the Hellnights' armor and weapons - could be useful for future operations.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

From among the non-pinned Hellknights, you can retrieve a few key objects.

The Objects:
-3 suits of chainmail
-3 longswords
-3 light crossbows
-60 crossbow bolts
-a heavy mace
-4 potions of cure light wounds
-a suit of masterwork full plate

Feel free to take whatever you want, but make sure you say what you're taking so that we don't have multiples of the same things

Recoiling from the witch and the performer standing tall above them, no matter how feminine they are, the Hellknights have no choice but to remain submissively underneath the prison carriage, even as Zalika and Celia load the other four (unburdened from their armor, of course) into it and lock it.

What are you doing with the key? May I suggest throwing it into the river?

Arael, not really wanting to talk in hearing of the Hellknights, just nods at Shannon as they do their business with the armor and the armigers.
When the Hellknights are loaded into the prison caravan and the group is moving away (just hoping that Janiven's group is okay) Arael turns to Shannon, softly asking, "Is Janiven safe? Are we headed back to the safe house? We should get there as fast as possible."

Gorvio's uncle's horses are nearby, and Arael jumps on Shannon's.


F Half-orc CG Urban Ranger 2 | AC 17 T 14 FF 13 | HP 17/18 | CMB +4 CMD 18 | F +4 R +7 W +2 | Init +6 | Perc +7

Nodding to the gnome who freed Arael from the cage to acknowledge his part, Zali starts hauling the armigers to the back of the wagon, and quickly stripping them of anything of value. Rightful spoils of combat, and gods know I could use the coin. Taking it from Hellknights is just gravy on top. That done, she goes back for the Asmodean priest, and after stripping him of arms and armor, she reaches down and pulls his unholy symbol free. Placing it upon the iron plate of the prison wagon, she picks up the priest's mace, and brings it down in a two handed blow to smash the hated symbol into pieces...

"Alright, is everyvun ready to get out of here? I do not vant to stay and play vit ze boys any longer..."

Zali will carry one suit of maille, a longsword, the mace, a light crossbow and part of the set of platemail - she'll ask the others to gather up the rest of the spoils. Any more and I think she'd be heavily encumbered.


Zali, Addie already threw the priest's unholy symbol into the river.

Black Addie wrote:
The veiled witch walks over to the unconscious hell-priest and takes the unholy symbol from his limp grasp. With all her might, she throws the symbol as far as she can into the stream below.

Where are the horses that were pulling the wagon? If they're still here and not injured, then let's take them with us as well. Could we use them to carry the gear?

Were any of the objects (other than the potions) magical?

Addie takes the key to the wagon and drops it into the sewers of Westcrown as soon as the group returns to the city.


F Half-orc CG Urban Ranger 2 | AC 17 T 14 FF 13 | HP 17/18 | CMB +4 CMD 18 | F +4 R +7 W +2 | Init +6 | Perc +7
Black Addie wrote:
Zali, Addie already threw the priest's unholy symbol into the river.

Oh, very sorry. I obviously missed that part of your post. That's what I get for doing my own post either in a hurry between classes, or in the small wee hours of the morning when I should be sleeping... I'll try to be a little more careful not to duplicate other player's actions in future. :p


No problem!

Maybe we could say that Zali smashes the Asmodean's steel mask instead of his holy symbol.


Male Human (Chelaxian) Bard (Chelish Diva) (HP 11/11 | AC 11 | T 11 | FF 10 | CMD 10 | F +0 | R +4 | W +4 | Init +1 | Per +6)

The bard debates Arael's question. It sounded just as deeply concerned for Janiven's welfare as she had been for his. It certainly did seem that there might be more than a merely professional relationship between them, whether or not they acknowledged it. The truth was, Shannon wasn't sure whether she was safe or not after she led the horseman away towards the woods. He hoped she was. For a moment he considers lying to Arael and just saying "yes", but he doesn't think that is a good way to get off on the right footing.

"She distracted some of the men guarding you. She intends to meet us at the safehouse as soon as she loses them. Either way, we cannot stay here. We're only a short distance from the Hellknight gates and someone's bound to come checking on the transport soon."

He climbs onto the horse Arael rides and awkwardly takes a hold on him to ride rear saddle.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Unfortunately, the horses won't accept you as riders. You can use YOUR horses to carry the gear, and no, none of it but the potions is magical.

Arael nods in thanks to Shannon, but he still appears pensive and worried. No doubt he'll feel better once you're all back in the safe house.

Meanwhile, Yakupulio won't stop chattering about how much fun all of that was, as the group of new revolutionaries rides away into the sunset.

Behind them, the fire on the bridge is guttering out, but the Hellknights aren't right there, ready to pursue. It seems like Arael and new friends will have an easy opportunity to get away.


I wasn't thinking of taking the Hellknights' horses for us to ride, I was mainly thinking of denying the Hellknights with a way to easily move their wagon. Plus we could sell the horses to Gorvio's uncle.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Cleaning up a few last loose ends takes only a few moments - unmanacle-ing Arael's wrists, retrieving his gear, and grabbing one more thing from the unconscious Hellknight priest: a letter tucked into his belt - before the group is back on Gorvio's uncle's horses and swiftly riding away.

As you ride into the city, trailing a pair of extra horses from the Hellknight wagon, Arael pulls the hood of a cloak up over his head. Even though he's bruised from the pretty severe beating he took, he's still recognizable, and it would be a crying shame to have gone to all that risk just to get him caught again. Thankfully, that doesn't happen, and the party is allowed to ride up to the church of Iomedae without a problem. Bursting in through the front door, Arael yells, "Jan!" but the cry catches in his throat as he notices that she's not there. "...iven..." he finishes, half-heartedly.

Of course, aside from the group that went with Janiven, everyone else is there, eagerly waiting for Arael, and more than happy to see him. The celebration of his return is somewhat muted with the absence of Janiven, although Arael is confident that she'll show up again.

There's about an hour of tense waiting. Janiven doesn't return. Thankfully, though, Gorvio breaks the silence. "As long as we're waiting...um...can I ask you guys a favor?" he says, addressing teh new heroes. "Can you return the horses to my uncle?"


F Half-orc CG Urban Ranger 2 | AC 17 T 14 FF 13 | HP 17/18 | CMB +4 CMD 18 | F +4 R +7 W +2 | Init +6 | Perc +7

"I'll take zhem Gorvio. I know zhe way" says Zali. Now that she has had a chance to bind her wounds and clean the blood from her gear, she almost looks respectable again. She looks around at the three others who were with her on the raid, giving them a teasing smile - although the half-orc's large, upright canines probably make it look like she's grimacing. "As long as ve are circumspect about it and don't draw attention to ourselves, it should be safe enough to be seen on ze streets. And ve can ask around about Janiven's vhereabouts too."

Dumping the looted gear from the Hellknights at the Iomedean church for now. Did we end up taking the horses from the wagon or not? If so it probably isn't a good idea to parade those through the streets right now. Oh, and is there any healing on offer before we leave the church?

Dark Archive

Female Human Cleric of Iomedae 2; AC 16, 10 touch 16 flat-footed; HP 13/18, Fort +4, Ref +0, Will +7; +1 Initiative, +3 Perception

Celia nods. "Sounds good. You want me to go with you?" the young cleric asks as she raises a holy symbol above her head. With a soft prayer, she asks that the others in the church be blessed by their victory in battle.

Prepare to get healed, everyone here.

Channel Energy: 1d6 ⇒ 5


F Half-orc CG Urban Ranger 2 | AC 17 T 14 FF 13 | HP 17/18 | CMB +4 CMD 18 | F +4 R +7 W +2 | Init +6 | Perc +7

Thank you kindly, madam cleric...


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

You did indeed end up stealing the Hellknight horses, so you have two extras to sell.


Male Human (Chelaxian) Bard (Chelish Diva) (HP 11/11 | AC 11 | T 11 | FF 10 | CMD 10 | F +0 | R +4 | W +4 | Init +1 | Per +6)

Which of the NPCs went with Janiven and aren't back yet?

Not until they are safe at the church does Shannon remove the scarf-turned-veil, disposing of it neatly in the nearest fire (cooking fire or otherwise). He cleans the mud from his boots and the pitch from his hands and then nods to Gorvio. "We can return them, certainly. Does your uncle know why they were borrowed? If not, what reason did you give?"


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

The gone NPCs are Amaya, Ermolos, Larko, Fiosa, and Sclavo. You can find descriptions of them in the campaign thread just in case you forgot who they are.

Gorvio sort of hangs his head at this admission - "Yes, my uncle knows why he lend them out. I sort of...let it slip at a dinner conversation one night. We don't have to worry about him, he won't spill anything, but...yeah, there's that."

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