| Andrezi Mardu |
"Aye, agreed Emi. All signs point to whatever that deposit box might contain. Mystery upon mystery," Andrezi smiles. "Never a dull moment with you lot."
| GM Crimson |
OLD KORVOSA HOSPICE (11 Desnus)
Back at Kayleigh's hospice, the exhausted group sleeps 'til almost noon. The young Milanite treats Nebbin with a restoration spell, fearful that the negative energy level he received from the vampire spawn attack might become permanent otherwise. Kayleigh also examines each party member for signs of the blood veil, warning that it usually takes about a full day for symptoms to manifest; she suggests her friends watch one another for signs of infection.
Lastly, the cleric gives Nebbin the key to her small apartment a couple blocks west of the old Temple of Abadar. She points out it's a safer living space than the front room of a clinic for folks tainted with the blood veil. There's only one bed there, but there's enough floor space for everyone to spread out bedrolls.
BANK OF ABADAR (North Point; 12 Desnus)
Plans are delayed a bit when Andrezi awakens with the beginnings of a cough and the first red boils appearing on his face. A quick trip back to the hospice gets the blood veil lifted by one of Kayleigh's potent channels, and the Milanite also removes the lingering ability damage with a couple of lesser restoration spells.
Fortune smiles upon the group when they move to the edge of the Narrows of St. Alika: The Pharasmin barge that transports the plague's dead off the island is present, and your allies slip the party some gray robes and offer to ferry the group to the mainland party of the city. The trip to the Bank of Abadar in North Point is uneventful. One priest takes your report about the piled dead and vanquished undead in Racker's Alley while a second takes the key you found in the abandoned toy shop and scurries off to fetch the contents of the small vault associated with it. This second priest returns with 68 gp, a set of masterwork thieves’ tools, a pair of boots of striding and springing, and a sheaf of papers detailing the creation of dozens of poorly designed toys...no new mysteries to be solved--just the life savings of an old toymaker.
You've got a couple of clues leading to the Hospice of the Blessed Maiden in Midland: the report that Rolth and one of the Queen's masked physicians picked up the young Varisian ocarina player (Ruan Mirukova) Jolistina captured at the Carowyn party and the hint from Miakoda's speak with dead spell that indicated Rolth would be at the hospice this coming evening. Head there next?
#Praedam
| Nebbin Elsbet |
Nebbin blushes furiously and stammers a little awkwardly as he takes the key. He tucks it into a pouch very carefully, but also being sure not to look at anyone else in the room.
Later
Once they've collected the items -- hopefully they can put it to a use to help the children the old craftsman made toys for -- he looks around.
"I guess we should go to the hospice now? Or at least check around. Maybe we can finally get Rolth and this will all be over!"
I'm tempted to ask for the boots so I could have a speed of 50 feet, but I think it makes more sense for Emi or Firinne.
| Andrezi Mardu |
Andrezi, who is thankful for the ministrations, nods to Nebbin. "Wherever you think this mystery goes, let's be there."
| GM Crimson |
HOSPICE OF THE BLESSED MAIDEN (Midland--West Dock; 12 Desnus)
The Queen-sanctioned hospice is located in what appears to be a converted warehouse. Though there are three sets of large doors in the back--a former loading bay, perhaps?--these have all been boarded up and it would likely be a loud and arduous effort to break one down. The main entrance is in front; one of the bird-masked Queen's physicians enters that way just before your group arrives.
New map is linked on Roll20. Let me know how you plan to enter and if your PCs want to cast any spells or the like prior to entering.
| Emileva Mavrakis |
Wishing they has a stock of bird masks to use, Emi solicits suggestions.
"So how to we do this? I don't the the bunch of us will be sneaking in. That leaves bluffing our way in somehow, or going straight in and asking to see Ruan Mirukova. We could ask for Rolth, but we don't know if he's using that name, and I doubt he'd receive us as visitors even if he is."
| Nebbin Elsbet |
Nebbin considers. "Maybe we pretend we're sick? That would get us in, though then we'd have to start a fight. Oh! We pretend we don't know what's going on in there, and say Ruan is a relative of ours and we need to check on him..."
Agreed that I don't think sneaking will work well for us, not unless we use some considerable magic. So that leaves a more direct route.
| Andrezi Mardu |
Andrezi takes a second to study the building, considering his magical options.
GM - What are the walls of the warehouse made of? Stone? Wood? Also, are there any windows? Spots where we could reasonably see inside?
"There might be a way for me to employ my talents to get us in. If I can get a view inside, I have a spell that can bring some of us in. If not, I have another spell that can turn one of us to gas for a brief period, allowing them to slip through the cracks in a door. Or I can reshape stonework, if that can somehow get us collectively inside. Alas, I do not have the magic necessary to grant us collective invisibility. This is a thing I will need to remedy at some point."
He then invokes a bit of conjuration magic to create an invisible suit of breastplate. "Regardless, this will be dangerous. We should prepare accordingly."
Cast Mage Armor
| Miakoda Promise-of-Spring |
GM, are there upper level windows or skylights in the roof?
"Hmmm, I am able to move myself through the sidereal, a little," Miakoda muses softly as she studies the warehouse. "I can bring two others with me if we're concerned about stealth. That still leaves the other two. Feeling sneaky?" She turns and smiles at Andrezi as he announces a similar plan.
I can use Dimension Door to get some of us in; the exit might be trickier though.
| GM Crimson |
HOSPICE OF THE BLESSED MAIDEN (Midland--West Dock; 12 Desnus)
The warehouse-turned-hospice is a windowless two-story edifice constructed mainly of wood. It doesn't appear to have any skylights.
| Emileva Mavrakis |
Thinking on what Andrezi and Miakoda say about magical possibilities, Emi is hesitant to to offer opinions. She knows nothing about magic herself. But, she decides it's worth looking dumb considering the possible risks mucking around inside the building could bring.
"If we don't know anything about the inside, wouldn't it be a tossup whether we walk through a wall into a place full of people? That kind of appearance would get noticed right? And be very hard to explain?"
"Also, getting in might be tricky, but depending on what happens in there getting back out might be even harder. I like the idea of having that kind of magic in our pocket for a quick emergency escape if we need it. Does that make sense?"
"We could try something else first, and if it doesn't get us inside use the magic as a plan B for getting in."
| Andrezi Mardu |
Andrezi shrugs. "Of course. Magic is but a tool. Our brains should serve us first. To that end, what do you propose?"
| Nebbin Elsbet |
Nebbin thinks hard, but nothing comes to him besides his earlier idea.
| Emileva Mavrakis |
Emi thinks for a while before saying anything else. She really is less concerned about how they get in than how they get out neatly if there turns out to be a problem they can't handle inside.
Nebbin's suggestions are the best forthcoming, so she massages them a little, then lays out a tentative plan.
"I think going in asking for Ruan is the best start. But let's change the meaning of 'family' if we have to tell them why we're interested. Rather than relatives we're coming to see after him because he's part of our gang. That way if we must, we're better positioned to apply some threats or pressure if we're denied and have to insist."
"We'll keep the story about us being infected and seeking treatment as a backup. If we're not making progress with our visit to Ruan story, we can pivot to our reason for so much concern being we were infected by him."
"Think leading with being infected might lock us in too much, with examinations or so forth we don't want, and we're obviously not going to show any signs of the disease."
"We'll keep our magical solutions handy for a getaway if we need it. What do you think?"
| GM Crimson |
HOSPICE OF THE BLESSED MAIDEN (Midland--West Dock; 12 Desnus)
The stinging scent of alcohol and medicine floods this dingy reception room, an odor typical of hospices--and morgues. Across from the entrance sits a long wooden desk, beyond which a stained leather curtain covers an archway, muffling the moans issuing from the rooms beyond.
Six locals in various stages of the blood veil sit in rickety chairs along the walls, occasionally coughing as they wait to be admitted to the hospice proper. Behind the desk sits a rather burly nurse wearing three scarves over her nose and mouth and leather gloves on her hands. She looks up as your group enters, arching one eyebrow but saying nothing.
| Nebbin Elsbet |
"We're looking for Ruan!" Nebbin declares. He doesn't bother to say hello, as he's trying to follow Emi's plan.
Sorry I'm being so rude!
Diplomacy: 1d20 + 5 ⇒ (12) + 5 = 17
| GM Crimson |
HOSPICE OF THE BLESSED MAIDEN (Midland--West Dock; 12 Desnus)
"How rude!" the nurse/receptionist huffs at Nebbin. "Looking for ruin? Looking for trouble's more like it! Are you people sick with the blood veil? Or come to check on a patient here? Ah...was Ruin supposed to be the patient's name?"
When the receptionist stands up to put her hands on her hips to better scowl at Nebbin, you all notice that she appears to be wearing some sort of armor beneath her nurse outfit. She also has a sheathed blade at her hip.
| Emileva Mavrakis |
Emi is fine with Nebbin's initial statement of purpose, but she dials things back some from where he set them.
"Yeah, Ruan is his name. He's part of our family. We've been trying to find him and heard a rumor he might be here. We want to go in and look for him."
Emi can study target on the nurse for +2 to Bluff, and she will.
Bluff: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
| GM Crimson |
HOSPICE OF THE BLESSED MAIDEN (Midland--West Dock; 12 Desnus)
"Oh no, no dearie!" the nurse tells Emi. "The physicians don't allow visitors; this plague is perilously contagious! If you give me your family name I can check the records to see if this Ruan is here and maybe get an update on their condition."
Bhrunlida Torthus Sense Motive Check: 1d20 + 8 ⇒ (17) + 8 = 25
| Emileva Mavrakis |
Emi's expression darkens. Clearly she isn't satisfied with the nurse's reply. She places her hands on the desk and ominously leans in over her.
"No, that won't do. If you have to go get a doctor, do it. But, we're here to see Ruan face-to-face. Nothing else will do. He might have reasons for ducking us you see, and we're here to make sure he knows he can't treat family that way. Do you understand what I mean?"
Intimidate: 1d20 + 11 ⇒ (20) + 11 = 31
| GM Crimson |
HOSPICE OF THE BLESSED MAIDEN (Midland--West Dock; 12 Desnus)
It takes a few moments, but the woman eventually catches on to what Emi's insinuating. Though she might've initially mistaken the young Nebbin and Emi as siblings, seeing Firinne and especially Miakoda with the group brings her thought processes around to a different type of family.
"Uh...yes, I see," the woman begins nervously. "I don't have the authority to let you see this Ruan--assuming they're even here. But maybe I could ask Doctor Davaulus if he could arrange for you to see the patient briefly...again, if they're even here."
"Wait here, if you please," the receptionist says. With a sidewise glance at the sick folk waiting their turn, she quietly adds, "Or maybe wait outside--that might be safer."
Assuming no one objects, the receptionist then passes through the leather curtain to the north. The curtain's currently blocked by Emi's token on the Roll20 map.
| Nebbin Elsbet |
"Did you see she was wearing armor, and had a weapon?" Nebbin whispers to the others. "We should be ready in case the doctor tells her to try to make us leave."
For perhaps the first time, he's showing some suspicion -- not taking things at just face value -- though still not quite as wary of what could be happening as others.
| Emileva Mavrakis |
Emi scowls and considers. She knows that Ruan really isn't trying to hide from them at all of course, and wouldn't have the slighest idea who they even might be. But! Andrezi's point is inversely correct in that his kidnappers have time to hide him as they wait.
"Right. Enough crap."
Emi pushes aside the curtain and enters the room beyond, looking around.
Perception: 1d20 + 11 ⇒ (11) + 11 = 22 +2 if it involves the nurse.
| GM Crimson |
HOSPICE OF THE BLESSED MAIDEN (Midland--West Dock; 12 Desnus)
The warehouse’s vast interior has been converted into one gigantic convalescent ward. The stench of alcohol, sickness, and waste chokes the breath, and tight rows of low, stained cots cram the stone-floored hall. Every bed is filled with a pitiful story--men and women of all walks groaning and wheezing as they’re consumed by blood veil, their sufferings multiplied by the echoing chamber. A series of narrow catwalks hangs from the ceiling.
Six other figures, all masked, are scattered throughout the room: four Queen's Physicians with their allegedly plague-blocking bird masks and two of the Queen's plate-mail-clad Gray Maidens.
"You can't come in here!" huffs one of the Physicians, his voice raspy and tinny beneath his mask. "You risk contacting the blood veil every moment you remain here!"
"You are not authorized to be in this area!" another voice, also tinny but female and more powerful, booms from above. "Leave immediately or face arrest, by the order of Queen Ileosa!" The speaker, a third Gray Maiden, stands on the catwalk above the eastern part of the room. She has a longbow in hand and is training an arrow on the party. In reply to this challenge, the other two Gray Maidens draw their longswords but do not yet advance.
Roll20 map has been updated. The catwalks map is to the right of the first floor one.
@EMILEVA: You catch a glimpse of the receptionist passing through the door to the northeast (marked with a pink X on the map).
| GM Crimson |
| 1 person marked this as a favorite. |
Do the rows of beds inhibit movement in some way, or can we move through the rows without hinderance? I don't see the pink X?
Yeah, the cots should inhibit movement; for simplicity's sake, let's assume they count as difficult terrain, halving movement. Also, I added the pink X to the new map.
| GM Crimson |
HOSPICE OF THE BLESSED MAIDEN (Midland--West Dock; 12 Desnus)
I moved eveyone's token up a bit on the map to reflect that folks can now see into the infirmary.
It becomes apparent that the physicians and their Gray Maiden guards are not going to let outsiders enter the hospice without a (potentially bloody) confrontation. The sound of slight movement on the catwalk nearer to your position indicates the likelihood that one of more Gray Maiden archers may be stationed overhead, in addition to the one who shouted the warning.
Added a second archer to the map.
Here's the Initiative Order, though your characters don't necessarily need to initiate hostilities.
INITIATIVE ORDER/CONDITIONS: Combat Round 1 (Bolded may act/post)
Miakoda (52/52)
Andrezi (51/51; mage armor)
Firinne (47/47)
Gray Maiden Archers
---Gray Maiden Archer #1 (uninjured; on catwalk)
---Gray Maiden Archer #2 (uninjured; on catwalk)
Queen’s Physicians
---Queen’s Physician #1 (uninjured)
---Queen’s Physician #2 (uninjured)
---Queen’s Physician #3 (uninjured)
---Queen’s Physician #4 (uninjured)
Emileva (73/73; ST receptionist [off map])
Nebbin (81/81)
Gray Maiden Guards
---Gray Maiden Guard #1 (uninjured)
---Gray Maiden Guard #2 (uninjured)
Andrezi Mardu Initiative Check: 1d20 + 8 ⇒ (9) + 8 = 17
Emileva Mavrakis Initiative Check: 1d20 + 5 ⇒ (3) + 5 = 8
Firinne Initiative Check: 1d20 + 5 ⇒ (12) + 5 = 17
Miakoda Promise-of-Spring Initiative Check: 1d20 + 3 ⇒ (17) + 3 = 20
Nebbin Elsbet Initiative Check: 1d20 + 2 ⇒ (4) + 2 = 6
Gray Maiden Archer(s) Initiative: 1d20 + 1 ⇒ (15) + 1 = 16
Gray Maiden Guards Initiative: 1d20 + 1 ⇒ (4) + 1 = 5
Queen’s Physicians Initiative: 1d20 + 7 ⇒ (2) + 7 = 9
| Andrezi Mardu |
"I think it's best that we make haste," Andrezi says, working through a bit of transmutation magic. It washes over the group, immediately increasing their speed.
Cast Haste on the party
| Emileva Mavrakis |
Emi thinks about trying to make it look as if they they simply confused and chasing after the nurse. She discards the idea, doubting it would work or matter if it did. Especially after feeling herself heightened by Andrezi's spell, she feels like it's time for a direct reckoning. They've been skulking and hiding from Gray Maidens and doctors quite enough.
She bolts into the room and charges the Gray Maiden at the end of the row of beds, arriving to deliver a blow to the maiden's head, followed by a slash to the neck.
Attack #1: 1d20 + 11 + 1 - 2 ⇒ (13) + 11 + 1 - 2 = 23
Damage: 2d4 + 6 + 6 ⇒ (4, 2) + 6 + 6 = 18
Attack #1: 1d20 + 11 + 1 - 2 ⇒ (16) + 11 + 1 - 2 = 26
Damage: 2d4 + 6 + 6 ⇒ (3, 4) + 6 + 6 = 19
Not actually a charge since there isn't a straight course. 2 attacks as a standard action per Haste. Emi's AC is 21.
| Fírinne |
Fírinne is only a moment behind Emi, first casting a defensive enchantment and then going wide to pin the Gray Maiden between them.
Casting shield, then moving up to give Emi a flank. AC is 26.
| Miakoda Promise-of-Spring |
"Armored soldiers--mercenaries, or state troops?" Miakoda asks the others as the Grey Maidens come into view. "It matters not I think, they will not stop us."
Move to seek cover, then Inspire Courage +2
| GM Crimson |
HOSPICE OF THE BLESSED MAIDEN (Midland--West Dock; 12 Desnus)
As it becomes obvious that the new arrivals at the hospice are trouble, the Queen's Physicians and Gray Maidens shout out an alarm and mobilize a defense of the place. The two Gray Maiden archers on the catwalk fire down at Firinne and Emi, missing the intruders and, fortunately, the blood veil patients nearby. The Physicians show a similar disregard for the sick, cutting through the sick beds callously to engage the intruders with clubs drawn from their belts. Emi's struck once (6 points bludgeoning damage), but she dodges the attack of a doctor who slips into flanking position behind her. Emi's own attack connects and badly wounds the nearest Gray Maiden guard.
NEBBIN is up and hasted. (EMILEVA jumped the gun a bit; also, only one attack this round, as she also moved and thus can't execute a full attack...yet.)
Gray Maiden Archer composite longbow: 1d20 + 4 ⇒ (8) + 4 = 12 for piercing damage: 1d8 ⇒ 4 (x3)
Gray Maiden Archer composite longbow: 1d20 + 4 ⇒ (12) + 4 = 16 for piercing damage: 1d8 ⇒ 1 (x3)
Queen’s Physician #1 mwk club: 1d20 + 5 ⇒ (8) + 5 = 13 for bludgeoning damage: 1d6 + 2 ⇒ (4) + 2 = 6
Queen’s Physician #2 mwk club: 1d20 + 5 ⇒ (18) + 5 = 23 for bludgeoning damage: 1d6 + 2 ⇒ (4) + 2 = 6
Queen’s Physician #3 mwk club (flanking): 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 for bludgeoning damage: 1d6 + 2 ⇒ (6) + 2 = 8
| Nebbin Elsbet |
HP 81/81
AC 18, touch 12, flat-footed 16 (-2 to all when raging), DR 3/-, 1 cold resistance
Fort +9, Ref +5, Will +3 (+2 Will when raging) [Defiant luck]
CMD 23 (25 vs. grapple)
Rage: 0/22; Harrow points: 2/3; Auspicious Mark (1d6+1) 0/1; Defiant Luck: 0/1
Effects: Haste!
"Hey!" Nebbin exclaims as he realizes they're in for a fight. So much for their attempts at subterfuge.
Pulling his sword, he swings at the nearest guard, holding his position to protect Miakoda and Andrezi.
Draw weapon, Vital Strike (on the one to my northwest)!
Mwk greatsword, power attack, vital strike: 1d20 + 13 - 2 ⇒ (11) + 13 - 2 = 22
Damage: 4d6 + 12 ⇒ (2, 3, 1, 6) + 12 = 24
| GM Crimson |
HOSPICE OF THE BLESSED MAIDEN (Midland--West Dock; 12 Desnus)
With one swipe of his mighty greatsword, Nebbin drops one of the Queen's Physicians bleeding to the hospice floor. The two Gray Maiden guards try to contain Emi and Firinne, one moving to join the scrum, the other (already wounded) striking back against the invader who hurt her, slashing Emi in the arm (7 points slashing damage) before cautiously shifting north, likely to help flank Firinne going forward.
INITIATIVE ORDER/CONDITIONS: Combat Round 2 (Bolded may act/post)
Miakoda (52/52; IC +2)
Andrezi (51/51; mage armor ; IC +2)
Firinne (47/47; shield; IC +2)
Gray Maiden Archers
---Gray Maiden Archer #1 (uninjured; on catwalk)
---Gray Maiden Archer #2 (uninjured; on catwalk)
Queen’s Physicians
---Queen’s Physician #1 (uninjured)
---Queen’s Physician #2 (uninjured)
---Queen’s Physician #3 (uninjured)
---Queen’s Physician #4 (uninjured)
Emileva (60/73; ST receptionist [off map] ; IC +2)
Nebbin (81/81; IC +2)
Gray Maiden Guards
---Gray Maiden Guard #1 (7/27; badly injured)
---Gray Maiden Guard #2 (uninjured)
Target: E or F?: 1d2 ⇒ 1
Gray Maiden Foot Soldier longsword: 1d20 + 7 ⇒ (16) + 7 = 23 for slashing damage: 1d8 + 3 ⇒ (4) + 3 = 7 (19-20)
| Andrezi Mardu |
Andrezi takes a step to get a better view of the situation. He begins weaving a spell and, seconds later, a large swirling ball of water appears beside one of the physicians. With a mental command it rolls over first one physician, then another as it skirts around Emi.
5ft step, then cast Aqueous Orb. Path marked, with a DC 20 Reflex save needed or take 2d6 nonlethal damage. Success halves the damage, but a failure will require a second Reflex save or be engulfed, dragging them along with the orb.
| GM Crimson |
Quick Note: That path would also potentially suck up the occupants of the three cots closest to Emi's left. Acceptable?
| Andrezi Mardu |
Crap. No, Andrezi isn't looking to inflict collateral damage. He has plenty of range to place the orb, and would like to hit more than one foe without getting hospital patients. Can he do that? If not, he'll settle for getting the one to the southeast of Emi, dragging them back towards Nebbin (assuming they fail the save). I trust your judgement here, GM.
| Fírinne |
Fírinne takes a moment to enhance her rapier, then runs her opponent clean through. As they drop, she turns back to face the other one that was attempting to sneak up on her.
Cast blade tutor's spirit defensively, DC 17: 1d20 + 10 ⇒ (16) + 10 = 26
+2 keen rapier vs Gray Maiden, SC, PA, IC: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
Confirm?: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22
Piercing: 1d6 + 13 ⇒ (3) + 13 = 16
Crit total: 16 + 1d6 + 13 ⇒ 16 + (3) + 13 = 32
| Miakoda Promise-of-Spring |
| 1 person marked this as a favorite. |
"Ah, an archer. Please allow me," Miakoda darts into the room, past the other plague doctor and between the beds to angle closer to the Grey Maiden up on the catwalk. She flexes her hand and claws emerge as she reaches towards them as though to grasp their throat.
"Your limbs betray you; your muscles will not obey. At every turn your body rebels, denying your mind's dominion!" The catfolk's voice reverberates with power.
Move, then using Reach Bestow Curse against the archer. Will DC20 or 50% to fail to take any given action.
| GM Crimson |
HOSPICE OF THE BLESSED MAIDEN (Midland--West Dock; 12 Desnus)
Miakoda enters the fray, her spell numbing the mind of the Gray Maiden archer on the catwalk to the east. Meanwhile, Andrezi casts another aqueous orb, battering one of the masked physicians. With so many sick folk nearby, however, he has to be precise with the water's path to avoid swallowing up any sick folk. Unfortunately, the masked doctor manages to avoid getting sucked into the vortex, instead being bumped forward a bit. Lastly, Firinne runs through the already-wounded Gray Maiden, who falls to the hospice floor with a wail and loud clank. She won't be getting back up...ever.
The archer Miakoda enspelled aims her bow at the catfolk but is unable to fire. She does manage to shout out a warning: "Intruders in the hospice! They wield magic!" A second archer reveals herself on the southern end of the catwalk, firing at Firinne. The shot goes high, however, shattering against the wall above the tiefling's head.
The remaining physicians close on Emi and Nebbin, drawing well-crafted clubs as they deftly maneuver through the cots. Emi's foe (Physician #2) makes one small misstep, bumping into a cot lightly, and this leaves him open to an attack from Emileva as he tries to flank her with his associate bumped forward (conveniently) by Andrezi's orb. This fellow clips Emi's temple with his club, a surprisingly solid blow (13 bludgeoning damage). Nebbin's foe navigates the cots and patients better, whapping the big man lightly (2 bludgeoning damage after DR).
EMILEVA (who is also due an AoO vs. Physician #2) and NEBBIN are up.
@MIAKODA: Maintaining your inspire courage (+2) effect or maybe switching to flagbearer (+1)? I left the IC +2 in the Initiative and Conditions Table (see spoiler below).
INITIATIVE ORDER/CONDITIONS: Combat Round 2 (Bolded may act/post)
Miakoda (52/52; haste (6/7); IC +2)
Andrezi (51/51; mage armor (7 hrs.); haste (6/7); IC +2)
Firinne (47/47; shield; blade tutor’s spirit (6 mins.); haste (6/7); IC +2)
Gray Maiden Archers
---Gray Maiden Archer #1 (cursed—50% chance of losing actions; on catwalk)
---Gray Maiden Archer #2 (uninjured; on catwalk)
Queen’s Physicians
---
---Queen’s Physician #2 (uninjured)
---Queen’s Physician #3 (9 nonlethal)
---Queen’s Physician #4 (uninjured)
Emileva (47/73; ST receptionist [off map] ; haste (6/7); IC +2)
Nebbin (79/81; haste (6/7); IC +2)
Gray Maiden Guards
---
---Gray Maiden Guard #2 (uninjured)
Queen’s Physician #3 Reflex Save (half damage): 1d20 + 6 ⇒ (5) + 6 = 11
Gray Maiden Archer #1 Will Save: 1d20 + 2 ⇒ (13) + 2 = 15
Queen's Physician #3 aqueous orb nonlethal damage: 2d6 ⇒ (6, 3) = 9
Gray Maiden Archer #1 Attack?: 1d100 ⇒ 46
Gray Maiden Archer #1 Shout?: 1d100 ⇒ 76
Gray Maiden Archer #2 Target? (F/M): 1d2 ⇒ 1
Gray Maiden Foot Soldier composite longbow: 1d20 + 4 ⇒ (16) + 4 = 20 for piercing damage: 1d8 ⇒ 1 (x3)
Whoops--forgot Physician #3's 2nd Reflex save against the orb to avoid being engulfed!
Queen’s Physician #3 Reflex Save (engulf): 1d20 + 6 ⇒ (16) + 6 = 22
Queen’s Physician #2 mwk club (flanking): 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 for bludgeoning damage: 1d6 + 2 ⇒ (6) + 2 = 8
Queen’s Physician #3 mwk club (flanking): 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 for bludgeoning damage: 1d6 + 2 ⇒ (1) + 2 = 3
Queen’s Physician #2 mwk club (flanking; Confirm?): 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 for bludgeoning damage: 1d6 + 2 ⇒ (2) + 2 = 4
Queen’s Physician sneak attack precision damage: 2d6 ⇒ (5, 1) = 6
Queen’s Physician #4 mwk club: 1d20 + 5 ⇒ (17) + 5 = 22 for bludgeoning damage: 1d6 + 2 ⇒ (3) + 2 = 5
And I forgot to make Acrobatics checks for the Physicians to potentially avoid AoOs....
Queen’s Physician #2 Acrobatics Check (to avoid AoO): 1d20 + 3 ⇒ (17) + 3 = 20
Queen’s Physician #4 Acrobatics Check (to avoid AoO): 1d20 + 3 ⇒ (20) + 3 = 23
| Emileva Mavrakis |
Emi takes a swipe at the incoming bird-face, but the answering club wallop makes stars flash before her eyes. She repositions with a sidestep while cursing and devotes herself to cutting her assailant to pieces.
AoO vs. 2, 5'step and full attack with Haste vs. 2. I think I chose the correct one on the map, but if 2 is the other one she'll take the same position adjacent to the other one instead.
AoO: 1d20 + 11 + 1 - 2 ⇒ (11) + 11 + 1 - 2 = 21
Damage: 2d4 + 6 + 6 ⇒ (2, 4) + 6 + 6 = 18
Attack #1: 1d20 + 11 + 1 - 2 ⇒ (2) + 11 + 1 - 2 = 12
Damage: 2d4 + 6 + 6 ⇒ (4, 4) + 6 + 6 = 20
Attack #1: 1d20 + 11 + 1 - 2 ⇒ (1) + 11 + 1 - 2 = 11
Damage: 2d4 + 6 + 6 ⇒ (1, 3) + 6 + 6 = 16
Attack #2: 1d20 + 6 + 1 - 2 ⇒ (15) + 6 + 1 - 2 = 20
Damage: 2d4 + 6 + 6 ⇒ (3, 2) + 6 + 6 = 17
| Miakoda Promise-of-Spring |
There's enough foes still that I'll maintain the Inspire Courage effect.
"Another archer to replace the first! How vexing," Miakoda moves to get under the catwalk and out of the newcomer's line of fire, drawing her crossbow as she goes. With an apologetic shrug, she attempts to shoot the medicant menacing Nebbin in the back.
Attack: 1d20 + 8 + 2 + 1 ⇒ (3) + 8 + 2 + 1 = 14 Damage: 1d8 + 2 ⇒ (5) + 2 = 7
| Nebbin Elsbet |
HP 81/81
AC 18, touch 12, flat-footed 16 (-2 to all when raging), DR 3/-, 1 cold resistance
Fort +9, Ref +5, Will +3 (+2 Will when raging) [Defiant luck]
CMD 23 (25 vs. grapple)
Rage: 0/22; Harrow points: 2/3; Auspicious Mark (1d6+1) 0/1; Defiant Luck: 0/1
Effects: Haste!
"Stop it! We don't want to hurt anyone!" Nebbin says, swinging his sword to try to make a point. Quickened by magic, if the man doesn't surrender, he finally swings in a way that's almost certainly going to hurt someone.
Mwk greatsword, power attack: 1d20 + 13 - 2 ⇒ (1) + 13 - 2 = 12
Mwk greatsword, iterative: 1d20 + 8 - 2 ⇒ (4) + 8 - 2 = 10
Mwk greatsword, haste: 1d20 + 13 - 2 ⇒ (11) + 13 - 2 = 22
Damage: 2d6 + 12 ⇒ (1, 5) + 12 = 18
| GM Crimson |
HOSPICE OF THE BLESSED MAIDEN (Midland--West Dock; 12 Desnus)
Emi catches the stumbling physician with a quick slash and, eventually, a second strike that drops him in a bloody mess. Likewise, it takes Nebbin three swings of his greatsword to connect with the physician nearest him, but when he does he gravely wounds (but doesn't manage to kill) the masked man.
Miakoda can't wait to take out the floor-level foes, but her shot at Nebbin's wounded opponent flies wide of the mark. The remaining Gray Maiden in melee range closes on Firinne but her attack doesn't come very close to the darting tiefling.
ANDREZI and FIRINNE are up. I cheated a bit to clump heroes and villains together going forward in the Initiative Order. I usually try to give any advantage to the PCs when I do so; this is a rare time the villains benefit, but there was only one of them who moved up and they don't seem to be much of a threat to turn this battle.
QUICK UPDATE: Physician #2 is now dead; Physician #4 is severely wounded.
Gray Maiden Foot Soldier longsword: 1d20 + 7 ⇒ (7) + 7 = 14 for slashing damage: 1d8 + 3 ⇒ (2) + 3 = 5 (19-20)
| Fírinne |
"And here I'd been told the Maidens were fearsome warriors! Is that really your best?" Fírinne taunts, knocking the clumsy attack aside before making a flashy riposte. "Stop trying to hit me, and hit me!"
Cast ray of frost defensively, DC 15: 1d20 + 10 ⇒ (17) + 10 = 27
Rapier vs Maiden #1: 1d20 + 13 ⇒ (6) + 13 = 19
Piercing: 1d6 + 13 ⇒ (4) + 13 = 17+Cold: 1d3 ⇒ 2 for 19
Rapier vs Maiden #2: 1d20 + 13 ⇒ (14) + 13 = 27
Piercing: 1d6 + 13 ⇒ (6) + 13 = 19+2 for 21 if the first attack missed