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Ser Willem draws his swords and readies his shield as he walks in the front door, prepared to fight whomever his friends don't drop first.
"It's time this tide went back out to sea."

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Surprise Round then. Post your actions, I'll round it up and post initative.

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Nokazi makes a hand signal indicating 6 enemies near the organ and to bring the party inside (swift action). He silently declares his favored enemy (move action) notches an arrow to his bow to ready a ranged attack (standard action) at the favored foe as the party walks inside.
Longbow: 1d20 + 7 ⇒ (14) + 7 = 211d8 + 4 ⇒ (3) + 4 = 7

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Forrest rushes in to the Cathedral, sprinting up the center aisle. He lets a javelin fly at the agent on the keys to the left. javelin: 1d20 + 2 - 2 ⇒ (14) + 2 - 2 = 14 damage: 1d6 + 4 ⇒ (2) + 4 = 6

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Moving on. Rolling damage for Adgar since the rest has posted. hope you don't mind Adgar. 1d6 ⇒ 1. Malcolm forgot the charge bonus.
Nokazi lets fly and arrow and it seems to be the signal as Adgar looses one as well but where Nokazi's shot takes on down, Adgar's grazes one on the arm.
Macolm's reckless charge chopping it down as it looks confused at the arrow lodged in its arm as another flies off the keys with a javelin to its chest.
Initative - Round 1
Forrest Green: 1d20 + 1 ⇒ (11) + 1 = 12
[dice=Malcolm "Mal" Graves]1d20+4[/dice]
Adgar Dunheim : 1d20 + 3 ⇒ (2) + 3 = 5
Ser Willem Dargerion: 1d20 + 2 ⇒ (6) + 2 = 8
BEP : 1d20 + 2 ⇒ (7) + 2 = 9
Order-
BEP
Forrest Green
Adgar Dunheim
Ser Willem Dargerion
Malcolm "Mal" Graves
Everyone up!
The Black Echelon Agents (BEP) look up as all of you rush in with more of them rushing in from the side doors. As one they start to emit a misty aura around them and the Great Organ's music starts to become muted. One has already being floored by Malcom's charge leaving the other two to glare with undead eyes towards him.
All ranged attacks have a 20% miss chance.

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Initative - Round 1
Order-
BEP - Done
Forrest Green
Adgar Dunheim
Nokazi - Done
Ser Willem Dargerion - Done
Malcolm "Mal" Graves
Everyone up! Sorry about missing you Nokazi.
Ser Willem draws the attention of the other BEPS as he moves up the pews.
Nokazi fires off two quick shots but is detered by the mist emanating from the BEPs.

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Adgar runs around the west side of the pews, moving to within 30 feet of the nearest enemy. He notches an arrow, and let's it loose.
Take this!
Shortbow: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

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Adgar Roll miss chance please. Malcolm Confirm crit, I'm thinking both you and Adgar are going to knock off 2 more guys.
To Confirm a critical, roll another attack roll and damage dice. If it's a x3, then it'll be an additional 2d6 else 1d6.

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Initative - Round 2
Order-
BEP
Forrest Green
Adgar Dunheim
Nokazi
Ser Willem Dargerion
Malcolm "Mal" Graves
Everyone up!
Adgar's shot should have being true but for the fog surrounding them to confuse Adgar for a moment but a moment is all that's needed as the arrow misses the heart, clattering harmlessly onto the organ keys.
Malcolm on the other hand chops his target in twain, moving off to look for another.
The BEPs make their move with two of their number attempting to strike Ser Willem. Dancing on the keys, their clumsy strike despite holding higher ground gives Ser Willem little trouble.
Attack with rusty Sickle!!! 1d20 ⇒ 71d4 - 1 ⇒ (3) - 1 = 2
Attack with rusty Sickle!!! 1d20 ⇒ 91d4 - 1 ⇒ (2) - 1 = 1
Another seeing its companion Struck down by Malcolm attempts to take a swing, dealing Malcolm a gash in his arm, the sickle due to its condition unable to cut deeper.
Attack with rusty Sickle!!! 1d20 - 1 ⇒ (19) - 1 = 181d4 - 1 ⇒ (4) - 1 = 3
Attack with rusty Sickle!!! Confirm Crit 1d20 - 1 ⇒ (11) - 1 = 101d4 - 1 ⇒ (1) - 1 = 0 Minimum 1 damage

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I guess all these years under the waves wore away their fighting ability. "Let me help you find the rest you deserve.", Willem says as his sword comes from underneath his shield at the one on his left.
Longsword: 1d20 + 3 ⇒ (13) + 3 = 16 1d8 + 2 ⇒ (8) + 2 = 10

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First targeting enemies not in melee, then enemies without cover.
Rapid shot: 1d20 + 4 ⇒ (18) + 4 = 221d8 + 3 ⇒ (8) + 3 = 111d100 ⇒ 991d20 + 4 ⇒ (14) + 4 = 181d8 + 3 ⇒ (2) + 3 = 51d100 ⇒ 89

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Nokazi's amazing shooting coupled by Ser Willem and Forrest's blade work, the remaining enemies are dispatched easily.
The Organ's music rings out sweetly on our heroes ears as you have succesfully derailed the plans to call in the armada but your work isn't done yet.
Yargos congratuates you along with the sole survivor, Maylitha Coincounter.
"You have done well but here I'll be too slow and will hinder you. Go stop Nessian and may the gods bless you dear friends."
As the party moves towards their final destination, you realise as you draw nearer.
Nessian’s decrepit lair is not a pyramid at all. Rather it consists of four ancient, battered siege towers, three of which have collapsed inward toward the largest, forming a giant, tepee-like wreck.
Each leaning tower bears a makeshift guardhouse, providing an excellent vantage point for the hired sentry posted inside.
The center tower is likely to be Nessian’s personal tower by its additional banners.
Tokens have being placed but it is not confirmed. Please move your own tokens behind the 'D' areas in regards to the towers and post as Aye as well as any other actions. Once done for everyone I'll roll everyone's init.

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As they approach the so-called pyramid, Willem notes to himself that there may be sentries watching for their arrival. He moves around the other side of the rocks and readies his weapon, preparing his mind for battle.
"I'm going to draw them out," he intones to his companions.

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Willem notes that the sentries are all armed with crossbows and not likely to engage with you in melee combat. Lightly armored but up above a tower 50feet tall and the towers forming a 360 degress view, Willem notes that if approached properly, the most is two towers maybe able to concentrate fire but not all three.

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Initative -
Forrest Green: 1d20 + 1 ⇒ (18) + 1 = 19
[dice=Malcolm "Mal" Graves]1d20+4[/dice]
Adgar Dunheim : 1d20 + 3 ⇒ (2) + 3 = 5
Ser Willem Dargerion: 1d20 + 2 ⇒ (18) + 2 = 20
Nokazi: 1d20 + 2 ⇒ (13) + 2 = 15
Sentries: 1d20 + 2 ⇒ (18) + 2 = 20
Intative Order -
Adgar
Nokazi
Forrest
Ser Willem
Sentries
Malcolm "Mal" Graves
The sentries have not noticed you yet but it is certain that they'll raise the alarm if you are spotted. For now it seems safe to proceed but from where you are to the towers, it's going to be open ground with no cover.

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Ser Willem stays near to rocks to help keep himself covered from the inevitable missile fire that will occur. Looking to Forrest as he circles around back, then to Nokazi, he says, "As soon as they poke their heads out, take them down. I'll draw their fire." Settling in behind his shield, he yells, "Hey you up there! Why don't you come down here and settle this like men instead of hiding up in your tower!" To emphasize his point, he draws his sword and bangs it against his shield...
Total Defense for the inevitable return fire, should give me AC 23, plus cover bonus from rocks.

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Nokazi nods and whispers, "I will take him out, but he might bring friends."
Move action to declare favored target on northern sentry. Standard action to ready longbow when sentry appears as Ser Willem requested. Below is the readied attack, but Nokazi waits until the northern sentry appears before he fires.
Longbow readied attack: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 201d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8

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One Bolt for Willem 1d20 + 2 ⇒ (20) + 2 = 221d10 ⇒ 2
One Bolt for Willem Confirm? Nope 1d20 + 2 ⇒ (6) + 2 = 81d10 ⇒ 2
A Crossbow flies out from the tower, with its owner taking cover behind its battlement, striking Willem a glancing blow off his ribs. It is obvious that the Sentries are not coming out nor are they poking their heads out to look at any of you.
The sound of an alarm being sounded can be heard.
Everyone is up!!

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Ser Willem winces as a bolt tears into his armor. Be that way. Gritting his teeth, he runs full tilt towards the door, aiming to bash it down.
Double move, fighting defensively.

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Double Move and then fighting defensively? Can only take the Double move due to lack of actions. Sorry.
Nokazi, Base connected with the centre, all three towers have a single base.

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I realized that it takes a standard action to fight defensively after i hit submit. I'm not attacking this round anyway, so it's okay.

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Double move to tower entrance. Is it possible to move under the "A" leaning towers or is its base connected with the center towers "B" base?
I revised my Round 1 movement. I forgot I had reduced movement. I am following Sir Willem. I haven't posted Round 2 actions yet.

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Please go ahead Nokazi. I know this part of the map is confusing. Malcolm I assum Runs?
Malcolm rushes for the door skirting around the tower edges and finding himself before a closed door.

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Nokazi sees Nessian make a run upstairs and also what seems to be a rather ferocious looking dog chained and staring at you. It seems chained to the centre with its chain enabling it to reach the entire room.