Bjarke the Brute
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Ironically we rolled the same amount ;)
Awesome! :D
Bjarke steps up to the nearest creature and swings his battleaxe at it.
Battleaxe, Rage: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22 Damage, Two-Handed, Rage: 1d8 + 6 + 2 ⇒ (8) + 6 + 2 = 16
Kennald Mercer
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Spear, Flanking: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
Stabbing!: 1d8 + 6 ⇒ (8) + 6 = 14
Kennald cautiously moves around on the open rooftop to flank the crackling entity, eyes it suspiciously, shrugs, and slams his spear deep into it's sparking core.
"If more appear, we might need to turn off that device!"
He nods to the odd device not far behind Sago.
| GM Hills |
Kennald is able to finish off the second lightning creature with the mighty tip of his spear...but he got himself a bit too close to the glowing orb...just as it crumbled apart.
Coming free of the orb, another of the lightning creatures, though it doesn't move to attack immediately...and a creature of energy that appears to be some sort of floating eel, which was the source of the glow...now it floats seeming to look from person to person, it's long, serpentine body seems to just twirl as it does, from tip to tail..."Free now...so...FREE!" It says without saying. Though it does have sound, the creature doesn't seem to be speaking...somehow.
1d20 + 3 ⇒ (2) + 3 = 5
1d20 + 6 ⇒ (10) + 6 = 16
We are going to stay in combat rounds for some reason...there are two creatures on the field...but they have not moved aggressively...
Party is Up, do as you will
Dagki Rangvaldr
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Dagki moves up to one of the creatures and swings his mighty axe! He growls as his axe misses the target.
Atk roll: 1d20 + 5 ⇒ (7) + 5 = 12
Dmg: 1d8 + 4 ⇒ (2) + 4 = 6
| GM Hills |
The floating eel flies in and it's maw seems to open to give Kennald a bite, as it's tail swings in from beneath the spear.
1d20 + 8 ⇒ (6) + 8 = 14
1d3 - 2 ⇒ (2) - 2 = 0
1d20 + 3 ⇒ (19) + 3 = 22
1d3 - 2 ⇒ (2) - 2 = 0
The bite comes up short, but the tail bruises Kennald's cheek...
The lightning creature steps up, hoping to create a harder target to the spear...and reaches out to hit the axe wielding barbarian before him.
1d20 + 5 + 3 ⇒ (18) + 5 + 3 = 26
1d4 + 1d3 ⇒ (1) + (1) = 2
The creature nimbly reaches out and gives Dagki a touch that sends a pulse of electricity through him. Take 2!
Party is UP!
Dagki Rangvaldr
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Dagki swings again at the weird creature.
"We not have these up north! We tame one Bjarke?"
He says as he casually splits the eel in two.
"Hihi"
Atk roll: 1d20 + 5 ⇒ (20) + 5 = 25
Dmg roll: 1d8 + 4 ⇒ (5) + 4 = 9
Crit roll: 1d20 + 5 ⇒ (19) + 5 = 24
Dmg roll: 1d8 + 4 ⇒ (2) + 4 = 6
Dmg roll: 1d8 + 4 ⇒ (4) + 4 = 8
Whoo! That is a hard hit...
Bjarke the Brute
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"It just weak! We kill!"
Bjarke moves up to the eel, ready to attack it. However, if his allies have already taken care of the eel, Bjarke attacks the orb instead.
Battleaxe, Rage: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 Damage, Two-Handed, Rage: 1d8 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Kennald Mercer
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Will: 1d20 + 4 ⇒ (8) + 4 = 12
Just made it! Not sure if either creature is still standing, so split options for me.
IF neither of them are currently standing.
Kennald moves briskly over to the device on the southern edge of the tower, and looks for an 'off' switch to throw, and stop the summoning of dangerous creatures.
???: 1d20 ⇒ 20 Plus whatever is appropriate in this circumstance
IF either of them are still standing, which I doubt at this point.
Kennald moves towards to open air side of the tower to gain a better angle on the remaining creature, flanking with either Bjarke or Dagki.
Crit confirmed?: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 Using the Nat 20 above, but unlikely to confirm a crit
1d8 + 6 ⇒ (5) + 6 = 11
| GM Hills |
Holy smokes LOOK AT DAT DAMAGE!!!!
Both creatures take the onslaught from the pathfinders...and fall.
The floating tower grows quiet as Pathfinders incapacitate the last of the Aspis Consortium operatives. Down hundreds of feet below, for the first time in living memory, the Grand Lodge’s gates are closed beneath the arch that bears the Glyph of the Open Road. Just outside the gates stands a crowd of hundreds pressed up together to look up and watch the spectacle. Behind them, a force of district guards pushes toward the front, calling for someone to open the gates. From the wall, Venture-Captain Ambrus Valsin stares down and
barks a firm “No.”
“Not your problem,” notes a deep voice. Marcos Farabellus and a half dozen other Pathfinders approach while sheathing their weapons. The Master of Swords gives a reassuring smile and remarks, “Just be thankful for once you’re not in charge down there.” His smile fades as he surveys the damaged tower and picks up the Sky Key in both hands. “It’s clear that the tower isn’t stable, and I don’t think tinkering with the Sky Key up here is going to make it conveniently set back down where it was. It’s past time we get out of here—before whatever magic is keeping us afloat decides to stop working.”
One-by-one, Pathfinders emerge from Arliss Hall, with Marcos Farabellus emerging last. A trio of Pathfinders is waiting for him with a thick chest, and he lightly places the Sky Key within, closes the lid, and motions for the agents to carry the strange Numerian device back to Skyreach, where several dozen armed operatives quickly surround them to ensure no more ill befalls the Society’s prize. The Master of Swords strides toward the pedestal where the towering statue of Durvin Gest once stood but now lies shattered. Within minutes, hundreds of Pathfinders and their venture-captains
solemnly gather in a wide circle around the monument, and the blood-spattered Master of Swords addresses alumni of this year’s Grand Convocation.
“We were tested today, my friends,” he confidently states as he hefts a sheathed sword in one hand, “But we were not found wanting!” Following a ragged cheer, his expression sobers. “We also lost people today: good agents and one of the great men who taught them—the Master of Spells Aram Zey. But I tell you we saved something far greater. Not some ancient relics from a bygone era! No! We kept our wits! We kept our courage! We kept our faith in one another, and we stood, shoulder-to-shoulder, UNITED!”
Another cheer rises up and after it subsides, the Master of Swords quietly observes, “And the damned snakes in the Aspis Consortium still don’t have an answer for that.” He clambers down the fallen stones and waves, “Tend to your wounds. Get yourself a good meal and some rest. We have a lot of work to do this year. Dismissed!” With that, he walks side-by-side with other venture-captains towards Skyreach.
Unable to achieve more than a handful of minor objectives, the Aspis Consortium and their dupes have turned tail and fled. Renovation of Skyreach’s towers has already begun, and the venture-captains already have sound theories on how to rescue Aram Zey. All signs point to this escapade having completely backfired for the Aspis Consortium thanks to the Pathfinders’ overwhelming victory!
THAT is the way it ends!