Vetis Istul
|
"I admire your compassion, Vetis." Jo pauses to sheath her sword. Foolish idiot, you're going to get us all killed. "But bare in mind, they will not show you the same if given the chance."
Then we are better, yes? Vetis responds as he too goes to calm the stopped dogs. And I am not mad enough to show open hands in heat of battle. Only question if running down them to the last serves a purpose. Remember on the mountaintop: confronting the remorhaz gave Taer time to regroup.
Numair Salmalin
|
Numair shrugs.
"It took me 12 seconds to finish off the last one. Unconscious, bleeding, and in hostile territory, they are as good as dead. If this one," he says, gesturing to the prisoner, "gives us reasonable intel, we can take him back with us for further interrogation; otherwise, we can leave him here, on foot..."
Does searching the bodies turn up anything useful?
GM Aerondor
|
The people are all armed with good quality gear.
stuff: 1d20 ⇒ 13
On the burned body of you find an odd note that doesn't make any sense. Presumably it is some kind of code.
"No.. I don't know anything else. Just that following orders killed most of my friends."
GM Aerondor
|
I'll roll it for her
linguistics: 1d20 + 5 ⇒ (16) + 5 = 21
Zora has a look at the note, takes out a pencil and starts to try various combinations... eventually she says
"It looks like a request for the assassination of Rysam. There is an unstated sum payable upon delivery of his head to Avery Slyeg, one of Riddleport’s more infamous crime bosses. The note also mentions a contact within the waystation named Krysher."
Lady Teldra
|
"Yes turn him, let the evil he seeks fall upon himself"
The Maiden of Copper
|
"Rysam is in danger. Leave this fool to freeze and let's warn him of the danger." The Maiden gets back on the sled, waiting for her driver.
Numair Salmalin
|
"Aye, that seems like a good idea."
Numair then hops back in, after linking up another set of dogs (from one of the 'abandoned' sleds) to his sled.
Waste not, want not...
GM Aerondor
|
The trip continues down the mountain. There are a few more hairy moments, but the tired team manages to come through okay. All the way down the sound of drums echo off the mountains around you. Occasion smoke signals are also spotted.
As you approach Cania’s Drop you spot gouts of thick black smoke smearing angrily across the pale sky and smell the scent of burning wood.
The waystation is under siege and its roof is burning. It's brave men rush out. Their clothes aflame, they drop and roll in the snow only to meet with the vicious fangs and claws of waiting beastmen.
We are reusing a map. But each square is 5'. the "Cairn" is the waystation and the Taer on the map are those not engaged at the moment by the defenders. This group is round the back from the main entrance and trying to set further fires.
Behind the burning waystation the sun is going down, adding a dramatic red flare to the sky.
Status, bold may post
Jo - 4 damage
*Numair 10 damage
Maiden(Charis) 6 damage
*Vetis -
*Zora -
*Lady Teldra - 1 damage;
Taer
Zora Magda
|
Zora double moves along the edges, trying to remain hidden in the shadows.
Stealth: 1d20 + 17 ⇒ (17) + 17 = 34
Vetis Istul
|
Vetis approaches and moves up behind Jo, ollowing the fighter's suggestion.
Looking beyond to see men burning from the heat as they battle more taer, the druid casts a spell, trying both to give them cover to collect themselves and stop the fires.
Casting sleet storm centered on the burning portion of the waystation. Is this off the map (if these guys are round the back). It does extinguish small fires in addition to blocking sight, so hopefully it'll at least prevent more from being set of waystation people being hurt before we can reach them.
The Maiden of Copper
|
The Maiden sees the creatures assault the fort. She can't get a good shot, so so runs up to Jo, draws her bow, then quietly sneaks around.
Stealth: 1d20 + 11 ⇒ (7) + 11 = 18
Lady Teldra
|
Lady Teldra casts produce flame and hurls it at green ranged touch
produce flame: 1d20 + 4 - 2 ⇒ (10) + 4 - 2 = 12 fire: 1d6 + 5 ⇒ (1) + 5 = 6
"You like fire? How do you like this?"
GM Aerondor
|
@Zora,Charis did you remember that moving while stealthed is at half?
Jo strikes forward, while Numair summons another flaming sphere.
ref: 1d20 + 5 ⇒ (2) + 5 = 7
Vestis calls on the power of hte winds and rain to dowse the flames. He seems to have stopped it getting any worse for the moment, but there are a lot of fires there.
Lady Teldra fires a jet of flame at the green Taer, managing to wound him.
perception checks: 5d20 ⇒ (2, 17, 10, 17, 12) = 58
Two of the creatures notice Charis and charge forward but can't manage to land a good blow.
attacks: 2d20 ⇒ (2, 5) = 7
The other three charge forward towards Jo, but her heavy armour protects her as well.
attacks: 3d20 ⇒ (2, 12, 6) = 20
[b]Status, bold may post
Jo - 4 damage; 3xDC 13 fort saves or sickened
*Numair 10 damage
*Zora - Stealthed; 2xDC 13 fort saves or sickened
Maiden(Charis) 6 damage , stealthed 2xDC 13 fort saves or sickened
*Vetis - 3xDC 13 fort saves or sickened
*Lady Teldra - 1 damage;
Taer
black 10 damage
green 6 damage
Anyone within 10' of one of hte Taer must make a fort DC 13 save or be sickened.
@Numair, the flaming sphere is just outside the 30' move range of any of the Taer this round.
The Maiden of Copper
|
@Zora,Charis did you remember that moving while stealthed is at half?
My first move action was at full speed so I could actually get in front of Jo. My second move action was Stealth and taken at half speed. Not that it mattered with that Stealth roll.
Fort Save: 1d20 + 9 ⇒ (4) + 9 = 13
Fort Save: 1d20 + 9 ⇒ (11) + 9 = 20
The stench is overbearing. Still, the Maiden keeps her footing and tumbles across the tundra to flank with Zora.
Acrobatics, Fatigued: 1d20 + 10 - 1 ⇒ (5) + 10 - 1 = 14
Unarmed Strike, Fatigued, Flanking: 1d20 + 6 - 1 + 2 ⇒ (4) + 6 - 1 + 2 = 11
Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Even with Zora's distraction, the Maiden isn't able to land a good hit.
Vetis Istul
|
Vetis casts another spell, fire springing to his hand as he readies to fight through the outlying taer.
Hold on he yells past the combat towards the waystation. We are coming to help!
Casting produce flame
Jo DiCirino
|
Jo lumbers a few feet sideways, then steps back into the fight, before shouting a prayer, "Gorum! Remove your strength from these simple creatures and give it to us instead, that my allies may owe you their lives and worship." And who are they to know that the rituals I'll teach them are actually Calistria's?
Standard Cast prayer (hopefully they don't have Combat Reflexes)
Zora Magda
|
I think Zora can still move as is but with -5 to stealth. Alternatively, she can just move and use hide in plain site to hide at the end, if there are shadows.
GM Aerondor
|
As Charis moves, the blue furred Taer slashs out at her
AOO: 1d20 + 6 ⇒ (17) + 6 = 23
damage: 1d4 + 3 ⇒ (1) + 3 = 4
Numair summons another sphere of fire, and moves his existing one towards the Taer.
ref: 1d20 + 5 ⇒ (10) + 5 = 15
As his sleet storm continues to cover the flames of the waystation, Vetis summons forth flames to his hands. Vetis, you must make three Fort saves DC 13 still
As Jo moves the Taer try to tear into her
AOO: 3d20 ⇒ (10, 13, 19) = 42
damage: 1d4 + 5 ⇒ (3) + 5 = 8
One manages to slice her badly. Jo also needs to make her three fort saves
@Zora, yes, you can move greater than half but less than full speed with a -5 to stealth, if you choose to do that, please include the -5 in your stealth checks. Either way at the moment you are concealed, but have a couple of Fort saves to make to avoid being sickened by the smell.
Status, bold may post ; Prayer action (+1 to hit and damage)
*Zora - Stealthed; 2xDC 13 fort saves or sickened
*Lady Teldra - 1 damage;
Taer
black 17 damage
green 6 damage
Maiden(Charis) 10 damage , immune to blue and green
*Numair 10 damage
*Vetis - 3xDC 13 fort saves or sickened
Jo - 12 damage; 3xDC 13 fort saves or sickened
Lady Teldra
|
Lady Teldra casts hand of the acolyte at yellow
"May my hammer strike you down"
ranged: 1d20 + 11 ⇒ (7) + 11 = 18 damage: 1d8 + 1 ⇒ (6) + 1 = 7
She then moves closer
Zora Magda
|
Fort Save: 1d20 + 6 ⇒ (16) + 6 = 22
Fort Save: 1d20 + 6 ⇒ (19) + 6 = 25
Starting to get used to the stench, Zora presses in her target, working with Charis to try and quickly dispatch theses beasts.
+1 blade vs blue, flanking, stealth: 1d20 + 10 - 2 + 2 ⇒ (12) + 10 - 2 + 2 = 22
Damage: 1d4 + 2 + 2d6 ⇒ (4) + 2 + (1, 4) = 11
MW blade vs blue, flanking, stealth: 1d20 + 10 - 2 + 2 ⇒ (20) + 10 - 2 + 2 = 30
Damage: 1d4 + 1 + 2d6 ⇒ (4) + 1 + (6, 6) = 17
crit confirm?: 1d20 + 10 - 2 + 2 ⇒ (2) + 10 - 2 + 2 = 12
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
GM Aerondor
|
Zora guts the blue Taer,
Lady Teldra throws her hammer at the yellow one, striking him roughly.
The green one attacks the formidable Zora, before stepping away from the nasty burny fire thing with a chunk of her flesh in his mouth.
attacks: 3d20 ⇒ (1, 6, 17) = 24
damage: 1d4 + 2 - 1 ⇒ (3) + 2 - 1 = 4
The others surround Jo, trying to take down the annoying woman, the black one managing to claw her badly.
attakcs: 6d20 ⇒ (14, 7, 1, 13, 8, 7) = 50
attacks: 3d20 ⇒ (1, 20, 17) = 38
confirm: 1d20 ⇒ 8
damage: 1d4 + 5 - 1 ⇒ (3) + 5 - 1 = 7
Status, bold may post ; Prayer action (+1 to hit and damage)
Maiden(Charis) 10 damage , immune to green
*Numair 10 damage
*Vetis -
Jo - 19 damage;
*Zora - 4 damage; immune to green
*Lady Teldra - 1 damage;
Taer
black 26 damage
green 9 damage
yellow 7 damage
Numair Salmalin
|
Numair directs both of his spheres into Black.
Flaming Sphere: 3d6 ⇒ (6, 2, 2) = 10 Fire damage. DC 20 Reflex negates.
Flaming Sphere: 3d6 ⇒ (4, 2, 5) = 11 Fire damage. DC 20 Reflex negates.
GM Aerondor
|
I'm tempted to point out that a flaming sphere is a 5' ball so probably only one should sit in a square at the same time, and the second one should go to a different target. However I'm also a soft touch and like the idea of rewarding some creativity, so I'll let it go this round.
ref: 2d20 ⇒ (4, 3) = 7
The black furred Taer goes up in oily smoke.
Status, bold may post ; Prayer action (+1 to hit and damage)
Maiden(Charis) 10 damage , immune to green
*Vetis -
Jo - 19 damage;
*Zora - 4 damage; immune to green
*Lady Teldra - 1 damage;
Taer
green 9 damage
yellow 7 damage
*Numair 10 damage
Zora Magda
|
Zora circles to flank the green one (drawing an AoO, but AC 25 against it).
Attack, flank: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
Damage: 1d4 + 2 + 2d6 ⇒ (4) + 2 + (3, 1) = 10
The Maiden of Copper
|
Now flanking, the Maiden smiles and punches the remaining Tael before kicking it once in the mid side.
Flurry 1, Fatigued, Flanking: 1d20 + 5 - 1 + 2 ⇒ (9) + 5 - 1 + 2 = 15
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Flurry 2, Fatigued, Flanking: 1d20 + 5 - 1 + 2 ⇒ (3) + 5 - 1 + 2 = 9
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Watching her attacks fail to do much, an extra burst of foresight causes her to follow up with a headbutt.
Spending a point of Ki for an additional attack
Ki Flurry, Fatigued, Flanking: 1d20 + 5 - 1 + 2 ⇒ (8) + 5 - 1 + 2 = 14
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
...
GM Aerondor
|
Zora and Charis combine to take out the green furred Taer. What a mess. No wonder they smell so bad.
Vetis sends a gout of fire at the pink Taer, causing it to roar in agony.
Status, bold may post ; Prayer action (+1 to hit and damage)
Jo - 19 damage;
*Lady Teldra - 1 damage;
Taer
yellow 7 damage
pink 13 damage
*Numair 10 damage
Maiden(Charis) 10 damage , immune to green
*Vetis -
*Zora - 4 damage; immune to green
Lady Teldra
|
"By the power of Asmodeus, it is now time for you to die"
Lady Teldra does a negative channel excluding herself, Zora, and Jo. (It should hit pink and yellow)
channel: 3d6 ⇒ (1, 2, 3) = 6
Will save for half damage, DC15
GM Aerondor
|
will: 2d20 ⇒ (9, 7) = 16
The two Taer wild under the assault of hellish energy. One still remains standing though.
Status, bold may post ; Prayer action (+1 to hit and damage)
Jo - 19 damage;
Taer
yellow 13 damage
*Numair 10 damage
Maiden(Charis) 10 damage , immune to green
*Vetis - 3 damage
*Zora - 4 damage; immune to green
*Lady Teldra - 1 damage;
GM Aerondor
|
Fatigued and sickened, Jo tries but fails to injure the last of the beastmen.
He steps to the side and tries to push Lady Teldra off a cliff.
But I'm not quite so mean as to try a bulrush
attacks: 3d20 ⇒ (9, 2, 11) = 22
However, upset by the loss of so many of his allies, he can't quite manage it.
Status, bold may post ; Prayer action (+1 to hit and damage)
*Numair 10 damage
Maiden(Charis) 10 damage , immune to green
*Vetis - 3 damage
*Zora - 4 damage; immune to green
*Lady Teldra - 1 damage;
Jo - 19 damage;
Taer
yellow 13 damage
Zora Magda
|
Zora chases after the last beastman and tries to keep him from throwing friends to their deaths.
+1 blade, flanking: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32
Damage: 1d4 + 2 + 1d6 ⇒ (4) + 2 + (3) = 9
Crit confirm?: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Fort Save(if needed): 1d20 + 6 ⇒ (15) + 6 = 21
GM Aerondor
|
Flame and blade combine to bring down the last of the beastmen.
Meanwhile the sleet storm has happily put out the worst of the fires in the way-station.
giving you all a second PP
Combat over
The mountain men, each a hard individual in their own right, are extremely grateful for your aid against the attack, and offer you a few days rest in their small settlement while you recover from the exertions of your trip.
Numair Salmalin
|
When he gets the chance, Numair quietly informs Rysam of the contents of the coded note.
"It seems Avery Slyeg wants you dead; there is apparently someone named 'Krysher' up here keeping an eye on you for him, as well..."
The Maiden of Copper
|
"It seems even up here, you can't avoid somebody looking for your head..." She looks at the slain Taer. "I will take this opportunity for some warmth, though." She sits next to the fireplace and warms up.
Vetis Istul
|
It is not bad Jo. The Prince of Lies' power more tickled than stung. Vetis says, though he smiles as Jo's wave of healing fully restores him.
The Kellid moves closer to some of the mountaineers and says. But if the fire has died, we should see to the walls and guards. These taer are strange beings; they may return once again.