Marra follower of Dawnflower
|
"Lassie? is it?" Marra charges the bandit 15ft to the right of her attacking with her scimitar.
scimitar: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25(w/+2 for charge. Marra Temp AC is 17)
damage if hit: 1d4 + 3 ⇒ (1) + 3 = 4
to confirm crit: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
+damage if conf: 1d4 + 3 ⇒ (3) + 3 = 6(+2 points fire on crit for Flame of the Dawnflower trait)
Quick to anger halfling cries "Flee the flurry of Sarenrae's Dawnflower!"
[ooc](please move Marra icon 3 spaces to the right)[/b]
| DM Kludde |
While Lars keeps Kalkamedes in check, Marra scurries off to slabs the nearest bandit with her scimitar. With a mighty swoosh, she brings down the wrath of the Dawnflower, leaving the bandit staggering, barely on its feet.
Lars - Draws sword
Kawrock
Belka
Marra - Drops a bandit
---
Bandit (12)
Bandit
Bandit
Bandit
Bandit
Bandit
---
Radnor
Nuzzle
----
Lars
Kawrock
Belka
Marra
Kawrock
|
Kawrock will move to get get a clear shot on the other bandit near Marra. He extends his arm, aims and lets a bolt of fire loose at the bandit.
Ranged touch: 1d20 + 5 ⇒ (11) + 5 = 16
damage: 1d6 + 1 ⇒ (6) + 1 = 7
He then looks at the sword in his hand. "Time to defend your friend Gaminuecron, hope you are ready."
Move me down 3 squares please
Belka
|
Belka casts a protection spell on herself before moving towards the bandits.
Armor Arcane Spell Failure Chance (5%): 1d100 ⇒ 24
I cast Shield
Move me down 4 squares please, just near Kawrock
| DM Kludde |
Kawrock and Belka prepare to fight the bandits as Lars keeps Kalkamedes in check. Kawrock draws forth Gamin, who belches out a Bring 'em on! upon tasting fresh air.
The bandits move up: the pair nearest to Kawrock move to challenge the Gaminuecron, but the mace attacks are easily dodged by the nimble Tengu.
Attack, Kawrock: 1d20 + 4 ⇒ (9) + 4 = 131d6 + 2 ⇒ (5) + 2 = 7
Attack, Kawrock: 1d20 + 4 ⇒ (9) + 4 = 131d6 + 2 ⇒ (6) + 2 = 8
Marra gets surrounded by the two bandits on her side. Still on unsure footing after her charge, one of the bandits manages to distract her just enough for the other to smack her in the chest.
Attack, Kawrock: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 171d6 + 2 ⇒ (4) + 2 = 6Marra takes 6 damage
Attack, Kawrock: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 161d6 + 2 ⇒ (1) + 2 = 3
Radnor
Nuzzle
----
Lars
Kawrock
Belka
Marra
---
Bandit (12)
Bandit
Bandit
Bandit
Bandit
Bandit
---
Radnor Acton, and Nuzzle
|
Radnor charges the northern bandit flanking Marra, skewering the man with a mighty thrust of his spear. Nuzzle hurls himself forward pouncing upon the northern bandit in combat with Izoki, though only his bite is dangerous in this instance.
Longspear: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21 Damage: 1d8 + 7 ⇒ (6) + 7 = 13
Bite: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17 Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Claw: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13 Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Claw: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10 Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Marra follower of Dawnflower
|
wincing from the pain, the halfling begins to move in a deadly dance where scimitar and body combine into one. The dawnflower bard strikes at her foe. (the foe to north if still there, if not then the one to the south.)
(move action Battle Dance bardic +2 to Marra's att & dam)
scimitar: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
damage if hit: 1d4 + 3 + 2 ⇒ (3) + 3 + 2 = 8
if the bandit to her north is still alive, Marra shift 5ft NW out of flank
Kawrock
|
Kawrock will take a 5ft step back so he is standing next to Belka. "Let me show you why you do not mess with a member of the Phoenix clan." Kawrock then casts a quick spell that sends a plume of flame at the two bandits to the right.
burning hands DC 14: 2d4 ⇒ (4, 4) = 8
| DM Kludde |
Radnot quickly drops the bandit north of Marra with a strong thrust of the spear, while Nuzzle comes up and bites the bandit next to Kawrock.
Marra turns into a swirl of light and metal, which moves down onto the other bandit, drawing a deep gash of blood. Just then, Kawrock steps back and creates a sea of flame, just barely falling short of Marra, and causing the terrified screams of the two bandits caught in it.
RFX: 1d20 + 1 ⇒ (7) + 1 = 8
RFX: 1d20 + 1 ⇒ (5) + 1 = 6
Radnor
Nuzzle
----
Lars
Kawrock
Belka
Marra
---
Bandit - Dead
Bandit (8)
Bandit (11)
Bandit (8)
Bandit
Bandit
---
Radnor
Nuzzle
----
Lars
Kawrock
Belka
Marra
---
Belka
|
Belka smiles in response to the remark of the tengu. Then, with a fierce look in the eyes, she takes a step forward and attacks the bandit in front of her. "Say hello for me to Pharasma" she says as the spear pierces the man's body.
att. mwk spear: 1d20 + 4 ⇒ (16) + 4 = 20
dam. mwk spear: 1d8 + 4 ⇒ (3) + 4 = 7
Lars von Halgraff
|
Lars continues to keep Kalkamedes out of harm's way. He readies his sword to strike any bandit that gets past his allies and comes in range.
Ready action to 5' step and attack any baddie who gets near our sleepy pal.
| DM Kludde |
Belka, with a vicious smile and a sarcastic remark, rams her spear through the bandit in front of her. She shakes the man off her spear as he slowly collapses.
The remaining bandit team up on Marra, pounding away at her with their maces, except for the sole bandit facing Nuzzle, who tries to defend himself against the formidable creature.
Attack, Marra: 1d20 + 4 ⇒ (4) + 4 = 8
Attack, Marra: 1d20 + 4 ⇒ (19) + 4 = 231d6 + 2 ⇒ (1) + 2 = 3Marra takes 3 damage
Attack, Marra: 1d20 + 4 ⇒ (10) + 4 = 14
Attack, Nuzzle: 1d20 + 4 ⇒ (9) + 4 = 13
Marra manages to dodge most of the blows, but a single swipe knocks her on the skull, causing her head to ring.
---
Radnor
Nuzzle
----
Lars
Kawrock
Belka
Marra
---
Bandit - Dead
Bandit (8)
Bandit (11)
Bandit - Dead
Bandit
Bandit
---
Radnor Acton, and Nuzzle
|
Radnor moves around to flank one of the bandits with Marra, but his spear thrust is poorly timed and clumsy. Nuzzle claws and bites savagely at his foe.
Longspear: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Bite: 1d20 + 4 ⇒ (12) + 4 = 16 Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Claw: 1d20 + 4 ⇒ (1) + 4 = 5 Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Claw: 1d20 + 4 ⇒ (20) + 4 = 24 Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Crit Conf Claw: 1d20 + 4 ⇒ (2) + 4 = 6 Ex Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Marra follower of Dawnflower
|
Severely Wounded the halfling continues of fight on. Maintaining her battle dance, Marra strikes at the wounded Bandit
(free action maintain battle dance)
Scimitar: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17 (inc +2 for bardic dance)
Scimitar Dam: 1d4 + 3 + 2 ⇒ (2) + 3 + 2 = 7
The short bard stands her ground.
Kawrock
|
Looking over at Marra, Kawrock realizes she is in trouble and moves around Nuzzle to assist her. The extent of her wounds causes Kawrock to shed a single tear which he wipes from his eye and adds to the casting of his spell. Once his spell is complete Kawrock places his hand over the wounds in an attempt to heal them.
CLW: 1d8 + 2 ⇒ (3) + 2 = 5
Kawrock would have moved behind Nuzzle and ended to the right of Radnor keeping him out of any AoOs.
| DM Kludde |
Nuzzle's biting and scratching proves too much for bandit to bear, collapsing from his wound. Marra, in a desperate last stand, swirls her scimitar at her assailant, and she too manages to bring her opponent down.
The remaining two bandits look as if they are about to flee!
Then combat is over. The bandits flee.
---
Radnor
Nuzzle
----
Lars
Kawrock
Belka
Marra
---
Bandit - Dead
Bandit (8)
Bandit (11)
Bandit - Dead
Bandit
Bandit
---
| DM Kludde |
The four defeated bandits each carried a potion and a tanglefoot bag.
Kalkamedes gravitates through the forest, and then northwest for two more hours.
The light of the sinking moon washes the sub-alpine valley ahead in silvery light. A squat, stone bunker crafted of dark rock sits nestled among the low trees, its domed roof barely peeking out from above the leafy canopy. As a cloud passes over the moon, the entire structure seems to fade from view, leaving a momentary void before the moon’s light again illuminates it. Only a single entryway mars the smooth, windowless facade of the lone building.
The snoring pathfinder is moving towards dark building.
Radnor Acton, and Nuzzle
|
Radnor shakes his head, "I'm not letting bandits go when I can help it, they'll only hurt others and that will be partially our fault. Come on Nuzzle let's get them!"
I would like to skip, but its not really in Radnor's personality. His preference would be knocking them out and tying them up until they can be dealt with on the way back.
Belka
|
Belka can't help firing a ray of freezing air at the fleeing bandits while insulting them in Hallit.
Armor Arcane Spell Failure Chance (5%): 1d100 ⇒ 35
Ray of Frost ranged touch attack: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d3 ⇒ 1
"They are just petty thugs" she saids to Radnor. "Let them go."
Kawrock
|
Kawrock would have finished healing Marra with his wand.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Then he would have gathered some ash off the dead bandit's he burned and sprinkled it on himself while whispering in tengu.
Marra follower of Dawnflower
|
Letting them flee, "Renounce you banditry, or end up dead like you pals!"
The halfling tuns to Kawrock "Thanks for the healing! "
Marra takes one of the Tanglefoot bags, and helps pack up the rest before they continue on.
perception: 1d20 + 6 ⇒ (4) + 6 = 10
Radnor Acton, and Nuzzle
|
"No, a bandit can easily kill some poor lads father, short of really endangering our mission I want to see them brought to justice," Radnor says firmly.
Kawrock
|
Kawrock clicks his tongue twice not happy with the situation. "I do not like to let bandits go either, but given that we have a sleep walker to mind and the bandit's know the area much better then us, they may lead us to a bandit camp or ambush where their numbers could be much higher. It would be a mistake to track them down now."
Lars von Halgraff
|
"Your fervor does you credit Radnor, but I vote to focus on our assignment."
Lars takes a potion and a tanglefoot bag if no one objects.
As a man without a country, Lars has thrown in fully with the Decemvirate and Ambrus Valsin. He will nearly always focus on his duties to the Society first and foremost.
Radnor Acton, and Nuzzle
|
Radnor shrugs, "Take care of him for a minute and me and Nuzzle will hunt them down, Nuzzle's faster than a man, he'll catch them."
Fine with playing it out off screen as it were.
Marra follower of Dawnflower
|
Marra stays with Kalkamedea and the group, "Radnor, you don't know that they will ever kill someone. If you must hunt them do it for what they have done not for what they might do."
Marra is a follower of Sarenrae, who is for striking down the irredeemable without mercy, but also for allowing the repentant to be redeemed."
| DM Kludde |
I'm just going to sit back and grab the pop-corn, ok?
Nuzzle should have no trouble catching the fleeing bandits, and seeing how quickly you subdued the first four, I don't see you having a lot of trouble hunting them down.
Radnor Acton, and Nuzzle
|
Radnor drags the bodies back, taking a few simple measures to stem the worst of their wounds and dumping them close to their companions, and then runs to catch up with his comrades, "I don't care much about them attacking us, we are strong and can defend ourselves, I care about the innocents they would likely go on to hurt. Either way they deserved what they got, we can hand them over to the authorities on the way back."
Marra follower of Dawnflower
|
Marra is glad to see Radnor rejoins the group unharmed.
Upon reaching the building that appears much like the one in the drawing found at Kalkamedes, the halfling blinks and rubs her eyes, "Did that building just vanish when the moon was hidden?" Marra observes the for a bit and next time the building vanishes she pokes at it to see if it is just invisible or not there.
perception: 1d20 + 6 ⇒ (8) + 6 = 14
Radnor Acton, and Nuzzle
|
Radnor grins, "Well looks like we've an appointment in this Mooning temple."
Nuzzle rolls his eyes.
| DM Kludde |
Kalkamedes makes his way, his subconscious guiding him, to the entrance of the building. A ten-foot wide stone archway, its keystone inscribed with a seven-pointed star wreathed in ancient markings, offers ingress into an unlit corridor built of cut stone blocks. Weathered script snakes its way up and down each side of the entrance. aw prints of dried mud left by resident animals show regular ingress and egress.
Linguistics may be used to decipher the script
Steep stairs descend into a room, whose only other entrance is sealed by a massive set of iron double doors that block passage to the east and rest upon a dais of glistening black stone. To the west stands a statue of an elderly, robed man carved from the same dark stone, and in his hand he brandishes a slender golden wand that points toward the door. Ancient script winds around the statue’s round base, and dried leaves, dirt, and small animal bones are scattered about the room.
Kawrock
|
"Hmmm what an interesting script, and in a language I don't know yet!" Kawrock clicks his tongue once in excitement before he tries to decipher it.
linguistics: 1d20 + 6 ⇒ (18) + 6 = 24
| DM Kludde |
The entrance script reads "Enter the Black Edifice, locus of the Thrallkeepers, servants of the Runelord of Sloth.”
The script around the base of the statue: “Those that would dare believe they are strong enough to oppose us shall learn that their strength is their weakness and our weaknesses are our very strengths.”
Kawrock
|
Kawrock clicks his tongue twice, "Well that does not sound good at all. This part here by the entrance says 'Enter the Black Edifice, locus of the Thrallkeepers, servants of the Runelord of Sloth.' Then over here by the statue reads 'Those that would dare believe they are strong enough to oppose us shall learn that their strength is their weakness and our weaknesses are our very strengths.'" He then looks at the sword in his hand, "Really anything you can tell us would be helpful right now."
| DM Kludde |
Wish that I could tell you something Gamin speaks. Kalkamedes has not ventured this far before. This building - he's never entered it before.
Belka
|
Belka also took a potion and a tanglefoot bag on the defeated bandits. She supposes the potion is a healing one.
"Does someone know who is this Runelord of Sloth ?" she asks after she listened to Kawrock. "...their strength is their weakness and our weaknesses are our very strengths..., this seems to be like a riddle of some sort. If we can find what it means, maybe we can open this door."
| DM Kludde |
Try and roll a history check to see what you know of the Runelords
Marra follower of Dawnflower
|
Marra tries to recall what she knows of Runelords
knowledge history: 1d20 + 6 ⇒ (14) + 6 = 20
Also for Thrallkeepers letting the others know what she recalls.
knowledge history: 1d20 + 6 ⇒ (12) + 6 = 18
The halfling bard cast Dancing lights in the form of four floating torches to light the room up.
| DM Kludde |
The runelords were seven powerful, and power-hungry wizard, at the time of the empire of Thassilion, several thousands of years ago. At one point in history, they seized power of the empire, only to retreat into the depths of their greatest monuments, entombing themselves with orders for their minions to release them later to reclaim their empire.
During the reign of the runelords in ancient Thassilon, a conclave of powerful thaumaturgists known as the Thrallkeepers experimented with calling forth all manner of horrors to further the cause of their runelord overlords. Thinking their techniques flawless, the Thrallkeepers summoned numerous otherworldly creatures and attempted to force them into servitude.
Marra lights up the room. Kalkamedes is clearly moving towards the large iron doors.
Marra follower of Dawnflower
|
Marra shares what she knows, "Thousand of years ago during the time of the Thassilion empire there were seven power-hungry wizards know as the runelords. They seized power over the empire, only to retreat and entomb themselves in their monuments. The legend was that their followers were to release them later to reclaim the empire."
Taking a breath, the small bard continues "The Thrallkeepers served the runelords. They were powerful thaumaturgists that summoned all sorts of otherworldly creatures. Something like what Radnor does, but with more horror, blood and rule the empire stuff."
Marra examines the statue more closely, casting detect magic.
perception: 1d20 + 6 ⇒ (18) + 6 = 24
spell craft: 1d20 + 6 ⇒ (17) + 6 = 23
Radnor Acton, and Nuzzle
|
"Because they were not cretins," Nuzzle says, letting out a heartfelt sigh.
Radnor shrugs, "Just let me know what to boh, I'm not much of a history buff. How do we get in? Should I try pushing the door."
| DM Kludde |
Marra finds that the statue points a wand at the door, which can be removed. The wand radiates a transmutation magic. Marra's experience with wands of this type tells her it's a wand of Ray of enfeeblement
Marra follower of Dawnflower
|
"Hummm" Marra taps her chin thoughtfully, "Yes try pushing on the door." She climbs or reaches up to take the wand form the statue.
climb: 1d20 + 0 ⇒ (19) + 0 = 19
If Radnor can't open the door then, the Halfling give the wand to Belka "Use the wand on me." While under the effects of ray of enfeeblement, Marra tries pushing on the door. {Str 10 - (1d6+?)}
Radnor Acton, and Nuzzle
|
Radnor sets himself against the door, after first giving it a quick look with detect magic - he waits until Marra has taken the wand to do so.
| DM Kludde |
1d20 - 4 ⇒ (18) - 4 = 14
Wand: 1d6 + 1 ⇒ (6) + 1 = 7
1d20 + 3 ⇒ (14) + 3 = 17
Radnor inspects the doors, and finds the doors themselves are not magical, just very sturdy. As he pushes with his full weight. When doing so, he feels rather weak, as is all the strength has been drained from him.
Marra retrieves the wand from the statue - a simple tug releases the slender magical device from the hand of the statue.
Belka feels extremely weak, but as she steps near the door, the feeling is replaced by one of extreme might. She pushes the door, but despite her feeling of power, is unable to get any movement in.
Radnor Acton, and Nuzzle
|
"Try less hard?" Radnor suggests, looking puzzled by his own sentence.
| DM Kludde |
Returning home form its nightly endeavours is a large furry creature. A giant skunk has apparently followed in the footsteps of the thrall keepers, and now calls the place its home. It does not seem to be welcome the new visitors
Anyone standing on the dais, the higher part, is feeling 'different'. Marra is feeling stronger than she should, Radnor much weaker.
Init, Belka: 1d20 + 3 ⇒ (1) + 3 = 4
Init, Kawrock: 1d20 + 3 ⇒ (17) + 3 = 20
Init, Marra: 1d20 + 3 ⇒ (9) + 3 = 12
Init, Radnor: 1d20 + 1 ⇒ (1) + 1 = 2
Init,, Nuzzle: 1d20 + 2 ⇒ (8) + 2 = 10
Init, Lars: 1d20 + 2 ⇒ (10) + 2 = 12
Init,Skunk: 1d20 + 3 ⇒ (7) + 3 = 10
Kawrock
Marra
Lars
--
Skunk
---
Nuzzle
Belka
Radnor