Inspector Pendergast
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We did take him alive. And on that note... I like Amiri's suggestion the most. I usually do ask questions about enemies or combat, but I think asking about these people is thematic to the Adventure.
So my question will be... "Is killing the people who summoned the Carrion Hill Horror integral to us defeating it?"
| GM Fez |
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That's a big Weal good buddy.
Pendergast's meditation leads to his parchment being scribbled upon hastily, as though written in terror from a future not yet met.
Should've killed Hyve and Crove as we did with Myre. -east got to the other two ----- killed all the Crows guarding them. To-k power from their --uls, made it -- we couldn't defeat it. Last words ---- -- --- -- ----
Pen------
No idea how Pendergast would write in terror, but thought this was an interesting take on automatic writing.
| Voodoo Amiri |
"I am sorry for those offended, but it just has to be this way. I assume all karmic responsibility for the deaths of these men....your hands are clean."
Coup de Grace DMG Auto Crit + power attack: 4d8 + 14 + 12 ⇒ (4, 5, 5, 2) + 14 + 12 = 42
Narayan Singh
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A kinder fate than they brought upon themsselves, but ssorrow gripss me that we cannot find for them a better.
Parrym
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"And I doubt there is much sun there... but let us be cheerful as the name is!"
| GM Fez |
As you leave the temple of Aroden the rain still has not ceased. It does feel good to wash the slime and filth from that underground chamber off in the rain. Panic is extreme in the streets, the Crows slowly pushing folk out of the town as whispers propagate. "The Vats! The Middenstone vats on the edge of the river, they're gone! There was a terrible screeching before the wall exploded, and soon the entire thing tumbled into the river!" Clearly time is running out. If you hadn't taken care of Myre it's likely his spirit would be powering some unnatural horror right now...
The madhouse is nearby and you hurry there. Your journey ends just north of the eastern gate. Finally you find yourselves before an imposing building made of stone with doors of iron. Etched into a board above the entrance is the declarative statement: Crove's Asylum: Bring your mentally ill and restless here.
| Voodoo Amiri |
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"I thought you all may have figured out by now that I don't mind hanging out with a less than sane bunch of individuals."
Amiri pauses, and turns to her fellow members with a "Ta-Da" expression on her face.
Imhakaru
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"Ha! Well said. Alas, I specialize in Saranrae's favored style, and am ill-suited to the longsword - I suppose it all depends on whether - or when - we encounter aberrations..."
re: ring: yes thank you, since I have 1 smite/day and that's only vs one target, the ring will likely still prove useful.
Narayan Singh
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Do not worry, Amiri Huntresss. We would not assk you to give up your true-blade. Only that it share you for a time, to allow thiss one to do itss work.
Esmerelda Balcescu
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"I don't know how to use a longsword, but I can find someone who can. However, I don't think time is something that we have. And if they have souls in here, that is something I can work with."
| Voodoo Amiri |
"It's too bad your communication skills are being wasted on the lot we've met here, Inspector. I would kill to see you take on someone worthy of your talents in debate. The locks here have had no chance!"
| GM Fez |
As the group opens the door three people bound in ropes and straight-jackets look at you and begin shrieking and gibbering nonsense.
Not even 30 seconds after the 'patients' have started screaming four men with enormous clubs, studded leather armor, and helmets made of cages burst through the doors leading inwards. "'Umies! Knock 'em down to bring ta da boss!" I'll get the map updated tonight guys.
Amiri: 1d20 + 2 ⇒ (19) + 2 = 21
Pen: 1d20 + 3 ⇒ (13) + 3 = 16
Im: 1d20 + 6 ⇒ (4) + 6 = 10
Es: 1d20 + 3 ⇒ (9) + 3 = 12
Nar: 1d20 + 2 ⇒ (20) + 2 = 22
Orderlies: 1d20 + 4 ⇒ (16) + 4 = 20
Order 1st Round
Narayan, Amiri
Orderlies (R: 0, B: 0, G: 0, P: 0)
Pendergast, Parrym, Esmerelda, Imhakaru
Parrym
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"Quite! But, all in all, rather amusing. I think the cages around the heads wins the day for me..."
| Voodoo Amiri |
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"Hear that? The Inspector plain said it's ok that we kill two out of the three...at least right off. We can extinguish the other after he realizes there's no use trying to talk to any of these local zanies. Let's party!"
"You stay put for now!"
"Wha...Wha...What? Haven't you learned anything?"
"What if there's no rest by the time we find the beast? Would you rather I waste you on this fodder?"
"Good point....proceed."
Amiri steps up to greet the gentlemen with the same welcome they plan to give her and her allies.....tenfold.
L Bastard Sword: 1d20 + 7 ⇒ (7) + 7 = 14
DMG: 2d8 + 7 ⇒ (3, 4) + 7 = 14
Narayan Singh
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Narayan leaps into the fray with a joyous smile spread wide on his face.
In your plight sscarcce hope
Mighty Kick!: 1d20 + 13 ⇒ (4) + 13 = 17
Magic Nonlethal Bludgeoning: 1d8 + 11 ⇒ (3) + 11 = 14
Can be found. Your heedlesss rage
Wall as Weapon: 1d20 + 13 ⇒ (4) + 13 = 17
Magic Nonlethal Bludgeoning: 1d8 + 8 ⇒ (7) + 8 = 15
Has brought you thiss pain.
Push Kick: 1d20 + 8 ⇒ (18) + 8 = 26
Magic Nonlethal Bludgeoning: 1d8 + 8 ⇒ (3) + 8 = 11
Flying kick to move 20' before Flurrying, starting with blue and continuing with red. I'll go ahead and use Stunning Fist on my first attack against red if applicable
| GM Fez |
Narayan's flying kick, delivered to the sternum of the man Amiri hit knocks him back and drops him to the ground, his head banging about in the cage. Turning to the other man a quick shove against the wall stuns him and causes him to drop his large club and leaves him defenseless against Narayan's second kick, which blows the breath from his lungs and drops him unconscious.
The other two step forward, unknowing, or uncaring, about their comrade's condition. They each swing low with their clubs, aiming at ankles and shins.
Trip (N)!: 1d20 + 4 ⇒ (11) + 4 = 15
Trip (A)!: 1d20 + 4 ⇒ (13) + 4 = 17
Amiri is quick to dodge the club, but Narayan adds some finesse to his dodge, stepping atop the club before backflipping off it to kick the man in his face, dropping him to the ground.
Order 1st Round
Narayan, Amiri
Orderlies (G: 0 [prone], P: 0)
Pendergast, Parrym, Esmerelda, Imhakaru
Parrym
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Guided by Parrym, Meneldor flies into the room, and hovers behind Amiri, flapping its wings in this crazy house.
Parrym leans over and calls upon Ketephys, Lord of the Hunt, to give the Barbarian lass Guidance in her moves.
Amiri: within the next 10 rounds you have a +1 Competence bonus on a single attack roll, saving throw, or skill check. You must choose to use the bonus before making the roll.
Fly DC15: 1d20 + 12 ⇒ (14) + 12 = 26
• Parrym casts Guidance and touches Amiri
Inspector Pendergast
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"Thank you, Mr. Singh. He should prove excellent for interrogation."
The Inspector sighs as he ventures into the asylum, ending his advance just around the corner from the front line, drawing his Rapier as he does so.
"I also have a hypothesis that cages provide inadequate protection versus slender thrusting weapons. I must gather sufficient evidence before my results can be published."
Move action, study [purple], in case he survives the onslaught =)
| GM Fez |
Purple!: 1d20 + 1 ⇒ (8) + 1 = 9
Imhakaru's spell drops the second man to the floor as well. Esmerelda begins a song of fire and courage in the final throes of an adventure. Bardic Inspiration for all!
Order 2nd Round
Narayan, Amiri
Orderlies (G: 0 [prone], P: 0)
Pendergast, Parrym, Esmerelda, Imhakaru
Narayan Singh
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Hoping to quickly end this fight before Amiri beheads someone else, Narayan unleashes a whirl of neatly pulled punches to the prone orderlies.
Mighty Punch: 1d20 + 13 ⇒ (15) + 13 = 28 Beginning with Green
Nonlethal: 1d8 + 11 ⇒ (3) + 11 = 14
Love Tap: 1d20 + 13 ⇒ (11) + 13 = 24
Nonlethal: 1d8 + 8 ⇒ (4) + 8 = 12
Dismissive Cuff: 1d20 + 8 ⇒ (1) + 8 = 9
Nonlethal: 1d8 + 8 ⇒ (8) + 8 = 16
| GM Fez |
With two quick blows Narayan knocks out the first man on the floor. Turning to the other he misjudges how slick the grease is as he the other man barely slides out of the way of Narayan's fist, which crushes the tile in the man's place.
Order 2nd Round
Narayan, Amiri
Orderlies (P: 0 [prone])
Pendergast, Parrym, Esmerelda, Imhakaru
| Voodoo Amiri |
"He called you an Umi...we cannot let that go unpunished!"
"What's an Umi?"
" I Don't know but it can't be good!"
Amiri continues her attack on the standing man.
L Bastard Sword+ Power Attack/Bardic perf: 1d20 + 7 - 2 + 1 ⇒ (4) + 7 - 2 + 1 = 10
DMG: 2d8 + 7 + 6 + 1 ⇒ (6, 2) + 7 + 6 + 1 = 22
Parrym
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Probably does not matter, but you have +1 from the Guidance Parrym gave you
Parrym
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From Meneldor's back, Parrym casts Stabilize on the man that Amiri just felled.
Narayan Singh
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They sseemed unduly agresssive towards visitorss. Were they warned againsst our hunting, or the beasst'ss?
| Voodoo Amiri |
"So we check this room by room?"
If they are leaving no stones unturned, Amiri will open the doors to D2 D3 and D4 in that order, otherwise she proceeds into D5.