Kayne Aetherax |
Rid of the creature on him, Kayne moves over to it and extends his hand again, once more spraying poisonous mist onto the unfortunate vermin. "Attend schooling, unlock the mysteries of the arcane, and for what, to get bitten by some horrible little cockroach with venomous mandibles, why in the Hells do I even bother sometimes..."
Poison spray again, guessing this one dies.
Flint of Iron |
Flint again ignores his centipede, taking the numerous little, ineffective bites from the beastie as he looks for another imperiled ally.
He looks for an insect on an ally, Kayne first (but reluctantly, eying the magic gauntlet with worry), but if he is clear he'll go for either Morgrym and then Myna. Failing to spot a bug on any of them, he'll stop on another on the floor.
attack: 1d20 + 3 ⇒ (16) + 3 = 19
"Stupid..! Little..! Things..! Stop squirming and squash!"
Generic Dungeon Master |
Day 5, Tuesday morning, approximately 8:20 am (turn 54, turn 1 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Namfoodle carries a Torch (turn 54/1 – second torch,)Current location –Room 24/25
A hammer hits the floor, then a foot, and then a spray of gas, and then all around the room the sound of the heroes swatting at their clothing, just to be sure.
All the centipedes are dead.
Flint of Iron |
"Well!" Flint exclaims in the silence after all the swatting has ended, irritated. "Was all that worth it?! What did you find!" Flint says, looking around for the shiny dagger.
Kayne Aetherax |
"Well, I'm ever so glad that we decided to spend valuable time searching for treasures and discovering centipedes." Kayne moves to the chest and peers inside. "Wonderful. They weren't even protecting anything. Just there to cause trouble for greedy explorers." He sighs and turns to Myna. "As for the dagger, it may be of some worth given the jewels on its scabbard, but beyond that I can't say. It certainly doesn't seem magical."
Flint of Iron |
Flint puffs out his cheeks and looks at the room once more, pausing at the stack of iron links. "Well, a bit of swag I guess. The threats could have been worse. Kind of a let down though. Where did those foot prints end anyway?"
He looks at the ground, trying to see where those dwarvern boot prints lead. perception: 1d20 + 2 ⇒ (2) + 2 = 4
Generic Dungeon Master |
ay 5, Tuesday morning, approximately 8:20 am (turn 54, turn 1 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Flint carries a Torch (turn 54/1 – second torch,)Current location –Room 24/25
I am asking if Flint will agree to carry the torch
Once the monies are safely stowed, the group moves back out of the room, leaving Flint, with the torch, to examine the floor one last time
The dwarven foot prints seem to come into the second room, approach the chest location, and then return, and do not go anywhere else in the room
Back out in the ten foot wide passageway, the group stands in the heavy fog and decides where to go next.
Flint of Iron |
"Eh, just to the chest and back. They probably fount it somewhere and set it down there for safe keeping." He gives a disinterested shrug, as if he couldn't imagine the importance of this.
Too worried to be without his shield, Flint holds the torch with his weapon-arm. Flint eyes the remaining doors in this section of the palace. "Wanna give em a go over?" he says to Myna.
Generic Dungeon Master |
Day 5, Tuesday morning, approximately 8:20 am (turn 54, turn 1 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Flint carries a Torch (turn 54/1 – second torch,)Current location –Room 24/25
Looking first to the north, Myna remembers the doors that led into the large chamber with many small nests, and then he looks south and counts four pairs of double doors, two pairs on the west wall, and two pairs on the east wall. The sets of double doors are staggered so that no single set of doors is opposite another set of doors.
From where he is standing, peering through the dense fog, he does not see any signs of any sorts of traps on the walls, the floor or in the ceiling. However, the floor here does appear to be less muddy and covered with dirt than the passageway to the north.
Myna |
Having finished his check of the hallway, Myna moves to the first set of doors (west wall) and works his way around the hall.
Myna will make the first roll now, but I could do them all at once if you would rather
Perception/Investigation: 1d20 + 5 ⇒ (3) + 5 = 8
Generic Dungeon Master |
Day 5, Tuesday morning, approximately 8:20 am (turn 55, turn 2 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Flint carries a Torch (turn 54/2 – second torch,)Current location –Passageway outside of Room 24/25
Directly across the passageway, Myna listens at a set of doors and does not hear anything. A quick examination of the stone doors and the setting reveal no indication of traps, but then…
Kayne Aetherax |
Perception: 1d20 + 1 ⇒ (2) + 1 = 3
"Careful! Shh!" Kayne pauses dramatically as he looks around, then back to Myna. "Maybe it was a higher thought, dying of loneliness. Or just crying for help. Poor thing." The warlock shakes his head, but does approach Myna, although Alighieri's clopping is likely as loud as anything else in these dungeon halls.
Flint of Iron |
Totally, I just wanted to make sure which you were spoilering for.
Perception: 1d20 + 2 ⇒ (7) + 2 = 9
Flint sneaks up towards the door, noticing the seriousness of Myna's tone.
Stealth: 1d20 + 2 ⇒ (1) + 2 = 3
Armor rattling as he goes, Flint nears. "What, what is it?" He tries to whisper, but the excitement of something happening makes it difficult for him to keep his voice low.
Generic Dungeon Master |
I told you fools I head something out in the passageway!
Myna hears a voice from the other side of the door.
Just then the doors swing open into the passageway, and several rough looking dwarven men come rushing out with weapons drawn, back in the room a dwarven man with a close cut beard, and a dark robe begins waving his hands and speaking eldritch words
Party Initiative: 1d10 ⇒ 4
Bandit Initiative: 1d10 ⇒ 10
Though they are surprised by the sudden aggressive bandits, the party is prepared for confrontation, and takes the initiative
Round 1...
The Party has discovered a group of dwarven bandits, there are 7 bandits in all
Day 5, Tuesday morning, approximately 8:20 am (turn 55, turn 2 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Flint carries a Torch (turn 54/2 – second torch,)Current location –Passageway outside of Room 23
Kayne Aetherax |
Kayne leans against the wall for a moment and raises his gauntlet toward his face, as if to examine the runes on it. At the sound of dwarven voices and the appearance of the bandits, however, he steps out and draws his sword, then glances back to the room, from which he can hear the beginnings of a spell. "Take the warriors, I'll handle the mage," he says quickly, dashing around the corner and holding up his gauntlet. "Who errs wildly enough to assault Kayne Aetherax with their weak arcana?" That said, a crackle of lighting bursts forth from his fingertips, and the smell of burnt ozone and sulfur fills the air.
Witch bolt being cast at the apparent spellcaster in the dark robe.
Spell Attack: 1d20 + 6 ⇒ (7) + 6 = 13 Gah! Might be enough...
Flint of Iron |
Dropping the torch to provide light from the ground, Flint draws his scimitar and moves to attack whoever is closest to Kayne. "YAA!"
Attack: 1d20 + 4 ⇒ (19) + 4 = 23
damage: 1d6 + 4 ⇒ (1) + 4 = 5
Woo! I got free of the fail train! I was worried there for a moment. Here's hoping the bandits are on the train as well!
Terquem |
Day 5 Tuesday morning, approximately 8:20 am (turn 55, turn 2 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Flint carries a Torch (turn 54/2 – second torch,)Current location –Room 23
The party is quick to move into action against these ruffians
Kayne steps into the room and spots a robed dwarf, and immediately recognizes the danger. He quickly draws a chard twig from the pocket of his garment, and in an instant a crackling blue bolt of energy leaps across the room, striking the robbed villain
You can roll damage! Also, could you update your alias with info helpful to me, by populating the class race fields similarly to the way other players have done it, thanks
Morgrym and Myna go in swinging, but the field is busy with bandits lurching and attacking with knives and small axes
Flint dashes in behind the others and cuts a bandit across the leg
The robbed bandit furrows his brow and tries to complete his spell
If this roll exceeds the damage roll Kayne makes, the spell goes off
Concentration: 1d20 + 1 ⇒ (5) + 1 = 6
While two bandits draw cross bows and aim at Morgrym
Crossbow Attack: 1d20 + 3 ⇒ (7) + 3 = 10
Crossbow Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Two Bandits attack Myna
Melee Attack: 1d20 + 3 ⇒ (15) + 3 = 18
Melee Attack: 1d20 + 3 ⇒ (17) + 3 = 20
And two bandits attack Flint
Melee Attack: 1d20 + 3 ⇒ (4) + 3 = 7
Melee Attack: 1d20 + 3 ⇒ (7) + 3 = 10
A bolt strikes Morgrym
Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Myna is hit twice
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
but Flint is unharmed!
Myna - tales 5 damage
One Bandit (Blu) – takes 5 damage
Round 2 Initiative
Monsters: 1d10 ⇒ 10
Party: 1d10 ⇒ 6
The heroes manage to maintain the imitative on the villains
Kayne - your spell can last for up to ten rounds
Flint of Iron |
"but Flint is unharmed!" - I love hearing that :D
"You're not the maintenance soldiers! You're not the maintenance soldiers at all!" Flint says as he harries the same bandit with his scimitar, locked to him in combat like a hound.
Attack: 1d20 + 4 ⇒ (14) + 4 = 18
dmg: 1d6 + 4 ⇒ (4) + 4 = 8
Kayne Aetherax |
Damage: 1d12 ⇒ 8
Kayne grins under his scarf as the eldritch lightning disrupts the dwarf's spell, wracking his body with pain. "What's the matter? Having some trouble concentrating?" The warlock cocks his head to the side as the bolts continue to flow between the pair, unleashing more and more energy onto the bandit mage. Continuing the spell and moving to keep the dwarf in range if he tries to run.
Damage: 1d12 ⇒ 3
Terquem |
Day 5, Tuesday morning, approximately 8:20 am (turn 55, turn 2 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Flint carries a Torch (turn 54/2 – second torch,)Current location –Passageway outside of Room 23
Myna continues to duel with one of the bandits
Attack-melee: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
but the opponent is quick to stay out of reach of his blade
Morgrym huffs in disgust as one of the bandits drops low avoiding his hammer, and then he grunts a challenge as he steps into another swing
Attack-melee: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d10 + 2 ⇒ (4) + 2 = 6
The hammer strikes one of the bandits wielding a cross bow in the side and the villain lets out with a mighty groan, before stepping back, reloading and taking another shot
Flint keeps moving in and out of the danger zones, and drops one of the bandits with a well placed blow.
The robed dwarf, yells through clenched teeth and collapses as more magical energy assaults him
Two Crossbows, one attack on Morgrym
Attack-Ranged: 1d20 + 3 ⇒ (18) + 3 = 21
On attack on kayne
Attack-Ranged: 1d20 + 3 ⇒ (16) + 3 = 19
Two attacks on Flint
Attack-melee: 1d20 + 3 ⇒ (3) + 3 = 6
Attack-melee: 1d20 + 3 ⇒ (20) + 3 = 23
One attack on Myna
Attack-melee: 1d20 + 3 ⇒ (20) + 3 = 23
Another bolt strikes Morgrym (subtracted one from Morgrym’s damage total, as I added a +1 last time for some reason)
Damage: 1d8 ⇒ 6
And a bolt strikes Kayne
Damage: 1d8 ⇒ 2
Flint avoids one attack, but the second catches him off guard
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
And Myna is struck again as well
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Kayne – takes 2 damage
Morgrym - takes 13 damage (-14 total)
Myna - tales 7 damage
One Bandit (Blu) – takes 5 damage
Bandits, AC 12, 8 hp, lt crossbow or hand weapon +3 (d8+1, or d6+1)
Round 3 Initiative
Monsters Initiative: 1d10 ⇒ 7
Party Initiative: 1d10 ⇒ 9
Terquem |
Day 5, Tuesday morning, approximately 8:20 am (turn 55, turn 2 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Flint carries a Torch (turn 54/2 – second torch,)Current location –Passageway outside of Room 23
Hurt by several attacks the party ;loses the initiative (for the moment perhaps!) and the bandits press the attack
Round 3…
Two Crossbows, one attack on Morgrym
Attack-Ranged: 1d20 + 3 ⇒ (14) + 3 = 17
On attack on kayne
Attack-Ranged: 1d20 + 3 ⇒ (1) + 3 = 4
Two attacks on Flint
Attack-melee: 1d20 + 3 ⇒ (12) + 3 = 15
Attack-melee: 1d20 + 3 ⇒ (3) + 3 = 6
One attack on Myna
Attack-melee: 1d20 + 3 ⇒ (14) + 3 = 17
Morgrym is struck for a third time
Damage: 1d8 ⇒ 4
And Flint and Kayne escape harm, but Myna is cut again
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
With a gasp, Myna falls to the floor unconscious, and dying...
Kayne – takes 2 damage
Morgrym - takes 17 damage (18 total)
Myna - tales 12 damage (at -2 hit point total)
One Bandit (Blu) – takes 5 damage
Flint of Iron |
Flint backs up to Myna, trying to protect him from further attacks, going first toward the bandit he was fighting.
"Can someone, AHH! See to the elf?! Ha! These [dwarvern derogatory comment] bastards are, Ya! Getting annoying, Ya!" he says, jabbing and slicing at the new enemy.
Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
With the fluid combat style, does Myna still get his roguish sneak attack for attacking an enemy adjacent to an ally? I'm not sure if he had been including that, but I guess he had been missing so far in this fight.
Kayne Aetherax |
Kayne grimaces as a bolt strikes him, and his concentration on the spell wavers for a moment...
Concentration Check: 1d20 + 1 ⇒ (11) + 1 = 12
...But he maintains his grip on the arcane energy flowing through him. He redoubles his efforts against the dwarven mage, forcing more and more of the lightning through his focus.
Damage: 1d12 ⇒ 3
Terquem |
Day 5, Tuesday morning, approximately 8:20 am (turn 55, turn 2 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Flint carries a Torch (turn 54/2 – second torch,)Current location –Passageway outside of Room 23
Kayne – sorry I wasn’t clearer, you killed the Dwarven bandit leader (the robed bandit) in round 2, you can direct your spell at a new target, or do something different in round 3
Round 3, wrap up
Morgym spins around looking for the villain with the cross bow, and misses every bandit with his wide swing
Myna remains still, but seems stable
Flint manages to bring down a bandit, with a second cutting blow
Kayne’s action may be different but for now I am applying 3 points of damage to another bandit (green)
Kayne – takes 2 damage
Morgrym - takes 13 damage (-14 total)
Myna - tales 7 damage
One Bandit (Blu) – dead
Bandit leader – dead
Green Bandit – takes 3 damage
Round 4 Initiative
Monster Initiative: 1d10 ⇒ 4
Party Initiative: 1d10 ⇒ 10
The Bandits manage to stay on top of the heroes for another round
Roud 4 Attacks
Two Crossbows, one attack on Morgrym (Yellow Bandit)
Attack-Ranged: 1d20 + 3 ⇒ (2) + 3 = 5
On attack on Kayne (Orange Bandit)
Attack-Ranged: 1d20 + 3 ⇒ (20) + 3 = 23
Two attacks on Flint (Purple and green Bandit)
Attack-melee: 1d20 + 3 ⇒ (1) + 3 = 4
Attack-melee: 1d20 + 3 ⇒ (5) + 3 = 8
One melee attack on Kayne (Red Bandit)
Attack-melee: 1d20 + 3 ⇒ (15) + 3 = 18
Kayne is struck by a bolt directly in the chest
Damage: 2d8 ⇒ (6, 2) = 8
And then clubbed by a bandit
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
and the warlock goes down
Kayne – takes 15 damage
Morgrym - takes 13 damage (-14 total)
Myna - tales 7 damage
One Bandit (Blu) – dead
Bandit leader – dead
Green Bandit – takes 3 damage
Kayne Aetherax |
Being that witch bolt ends if it kills its target (I think) Kayne will have switched from using it on the mage to attacking the nearest bandit with his rapier. Also, since he dropped an enemy to 0 hp or fewer, he gained 5 temporary HP from Dark One's Blessing; still not enough to save him this time, but worth noting.
Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
The warlock grins evilly under his scarf as the dwarf falls under his magical assault, and he whirls about, lunging at the nearest of the still-living bandits with his blade. The attack is off-balance, though, and his rapier is parried by the dwarf. Still need some more practice, it seems. He steps back to adjust his stance, but pain courses through his body as a crossbow bolt plunges into his chest. He glances down at the shaft sticking out of his body. What? He looks up in time to cough blood just before the bandit's club slams into his ribs, and he drops unceremoniously to the dungeon floor, his eyes rolling back and hands falling open.
Constitution Check: 1d20 + 1 ⇒ (18) + 1 = 19 Success, so I'm stable at -2 hit points.
Morgrym Rumnaheim |
Morgrym will take a moment to cast Cure Wounds on himself. 1d8 + 3 ⇒ (8) + 3 = 11
Kayne there is no such thing as -2 hit points in this edition, the d20 roll merely means you have on success on your death save.
Generic Dungeon Master |
we are using a special house, see the campaign tab for details
-Posted with Wayfinder
Flint of Iron |
With Flint the only one standing over his allies' bodies, he realizes that he's going to be the next target from all of them.
"Morgrym! Hurry back here! I can take 3 or 4 of them at once, but not 5!" He says, grinning at the ranks of the bandits.
Using my second wind as my bonus action, so hopefully they don't all tear me apart next round!
Second wind: 1d12 + 1 ⇒ (2) + 1 = 3
He then charges the bandits, focusing on the injured one (Green, yes? If theres one more injured I've missed, I go for them instead), yelling and hopefully drawing their attention away from his bleeding allies. "YAARA!!! he yells, like a swashbuckler boarding a ship.
Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Dmg: 1d6 + 4 ⇒ (2) + 4 = 6
Heck yeah!
Extra crit damage: 1d6 ⇒ 6
Terquem |
Day 5, Tuesday morning, approximately 8:20 am (turn 55, turn 2 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Flint carries a Torch (turn 54/2 – second torch,)Current location –Passageway outside of Room 23
Round 4 wrap up
Losing ground, but not done for by the slightest, Morgrym takes a step back and calls on his faith to heal his wounds.
Seeing another companion fall, Flint is driven to fight these bandits to his last breath and a surge of determination drives his weapon toward a killing stroke
Backed into each other and surrounded, Morgrym and Flint ready themselves for the final showdown
There are four bandits remaining, and I believe both Morgrym and Flint have unused Inspiration
Round 5 Initiative
Party Initiative: 1d10 ⇒ 5
Monster Initiative: 1d10 ⇒ 9
Determined to win the fight, Morgrym and Flint press their advantage and gain the initiative
Kayne – takes 10 damage
Morgrym – casts CW for 11 ( 3 points of damage total)
Myna - tales 12 damage
Blue Bandit – dead
Bandit leader – dead
Green Bandit – dead
Flint of Iron |
I don't remember gaining inspiration, but if you say so!
"Back for more?" Flint says as Morgrym returns. "Let's take down this guy next, eh?" He says, focusing his slashes and thrusts at the green bandit.
attack: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Morgrym Rumnaheim |
Morgrym will leap at his foe, landing with a thud, as the boots plant into the ground he will bring the warhammer onto the top of the head of the bandit.
Using inspiration for advantage
1d20 + 4 ⇒ (2) + 4 = 61d10 + 2 ⇒ (9) + 2 = 11
1d20 + 4 ⇒ (16) + 4 = 20
If needed he will use a Warpriest ability to attack again.
1d20 + 4 ⇒ (19) + 4 = 231d10 + 2 ⇒ (7) + 2 = 9
if the inspiration still applies, advantage.
1d20 + 4 ⇒ (18) + 4 = 22
Generic Dungeon Master |
You can always check the Damage tracker, it isn't meant to be hidden, just spoiler-ed so it doesn't take up a lot of space in the post. The green bandit is dead, so we will apply damage to the next bandit available, and the map has red "x's" on dead monsters, and grey "x's" on unconscious heroes, when I am on top of updating the map anyway
Generic Dungeon Master |
Day 5, Tuesday morning, approximately 8:20 am (turn 55, turn 2 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Flint carries a Torch (turn 54/2 – second torch,)Current location –Passageway outside of Room 23
round 5, wrap up
Pressed, and desperate to save their fallen comrades, Flint and Morgrym charge their foes. Flint knocks aside a bandits hammer, and thrusts for a serious, but not killing wound, while Morgrym literally leaps at his foes, killing one bandit with a strong hammer blow to the head, and wounding a second, the remaining three bandits fight back with their lives
The two bandits with Crossbows, drop their weapons, and draw short, fat swords
Attack Versus Morgrym: 1d20 + 3 ⇒ (1) + 3 = 4
Attack Versus Morgrym: 1d20 + 3 ⇒ (18) + 3 = 21
Blocking one blow with the head of his hammer, Morgrym leaves himself vulnerable to another cutting blow
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Attack versus Flint: 1d20 + 3 ⇒ (2) + 3 = 5
While Flint avoids his enemies weapon with ease
Kayne – takes 10 damage
Morgrym – takes 4( 7 points of damage total)
Myna - tales 12 damage
Red Bandit – takes 9 damage
Org Bandit – takes 9 damage
Prp Bandit - dead
Blue Bandit – dead
Bandit leader – dead
Green Bandit – dead
Round 6 Initiative
Party Initiative: 1d10 ⇒ 1
monster Initiative: 1d10 ⇒ 9
With a fury born of determination, the two dwarves...u,., the two heroes press the attack and keep the initiative
Flint of Iron |
Gritting his teeth and trying to end this quick, Flint burns through his inspiration.
Attack: 1d20 + 4 ⇒ (1) + 4 = 5
with advantage: 1d20 + 4 ⇒ (7) + 4 = 11
damage: 1d6 + 4 ⇒ (4) + 4 = 8
"Surrender or I'll not stop stabbing!" he cries out.