| Glimmil |
Round 3-ish?
Glimmil's heart skips a beat, but resumes its rhythm once he is certain that Dyrant has spirited Skie away from the stockades to somewhere safe.
"Look miss, you have one option. You kidnapped someone. That's real bad. And you kidnapped someone *I* care about, that's worse."
Glimmil summons Claw-Whomper to his hand as part of his discussion.
"You can either come down and surrender and face what punishment we deem fit for this crime, or..."
Glimmil considers his words for a moment, as he appears to momentarily have the attention of Finneas, Toffitt, Atol and Cog.
"Or... we can beat you to a bloody pulp."
If she doesn't immediately surrender into our custody, Glimmil will whistle for Cog who will take a withdraw action to get to Glimmil, upon which Glimmil will hop onto his flying steed with his move action.
| Dyrant Maynor, the Pre-Sainted |
Hope you're not waiting on Dyrant. He may be slow to get back.
Round 3
When outside the Church, Dyrant will beg Aralynn for the gift of flight and move 60' towards the hideout.
| GM_Chris |
Atol casts sound burst on the woman, but she shrugs it off. Toffitt spits on several members, which he claims is part of the spell. Finneas goes defensive. Dyrant teleports Skie safely away. Glimmil has Cog come back and hops on.
The woman casts a spell and disappears from everyone's sight (except for Mr. See Invisibility).
Round 2
Atol = 8
Round 3
Toffitt = 27+
Finneas = 27
Dyrant = 16
Aralynn
Glimmil = 9
Cog
Woman = 8 (-6 HP)
Map hasn't changed.
| Atol Lem |
Round 2, Initiative 23, Location:G23->I23
Angel HP: 46/46
Weapon Equipped = Cudgel
Conditions = Heroe's Feast (1 of 12h), Ablative Barrier (0 of 50hp)
Channel Energy Left: 8/8
Healing Touch: none
Resistant Touch Left: 8/8
Strength Surge Left: 8/8
Bestow Resolve: 1/1
Purifying Touch: 1/1
Staff of the Cauldron Five (10/10)
Pearl of Power Left: first (2/2)
Cassock of the Clergy: Spark; Bless, Sanctuary (DC11)
Chainmail of Luck: Hit re-roll (1/1w)
Lesser Metamagic Rod of Silence (3/3)
Spells Remaining:
0) Create Water, Guidance, Light, Purify Food & Drink, Stabilize -- Arcane Mark, Detect Magic, Read Magic
1) Protection from Evil, Ant Haul, Command, Endure Elements, Obscuring Mist, Liberating Command, Protection from Evil
2) Pilfering Hand, Restoration(lesser), Sound Burst, Suppress Charms and Compulsions
3) Remove Blindness/Deafness, Create Food and Water, Daylight, Dispel Magic, Prayer
4) Spell Immunity, Blessings of Fervor, Dimensional Anchor, Holy Smite, Protection from Energy Communal
5) Righteous Might, Air Walk (communal), Breath of Life, Flame Strike, Summon Monster V
6) Greater Dispel Magic, Heal
Spellcraft: 1d20 + 4 ⇒ (16) + 4 = 20
"Enough of that invisibility now. Let's make everything clearer, shall we?"
Atol casts Invisibility Purge (60' radius).
| Doctor Abner Svengalu Toffitt |
Round 3, Init 27+
Finneas, Toffitt spat Air Walk on you last round. 40 minutes. Have at it.
Toffitt slashes out at the woman with his sword. [ooc]Not in a good place to verify where he is, but he should be within a 5' after last round.
Dueling sword: 1d20 + 18 + 2 + 2 - 3 ⇒ (3) + 18 + 2 + 2 - 3 = 22
1d8 + 7 + 9 + 2 ⇒ (3) + 7 + 9 + 2 = 21
Dueling sword: 1d20 + 13 + 2 + 2 - 3 ⇒ (10) + 13 + 2 + 2 - 3 = 24
1d8 + 7 + 9 + 2 ⇒ (2) + 7 + 9 + 2 = 20
| Finneas Glenn |
Round 2 Init 27
HP = 110/110
AC/T/FF = 31/9/30
Weapon Equipped = +1 Holy Cold Iron Greatsword
Speed = 30'
Rage/day = 15/16
Hero Points = 3
Moment of Clarity (1/rage) = 1/1
Dancing Lights (1/day) = 1/1
Ghost Sound (1/day) = 1/1
Guidance (1/rage) = 1/1
Mage Hand (1/day) = 1/1
Displacement = 15/15
Oracle Spells Left (CL 8, +14 melee touch, +11 ranged touch):
3 3/4 Magic Vestment, Cure Serious Wounds, Deadly Juggernaut, Dispel Magic
2 6/7 Resist Energy*, Cure Moderate Wounds*, Fog Cloud, Levitate, Minor Image, Grace, See Invisibility, Augury, Heroic Fortune
1 6/7 Divine Favor*, Shield of Faith*, Remove Fear*, Enlarge Person*, Cure Light Wounds*, Protection From Evil*, Enhance Water*
0 (at will) Purify Food and Drink*, Create Water, Stabilize, Ghost Sound*, Detect Magic, Mage Hand, Light, Spark*, Mending
* Allows save DC = 12 + Spell Level
Status Effects = See Invisibility, Deadly Juggernaut, Barksking, Shield, Bull's Strength, Divine Favor, Protection from Evil, Fatigued
Tired from his earlier halfling slaying but ready for vengeance, Finneas walks up and attacks.
Greatsword Power Attack Buffs Fatigued: 1d20 + 20 ⇒ (12) + 20 = 322d6 + 20 ⇒ (3, 2) + 20 = 25
Evil: 2d6 ⇒ (2, 3) = 5
| Dyrant Maynor, the Pre-Sainted |
Dyrant double flies towards the hideout, passing above and around buildings as needed.
So they attack innocents more directly, do they? We'll murderize them all...
...by 'all', I mean bad guys, not innocents.
| Doctor Abner Svengalu Toffitt |
"There were plenty of them in the building earlier. Let's ready ourselves to fight our way out." Toffitt moves to the door and listens.
Perception: 1d20 + 27 ⇒ (6) + 27 = 33
| GM_Chris |
It's a short and ugly fight as the party clears out the rest of the building. The rest of the Last Laugh members are ill prepared for the likes of Toffitt, Finneas, and Glim. Even Dyrant makes it back in time to cudgel a few stragglers into unconsciousness.
About two dozen bodies lie scattered about when all is said and done and there is no sign of the town guard. How would the party like to proceed with them?
| Atol Lem |
Atol looks down at the wreckage of yet another next of villainy crushed by the Cauldron Five.
"We should summon the guard to deal with the survivors properly. I'll go while you watch over them"
Atol heads off to the nearest guard post to summon the town watch to arrest the evil-doers.
| Doctor Abner Svengalu Toffitt |
Toffitt searches the bodies and the inn carefully for clues, treasure, and what not. "We need to find their headquarters and make sure they really do have their last laughs."
| Dyrant Maynor, the Pre-Sainted |
Let it be noted that the only reason that Dyrant is cudgeling them unconscious is that he lacks the physical strength to kill them outright. If they had surrendered, Dyrant would be happy to knock them out and turn them over to the (obviously corrupt in his mind) authorities. If they were resisting, Dyrant would have likely incinerated the lot of them.
Dyrant takes his AngelRelic in two hands and adds a few more pleasant whacks to the head of the gnomenabbers.
"Who told you *cudgel* to kidnap *cudgel* our friends? *cudgel* Tell me!! WHO!? *cudgel*"
| Doctor Abner Svengalu Toffitt |
"We don't need to know who, Dyrant. We need to know where." Toffitt lifts up one of the rogues and meets the fool's gaze his quasi-living pale eyes. "We've no wish to kill you, but your betters shall not survive to the next moon. Tell us where they are, and this shall go easier for you."
Intimidate: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
| GM_Chris |
"Stop *ooof* that *ooof* already."
The thug dodges his head out of the way of Dryant.
"Enough. I can see that the Last Laugh has had it's last laugh."
The man looks around at any who are still conscious for a nod or two.
"You're looking for Jester Velior Thazo. He's a fiend, literally, horns and wings and everything. He's at House Rhiavadi for some extra secret meeting."
| Doctor Abner Svengalu Toffitt |
"My thanks. Now, tell me, are you yet a member of the Last Laugh? Think carefully before you answer, as we've been told we and our loved ones are in danger, as long as the Last Laugh lives."
Sense Motive: 1d20 + 25 ⇒ (6) + 25 = 31
| Dyrant Maynor, the Pre-Sainted |
The thug dodges his head out of the way of Dryant.
Dyrant grumbles the man moves and avoids the Cudgel.
"Has your cudgeling taught you nothing?! How can I be sure you understand you cudgeling when you avoid it?" Dyrant whacks the man again to emphasize his point.
He wants to finish the Cudgel Confession, but realizes that there is still too much of more importance on the line than saving this man's soul.
"Yes, Finn, you're right. Let's go."
| Atol Lem |
Atol explains to the town guard what happened with Skie and that there are prisoners to take into custody. He then rushes back to the house to see what the party has learned from the questioning.
"Did we learn anything useful? Where's their true hideout? Where did that person dimension door to?"
| Dyrant Maynor, the Pre-Sainted |
Dyrant realizes he might so something that might help the party.
1d20 + 18 ⇒ (16) + 18 = 34 Know (Local)-Jester Thazo
1d20 + 18 ⇒ (12) + 18 = 30 Know (Local)-House Rivaldi
| Glimmil |
"Skie's someplace safe, right Dyrant?"
Glimmil hesitates between demanding to check on the fair gnomess, and immediately following up on their lead to apprehend the "jester".
Anxious, he taps his foot and adjusts his grip on Claw Whomper half a dozen times as he feels his stomach twist into a knot.
"Let's hurry... these do-badders aren't getting away from us this time."
| Doctor Abner Svengalu Toffitt |
"Not that they want to get away from us. Clearly they think themselves safe where we're concerned." Toffitt also thinks on House Rivaldi.
Knowledge (local): 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
"Let's either make great haste, or pause anon so I might refresh my supply" (i.e., prep another dose of mutagen and some other extracts).
| GM_Chris |
Dryant and Toffitt recognize Thazo's name as that of a half-fiend human cleric of Erythoul who wields a morningstar named "Bloodfever."
House Rhiavadi is one of the major houses of Cauldron and easily located. Lady Rhiavadi has long been one of the city's wealthiest nobles. Much of her wealth is inherited, but rumor holds that she has her hands in a large number of illegal enterprises.
| GM_Chris |
"My thanks. Now, tell me, are you yet a member of the Last Laugh? Think carefully before you answer, as we've been told we and our loved ones are in danger, as long as the Last Laugh lives."
One man speaks quickly, "The Last Laugh? Never heard of them. Me. I'm just laborer. In fact, I should be getting to bed. Up with the sunrise and all that."
Another follows his lead, "Yep. I should be hitting the hay also. Leaving town for Sasserine tomorrow to start my career as a sailor. I'll be batting the sails, and raising the hatches before the weeks over."
While poor liars, the party believes they have seen the last of these men, unless of course the party waits for the towns guard and turns them over to them.
| Atol Lem |
Atol frowns, battling his inner demons. Eventually he looks up, "They should go to the guard. They are kidnappers and must pay for their crimes." he turns to the prisoners, "Though the law will do much less to you than we would have, so you should consider yourselves lucky."
Given that we must wait for the guard, Atol suggests the doctor prepare his mutagens and such now. Even with the increased taxation, the guard is still just as slow it seems.
| Doctor Abner Svengalu Toffitt |
Toffitt prepares another dose of his mutagen and readies an extract of heroism (open slot). "Let's see what we can see about House Rhiavadi. Perhaps Lady Rhiavadi can also enlighten us about her association with the Cagewrights."
| Dyrant Maynor, the Pre-Sainted |
@Rhiavadi:
Dyrant calls Aralynn to him.
"Tell me Aralynn, do you sense evil? Why don't you fly about and see what you can see? Tell me if there is evil nearby. The house stands accused of crimes against Cauldron and the Cauldron 5.2. We should have evidence before we decidedly demolish the domicile," Dyrant declares decisively.
Aralynn will scout the grounds from the air. She is also looking for open windows or the like so Dyrant's prying eyes might explore the inside.
Dyrant casts extended Heroism on himself.
| Doctor Abner Svengalu Toffitt |
Toffitt waits patiently for Dyrant to complete his scan of the manor's perimeter.
Active effects/conditions ant haul, barkskin, endure elements, heroes feast, heroism, freedom of movement, mutagen, perceive cues, see invisibility, shield
Init +12 Perception +27 Sense Motive +25
AC 34 / 35 crowd control (18 touch; 20 incorporeal; uncanny dodge)
10 +6 dex +9 armor +2 ring +7 nat armor
25% chance to avoid crit/precision damage
CMB +14 CMD 30 (+10 BAB, +6 Dex, +2 Str, +2 Ring)
HP 103+13 / 103
Fort +16 Reflex +18 Will +11 (+2 v. enchant)
Immune Poison, disease, nonlethal, cold, sleep, paralysis
Weapon Equipped Dueling sword
Mutagen ACTIVE (+4 Dex, +2 AC, -2 Wis, 120 minute duration)
Elixirs
1 Ant haul ACTIVE 24 hours
- Endure elements ACTIVE 24 hours
- Expeditious retreat USED
- Shield (Finneas)
- Shield USED
- open
2 Ablative barrier 12 hours ACTIVE
- Ablative barrier 12 hours (Atol)
- Barkskin (Finneas)
- Barkskin ACTIVE
- Perceive cues ACTIVE
- Invisibility USED
3 Heroism ACTIVE
- Resist energy, communal
- Fly
- Gaseous form USED
- open
4 Air walk, communal USED
- Echolocation
- Freedom of movement ACTIVE
- Greater invisibility
Hero Points 1
Controlled Rage 2 of 6 rounds used
Healing touch 0hp of 60hp used
Boro Beads 0 of 2 used
Preserving flask Shield
Slippers of spider climbing 0 of 10 min. used
Wand of Shield 20 charges
Wand of See Invisibility 4 charges
| GM_Chris |
| GM_Chris |
I am assuming at least two hours pass between when we entered the inn and when we enter House Rhiavadi. If not, Barkskin, Heroism, Freedom of Movement and Perceive Cues are still active.
I don't think it has. I'm assuming a fairly quick transition. Maybe 15-30 minutes of interrogation time plus maybe 30 minutes to wait for the guard to arrive and accept the prisoners.
| Doctor Abner Svengalu Toffitt |
Okay. Above post corrected accordingly.
Toffitt whispers, "So I suppose we'll need to fight through the guards. Unless someone has a better solution..."
| Dyrant Maynor, the Pre-Sainted |
Dyrant doesn't mind if Aralynn is seen, but Aralynn certainly won't be going into weapons range. If she is attacked, then Dyrant might happily use that as a implication of guilt, after all...because who would attack an archon but evildoers and those with things to hide? /St. Cuthbert's Fervor
Dyrant goes over the layout in his head.
"I think we should give themselves time to discuss the allegations before them. Aralynn and Glim can sniff out those evildoers most likely to lie. Glim, you are our champion. You should lead the inquiry."
| Doctor Abner Svengalu Toffitt |
"Let us not tarry too long. The woman is a known associate of the Cagewrights and now our Last Laugh foes. This will come to blood one way or another."
| Doctor Abner Svengalu Toffitt |
And here I thought St. Cuthbert was the god of retribution. Well, I suppose he does have a large portfolio.
| Glimmil |
Glimmil paces, with Cog at his side, in the long shadows of the manor house.
"Do you think they've taken over the manor? Is everyone inside up to something bad, or just the half-devil?"
Glimmil checks the various straps of his gear, tightens his backpack, since you never know when you'll need your backpack, and climbs onto Cog's saddle.
"I say we just walk through the front gate and demand this Thaco."
I never liked Thaco... too unwieldy.
| GM_Chris |
Like many buildings in Cauldron, House Rhiavadi has walls composed of gray and black volcanic rock. The building has two stories and four squat towers. Three of the towers have pointed spire caps. A domed observatory made of alabaster and glass surmounts the fourth tower. A large portico supported by four marble pillars covers the main entrance doors. Each pillar is carved to resemble a dragon. The windows of House Rhiavadi are made of frosted glass set in heavy copper frames, with locked wooden shutters covering them at night. Continual flame spells illuminate the manor's chambers. Doors are of sturdy wooden construction with ornate bronze hinges and fittings.
| Glimmil |
Glimmil tips his helm towards Toffitt and takes the gesture to mean acquiescence to his plan to go "full frontal" on the manor.
"Alright, Cog! Move out!"
Trotting ahead, lance in hand, Glimmil makes his way to the manor's main gate and looks about for an obvious guard.
If there's no guards, then Glimmil will try to open the main gate if it is locked or barred, allowing entry into the courtyard. He'll take 20 on Disable Device as needed, getting up to 32 (or higher if there's a Guidance available)
| Dyrant Maynor, the Pre-Sainted |
When the gate is opened (by guard or gnome), Dyrant will beg Aralynn for the gift of flight.
"Uh...ask to speak with the lords of the house."
Dyrant's eyes flash to Aralynn to see if she senses evil at any point.