| Sheik Voodoo |
that works : )
With a burglar's immaculate skill, Amir eases the old doors open with nary a squeak. A darkened hall is revealed beyond with an intersection a few paces ahead. It continues about thirty feet before opening into the shaded light of the interior where you hear the rumble of boisterous conversation.
| Kzrira Maiwith |
I put my finger to my lips, as though that is necessary, and proceed forward with Amir.
Stealth: 1d20 + 8 ⇒ (6) + 8 = 14
Perception: 1d20 + 7 ⇒ (15) + 7 = 22
I have my bow readied to fire should we meet anything, or anyone.
| Sheik Voodoo |
Creeping forward, you peer into the heart of the Battle Market. The dark hall opens into a circular plaza nearly a hundred feet across. At the center is a raised dais that serves as a stage and is currently covered with fresh blood. A motley crowd of tough looking human and gnoll bandits and smugglers mill through the area and you even spot what must be an ogre near the bar opposite you.
To either side of the opening of your corridor are a number of stalls where goods such as drugs and weapons are displayed for sale and a pesh-dazed gnoll lies against the wall nearly at your feet.
| Kzrira Maiwith |
Whisper - Well, there are a lot of them, do we want to start attacking? I do not like the odds. As I mentioned before, Auri could start a fire somewhere opposite us, where slaves will not be harmed. The confusion that will cause should let us start hitting gnolls. If we stay in this passage, we can protect our flanks, but lose any flanking advantage.
From this distance, I can probably get 4-8 shots off before they close in on us. If accurate, that should take a few of them down.
| Karethas ibn Faradin |
Karethas takes a deep breath as he steps into the dark hallway. He suppresses a sudden rush of apprehension as group moves down the hall towards the market. He looks over the crowd of rough looking creatures and sighs, "I agree, a distraction is order. Maybe those men will flee when confronted with a pitched battle and a fire. Especially since we haven't seen any men in Kardswann's service, so they may feel no loyalty to him. And speaking of Kardswann, where is he?"
| Amir Awad Hajjir |
Sadly no manacales yet. Rope is abound however...I can look the gnoll and speak it too if subterfuge is our intention...in fact I could look like anyone...
| Faelar Braegen |
I look to Amir and whisper to him, "If you can look like a shady slave trader trying to sell me off, I could make people believe I am tied up? Or I could create an image in the center of the room, an image of that poor, lost soul we freed in the crypt of the monastery? That could give us some time to act, while they are confused."
| Karethas ibn Faradin |
"I say sneak in and find out where Kardswann is right now. Let's cut the head off this beast and then scatter the rest."
| Kzrira Maiwith |
I once again glance out trying to get a read on the number of potential enemies and their positions.
Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Well, we need to make a decision, otherwise they are going to find the dead guards and dogs outside. Our choices seem to be:
1) Auri starts a nice blaze on the other side of the room and then we begin firing into the confusion.
2) We all take positions outside and then Auri starts a fire in here to get them to run out of the blaze.
3) Faelar and Amir act like slavers and slaves and try to get some recon.
4) Auri stays in the rafters hiding - very un-dragonlike - and we attack with him providing details on the enemies positions.
5) Faelar creates an image and tries to scare them, we than attack the stragglers.
6) Something else.
Either way, we should make our decision soon before they are aware that we are here.
| Sheik Voodoo |
There are perhaps a half dozen humans and twice that number of gnolls on the ground floor, but it is difficult to say who would actually fight for the Carrion King and who is merely out to make a few scarabs without risking their neck.
As Kzrira outlines various plans, you all hear the same insidious whisper from the day before in your heads. Secret, secret. I know a secret. So our honored guests have arrived...
The head of a hideous beast suddenly appears floating several steps away at eye level with Kzrira. It is ringed with tangled hair and three pairs of horn frame it warty face with a flat nose and wide fanged mouth. Kardswann has been waiting. Please step up to the dais and make yourself known, warrior.
Kzrira- DC 14 will save or do as your told.
| Kzrira Maiwith |
Fort: 1d20 + 6 ⇒ (12) + 6 = 18
Kzrira feels the compulsion to move out into the market, but resists it after an initial step.
They know we are here, so we better make a decision fast.
| Karethas ibn Faradin |
Karethas shakes his head and takes another look at the floating head, studying it carefully.
I would like to try to discern if it is an illusion and try to identify the spell cast on Kzrira. If it is Suggestion, then Karethas would know that the creature that cast it has to be close by and invisible or otherwise hidden because the illusion could not cast the actual spell.
Rolls that may be necessary:
WILL SAVE: 1d20 + 4 ⇒ (7) + 4 = 11(3 Base, +1 Wis)
KNOWLEDGE ARCANA or SPELLCRAFT CHECK:1d20 + 10 ⇒ (6) + 10 = 16(3 rank, +3 class skill, +4 Int)
Yay for rolls!
| Faelar Braegen |
Kzrira, Voodoo wanted a Will save, not a Fortitude save. Sorry to be a bummer.
I look at the floating head too and try to think if I have seen its like anywhere before.
Knowledge (Arcana) : 1d20 + 13 ⇒ (10) + 13 = 23 (Planes check is the same if Arcana isn't the required Knowledge check.)
| Sheik Voodoo |
Kzrira, Voodoo wanted a Will save, not a Fortitude save. Sorry to be a bummer.
With a +2 will save, she just made it. barely.
The floating head, though phantasmagoric, appears real to Karethas. There may have been a spell involved, but he isn't certain.
| Faelar Braegen |
I slowly start to back away, obviously scared of this head. "D...d...do you guys re...re...remember that A...A...Aghash Div? The f...f...floating eye? Well this is a D..D..Doru Div, not as p..p..powerful as the A..Aghash but still tough. It can only be h..hurt with that same weapons as the A..Aghash, Cold Iron or Goodly weapons ... and it is immune to both Fire and P..Poison."
| Amir Awad Hajjir |
Take a swing? Low - Attack. High - Wait.-->
1d20 ⇒ 3
Amir tightens his grip on the handle of the mace unconsciously and though his brain screams at him the rogue simply cannot stop himself from acting with the same brashness he often chides Kzrira for as he brings the mace out and swings at the genie.
Attack-->1d20 + 6 ⇒ (18) + 6 = 24
1d6 + 2 ⇒ (1) + 2 = 3 SA if applicable--> 1d6 ⇒ 6
See our option as limited and doubt we could keep talking with that thing attempting compulsion effects. Sorry if I get us in over our heads.
| Sheik Voodoo |
Auri 1d20 + 5 ⇒ (10) + 5 = 15
Amir 1d20 + 2 ⇒ (20) + 2 = 22
Karethas 1d20 + 2 ⇒ (15) + 2 = 17
Faelar 1d20 + 3 ⇒ (5) + 3 = 8
Kzrira 1d20 + 4 ⇒ (17) + 4 = 21
Div 1d20 + 3 ⇒ (11) + 3 = 14
Round 1
Amir
Kzrira
Karethas
Auri
Div
Faelar
Amir suddenly leaps forward smacking the div with his mace before it can move away. The shriek of the horrid floating head fills your head, Lord Kardswann, the intruders have arrived!
| Aurichalcum |
Auri hisses and channels a warming light upon the party...
Bless
Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects
| Karethas ibn Faradin |
Gonna jump in because I don't think Kzrira's action will affect mine.
Karethas is taken aback by Amir's sudden attack, but quickly recovers. He glances down the hall toward the market and takes a step back beginning the complicated chant and gestures of a summoning spell.
5ft step back from the div and the market. Begin casting SUMMON MONSTER II
| Kzrira Maiwith |
I delay until after Auri.
I take a 5-foot step back if necessary, and start to unload arrows at the Div.
Attack-Rapid Shot: 1d20 + 8 - 2 + 1 ⇒ (15) + 8 - 2 + 1 = 22
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Attack-Rapid Shot: 1d20 + 8 - 2 + 1 ⇒ (10) + 8 - 2 + 1 = 17
Damage: 1d8 + 5 ⇒ (2) + 5 = 7
| Sheik Voodoo |
Karethas steps back into the dark hallway and begins casting while Aurichalcum bestows a blessing upon you all. Kzrira fires a rapid succession of arrows which hit, but to little effect on the supernatural being. The horned head immediately disappears from sight again.
From above you hear a loud cry, "You have meddled in the affairs of the Carrion King for the last time! I Kardswann, Right Claw of the Carrion King, Cheiftain of the Kulldis Tribe, and Master of Kelmarane tire of your disruptions!"
He addresses the crowd which stares at you. "Honored guests," he roars, "I offer 500 hundred scarabs bounty for the strangers and I don't care if they are Alive or Dead!"
The first to react is the massive unarmed ogre who leaps onto the stage teeth bared and fingers curled. The others rush to either grab their wepaons or start placing bets as the ogre bellows "Hurvank SMASH!"
Faelar
Round 2
Amir
Kzrira
Karethas
Auri
Div
| Faelar Braegen |
Round 1 : Seeing the Ogre and hearing the shouting I look to the stage and concentrate. Out of nowhere I am standing on the stage, Rapier drawn and facing the Ogre. I do a few thrusts towards it, but miss on purpose.
Cast Silent Image
The real me hidden around a corner.
Round 2 : I keep my illusion up and fighting the Ogre, missing yet again. The real me begins to hum a catchy and inspiring tune.
Inspire Courage + 1 : 5 / 11
| Kzrira Maiwith |
Cold Iron arrows?
Don't I wish. I asked the Sheik for them and the caravan had none available.
I step back a little farther into the passage and continue firing.
Attack-Rapid Shot: 1d20 + 8 + 1 + 1 ⇒ (4) + 8 + 1 + 1 = 14
Damage: 1d8 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Attack-Rapid Shot: 1d20 + 8 + 1 + 1 ⇒ (11) + 8 + 1 + 1 = 21
Damage: 1d8 + 5 + 1 ⇒ (8) + 5 + 1 = 14
| Amir Awad Hajjir |
Amir will pull his sword with his other hand and approach the ogre. He adopts a combat stance that keeps him lighter on his feet and, hopefully, harder to hit. Can I flank with the image? I will take 10 on Acro to try if its possible...
Two weapon attack on the ogre, using Combat Expertise so AC is 18
Attack, Mace, Prime Hand 1d20 + 6 + 1 - 2 - 1 ⇒ (20) + 6 + 1 - 2 - 1 = 24
Attack, S.Sword, Off Hand 1d20 + 6 + 1 - 2 - 1 ⇒ (2) + 6 + 1 - 2 - 1 = 6
Crit Confirm Mace? 1d20 + 6 + 1 - 2 - 1 ⇒ (16) + 6 + 1 - 2 - 1 = 20
Damage from mace: 1d6 + 2 ⇒ (6) + 2 = 8
Plus crit if confirmed 1d6 + 2 ⇒ (4) + 2 = 6
If flanking, add SA-> 1d6 ⇒ 6
If flanking, and crit confirm add more: 1d6 ⇒ 4
| Karethas ibn Faradin |
Karethas finishes his spell and a lumbering, stony figure rises from emerges from the stone floor. He calls out to it in a deep, rumbling tongue.
The earth elemental rushes across the floor like an avalanche, the outline of the figure remains consistent, but the stone within it flows like fluid as it moves. It crashes into the ogre, its stony arms bashing the large creature.
Meanwhile, Karethas reaches into the scroll case he keeps on his belt and pulls out a scroll. He looks around for a likely target and reads a spell off the scroll.
Summon Monster II not using the Genie Binder trait, so it remains for 3 rounds. It has +4 Str and +4 Con from Augment Summoning Feat, so 17 HP. I will include the other bonuses in the rolls I make for it.
Earth Elemental Attack: 1d20 + 6 + 2 + 2 - 1 ⇒ (10) + 6 + 2 + 2 - 1 = 19(Charge, Augment Summoning, Power Attack) AC is 15 for Charge
Damage: 1d6 + 4 + 2 + 2 ⇒ (5) + 4 + 2 + 2 = 13
Karethas' action for the round is draw his Charm Person Scroll and use it on the meanest looking human he can see that is within range. By meanest, I want to make sure they are a fighter type, not a magic user type, with armor and a big weapon if possible.
Small Earth Elemental
CR 1
XP 400
N Small outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref –1, Will +3
Immune elemental traits
OFFENSE
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +6 (1d6+4)
Special Attacks earth mastery
STATISTICS
Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 13
Feats Improved Bull RushB, Power Attack
Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran
SPECIAL ABILITIES
Earth Glide (Ex)
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex)
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)
I think Earth Mastery is included in the stats, because they don't add up otherwise.
| Kzrira Maiwith |
Sorry, posted on my phone with little time. I thought I could still hit the Div. If not, then I will aim for any gnoll reaching for a weapon. Against a Gnoll the attack is correct, +2 Favored Enemy, -2 for Rapid Shot (sorry, forgot that last time) and +2 to each damage. If there are no gnolls, then it is the ogre with each roll being at -2 for Rapid Shot.
.
If Div or Ogre:
Attack 1: 12, Damage: 7 (11/6 if > 30')
Attack 2: 19, Damage: 14 (18/13 if > 30')
.
If gnoll:
Attack 1: 14, Damage: 9 (13/8 if > 30')
Attack 2: 21, Damage 16 (20/15 if > 30')
On the off chance my first shot kills a gnoll, I will aim at a second gnoll or the ogre with the second shot.
| Sheik Voodoo |
I may have limited internet access over the next week. I'll still try and get a post in each day and a map up tomorrow, but if not you'll know why.
Karthas suddenly pops up in front of the towering hulk distracting it for a moment before it wrinkles its nose and laughs, "No ELF!" Amir breaks through the crowd that has inadvertently stepped back when the ogre took the stage. Amir reaches the steps and comes at the ogre from the side, skillfully ducking beneath its grasping hands and hitting its kneecap with a loud crack. Moments later an anthropomorphic pile of rubble plows up the stairs and into the ogre lifting him off his feet with the power of its blow.
A trio of armed gnolls step out between the stage and the corridor and immediately lose one of their number to a pair of Kzrira's arrows. The remaining two move in on the archer she easily dodges one's thrust but opens herself up to the other strike. Kzrira-7 hp piercing
Faelar begins an emboldening song.
I think I still need Auri's action
Round 3
Amir
Karethas
Auri
Kzrira
Bad Guys
| Karethas ibn Faradin |
Voodoo, did you get my action for the round? Pull the scroll and cast Charm person on someone? I forgot to put in the DC, it would be 15.
| Faelar Braegen |
I am assuming that means my illusion fails. Could we get a map please?
The image of myself on the stage breaks up into a flock of Crows which fly into the ceiling and through it, leaving no trace of their presence. I continue my song, looking to see how many enemies there are while stepping up next to Kzrira to attack one of the Gnolls.
Perception : 1d20 + 1 ⇒ (8) + 1 = 9
Rapier Attack : 1d20 + 6 ⇒ (11) + 6 = 17
Rapier Damage : 1d6 + 1 ⇒ (5) + 1 = 6
| Kzrira Maiwith |
Round 3
Ow, that hurt, but this is going to hurt more.
I take a step back - 5 foot step.
And launch two more arrows, one at either of the gnolls facing Faelar and myself.
Attack-Rapid Shot-Faeler already hit gnoll: 1d20 + 8 + 2 + 1 - 2 ⇒ (11) + 8 + 2 + 1 - 2 = 20 --> +3 dex, +3 BAB, +1 Magic, +1 Point Blank Shot, +2 Favored Enemy, +1 Bard, -2 Rapid Shot
Damage: 1d8 + 5 + 2 + 1 ⇒ (8) + 5 + 2 + 1 = 16 --> +1 Str, +1 Magic, +1 Point Blank Shot, +2 Focused Shot, +2 Favored Enemy, +1 Bard Song
Attack-Rapid Shot-non-Faeler gnoll: 1d20 + 8 + 2 + 1 - 2 ⇒ (15) + 8 + 2 + 1 - 2 = 24
Damage: 1d8 + 5 + 2 + 1 ⇒ (7) + 5 + 2 + 1 = 15
| Amir Awad Hajjir |
Amir moves to flank the ogre with the shifting animated pile of rubble and continues to work at bringing the creature down.
Attack w/ Light Mace (CE & Flank Included) 1d20 + 6 + 1 + 2 - 2 - 1 ⇒ (8) + 6 + 1 + 2 - 2 - 1 = 14
Attack w/ Short Sword (CE & Flank Included)1d20 + 6 + 1 + 2 - 2 - 1 ⇒ (13) + 6 + 1 + 2 - 2 - 1 = 19
Damage w/ L Mace1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5
SA if applicable 1d6 ⇒ 1
Damage w/ S.Sword 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
SA if applicable 1d6 ⇒ 5
| Sheik Voodoo |
Amir slips behind the ogre which groans in anguish as it collapses on a broken knee cap. The wily rogue delivers a glancing blow with his mace, but follows it by thrusting his short sword into the monster's ribs. It falls heavily mingling fresh blood with the curdling blood already coating the stage.
Karethas senses that the Kuldis tribe gnolls are the main threat at the moment. The humans stand back not ready to risk their life for the gnollish lord. Though that may change if things go well for the gnolls.
Round 3
Amir-x
Karethas
Auri
Kzrira-x
Bad Guys
Faelar-x
map.
green halo is ally, yellow halo is bystander.
| Karethas ibn Faradin |
Hit Points 20 of 20
AC 12 Touch AC 12
F/R/W 0/2/4
Conditions: None
Karethas finishes the spell off the scroll, targeting one of the mercenaries. He calls out to him, "Help us friend! Have your friends help too and we will make sure they are rewarded." Karethas then looks at the approaching gnolls and begins an unfamiliar spell. He pulls out some ground up stone dust and blows it in the direction of the approaching gnolls. A cloud of glowing, golden particles bursts out of midair, covering two of the gnolls.
Meanwhile, the earth elemental, seeing the ogre fall to Amir's treasured sword, charges at the gnolls coming from the other direction.
Karethas's R2 action is to attempt to charm the mercenary and then bluff him and his friends to help the cause. Bluff is a free action, yes? If not then my R3 action will be to bluff them.
BLUFF CHECK:1d20 + 8 ⇒ (11) + 8 = 19(2 rank, +3 class skill, +2 Chr, +1 Trait) -6 from that if you prefer a charisma check.
R3 action is to cast Glitterdust (DC 17) at the two gnolls south of Amir. Fail and they are blinded, they get a new save at the end of each of their rounds until they pass or for 3 rounds max.
Elemental's R3 action is to charge the front most gnoll to the north of Amir. (Elemental will remain for 1 more round)
ATTACK SLAM:1d20 + 6 + 2 + 2 - 1 ⇒ (2) + 6 + 2 + 2 - 1 = 11 (Augment Summoning, Charge, Power Attack)
DAMAGE: 1d6 + 4 + 2 + 2 ⇒ (4) + 4 + 2 + 2 = 12
| Kzrira Maiwith |
Amir, get your old tail back here. Out there you will be flanked and I doubt I can take them down fast enough to save you.
Round 3 action is posted above, shooting at the gnolls next to Faelar.