Story Master
|
Elmo: If I am staying here to protect the freed prisoners, I won't be needing these if you are going right back in there. Here... He digs into his pack and holds out the following items:
Alchemists Fire Flask (2)
Cure Light Wounds Potion (2)
Take these, I'm sure you can put them to good use.
| Velcore Valiantheart |
Asking the released prisoners. "How many men did you see while imprisoned? What did these monsters look like? Where you able to see how big the dungeon was under the moathouse? Sorry for so many question but the more information we have the easier it will be for us to stop the evil man and monster from harming anyone else."
Story Master
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Barkob: Well...we was tied up, you know, and dragged down them stairs...by a bunch of ruffian men! One had a strange hairdo, he did!
Grundley: There were more of us kept prisoner, but that foul Ogre would take one of us, and we'd never see him again!
Gerbo: We mostly saw the bandits and the Ogre. But, let me tell you...every once in awhile we heard conversations outside the door to the room we were held in...and the voices... (he shudders...) they were not human! Some of them growled the words out, others sounded normal. But, they all kept talking about "The Master" and whatever plans he has. So, somewhere down there is the leader of this foul bunch of evil.... We don't know what else is down there, what we mostly know is being tied up in that little room and being beaten on a regular basis.
| Bryce Sidanris |
"Thank's to Velcore's gift and blessings of Iomedae, I feel much better. My wounds are healed, and although my pride is hurt I will learn something from it and be much more careful this time. But I will understand if you do not want me to scout ahead anymore. But should you trust me still, then I say we move back on. Now."
Cananthir Acalimon
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Carp leans on the wagon and begins sharpening his blade.
Waiting for a decision to be made the barbarian makes a lengthy statement....
"I stand beside the Cleric. He helps me when I cant avoid things that hurt."
Looking over at Elmo then back at our motley crew,
"It also appears as if one of our trusty blades, Elmo, is staying behind and I'd prefer to have as many blades beside me as possible."
Exasperated, Carp pulls a coin from a belt pouch.
Heads we go to Nulb, tails we stay and finish this."
Story Master
|
Looks like you are going back in. I have updated the map with a tentative marching order (fighters in front, spell casters behind, cleric in the middle). Let me know if you want to change the order.
The party wends its way back down the stairs, past the room where the prisoners were kept, and down the second flight of stairs. It gets progressively darker as you get farther from the upstairs lighting. Along the way you come across a heavy iron grate that fell from the ceiling.
After about 50 feet the hallway splits in two directions, east and south...
| Velcore Valiantheart |
Velcore cast light on his shield.
| Bryce Sidanris |
Trying to be much more cautious now, Bryce advances in front of the group, following Edgar's bird along the eastern corridor, using his newly found cloak to blend in with his surrounding as much as possible, while making sure he does not spring any more traps.
Stealth: 1d20 + 14 ⇒ (11) + 14 = 25
Perception: 1d20 + 10 ⇒ (19) + 10 = 29 +1 for traps
| Bryce Sidanris |
Perception: 1d20 + 10 ⇒ (9) + 10 = 19 +1 for traps
Stealth: 1d20 + 14 ⇒ (16) + 14 = 30
| Garm Stoutsole |
I crane my neck to try to see around the rest of my compatriots.
Whisper: Do you see anything yet? My obviously gnomish fidgety-ness getting the better of me.
I have my crossbow locked and loaded in case something tries to sneak up behind me.
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
| Bryce Sidanris |
Returning to the rest of the group, Bryce recounts what he saw in a low voice: "At the end of the hallway to the east, there's a small room with six bugbears inside. They're discussing something in their own language I could not understand. They are all armed with morning stars, and wearing leather armor and have wooden shields. There are no special features in the room. I do not think there are casters among them. No traps until there. You want to go there or me to scout the other (south) path?"
| Trane Loften |
"Well, I will bet they are evil. And, if we are going to cleanse this place of all evil, might as well fight them now before they are the ones sneaking up on us. I hope our magic-users can disable them somehow as this will be a tough fight. Not having the heaviest armor, I think I'll let the warriors lead. I would prefer to have Elmo here, but I guess there is no turning back."
"I can cast a magic dog to fill the front line."
Trane will make sure his magic dog is ready to go.
Entangle converted to summon nature's ally I
| Velcore Valiantheart |
Whispering to the group."Whoever is leading the charge will get the blessing of Iomedae. I'am ready when you are."
| Velcore Valiantheart |
Initiative: 1d20 ⇒ 17 Velcore is right behind Carp as he marches into the room.
Story Master
|
Kalizama Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Bugbear Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Initiative Order:
Group 1: Garm, Rafael, Velcore, Eric
Group 2: The Bugbears
Group 3: Kalizama, Cananthir, Bryce, Trane
The map is updated
Round 1:
Group 1: Your turns...
| Velcore Valiantheart |
Velcore touches Eric on the shoulder. "May Iomedae guard you in the battle ahead."
Cast Shield of Faith on Eric. +2 AC Go get them big boy.
Story Master
|
Eric swiftly moves into position and attacks the Bugbear at R-9! He swings his weapon in a powerful arc, and smashes the creature, killing it instantly!
Rafael and Garm ready actions...
Group 2: Bugbears
The Bugbears advance, some toward [b]Eric and some toward Bryce:
Bugbears #2 and #3 attack Eric with their morning stars:
1d20 + 5 ⇒ (15) + 5 = 20 and 1d20 + 5 ⇒ (18) + 5 = 23
The first Bugbear misses, but #3 connects for 1d8 + 3 ⇒ (3) + 3 = 6 six points of damage!
Bugbears #5 and #6 attack Bryce with morning stars:
1d20 + 5 ⇒ (20) + 5 = 25 and 1d20 + 5 ⇒ (13) + 5 = 18
Possible crit: 1d20 + 5 ⇒ (2) + 5 = 7 no crit
Both creatures connect for 1d8 + 3 ⇒ (6) + 3 = 9 and 1d8 + 3 ⇒ (2) + 3 = 5 for 14 points of damage!
Group 3:
Kalizama, Cananthir, Bryce, Trane
The map is updated.
| Trane Loften |
Trane looks helplessly as there is no room to move after the bugbears close off the entrance.
"Try to leave us room to help you in there. Garm, where is the song??"
Trane is able to get a large dog to appear as a dimensional portal forms in the back of the room and the toughened dog appears in the room.
Dog appears in Q6 and moves to Q7 attacking BB#2
dog hit/damage: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 171d4 + 3 ⇒ (4) + 3 = 7
Not seeing the log-jam end soon, Trane begins casting and another rift appears to another dimension.
Convert Shillelagh to Summ Nat Ally I and 5' step in the passage.
Dog in Q7 has 1 round left
The druid steps toward the action.
Summoned Creature: Dog
Dog CR 1/3
XP --
N Size celestial/fiendish animal
Init +1; Senses darkvision, low-light vision, scent; Perception +8
DEFENSE
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 6 [8] (1d8+2) [d+]
Fort +4 [+6], Ref +3, Will +1
SR 5
Celestial - Resist acid, cold, and electricity 5;
Fiendish - Resist cold and fire 5
OFFENSE
Speed 40 ft.
Melee bite +2 [+4] (1d4+1) [1d4+3]
Special Attack smite evil/good
STATISTICS
Str 13 [17], Dex 13, Con 15 [19], Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0 [+2]; CMD 11 [13] (15 [17] vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
SPECIAL ABILITIES
Smite evil/good 1/day as a swift action (adds Cha bonus (0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).
The ability score if augmented by the Augment Summoning feat. Augment Summoning grants each creature you conjure with any summon spell a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
| Eric Utherson |
attack on #2: 1d20 + 7 ⇒ (9) + 7 = 16 for damage: 2d6 + 6 ⇒ (3, 5) + 6 = 14 I don't know where the summoned dog is so that attack roll might be +2 highter because of flank
If the above hit then Cleave on #5: 1d20 + 7 ⇒ (17) + 7 = 24 for damage: 2d6 + 6 ⇒ (5, 6) + 6 = 17
| Bryce Sidanris |
Reeling from the vicious blows, Bryce thinks of falling back into the hallway but sees that it is too congested. So he does the only thing he can - he moves ahead, clearing the path for Cananthir and others. He weaves past the vicious morning stars, and stands behind Eric, before firing his crossbow.
Acrobatics: 1d20 + 8 ⇒ (9) + 8 = 17 To avoid bugbears Attack of opportunity, move at half speed, finish at Q10
X-bow attack: 1d20 + 5 ⇒ (15) + 5 = 20 Versus Bugbear #4
Damage: 1d8 ⇒ 6
Cananthir Acalimon
|
Whew!
With a devilish grin upon his face Carp darts past Bryce and rolls swiftly by #5 swinging his blade gracefully,
Raged Atk: 1d20 + 8 ⇒ (14) + 8 = 22Dmg: 1d10 + 7 ⇒ (1) + 7 = 8
Acrobatics: 1d20 + 6 ⇒ (4) + 6 = 10
AOO?
Cananthir Acalimon
|
Whew!
With a devilish grin upon his face Carp darts past Bryce and rolls swiftly by #5 swinging his blade gracefully,
[dice=Raged Atk]1d20+8[dice=Dmg]1d10+7
[dice=Acrobatics]1d20+6AOO?
Moving to P9. Thanks.
| Garm Stoutsole |
Hearing the sounds of combat, I elevate my companions hearts with my recitation.
And Keeba roared his defiance to the unending horde, "I weep for your wives and for your little ones! For they shall never again hold dear the sight of you, their fathers and brothers. I say NONE shall leave this hallowed hall cept they be a Lion!"
Inspire Courage 6/9