| Janna Bot. |
Round 4
With Jerrid and Sam? through the window, Janna heads for the rope. Calling upon the skills of her former life, the young sorceress moves quickly and confidently up the tower.
Take 10 and the -5 to climb 30ft
| Jerrid Kinslarn |
life has taught Jerrid many things. Believing the words of others is not one of them. He sneers down at the all too obvious coward with a big dog and the eyes focus on finding all the little tell tale signs that this one is a liar.
Sense Motive 1d20 + 1 ⇒ (1) + 1 = 2
...but maybe he needs to recognise truth in people first.
| Damien "Wet" Winters |
Damien looks at the sobbing man with disgust, "You'll live so long as you don't do anything stupid. Now what in the abyss as you doing here? The pricks downstairs are happy to gas you too so you're obviously not on the best terms."
He moves to the window, "Leo, shut that door!
"Deputy. Get someone to drop us a rope to the east window on the south side. We need to get out of here."
He turns back to Cullen, "Talk while you move. We're out of here."
| Vhillish Quarrelwick |
Round 4
Vhillish hears his commanding officer's orders and first closes the hatch, then gestures to Kevezyat;
"Mistress Faen if you will. Could you secure a rope and drop it down towards the window below? Our companions have come across noxious gasses and wish to evacuate forthwith whot!"
| Kevezyat Faen |
Round 4
Kevezyat nods and comments "Noxious gasses? What kind of creatures reside here?"
She then ties off a rope and lowers it so that it passes in front of the indicated window, peering over the side to observe.
| DM Grimmy |
Janna passes the southwest window and looks in on the now empty room. From the southeast window she hears the dog barking and the man pleading for mercy.
Next round Janna will make it up over the top to the roof.
Leoven feels that Cullen is truly a cowardly man who just wants to flee with his dog.
Guys, remember, the windows are barred. Only the little characters like Jerrid and Samduc can squeeze through them.
| Janna - The Storm Maiden |
hello all, I am home, just trying to get back into the groove a bit. anyway reading along so far. I was wondering how high the windows are from the ground and is it possible for Janna to get to the window with the man pleading for mercy.
I have a plan...
| DM Grimmy |
Each story is 12 feet, and the windows are on the third story. So about 30'. The rope goes past the southwest window, and Cullen and everyone are in the room behind the other window. Sam and Jerrid climbed over to that window (DC 20 climb) and the others went in to that room through the inside of the tower.
| Damien "Wet" Winters |
Crap, knew I was forgetting something. The bandit's comment about climbing out the window threw me off. Dicks.
Reevaluating the space between the bars, Damien grabs Cullen by his collar and jerks the man upright, "If you intend to live, you're coming with us. To the roof, now! And hold your damn breaths."
Still holding Cullen, he begins shoving him towards the door.
| Vhillish Quarrelwick |
Okay so no rope and no barring of the hatch?
At the holy warrior's question the veteran shrugs;
"Damn stinky ones I'll wager... However if you wish to hear tales of pungent creatures my Lady - remind me at a more opportune time to tell you of when, on manoeuvres in the Swamp of Despair, the 33rd were ambushed by trog cavalry riding otyughs no less!"
Vhillish wrinkles his nose as a foul memories are recalled;
"Eh gads those bounders brought new meaning to "rank" and file! Phew!"
The serjeant-depute is snapped from his reminiscence by the familiar bark of Damien's voice;
"Come on up sah!"
| Janna - The Storm Maiden |
Janna continues her assent to the roof.
take 10 on the climb
| Kevezyat Faen |
Kevezyat smiles at Vhillish's recollection , "I have my own tales of such, Deputy. Deep in the underground cities of the Drow, there are many occasions to experience significant olfactory distress."
| DM Grimmy |
Fort Saves
Damien: 1d20 + 3 ⇒ (1) + 3 = 4 fail
Leoven: 1d20 + 6 ⇒ (18) + 6 = 24 pass
Cullen: 1d20 + 2 ⇒ (12) + 2 = 14 pass
Fang: 1d20 + 5 ⇒ (9) + 5 = 14 pass
Frequency 1/round for 4 rounds
Effect 1 Con damage; Cure 1 save
Leoven and Damien lead the man and his dog back out through the green vapor into the chamber with the roof hatch, choking at the noxious poison. Cullen takes out a length of cord and begins fastening it to his dog to raise him up to the roof through the hatch.
From below, a female voice is heard. "You idiots! Why did you release the green vapor!? Cullen is up there in my chamber with his dog! You two, go up there and throw the mist decanter out the window or I'll kill you myself!"
| Jerrid Kinslarn |
"It will disperse if we wait. Next time this will be a fortress if we leave now. And you can question Cullen about her while you stay like brave heroes."
Jerrid drags his heels behind the gas with Sam and waits for an answer.
| Damien "Wet" Winters |
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Do we not have a 50 percent chance to avoid having to save by holding our breaths DMG?
Damien squints as the gas burns his eyes, his words are short as he does his best not to inhale while talking, "Not leaving. Temporary fall back."
Hearing the woman below, he looks to Leo and gestures for him to follow Cullen up the rope. He then points to himself, Sam and Jerrid, gesturing towards the stairs, "Surprise 'em"
Moving quickly, he pushes the damaged door mostly closed and takes up position behind it, watching carefully through the gap for the unlucky bandits to emerge.
| Janna - The Storm Maiden |
Would a heal check help with damian next fort check?
from the heal skill:
Treat Poison: To treat poison means to tend to a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. If your Heal check exceeds the DC of the poison, the character receives a +4 competence bonus on his saving throw against the poison.
| DM Grimmy |
Do we not have a 50 percent chance to avoid having to save by holding our breaths DMG?
This one works off contact, not inhalation! It blisters the skin!
Jerrid and Sam see that the broiling green gas is seeping in under the door as well into Firean's room...
Will Jerrid and Sam follow Leoven and Damien to the room with the roof hatch, or escape through the window, or wait it out here?
| Jerrid Kinslarn |
While Sam decides Jerrid stuffs Cullen's cloak under the door to stop the gas entering so easily.
"Sam, we should leave....ahem...down or up you choose. I'll follow."
| DM Grimmy |
Guys there's no rope outside this window, this is the room you climbed to along the wall. W7 on the map.
Cullen went with Damien and Leoven into W6 and up to the roof through the hatch.
Oh I suppose Vhillish on the roof could swing the rope to be in front of your window now that there is no one climbing on it to keep it taught.
As Jerrid stuffs the door with bedsheets to stop the gas seeping in, he and Samduc can hear a couple of bandits coughing and wrenching and cursing as they climb the stairs to dispose of the gas decanter at the orders of Firean, their leader.
With a little help from the rooftop they find a rope outside the window ready to take them to rejoin the party without exposure to the noxious gas.
Everyone's together on the rooftop then, except Damien waiting behind the door in W6.
Cullen is busy trying to haul his dog up through the hatch when the bandits arrive at the top of the stair. Damien sees them from his vantage point behind the busted door. They are carrying an apparatus that looks something like a lantern made of cast iron, spewing the noxious gas out of it's chamber. They are holding it above their heads as they barge through the door Damien is crouching behind. Their eyes are turned downwards as they come crashing in headed for the window to dispose of their cargo.
| Damien "Wet" Winters |
Okay, so the two bandits are in the room with us now? Or just at the door? Leo is still with me as he is set to follow after Cullen, correct? Am I able to step back and attack with my hammer? Moving them on the map would probably help.
| Damien "Wet" Winters |
Surprise Round
Fort vs Poison: 1d20 + 2 ⇒ (13) + 2 = 15 Should make it, yes?
Damien lashes out with his shortsword at the first of the bandits through the door.
Shortsword: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10
| DM Grimmy |
Yup, 15 saves.
The bandit falls to the ground bleeding out, and the gas decanter spills to the floor of the chamber, seeping gas. The other bandit backs away towards the door, covering his eyes.
"Cullen, get to the roof! If you get poisoned Firean will kill me!"
Cullen turns from Leo to the man addressing him, after giving a sad look to his companion cut down by Damien.
"OK, go back down there and tell Firean I do not think these attackers are allied with the cultists! This one here is a priest of Thyr! He has promised me mercy if I co-operate with them!"
| Damien "Wet" Winters |
Damien looks between the bandit and Cullen for a moment before lowing his sword, "Aye, the pretty boy will be fine. Tell the lady downstairs we'll chat soon. Now go! And take your friend with you!"
Quickly he grabs the spewing canister from the floor and begins hauling it towards the window, "Leo, give me a hand!"
Inevitable new Fort Save: 1d20 + 2 ⇒ (13) + 2 = 15
| Kevezyat Faen |
Kevezyat helps those smaller folk over the tower edge, then turns to the stairs, stopping at the top, coughing a bit as some whisps of noxious gas reached her, then making her way down the stairs....
Fort Save: 1d20 + 7 ⇒ (20) + 7 = 27
Ignoring the gas, she arrives at the next landing....
Not sure if she'll intercept the retreating bandit...
| DM Grimmy |
Basically from the roof there's a hatch, with a ladder that leads down into room W6 which is where Damien just ambushed the bandits.
When Kev comes down the ladder she sees Damien tossing the poison gas decanter out the window as the bandit checks the pulse of his fallen companion before backing out into the chamber with the spiral stair.
Cullen is surrendered, and sticking close to Leoven, fearful of Damien.
From the bottom of the stairs a strong female voice is heard.
"Invaders! Spare my companion and his dog and we will vacate this place and leave you to your worship. Consider this keep claimed in the name of your demon god!"
| Damien "Wet" Winters |
Finally rid of the decanter, Damien hollers back down the stairs, "We're no bloody cultists you twit! We didn't bloody know there was anyone else here besides the damned demon buggerers! We want to be rid of the pricks same as you! Give us five minutes to shake of your damn gas and we can talk about you getting the fop back. Deal?"
| Leoven. |
Cullen is surrendered, and sticking close to Leoven, fearful of Damien.
Well, I think we have some time for you to explain what is happening here
| Samduc Dawnbringer |
Sam pipes up:
"Ignore him. Firean, we request a parlay!! I am a humble servant of Freya and would like to talk under a flag of truce. The sorceress Janna is our leader and I will be her second. Your use of poison had me convinced you were cultists too. Let us spill no more blood this day."
diplomacy: 1d20 + 6 ⇒ (19) + 6 = 25
| Vhillish Quarrelwick |
Vhillish too shoots Sam a sharp look, then looks to Damien with moustaches twitching.
He too however holds his tongue... momentarily
| Damien "Wet" Winters |
Damien grinds his teeth, moving closer to the hatch so his harsh whisper won't carry downstairs, "Use your head boy. These are the bandits Herl cautioned us about! And before you gave them Janna's bloody name, I'd merely suggested getting the lay of things from this one...", he jerks his head in Cullen's direction, "Before we walk into a viper's nest!"
| Damien "Wet" Winters |
"You can't. No more than we can trust you at any rate. But if we intended to slaughter the lot of you, you'd be down two more men at least. Way I see it, this situation can be as easy as we make it. Sounds like we both want to be rid of the bloody cultists outside. Coordinating our efforts we're much more likely to manage it. Second floor seems like neutral ground at the moment. You come up with two of yours and three of us come down and we'll see what's to be done? Bring whatever weapons put you at ease. We'll let you know when we're ready, sound fair to you?"
Diplomacy: 1d20 + 8 ⇒ (5) + 8 = 13
Provided they agree, I would like a minute to talk to Cullen first.