To Shatter Prison Walls (Inactive)

Game Master Darian Graey

A Pathfinder conversion for the Temple of Elemental Evil campaign. An evil coalition is determined to free the Rough Beast. From Andoran to Taldor, Droskar's Crag to the Fog peaks, madness and destuction awakens once more.


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Male Human Knight | HP 33/47
Stats:
AC 21/11/20 | Fort +9 Ref +3 Will +8 | Init. +4 | Perception +12 | CM +8/19

Round 9

Sir Gareth sheaths his sword and casts Stabilize on Trooper Myers
_______________________________________
heal 2 more hit points from Healing judgment
cast Stabilize on Trooper Myers
move action to sheathe sword


Cootz and Myers are dead on Round 9. Like Deel, they needd to be saved on Round 8, with a Stabilize or a successful Heal DC 15, barring that, too much non-lethal damage caused lethal damage and death.


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

will: 1d20 + 9 ⇒ (8) + 9 = 17


Angel failed her Will Save, so will take 32 points of non-lethal damage and gain the sickened condition for 5 rounds.


Tiefling Gunslinger (Pistolero) / Alchemist (Gun Chemist) hp: 15/15 init:+5 AC: 10/t10/ff10 Grit left:2 Bombs left:3

Disentangling himself from the root D'witt watches the others preform triage with the troops. He was injured, but others were worse and he could wait.

Holstering the pepperbox D'witt walks over to Angel who appears more worse for ware and just a little green around the gills. "You don't look so good. Let me give you a hand." He tries to take her arm and put it around his shoulders, then holding her up as he walks her over to the others.

If I read right, even with your healing you're sitting somewhere around 1-4 hp there Angel.


Male Human Knight | HP 33/47
Stats:
AC 21/11/20 | Fort +9 Ref +3 Will +8 | Init. +4 | Perception +12 | CM +8/19

Round 10

Hearing the troopers are dead, d'Orionus returns to Rutcher to heal him to consciousness. "Look for the Erastils and magic," he suggests to the companions. "Remember the trooper said that the people at the mill were saddling up to leave, but we should secure this place first."
_______________________________________
heal 2 more hit points from Healing judgment
Cure Light Wounds on Rutcher: 1d8 + 4 ⇒ (3) + 4 = 7


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

She was at 46, took 10 from the bite and then 32 so yea 4hps lol..

Angel staggers as the blast of negative energy washes over her.. "Bless the Everlight, it has been slain.. Thank you D'Witt I think I will have that seat.." She heals herself with LoH..

LoH: 2d6 + 4 ⇒ (4, 5) + 4 = 13Plus Remove Sickness Mercy And then pulls a wand for..
Heal: 5d8 + 15 ⇒ (4, 1, 7, 3, 1) + 15 = 31

"Catch yalls breath. Anyone need healing? We must go after the foul shape shifters before they escape..

Liberty's Edge

M Human Level 5 Zen Archer Monk Init +10, AC 23 T20 FF19, HP43/43 Perception +13, Saves F +6,R +6,W+10

"Wait, what? Shapeshifters? D'Orionus what is going on? Have there been any other murders?" Carlson asks in a startled voice. "Are they what created... This?"


Male Human Knight | HP 33/47
Stats:
AC 21/11/20 | Fort +9 Ref +3 Will +8 | Init. +4 | Perception +12 | CM +8/19
Carlson Haddix wrote:
"Wait, what? Shapeshifters? D'Orionus what is going on? Have there been any other murders?" Carlson asks in a startled voice. "Are they what created... This?"

"Yes, shapeshifters. No other murders that we're aware of. They probably created this, but we don't how or why." d'Orionus replies to Carlson.

"Everyone should avail themselves of Angel's healing. While waiting, please search this area for clues and magic. Then, we need to search the mill, because the evil creatures have probably departed."


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

I need no healing. Let's get over to that mill.


The battle over, the remains of the Grove are in shambles. The once white poplar, now an ashy gray thing, stands twisted and bent, it's root bulb half pulled up from the grounds. The whole area is churned up with broken stone, smashed and broken limbs, with twisted knots of roots reaching skywards, many burnt and charred. A gaping hole is rent in the side of the great tree, already stinking of rot and decay, packed with the ground and pulped remains of it's three victims. The face that had marred the tree in twisted anger, now has relaxed somewhat. While before it was monstrous and hideous, it now looks more like that of an aged man, pained in suffering and anguish not anger. D'witt is shocked when he realizes that face reminds him of that of Jaroo. Smaller knots on the bark of the tree have taken shape as well, those of Jennithar, Yundi, and Willem Evans, all twisted in torment.

Xavorin detects magic on the Grove, trying to determine what if anything remains. He finds the Deer-Skull helmet and Jaroo's serpent-changing staff are the only mystic items not held by the party. Skill checks needed to identify

It takes a few rounds to get the wounded stabilized and comfortable, finding blankets amongst the ruins of the Lodge. Rutcher and Cootz will watch over Myers and Deel, securing the site, not ready to face death again so soon.

Once ready, the group runs for the Mill, passing the Inn and the worried faces watching from the windows. D'witt notices Sharla gives a slight smile, a partial wave, seeing him running past.

As you approach the Mill, a trooper comes out into the street. You do not recognize him, but he seemed to expect you, or at least someone would be coming.

Two of them took five horses from the Trading Post, came back for the others, but only four riders left out on the Old Road, in full gallop. Must have been about a minute, maybe two ago. There may be someone still inside the Mill. Myers checked on the house, the miller and his family, they're dead, all dead, killed in their beds. The soldier stifles back a sob, Even the baby, not yet three, hacked with an ax. I stayed my post. No one else has entered, none others have left.

Liberty's Edge

M Human Level 5 Zen Archer Monk Init +10, AC 23 T20 FF19, HP43/43 Perception +13, Saves F +6,R +6,W+10

Carlson hears these words with sadness and a tinge of suspicion. "That's terrible! What do you suggest we do?" He asks the others.

Sense Motive: 1d20 + 14 ⇒ (19) + 14 = 33


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

We could send a few back for our mounts while I track them with some others on foot. When our mounts arrive, at least we will be on the trail.


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

"A horse trail will not go cold quickly.. I say we go and finish searching the mill.. Have the Elders and Kalizar returned yet?"


Male Human Knight | HP 33/47
Stats:
AC 21/11/20 | Fort +9 Ref +3 Will +8 | Init. +4 | Perception +12 | CM +8/19

Did Rutcher revive after Gareth's healing?

What is going on? d'Orionus surveys the broken battlefield after healing the troopers. No time to weep. Let's see what's left at the Mill." He limps after the group.
____________________________________________

"Thanks trooper, we can expect one with a horse to delay our pursuit," d'Orionus looks for evil in the trooper and thinks.

"Angel, I should have listened to your advice to storm the Mill earlier, so I question my instinct now. But if everyone's dead in the Mill, shouldn't we go after them first? What do we hope to find that won't be there in a few hours?"


Your rapid fire questions and actions seem to distract and upset the trooper, who is shying away from Carlson, moving around the building.

Carlson:
The trooper feels "off" somehow, and his words ring hollow to you.

Yes, listen to the bowman, if you hurry you can catch them, they can't be far ahead of you. The mill's empty, they took everything, killed everyone. He reaches the corner of the building, pointing off down the road, barely seen in the weak moonlight. The dust hasn't even settled yet. You have to stop them, they killed Jaroo. Turning over his shoulder to look at Angel, as he approaches the mill doors,The others, no, they haven't returned yet, may be out of town for days. You should go now, you can't let them get away. I'll lock the mill doors. Keep everyone out till you return. The trooper makes it to the mill doors, hands on the handles. Let me just find the keys. You can't let them get away with destroying the Grove.

On this side of the mill, you have a set of large double doors, large enough to back a wagon into the mill. A pair of hatches, nearly as large, are on the second floor above the large doors below, and has a hoist and pulley arrangement above them. To the left of the double doors, closer to the river, is a single normal door. The whole side of the mill is about 50' long, with a large dirt and sand lot about 40' wide, lined on the outside by shrubbery and hedgerows out to the roadway.


Sir Gareth d’Orionus wrote:

Did Rutcher revive after Gareth's healing?

What is going on? d'Orionus surveys the broken battlefield after healing the troopers. No time to weep. Let's see what's left at the Mill." He limps after the group.
____________________________________________

"Thanks trooper, we can expect one with a horse to delay our pursuit," d'Orionus looks for evil in the trooper and thinks.

"Angel, I should have listened to your advice to storm the Mill earlier, so I question my instinct now. But if everyone's dead in the Mill, shouldn't we go after them first? What do we hope to find that won't be there in a few hours?"

Rutcher survived and came to consciousness. He stayed with the others in the Grove, still weak and confused from his brush with death.

The trooper is moving around too much, passing in and out of view, using others to block line of sight almost. You need to catch him with a clear line of sight for a few continuous seconds to get a reading on him, though the whole area radiates faint evil, most likely due to the spell that was cast tonight.


Male Human Knight | HP 33/47
Stats:
AC 21/11/20 | Fort +9 Ref +3 Will +8 | Init. +4 | Perception +12 | CM +8/19

Sir Gareth now suspects the trooper. He looks away keeping him in his peripheral vision in order to reduce the trooper's tension. He maneuvers around the area to "push" the trooper toward anyone but Xavorin, like a hound pushing a fox to the hunters.
_______________________________
Bluff: 1d20 + 14 ⇒ (10) + 14 = 24
Sense Motive: 1d20 + 11 ⇒ (6) + 11 = 17

Liberty's Edge

M Human Level 5 Zen Archer Monk Init +10, AC 23 T20 FF19, HP43/43 Perception +13, Saves F +6,R +6,W+10

"Trooper, hold! What did you say your name was?". Carlson loads his bow and says to the others while watching the "trooper". "You said we were dealing with Shapeshifters. Is there a way of Identifying them? His words ring false."


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Conner draws an arrow and moves within 30' of the trooper, training it on him.

There was one horse taken by those escaping that still remains here.


Tiefling Gunslinger (Pistolero) / Alchemist (Gun Chemist) hp: 15/15 init:+5 AC: 10/t10/ff10 Grit left:2 Bombs left:3

D'witt steps aside as the others tend to the wounded. He pulls several vials from his pouch along with some other ingredients. He uses the time to create one of his extracts and then drinks it.

cure light wounds 1d8 + 5 ⇒ (4) + 5 = 9

As the tiefling puts things away he watches the exchange between the knight and the trooper. The guard seemed a off.

Sense motive on the trooper. 1d20 + 9 ⇒ (6) + 9 = 15

D'witt couldn't put a finger on what was wrong but the others also seemed to feel on edge still. He pulls the pepperbox from it's holster again and brings it to bare on the trooper along with Carlson and Conner. Moving closer to the mill, within 20' if possible.
"There's an easy way to tell if he's a doppleganger, but remember, the girl in the tavern was not one."
He calls out to the trooper. "Stand down and present your hand."


My name is Dart, Joman Dart. I just need to get the keys, to lock up the mill and the miller's home. I saw them on the foreman's desk earlier. The trooper steps back from the door, nervously holding out his hand, looking scared and confused.


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

Turning to the Trooper.. Activating Detect Evil "You said yourself there maybe someone still in the mill, yet you want us to strike out immediately? You will stay right where you are till this is figured out.." To Sir Gareth.. "None of us knew this was going to happen, so don't start second guessing yourself now.. Your angle in all this mess has been a good one, so stay ture and we will destroy this evil yet.. As for going after them I fully plan to, but I really think the mill should be examined.. The evil tree might not be the only thing these foul beings have left for this town.. At a full gallop they already have a good start on us and perhaps if they think they've escaped their guard will be down when we do finally catch up to them.. Now come let us search this den of vileness.."


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Conner merely shrugs and keeps the arrow trained on the trooper.

Yes, let's get about it then.


Angel's first round of Detect Evil detects the presence of evil in a 60' cone, as I assume Sir Gareth likewise begins a new search focusing towards the Trooper.

Please other players post what you are doing this round, then we will move on to round two. Give me a rough indication where you are located near the trooper, so I can tell if any other player is in the field of the detections please. The area was described above, the side of the mill between the road and river, mill and bushes. Double doors 20' from the road, next door 5' from the river, 40' from mill to hedgerow.


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Within 20' of the trooper with arrow drawn on him. I would be between him and the river, allowing him only one route away from me - the mill.


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

A paladin's detect evil is a move action, so Angel still has a standard or another move action that round..


Conner Hawthorne wrote:
Within 20' of the trooper with arrow drawn on him. I would be between him and the river, allowing him only one route away from me - the mill.

The mill is on the west, the hedgerow the east, the roadway is north, the river south.


Angel Dawnstar wrote:
A paladin's detect evil is a move action, so Angel still has a standard or another move action that round..

And your second action of the round is?


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

Appraoch the man slowly, trying to get within aoe range if possible..


The man stands there nervously, hand held out, as Angel approaches slowly, watching him, with two men holding drawn bows on him, a demonic looking man holding a strange metal wand pointed at him, and the Justicar staring back at him. Xavorin stands back at the roadway, sensing once more that Sir Gareth does not want him around.


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Between hedgerow and mill then, within 20'. Thanks


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

Does she detect evil?

"Why are you acting so nervous trooper? If you know something more i suggest you tell us now.."


As stated above, the first round Angel and Sir Gareth detect the presence of evil in their respective 60' cones. Both have the trooper in the forefront of their scan, with the mill behind him. I was wanting information on where the other party members were, in case any of them were in the scanned zone. Conner is 20' from the trooper, ExSE of him, Carlson 30' from the trooper, ExNE of him, with Sir Gareth in the middle line, 30' from the trooper, and Angel closing, 5' diagonal from the trooper. I am placing Xavorin and D'witt near the roadway, like Conner and Carlson outside the scan.

Nervous? You point weapons at me, treat me like a criminal. My Canoness was killed, her killer is here, armed and free. Evil cultists murdered their Erastilian co-conspirators escape while you threaten me. Yes I'm nervous. I just want to get out of here, but I do my duty.
He pulls his hand back down, still shuffling somewhat, but not reaching for a weapon, trying not to make an aggressive movement.

The whole mill seems to radiate a faint, lingering evil aura, having been the site of a recent unholy sacrifice and rite, while there are additional auras beyond the walls inside. The trooper does not radiate evil. Round 2 of study would indicate both a moderate and a strong aura within the mill, standing out over the fading faint aura.


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

Angel nods at the trooper.. "Well said sir.. You must understand that we must suspect everyone so no hard feelings.. There's still several auras inside the mill.. Come let us get to this.." Angel will lead the way to the door and enter once the party is assembled..

How long has it been since the initial round with the tree? Afew mins? More? Only ask because of her weapon buff..


That depends on whether or not the party ran or walked the distance between the Grove and the mill.

Which door, the smaller door or the double doors which the trooper was standing next to? And are you dropping the detect evil or finishing the third round first?


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

The double doors i suppose.. Finish the 3rd round of detect first..


The third round of detection indicates the strongest aura is closest to the double doors, maybe 10 feet beyond. The moderate aura is about 10' south of that, maybe 5' further inside.

Assuming the group hustled here from the Grove, after spending a minute to confer with Rutcher and see to everyone's needs, the trip took at least an additional 3-4 minutes. This, plus the battle time, and the scanning now, so the aura on the sword has been active for 5 minutes easily, perhaps a bit longer.

Fatigue is becoming an issue as well, as you had an abbreviated night's sleep after a hard day's ride, then a full day of activity running around town, up and down hills, swimming, chasing doppelgangers, fighting angry trees, et al. A CON d20 check please to see if anyone is feeling any effects at this time.


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

Alrighty sounds good..

Con Check: 1d20 + 2 ⇒ (8) + 2 = 10

"The strongest aura is by the double doors.. Ill go first.."

Well that is if i can move atm..


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Con Check: 1d20 + 1 ⇒ (9) + 1 = 10

Conner will follow Angel inside, arrow ready.

Liberty's Edge

M Human Level 5 Zen Archer Monk Init +10, AC 23 T20 FF19, HP43/43 Perception +13, Saves F +6,R +6,W+10

Carlson hears the others confirming the presence of evil inside the mill and shakes himself for a moment. "I was correct. I should have returned to the tower as soon as the beast was felled, but if I had not been here would the others have missed the villains? Is that why I came here? I have broken my word to Amelia. I shall follow this through and then return and face justice for my actions. Oh Erastil, you do not always give us easy burdens, just strong backs."

He knocks another arrow in his bow and watches the door. "I'm ready. Let us open that door and see what lays in wait."

To the trooper he adds "I am sorry for my suspicion of you, these past few days have been very difficult. Though why you think followers of Erastil are behind this I do not understand. Shapeshifters walk among us man! The acolytes at the grove were just destroyed by an unholy abomination! There is no way followers of Erastil would consort with such a plot." He turns and follows the others.


Conner and Angel are tired, only barely making the CON check. Still waiting for the others. Carlson is exempt, as he has spent the day meditating in a holding cell.

I will need a Perception Check and Initiative Roll as well from everyone, any spells or effects still ongoing, and a description of what you are focusing on or actions being readied. Conner his bow, Angel her sword?, and Carlson his bow, all focused on the double door entry, so I assume you are breaching hot and hard.


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Correct assumption for Conner.

Initiative: 1d20 + 10 ⇒ (3) + 10 = 13

Perception: 1d20 + 8 ⇒ (8) + 8 = 16

Liberty's Edge

M Human Level 5 Zen Archer Monk Init +10, AC 23 T20 FF19, HP43/43 Perception +13, Saves F +6,R +6,W+10

Perception 1d20 + 13 ⇒ (15) + 13 = 28
Initiative1d20 + 10 ⇒ (4) + 10 = 14

Carlson is focusing on the door. You got it right.


Male Half-Elf Sorcerer/5 Bloodline: Draconic

Xavorin walks from the road about 35' from the door ready to cast a spell if need be.

i think i still have mage armor or shield on

Perception 1d20 + 10 ⇒ (20) + 10 = 30

Initiative 1d20 + 3 ⇒ (3) + 3 = 6


Tiefling Gunslinger (Pistolero) / Alchemist (Gun Chemist) hp: 15/15 init:+5 AC: 10/t10/ff10 Grit left:2 Bombs left:3

Sorry, busy lately.

Con check 1d20 ⇒ 18
Perception 1d20 + 10 ⇒ (20) + 10 = 30
Initiative 1d20 + 5 ⇒ (15) + 5 = 20

D'witt stifles a yawn as he stays by Xavorin with his gun readied. With the others seeming to give the trooper a pass he shifts his attention to the mill itself. He gives the guardsman an apologetic nod as he follows the lead of the others.


Male Half-Elf Sorcerer/5 Bloodline: Draconic

Here is my con check

Con check 1d20 + 3 ⇒ (11) + 3 = 14


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

perc: 1d20 + 5 ⇒ (1) + 5 = 6
int: 1d20 + 1 ⇒ (8) + 1 = 9


Ok, just waiting for Sir Gareth to post his rolls. I am heading out to the gym and to run a few errands this morning. If he has not posted by the time I get back, I will roll for him and move forward with the mill reveal. Angel, Carlson and Conner are focused on the double doors, Xavorin the courtyard as he moves into it, and D'witt focuses between the doors and the trooper. I assume Sir Gareth will focus on watching the doors and the trooper as well unless detailed otherwise.

In summary we have the following initiatives...
D'Witt at 20
Carlson at 14
Conner at 13
Angel at 9
Xavorin at 6
All made their CON checks, so no fatigue so far.


Ok, we are going to bring up Sir Gareth's rolls and move forward.

CON check 1d20 + 2 ⇒ (12) + 2 = 14 No fatigue
Perception Check 1d20 + 11 ⇒ (19) + 11 = 30
Initiative 1d20 + 4 ⇒ (14) + 4 = 18

Initiative Rolls for Mill Combat:

Trooper Joman Dart Initiative 1d20 + 1 ⇒ (20) + 1 = 21
Female Voice Initiative 1d20 + 0 ⇒ (7) + 0 = 7
Hand Crossbow Initiative 1d20 + 5 ⇒ (5) + 5 = 10
"Bowman" Voice Initiative 1d20 + 2 ⇒ (2) + 2 = 4
13' tall Man Initiative 1d20 + 2 ⇒ (3) + 2 = 5
"Father" Voice Initiative 1d20 + 1 ⇒ (10) + 1 = 11
Pale Child Initiative 1d20 + 1 ⇒ (12) + 1 = 13
Second Floor Child Initiative 1d20 + 6 ⇒ (7) + 6 = 13
Shortbowman Initiative 1d20 + 5 ⇒ (1) + 5 = 6
Charging Half Orc Initiative 1d20 + 2 ⇒ (2) + 2 = 4
Shadowy Man Initiative 1d20 + 6 ⇒ (2) + 6 = 8
Shadowy Rider Initiative 1d20 + 3 ⇒ (15) + 3 = 18

From within the structure, and without, voices can be heard as a sudden battle commences. A surprise round occurs as the party realizes they have been expected, and an unwelcoming party moves to greet them. Players may take either a move or standard action during the surprise round, and only to against a threat they recognize.

Trooper Dart does not seem shocked by the surprise attack, having taken a step back as the doors began to open. He does however seem to stand still a moment, looking glassy eyed at the figures within the darkness.

D'witt, Sir Gareth and Xavorin may react to any action taken by a visible combatant below, having heard a small click, crunch of stone, or the tightening of a bowstring as both the doors are opened as well as when three figures come into view, stepping out of the hedgerow into the night's weak light.

Carlson and Conner may react to any figures emerging or visible from the Mill, but fail to notice anyone behind the party.

Unfortunately, Angel is surprised during the surprise round.

Initiative Order Summary:

Trooper Dart
D'Witt
Sir Gareth
Shadowy Rider
Carlson
Conner
Pale Child
2nd Floor Child
"Father" Caller
Hand Crossbowman
Angel
Shadowy Man
Female Voice
Xavorin
Shortbowman
13' tall Man
"Bowman" Caller
Charging Half Orc

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