| Angel Dawnstar |
sorry guys in on vacation..
Angel follows the rest of the crew.. Double moving to keep up..
perc: 1d20 + 5 ⇒ (15) + 5 = 20
| DM Kalizar |
D'witt grimaces as he sloshes after the witch, wet but fairly sure his pepperbox is dry. He hustles down the lane and around the corner, to a lazy Y intersection, coming up from the stem. He hears another crash and muffled crying, he thinks from down the right fork, Perception Check to be sure, spying a shanty with a ruffling curtain and "broken to the ground" door along that lane.
Assuming D'witt follows in that direction, it takes a move action to the shanty, with enough movement left to enter or stand outside. The chamber beyond is quiet at the moment, Second Perception check if desired or he may enter. From the swaying curtain, there does appear to be some light in the room beyond.
All weapons and cartridges survived the deluge intact, though D'witt only had the pepperbox in hand to be sure of. I know he has his loose powder stored in sealed horns, paper stored dryly, those are fine, premade cartridges however were either in pouch or pocket on his person, and may have been drenched, hence the check.
| DM Kalizar |
Conner, Sir Gareth and the others round a corner to find a small hole ripped in the ground and a large splayed puddle, a muddy morass of the detris waste from this hovel community. Boot prints splash through the puddle and onwards beyond. The air has a faint acrid burnt smell, akin to sulfur but off a little. Anyone that may have witnessed this event has clearly left the area.
This post puts the group ending on the same round as D'witt. You are all seperated at this moment by three move actions distance, up the alley 40', across a right stretch 20', and up 15' right 5'into the lazy Y.
| D'witt Hirshue |
D'witt rounds the corner at a dash.
Perception 1d20 + 10 ⇒ (11) + 10 = 21
I guess that makes it. If not just let me know and I'll repost
He charges down the short 20' and skids to a stop long enough to catch the crash and muffled cry off to the right. Shifting his weight he moves quickly down the alley stopping to pause just before the entrance. He takes a breath and crouches by the doorway and tries to get an idea of the situation inside.
Perception 1d20 + 10 ⇒ (17) + 10 = 27
I understand. If I had missed the 'stored' save, I would have lost the rounds stored in my wrist sheath too.
| DM Kalizar |
D'witt hears a soft mumbling from inside the chamber, and sounds of rustling fabric. Peering inside he sees a young girl, flowing red hair, tears down her pale cheek. Her dress is torn and slightly splattered with blood, her hand wrapped and pulled to her chest. [b]Why, why, why,[/c] she cries.
Beyond her, the back wall has been rammed, a small hole opened in its surface to the alley behind.
| Sir Gareth d’Orionus |
Sir Gareth follows a few paces behind Conner. He wonders at the puddle and keeps looking for problems.
___________________________________________________
[dice=Spellcraft on the "small hole ripped in the ground and a large splayed puddle, a muddy morass of the detris waste from this hovel community"]1d20+8[/dice]
Perception: 1d20 + 11 ⇒ (16) + 11 = 27
chase music still playing.
| DM Kalizar |
D'witt hesitates at the doorway, scoping out the shack it seems the old woam ran into to hide.
A young girl, 10 or 12, dressed in a homespun gown kneels on the floor inside the single room structure. Spying D'witt in the doorway, She flees sir, stop her. She went that way. You can catch her, it loops back around, gesturing back towards the other arm of the Y junction.
In the room, you see the table is shoved aside, chair overturned. A bed resides against the left wall heaped in tossled bedding and an overturned basket, a low stand holding a burning candle. Against the right wall, behind the girl, sits a heavy chest that has seen better days. The back wall of the room has been forcefully rammed, a hole roughly two by two at about waist height knocked into it. Through the gap, another alley can be observed.
In the distancce D'witt thinks he heard his name over the occassional watch whistle.
The group has moved up the alley and across the way. They are at the base of the Y, D'witt still up the right arm.
| DM Kalizar |
Ok, from D'witt's post, I take it he is waiting for the others to arrive, not entering the shack but not leaving either, so will proceed accordingly, no readied action prepared.
Realizing the young man refuses to give up the pursuit, nor fall for her ruse, the young girl snarls at the figure hiding back by the doorway. Have it your way, ill timed load of a devil's dalliance, their deaths be on your head.
With that the witch calls forth a massive ball of burning flame, forming it in the shanty's doorway, setting cloth and timber a flame. Before he jumps back to avoid the conflagration, D'witt sees her jump for the opening in the back wall. Acrobatics 1d20 + 2 ⇒ (10) + 2 = 12 She catches herself in the opening, but scrambles through, gashing her leg, the blood turning from red to silver grey. Damage 1d4 ⇒ 3
The others come into sight of D'witt, an equivalent move action, when they see him lunge back from a ball of roiling flames protruding from a doorway, the frame and broken timbers already catching alight. In these narrow streets and dilapidated surroundings, such a fire will quickly level several homes and dwellings.
I will allow everyone a single action to end out this round, roughly 5' away from D'witt, about 10' from the doorway.
| Sir Gareth d’Orionus |
Sir Gareth turns the corner and 'see D'witt lunge back from a ball of roiling flames protruding from a doorway, the frame and broken timbers already catching alight.' Without a second thought about his disguise as a simple noble knight, he casts Create Water concentrating it on the starting fires to prevent them from the spreading.
| D'witt Hirshue |
"Through there, but I saw if go out the other side." D'witt points at the giant ball of flames in the doorway. "First we need to stop this fire. It will take the whole alley if allowed. We need to douse it or isolate it."
When Sir Gareth creates the water he backs up the 5' to end next to Conner and the others so as to not get soaked again. His tail pulls a vial from his bandolier and he eyes the doorframe.
| DM Kalizar |
From inside the burning shack, the group begins to hear coughing, and weak cries for help. The voice sounds like that of a young girl. Villagers living to all sides of the burning home are coming into the street, some with gathered belongings, fleeing, a few brave souls with blankets, cloaks or brooms and beating at the flames to try and stop the spread. Firefighting 1st round 1d20 + 5 ⇒ (15) + 5 = 20 vs DC 16. The ball has not moved, nor has it diminished, though Sir Gareth's sudden deluge seems likely to prevent it's damage from spreading beyond the home just yet, but the flames, smoke and steam have made seeing into the structure impossible. The inside of the home will quikcly be gutted by the ball, and may re-spread if not dealt with soon. For now the fire is contained within the shack and the surroundings are safe.
Two more rounds of successful firefighting should put out the magical fire, ending the threat. Not sure if whoever is within will survive the asphyxiation and smoke/steam inhalation that will come of it.
| Sir Gareth d’Orionus |
Spellcraft: 1d20 + 8 ⇒ (17) + 8 = 25 to recognize Flaming Sphere and expertise(level)-based duration
Sir Gareth casts another batch of Create Water and moves toward and into the burning building. He calls out to the building, "I'm coming to help you. Tell me where you are!"
___________________________________________________
Standard action to cast Create Water
Free action yell
Move action toward or into the building
Reflex if through Flaming Sphere: 1d20 + 3 ⇒ (7) + 3 = 10
Perception if possible: 1d20 + 11 ⇒ (13) + 11 = 24
| D'witt Hirshue |
D'witt remembers the the scene inside the building before the flaming ball forced him back. If someone is inside there still, it's his fault for not stopping the creature sooner.
"Going around would take too long." Fire never scared him as much as others but he knew what he carried on him, but he was already half soaked. Holstering the pistol, the tielfling steels himself and charges headlong into the flames.
[occ]Edit: forgot these. :p [/ooc]
Reflex save 1d20 + 10 ⇒ (18) + 10 = 28
Perception 1d20 + 10 ⇒ (9) + 10 = 19
| DM Kalizar |
Conner moves to the back and attempts to pick up the trail of the escaping person out of the opposite side of the building as D'Witt had said.
Xavorin runs to the the end of the alley to the 3 way at the end and looks around to see if he spots anything.
I take it Conner did not jump through the flames into the shack to try and climb out the hole, but instead continued down the alley, turning left, and looking for another pathway back in this direction.
At the end of this lane, 30' from your starting points, the alley opens into a four way crossing. Turning left, Conner and Xavorin follow the path about 20' before it meets a three way stop. Turning left again, they head 10' down the new passage, spying more shacks and hovels. Through spaces and narrow gaps, they see another open lane between these dwellings and those of the alley he left the others. The alley they are in runs another 40' or so, meeting another intersection. There may be narrow points they can try to crawl or squeeze through to get to this hidden alley, but gods only know the refuse that has accumulated over the years.
| DM Kalizar |
Holstering the pistol, the tielfling steels himself and charges headlong into the flames.
Sir Gareth casts another batch of Create Water and moves toward and into the burning building. He calls out to the building, "I'm coming to help you. Tell me where you are!"
Sir Gareth's water again drenches the structure and fiery ball as the villagers battle the blaze, unaware of the mystical nature of the flashing flames. Sir Gareth recognized the spell that had created the ball, and aimed to try and douse it's core. Fire fighting effort 1d20 + 7 ⇒ (10) + 7 = 17
Hearing only weak coughing, distorted by the crackling flames and creaking timbers, D'witt and Sir Gareth charge headlong into the dying flames to rescue the unknown victim of this wanton assault.
The tiefling wraps his soggy cloak tight, leaping high over much of the flame, taking minimal damage due to his finesse, precautions, and nature. Much of the furnishings are already ruined, if not by flame, then heat and smoke ruining their usefulness. D'witt finds himself near the cot he half remembered, his eyes casting about. Half Damage for Save 3d3 - 5 ⇒ (1, 1, 1) - 5 = -2 No Damage
Sir Gareth, forsaking any precaution and giving in to unintended heroics, he charges the blaze, speed over grace, and barrels into the chamber beyond, searching about once through the heat, smoke and steam. Full Damage for Fail 3d6 ⇒ (5, 4, 1) = 10
Sir Gareth notices a small hand clutching at a shawl covering a singed and smoldering head of red hair. The skin is already blistered and raw from the once raging flames. He pushes D'witt closer, the man already in the room and nearer to the burning bedding.
The flames are dying down, one more round of successful combined effort should end their threat, no damage passing back through if successful, half or no damage if not.
| DM Kalizar |
Angel directs the arriving watch patrol, giving orders to secure the area and head round the other way, looking for A wounded witch or whatever it is she looks like now or my companions, the brown-haired elf Xavorin or dark and brooding ranger Conner. She then takes command of the fire fighters, shouting instructions as she mumbles a prayer to the Dawnstar to protect them within the blaze.
Hope that is ok to everyone.
| Angel Dawnstar |
After quickly directing traffic Angel will run around swiftly and will look for the Witch..
Perc.: 1d20 + 5 ⇒ (15) + 5 = 20 Scanning with Detect Evil as she moves
To anyone she see's.. "Did you see anyone or anything running through here?" Dip: 1d20 + 11 ⇒ (7) + 11 = 18
| Sir Gareth d’Orionus |
Sir Gareth coughs as he casts Create Water and moves to gently grab the body attached to the small hand.
Cough, cough. "D'witt, what happened? Who cast the Flaming Sphere? We need to get out of here." Cough, cough.
| D'witt Hirshue |
D'witt coughs, covering his mouth as he looks around. "I can't say. *cough* Some kind of shapeshifter."
Relieved when he spots Garett with the small victim. "Get her out of here." He waves the knight on. Giving the room once last look before turning to follow.
| DM Kalizar |
The smoke and steam have filled the chamber, making it difficult to breathe, let alone speak or cast spells. The firefighters put more effort into their task, taking down the fire for good. 1d20 + 9 ⇒ (4) + 9 = 13
D'witt and Sir Gareth carry the young girl out into the sunshine and slightly fresher air. The villagers and militiamen watch as they set the girl down a distance away from the hovel. An elderly woman approaches Eileen, oh my dear, it's Madda. I'm here child.
The girl is burnt on her hands and arm, her hair singed and burnt short. She coughs and hacks, expelling the smoke from her lungs, as D'witt and Sir gareth find themselves doing as well. Already, some of the villagers are patting them on the back, a sort of thank you before they clear the area, uncomfortable with all the attention the watch and such high born visitors brings.
| DM Kalizar |
Conner and Xavorin locate a narrow passage that allows them to cut back into the narrow corridor that backs the burned out hovel. As they take it, Angel runs up behind, informing them the others are well in hand.
Searching the area, Conner finds tracks that lead staggering off from the hole, a few drops of silver grey mud indicating the blood trail. By the back of what turns out to be a drinking room, the trail stops by the slightly ajar door. As they open it, Xavorin notices a small vial, discarded on the ground. Picking it up, it smells faintly of sweet gum and alcohol.
The room beyond the door is crowded with about six or seven villagers seated around an uneven table and makeshift counter, some nervously waiting for things to die down, a few others well into their cups. They all stop their conversing, looking at the group silently.
Over the smell of sweaty bodies and stale beer, you thought for a moment you smelled a whisp of smoke and soot, but whether it was from the air outside, or someone came through here, you can't be sure.
| DM Kalizar |
Standing outside, Angel focus' her detect evil on the area, finding a faint aura that fades to dim as she views it, which moved from the hole, to the doorway, pausing, then passing through. It will take her three rounds to determine this information. Scanning the taproom occupants, she finds none of them peak her senses, though they are obviously resentful of the intrusion upon their midday respite.
| Sir Gareth d’Orionus |
When Sir Gareth catches his breath after a coughing fit from smoke inhalation, he gently pushes to see the little girl. Holding his brooch, he casts Cure Light Wounds on her attempting to heal her burns and to bluff any observer to believe that the magic comes from the magical brooch.
________________________________________________
Cure Light Wounds: 1d8 + 4 ⇒ (8) + 4 = 12
Bluff: 1d20 + 14 ⇒ (20) + 14 = 34
| DM Kalizar |
Sir Gareth's "brooch" magic washes over the young girl, easing her pain, and washing away much of the redness from her wounds. What is left unfortunately, are soft pink scars that will take years to fully heal, and hair that will grow full again quickly. The young girl looks to you and D'witt, smiling weakly, and thanks you for saving her. She squeezes your hands and whispers Bless you.
The older woman tells you the girl's name is Eileen, she is the daughter of the baker's apprentice, the single mother still at the shop, not knowing what has happened. She offers to let the girl and her mother stay with her until they can repair their home. She asks assistance carrying the girl into her home, a group of villagers eager to help. A few watch the knights brooch with interest and envy, but none dare do anything foolish.
| DM Kalizar |
A drunken, burly sort of man, into his cups, stands up facing the warrior woman. Wern't nuttin but da wind wat blowt tru 'ere. Dat fire dun 'eat up da air, un it wat blowt da door wide open an burst out da udder one. Looking Angel up and down, even as his friends try to pull him back to the table. Use sur a perdy one. Yep, wanna tussle? A groan rises from the others, apologetic and scared looks upon their faces. They are obviously more afraid of this rash pickup attempt, than any lie the man may have told. You sense they did not see anyone come through, only a gust of wind.
| D'witt Hirshue |
D'witt watches as Gareth 'uses the brooch' to heal the girls wounds. "Hm? Don't remember him using that for the water." Not seeing it to be important to pursue D'witt dismisses the thought for now.
He smiles at the girl. "My gods be kinder to you in future." He squeezes her hand gently in return, slipping a coin into it.
Sleight of Hand 1d20 + 8 ⇒ (9) + 8 = 17
The teifling lowers his voice so only the girl can hear. "Give this to your mother. It will help you both."
With that D'witt looks at Sir Gareth. "We should catch up with the others." He turns and hurries down the path Conner and the others ran leaving the girl in the care of her neighbors, a single platinum coin tucked into her hand.
| Sir Gareth d’Orionus |
"Eileen, my name is Sir Gareth d'Orionus. Are you strong enough to tell me what happened?" He introduces himself to the girl (and the crowd) and asks her what happened. He recognizes that she has been through quite an ordeal, so he won't push her. However, it might be worth it if he can get something valuable with this crowd of witnesses.
"You go. I'll catch up." He replies to D'witt while maintaining his concerned, empathic focus on the girl.
___________________________________________________
Diplomacy: 1d20 + 18 ⇒ (1) + 18 = 19 Sheesh! Extremes! Glad there's no automatic failure in skill checks.
| Conner Hawthorne |
Conner strides purposefully across the room heading out the opposite door, with an arrow still notched to his bow. As he passes the man making the rash advance, he says to him.
Watch yer tongue around the lady, pal. We search for someone very dangerous.
He leaves out the other door, never taking his eyes off the man, and then tries to pick up the trail.
Survival to Track: 1d20 + 14 ⇒ (3) + 14 = 17
| Angel Dawnstar |
Obviously annoyed by the pass Angel storms through the room, looking for a backroom or another door leading somewhere.. Keeping her Detect Evil scan going "Is there a backroom in this place? Another exit? Speak quickly unless you want the gaurd paying you a visit!"
| DM Kalizar |
Xavorin stops just out side the bar while the others go in.
He takes the vial that he found earlier and exams and finds a few drops left in it. He takes the last drops and tastes it to determine the potion.
Xavorin is not quite sure about the liquid from just his senses, the smoke causing some distraction, so instead focuses himself and uses Detect Magic to attempt to determine if the vial contained an magical elixir, and if so, what it might have been. He casts his cantrip and begins concentrating on the vial and remaining few drops of fluid.
Knowledge Arcana check 1d20 + 13 ⇒ (16) + 13 = 29
Spellcraft check 1d20 + 10 ⇒ (6) + 10 = 16
It takes him about 3 rounds of concentration, first realizing the vial was magical, containing a faint illusory dweomer suspended in the liquid. The aura was not strong enough yet to tell what spell it may have created upon consumption, but it told enough that perhaps they would have more difficulty locating their quarry. He realized what the container might have held about the time Angel was propositioned in the drinking establishment. Xavorin rushes inside to let her and Conner know what he discovered.
| DM Kalizar |
He leaves out the other door, never taking his eyes off the man, and then tries to pick up the trail.
Survival to Track: 1d20+14
Conner finds too many people have passed in and out, up and down this busier roadway, and he no longer has D'witt's soggy steps to keep apace besides. He has lost the trail of the gunslinger's target.
Conner did not see the girl or the witch, and so would not really know what her print would look like to actually track it.
| DM Kalizar |
Obviously annoyed by the pass Angel storms through the room, looking for a backroom or another door leading somewhere.. Keeping her Detect Evil scan going "Is there a backroom in this place? Another exit? Speak quickly unless you want the gaurd paying you a visit!"
The man's friends quiet him down, and insist they saw no one come in save themselves in the past hour. They do repeat that a gust of wind blew the backdoor open shortly before your group came thru that same doorway, and it blew out the front door almost as quickly. They become uneasy as Angel stares at them for several seconds, unnerving them more by her unforgiving and reproachful eyes than the threat of the watch. They hang their heads, afraid to meet her gaze, glancing at the symbol of the Sun Goddess, fearing no redemption but fiery fury and condemnation from this angry warrior.
| DM Kalizar |
"You go. I'll catch up." He replies to D'witt while maintaining his concerned, empathic focus on the girl.
The girl explains in a hoarse, soft voice, what she knows, which is not much. She explains that she sometimes helps a neighbor with odd chores, for a copper or a few turnips, whatever can be spared, to help make ends meet for she and her mother. Today, she had washed a load down by the river and brought it back to dry.
She had just folded the linens, and was coming out of her home, to take them to the neighbor, when a strange looking woman rounded the corner and charged right at her. The woman held something shiny in her hand, and slammed into Eileen hard, breaking down the door with the young girl's body.
The little girl tells that the pain was so strong, she hurt all over and couldn't breath. Her eyes seemed to get so heavy, her head just ringing, but before she lost her sight and senses, she could almost swear she saw her own self starring back, standing over her as she laid upon the floor.
She doesn't remember anything else until you and D'witt found her and carried her out of the fire.
| DM Kalizar |
With that D'witt looks at Sir Gareth. "We should catch up with the others."
D'witt takes off at a run after the others, rounding corner after corner in his search. Unsure of himself, he ends up at an intersection, eyes casting about, when he spies Conner exit a drinking establishment 20' behind himself, along the path he had just come. The ranger was casting about the ground, obviously looking for tracks, the look on his face showing it likely he cannot find what he seeks.
| Sir Gareth d’Orionus |
"Thank you, sweet darling. You've had a big day." Sir Gareth caresses the girl's hair and makes eye contact with those that will take care of her. "Please take of her. I'm staying with Master Kalizar as a guest. If anyone remembers something useful, please find me. We must find that 'strange looking woman.'" He repeats the girl's description to trigger memory in the crowd.
He slowly gets up looking around the crowd for anyone suspicious and follows D'witt getting to a hustle out of sight of the crowd.
_______________________________________________
Perception: 1d20 + 11 ⇒ (18) + 11 = 29
| Angel Dawnstar |
Angel quickly exits the back door, picking a random direction and hurridly moving, while scanning with detect evil..
Perc: 1d20 + 5 ⇒ (5) + 5 = 10
| Conner Hawthorne |
Having himself lost the trail, Conner takes up after Angel and follows her closely, prepared to fire at an identified enemy.
D'Witt, Xavorin, come!
Perception: 1d20 + 11 ⇒ (11) + 11 = 22
I was expecting maybe a blood trail, if she was injured, or some kind of sign of her passing, not necessarily footprints. With that last roll though, it matters not. Thanks.
| D'witt Hirshue |
D'witt pauses at an intersection looking this way and that as he catches his breath. He growls lightly until he spots Conner. "Thank the gods."
He jogs over to the ranger. "Did you see which way it went?" He asks, forgetting for the moment that Conner didn't know what they searched for.
| DM Kalizar |
D'Witt, Xavorin, come!
Angel, Xavorin, D'witt, and Conner scan the area at the near intersection, finding nothing of note. At the next intersection, they find three things of merit. This day has certainly blossomed into more excitement than reasonably expected when the dawn first peeked through the inn's windows.
The first, they see Sir Gareth approaching quickly, watching his step as he navigates the dirty streets of the labor camp.
The second, Elias comes from another street leading a patrol of four men, two watchmen and two troopers. The group is quick marching towards your group, assuring any lurkers or gawkers find reason to slink away elsewhere.
The third, nearly unnoticed, is a dusty bubble Conner spotted, almost by accident. Seeing an odd rock, Conner bends done and sees a rounded bead of dirt. Picking it up, the bead bursts, but is not hollow. It appears to be a clear, formless yet sticky substance, coated in dirt. It feels wet and tacky, smells sharp and coppery, and tastes, well Conner is not that foolish. Were it not for the dirt covering the drop, he would have missed it altogether. Could this be a blood trail, an "invisible" blood trail?
| Sir Gareth d’Orionus |
As Sir Gareth quickly approaches the group clearly NOT avoiding getting dirty (because he never seems to stay dirty for some reason), he calls out, "D'witt! What happened? Was that your pistol?"
When he slows to a walk near the group, he mentally reactivates his Detect Evil. What little skin that is exposed from his full plate armor is burned. It's perfectly clean but clearly burned. His armor is also perfectly clean with oddly no sign of soot or dirt.
____________________________________________________
Perception: 1d20 + 11 ⇒ (18) + 11 = 29