GM Raine |
The final bolt from Mathilde prooves fatal for their healer, the force of the blow rendering him unconscious and pushing him off the edge of the causeway. Landing on the drawbridge below, his figure contorts unnaturally.
"Limp wristed...!? I'LL KILL YOU!!!", the plated monstrosity angrily screamed. Thankfully for Karl, he is out of smite good for the day!
Attack(Furious Focus/Rage): 1d20 + 14 ⇒ (7) + 14 = 21
Lol, the rolls. This poor guy should have been taken so much more seriously
Cal Concord |
"Do us all a favor and cease the screeching," Cal called down as though he were dealing with a noisy neighbor. Almost as an afterthought, he turned Mathilda on the unfortunate sap.
The Lady targets touch: 1d20 + 7 ⇒ (12) + 7 = 19
1d10 + 3 ⇒ (5) + 3 = 8
Karl Fulson |
Lol, the rolls. This poor guy should have been taken so much more seriously
That's just how the cookie crumbles sometimes. Look at it like this: Kar needled him, making him mad, and now he' making reckless mistakes because of it. Also, shouldn't he have a -2 to-hit this turn?
Karl snorts at the miss, circles again, and backhands the anti-paladin.
Attack: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 1d6 + 10 ⇒ (6) + 10 = 16
Nukilik |
Spotting the melee around the corner, Nukilik pauses and watches in fascination.
Maintaining song but otherwise delaying for now.
Kyriel of the Whitecaps |
Kyriel stows his bow and draws his sword as he moves towards the melee, unwilling to waste another arrow. [ooc]double move along the path[ooc]
"Throw down your weapons, you've been beaten!"
Kyriel seriously doubts the man will acquiesce.
GM Raine |
I don't mind! Live and die by the dice! I really don't 'root' for my villains. I sympathize with him for the rolls, but that's all :). Should he have had a -2? I'm not seeing where it would come from. Based on the previous posts I'm guessing you meant because he charged last round and not this one? He entered a rage, though so it's another +4 str. If I'm missing something, let me know!
Cal's arrow penetrates the raging antipaladins armor and distracts him long enough for Kal to maneuver about and get a clean shot to the back of his head, but the helm absorbs the blow.
The man wanted so much to climb that tower and make Cal more intimate with his weapon than he probably ever intends to be, but Karl is still close enough to hit, and he's still pissed at him too. His anger gets the best of him; his wild swings coming nowhere close to contact.
Greatsword: 1d20 + 14 ⇒ (7) + 14 = 21
I've moved Cal down two levels in the tower just to reflect his distance better. I'm pretty sure he is now within his first range increment
Nukilik |
Is there any reason Karl hasn't been using flurry?
Nukilik continues watching Karl's struggle with the heavily armored villain.
Karl Fulson |
...That I completely forgot I had it.
Karl shifts back to his previous position, keeping the armored numbskull off his balance, hitting him with a quick one-two punch.
Attack: 1d20 + 9 ⇒ (3) + 9 = 12
Attack: 1d20 + 9 ⇒ (2) + 9 = 11
Or attempts to, his rapid fire punching destroying his accuracy.
Kyriel of the Whitecaps |
Kyriel hustles past Nukilik, slipping into a defensive stance as he draws his sword on their foe.
Combat Expertise and Fight Defensively: -3 to hit, +5 AC. AC is 27.
attack - defensive stance: 1d20 + 10 - 3 ⇒ (18) + 10 - 3 = 25crit threat
damage: 1d6 + 5 ⇒ (1) + 5 = 6
crit confirm?: 1d20 + 10 - 3 ⇒ (19) + 10 - 3 = 26
damage?: 1d6 + 5 ⇒ (4) + 5 = 9
Karl Fulson |
"Give it up kiddo." Karl says and unleashes a quick gut punch/uppercut combo.
Attack: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d6 + 10 ⇒ (1) + 10 = 11
Attack 2: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d6 + 10 ⇒ (1) + 10 = 11
Cal Concord |
Full-Round Action to load a fresh clip.
Cal leans against the gap, hitting the release on the wooden case under Mathilda and letting it hit the floor. Pulling a fresh clip from a low slung messenger satchel, he slaps it home and checks over the mechanisms quickly. A misaligned bolt could be disastrous for him.
Kyriel of the Whitecaps |
Kyriel maintains his defensive stance, and tries to find another opening in the man's plate.
1d20 + 10 - 3 ⇒ (6) + 10 - 3 = 13
1d6 + 5 ⇒ (6) + 5 = 11
Frustrated by his defenses, Kyriel calls to Karl, "Circle around behind him! "
GM Raine |
This combat has grown somewhat stale. Our villain is presently reduced to two health, is out of smites and LoH, and will more than likely die in the next turn of combat roles. Let's keep things alive here.
Despite Karl's insults, the antipaladin fought a mighty battle, protesting until his last breath.
Now, the causeway is littered with the bodies of friend and foe alike. From the top of the bridge, the group has a vast vantage of the north beyond the wall. In the darkness of the night, the glow of torches can be seen. As the noise of battle gives way to silence, the thunder of war drums can be heard in that same distance.
An army marches on Balentyne! Judging by their pace and distance, it will only be a few hours before they descend upon the compromised watchtower.
Nukilik |
With the villains defeated, Nukilik solemnly approaches the commander's fallen form. "We were too late", he rumbles sadly. "Does this mean... the region is defenseless? What should we do?"
Cal Concord |
"We run. Nukilik, you and Kyriel head back to town and get the townspeople out of there. Make sure Hester is saddled and ready for me. Karl, we need to make this place look as lively as we can. If they think the sabotage failed, they'll waste time trying to siege an empty fort and the civilians will be free to escape."
In the space of a few seconds, Cal's person changed sharply. Gone was the inveterate rogue and in his place stood, of all things, a soldier.
Karl Fulson |
Sorry! I got it now! The military chain of command would be the Captains. Who are all dead. After that it would go to some of the more civilian members like Father Donnagin and Tacitus. Also dead. Basically, the chain of command is dead.
Wow these guys suck. I'm guessing Commander deadguy was the only one who even put up a fight?
"We should work on slowing them down, too. Block off the entrances and exits if we can."
Don't suppose this fort was built with deadfalls in place so we can easily block off the main bridge and such?
GM Raine |
They weren't all worthless! The villains were a 5 Antipal/Barb, a 7 sorc/wiz and a pair of 5 rogue/clerics. They were beaten up and almost out of spells by the time you got to them. Tacitus chunked down their HP with a wand of fireballs, Donnagin and his monks took resources, and the arcane caster blew a lot of spells on the gestalt archon they had to fight.
A brief run through the castle reveals a gruesome scene.
Downstairs, in the master barracks, the bodies of over three dozen guards lay in their beds, all of their throats sliced open.
Nearby, Father Donnagin and his monks are slaughtered in their holdings. They put up a valiant fight, but were no match for the intruders.
In the courtyard outside the keep, the remains of Captain Barholde and a few of his retinue are thrown in the grass. The nearby temple to Mitra has been desecrated and marked with the unholy symbol of Asmodeus.
Finding ways to make blockades proves futile. A river splits Balentyne from it's keep to the gatehouse, separating it from the Savage North. With the drawbridge raised, it would be nearly impossible to get an army through quickly, but the mechanics to raise it have been sabotaged. So too has the gatehouse: the portcullis may no longer be lowered and even if it were, a large hole is now in the foundation of the gatehouse for easy access. The stores of arrows and scalding sand within have been split or burnt. Balentyne has been left defenseless.
On the drawbridge below the causeway lay the body of the caster who fell.
Karl Fulson |
Can you give me an HP/Hardness for the bridge? I should be able to just smash the thing with enough time. Take 10 on Perception either way since I'm on the bridge.
"Bastards were already convicts. Did they stage a prison break?"
GM Raine |
It would take a considerable amount of time to smash the bridge. The framework is thick steel, with the boards fitted in going shortways. Breaking the framing in one spot doesn't compromise a great deal of it, with the boards running as they are and bolted in. You could break a few boards, and it may buy a little time.
Karl Fulson |
As long as I can break enough board to keep people from just jumping across, I'll feel accomplished.
Karl sets to work on breaking the drawbridge.
I can deal 2d6 + 20 ⇒ (6, 2) + 20 = 28 damage per round with a Flurry. Easiest way to do this is probably just narrate us going to work and say how many boards we chop before we absolutely need to GTFO or die.
Karl Fulson |
"We're going, we just need to buy some time. We should evacuate the town as well, that army will sweep right over them and us as well. I've bought us about an hour I think, but it may not be enough." Karl says, more grimly than anyone here has heard him speak before.
Kyriel of the Whitecaps |
"If that's the case, we should take what we carry. No sense letting this army have any more than we must," Kyriel says, looking down to the dead Commander sadly and thinking about the dead captains up in their tower. "They may have wrecked the armory, but maybe we can find something of use. I imagine the Commander would want every resource utilized. We should check the officer's rooms on the way back too. I'm guessing these killers didn't have time to be thieves as well."
Kyriel looks thoughtful for a moment.
"Nukilik, can your friend the priest raise the dead? Perhaps we should bring the commander's corpse as well..."
Cal Concord |
"Mitra is stingy with His holy light. Most priests are all sermon, no intercession," Cal said coming back, a note of clear bitterness in his voice. The saboteurs had done a thorough job and coming back to some of his least favorite kind of talk clearly did not improve his mood.
"Leave the bodies but check the rooms."
GM Raine |
End of Chapter 1: The Fall of Balentyne
Though all that was done that could be, an assault on Balentyne, and most likely Aldencross is inevitable. The four men bearing the mark of the forsaken had all too well sabotaged the castle's defenses. Were it not for the unlikely heroes, they would have vanished into the night after murdering Commander Havelyn, free to watch the invasion from the distance.
The townsfolk, obviously distressed at the news, hastily pack what little they can. The nearest city, Daveryn is not too far, perhaps a hundred miles, but wagons are unable to make a direct route through the wilderness. Instead, the will take the road along the wall, passing warning to Lorrinsgate along the way, all the way to the east coast and trail it down until they reach Daveryn.
What will our unlikely heroes do now?