| Kel the Guardsman |
Kel gives the cultist a condescending look, raises his buckler and gets to his feet in a defensive crouch.
Full Defense and stand. I think I provoke an AoO from the Baphomet cultist. Total Defense cancels out the Prone penalty, so my AC is 19. When I get to my feet it's a 23.
"Really? The best you've got is to make me lay down for a second? Don't tell me, you worship the Demon Prince of short naps? The Infernal Lord of getting comfortable? Tell you what, why don't you just stand there in the corner and cry while we deal with your friend there."
| The Unruly GM |
Round 2 Update!
I'm going to do this one a little bit differently. I'm going to go ahead and resolve Aravashnial's movement before Rex's action, and allow for posting Round 3 actions from everyone. Hopefully Rex posts tomorrow and I can get him retconned in rather than trying to bot him.
Kel clambers to his feet in a defensive stance, taunting the cultist who merely inconvenienced him.
As he stands, the cultist of Baphomet swings her glaive at him in a threatening, but otherwise useless manner. "You squander the gift of your heritage and make a mockery of the power of the Abyss? I'll make sure you die today!"
Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Tina moves into the room, swinging her new club and connecting with the cultist of Baphomet, who falls to the ground unconscious.
Aravashnial moves into the room and asks "What do you need me to do?" Readied action to cast as soon as requested.
Tracking: Includes what damage remains from earlier fights.
Kel: -11hp
Lann: -3hp
Rex: Guidance
Baphomet: -34hp, -2 to Attack rolls 1 round, dying
Deskari: - 13hp, -2 to Attack rolls for 6 rounds.
| The Unruly GM |
Round 3 Begin!
Initiative Order:
Deia <---- We Are Here
Max
Anevia
Baphomet
Deskari
Lann
Kel
Tina
Rex - Please post a Round 2 Action as well.
Aravashnial
Tracking: Includes what damage remains from earlier fights.
Kel: -11hp, prone
Lann: -3hp
Rex: Guidance
Baphomet: -34hp, -2 to Attack rolls 1 round, dying
Deskari: - 13hp, -2 to Attack rolls for 6 rounds.
Deia
|
Deia moves into the room to get a better view of the battle. Move: NW, E unless Rex moves there in round 2, then NW, N, N
Deia tries to further hinder the remaining cultist. "Stars of the sky, cast doubt into the mind of the cultist!" Hex: Evil Eye (DC 15, will) targeting AC.
| Kel the Guardsman |
Aravashnial moves into the room and asks "What do you need me to do?" Readied action to cast as soon as requested.
"Hold that thought, wizard." Kel says easily blocking the cultist's swing.
"I thought there might be a problem, but I was wrong. Tina brought down the big one, and this one here seems better at running her mouth than fighting."
| Rex Kayn |
Round 2
Rex with his now loaded pistol moves into the room and takes a shot at the still standing foe.
Ranged, Precise, Point Blank Shot: 1d20 + 6 + 1 + 1 ⇒ (3) + 6 + 1 + 1 = 11
Pretty sure that missed.
Round Summary
Move Action, Move into the room
Standard Action, Attack
Bullets 5/10
Round 3
Rex drops his pistol, and draws his Chief Sull's morningstar and wades into combat.
"Hope I don't hit myself with this thing."
Melee: 1d20 + 4 ⇒ (4) + 4 = 8
Yeah almost hit myself...
Round 3 Summary
Free Action drop weapon
Free Action draw wespon
Move Action, move into melee
Standard Action, attack.
Bullets 5/10
| Kel the Guardsman |
Those are both one handed weapons. I don't think you need to drop the pistol. Heck, if we can get a weapon cord on the morning star, you can even reload without losing your melee capabilities.
| The Unruly GM |
Round 2 Final
Rex moves into the room and fires his pistol, but it's all sound and fury signifying nothing.
Tracking: Includes what damage remains from earlier fights.
Kel: -11hp
Lann: -3hp
Rex: Guidance
Baphomet: -34hp, -2 to Attack rolls 1 round, dying
Deskari: - 13hp, -2 to Attack rolls for 6 rounds.
| The Unruly GM |
No, that was me forgetting to correct it when I copy/pasted from earlier, and I was working on this post so I didn't fix it immediately when I noticed it. It's fixed now.
Round 3 Update
Deia hexes the cultist.
Will: 1d20 + 5 ⇒ (6) + 5 = 11
Max maintains his position guarding the southern door.
Anevia hobbles past Deia and swings at the cultist, scoring a solid hit.
Attack: 1d20 + 3 ⇒ (14) + 3 = 17 Damage: 1d6 + 1 ⇒ (4) + 1 = 5
The cultist laughs as she says. "All bunched up, just waiting to die!" She holds out a hand, exposing a tattoo on her palm that looks somewhat like a locust. A wave of energy rapidly radiates outward from her palm.
Channel Negative, harm: 1d6 ⇒ 2
Deia: 1d20 + 4 ⇒ (1) + 4 = 5
Kel: 1d20 ⇒ 7
Rex: 1d20 + 2 ⇒ (10) + 2 = 12
Tina: 1d20 + 2 ⇒ (6) + 2 = 8
Anevia: 1d20 ⇒ 8
Everyone in the room except Rex takes 2 damage. Rex takes 1.
Lann holds position.
Initiative Order:
Deia
Max
Anevia
Baphomet
Deskari
Lann
Kel <---- We Are Here
Tina
Rex - Round 3 action posted.
Aravashnial
Tracking: Includes what damage remains from earlier fights.
Anevia: -2hp
Deia: -2hp
Kel: -13hp
Lann: -3hp
Rex: -1hp, Guidance
Tina: -2hp
Baphomet: -37hp, dead
Deskari: - 18hp, -2 to Attack rolls for 5 rounds, -2 AC for 7 rounds.
| Kel the Guardsman |
Kel doesn't even wince as the corruptive energy washes over him blistering his skin. He just stares at her for a moment and makes a tisking sound with his mouth.
Then he slams his glaive forward.
Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d10 + 4 ⇒ (9) + 4 = 13
| The Unruly GM |
Round 3 Final!
I'm not sure if your post was meant to be your ignoring the pain, or just that it didn't affect you, but Channel Energy does bypass DR.
Kel drops the cultist with an expert swing of his glaive. As she falls, she says "The Locust Host will consume this world..."
Combat over!
Final tracking:
Anevia: -2hp
Deia: -2hp
Kel: -13hp
Lann: -3hp
Rex: -1hp, Guidance
Tina: -2hp
Deskari: - -31hp, dying
Mwk Chain shirt, Mwk glaive, dagger, spell component pouch, 10gp, bronze bull's head unholy symbol(silver unholy symbol).
Red potion, Scroll 1, Scroll 2.
Mwk chain shirt, Mwk scythe, dagger, spell component pouch, 10gp, letter.
Red potion, Scroll 1, Scroll 2.
S.V.
| The Unruly GM |
Combat is over. Also, I forgot something in the room description earlier. The area just above Rex has a ladder leading upward.
| Kel the Guardsman |
Oh, I took the damage. I just wasn't going to get all whiny over 2 points. Kel's a toughguy.
Kel shakes his head as the cultist wastes her last breath. Looking around he says "Everyone alright?"
Then he starts patting down the bodies and tossing anything important into a pile.
In the end he takes the cultist's glaive to replace his own, and takes the holy symbol of baphomet in case he needs to disguise himself.
"I really hate carrying these things." he says absently.
Dropping that lady was pretty dramatically satisfying. Good job everyone.
| Maximillian Akorius |
Max keeps watch on that same door as the party sorts through the loot. He seems quite obsessive about it.
-Posted with Wayfinder
Deia
|
Seeing the last cultist fall, Deia looks around. "Is everybody OK," she asks. "We have more healing potions if you need them." While she does this, she wipes her hands about herself and Astra. I hope that feeling of vile corruption goes away soon.
Deia prods the group, "Before we get too distracted by sorting through these blasphemies, let's make sure the door that Max is guarding doesn't have any more surprises for us."
I plan on searching/trying to identify once the area is generally believed to be clear.
Status: 14/16 HP
Daily casting:
Healing Hex: Rex, Max, Tina, Lann
| Rex Kayn |
After the fight is over, Rex sets about reloading his pistol and sliding Sull's Morningstar back in his belt.
"Kel you dropped those guys pretty good, maybe you can give me some pointers sometime on using this morningstar, I feel like I'm swinging with out much form or purpose."
| Kel the Guardsman |
"I'd be happy to, once we aren't neck deep in cultists. For now, if you need to get in swinging range, try to flank with Anevia here, since she isn't at her best right now either, or go for targets who aren't wearing much armor."
"Also, I think it would be a good idea to affix a loop of leather or braided cloth at the top of the grip. That way you can keep it at the ready easier while you reload that boomstick."
"Anyone mind if I drink one of those potions?"
| "Anevia Tirablade" |
Anevia heads over to the pile of stuff that Kel is forming as he goes through the bodies. She grabs the letter and reads it over.
"Any of you have any idea who this 'Hosilla' might be? If those two were sent to escort her to Drezen, then she must be someone important."
| "Horgus Gwerm" |
No longer hearing the sounds of battle, Horgus makes his way back inside the door, and into the light, careful to not slip on the smeared blood that trails from the main door to the southern one.
"I assume from the fact that you're all just lazily standing around that it's safe for me to come in now?"
As he nears the bedrolls, he crinkles his nose in mild disgust.
"It smells like an orc's armpit in here. Do these people never bathe?"
| The Unruly GM |
Tina, there's also a ladder that leads upward to the north of Rex. I forgot to include it in the original room description, but added it after combat. The map doesn't illustrate it very well though. I've added a white box similar to the rest of the doors to make it more visible.
Deia
|
Deia looks around the room they are in. Perception: 1d20 + 5 ⇒ (9) + 5 = 14 The ladder is obvious, I guess. I'm curious: is this a second sleeping area, as gathering room, kitchen, etc.
Deia reacts to Horgus. "Be careful, Horgus. We still have a few places to secure before we can consider this room safe. Stay back from the door that Max guards."
Deia thinks about what she read in the letter, trying to remember something. Knowledge(History): 1d20 + 9 ⇒ (7) + 9 = 16
We may be able to use our companions knowledge to our advantage, she thinks.
"Horgus, Aravashnial, Lann, and Anevia: Do the names Hosilla or Dresen mean anything to you?" she asks.
To everybody else Deia says, "Horgus is right. We should clear the rest of the rooms of danger. Let's start by Max."
| Rex Kayn |
"Many thanks for the advice Kel, I never thought about securing my weapon to my belt. I always practiced with a crossbow for the most part until the mysterious lady gave me this device. It is called a pistol. Does a lot of damage when it hits, but it is louder than hells."
| The Unruly GM |
The room is more of a trophy room than anything. There are a lot of taxidermied(stuffed) animals of various kinds on the shelves. And yes, the ladder is obvious.
Deia
|
Deia reconsiders her thoughts.
"You know, I think I have been reading the letter wrong. I originally read the letter as instructions to bring this Hosilla person and her captor to meet a person named Dresen. However, Dresen is also the name of a city that fell to the Demons at the start of the Second Crusade against the Worldwound."
After a short pause to catch her breath she continues, "Reading it the other way, it seems the Cultists are going to try to sneak a captive out of the city and bring the captive to the demons in another city. We should move carefully but quickly, as the attack may have ended yesterday after we fell into the underbelly of the city."
That's super interesting. I have no foreknowledge of the AP, but I can see this going many different ways.
| "Aravashnial" |
"If they're taking something to Drezen, it must be important. If our most recent opponents were supposed to be escorting someone there, then I would have to guess that whoever they were to escort is still around down here. We must find this Hosilla and see if we can stop the cultists."
| Maximillian Akorius |
"As do I. We should go and find him. I suspect we'll find him up that ladder!" As Max says this, he remains unmoving by the blocked door. He turns his head toward his companions and nods toward the door, clearly suggesting they head for the door and not the ladder.
Bluff: 1d20 + 6 ⇒ (10) + 6 = 16
| Kel the Guardsman |
Kel quaffs a potion and looks up the ladder. "Ok, here goes. Max, how about you cover me with that pistol."
Cure Light: 1d8 + 1 ⇒ (5) + 1 = 6
Replacing the potion with one of the ones we just found. Please mark off one of the potions as consumed.
Deia
|
Sense Motive: 1d20 + 1 ⇒ (15) + 1 = 16
Deia looks at Max oddly. "Guys, I'm not sure why Max changed his mind, but I still think we should clear the room near us. I agree we need to move quickly, but it is still a bad idea to end up with some cultists behind us."
Kel, marked you as drinking one of the potions in the loot sheet.
| Kel the Guardsman |
"Alright, we can do that first." Kel moves over to Max's door and readies to open it. Second verse, same as the first folks."
Door Breach, take 2
Deia
|
Deia moves into position for the next room clearing. Moved on the map.
She readies a hex. This time Hex: Evil Eye (DC15/Will) targeting attack rolls. Hopefully no insta-wake this time.
| The Unruly GM |
Everyone please position yourselves on the map. I moved Anevia, Rex, and Kel down to the door, while Max and Lann are still in their old positions. I believe Deia and Tina moved themselves. Once everyone is in position, I'll resolve the door breach.
| Maximillian Akorius |
Moved myself just a 5-foot step back from the door. If I understand right, I should be able to color spray into the room from here. Obviously the bad guys can also hit me back, but there's no other way for Max to cast into the room, as I understand it.
| The Unruly GM |
The party stacks up on the door, readying for when Kel opens it. Kel does a countdown, then yanks open the door. Inside you see a cloaked figure crouching in the shadows near the back of the room.
Deia = 13, prerolled
Kel: 1d20 ⇒ 17
Max: 1d20 + 3 ⇒ (12) + 3 = 15
Rex: 1d20 + 5 ⇒ (11) + 5 = 16
The figure isn't moving, and looks off somehow.