
The Unruly GM |

Since Rex has now mentioned the gates, they're the two blue marks on the city map. Also, you can see that this trench runs toward the wall, and that the section of the wall in its apparent path has been at least partially destroyed.

Kel the Guardsman |

As Rex made their situation clearer, Kel sighed. "Alright. Let's cross. I don't like it, but the alternatives aren't any better, and take longer."
Worst thing that could happen is I die, right?

The Unruly GM |

If the party is crossing, how will you be going about it? Levitation scale, drop down and walk, something entirely different?

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Agreed... rope and/or slide down and then use the scale to levitate one or two people up the other side and then haul the rest up.
Deia digs through her backpack and gets out her rope, trying to aid in the effort.

Maximillian Akorius |

Max peers over the edge into the chasm below. Maybe I should've stayed with the scholars in the library, he thinks to himself. He sighs, and steels himself for the journey. He knew that as much as he preferred to just take shelter, his magics would be of use here.

"Anevia Tirablade" |

"Well, if we're crossing, what are we waiting for?"
Anevia drops herself down into the mud and muck below, using her crutch to break her fall in place of her bad leg. As she lands, the crutch breaks, sending her sliding down towards the center. When she comes to a stop she stands up as quickly as she can, favoring her good leg.
"I'm ok! Not how I planned it, but I'm ok. Now, the rest of you, lets get a move on!" she says as she starts limping her way forward.

Kel the Guardsman |

You want a list?
Kel jumped down landing near Anevia.
"You know we could have lowered you down with the scale, right?"

Maximillian Akorius |

"Well then, I guess I've got nothing to complain about," says Max after seeing Anevia make her way down. Max awkwardly climbs down, clinging tightly to the sloped sides.

"Anevia Tirablade" |

"Meh, I figured someone would have to take the plunge and I took it." Anevia says in response to Kel. "So long as I don't put too much weight on it, the splint should be good enough for my leg so it's not like losing the crutch will make me that worse off."

The Unruly GM |

I'm going to assume that the rest of the party follows suit in one way or another and drops into the trench.
The thick mud that fills the trench makes it quite a hassle to cross, as each step sees you sinking in slightly and fighting to pull yourself free of the wet, sucking ground. But after just a minute or two you find yourself climbing the other side, emerging into a debris field not too dissimilar from the one you just left.
At the edge of the debris field, about 20 yards ahead, the way opens up significantly. While there is still visible destruction, and you can see a partially destroyed mansion belching smoke nearby, the roads themselves are mostly clear. The ground opens into manicured lawns and tree lined boulevards, signaling your entrance into one of the more wealthy neighborhoods of Kenabres. As the spacing between houses has grown the density of debris has been reduced in equal proportion.
The red triangle is right about where you guys would be at on the map.

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Deia holds her hand over her eyes like a visor and surveys the area. "Well, we made it this far. Let's be off. Keep an eye out for anything odd."
She tosses Astra into the air and says, "Stay close. We could use the extra vision if you see anything."

The Unruly GM |

Astra and Meadow both take flight. Astra stays in a close circle overhead, while Meadow goes a bit further off into the distance.

"Horgus Gwerm" |

Horgus tries to scrape the mud from his clothing using a piece of scrap wood that he picked up from the debris.
"Yes, well, that manor ahead has been destroyed. I can only assume that they left the park alone because it's not valuable. They were probably too busy causing real property damage to worry about a handful of trees and shrubs."

Maximillian Akorius |

"It's awful seeing the devastation that these creatures have wrought to Kenabres. Let us hope your manor remains intact, Horgus." Max peers ahead, looking for things of interest.

The Unruly GM |

After a few minutes, Meadow returns to Max, squawking "People! In the park!"

Maximillian Akorius |

Max receives his bird and the news with delight. "Good! More survivors! Lead the way, Meadow." He encourages the rest of the party to follow Meadow's lead.

The Unruly GM |

Meadow takes back to the skies, staying low and flying as slowly as she can in order to keep within eyesight of the group. She leads you into the middle of the park ahead, and as you pass by a partially ruined mansion you begin to hear the rising, rhythmic cadence of a chant before it is abruptly cut off.

Kel the Guardsman |

Knowledge Religion: 1d20 + 5 ⇒ (17) + 5 = 22
"Those aren't survivors!" Kel said breaking into a run towards cover to get a look at what the enemy numbers.

Kel the Guardsman |

"It's a summoning ritual," Kel said behind him towards his allies in a harsh whisper.
Knowledge Planes do figure out what they are summoning?: 1d20 + 2 ⇒ (3) + 2 = 5

The Unruly GM |

Kel rushes forward, trying to get some eyes on the situation. As he reaches the front edge of the mansion he sees a frightful scene playing out before his eyes in the yard. Five cultists stand around a circle they've inscribed in the ground while a freshly slain body lies nearby. One of the cultists pulls a half-orc man from a group of bound prisoners and shoves him to his knees in the center of the circle. Meanwhile, a small, impish demon hovers nearby over a garden fountain.
City map updated to show your approximate location in the city. Current map updated to reflect the scene. Please position yourselves somewhere along the edge of the map near where your icons are currently located. If the grid lines are too hard to see, I have another version of the map with easier to see lines but it will have to wait until evening because I haven't uploaded it yet.

The Unruly GM |

Just realized that I should mention that the structure near the middle is a gazebo if it wasn't apparent what it was.

Ausk the Heathenbane |

Kel and Tina should be able to see a tall unarmed halforc bound and gagged in the center of the circle.
Hmmph hmmmmmmph he struggles against his bounds unsuccessfully
This post was mainly just to dot gameplay. Thanks for having me guys!

Maximillian Akorius |

Ooh, awesome! Welcome!
Max calls once again on the Terendelev's scale, this time to aid Kel. Temp HP: 1d8 + 10 ⇒ (7) + 10 = 17 and +1 to hit

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Welcom aboard Ausk!
Deia agrees with Kel, "Yes, the language of the Abyss. No good can come of that."
Trying to protect Astra, she calls the bird back to the perch on her shoulder.
When Max uses the scale on Kel, Deia adds some extra protection to their combatant, "May fortune favor your survival, Kel" Resistance +1 to saves for 1 minute. If there is time, Deia can help others too.

Kel the Guardsman |

Kel nods to the others and moves forward, hoping to get closer before the cultists spotted them, moving low and using the gazebo in front of them as cover.
Stealth: 1d20 + 1 ⇒ (9) + 1 = 10
Hmm. Not great but better than nothing. If they spot me that will kick off Initiative and any of them that don't make the DC 10 Perception check won't get to act in the surprise round. The perception modifiers table lists "opposing creature distracted" as a +5 to the perception DC, and an additional +1 DC for every 10 feet away the perception target is, so that roll might actually be enough. Here's to hoping they are distracted and have low wisdom scores.

The Unruly GM |

Sorry for the lack of posts yesterday. No, we weren't in initiatives yet, though that has change now that you're moving in.
Q Perception: 1d20 + 7 ⇒ (15) + 7 = 22
CL Perception: 1d20 + 5 ⇒ (16) + 5 = 21
C1: 1d20 + 5 ⇒ (10) + 5 = 15
C2: 1d20 + 5 ⇒ (19) + 5 = 24
Kel makes his way up to the gazebo, trying to close the distance without being spotted. However, as he moves the demon takes to the sky with a screech and two of the cultists see his approach and announce it.
"Another fool who wishes to die like the orc. Kill him!"
The two closest to the Gazebo did not notice you, and so they don't get to act in the surprise round. The same is true for the one in the bottom corner with the elf icon.
Anevia: 1d20 + 7 ⇒ (8) + 7 = 15
Deia: 1d20 + 4 ⇒ (9) + 4 = 13
Horgus: 1d20 - 1 ⇒ (6) - 1 = 5
Kel: 1d20 + 2 ⇒ (14) + 2 = 16
Lann: 1d20 + 1 ⇒ (16) + 1 = 17
Max: 1d20 + 4 ⇒ (8) + 4 = 12
Rex: 1d20 + 4 ⇒ (9) + 4 = 13
Tina: 1d20 + 2 ⇒ (6) + 2 = 8
Cultist L: 1d20 + 6 ⇒ (4) + 6 = 10
Cultists1-4: 1d20 + 3 ⇒ (20) + 3 = 23
Q: 1d20 + 6 ⇒ (4) + 6 = 10
Surprise Round Initiative:
Cultist 2
Lann
Kel <--- We Are Here
Anevia - action posted
Deia
Rex
Max
Q
Cultist Leader
Tina
Horgus
The other 3 cultists will have their action at the top of the initiative along with Cultist 2. I rolled all of their initiatives as one to make things move quicker.
One of the cultists that spotted Kel draws and readies her glaive.
Lann moves up with Kel by the Gazebo.
Tracking: Includes unhealed damage
Kel: +7hp, aid
Max: -2hp
Tina: -8hp
Rex: +9hp, aid

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Round 1
Deia moves into position behind Kel and Lann.
Remembering the demons that they encountered in the plaza a few days ago, Deia thinks We can't have that one turn invisible like the others.
Deia calls on the power of her patron "Demon, shimmer like the stars!" Faerie Fire on the quasit. If it matters, the outline will be violet.
Action Summary:
Move action: E, E, E, E
Standard action: cast Faerie Fire on the demon
Daily Casting:
Healing Hex: Kel, Klarah's parents,
Spells cast:
L1: Faerie Fire

Maximillian Akorius |

I am a bit confused. Does Max act in the surprise round? If so, I think Max wants to delay until the cultists move (in Round 1) and then jump in, even if that means he only gets a single standard action in the first round.

The Unruly GM |

Everyone listed in the surprise round initiative gets an action in the surprise round. Cultist 2 has already acted and drew a weapon.
Deia, for the surprise round you get one standard action so you could either cast or move. Which would you prefer?