| ziltmilt |
"Then whatever it is Ironbriar gave you, fork it over and we'll take it to her. Then, if she wants to see you, she'll come to you. Ironbriar knows the rules - he should have filled you in on how this works."
Both city guardsmen stand in front of you, paying no attention to Lleidr slinking off into shadows. Their arms are crossed and the one called Brek has his hand open, palm towards your group, as if expecting a letter or some other document. They pay Ned a passing look as he encircles them. Their stance indicates they're unwilling to consider letting anyone pass to the stairs.
The second man speaks. "Brek, I bet they got nothin'. They just want to get to her, that's what I'm thinkin'"
The first man speaks again. "Don't think I like what I'm hearin'. You fellas in love, too? Too bad. Get your head out of your trousers. Either hand over Ironbriar's letter or get out."
| Nicholae Szabo |
I am out of charms etc so its down to violence I suppose
Sorry to do this my friends but the needs must when the devil drives.
His hand hand starts to glow and he touches himself with it, seeming to magnify his presence and confidence Hand of Glory Glory Domain ability
You WILL let us pass
Intimidate with Hand of Glory: 1d20 + 0 + 7 ⇒ (9) + 0 + 7 = 16
I admit I am not that scary but my friends? They can be VERY scary indeed.
I really should invest in that skill
| ziltmilt |
"Did you see that, Brek? Did you see his hand? They ain't no messengers .. he was using some kind of magic. Never seen a messenger do anything like that."
"Yeah, and why would it take four people, well three and a half, to deliver a message anyway? What's this all about? We need answers, now!"
The guard named Brek leans over and pokes Nich in the chest for emphasis in his demand for answers.
| Nicholae Szabo |
Nicholae draws his sword and attempts to bash one up the head with the flat of the weapon.
Non Lethal sword: 1d20 + 7 - 4 ⇒ (7) + 7 - 4 = 10 for 1d8 + 3 ⇒ (8) + 3 = 11
| Lleidr |
Hoping that the guards have forgotten about him and are distracted by his companions' actions, Lleidr will sneak up behind and flank the guard Nich attacked. Lleidr will have Arg use a move action to change from tattoo to monkey and assist his attack, then enhance his fist with Arcane Strike and punch the guard in the back to try and stun him.
Stealth: 1d20 + 16 ⇒ (1) + 16 = 17
Arg's Aid Another: 1d20 + 8 ⇒ (15) + 8 = 23, +2 to Lleidr's to hit
Unarmed attack: 1d20 + 9 + 2 + 2 ⇒ (4) + 9 + 2 + 2 = 17
damage: 1d2 - 1 + 1 ⇒ (2) - 1 + 1 = 2
Sneak Attack damage (nonlethal): 4d6 ⇒ (3, 3, 2, 4) = 12, also provides +4 dodge bonus to AC for 1 round (AC 24/touch 20/ff n/a)
| Ned Rodan |
"I guess that was enough dancin' about..."
greatsword: 1d20 + 10 - 4 - 2 ⇒ (19) + 10 - 4 - 2 = 23 (non lethal, power attack)
non lethal damage: 2d6 + 4 + 4 ⇒ (4, 4) + 4 + 4 = 16
greatsword: 1d20 + 5 - 4 - 2 ⇒ (11) + 5 - 4 - 2 = 10 (non lethal, power attack)
non lethal damage: 2d6 + 4 + 4 ⇒ (6, 5) + 4 + 4 = 19
| ziltmilt |
Shadow Clock, Ground Floor - Surprise Round
The guards are taken by surprise!
One looses his footing on the coated steps and slides down the stair, falling prone on the floor. The other guard, Brek, is hammered from all sides and is swaying on his feet. You deal a series of blows that would fell regular men, yet this one still stands somehow.
Round 1 - Init order:
Guards, Selia, Ned, Nich, Lleidr
The prone guard is adjacent to Lleidr, who gets an AoO as he is attempting to get back on his feet.
I'll stop here, get Lleidr's single action, if desired, and then resolve their actions afterward.
| Lleidr |
Hunh, either the guards in this city are a lot tougher than expected or there is something odd about them after all.
Lleidr will draw the FoE and take advantage of the guard's uneasy footing.
AoO FoE melee: 1d20 + 10 ⇒ (5) + 10 = 15
damage: 1d3 + 0 + 1 ⇒ (3) + 0 + 1 = 4
I guess he's not flat-footed anymore since he's acting, so no sneak attack damage?
| Ned Rodan |
Hunh, either the guards in this city are a lot tougher than expected or there is something odd about them after all.
Lleidr will draw the FoE and take advantage of the guard's uneasy footing.
[dice=AoO FoE melee]1d20+10
[dice=damage]1d3+0+1I guess he's not flat-footed anymore since he's acting, so no sneak attack damage?
I believe you're flanking him
| ziltmilt |
Shadow Tower, Ground Floor, Round 1
No matter, the man must be wearing incredibly tough armor under his garb for the Fang's blade is turned.
The guards shudder, and Brek's face changes before you into a thick, misshapen mass. "You fight in vain. We will deny you these steps, though you may fell the two of us."
Long arms snake out towards Ned and Lleidr. The halfling dodges their blows with nimble sidesteps, but Ned suffers one hit (6 dmg).
--need Selia, Ned, Nich, Lleidr actions
| Lleidr |
Lleidr wrote:I believe you're flanking himHunh, either the guards in this city are a lot tougher than expected or there is something odd about them after all.
Lleidr will draw the FoE and take advantage of the guard's uneasy footing.
[dice=AoO FoE melee]1d20+10
[dice=damage]1d3+0+1I guess he's not flat-footed anymore since he's acting, so no sneak attack damage?
I think the guard I AoO'd is the one directly south of Lleidr, so no one to flank with.
| Lleidr |
Depending on where everyone else's movement leaves them, Lleidr will move 5' to flank. Whether or not he can get into this position, Lleidr will enhance his weapons with Arcane Strike and stab at the same guard he AoO'd. Arg will continue to aid Lleidr's attack.
Arg's Aid Another: 1d20 + 8 ⇒ (9) + 8 = 17
FoE melee: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21, +2 more if flanking
damage: 1d3 + 0 + 1 ⇒ (3) + 0 + 1 = 4
Sneak Attack damage: 4d6 ⇒ (1, 1, 1, 3) = 6, if flanking, also provides +4 dodge bonus to AC for 1 round (AC 24/touch 20/ff n/a)
| Lleidr |
Sorry, i wasn't clear on the 'city guard's' movement. They each did a 5' move, and the map reflects after their move. Before they moved, yes, you got a flanking bonus on your AoO.
Oh, cool! That adds +2 to the hit roll, for a total of 17.
If that hits, in addition to the damage roll above:
Sneak Attack damage: 4d6 ⇒ (6, 3, 6, 5) = 20
| ziltmilt |
Shadow Tower, Ground Floor, Round 1 - Continued
Selia directs a glob of acid at one of the leathery bipeds, which spatters and steams to no visible effect.
Ned's sword blow is knocked aside by the monster's leathery arm.
Nich steps from behind the ranger and hacks away at Selia's target, but the beast is too nimble to hit.
Meanwhile, the thing is distracted by Nich's attack and by Arg's antics; the Fang bites deep once more
Round 2
Ned's wound continues to bleed (1 hp dmg). One stalker circles around Nich with great care, so as not to leave himself open. The other, wounded by Lleidr, wheels around in pain, lashing out madly against the halfling.
"Have you any idea what you've done? Attacking the favored servants of Xanesha? Did Ironbriar put you all up to this? I never liked that elf!"
--need Selia, Ned, Nich, Lleidr actions
| Lleidr |
"Ironbriar? As soon as we broke the charm on him, that cheapskate sold you out and took off. I'm the new Justice, and the king of Thistletop to boot, so don't think I'm impressed."
With that, Lleidr will enhance his weapons with arcane strike and finish off his opponent with a critical for max damage. Arg will assist.
Arg's Aid Another: 1d20 + 8 ⇒ (16) + 8 = 24
FoE melee: 1d20 + 10 + 2 + 2 ⇒ (7) + 10 + 2 + 2 = 21
damage: 1d3 + 0 + 1 ⇒ (3) + 0 + 1 = 4
Sneak Attack damage: 4d6 ⇒ (5, 2, 5, 1) = 13 +4 dodge to AC
| Nicholae Szabo |
Nicholae attacks with a power attack. Not sure if flanking applies.
Sword + 1 1d20 + 8 ⇒ (19) + 8 = 27 for 1d8 + 3 ⇒ (3) + 3 = 6
Confirm
Sword + 1 1d20 + 8 ⇒ (17) + 8 = 25 for 1d8 + 3 ⇒ (7) + 3 = 10
| Selia D`Averam |
Selia casts a new spell, summoning a swarm of monkeys. It swarms the one by the stairs.
Damage: 2d6 ⇒ (6, 6) = 12
Distraction vs DC 14
When the guard's turn comes up, the monkeys will try to disarm him.
Disarm: 1d20 + 11 ⇒ (16) + 11 = 27
| ziltmilt |
Shadow Tower, Ground Floor, Round 2 - Continued
The screeching monkey's swarm over the Stalker, who is forced backwards a few steps from the onslaught.
Ned delivers a deadly strike against one of Nich's assailants.
Lleidr takes advantage and strikes with lethal accuracy, forcing the stalker to crash to the ground.
And, after twin strokes of the blade from Nicholae, his companion, Brek, also falls down, groaning in pain.
What next?
| Nicholae Szabo |
The priest will take a minute to ascertain if they are human or not, then...
Quicky, lets not lose momentum - up the tower now!
Selia can I get a Bullstrength from you?
| Selia D`Averam |
Sorry, Lleidr!
Selia casts Bull's Strength on Nich. "Go get em, big guy..."
"Bizrip, what do you see up there? The monkeys are coming..."
Selia tells the monkey swarm "Get up there and disarm who ever is up there!"
| ziltmilt |
The faceless stalkers are most definitely inhuman.
After several rounds, the monkeys are barely halfway around the second inner set of stairs; the steps' poor condition slows down even these nimble and graceful creatures, who make the tower innards echo with their feral screeches. Even now, you can feel the summoning which binds them to your command begin to fade. Before they depart, they might make it up another ring to stairs.
Bizrip, on the other hand, can fly a straight path up, to where the false city guardsmen were originally stationed. He spies the 3rd guard, shaking and clutching a stair rail as he peers down into the gloom. From the darkened heights, you can make out a trembling voice.
"Get back you devils! I will gladly die before letting any of you defile my love with your presence."
The guard is near the top of the tower, right under the four bells.
| Lleidr |
Lleidr will have Arg return to tattoo form, drink his potion of Spider Climb, then follow after Nich, giving him the 10 or 15 feet space Lleidr determined earlier as a safe distance. He'll try to keep an eye out for especially dangerous steps to warn the others.
Perception: 1d20 + 13 ⇒ (16) + 13 = 29, maybe +2 for Trapfinding?
| ziltmilt |
Shadow Tower, the Stairs
The stairs are ancient, and many of them are eaten with worms or soft with rot. Often, there are steps missing, sometimes 3 at a time. With painstaking effort, you climb higher up into this dreadful eyrie and the hard ground beneath falls away. Many times, the stairs creak and sway, and often you hear the sound of a support cracking.
Your progress is slow as you wind ever upwards. After 4 loops of climbing, your legs tighten in protest. The shouts from the guard above grow ever more urgent and panicked.
"Your last warning, you fools. Stay away from me."
I need Reflex saves from everyone, please!