Omari moves in to stand beside Raff and the stranger, ready to call upon Nethys to protect them, and hits the closest imp with his staff in an overhead swing.
3. Staff Strike
To Hit: 1d20 + 7 ⇒ (12) + 7 = 19 Bludgeoning: 1d10 + 4 ⇒ (2) + 4 = 6
Aramil moved into the room and began playing an inspiring melody on his lute to bolster his allies abilities. He includes the man with the greatsword, since he wasn't hostile and appeared to be at least a partial ally. He then shifted the song to one of protection, creating a shield of force before himself.
1. Move; 2. Inspire Courage (+1 to attack and damage rolls); 3. Casting shield (+1 AC for me, gain shield block reaction).
Move, Hunt prey, flurry attack
Lenna slips into the room as the others engage in combat with something she cannot see. She moves to put her back against the wall.
She focuses on an orange imp. Hunt prey
She opens fire with her bow, releasing two quick arrows in a blur.
Attack: 1d20 + 7 + 1 - 2 ⇒ (20) + 7 + 1 - 2 = 26 Inspiration, volley penalty
Damage: 2d8 + 1d10 ⇒ (8, 6) + (4) = 18 Deadly trait
Attack, flurry: 1d20 + 4 + 1 - 2 ⇒ (5) + 4 + 1 - 2 = 8
Damage: 1d8 ⇒ 8
Move, double Slice
Stepping out of the doorway, Varook moves forward to attack the imp closest to him (Orange).
Attack: 1d20 + 9 ⇒ (16) + 9 = 25
Attack: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 2d6 ⇒ (3, 5) = 8
Attack: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 291d10 + 5 + 1 ⇒ (3) + 5 + 1 = 91d20 - 10 + 1 ⇒ (8) - 10 + 1 = -1
Damage: 1d12 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Damage: 1d12 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Damage: 1d12 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Diabolic Healing: 1d6 ⇒ 51d6 ⇒ 5
Attack: 1d20 + 9 ⇒ (8) + 9 = 171d20 + 9 ⇒ (16) + 9 = 25
Damage: 2d4 - 1 ⇒ (1, 3) - 1 = 32d4 - 1 ⇒ (2, 2) - 1 = 3
Attack: 1d20 + 9 - 5 ⇒ (9) + 9 - 5 = 131d20 + 9 - 5 ⇒ (3) + 9 - 5 = 7
Damage: 2d4 - 1 ⇒ (2, 2) - 1 = 32d4 - 1 ⇒ (2, 4) - 1 = 5
Varook Fort: 1d20 + 7 ⇒ (6) + 7 = 13
Poison: 1d6 ⇒ 3
You swarm into the room. Raff and Omari both score hits on an imp while Aramil starts strumming a battle anthem on his lute. Lenna then threads a needle as her arrow flies and slams right into the open eye of an imp, sending it flying backwards and pinning it against a wall. Varook finds his target dead, so steps over to the next imp to slash it but good.
The man who is presumably a hellknight clanks over to the nearest imp, slashing down with his greatsword. The two imps heal their wounds slightly, cackling like - well - imps and leap at their opponents, stinging out with their tails. Varook is caught in the neck with a stinger, and he feels a horrid burning as the poison slows him down.
Varook (-6) (clumsy 1)
Varook takes 6 damage and is poisoned! He gains clumsy 1 at this stage of the poison. Everyone is up! You've noticed the imps seem resistant to your physical attacks - but not that resistant.
GM I would like to use my Glimpse of Redemption on the Imp that hits Raff. Either it can either do no damage, or do 3 less damage and become enfeebled 2 for 1 round.
Seeing the imp assaulting their companion Omari swings their staff once before unleashes the power of Nethys on the Imps with a deafening screech!
Action 1 - Strike (Red)
Strike, Inspire: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Damage, Inspire: 1d10 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Actions 2&3 - Cry of Destruction, 15 foot cone, DC 16 Basic Fort Save lined up to hit both Imps
Sonic Damage: 1d12 ⇒ 7
Hunt prey, flurry attack
All business, Lenna focuses now on the imp that struck Varook. Hunt prey on yellow(?)
She opens fire with her bow, releasing three arrows in quick succession.
Attack: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21 (Inspiration; I think he's 30' away, so removed the volley penalty)
Damage: 1d8 ⇒ 3
Attack, flurry, hunted shot: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Damage: 1d8 ⇒ 3
Attack, flurry: 1d20 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Damage: 1d8 ⇒ 1
If the first two shots both hit, combine the damage before applying resistances or weaknesses due to hunted shot.
Fort: 1d20 + 5 ⇒ (15) + 5 = 201d20 + 5 ⇒ (13) + 5 = 18
Damage to red: 1d8 ⇒ 6
The imp's tail lashes out at Raff but Omari throws out a hand and suddenly strange arcane symbols appear before its eyes. The imp seems to have a moment of existential doubt and withdraws its tail.
Omari follows up by uttering an arcane word in a deafening voice. Even the hellknight stops to stare as the walls shake before the noise. One of the imps is thrown violently back by the shout, and crashes into the wall, killed. The other one is badly rattled, but still in the fight. Sort of.
Varook, Raff, and Amaril are up! Varook's damage did not occur last round thanks to a reaction from Omari. One imp left!
Woohoo!! Thanks, Omari!
Varook moves quickly as the imp hesitates due to whatever Omari did, and he slashes out with his swords.
Double Slash, Attack
Attack: 1d20 + 9 ⇒ (12) + 9 = 21
Attack: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 2d6 ⇒ (2, 3) = 5
Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d6 ⇒ 1
Raff steps up and pokes at yellow.
1. Step or Stride to get into reach
2. Longspear: reach, inspiration
To Hit: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24 Piercing: 1d8 + 4 ⇒ (6) + 4 = 10
3 Longspear: reach, inspiration
To Hit: 1d20 + 7 + 1 - 5 ⇒ (8) + 7 + 1 - 5 = 11 Piercing: 1d8 + 4 ⇒ (6) + 4 = 10
Aramil continues to play his song of inspiration to bolster his allies, but he then changes to a discordant melody, attempting to overwhelm the senses of the remaining imp.
Casting daze. The Imp takes 4 mental damage, DC 17 basic Will save for half damage. If it critically fails the Will save, it gains Stunned 1, in addition to normal effects.
Aramil gets to save his spell as Raff thrusts out with his spear, and skewers the last remaining imp. It lets out a loud, extended gurgle before going limp.
End of Combat
The man cleans his weapons with precision before sheathing it to look at you. "Well fought. Hopefully that's the end of them." He looks over all of you carefully."Armiger Alak Stagram of the Order of the Nail. Formerly of Citadel Altaerein, currently of Citadel Vraid in Varisia." He gives a formal bow. "How nice to meet you in this beautiful and well-kept estate."
At the hellknights description of the keep Omari lets out a surprisingly high pitched laugh given their size. "Indeed! Well met. I am Omari Oparal, Chamion of Nethys out of the Temple of the Protective Shroud in Kyonin." Omari returns the man's bow. "My companions and I were hired by the the town to save the goblin residents of this keep. What brings you here?"
Raff thrusts the head of his spear into the ground. "Raff, ruffian, formally of no place worth mentioning, currently of right here in this worn down castle. I'm sure the pleasure is all yours." He doesn't know why, but Raff doesn't like this guy.
Aramil returns the bow and says, "Aramil Wellys, formerly of Magnimar, currently of where I happen to be, traveling musician and devotee of Shelyn. Could you tell me, Armiger, if the Order of the Nail has decided to reclaim the Citadel?"
If so, that could make life difficult for the Bumblebrashers and, by extension, Breachill.
After hearing Omari's invitation to follow, Lenna pauses her steps ever so slightly. She looks over her shoulder to see if the hellknight is iin fact following or not.
If he's following, she will ask:
"What sort of search brings you to an abandoned keep so far from home? Is it something we might help with?"
She turns back forward as she walks, mentally berating herself for offering to help a hellknight of all people. Varook can see the look on her face and he knows she's not happy about something.
Alak cleans his blade and moves with you although follows near the back, it's clear he doesn't quite trust you all yet. As Lenna moves to talk to him, she notices a holy symbol of Asmodeus around his neck.
"I am searching for a family heirloom, Miss Lenna. Unfortunately the housekeeping in this place has been lacking, which makes the entire search..." he waves his hand vaguely at the intense clutter of the citadel. "Time consuming."
It's only a minute to get back to the courtyard. There, you see the goblins have already got to work butchering the corpse of the Grauladon and setting up some shelter amongst the rubble. They all let out a cheer as you arrive. Alak regards them coolly as Helba approaches.
"Who you? Are you their friend? They helped us. I'm Helba!"
"We'll see," responds Alak, leaning down to shake hands with the goblin chieftan. "Armiger Alak Stagram of the Order of the Nail. I used to live here before the order decided the Citadel would best serve as a..." He looks at the hacked-apart corpse of the monstrous Grauladon. "... petting zoo. I am going to be looking around the keep for something but I won't hurt you. I may come talk to you to ask if you have seen things, is that alright?"
Helba nods enthusiastically.
Alak spares a glance to Raff. "I am an Armiger, not technically a Hellknight yet, I have not earned the right to that name. I hope to be one some day. And my joke was about the giant dead lizard that had taken up residence, not to denigrate these assuredly fine goblins."
Let me know if you have further questions or use for Alak or the goblins. Otherwise your options are to search through the rooms you rushed through, continue to clear this level of the keep, or cut straight to the vaults. The goblins have asked that you get the monsters off of the top floor as there's apparently other baddies up here.
Helba speaks up.
"The big dragon-lizard was the worst! I think there's a bugbear creeping in the hallways to the south and Grunit here said he saw a dancing body in the northern part. Also we just heard fighting from the south, too! I think someone else got in!"
"Helba, where was the bugbear you were worried about?"
Lenna is trying to hide it, but she is not comfortable around the armiger. While she's trying to be polite, she's not going out of her way to interact with him, standing on the far side of the group, etc.
Not picking up on their companion's discomfort Omari nods along as the Armiger speaks. "Perhaps you could tell us what your heirloom looks like, and if we see it on our explorations we could return it to you?
I'm ok exploring in whichever direction the rest of the group wants to.
Varook has kept his distance for the wannabe Hellknight the entire walk back to the goblins. He tenses as Raff challenges the man, ready to join the fight, and is slightly disappointed when the fellow backs down.
He looks over to Lenna with a grim look on his face, waiting for the group to continue their exploration of the keep.
Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Not having noticed Lenna and Varook's discomfort with the Hellknight Armiger, Aramil shoots Raff a look, then turns to Alak. "If you would like, we could help you search for this heirloom. We'll be moving through the keep ourselves to clear it of threats, as well as the vaults below, so there's no sense in dividing our strength."
Diplomacy: 1d20 + 7 ⇒ (13) + 7 = 20
EDIT: We should clear the top floor, and give the Bumblebrashers room to spread out.
Aramail's aside to Alak seems to improve the armiger's disposition a little. He starts speaking a little more freely.
"Very well - I'm looking for my family's signet ring. My late parents were Hellknights of the Nail, stationed here. I recently found out the ring was stored in a safe place somewhere in this Citadel. If you are entering the vaults I would be glad of your eyes. I am going to return to my search of the Testing Arena, but please keep me abreast of what you find."
PICK ONE. South, northwest, northeast. First person to pick I will update with their choice.
You make your way back to the drill auditorium while Alak returns to his search of the testing grounds. The most obvious way to continue is a door to your east, so you listen at it.
From within is the sound shifting rubble - something or someone is in the room.
You're moved on the map and at a door - something is on the other side.
Varook moves towards the door, weapons out and ready to enter the room beyond. He listens to see if he can tell what might be behind the door.
Perception: 1d20 + 7 ⇒ (1) + 7 = 8
Omari readies their shield spell, waiting for a word from their companions on when they should open the door. "Say when."
You swing the door open.
This dingy room is littered with toppled bunk beds and broken furniture, and doors to small but more private bedchambers hang open along the western and southern walls. In the room’s center, bed frames are stacked upon each other to form a sort of fort, with filthy and ripped bedding draped over the top to form its ceiling and walls.
As you all start to move in, there's a sudden rustle, and a female bugbear leaps from the fort, charging for you!
Amaril: 1d20 + 5 ⇒ (11) + 5 = 16
Varook: 1d20 + 7 ⇒ (3) + 7 = 10
Raff: 1d20 + 4 ⇒ (15) + 4 = 19
Omari: 1d20 + 3 ⇒ (10) + 3 = 13
Lenna: 1d20 + 6 ⇒ (11) + 6 = 17
Yoletcha: 1d20 + 6 ⇒ (4) + 6 = 10
Everyone but Varook is up! Map is updated. The bugbear tried to get the jump on you and has done a poor job of it.
"She's made her choice." Raff meets her charge with his spear.
To Hit: 1d20 + 7 ⇒ (20) + 7 = 27 Piercing: 2d8 + 8 ⇒ (7, 2) + 8 = 17
Longspear: reach, map
To Hit: 1d20 + 7 - 5 ⇒ (14) + 7 - 5 = 16 Piercing: 1d8 + 4 ⇒ (8) + 4 = 12
The little ranger nods at Raff's reply and slides through the group to a position where she can thread her shot past the man into his foe. She takes a deep breath and focuses on the bugbear, studying her target. In a blur, she releases two quick arrows. If the bugbear falls, she saves the second shot.
Move, Hunt Prey, Flurry/Hunted Shot
Attack: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14 Volley penalty
Damage: 1d8 ⇒ 4
Attack: 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4 Volley penalty
Damage: 1d8 ⇒ 3
Seeing those rolls, I don't imagine it matters what she does with the second shot.
Aramil moved forward to get a better view of the bugbear, then played a song, causing a glowing hand to pick up a nearby piece of wood and throw it at the bugbear.
Action 1: Move. Action 2/3: Cast a Spell - Telekinetic Projectile.
Telekinetic Projectile: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
We'll call the piece of wood bludgeoning damage.
Omari moves up to the creature, casting his shield spell as he goes. "It is not too late to stand down. No one needs to be hurt here."
Action 1: Cast Shield
Action 2: Move
Action 3: Move
Reaction: If the hobgoblin attacks someone other than Omari, Glimpse of Redemption, if he attacks Omari, shield block.
Attack: 1d20 + 10 ⇒ (14) + 10 = 24 Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Attack: 1d20 + 10 - 4 ⇒ (2) + 10 - 4 = 8 Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Attack: 1d20 + 10 - 8 ⇒ (13) + 10 - 8 = 15 Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Raff is very fast, moving in on the bugbear and skewing her hard with the spear. She snarls, swiping out wildly at the monk but she does not quite down. Arrows and debris fly at the bugbear as well, but all of them miss. Finally Omari moves in defensively.
The bugbear brings an enormous bastard sword into play, blood pouring from the vicious wound inflicted by Raff. With a shout she lunges for Raff. However Omari throws out a hand as visions play before the bugbear. She quickly backs down from the attack.
Everyone is up!
Lenna puts a swarm of arrows in the air, trying to give the goblinoid something else to think about.
Hunted Shot plus two more with Flurry. No move.
Attack: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18 Volley penalty
Damage: 1d8 ⇒ 1
Attack: 1d20 + 4 - 2 ⇒ (16) + 4 - 2 = 18 Volley penalty
Damage: 1d8 ⇒ 4
Attack: 1d20 + 1 - 2 ⇒ (9) + 1 - 2 = 8 Volley penalty
Damage: 1d8 ⇒ 8
Attack: 1d20 + 1 - 2 ⇒ (15) + 1 - 2 = 14 Volley penalty
Damage: 1d8 ⇒ 6
Raff maintains his distance as he continues to stab at the bugbear.
To Hit: 1d20 + 7 ⇒ (12) + 7 = 19 Piercing: 1d8 + 4 ⇒ (2) + 4 = 6
Longspear: reach, map
To Hit: 1d20 + 7 - 5 ⇒ (16) + 7 - 5 = 18 Piercing: 1d8 + 4 ⇒ (5) + 4 = 9
Longspear: reach, map
To Hit: 1d20 + 7 - 10 ⇒ (8) + 7 - 10 = 5 Piercing: 1d8 + 4 ⇒ (1) + 4 = 5
Aramil begins playing a song to inspire his allies to victory before hurling another piece of debris at the bugbear.
Action 1: Inspire Courage (+1 Attack/+1 Damage/+1 vs fear); Action 2/3: Telekinetic Projectile.
Telekinetic Projectile, inspire: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Bludgeoning Damage, inspire: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11