Luke_Parry
|
Following the tunnel is a mile-long eerie (if ultimately uneventful) journey that ends at a small underground room with a single old wooden ladder leading up to a trap door in the ceiling. Clambering up the ladder and opening the trap door reveals that you have emerged from a hidden door in the floor of a basement storeroom of the Pickled Ear, a rough-and-tumble tavern in a run-down part of Breachill. in a storeroom where jars upon jars of pickles are kept. Pickled cucumbers, beets, radishes, onions, cauliflower, chicken’s feet, and—the tavern’s specialty—pickled pig’s ears line shelves along the walls.
| Jean-Pierre de Suis |
Jean-Pierre is rather bemused by where he find himself; after the terrors of the Citadel Crypt, finding himself in the basement of a bar is a bit of a let-down.
Maybe the proprietor knows more...
He then goes looking for the Innkeep.
"Excuse me? You wouldn't happen to know about the secret passage in the basement? More importantly, you wouldn't happen to know whom might have been using it?"
Diplomacy: 1d20 + 5 ⇒ (12) + 5 = 17.
Hero Point - Diplomacy: 1d20 + 5 ⇒ (18) + 5 = 23.
Luke_Parry
|
The proprietor, Roxie, is a tall, rough-spoken woman, who shifts uncomfortably at Jean-Pierre's questions.
"Look - I don't want trouble. Voz Lirayne, the half-elven proprietor of the Reliant Book Company, a local bookshop, paid me handsomely to keep quiet about the tunnel’s existence as well as Voz’s comings and goings. Voz is a little strange, dabbling in weird magic, like with skulls and bones and stuff. You should go talk with her; I haven't seen her in a few days... not since her apprentice tried to burn down the Town Hall, now that I think about it..."
Luke_Parry
|
Heading to the bookshop, Jean-Pierre discovers that it is a relatively isolated building, and appears to be locked-up tight, with no evidence of life inside.
You could try to break in with a Thievery check, or convince the Town Council to let you explore under supervision with a Diplomacy check.
Luke_Parry
|
On his second attempt, Jean-Pierre unlocks the door.
The entrance area consists of the main shop:
You find shelves upon shelves of old books written in myriad languages. At the front of the room is a counter with a ledger of sales as well as an empty till box.
Examining the ledger, you see nothing strange in it beyond the names of locals, boring-sounding names of books bought and sold, and reasonable prices connected to the transactions. Only one of the final entries is of interest—a few days ago, Voz notes the purchase of a magical parchment that could be used to summon a fire mephit, along with a note next to this entry, dated the day before the town hall fire, indicating the magic parchment had gone missing...
There are two other exits from this room - both labelled 'Staff Only'.
Jean-Pierre: 1d20 + 8 ⇒ (11) + 8 = 19.
The left-hand one is closed, but the right-hand one is locked.
Luke_Parry
|
As Jean-Pierre opens the door...
...spikes lance out of the frame!
Spikes: 1d20 + 17 ⇒ (1) + 17 = 18, for 4d6 + 3 ⇒ (3, 4, 1, 2) + 3 = 13 damage.
Luckily, he spots them at the last second, and flinches out of the way.
The room beyond is in complete disarray - almost as if someone left in a hurry...
| Jean-Pierre de Suis |
Jean-Pierre frowns.
"A trap like that could have killed someone! Voz must have something to hide..."
He then settles down to search thoroughly...
Perception: 1d20 + 8 ⇒ (17) + 8 = 25.
Luke_Parry
|
With a careful search, Jean-Pierre spots some notes on the cluttered desk that Voz forgot to destroy or take with her when she left town.
These notes are scribbled in a rushed hand, but clearly read, “Aha! Entrance to Alseta’s Ring—Guardian’s Way.”
Society: 1d20 + 5 ⇒ (18) + 5 = 23.
Jean-Pierre recalls that Guardian’s Way is the name of a long-abandoned military outpost that was used during the Goblinblood Wars. It is about 6 miles northwest of town in a wooded enclave, and consists of three treetop observation platforms in addition to a single ground-level building, all located in a clearing in a heavily wooded area.
| Jean-Pierre de Suis |
Jean-Pierre decides to go shopping, and then have a good night's rest.
Specifically, he will acquire the following:
Lensatic Compass (20) (L)
Levered Crowbar (20) (L)
Infiltrator Thieves' Tools (50) (L)
Bag of Holding, Type I (75gp) (1)
At 5% off, that is 156.75gp.
In the morning, Jean-Pierre still feels a little drained, but he nevertheless decides that he should keep moving.
Heading off to Guardian's Way.
Luke_Parry
|
In the morning, Alak notes:
"I will accompany you to chase down Voz, since she seems to have been despoiling the fallen of my Order, but after that, we will part ways."
The journey to Guardian's Way is uneventful.
The thick forest gives way to a meadow, where three sturdy outposts have been built in the trees. A fourth building stands on the ground in the meadow’s center. Behind it, a vine-covered rocky cliff rises up fifty feet to a barren bluff above.
| Jean-Pierre de Suis |
Upon nearing the clearing, Jean-Pierre cautions the others to wait.
"I will sneak up under the cover of Invisibility, and take a look around."
So saying, he downs the Potion that he found, and takes a look around.
Luke_Parry
|
C2:
The lower portion of this large, two-tier wooden platform is supported twenty feet off the ground by the trunk and branches of three large trees. A pair of rope ladders provides access to the platform’s lower tier, while another rope ladder provides access to the upper one, ten feet above. The branches of the central tree hang down low, obscuring the contents of both platforms.
Jean-Pierre is able to make out three half-orcs on the lower platform, bows in hand, disinterestedly scanning the surrounding area.
C3:
Four smaller trees support this wooden platform ten feet off the ground. A rope ladder hangs from the side to the ground below.
There is one further half-orc up on this platform.
C4:
This old log cabin has a gently sloped shingled roof and a single door set in its western face. There are no windows in the walls, which are crusted with patches of moss.
Perception: 1d20 + 9 ⇒ (8) + 9 = 17.
Jean-Pierre hears occasional movement from inside, as if from one individual.
C5:
Four smaller trees support this wooden platform ten feet off the ground. A rope ladder hangs from the side to the ground below.
Another half-orc stands guard upon this platform.
C6:
This cavern has a layer of dirt strewn about its floor, soaked muddy in places by moisture and disturbed, it would appear, by the passage of feet. Two tunnels lead farther in—one to the north, and another to the south.
Survival: 1d20 + 8 ⇒ (3) + 8 = 11.
Let me know if you want to go deeper.
| Jean-Pierre de Suis |
Jean-Pierre wisely decides not to go deeper into the cave complex.
Heading back to the Alak, he notes:
"There are at least six individuals outside - three half-orcs on the main platform, one each on the smaller platforms, and a sixth individual in side the shack. I didn't delve too deeply into the cave complex. I think the best way to handle this, will be for me to sneak up onto one of the side platforms, take out the guard there, and start raining arrows down upon everyone else, whilst you and Archibald charge in. Thoughts?"
| Jean-Pierre de Suis |
Jean-Pierre sneaks up onto the northern small platform, and quietly attempts to take-out the half-orc there, after designating it as his Prey.
Hunted Shot: 1d20 + 10 ⇒ (14) + 10 = 24, for 2d8 + 1d8 ⇒ (3, 4) + (7) = 14 damage.
Hunted Shot: 1d20 + 5 ⇒ (14) + 5 = 19, for 2d8 ⇒ (2, 5) = 7 damage.
Iterative: 1d20 + 0 ⇒ (8) + 0 = 8, for 2d8 ⇒ (5, 2) = 7 damage.
If that takes it out, he will cast Invisibility.
| Jean-Pierre de Suis |
Since that worked so well, Jean-Pierre will try the same thing on the southern smaller platform.
Hunted Shot: 1d20 + 10 ⇒ (4) + 10 = 14, for 2d8 + 1d8 ⇒ (4, 4) + (3) = 11 damage.
Hunted Shot: 1d20 + 5 ⇒ (10) + 5 = 15, for 2d8 ⇒ (3, 5) = 8 damage.
Iterative: 1d20 + 0 ⇒ (13) + 0 = 13, for 2d8 ⇒ (5, 1) = 6 damage.
Damn.
Seeing his arrows miss, Jean-Pierre summons Archibald!
Luke_Parry
|
The half-orc starts screaming at the top of his lungs.
"Alarm! We are under attack!"
BBM: 1d20 + 6 ⇒ (20) + 6 = 26.
DV: 1d20 + 14 ⇒ (12) + 14 = 26.
Alak: 1d20 + 7 ⇒ (4) + 7 = 11.
Jean-Pierre: 1d20 + 9 ⇒ (4) + 9 = 13.
All four remaining half-orcs start shooting at Jean-Pierre!
Shortbow: 1d20 + 8 ⇒ (16) + 8 = 24, for 1d6 + 1d8 ⇒ (2) + (2) = 4 damage.
Shortbow: 1d20 + 3 ⇒ (7) + 3 = 10, for 1d6 ⇒ 6 damage.
Shortbow: 1d20 - 2 ⇒ (1) - 2 = -1, for 1d6 ⇒ 2 damage.
Shortbow: 1d20 + 8 ⇒ (10) + 8 = 18, for 1d6 ⇒ 6 damage.
Shortbow: 1d20 + 3 ⇒ (14) + 3 = 17, for 1d6 ⇒ 4 damage.
Shortbow: 1d20 - 2 ⇒ (3) - 2 = 1, for 1d6 ⇒ 3 damage.
Shortbow: 1d20 + 8 ⇒ (15) + 8 = 23, for 1d6 + 1d8 ⇒ (3) + (1) = 4 damage.
Shortbow: 1d20 + 3 ⇒ (19) + 3 = 22, for 1d6 + 1d8 ⇒ (1) + (5) = 6 damage.
Shortbow: 1d20 - 2 ⇒ (16) - 2 = 14, for 1d6 ⇒ 1 damage.
Shortbow: 1d20 + 8 ⇒ (5) + 8 = 13, for 1d6 ⇒ 2 damage.
Shortbow: 1d20 + 3 ⇒ (14) + 3 = 17, for 1d6 ⇒ 3 damage.
Shortbow: 1d20 - 2 ⇒ (14) - 2 = 12, for 1d6 ⇒ 1 damage.
Despite the hail of arrows, Jean-Pierre takes minimal damage.
Ambushing the Ambushers, Round 1:
BBM (-, -, -, -)
DV (-)
Jean-Pierre (-14)
Archibald (-)
Alak (-)
| Jean-Pierre de Suis |
Cursing loudly, Jean-Pierre tries to take down the half-orc next to him.
Hunted Shot: 1d20 + 10 ⇒ (19) + 10 = 29, for 4d8 + 2d8 + 1d10 ⇒ (8, 2, 4, 8) + (2, 7) + (4) = 35 damage.
Hunted Shot: 1d20 + 5 ⇒ (13) + 5 = 18, for 2d8 + 1d8 ⇒ (2, 1) + (8) = 11 damage.
Iterative: 1d20 + 0 ⇒ (9) + 0 = 9, for 2d8 + 1d8 ⇒ (4, 2) + (3) = 9 damage.
He then casts Shield, which causes a tracery of golden scales to glow across his skin, and urges Archibald forward!
Luke_Parry
|
Jean-Pierre's first arrow takes the half-orc straight through its left eye, and it falls to the ground, jerking spasmodically.
His second then wings one of the three over on the main platform.
Alak them hustles forward (triple move).
The three on the platform, considering Jean-Pierre to be the main threat, keep firing at him...
Shortbow: 1d20 + 8 ⇒ (5) + 8 = 13, for 1d6 ⇒ 2 damage.
Shortbow: 1d20 + 3 ⇒ (17) + 3 = 20, for 1d6 ⇒ 6 damage.
Shortbow: 1d20 - 2 ⇒ (12) - 2 = 10, for 1d6 ⇒ 4 damage.
Shortbow: 1d20 - 7 ⇒ (12) - 7 = 5, for 1d6 ⇒ 3 damage.
Shortbow: 1d20 + 8 ⇒ (3) + 8 = 11, for 1d6 ⇒ 6 damage.
Shortbow: 1d20 + 3 ⇒ (11) + 3 = 14, for 1d6 ⇒ 2 damage.
Shortbow: 1d20 - 2 ⇒ (10) - 2 = 8, for 1d6 ⇒ 1 damage.
Shortbow: 1d20 - 7 ⇒ (10) - 7 = 3, for 1d6 ⇒ 2 damage.
Shortbow: 1d20 + 8 ⇒ (9) + 8 = 17, for 1d6 ⇒ 4 damage.
Shortbow: 1d20 + 3 ⇒ (5) + 3 = 8, for 1d6 ⇒ 4 damage.
Shortbow: 1d20 - 2 ⇒ (16) - 2 = 14, for 1d6 ⇒ 1 damage.
Shortbow: 1d20 - 7 ⇒ (3) - 7 = -4, for 1d6 ⇒ 2 damage.
...but all of their arrows go wide!
At that, the door of the shack bursts open, and a grizzled-looking hobgoblin with a eyepatch, wielding a dagger and rapier, strides forward.
"When you need a job done right, you have to set an example for the troops!"
She then moves forward to engage Alak...
Rapier: 1d20 + 13 ⇒ (6) + 13 = 19, for 2d6 + 3 ⇒ (6, 6) + 3 = 15 damage.
...and he barely manages to avoid her blow, much to her surprise!
Ambushing the Ambushers, Round 2:
BBM (-11, -, -)
DV (-)
Jean-Pierre (-14)
Archibald (-)
Alak (-)
| Jean-Pierre de Suis |
Jean-Pierre keeps up the steady stream of arrows at the half-orcs, directing Archibald to attack the Hobgoblin!
Hunted Shot: 1d20 + 10 ⇒ (9) + 10 = 19, for 2d8 + 1d8 ⇒ (4, 6) + (2) = 12 damage.
Hunted Shot: 1d20 + 5 ⇒ (20) + 5 = 25, for 4d8 ⇒ (7, 2, 7, 2) = 18 damage.
Iterative: 1d20 + 0 ⇒ (2) + 0 = 2, for 2d8 ⇒ (2, 1) = 3 damage.
Jaws: 1d20 + 8 ⇒ (9) + 8 = 17, for 1d8 + 3 ⇒ (3) + 3 = 6 damage.
Jaws: 1d20 + 3 ⇒ (3) + 3 = 6, for 1d8 + 3 ⇒ (6) + 3 = 9 damage.
He then Shields himself again.
Luke_Parry
|
Jean-Pierre's first arrow takes out the injured half-orc, whilst his second pierces a fresh one through its shoulder, narrowly avoiding its heart!
Unfortunately, Archibald's jaws are easily avoided by the wily Hobgoblin...
Greatsword: 1d20 + 10 ⇒ (14) + 10 = 24, for 1d12 + 4 ⇒ (2) + 4 = 6 damage.
Greatsword: 1d20 + 5 ⇒ (3) + 5 = 8, for 1d12 + 4 ⇒ (12) + 4 = 16 damage.
Greatsword: 1d20 + 0 ⇒ (4) + 0 = 4, for 1d12 + 4 ⇒ (7) + 4 = 11 damage.
...and Alak only manages a glancing blow with his greatsword.
The remaining half-orcs keep up the steady stream of arrows against Jean-Pierre...
Shortbow: 1d20 + 8 ⇒ (6) + 8 = 14, for 1d6 ⇒ 2 damage.
Shortbow: 1d20 + 3 ⇒ (7) + 3 = 10, for 1d6 ⇒ 5 damage.
Shortbow: 1d20 - 2 ⇒ (13) - 2 = 11, for 1d6 ⇒ 1 damage.
Shortbow: 1d20 - 2 ⇒ (4) - 2 = 2, for 1d6 ⇒ 6 damage.
Shortbow: 1d20 + 8 ⇒ (4) + 8 = 12, for 1d6 ⇒ 3 damage.
Shortbow: 1d20 + 3 ⇒ (16) + 3 = 19, for 1d6 ⇒ 3 damage.
Shortbow: 1d20 - 2 ⇒ (7) - 2 = 5, for 1d6 ⇒ 1 damage.
Shortbow: 1d20 - 2 ⇒ (8) - 2 = 6, for 1d6 ⇒ 5 damage.
...once again proving to be surprisingly bad bowmen.
The Hobgoblin, on the other hand...
Rapier: 1d20 + 13 ⇒ (16) + 13 = 29, for 2d6 + 3 ⇒ (4, 2) + 3 = 9 damage.
Rapier: 1d20 + 10 ⇒ (20) + 10 = 30, for 4d6 + 6 + 1d8 ⇒ (3, 5, 2, 1) + 6 + (5) = 22 damage.
Rapier: 1d20 + 7 ⇒ (17) + 7 = 24, for 2d6 + 3 ⇒ (2, 1) + 3 = 6 damage.
...takes Alak out with a trio of well-placed blows!
Ambushing the Ambushers, Round 3:
BBM (-18, -)
DV (-6)
Jean-Pierre (-14)
Archibald (-)
Alak (-34, Unconscious, Dying 1)
| Jean-Pierre de Suis |
"Scheisse!"
Jean-Pierre designates the Hobgoblin as his new Prey, and starts throwing everything he has at it.
Hunted Shot: 1d20 + 10 ⇒ (20) + 10 = 30, for 4d8 + 2d8 + 1d10 ⇒ (3, 3, 2, 8) + (3, 5) + (9) = 33 damage.
Hunted Shot: 1d20 + 5 ⇒ (2) + 5 = 7, for 2d8 ⇒ (8, 5) = 13 damage.
Iterative: 1d20 + 0 ⇒ (10) + 0 = 10, for 2d8 ⇒ (6, 2) = 8 damage.
Magic Missile: 3d4 + 3 ⇒ (2, 1, 2) + 3 = 8 Force damage.
Luke_Parry
|
Jean-Pierre's first arrow slams into the Hobgoblin's chest, injuring it badly, but it remains unbowed...
...even after his trio of force missiles slam into it, as well!
1d20 ⇒ 2.
Alak continues to bleed...
The half-orcs keep firing at Jean-Pierre...
Shortbow: 1d20 + 8 ⇒ (4) + 8 = 12, for 1d6 ⇒ 1 damage.
Shortbow: 1d20 + 3 ⇒ (2) + 3 = 5, for 1d6 ⇒ 4 damage.
Shortbow: 1d20 - 2 ⇒ (14) - 2 = 12, for 1d6 ⇒ 6 damage.
Shortbow: 1d20 - 2 ⇒ (1) - 2 = -1, for 1d6 ⇒ 6 damage.
Shortbow: 1d20 + 8 ⇒ (1) + 8 = 9, for 1d6 ⇒ 6 damage.
Shortbow: 1d20 + 3 ⇒ (7) + 3 = 10, for 1d6 ⇒ 6 damage.
Shortbow: 1d20 - 2 ⇒ (19) - 2 = 17, for 1d6 ⇒ 4 damage.
Shortbow: 1d20 - 2 ⇒ (2) - 2 = 0, for 1d6 ⇒ 5 damage.
...but continue to provide little in the way of an actual threat.
The Hobgoblin snorts in derision, and turns it attention to Archibald...
Rapier: 1d20 + 13 ⇒ (15) + 13 = 28, for 4d6 + 6 ⇒ (2, 4, 4, 3) + 6 = 19 damage.
Rapier: 1d20 + 10 ⇒ (8) + 10 = 18, for 2d6 + 3 ⇒ (3, 5) + 3 = 11 damage.
Rapier: 1d20 + 7 ⇒ (14) + 7 = 21, for 2d6 + 3 ⇒ (6, 1) + 3 = 10 damage.
...stabbing into the poor bear's flank again and again!
Ambushing the Ambushers, Round 4:
BBM (-18, -)
DV (-47)
Jean-Pierre (-14)
Archibald (-40)
Alak (-34, Unconscious, Dying 2)
| Jean-Pierre de Suis |
Starting to get legitimately concerned, Jean-Pierre throws everything he has into dropping the Hobgoblin!
Hunted Shot: 1d20 + 10 ⇒ (6) + 10 = 16, for 2d8 + 1d8 + 1d8 ⇒ (5, 1) + (3) + (6) = 15 damage.
Hunted Shot: 1d20 + 5 ⇒ (15) + 5 = 20, for 2d8 + 1d8 ⇒ (8, 1) + (4) = 13 damage.
Iterative: 1d20 + 0 ⇒ (10) + 0 = 10, for 2d8 + 1d8 ⇒ (1, 1) + (3) = 5 damage.
Magic Missile: 3d4 + 3 ⇒ (3, 4, 3) + 3 = 13 Force damage.
Luke_Parry
|
All three of Jean-Pierre's arrows are knocked aside by the canny Hobgoblin's defenses...
...but there is nothing it can do about his force missiles, which slam into its head, sending it into oblivion.
1d20 ⇒ 10
Alak continues to bleed...
The remaining half-orcs are given momentary pause by their leader's death, but then try to take their frustration out on Jean-Pierre!
Shortbow: 1d20 + 8 ⇒ (2) + 8 = 10, for 1d6 ⇒ 5 damage.
Shortbow: 1d20 + 3 ⇒ (18) + 3 = 21, for 1d6 + 1d8 ⇒ (3) + (3) = 6 damage.
Shortbow: 1d20 - 2 ⇒ (15) - 2 = 13, for 1d6 ⇒ 6 damage.
Shortbow: 1d20 - 2 ⇒ (12) - 2 = 10, for 1d6 ⇒ 5 damage.
Shortbow: 1d20 + 8 ⇒ (4) + 8 = 12, for 1d6 ⇒ 1 damage.
Shortbow: 1d20 + 3 ⇒ (18) + 3 = 21, for 1d6 + 1d8 ⇒ (6) + (2) = 8 damage.
Shortbow: 1d20 - 2 ⇒ (16) - 2 = 14, for 1d6 ⇒ 4 damage.
Shortbow: 1d20 - 2 ⇒ (17) - 2 = 15, for 1d6 ⇒ 6 damage.
This time, probably through blind chance, they manage to score two hits.
Ambushing the Ambushers, Round 5:
BBM (-18, -)
Jean-Pierre (-28)
Archibald (-40)
Alak (-34, Unconscious, Dying 3)
| Jean-Pierre de Suis |
Casting a worried glance at Alak, Jean-Pierre jumps off the platform...
Acrobatics: 1d20 + 4 ⇒ (16) + 4 = 20.
...landing on his feet, and charging off to Alak's side.
He then pimp-slaps the man with his healing glove.
"You can't die yet!"
2d6 + 7 ⇒ (5, 5) + 7 = 17 healing.
Luke_Parry
|
Healing energy from Jean-Pierre's gloves suffuses Alak, rousing the injured armiger.
"Wha-? Oh. Of course!"
Staggering to his feet, he draws a javelin, and throws it at a half-orc...
Javelin: 1d20 + 7 ⇒ (17) + 7 = 24, for 1d6 + 4 ⇒ (5) + 4 = 9 damage.
...taking out the injured one.
The remaining half-orc keeps firing at Jean-Pierre...
Shortbow: 1d20 + 8 ⇒ (6) + 8 = 14, for 1d6 ⇒ 4 damage.
Shortbow: 1d20 + 3 ⇒ (19) + 3 = 22, for 1d6 + 1d8 ⇒ (1) + (6) = 7 damage.
Shortbow: 1d20 - 2 ⇒ (1) - 2 = -1, for 1d6 ⇒ 3 damage.
Shortbow: 1d20 - 2 ⇒ (3) - 2 = 1, for 1d6 ⇒ 6 damage.
...but only manages to land a single shot.
Ambushing the Ambushers, Round 6:
BBM (-)
Jean-Pierre (-28)
Archibald (-40)
Alak (-17, Wounded 1)
| Jean-Pierre de Suis |
Shaking his head, Jean-Pierre shifts his focus to the remaining half-orc, and opens fire!
Hunted Shot: 1d20 + 10 ⇒ (11) + 10 = 21, for 2d8 + 1d8 ⇒ (8, 3) + (1) = 12 damage.
Hunted Shot: 1d20 + 5 ⇒ (6) + 5 = 11, for 2d8 ⇒ (7, 6) = 13 damage.
Iterative: 1d20 + 0 ⇒ (13) + 0 = 13, for 2d8 ⇒ (1, 3) = 4 damage.
He then casts Shield.
Luke_Parry
|
Jean-Pierre wings the remaining half-orc, but he stubbornly refuses to fall.
Alak draws another javelin and throws it...
Javelin: 1d20 + 7 ⇒ (15) + 7 = 22, for 1d6 + 3 ⇒ (6) + 3 = 9 damage.
...finishing off the half-orc.
"You know..." he says thoughtfully, "I think these might have been the Bloody Blade Mercenaries. There is a reward out for them, dead or alive..." he then winces. "When we are feeling a bit healthier, that is."
Searching the bodies reveals four duplicates of the original half-orc's gear (except there are 28 arrows between them), and on the leader, there is a composite shortbow (with 20 arrows), a dagger, a key, +1 leather armor, and a +1 striking rapier.
Inside the shack, there is a locked chest (which the key conveniently opens), containing a 50-foot length of rope, a pair of grappling hooks, four lesser healing potions, and an everburning torch. In addition, there is 400sp in a silk purse.
| Jean-Pierre de Suis |
Jean-Pierre breathes a sigh of relief.
"That was closer than I would have liked."
He starts binding Archibald's wounds, and Alak's.
(Alak) Medicine - Assurance - 17 = 2d8 ⇒ (2, 3) = 5 healing.
(Archibald) Medicine - Assurance - 17 = 2d8 ⇒ (8, 1) = 9 healing.
(Alak) Medicine - Assurance - 17 = 2d8 ⇒ (1, 3) = 4 healing.
Following that, he and Archibald take a short rest, before heading into the cave, and down the Northern passage.
Luke_Parry
|
The corners of this cavern are filled with thick strands of spider webs. In the center of the western wall, a pouch of thick webbing trembles in occasional vibration. A thin stream of minerals drips slowly from the center of the ceiling, slicking the floor here and creating treacherous footing.
As you enter, a spider-like creature scuttles down the wall, chittering:
"Fresh meat!" in guttural Common.
T: 1d20 + 9 ⇒ (5) + 9 = 14.
?: 1d20 + 4 ⇒ (1) + 4 = 5.
Alak: 1d20 + 7 ⇒ (6) + 7 = 13.
Jean-Pierre: 1d20 + 9 ⇒ (7) + 9 = 16.
Come Into My Parlour, Round 1:
Jean-Pierre
Archibald
T (-)
Alak (-8)
? (-)
| Jean-Pierre de Suis |
With a groan, Jean-Pierre directs Archibald to intervene, designates the strange creature as his Prey, and starts firing!
Hunted Shot: 1d20 + 10 ⇒ (15) + 10 = 25, for 2d8 + 1d8 + 1d8 ⇒ (2, 4) + (4) + (2) = 12 damage.
Hunted Shot: 1d20 + 5 ⇒ (7) + 5 = 12, for 2d8 + 1d8 ⇒ (4, 6) + (8) = 18 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 2 ⇒ (1, 2) + 2 = 5 Electricity damage, DC 16 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Luke_Parry
|
Jean-Pierre's first arrow strikes true, but his second goes wide...
Reflex: 1d20 + 10 ⇒ (19) + 10 = 29.
...whilst the creature dodges his electrical blast.
Hissing in pain, in lashes out at Archibald!
Tongue: 1d20 + 12 ⇒ (6) + 12 = 18.
Wrapping its tongue around the surprised Bear, it swallows him whole!
1d12 + 3 ⇒ (11) + 3 = 14 damage.
"Delicious!"
It then moves forward to engage Jean-Pierre.
Alak, gallantly, moves forward to render assistance...
Greatsword: 1d20 + 10 ⇒ (7) + 10 = 17, for 1d12 + 4 ⇒ (6) + 4 = 10 damage.
Greatsword: 1d20 + 5 ⇒ (9) + 5 = 14, for 1d12 + 4 ⇒ (10) + 4 = 14 damage.
...but his strikes bounce off its hide.
Come Into My Parlour, Round 2:
Jean-Pierre
Archibald (-15)
T (-12)
Alak (-8)
? (-)
| Jean-Pierre de Suis |
"Nooo!"
Jean-Pierre frantically tries to down the beast...
Hunted Shot: 1d20 + 10 ⇒ (14) + 10 = 24, for 2d8 + 1d8 ⇒ (1, 6) + (2) = 9 damage.
Hunted Shot: 1d20 + 5 ⇒ (5) + 5 = 10, for 2d8 ⇒ (7, 2) = 9 damage.
Iterative: 1d20 + 0 ⇒ (1) + 0 = 1, for 2d8 ⇒ (3, 4) = 7 damage.
Iterative: 1d20 + 0 ⇒ (1) + 0 = 1, for 2d8 ⇒ (6, 8) = 14 damage.
...first with arrows, and then with force bolts!
Magic Missile: 3d4 + 3 ⇒ (1, 3, 3) + 3 = 10 Force damage.
Luke_Parry
|
In his panic, Jean-Pierre only manages to hit the creature with a single arrow, but his force missiles are effective.
The creature, blinded by pain, lashes out...
Jaws: 1d20 + 12 ⇒ (17) + 12 = 29, for 1d12 + 5 ⇒ (2) + 5 = 7 damage.
Jaws: 1d20 + 7 ⇒ (11) + 7 = 18, for 1d12 + 5 ⇒ (6) + 5 = 11 damage.
...even as it continues to digest Archibald.
1d12 + 3 ⇒ (4) + 3 = 7.
Alak continues to hack away at it...
Greatsword: 1d20 + 10 ⇒ (13) + 10 = 23, for 1d12 + 4 ⇒ (3) + 4 = 7 damage.
Greatsword: 1d20 + 5 ⇒ (19) + 5 = 24, for 1d12 + 4 ⇒ (2) + 4 = 6 damage.
Greatsword: 1d20 + 0 ⇒ (3) + 0 = 3, for 1d12 + 4 ⇒ (3) + 4 = 7 damage.
...chopping its head clean off, and allowing Archibald to spill back out again.
As that happens, however, the pulsing bundle on the wall bursts open, revealing a swarm of hungry spiders...
...which rush forward, and cover the party.
1d4 ⇒ 4 damage. DC 14 Reflex. On a fail, roll a Fort save.
Alak: 1d20 + 7 ⇒ (3) + 7 = 10.
Alak: 1d20 + 9 ⇒ (12) + 9 = 21.
Come Into My Parlour, Round 3:
Jean-Pierre (-7)
Archibald (-22)
Alak (-12)
? (-)
| Jean-Pierre de Suis |
Reflex: 1d20 + 7 ⇒ (7) + 7 = 14.
Reflex: 1d20 + 11 ⇒ (6) + 11 = 17.
Taking a deep breath, Jean-Pierre directs a gout of flame into the swarm!
Burning Hands: 2d6 + 1 ⇒ (4, 5) + 1 = 10 Fire damage. DC 16 Reflex.
Luke_Parry
|
Reflex: 1d20 + 7 ⇒ (15) + 7 = 22.
The swarm dodges the worst of the blast, but still burns merrily.
It continues to swarm (although not as vigorously as before)!
1d4 ⇒ 4 damage. DC 14 Reflex. On a fail, roll a Fort save.
Alak: 1d20 + 7 ⇒ (17) + 7 = 24.
Alak, somehow, dodges the swarm!
Come Into My Parlour, Round 4:
Jean-Pierre (-7)
Archibald (-22)
Alak (-12)
? (-10)
| Jean-Pierre de Suis |
Jean-Pierre retreats to heal up...
Medicine - Assurance (Alak) = 17 = 2d8 ⇒ (1, 7) = 8.
...and to let Archibald rest.
He then heads back in, to take another crack at the cave network.
Luke_Parry
|
Rounding the corner into the next cave...
A bedroll, a small fire, a stack of books and papers, and a curious array of equipment covered in a tarp mark this as a spot where someone has been
camping for several days.
Of more immediate concern, however, are the two skeletons that block the passageway, one wielding a sword and shield, with malign intelligence in its red-glowing eyes, whilst behind both of them, safely ensconced behind a wall of crates, is an aloof-looking half-elven woman, dressed in green-and-black robes.
She 'Tsks' in annoyance.
"After what my idiot apprentice did, I knew that it would be only a matter of time before someone came snooping around into my business. Know that I bear you no ill-will; take comfort in the knowledge that when I defeat you here, I will put your bodies to good use..."
SC: 1d20 + 8 ⇒ (18) + 8 = 26.
SG: 1d20 + 2 ⇒ (11) + 2 = 13.
Voz: 1d20 + 7 ⇒ (8) + 7 = 15.
Alak: 1d20 + 7 ⇒ (10) + 7 = 17.
Jean-Pierre: 1d20 + 9 ⇒ (4) + 9 = 13.
The tougher-looking skeleton moves forward, raises its shield, and takes a swing...
Longsword: 1d20 + 10 ⇒ (7) + 10 = 17, for 1d8 + 4 ⇒ (4) + 4 = 8 damage.
...which Jean-Pierre dodges.
Alak frowns.
"Not enough space!"
He then trudges around to the other side.
Triple move.
Voz hisses in anger.
"Oh, no you don't!"
She weaves magic...
Will: 1d20 + 5 ⇒ (17) + 5 = 22.
...screeching in anger when Alak is only slightly slowed.
Her other minion then moves to engage Alak...
Scimitar: 1d20 + 6 ⇒ (17) + 6 = 23, for 1d6 + 2 ⇒ (6) + 2 = 8 damage.
Scimitar: 1d20 + 1 ⇒ (2) + 1 = 3, for 1d6 + 2 ⇒ (5) + 2 = 7 damage.
...landing a lucky blow!
The Necromancer's Last Stand, Round 1:
SC (-)
Alak (-4)
V (-)
SG (-)
Jean-Pierre (-7)
Archibald (-)
| Jean-Pierre de Suis |
"Damnation!"
Jean-Pierre tasks Archibald with moving around, then designates his Prey, and starts firing...
Hunted Shot: 1d20 + 10 ⇒ (16) + 10 = 26, for 2d8 + 1d8 ⇒ (6, 2) + (8) = 16 damage.
Hunted Shot: 1d20 + 5 ⇒ (4) + 5 = 9, for 2d8 ⇒ (3, 2) = 5 damage.
...before concentrating, and firing a volley of force missiles at it!
Magic Missile: 3d4 + 3 ⇒ (3, 1, 2) + 3 = 9 Force damage.
Luke_Parry
|
Jean-Pierre's first arrow strikes true, even when the skeleton raises its shield up to block the strike, cracking the steel shield!
AoO: 1d20 + 10 ⇒ (2) + 10 = 12, for 1d8 + 4 ⇒ (4) + 4 = 8 damage.
His volley of force missiles then slams into it, breaking several ribs.
The skeleton responds by trying to cut him to ribbons...
Longsword: 1d20 + 10 ⇒ (14) + 10 = 24, for 1d8 + 4 ⇒ (6) + 4 = 10 damage.
Longsword: 1d20 + 5 ⇒ (20) + 5 = 25, for 2d8 + 8 ⇒ (3, 4) + 8 = 15 damage.
Longsword: 1d20 + 0 ⇒ (16) + 0 = 16, for 2d8 + 8 ⇒ (2, 4) + 8 = 14 damage.
...landing several nasty blows!
Alak tries to power through the Skeleton in front of him...
Greatsword: 1d20 + 10 ⇒ (17) + 10 = 27, for 1d12 + 4 ⇒ (11) + 4 = 15 damage.
...his blow shattering it, and allowing him to Step up to the Necromancer, and take a swing...
Greatsword: 1d20 + 5 ⇒ (8) + 5 = 13, for 1d12 + 4 ⇒ (6) + 4 = 10 damage.
...which is easily dodged.
Voz sneers.
"You will pay for that!"
She then Steps back, and fires a gout of acid at Alak...
Acid Arrow: 1d20 + 15 ⇒ (5) + 15 = 20, for 3d8 ⇒ (1, 8, 6) = 15 Acid damage, and 1d6 Persistent Acid.
...liquefying some of his skin.
The Necromancer's Last Stand, Round 2:
SC (-15; Shield Broken)
Alak (-19, 1d6 Persistent Acid)
V (-0)
Jean-Pierre (-32)
Archibald (-)
| Jean-Pierre de Suis |
Jean-Pierre grits his teeth, directs Archibald to step up and strike, steps back, and keeps shooting...
Jaws: 1d20 + 8 ⇒ (5) + 8 = 13, for 1d8 + 3 ⇒ (1) + 3 = 4 damage.
Hunted Shot: 1d20 + 10 ⇒ (4) + 10 = 14, for 2d8 ⇒ (2, 5) = 7 damage.
Hunted Shot: 1d20 + 5 ⇒ (18) + 5 = 23, for 2d8 + 1d8 ⇒ (2, 5) + (2) = 9 damage.
...before firing off another volley of force missiles.
Magic Missile: 3d4 + 3 ⇒ (1, 1, 4) + 3 = 9.