GM Simmy |
You make your way past the goblin dogs, who just watch you with suspicion as you make your way to the northwest door, but do not try to stop you. You open the northwestern door and it opens into a narrow corridor that stretches around the center of the keep. You find yourself in a segmant that leads to towers at either end of the corridor that leads into other parts of the keep. Here and there, there are a few remaining paintings of dour-faced Hellknights still grace the walls between high, and a narrow windows let in a small amount of light.
The door you came in is one of two on the wall, the other leading back to the room you came from, but there are doors on each tower to the northwest and southwest.
Here's a map for you so far.
Aerel of Korvosa |
Aerel nods and moves with the party to the northwest door, keeping a practiced and watchful eye open for any dangers that lurk in the broken citadel.
Some helpful links: Aerel automatically gets a check to notice any traps that would normally require him to be Searching, thanks to his Trap finder feat. He also has darkvision because of Orc Sight.
Hothfarr Stonehand |
Hothfarr nods in agreement and says.
"Aye, north-west it is then. Good as direction as any. I guess we will have time for sight-seeing and inspecting this remarkable citadel later when we've found the Bumblebrashers and Calmont."
The stout dwarf moves over with the group, trying to stay to the front of the group as best as possible.
GM Simmy |
As you make your way through the citadel, you go into one of the towers of the keep. The southern wall is exposed to the central courtyard of the tower.
To the south are a short set of stairs leading up out of the imposing octagonal walls of the citadel, that ends with a heavy iron gate. A few errant milkweeds and tufts of crabgrass protrude from the cracked cobblestone flooring. The ground to the west is sunken in, creating a natural pool of rainwater. nearby just next to where you are, the battlements from above have fallen into a large pile of rubble. Crushed underneath seems to be some sort of reptilian creature. The top half of a flight of wooden stairs raises up to the battlements above the collapsed section of the walls; broken plants from the bottom half lie amid the rubble. A thick rope has been affixed via a grappling hook to the lower portion of the stairs, dangling down to within a few feet of the top of the rubble. Pacing back and forth in front of the stairs is another of those reptilian creatures, as it turns and faces the group of you in the exposed wall.
We're now entering initiative. Perception would probably make the most sense to use in this situation.
Unidentified creature Initiative: 1d20 + 7 ⇒ (15) + 7 = 22
And here is the current map
GM Simmy |
Redsevic Yardin
Aeral of Korvosa
Hothfar Stonehand
Nosteo Faustus
Cathirix
As you mAake your way, the crocodillian-draconic-like creature turns and growls in your direction. The creature steps forward and breaths some sort of noxious cloud out of its mouth.
Aerial Fort save: 1d20 + 4 ⇒ (20) + 4 = 24
Hothfarr Fort save: 1d20 + 8 ⇒ (3) + 8 = 11
Redsevic Fort save: 1d20 + 3 ⇒ (1) + 3 = 4
Aerial manages to avoid the noxious breath effects but Hothfarr feels a little nauseous but Redsevic feels quite sick.
Aeriel succeeded on the save, Hothfarr is sickened 1 for a failure, and Redsevic is sickened 2 for a critical failure
As the cloud of breath begins to clear, the creature is just a little ahead of you.
And here's the map
Aerel of Korvosa |
Aerel rushes into melee, hoping to engage the creature directly before it can unleash another blast of the nauseating gas. His first strike is a glancing blow, and he swings his shortsword back around to stab at it again, but the blade bounces off the creature's scales.
Action 1: Stride to melee with the creature; Action 2: Strike with shortsword; Action 3: Strike at -4 penalty.
Shortsword: 1d20 + 7 ⇒ (18) + 7 = 251d6 + 4 ⇒ (1) + 4 = 5
Shortsword: 1d20 + 3 ⇒ (4) + 3 = 71d6 + 4 ⇒ (1) + 4 = 5
Nosteo Faustus |
"A monster? Already?!"
Nosteo moves into the room but instead of using his sword he conjures up a ball of flame and hurls it at the lizard.
1 Action: Stride. 15 ft west. 5 South west. 5 more west.
2 Actions: Cast Produce Flame.
Spell Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Fire Damage: 1d4 + 4 ⇒ (4) + 4 = 8
Hothfarr Stonehand |
Hothfarr feels nauseated at first, but then throws up a little of his breakfast into his mouth and then spits it our further onto the rubble.
Fort Save Attempt: 1d20 + 8 ⇒ (14) + 8 = 22
"Uhg, Yuck! Wretched beast!"
Hothfarr then moves 5 feet south-west and 10 feet south, then attacks the creature with his warhammer.
Attack: 1d20 + 9 ⇒ (2) + 9 = 111d8 + 4 ⇒ (6) + 4 = 10
One action to retch and lose sickened 1, 1 action to move and 1 to attack.
Redsevic Yardin |
Redsevic is overcome with nausea. The thing he wants to do the most is vomit the best breakfast he's had in a while. Instead, he sings. Projecting a well as he can without heaving, Red sings a simple worldess melody.
Red casts Inspire Courage giving a +1 status bonus to attack and damage to everyone.
Cathirix |
Cathirix was taken aback by the strange beast that blasted the party with its foul breath. He then rushed forward slashing at the creature.
1: Stride. 2: Strike. 3: Strike
Greatsword: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d12 + 4 ⇒ (4) + 4 = 8
Greatsword: 1d20 + 2 ⇒ (8) + 2 = 10
GM Simmy |
Redsevic begins to sing a wordless tune, only to start gagging but nothing comes out, the sickness remaining.
Aerial steps forward, taking two swings at the creature as it makes impact with the crocodilian-dragon creature. The strike makes impact, drawing some green blood in the process.
Hothfarr does manage to vomit and feel his stomach ease off as he responds to what the creature did, but still swings wide on his strike.
Nosteo lets off a gout of flame at the creature, burning some of the flesh of the monster as Cathirix comes in and swings his greatsword, making impact with the first strike but just bouncing off the creature's hide on the second attack.
That's when the creature jumps in the air and slams it's body down.
Unidentified Creature Athletics check vs. Fort DCs of Cathirix, Hothfarr and Aerial: 1d20 + 10 ⇒ (15) + 10 = 25
As the creature slams down, Cathirix, Hothfarr and Aerial, Cathirix and Aerial fall to the ground with a hard impact.
Unidentified Creature Trip damage for critcal success on Cathirix and Aerial: 1d6 ⇒ 3
The creature then attempts to bite down on Aerial with its jaws.
Unidentified Creature Jaws attack roll: 1d20 + 10 ⇒ (4) + 10 = 14
As the jaws came towards him, Aerial manages to put his shortsword in the way of the jaw as it gnashes its teeth down, as it swings its tail in attempt to hit Cathirix.
unidentified Creature tail attack roll: 1d20 + 10 - 4 ⇒ (5) + 10 - 4 = 11
Even on the ground, Cathirix is able to avoid the tail slamming down as the creature lets off a low growl.
That's the creature's turn, as it's just the one, the initiative is pretty much my guy then all of you - and I can sort the order out once everyone is posted (or when the monster dies if that comes first). Also, as people have moved, here's the map.
Nosteo Faustus |
Nosteo utters an oath when his companions fall. In an attempt to keep the beast's attention away from them he decides to move into melee action. He moves around to surround it with Hothfarr and slashes at it. Then he conjures up a fiery shield to protect himself.
1 action to move around to flanking position. 1 action to Strike. 1 action to cast shield. There's nothing special about the shield being fiery, that is purely aesthetic.
Attack: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Hothfarr Stonehand |
Hothfarr stands up from his prone position and grumbles audibly about being thrown prone by the creature. He then grips his warhammer tightly with two hands and swings with a loud "Raaahhh!!" at the creature with all his might.
Attack, Power Attack: 1d20 + 9 - 4 ⇒ (16) + 9 - 4 = 212d8 + 4 ⇒ (8, 5) + 4 = 17
1 action to stand out, two actions to power attack.
Cathirix |
Cathirix regains his feet and continues to hack away at the creature.
Greatsword: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d12 + 3 ⇒ (9) + 3 = 12
Greatsword: 1d20 + 1 ⇒ (9) + 1 = 10
Aerel of Korvosa |
Oops, sorry, had a post up much earlier but it seems the forums ate it.
Aerel hits the ground hard with an audible thump, but just as quickly, he rolls to his feet and renews his offensive against the creature. He makes two hasty stabs, trying to bring the monster down as quickly as possible.
Action 1: Stand up from prone; Actions 2 & 3: Strike the creature with shortsword.
Shortsword: 1d20 + 7 ⇒ (19) + 7 = 261d6 + 4 ⇒ (2) + 4 = 6
Shortsword: 1d20 + 3 ⇒ (12) + 3 = 151d6 + 4 ⇒ (6) + 4 = 10
GM Simmy |
Redsevic attempts to retch again, but the smell is still caught in his throat, only making him gag more, but even sickened he continues to encourage everybody in the group.
Aerel's first strike makes impact, and thanks to the bard's work, it strikes hard, badly injuring the creature. Because of the +1, Aerel's first strike is critical - I think that's our first one... :) His second strike however gets knocked off the hide of the creature however, not managing to get through to it's flesh.
Not taking being knocked down by the creature on the chin, Hothfarr stands up and swings with his axe, also managing to carve through the hide of the beast into it's flesh. As he screams, the axe goes through the neck, eventually severing off the head of the creature as it lies lifeless on the ground, decapitated.
There is a rope hanging above a pile of rubble that used to be the rest of the stairs, that start ten feet up. There is also a gate to the south of the keep.
GM Simmy |
Walking over to the gate, you look through and see to the south many rows of stadium-style benches standing in front of a wide dais between them and the gate. Garbage clutters the one-time pristine floor. Just past the gate is a corridor with a door to the east, and two doors to the west. The gate itself stands slightly ajar, and you can hear commotion coming from the battlements, that sounds like an argument between some goblins and a halfling.
Aerel of Korvosa |
Aerel moves through the ajar gate quietly and cautiously, hoping to see what the commotion is without being seen in turn.
Perception; Stealth: 1d20 + 5 ⇒ (19) + 5 = 241d20 + 7 ⇒ (8) + 7 = 15
GM Simmy |
OK, just need to clear some things up here by the looks of things. The gate to the south is on the ground floor and is closed, the commotion is coming from the battlements, up the stairs and the rope. The stairs are on the eastern side of the courtyard, just to the east of the crocodile-dragon creature.
Hothfarr Stonehand |
Hothfarr moves over towards the rubble and the rope as he sees Nosteo trying to make it up to get further up the stairs.
"To work around with stone and stone buildings, one needs sure footing, even on loose rocks. Allow me!"
Hothfarr moves up the pile of rocks.
Not sure if Rock Runner helps here, I'll make an Atheletics check regardless
Atheletics: 1d20 + 7 ⇒ (5) + 7 = 12
If Hothfarr gets up on the rubble, he'll hold out a helping hand to the others to try and climb the pile of rubble to get to the ladder.
Redsevic Yardin |
Well isn't this just dandy!" thought Red.
Using versatile performance to make an impression
performance: 1d20 + 7 ⇒ (3) + 7 = 10
"Now, listen to me," began Red adjusting the placement of his voice to be both commanding and soothing. "You have no reason to hurt anyone and neither do I! Let the goblin go and I can help you. Believe me hostages are always more trouble than they're worth,"
Redsevic Yardin |
"What do-gooders?"[b] says Red. [b]"I'm just here looking around trying to find something to sell later. That's all. If you tried to burn anyone, it wasn't me. I've no quarrel with you,"
deception: 1d20 + 7 ⇒ (4) + 7 = 11
Hothfarr Stonehand |
Hothfarr lets Redsevic go up first up the rope ladder, then listens in when he hears talking from up there.
"Any good things up there now those goblins are gone?!"
He shouts up from below, hoping to make his way up the rope unimpeded.
Deception: 1d20 - 1 ⇒ (18) - 1 = 17
"Hold on, I'm comin' up!"
Athletics: 1d20 + 7 ⇒ (2) + 7 = 9
Atheletics?: 1d20 + 7 ⇒ (13) + 7 = 20
GM Simmy |
"These freaks know the way into the basement. Everybody knows they used to live there. Those blocked stairs on the first floor, they can't be the only way down. There's an elf gate down there. Do you have any idea what someone would pay for information about lost elf gates? A lot! Only these worms won't tell me... how to get... downstairs!" The halfling says, still holding the knife toward the goblin he has in a headlock.
Redsevic Yardin |
"Well, maybe they'll tell me," suggests Red. "I've been told I have a way with people. Let me try asking this goblin about other ways down. No one needs to die,"
deception: 1d20 + 7 ⇒ (8) + 7 = 15