| Nazard |
Ty’s arrow hits the wagon just under the driver’s feet and fills his space with smoke. It’ll give a good penalty to his next drive check, but by then the wagon will have left the smoke behind.
Edward’s excellent driving had helped pull you ahead, increasing the distance back to 60 feet.
Round 3
1d10 ⇒ 4 The road dips up sharply here. You need to make a separate Drive check DC 15 or lose 20 feet.
Drive: 1d20 + 6 - 10 ⇒ (4) + 6 - 10 = 0
Up Hill: 1d20 + 6 - 10 ⇒ (18) + 6 - 10 = 14
Edward’s drive checks and Morgana are up.
| Morgana Darya |
the man casting a spell, Morgana focuses her will to roll the ball of fire into him... while also drawing on her newfound powers to quickly recall a spell formula, casting an acid arrow.
Concentration (Acid Arrow - DC 17): 1d20 + 13 ⇒ (10) + 13 = 23
Ranged Touch: 1d20 + 4 ⇒ (6) + 4 = 10 Plus Surge: 1d6 ⇒ 4 2d4 + 1 ⇒ (1, 3) + 1 = 5 Ugh, that's less than ideal. At least it's persistent.
| Nazard |
The acid arrow goes way wide. Ranged attacks have a -8 penalty to them. Also, moving the ball needs its own concentration check to move it, but since it was in the commander's space last time, no need.
Commander Reflex: 1d20 + 7 + 3 ⇒ (5) + 7 + 3 = 15
Soldier Reflex: 1d20 + 1 ⇒ (9) + 1 = 10
Damage: 3d6 + 3 ⇒ (4, 4, 5) + 3 = 16
Concentration: 1d20 + 11 ⇒ (1) + 11 = 12
The commander yelps and loses his spell. The soldier in the space with him goes down from severe burns.
Concentration: 1d20 + 11 ⇒ (15) + 11 = 26
The commander casts another spell. This one goes off okay, and the commander vanishes.
The six remaining soldiers reload and fire again, all targeting Morgana. They basically need to roll a natural 20 with the movement penalties, so they're just trying to get lucky at this point.
Attack: 1d20 + 2 - 8 ⇒ (13) + 2 - 8 = 7
Attack: 1d20 + 2 - 8 ⇒ (18) + 2 - 8 = 12
Attack: 1d20 + 2 - 8 ⇒ (4) + 2 - 8 = -2
Attack: 1d20 + 2 - 8 ⇒ (2) + 2 - 8 = -4
Attack: 1d20 + 2 - 8 ⇒ (18) + 2 - 8 = 12
Attack: 1d20 + 2 - 8 ⇒ (15) + 2 - 8 = 9
No luck for the wicked.
Ty and Richard are up (and I still need Edward's drive checks for this round when he gets a chance).
Richard Wells IV
|
If he is able to cast (i.e. Silence is no longer preventing him), Richard will resume casting Guidance on Edward.
Concentration Check DC 15: 1d20 + 8 ⇒ (18) + 8 = 26
| Edward Hastings III |
Round 3 checks
Drive check for dipping road(DC 15): 1d20 + 10 ⇒ (3) + 10 = 13 Freaking crud I can never make that first check! Mythic surge! 1d6 ⇒ 5 = 18!
Drive check(normal): 1d20 + 10 ⇒ (11) + 10 = 21
Man o man I've got to get out of single digits on those first rolls. So annoying.
AC 25; Hp's 51/51
| Ty Purgest |
I was hoping that smoke arrow would provide cover or at least a penalty to all of those crossbowmen's attack rolls, but it looks like the penalty to the driver's drive check is more useful.
Grinning at his successful shot with the smoke arrow, Ty draws a regular arrow and tries to do some damage with that. He notches the arrow and takes aim at one of the horses pulling the wagon. He pulls back on the bowstring and...
He can't do it. Not at the dumb beast just trying its best to not get whipped by its master. His lips pressed into a thin line in frustation and concentration, he raises his aim slightly and looses an arrow at the driver.
Ranged attack: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d6 ⇒ 4
| Nazard |
Ty’s arrow misses the driver widely, nearly hitting one of the horses instead.
Round 4 90 feet apart
1d10 ⇒ 5
The road dips DOWN sharply here. Navigating this hazard requires a DC 15 drive check. If you pass, you control the wagon and gain 10 feet. If you fail, you lose control of the wagon: you gain 20 feet but then will have a -5 penalty to your drive checks the next round. You do have the option, if you like, of purposely failing this check.
Drive: 1d20 + 6 ⇒ (10) + 6 = 16
Purposely failing second check.
Edward’s driving and Morgana are up.
| Edward Hastings III |
Handle Animal(Driving down sharp dip): 1d20 + 10 ⇒ (20) + 10 = 30
Handle Animal(Normal check w/Guidance): 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15 Mythic Surge: 1d6 ⇒ 2 = 17
I added the guidance to the latter roll because I would've used a mythic point to it if I would've failed. I don't want that -5. So I added to the latter in an attempt to beat the bad guys drive checks.
For the record, I'm always going to use the Guidance spell on the 'Normal' drive check. I feel it's far more critical.
| Morgana Darya |
Concentration: 1d20 + 10 ⇒ (11) + 10 = 21
Morgana closes her eyes and rolls the ball in the wagon, looking for another Hellknight.
Concentration: 1d20 + 10 ⇒ (11) + 10 = 21
She then calls on her unnatural powers once again, bringing yet another spell to mind -- and then pushes some of her own arcane power into the spell as she casts it -- trying to blind the Hellknights in the other wagon.
Mythic Point (2/9 remain) to cast glitterdust -- the 10' radius should cover the whole wagon -- if not, near the front to get the driver. Use an Arcane Reservoir (now 1/7) to bump the DC by 1 -- so Will DC 20 or blinded
| Nazard |
Will: 1d20 ⇒ 3
Will: 1d20 ⇒ 16
Will: 1d20 ⇒ 12
Will: 1d20 ⇒ 9
Will: 1d20 ⇒ 3
Will: 1d20 ⇒ 6
Will: 1d20 ⇒ 3
Will: 1d20 + 9 + 3 ⇒ (18) + 9 + 3 = 30
Reflex: 1d20 + 1 ⇒ (10) + 1 = 11
Reflex: 1d20 + 1 ⇒ (9) + 1 = 10
The rear wagon is awash with shouts and curses as blindness settles in and men are burned.
Now with a blind driver, and already careening down the hill semi out of control, the wagon drifts off the road, hits a ditch and goes flying, propelling soldiers and a ball of fire everywhere. Horses scream, but the wagon shaft splinters, sparing the animals a gruesome fate, as they slow and trot off towards grass.
You were already out of darkvision range, but none of the glittery outlines seem to be moving.
Combat is over. The difference is speeds puts you 155 feet ahead, even if you decide to stop now.
| Ty Purgest |
"NICE, Morgana!"
"Um, keep going, I think? I bet he can track us, but we can outpace him now that he's on foot. I don't think he can guess where we're going since, you know, we don't know where we're going. What do you guys think?"
| Edward Hastings III |
Perception: 1d20 + 11 ⇒ (3) + 11 = 14
Slowing the wagon as he turns to look at the wreckage, "Well, that was exhilarating. Hopefully that is the extent of our excitement for the day." Edward pops the reigns and gets the wagon back to moving, wishing to be as far away as possible from that bunch.
| Nazard |
You continue on along the road into the night. While you don't know what your long-term destination is, there is unfortunately only one road here, heading back towards Westcrown, so no great mystery where you are headed in the short-term.
After driving along for half an hour, you hear hoof beats behind you. Looking back, you see a four armed men riding bare back on heavy draft horses. There won't be any outrunning these guys.
You have two "rounds" before they reach you, if you wish to prepare in some way.
Richard Wells IV
|
Richard will cast:
Protection From Evil on Edward (Round 1)
Ironskin on himself (Round 2).
Richard Wells IV
|
"I don't think our horses can outrun those." Richard replies pointing at the heavy draft horses being ridden and then continues to cast his preparation spells. "Do what you can to get ready for a fight."
| Morgana Darya |
She nods, "Didn't want to call friends who couldn't keep up."
Round 1
She takes a moment to center herself, channeling some of her own magical energies back into herself, refilling her internal reservoirs, before using that energy to cheat the rules of magic, calling an earth elemental. "Wait, friend," she says in Terran.
| Edward Hastings III |
Realizing there's no way they are outrunning their pursuers, Edward pulls on the reins and halts the wagon. "Well, so much for that being the 'extent of our excitement'." Edward straps on his shield and draws his sword. "Thank you, Richard. The assistance is appreciated."
| Nazard |
Do any of you get out of the wagon?
I have uploaded a map. Please ignore where I've put the bad guys for now and decide where you want to go. Depending on what they see as they approach, they may go to different places anyway.
Yes, Ty, as they get closer, you can see that Traeve is one of the four.
The earth elemental appears, then melts down into the road, leaving just a few pebbles sticking up above the surface.
| Morgana Darya |
The elemental summoned, Morgana quickly casts a defensive spell and jumps out of the wagon, keeping between it and the elemental -- trying to create a rough day for anyone that might try to ride her through.
Round 2 - Cast Shield (AC 21)
| Nazard |
The approaching riders diverge before getting into close spell range and surround you. Traeve himself stays on the road behind you.
Intimidate: 1d20 + 16 ⇒ (15) + 16 = 31
A manacing aura wafts from the man. Unlike the antipaladin you met before, this is not a chaotic, burn you all sense of fear and dread, but a cold, calculating menace. Edward is immune to it, but everybody else is shaken (-2 to attacks, saves, skill checks) unless you have some way to mitigate that Intimidate check I don’t know about.
”By order of her Infernal Majesty, I hereby place you under arrest for suspicion of sabotage and terrorism against the people of Cheliax. You are wanted for questioning concerning the destruction of the Arch of Aroden. You will answer my questions truthfully. Should you be innocent of any violation of Chelish law, I give you my word as an inquisitor of the Lord of Law that you will be released and unharmed. You have this one opportunity to avoid violence.”
| Edward Hastings III |
Remaining in the wagon. No way I'm purposely about to get trampled.
"And I give you my word, Inquisitor, that we had nothing to do with the destruction of the Arch of Aroden. The events that happened were those of a natural consequence and nothing of our design. And I was part of Chelish law from a time ago and my recollection of it is, that it is not as 'lawful' as you present it to be. And if I recall correctly, I do not believe justice will prevail properly. I believe it only prevails according to the 'whim' of the judge. Therefore, we shall forego our opportunity and provide you with one. The opportunity to turn back and return from whence you came. Otherwise, your fate be your own," Edward responds resolutely.
| Nazard |
"I do not speak of the Chelish judicial system, but of it's laws, which are an extension of the Inglorious Contracts that define the functions of the world. I am giving you my personal assurance that you will be treated fairly and that, if you are innocent, you will be let go. I find it hard to believe that the Arch of Aroden has stood for hundreds of years, and only collapses when you four emerge from it, and yet you had nothing to do with it. Do I take it then, that you will not be surrendering peaceably?
| Edward Hastings III |
"That is EXACTLY correct. We had nothing to do with it and there will be no surrendering. But there is still time for you to turn your horses around and return back to Cheliax. This is your last warning, sir. If you choose to engage, we will not hesitate to strike you down. Again, the choice is yours. I highly suggest choosing wisely."
| Nazard |
Traeve’s men begin to dismount and prepare their weapons.
”I do appreciate that, sir, I sincerely do, but unfortunately, I lack that choice of which you speak. I can see that you are a man of honour, which I do respect. However, as a man of honour you are also likely a man of duty, so you can understand that, as a man of duty myself, I am so bound to enforce Chelish law, though given how well you defended yourself against my wagon of eight, you shall likely prevail against my force of three. I heartily regret that it must come to this.”
A slight nod of his head, part respect, part signal, indicates the beginning of combat.
Initiative:
Edward: 1d20 + 1 ⇒ (3) + 1 = 4
Morgana: 1d20 + 4 ⇒ (17) + 4 = 21
Richard: 1d20 + 4 ⇒ (18) + 4 = 22
Ty: 1d20 + 9 ⇒ (19) + 9 = 28
Enemies: 1d20 + 1 ⇒ (10) + 1 = 11
Traeve: 1d20 + 6 ⇒ (7) + 6 = 13
Ty, Richard, Morgana
Richard Wells IV
|
Richard will start by casting Bless.
Ironskin on Richard (37 rounds remaining)
Bless on everyone (39 rounds remaining)
Rounds remaining after this round completes - this assumes 2 rounds expired during the surrender discussion.
| Ty Purgest |
This is the most ridiculous conversation I've ever heard.
Ty is almost glad it's come to blows by the time the respectful trash-talking has ended. He leaps out of the wagon, past Morgana, and lunges at the blue Hellknight on his horse.
Attack: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31
Crit confirm: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29
Damage: 1d4 + 6 ⇒ (1) + 6 = 7
Crit damage: 1d4 + 6 ⇒ (3) + 6 = 9
Sneak attack: 2d6 ⇒ (2, 2) = 4
| Nazard |
Morgana casts an actual spell and twin globes of energy shoot out at blue soldier.
2d4 + 2 ⇒ (3, 4) + 2 = 9
Kid Rock meanwhile slips out of the ground in front of Traeve’s horse and reaches for the man in the saddle, but only clanks on the man’s boot.
Attack: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
”Advance!” Traeve says. Orange soldier moves right up to Morgana, ignoring the swipe Kid Rock takes. He then swings at Morgana with sword and shield.
AoO: 1d20 + 10 ⇒ (7) + 10 = 17
Sword: 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9
Shield: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16
Both glance off her magical defences.
Blue guy is quite hurt, but he brings weapons to bear on Ty.
Sword: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Shield: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Finally, green guy moves up and takes one swing at Richard.
Sword: 1d20 + 9 ⇒ (10) + 9 = 19
His sword inexplicably hits steel when he was expecting white cloth.
Traeve casts a spell, unleashing some trash talk that is less than polite.
Intimidate: 1d20 + 16 ⇒ (10) + 16 = 26
He continues your shaken condition (except Edward), and the effect is so potent this time that more than your ears are burned by his insults. You each (except Edward) take 1d10 ⇒ 1 fire damage and must make a Reflex save DC 17 or catch fire, taking 1d6 ⇒ 2 additional damage.
Morgana: 1d20 + 3 ⇒ (1) + 3 = 4
Rock: 1d20 - 1 ⇒ (11) - 1 = 10
Everybody is up.
Richard Wells IV
|
Reflex DC 17: 1d20 + 4 ⇒ (11) + 4 = 15
Richard's ears are burning literally from the verbal abuse from Traeve. Shaking his head hoping to stop the burning, he notices Ty's wounds and hops down from the wagon behind Morgana. He begins to focus his mythic healing powers to close Ty's wounds.
Using a mythic point of power to recast Cure Moderate Wounds.
CMW: 2d8 + 4 ⇒ (6, 2) + 4 = 12
| Nazard |
I should have said this up front. Everybody will need to make a Reflex save to avoid catching fire. That’s on Traeve’s turn. If you fail, you are literally on fire, and need to make another Reflex save each round to put the fire out. If that fails, you are still on fire and take another 1d6 of fire damage you can roll yourselves, and the concentration DC to cast any spell while on fire is 10+spell level+ half the damage you took that round (rounded up). You can opt to take a full round action to roll of the ground, giving yourself a +4 bonus to your Reflex save.
| Ty Purgest |
Reflex: 1d20 + 11 ⇒ (5) + 11 = 16 Bah.
Traeve's blistering invective is more the sort of trash talk Ty's used to, but catching on fire because of it is definitely not. Fortunately, Richard is there to take some of the sting away.
"Thanks, pal!"
Narrowing his eyes at his blue opponent, Ty tries to finish him off.
Main Hand Attack: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
Damage: 1d4 + 6 ⇒ (4) + 6 = 10
Off Hand Attack: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
Crit confirm: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
Damage: 1d4 + 6 ⇒ (1) + 6 = 7
Crit damage: 1d4 + 6 ⇒ (4) + 6 = 10
Sneak Attack: 2d6 ⇒ (4, 1) = 5 <-- Also, applying the Bewildered Debilitating Injury: -2 penalty to blue's AC, plus another -2 to attacks from Ty.
| Edward Hastings III |
Edward gets down from the wagon and moves next to the enemy attacking Ty.
I figure hopping down from the wagon and then stepping is probably a whole round.
AC 25(27 vs evil); Hp's 51/51
| Nazard |
Ty’s first attack actually misses, and the crit doesn’t confirm, so there’s no eviscerating damage, so just the paltry 7 hp. It’s enough to finish him off, however.
Also, please don’t forget the -2 to all attack rolls and saves (for everybody but Edward). You are shaken from Traeve’s Intimidation ability and spell. I also need second Reflex saves from Ty and Richard to see if you are still on fire (which might then require concentration checks for spell casting as it’s ongoing damage.
Morgana Reflex: 1d20 + 3 - 2 ⇒ (9) + 3 - 2 = 10
1d6 ⇒ 1
Concentration: 1d20 + 10 - 2 ⇒ (14) + 10 - 2 = 22
Morgana takes a step away from orange guy and sends a snowball his way, missing just wide.
Touch: 1d20 + 4 + 1 - 2 - 4 ⇒ (10) + 4 + 1 - 2 - 4 = 9
Kid Rock Reflex: 1d20 - 1 - 2 ⇒ (6) - 1 - 2 = 3
Kid Rock takes a swing at orange guy, failing to connect.
Slam: 1d20 + 8 + 1 - 2 ⇒ (11) + 8 + 1 - 2 = 18
”Move up!” Traeve barks, which seems to somehow lend speed to the soldiers’ feet. Orange takes a step to the side, opening a charge lane for green right at Morgana. Traeve doesn’t cast or do anything himself this round however. Something about Richard casting that healing spell has him puzzled.
Orange double swings at Ty, while green charges Morgana.
Orange sword: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19 whiff
Orsnge shield: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12 whiff
Green charge: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13 whiff, and his AC is now 2 lower from charging.
Everybody is up. Unless you’re Edward, first you make a Reflex save DC 17, with a -2 penalty. If you fail, you take 1d6 ⇒ 5 fire damage, because you’re still on fire. Then you do your action. If it’s a spell, you also need to make a concentration check (with a -2 penalty) DC 13+ spell level or lose the spell.
| Ty Purgest |
Okay, sorry that I keep forgetting the demoralizing penalty.
Reflex: 1d20 + 11 ⇒ (8) + 11 = 19
Finally shaking off the flames from whatever it is Traeve did to them, Ty turns from one downed opponent and lashes out at the orange soldier that's within range of himself, Richard, and Morgana, hoping that they could put down this next opponent swiftly.
Main Hand Attack: 1d20 + 9 + 1 - 2 ⇒ (19) + 9 + 1 - 2 = 27
Crit confirm: 1d20 + 9 + 1 - 2 ⇒ (7) + 9 + 1 - 2 = 15
Damage: 1d4 + 6 ⇒ (4) + 6 = 10
Off Hand Attack: 1d20 + 9 + 1 - 2 ⇒ (19) + 9 + 1 - 2 = 27
Crit confirm: 1d20 + 9 + 1 - 2 ⇒ (7) + 9 + 1 - 2 = 15
Damage: 1d4 + 6 ⇒ (3) + 6 = 9
Sneak Attack: 2d6 ⇒ (6, 3) = 9 <--Applying the Bewildered Debilitating Injury: -2 penalty to orange's AC, plus another -2 to attacks from Ty.
Richard Wells IV
|
Richard drops to the ground and rolls in an attempt to put out the flames burning him.
Reflex DC 17: 1d20 + 4 + 4 ⇒ (3) + 4 + 4 = 11
"Aaaaarrrggghhhh! Sarenrae! what is this flame?"
| Edward Hastings III |
Edward steps into the area where currently a fallen enemy now lies and attacks the green guy.
Attacking green. I would move him but I do not what will happen if I move Edward's icon over another icon(orange). So to play it safe, I'll just stick with theatre of mind. :)
Mithral Longsword w/PA: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d8 + 10 ⇒ (2) + 10 = 12
AC 25(27 vs evil); Hp's 51/51
| Nazard |
Morgana Reflex: 1d20 + 3 + 4 - 2 ⇒ (14) + 3 + 4 - 2 = 19
Morgana takes a five foot step away from the Hellknight and rolls on the ground, finally putting out the obscene flames.
Kid Rock Reflex: 1d20 - 1 - 2 ⇒ (16) - 1 - 2 = 13
1d6 ⇒ 2
He slams at green despite still being on fire, but misses wide.
Slam: 1d20 + 8 + 1 + 2 - 2 ⇒ (1) + 8 + 1 + 2 - 2 = 10
”Enough! Fall back!” Traeve commands his remaining soldier, who immediately withdraws (he can move in a way to avoid any AoOs). Green soldier comes to stand beside Traeve’s left stirrup.
”Please, help your friend put out his flames. We will not interfere.”
| Edward Hastings III |
Edward quickly sheathes his sword and doesn't hesitate in helping to put out the flames. Once done, he looks upon his adversary through narrowed eyes. "I am curious, sir, what are you about? Why do you halt?"
| Nazard |
Traeve points at Richard. ”He calls on Saranrae. Nobody writhes on the ground, literally on fire, and calls on a goddess they do not revere. You display at least three copies of Iomedae’s symbol. These two are less unsubtle, but I see Desna and the Drunkard. No one in their right mind chooses these symbols in Cheliax for a disguise. He casts healing while displaying the Dawnflower’s symbol. Of course, all of this is a level of offence for which my underling here would gladly arrest you, but I cannot risk leaving this mortal plane without knowing why four agents of so-called benevolent deities would smuggle themselves into Cheliax to destroy the Arch of Aroden. Agents of Absolom and Magninar alike would love to bring down the Arch and the control it gave us over the Inner Sea trade, so if you revered Abadar or even Besmara, I could understand that. Something here is unclear, and I will have it made plain to me.”
| Edward Hastings III |
"As I have already informed you, the Arch's collapse was not of our doing. And once again, it was one of a natural occurrence. Do I know why? I would gather that is for you to learn however you must if you can. I will tell you this though: If I did, or do, know the details of its fall, I would not disclose them to you. Now, retire from your horse and let us end this. Or retreat with the one soldier you have left, and at the very least, spare him his life. Because neither of you will walk away from this alive if it is combat you prefer; and the mystery of the fallen Arch will no longer be important to you. So you have to ask yourself, my good man: What's it worth, truly, for this information you seek?" he asks as he redraws his sword, expecting the soldier to respond in their typical manner.
| Ty Purgest |
Ty remains silent, both daggers still in hand. He sees no reason to give this devil-worshipper any information, especially since they had the upper hand in this battle. If it weren't for the chance to de-fire Richard, he might have kept on attacking.