A Song for Silver Ravens (Hell's Rebels AP) (Inactive)

Game Master Sensen

Current Chapter: In Hell's Bright Shadow
In which a tyrant rises, argent birds take flight, and a secret history is uncovered.
Date: Moonday, the 11th of Abadius (I) 4715 AR
Time of Day: Early Morning
Season: Mid Winter
Weather: 40° F (4° C), Clear Skies

4715 Calendar

Kintargo Skyline

Geographical Maps
Kintargo
Ravounel, Cheliax
Cheliax


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Female Human Bard (Silver Balladeer) 4 | hp -25- 35/35 | AC 18, t 14, ff 14 | Fort +3, Ref +8, Will +4 | Init +4 | Perc +8 | Boots 10/10 | BP 16/16 | Spells 1st 4/4 2nd 2/2 | Know. Boost 1/1 | Conditions: none | wand of CLW (49/50)

"M-m-maybe the k-k-killer's immune to c-c-cold," Jessi stammers quietly not long into the stakeout.


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Alexius:
The archivist looks outraged at Alexius for a moment, before sighing and waving him towards one of the boxes. "You'll have to get it yourself. My old bones aren't what they used to be." She says with a tinge of spite.

After managing to get the box down, Alexius begins flipping through the records... at which point Alexius begins to regret his decision. The papers are ancient, of course, and he earns several paper cuts solely through his reading. Some are written in script that hasn't been used for decades, and all of them are very, very dry.

Eventually, he thinks he might've found something about a dwarf named Olmer, a smith who owns a smithy of the same name in Old Kintargo. Excitement wells up within him... until he sees that the entry is dated to only seventy years ago - just after the Chelish Civil War ended. It's the best lead he has, however.

GM Rolls:

Alexius Knowledge (history), library: 1d20 + 1 ⇒ (18) + 1 = 19


Avenger 1 | HP 10/10 Nonlethal 0/36 | AC 19 T 13 FF 16 | CMB +4, CMD 16 | F: +2, R: +5, W: +2 | Init: +3 | Perc: +4| Equipped Weapon: Spiked Gauntlet +5 (1d4+2 P) | Speed 20/30ft | Active Conditions: *None*

The Raven removes his fine elven cloak and drapes it over the two women huddled together. "I was thinking." He says, tapping the tip of his beak. "That we could offer our killer a tempting target. A frozen tiefling, huddled alone, trying to escape the cold. But, much to the killers surprise, the humble tiefling is, in fact, the mighty Raven, with a conspiracy of ravens waiting in the rafters to swoop down upon them."


Female Changeling Female Changeling Witch (Mirror/Seducer) 4 | HP 25/25 | AC 13 (T 13, F 10) | CMB +2, CMD 14 | F +3, R +4, W +5 (+1 vs Illusions) | Init +2 | Perc +8 SM +3 | Speed 30' | Cryptic Omens 4/4

Vantine is cold enough to take risks with The Raven's life if that will get some results.

"Sure, but how will we set this up to work? Do we stay here and watch out the window while you sit outside in the alley?"


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Moving us forwards.

Raven Disguise, racial penalty: 1d20 + 6 - 2 ⇒ (17) + 6 - 2 = 21

So the Silver Ravens settle in to wait. Several hours pass in increasing chill, but there is no sign of any murderers. Eventually, the Raven himself dons his disguise, with false horns and ashy skin. There's only so much he can do with the materials at hand, after all, but overall, he looks like a tiefling beggar.

Upon his exit, his companions settle in to wait once more. Another hour passes, and the bells ring out the hour - curfew has begun.

GM Rolls:

Killers, 10%: 1d100 ⇒ 37
Dottari/CCG, Nursery Penalty: 1d20 + 4 ⇒ (4) + 4 = 8 Nope, and nope.

How long do you guys wait?


Female Human (Taldan) Cleric 4 I HP 28/28 I AC 18 (20) [T 11 FF 17(19) I Fort +5 Ref +3 Will +9 I Init +5 I Perception +8 I Channel Energy 5/day I Aura LG

Aisling shivers again and draws her cloak around her to try and keep out the cold. This wsaw her idea, and she feels the responsiblity for it keenly. It should work. Has to. Otherwise they're back to sauqure one and out of ideas. Eventually she sighs. "Let's go out and try to get attacked. I know we're not tieflings, but I'm hoping they picked this district bacause they knwo the watch doesn't come here - not becuase they're picky. If we look victim-like enough, hopeifully they won't be fussed that we're not tieflings." She makes some effort to conceal the bulk of her armour and weapons under her cloak.

"Come on. Let's go and get into trouble. And coming from me, that's a time-limited offer."


Female Human Bard (Silver Balladeer) 4 | hp -25- 35/35 | AC 18, t 14, ff 14 | Fort +3, Ref +8, Will +4 | Init +4 | Perc +8 | Boots 10/10 | BP 16/16 | Spells 1st 4/4 2nd 2/2 | Know. Boost 1/1 | Conditions: none | wand of CLW (49/50)

Jessibel looks like she really doesn't want to leave the limited shelter of the shed, but she stands up and stretches out a bit. "What's the plan in the unlikely event we meet a dottari patrol?" she asks. "Try to talk our way out of it or let our boots do the talking and scram?"


Avenger 1 | HP 10/10 Nonlethal 0/36 | AC 19 T 13 FF 16 | CMB +4, CMD 16 | F: +2, R: +5, W: +2 | Init: +3 | Perc: +4| Equipped Weapon: Spiked Gauntlet +5 (1d4+2 P) | Speed 20/30ft | Active Conditions: *None*

The Raven shrugs when the others join him outside and share their plan. "I do not think any number of murderers will attack a group of non-tieflings, even in the slums, but it is also unlikely the murderers would happen to stumble upon me out here. As to how we deal with the dottari: I have always been a supporter of running from conflict. 'The nonconfrontational Raven'. That is what folks around here call me."


Female Human Bard (Silver Balladeer) 4 | hp -25- 35/35 | AC 18, t 14, ff 14 | Fort +3, Ref +8, Will +4 | Init +4 | Perc +8 | Boots 10/10 | BP 16/16 | Spells 1st 4/4 2nd 2/2 | Know. Boost 1/1 | Conditions: none | wand of CLW (49/50)

Jessibel casts light on the tip of her rapier. She practices hiding the glow by slipping the blade under the folds of her cloak. Once she's got that move down pat, she declares herself ready to roam the streets in search of the killer.


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Having made their preparations, the group begins patrolling the small area wherein the killer has struck in the past few weeks,. After nearly three hours, however, there has been no sign of anyone other than themselves - including the people of the Nursery and the dottari or their CCG lapdogs. However, it has gotten chillier and the wind bites through their heavy clothing now.

GM Rolls:

1d100 ⇒ 85 Nope!

You will probably want to get some sleep before morning, unless you want to try to switch to nocturnal expeditions.


Female Human (Taldan) Cleric 4 I HP 28/28 I AC 18 (20) [T 11 FF 17(19) I Fort +5 Ref +3 Will +9 I Init +5 I Perception +8 I Channel Energy 5/day I Aura LG
The Raven‏‏‎‏‏‎ ‎ wrote:
The Raven shrugs when the others join him outside and share their plan. "I do not think any number of murderers will attack a group of non-tieflings, even in the slums, but it is also unlikely the murderers would happen to stumble upon me out here. As to how we deal with the dottari: I have always been a supporter of running from conflict. 'The nonconfrontational Raven'. That is what folks around here call me."

Aisling looks at the rest of the group, wrapepd up in their cloaks and hoods against the cold. "I don't think anyone coulde tell if we're tieflings or not, even if they can see in the dark. One person in a cloak and hood looks like anoyone else, no?"

I'm open to ideas about what we do here, i think we've hit a wall.


Female Human Bard (Silver Balladeer) 4 | hp -25- 35/35 | AC 18, t 14, ff 14 | Fort +3, Ref +8, Will +4 | Init +4 | Perc +8 | Boots 10/10 | BP 16/16 | Spells 1st 4/4 2nd 2/2 | Know. Boost 1/1 | Conditions: none | wand of CLW (49/50)

Not sure what time of day Aisling prays for her spells, but...some sort of 'sleep-by-day, hunt-by-night' schedule change sounds appropriate. Maybe we can work it so we can do one Gather Information check late in the day before searching for the murderer(s) at night.


Female Changeling Female Changeling Witch (Mirror/Seducer) 4 | HP 25/25 | AC 13 (T 13, F 10) | CMB +2, CMD 14 | F +3, R +4, W +5 (+1 vs Illusions) | Init +2 | Perc +8 SM +3 | Speed 30' | Cryptic Omens 4/4

Vantine's teeth are chattering. She's had all the cold she can take.

"It's time to go home. It was worth a try, but we're probably too early. I've been thinking about the murders, trying to find some sort of pattern. Only once were there murders on two consecutive nights. The longest space between murders has been four nights. Usually it's two or three."

"I don't think it matters if we seem to be tieflings or not. Most of the victims have been tieflings, but several have not. It could just be coincidence of place given where we are. The location seems to be what matters."


Female Human (Taldan) Cleric 4 I HP 28/28 I AC 18 (20) [T 11 FF 17(19) I Fort +5 Ref +3 Will +9 I Init +5 I Perception +8 I Channel Energy 5/day I Aura LG

Aisling nods. "I agree. But what's the longest time beteween killings? Let's do this for at lesat that long, say the next few nights." One of Aisling's favourite Iomedaaen scriputure is about once having put your hand to the hilt, you're commited to the fight. It's about seeing things through. She's nto about to give up now.


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Toilday, 19th of Abadius

The Ravens make their way back to their respective residences for the night, resting up to continue their hunt the following evening. Though the day is slow to pass by as they go about their usual responsibilities, as night falls, they reunite at the shed they took shelter the previous night. It is even darker than the night before - a new moon, and the air in Kintargo this close to Temple Hill is tense. The Kuthonites have been out in force in the area, hunting for something or someone they won't talk about to outsiders.

Fortunately, there doesn't seem to be any sign of them in the Nursery - at least as of early evening.

Do you guys want to continue your previous strategy of patrolling, or change it up? If I don't get a firm reply by tomorrow my time, I'll assume the former.


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The Ravens patrol through the Nursery once more, seeking to attract trouble. However, as the night before, they do not seem to have any luck in doing so. The streets are still, quiet, and the air of menace is the closest thing they have to any sign of a threat.

GM rolls:

Killers, 40%: 1d100 ⇒ 46

I'm assuming you're going to keep doing this for the next couple days.

Wealday, 20th of Abadius, 4715

The next day is surprisingly pleasant, and the sun shines down on the city, warming it and melting some of the lingering snow. Jessibel picks up her finely crafted silver rapier from the smith in the early evening, much to his bemusement, and Nyxra mentions she needs to leave for a time - something to do with urgent family business.
Because I don't want to bot her.

Nevertheless, that evening most of the Ravens continue their patrol in the area of the murders, seeking out the killer with persistence and dedication.

GM Rolls:

Killers, 60%: 1d100 ⇒ 51 Oh, lucky them. This will be interesting.

Tooth Fairy Stealth: 1d20 + 19 ⇒ (4) + 19 = 23
Tooth Fairy Stealth: 1d20 + 19 ⇒ (17) + 19 = 36
Tooth Fairy Stealth: 1d20 + 19 ⇒ (9) + 19 = 28
Tooth Fairy Stealth: 1d20 + 19 ⇒ (18) + 19 = 37
Tooth Fairy Stealth: 1d20 + 19 ⇒ (18) + 19 = 37
Tooth Fairy Stealth: 1d20 + 19 ⇒ (8) + 19 = 27
Tooth Fairy Stealth: 1d20 + 19 ⇒ (14) + 19 = 33
Tooth Fairy Stealth: 1d20 + 19 ⇒ (5) + 19 = 24

Raven Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Aisling Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Vantine Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Jessibel Perception: 1d20 + 4 ⇒ (9) + 4 = 13

Close, but not quite.

Combat Start

Initiatives:

Aisling Initiative: 1d20 + 5 ⇒ (2) + 5 = 7
Vantine Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Jessibel Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
The Raven Initiative: 1d20 + 4 ⇒ (10) + 4 = 14

Tooth Fairies: 1d20 + 2 ⇒ (8) + 2 = 10

Surprise Round
This night, their diligence is rewarded... as tiny, bizarre monsters suddenly materialize from nowhere, snapping at the Ravens' flesh and armor with sharp fangs. Vantine, Aisling, and the Raven feel sharp bruises beginning to form where the teeth land, but shrug off a vague sense of stiffness with ease. The Magpie, however, is not so lucky - her foe sinks its fangs into her neck, drawing blood - and though it is just a scratch, she feels her body stiffen and freeze up.
Bite vs. Aisling, flat-footed: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d4 - 3 ⇒ (2) - 3 = -1 Aisling takes 1 nonlethal damage.
Aisling Fort vs. Paralysis: 1d20 + 4 ⇒ (20) + 4 = 24
Bite vs. the Raven, flat-footed: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d4 - 3 ⇒ (2) - 3 = -1 The Raven takes 1 nonlethal damage.
Raven Fort vs. Paralysis: 1d20 + 2 ⇒ (10) + 2 = 12
Bite vs. Jessibel, flat-footed: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d4 - 3 ⇒ (4) - 3 = 1 Jessibel is at 18 hp.
Jessibel Fort vs. Paralysis: 1d20 + 2 ⇒ (6) + 2 = 8
Duration: 1d3 ⇒ 2 Jessi is paralyzed for 2 rounds. A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions.A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares to move through.
Bite vs. Vantine, flat-footed: 1d20 + 7 ⇒ (20) + 7 = 27 Oh, for crying out loud.
Confirm?: 1d20 + 7 ⇒ (5) + 7 = 12 For the love of...
Damage: 1d4 - 3 + 1d4 - 3 ⇒ (2) - 3 + (4) - 3 = 0 I can't find any sign that criticals are unaffected by strength penalties, though doubling it hardly feels right... At any rate, Vantine only takes 1 nonlethal damage.
Vantine Fort vs. Paralysis: 1d20 + 1 ⇒ (20) + 1 = 21

Suddenly four more appear, having surrounded the heroes, and brandishing heavy pliers that are rusty with blood. The one in front of Aisling lunges towards her, pliers gleaming in the light of her sword, and catches her tooth. With a fierce yank it rips her upper right canine from her mouth, which begins bleeding profusely.
Steal Maneuver vs. Aisling CMD 14: 1d20 + 7 ⇒ (13) + 7 = 20 Aisling now has 1 bleed damage/round, and 1 Charisma damage.

The Raven finds that his mask offers no protection from the pliers, as it slices through the leather easily, and rips out a tooth on his front-upper right.
Steal Maneuver vs. the Raven CMD 18: 1d20 + 7 ⇒ (20) + 7 = 27 This is getting ridiculous. Raven's bleeding for 1/round and has 1 point of Charisma damage.

Vantine's second foe is far less interested in taking her teeth, instead snatching at her with its pliers and cutting into her flesh. Though the cut is superficial, it is far more painful than she would've expected.
Pliers vs. Vantine: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d4 - 2 ⇒ (3) - 2 = 1 Vantine is at 13 hp.

Jessibel is by far the least fortunate of her companions, as her foe lashes out to snatch her tooth with ease.
With a CMD penalized by having both strength and dex at 0, I don't think it's worth rolling. Jessi's taking 1 bleed/round and has one Cha damage.

Knowledge (nature) DC 11:
These foul creatures are tooth fairies, infamous for stealing teeth from their victims. Their bites paralyze, and their pliers allow them to both pinch fingers and tear teeth. When used as a weapon by the tooth fairies, the pliers also deal a surprising amount of damage as a Medium +1 dagger. Finally, though they, like most fey, are resistant to non-cold iron weapons, their resistance is insignificant compared to that of their more fearsome brethren at only DR 2/cold iron. Finally, when they die, they erupt into a sparkling cloud of dust so foul that it sickens those who have the misfortune to be nearby.

Round 1
That was brutal, and sorry, but I rolled for surprise, and those dastards are sneaky little buggers. Vantine and the Raven are up. The initiative order goes Vantine, Raven, monsters, Jessibel, Aisling.

Statuses:

Nyxra: HP 18/18, AC 16, touch 13, flat-footed 13, death vow 1/1
Raven: HP 17/17 (1/17 nonlethal), AC 19, touch 14, flat-footed 15, bleeding 1/round, 1 Cha damage
Aisling: HP 15/15 (1/15 nonlethal), AC 21, touch 13, flat-footed 18, channel 5/5, touch of good 7/7, light on sword, bleeding 1/round, 1 Cha damage
Jessibel: HP 18/19, AC 17, touch 13, flat-footed 14, performance 12/12, paralyzed 2/2, bleeding 1/round, 1 Cha damage
Vantine: HP 13/14 (1/13 nonlethal), AC 13, touch 13, flat-footed 11, Cryptic Omens 1/1


Female Human (Taldan) Cleric 4 I HP 28/28 I AC 18 (20) [T 11 FF 17(19) I Fort +5 Ref +3 Will +9 I Init +5 I Perception +8 I Channel Energy 5/day I Aura LG

You're not even giveing us a perception to avoid surprise? HArsh


Female Changeling Female Changeling Witch (Mirror/Seducer) 4 | HP 25/25 | AC 13 (T 13, F 10) | CMB +2, CMD 14 | F +3, R +4, W +5 (+1 vs Illusions) | Init +2 | Perc +8 SM +3 | Speed 30' | Cryptic Omens 4/4

Vantine backpedals away from from the nasty little beats in a near panic, then screams with such focused intensity at one of them Green that the sound isn't even heard by anyone else.

5' step. Casting Ear Piercing Scream (DC 15 FORT) targeting the green one. Successful save for 1/2 damage and no daze.

Damage (Sonic): 1d6 ⇒ 2


Avenger 1 | HP 10/10 Nonlethal 0/36 | AC 19 T 13 FF 16 | CMB +4, CMD 16 | F: +2, R: +5, W: +2 | Init: +3 | Perc: +4| Equipped Weapon: Spiked Gauntlet +5 (1d4+2 P) | Speed 20/30ft | Active Conditions: *None*

The Raven nimbly dodges away from the fliers buzzing about his head and punches one of the small creatures off of Magpie. If it evades the blow, Eagle may be able to catch it out. "Do the damned servants of the pits not have anyone taller we can face?!"

5-foot-step South, punch red.
Spike Punch (flanking): 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
P Damage: 1d4 + 3 ⇒ (4) + 3 = 7

Sorry I got a post up so late in the day. I was headed to bed when combat started, when I saw 17 rolls I didn't even try.


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Round 1 Midpoint
Vantine reacts first, slipping out from between the critters and unleashing a dread screech at one of her attackers with a potent spell, which causes the vile little creature to grab its ears, but then it shakes itself and glares at her again.
Fort vs. DC 15: 1d20 - 1 ⇒ (19) - 1 = 18 WTF.

The Raven evades his two attackers' grasping pliers and glinting teeth, sidestepping outside of their reach, before landing a solid punch on one of Magpie's foes, which causes it to crunch unpleasantly. It doesn't look quite out of the fight, but it's definitely close. Disabled. However, his gums continue to bleed profusely, and the coppery taste of his own blood fills his mouth. Raven is at 16 hp.

The buzzing little creatures go on the offensive again, as the injured one lined in red flies upwards in the hopes of avoiding any further injury, chittering in its own tongue at the others. Its wings keep it well away from anywhere the Raven might strike it, so the vigilante doesn't even bother. It flies up and atop a nearby roof, sagging as it lands on the shingles.
Acrobatics vs. Raven CMD 18: 1d20 + 7 ⇒ (13) + 7 = 20

Another, lined in white lunges at the Raven, trying to close in to attack once more, but its agility is no match for the vigilante's and he launches a series of quick jabs at it, sending it spinning into its fellow, equally battered and broken as its other comrade.
Acrobatics vs. Raven CMD 18: 1d20 + 7 ⇒ (5) + 7 = 12
Raven AoO vs. White-Lined: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

The other black-lined of his former attackers launches itself at the Raven, snapping at him with its pliers, but the Raven is well prepared for it this time, and smacks the weapon (and its wielder) away from him with his buckler.
Pliers vs. the Raven: 1d20 + 8 ⇒ (5) + 8 = 13

One of the tiny fey lined in green focuses, staring at Vantine, who feels an enchantment settling upon her, but she shakes free of it with ease. The creature looks surprised and alarmed as its magic fails to manifest.
Vantine Will vs. Sleep: 1d20 + 4 ⇒ (18) + 4 = 22

Spellcraft DC 16:
It just used sleep in an attempt to put the witch into slumber.

The other of her attackers lined in blue moves forwards, flaps towards her, its pliers flashing in the sword-lights. The bizarre weapon cuts into her flesh again, scratching her arm this time, and though the damage remains mostly inconsequential, it is painful.
Pliers vs. Vantine: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d4 - 2 ⇒ (3) - 2 = 1 Vantine is at 12 hp.

Meanwhile, Magpie's sole remaining attacker lined in yellow snatches her tooth from its pliers and whirls around to attack the Raven, who has proven himself the greatest threat. This one manages to make it past his shield, but his armor takes the hit, leaving his collarbone only slightly bruised.
Pliers vs. The Raven: 1d20 + 8 ⇒ (9) + 8 = 17

One of Aisling's attackers lined in grey attempts to bite her again, hoping to seal her movements, and though it cuts into her cheek with its filthy teeth, she shakes off its magic once more.
Bite vs. Aisling, flat-footed: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d4 - 3 ⇒ (4) - 3 = 1 Aisling is at 14 hp.
Aisling Fort vs. Paralysis: 1d20 + 4 ⇒ (19) + 4 = 23

Her other orange-lined foe strikes at her with its pliers, trying to cut her down, but her armor deflects the blows it manages to get in, keeping her safe from its aggression.
Pliers vs. Aisling, flat-footed: 1d20 + 8 ⇒ (6) + 8 = 14

Jessibel and Aisling are up. Jessibel can roll knowledge or do some other purely mental action that I haven't thought of.

Statuses:

Nyxra: HP 18/18, AC 16, touch 13, flat-footed 13, death vow 1/1
Raven: HP 16/17 (1/16 nonlethal), AC 19, touch 14, flat-footed 15, bleeding 1/round, 1 Cha damage
Aisling: HP 14/15 (1/14 nonlethal), AC 21, touch 13, flat-footed 18, channel 5/5, touch of good 7/7, light bleeding 1/round, 1 Cha damage
Jessibel: HP 18/19, AC 17, touch 13, flat-footed 14, performance 12/12, paralyzed 2/2, light, bleeding 1/round, 1 Cha damage
Vantine: HP 12/14 (1/12 nonlethal), AC 13, touch 13, flat-footed 11, Cryptic Omens 1/1


Female Human (Taldan) Cleric 4 I HP 28/28 I AC 18 (20) [T 11 FF 17(19) I Fort +5 Ref +3 Will +9 I Init +5 I Perception +8 I Channel Energy 5/day I Aura LG

Aisling winces as the creatures attack, drawing her swaord and setting her sheild in defence she tries to avoid their bite.

sword, defensive: 1d20 + 3 - 4 ⇒ (6) + 3 - 4 = 5
Damgea: 1d8 + 2 ⇒ (5) + 2 = 7

AC now 21, and CMD now 16, I think defensivve fighting adds to CMD?


Female Human Bard (Silver Balladeer) 4 | hp -25- 35/35 | AC 18, t 14, ff 14 | Fort +3, Ref +8, Will +4 | Init +4 | Perc +8 | Boots 10/10 | BP 16/16 | Spells 1st 4/4 2nd 2/2 | Know. Boost 1/1 | Conditions: none | wand of CLW (49/50)

Jessibel stands frozen in terror. Not even her mind will work. The only hint of movement is the rivulet of blood trickling from her mouth down her chin.

Jessibel Knowledge (nature) Check: 1d20 + 3 ⇒ (1) + 3 = 4


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Round 1 Wrap-Up

Aisling attempts to bat away the tiny creatures, but doesn't manage to land a blow with her borrowed cold iron longsword. She does, however, adopt a defensive posture, keeping her guard up. I don't see why CMD shouldn't be affected by defensive fighting.

Meanwhile, Jessibel remains frozen in place, the petrifying magics sealing her movement (and the dread of being held like this restricting her mind).

Blood continues to flow from their injured mouths. Jessi's at 17 hp, and Aisling is at 13.

Round 2

Vantine and the Raven are up.

Statuses:

Nyxra: HP 18/18, AC 16, touch 13, flat-footed 13, death vow 1/1
Raven: HP 16/17 (1/16 nonlethal), AC 19, touch 14, flat-footed 15, bleeding 1/round, 1 Cha damage
Aisling: HP 13/15 (1/14 nonlethal), AC 21, touch 13, flat-footed 18, channel 5/5, touch of good 7/7, light bleeding 1/round, 1 Cha damage, defensive fighting
Jessibel: HP 17/19, AC 17, touch 13, flat-footed 14, performance 12/12, paralyzed 2/2, light, bleeding 1/round, 1 Cha damage
Vantine: HP 12/14 (1/12 nonlethal), AC 13, touch 13, flat-footed 11, Cryptic Omens 1/1


Female Changeling Female Changeling Witch (Mirror/Seducer) 4 | HP 25/25 | AC 13 (T 13, F 10) | CMB +2, CMD 14 | F +3, R +4, W +5 (+1 vs Illusions) | Init +2 | Perc +8 SM +3 | Speed 30' | Cryptic Omens 4/4

Vantine backs away from the flittering creatures again. She only has one option to use and so she does, consequences be damned.

5' step back and casting Sleep DC 16 WILL to negate.


Avenger 1 | HP 10/10 Nonlethal 0/36 | AC 19 T 13 FF 16 | CMB +4, CMD 16 | F: +2, R: +5, W: +2 | Init: +3 | Perc: +4| Equipped Weapon: Spiked Gauntlet +5 (1d4+2 P) | Speed 20/30ft | Active Conditions: *None*

The Raven swings and misses. "Cats! That is what we need! Cats! To eradicate these pests!"

Spike Punch: 1d20 + 7 ⇒ (4) + 7 = 11
P Damage: 1d4 + 3 ⇒ (2) + 3 = 5


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I moved Aisling in a 5-foot-step, because I figured that you might want to get the benefit of an AoO when they try to get into your space. Same with the Raven.

Round 2 Midpoint
Verene unleashes her own sleep spell upon the biting little creatures, hoping to lull them to slumber. Two lined in blue and white are seized by the spell and drop from their position in the air, thumping lightly onto the ground, though one lined in green only sways and chitters angrily at her.
Blue Will vs. DC 16: 1d20 + 5 ⇒ (6) + 5 = 11
White Will vs. DC 16: 1d20 + 5 ⇒ (9) + 5 = 14
Green Will vs. DC 16: 1d20 + 5 ⇒ (16) + 5 = 21

Meanwhile, the Raven launches another attack on one of his two attackers, but they both dart and dodge out of the way, uncaring of his blows. Blood continues to dribble from his lips. The Raven is at 15 hp.

The two attacking the Raven alternate their attacks. One, lined in black, swoops towards him, bitting and trying to freeze him in place. Its teeth don't even scratch his skin as he evades, but he is unable to attack it as it moves towards him.
Acrobatics vs. CMD 18: 1d20 + 7 ⇒ (12) + 7 = 19
Bite vs. the Raven: 1d20 + 7 ⇒ (10) + 7 = 17

The other, lined in yellow, flutters after him as well, but this one is unable to get close, as the Raven lands a telling blow into its ugly face, sending it sprawling back.
Acrobatics vs. CMD 18: 1d20 + 7 ⇒ (8) + 7 = 15
Raven AoO: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d4 + 3 ⇒ (1) + 3 = 4

The red-lined fairy flutters down and strikes at Jessibel, trying to slay her once more with its pliers. Its effort proves too much for it, however, and as it slices into her unprotected back, it topples to the ground, beginning to bleed out.
Attack vs. Paralyzed Magpie: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d4 - 3 ⇒ (4) - 3 = 1 Jessi is at 16 hp.

Aisling, meanwhile, is swarmed by several fairies. The first, green-lined, sweeps its wings, evading her attempts at keeping it at bay, and snaps its pliers in an attempt to seize another tooth, but she buffets it away with her shield, prepared for its assault.
Green Acrobatics vs. CMD 16: 1d20 + 7 ⇒ (20) + 7 = 27
Green Steal vs. CMD 16: 1d20 + 7 ⇒ (2) + 7 = 9

Another, grey-lined, launches itself towards her and tries going for her fingers with its pliers. Even as it does so, it performs an easy spiral, keeping her from attacking it as it closes in. This, too, proves futile, as the defensive posture she has adopted prevents it from approaching any further.
Grey Acrobatics vs. CMD 16: 1d20 + 7 ⇒ (14) + 7 = 21
Green Dirty Trick vs. CMD 16: 1d20 + 3 ⇒ (8) + 3 = 11

Finally, the last orange-lined fairy swarms at the priestess, fluttering erratically and keeping her from swatting it, but it attempts to simply attack her with its pliers, slashing and pinching. She isn't quite able to keep this one's attacks away, and it catches her cheekbone with the rusty instrument, cutting a jagged wound, but still the Iomedaean stands.
Orange Acrobatics vs. CMD 16: 1d20 + 7 ⇒ (13) + 7 = 20
Orange Pliers vs. Aisling: 1d20 + 8 ⇒ (20) + 8 = 28
Confirm?: 1d20 + 8 ⇒ (8) + 8 = 16 No.
Damage: 1d4 - 2 ⇒ (4) - 2 = 2 Aisling is at 11 hp.

Jessibel and Aisling are up. Jessi is paralyzed for this round, but will be freed on the next.

Statuses:

Nyxra: HP 18/18, AC 16, touch 13, flat-footed 13, death vow 1/1
Raven: HP 15/17 (2/15 nonlethal), AC 19, touch 14, flat-footed 15, bleeding 1/round, 1 Cha damage
Aisling: HP 11/15 (1/11 nonlethal), AC 21, touch 13, flat-footed 18, channel 5/5, touch of good 7/7, light bleeding 1/round, 1 Cha damage, defensive fighting
Jessibel: HP 16/19, AC 17, touch 13, flat-footed 14, performance 12/12, paralyzed 1/2, light, bleeding 1/round, 1 Cha damage
Vantine: HP 12/14 (1/12 nonlethal), AC 13, touch 13, flat-footed 11, Cryptic Omens 1/1


Female Human Bard (Silver Balladeer) 4 | hp -25- 35/35 | AC 18, t 14, ff 14 | Fort +3, Ref +8, Will +4 | Init +4 | Perc +8 | Boots 10/10 | BP 16/16 | Spells 1st 4/4 2nd 2/2 | Know. Boost 1/1 | Conditions: none | wand of CLW (49/50)

Jessi wants to cry out in pain as another fairy rips into her back but can't even manage that. She also wants to cry but can't produce any tears.


Female Human (Taldan) Cleric 4 I HP 28/28 I AC 18 (20) [T 11 FF 17(19) I Fort +5 Ref +3 Will +9 I Init +5 I Perception +8 I Channel Energy 5/day I Aura LG

Yes, good thinking! I will defintily step to take the AoO :)

AoO: 1d20 + 3 - 4 ⇒ (6) + 3 - 4 = 5
Dagamge: 1d8 + 2 ⇒ (8) + 2 = 10

Sword: 1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 19
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Confirm?: 1d20 + 3 - 4 ⇒ (18) + 3 - 4 = 17
Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Aisling continues to fight definsivly and that prevents her from takind full advantage when the creature closes on her. Still keeping her guard up, she swats at it with as much force as she can manage and is rewearded by the crunch of her brorowed coled iron sword striking the thing's flesh.


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Round 2 Wrap-Up

As Magpie continues to experience one of the purest forms of horror, Aisling steps away from her swarming enemies, her borrowed blade held at the ready. A brief moment of focus comes over her, and the training she has engaged in for years takes over. The fairy seems to slow, and she strikes, once. The glowing blade blurs down in an elegant, perfect parabolic arc, and cleaves the fairy in twain.
She literally killed it outright - from full HP to less than negative Con score.

The fairy falls, but not far, as its corpse erupts into a burst of foul, glittering dust, covering Magpie, Aisling, and the three fairies closest to it - as well as the nearby walls and window. The priestess and the teen both are able to shake off the foulness of the substance, but one of its comrades looks distinctly ill. For Magpie, though, this act of rejection seems to free her from her magical bonds, and her body begins to loosen once more.
Aisling Fort vs. Sickened: 1d20 + 4 ⇒ (7) + 4 = 11
Jessi Fort vs. Sickened: 1d20 + 2 ⇒ (10) + 2 = 12
Green Fairy Fort vs. Sickened: 1d20 - 1 ⇒ (12) - 1 = 11
Orange Fairy Fort vs. Sickened: 1d20 - 1 ⇒ (1) - 1 = 0
Duration: 1d4 ⇒ 4 rounds.
Blue Fairy (asleep) Fort vs. Sickened: 1d20 - 1 ⇒ (3) - 1 = 2 Duration: Irrelevant, it's asleep.

Blood continues to flow into both women's mouths.
Aisling is at 10 hp, and Jessi is at 15.

Round 3

To the west, the bells of the Temple of Asmodeus ring out alone, in a seemingly random pattern.

Vantine and the Raven are up. Vantine, if you want, I will say that you can coup de grace unarmed.

Statuses:

Nyxra: HP 18/18, AC 16, touch 13, flat-footed 13, death vow 1/1
Raven: HP 15/17 (2/15 nonlethal), AC 19, touch 14, flat-footed 15, bleeding 1/round, 1 Cha damage
Aisling: HP 10/15 (1/10 nonlethal), AC 21, touch 13, flat-footed 18, channel 5/5, touch of good 7/7, light bleeding 1/round, 1 Cha damage, defensive fighting
Jessibel: HP 15/19, AC 17, touch 13, flat-footed 14, performance 12/12, light, bleeding 1/round, 1 Cha damage
Vantine: HP 12/14 (1/12 nonlethal), AC 13, touch 13, flat-footed 11, Cryptic Omens 1/1


Female Changeling Female Changeling Witch (Mirror/Seducer) 4 | HP 25/25 | AC 13 (T 13, F 10) | CMB +2, CMD 14 | F +3, R +4, W +5 (+1 vs Illusions) | Init +2 | Perc +8 SM +3 | Speed 30' | Cryptic Omens 4/4

Did the one that saved against Vantine's sleep spell back off, or is it still hassling her?


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It backed off - went for Aisling. She's free of threats at the moment.


Female Changeling Female Changeling Witch (Mirror/Seducer) 4 | HP 25/25 | AC 13 (T 13, F 10) | CMB +2, CMD 14 | F +3, R +4, W +5 (+1 vs Illusions) | Init +2 | Perc +8 SM +3 | Speed 30' | Cryptic Omens 4/4

Vantine goes to the first of the sleeping sprites and gleefully slices open its nasty little throat.

Vantine has a dagger. Coup de gras on Blue.


Avenger 1 | HP 10/10 Nonlethal 0/36 | AC 19 T 13 FF 16 | CMB +4, CMD 16 | F: +2, R: +5, W: +2 | Init: +3 | Perc: +4| Equipped Weapon: Spiked Gauntlet +5 (1d4+2 P) | Speed 20/30ft | Active Conditions: *None*

The Raven punches one of the dentists, but it is pushed along by his fast as much as it is damaged by it.

Spike Punch vs Black: 1d20 + 7 ⇒ (16) + 7 = 23
P Damage: 1d4 + 3 ⇒ (1) + 3 = 4


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Round 3 Midpoint

Vantine draws her dagger and slashes it through the throat of the nasty little critter, which slowly begins bleeding out, its foul blood oozing onto the cobbles.
Coup de Grace Damage: 2d4 - 2 ⇒ (4, 4) - 2 = 6
Fort vs. DC 16: 1d20 - 1 ⇒ (19) - 1 = 18 Unbelievable, but not really a problem - it'll die soon enough anyways..

Meanwhile, the Raven steps out of the way of his foe, and lands another punch on it, which sends it spinning away with a surprisingly deep wail, before rushing once more at the bloody-mouthed vigilante. Raven is at 14 hp. Even as the black-lined fairy flaps towards him, he launches a couple punches at it that keep it back and out of range of its teeth and pliers.
Acrobatics vs. CMD 18: 1d20 + 7 ⇒ (2) + 7 = 9
Raven AoO vs. Black-Lined Fairy: 1d20 + 7 ⇒ (3) + 7 = 10

Its healthy yellow-lined comrade flaps rapidly away, trying to escape from the battle as it swiftly turns against its comrades. Unfortunately for it, the Magpie has just regained the use of her limbs and, more importantly, her weapon. With a furious thrust, she stabs at the flying little monster, but the fairy manages to flap its wings hard enough to escape her blade. It's angry shrieks ensure that the Ravens know it is still in the area.
Jessibel mwk silver rapier: 1d20 + 2 ⇒ (13) + 2 = 15

Meanwhile, the orange-lined, sparkling fairy lurches towards Aisling in the hopes of getting rid of her once and for all. The priestess is more than prepared, however, and slashes at it with the long expertise of her order. Though her defensive stance keeps her from connecting this time, it does keep the little bugger from getting any closer.
Acrobatics vs. CMD 16, sickened: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7
Aisling AoO: 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4

The final green-lined insect flaps towards the Iomedaean as well, swaying out of Vantine's reach as it goes and attempts to go for Aisling's throat with its pliers, but the priestess bats it effortlessly away with her shield.
Acrobatics vs. CMD 12: 1d20 + 7 ⇒ (6) + 7 = 13
Pliers vs. Aisling: 1d20 + 8 ⇒ (8) + 8 = 16

Jessibel and Aisling are up.

Statuses:

Nyxra: HP 18/18, AC 16, touch 13, flat-footed 13, death vow 1/1
Raven: HP 14/17 (2/15 nonlethal), AC 19, touch 14, flat-footed 15, bleeding 1/round, 1 Cha damage
Aisling: HP 10/15 (1/10 nonlethal), AC 21, touch 13, flat-footed 18, channel 5/5, touch of good 7/7, light bleeding 1/round, 1 Cha damage, defensive fighting
Jessibel: HP 15/19, AC 17, touch 13, flat-footed 14, performance 12/12, light, bleeding 1/round, 1 Cha damage
Vantine: HP 12/14 (1/12 nonlethal), AC 13, touch 13, flat-footed 11, Cryptic Omens 1/1


Female Human Bard (Silver Balladeer) 4 | hp -25- 35/35 | AC 18, t 14, ff 14 | Fort +3, Ref +8, Will +4 | Init +4 | Perc +8 | Boots 10/10 | BP 16/16 | Spells 1st 4/4 2nd 2/2 | Know. Boost 1/1 | Conditions: none | wand of CLW (49/50)

Jessibel tries to sing to inspire her allies but her tooth loss makes it difficult, so she settles for a loud, forceful hum instead.

Bardic Performance (inspire courage +1): Round #1 of 12. +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.


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Round 3 Wrap-Up

Jessibel begins humming a rousing tune, though it hurts her gums to do so Jessi is now at 14 hp, and the rest of the Ravens are uplifted by her musical prowess - and perhaps, by the knowledge that she's not paralyzed any longer.

The Iomedaean priestess steps towards Vantine before launching another cautious strike at the flying monster nearby, but only just barely misses as the creature sways through its nausea. The distracting pain in her mouth is no help at all, either. Aisling is at 9 hp.
Aisling vs. Green-Lined, fighting defensively: 1d20 + 3 - 4 ⇒ (16) + 3 - 4 = 15

Round 4

Vantine and Raven are up.

Statuses:

Nyxra: HP 18/18, AC 16, touch 13, flat-footed 13, death vow 1/1
Raven: HP 14/17 (2/15 nonlethal), AC 19, touch 14, flat-footed 15, bleeding 1/round, 1 Cha damage
Aisling: HP 9/15 (1/10 nonlethal), AC 21, touch 13, flat-footed 18, channel 5/5, touch of good 7/7, light bleeding 1/round, 1 Cha damage, defensive fighting
Jessibel: HP 14/19, AC 17, touch 13, flat-footed 14, performance 11/12, light, bleeding 1/round, 1 Cha damage
Vantine: HP 12/14 (1/12 nonlethal), AC 13, touch 13, flat-footed 11, Cryptic Omens 1/1


Female Changeling Female Changeling Witch (Mirror/Seducer) 4 | HP 25/25 | AC 13 (T 13, F 10) | CMB +2, CMD 14 | F +3, R +4, W +5 (+1 vs Illusions) | Init +2 | Perc +8 SM +3 | Speed 30' | Cryptic Omens 4/4

Vantine moves on to the next sleeping fairy and slashes its throat with no less gusto than she showed with the first one.

5' and another coup de gras


Avenger 1 | HP 10/10 Nonlethal 0/36 | AC 19 T 13 FF 16 | CMB +4, CMD 16 | F: +2, R: +5, W: +2 | Init: +3 | Perc: +4| Equipped Weapon: Spiked Gauntlet +5 (1d4+2 P) | Speed 20/30ft | Active Conditions: *None*

Jessibel's gurgly humming distracts the Raven from his dentist-slaying duties.

Spike Punch (Inspire Courage): 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
P + C Damage (Inspire Courage): 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6


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Round 4 Midpoint
Vantine slashes the throat of the next fairy, which promptly bursts into foul-smelling golden dust that covers all of the heroes. All of them save the Raven, whose mask blocks the stench entirely, find themselves consumed with a sudden sense of violent illness, a bone-deep unease and mild dizziness.

Damage: 2d4 - 2 + 2 ⇒ (2, 2) - 2 + 2 = 4
Fort vs. DC 14: 1d20 - 1 ⇒ (13) - 1 = 12
Aisling Fort vs. Sickened: 1d20 + 4 ⇒ (2) + 4 = 6
Vantine Fort vs. Sickened: 1d20 + 1 ⇒ (5) + 1 = 6
Raven Fort vs. Sickened, Doctor's Mask: 1d20 + 2 + 1 ⇒ (9) + 2 + 1 = 12
Jessibel Fort vs. Sickened: 1d20 + 2 ⇒ (1) + 2 = 3
Aisling, Jessibel, and Vantine are sickened for Duration: 1d4 ⇒ 4 rounds. Sickened characters take a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

However, despite his best efforts and the fact that he remains unaffected by the nearly-poisonous fumes of the dead fairy, the Raven does not manage to land a blow on the floating would-be dental amateur it's a passion, not a career. Perhaps its the continued pain of his missing tooth. The Raven is at 13 hp.

The black-lined fairy flies forwards at him, trying to get close enough to use its manifold instruments of pain and hurt. This time, it manages to fly in swift, unpredictable movements enough to avoid any chance the vigilante has at retaliation, before snapping at him with its own distended fangs, but the Raven's armor deflects its puny, yellowed teeth.
Acrobatics vs. CMD 18: 1d20 + 7 ⇒ (17) + 7 = 24
Bite vs. the Raven: 1d20 + 7 ⇒ (10) + 7 = 17

The green-lined fairy launches itself at Aisling, still determined to hurt her above all the rest of the Ravens. It flits around vigorously, twirling and diving to avoid any strikes from all three of the lady Ravens, but Magpie manages to stop it dead with a flurry of blows from her glowing silver rapier, despite the fact that she doesn't manage to land a hit. It growls in frustration, whirling midair to glare at her.
Acrobatics vs. CMD 12: 1d20 + 7 ⇒ (16) + 7 = 23
Acrobatics vs. CMD 14+2: 1d20 + 7 ⇒ (8) + 7 = 15
Acrobatics vs. CMD 16+4: 1d20 + 7 ⇒ (16) + 7 = 23
Jessibel AoO, inspired, sickened: 1d20 + 2 + 1 - 2 ⇒ (7) + 2 + 1 - 2 = 8

The last orange-lined fairy seems to realize that the young bard has foiled its friend, and flaps rapidly in her direction, its mouth opened wide. Despite her best efforts, Aisling cannot stop it as it launches itself at Magpie, snapping its pliers down on her wrist, but it cannot even break the skin.
Acrobatics vs. CMD 16: 1d20 + 7 ⇒ (12) + 7 = 19
Pliers vs. Magpie: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d4 - 2 ⇒ (1) - 2 = -1 Jessi takes 1 nonlethal damage.

In the distance, the Ravens hear the angry buzzing of the fleeing fairy beginning to fade away.

Jessibel and Aisling are up.

Statuses:

Nyxra: HP 18/18, AC 16, touch 13, flat-footed 13, death vow 1/1
Raven: HP 13/17 (2/13 nonlethal), AC 19, touch 14, flat-footed 15, bleeding 1/round, 1 Cha damage
Aisling: HP 9/15 (1/10 nonlethal), AC 21, touch 13, flat-footed 18, channel 5/5, touch of good 7/7, light bleeding 1/round, 1 Cha damage, defensive fighting, sickened 4/4
Jessibel: HP 14/19 (1/14 nonlethal), AC 17, touch 13, flat-footed 14, performance 11/12, light, bleeding 1/round, 1 Cha damage, sickened 4/4
Vantine: HP 12/14 (1/12 nonlethal), AC 13, touch 13, flat-footed 11, Cryptic Omens 1/1, sickened 4/4


Female Human Bard (Silver Balladeer) 4 | hp -25- 35/35 | AC 18, t 14, ff 14 | Fort +3, Ref +8, Will +4 | Init +4 | Perc +8 | Boots 10/10 | BP 16/16 | Spells 1st 4/4 2nd 2/2 | Know. Boost 1/1 | Conditions: none | wand of CLW (49/50)

Looking rather like some twisted circus clown--her face covered with glitter-goo and bright red blood running from her mouth--Jessibel nonetheless takes the fight to the remaining fairies. Still humming, she takes a stab at Aisling's foe while the pair have it flanked before moving a step east while trying to shake off the little monster closest to her.

Jessibel mwk silver rapier (sickened, flanking, IC): 1d20 + 2 - 2 + 2 + 1 ⇒ (2) + 2 - 2 + 2 + 1 = 5 for piercing, silver damage (sickened, IC): 1d6 - 2 + 1 ⇒ (4) - 2 + 1 = 3 (18-20)

Bardic Performance (inspire courage +1): Round #2 of 12. +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

So...attack on green while flanking, 5-foot step east, and maintain bardic performance.


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As I haven't heard from Aisling since Thursday, I'm going to bot her once more.

Round 4 Wrap-Up

Magpie's best efforts go amiss when she thrusts at the fairy, the pain distracting her despite her music bolstering her talents. The puny fey darts and dodges, before whirling and sticking its tongue out at her. Jessi is at 13 hp.

Aisling attempts to take advantage of its distraction, slashing with her borrowed sword, but her defensive stance, her distressed unease, and the fairy's stubborn defiance, the priestess misses.
Aisling Longsword, Inspired, Flanking, Defensive, Sickened: 1d20 + 3 + 2 + 1 - 4 - 2 ⇒ (4) + 3 + 2 + 1 - 4 - 2 = 4

Round 5

Vantine and the Raven are up, but check the discussion thread for more details.

Statuses:

Nyxra: HP 18/18, AC 16, touch 13, flat-footed 13, death vow 1/1
Raven: HP 13/17 (2/13 nonlethal), AC 19, touch 14, flat-footed 15, bleeding 1/round, 1 Cha damage, sickened 4/4
Aisling: HP 8/15 (1/8 nonlethal), AC 21, touch 13, flat-footed 18, channel 5/5, touch of good 7/7, light bleeding 1/round, 1 Cha damage, defensive fighting, sickened 3/4
Jessibel: HP 13/19 (1/13 nonlethal), AC 17, touch 13, flat-footed 14, performance 10/12, light, bleeding 1/round, 1 Cha damage, sickened 3/4
Vantine: HP 12/14 (1/12 nonlethal), AC 13, touch 13, flat-footed 11, Cryptic Omens 1/1


Female Changeling Female Changeling Witch (Mirror/Seducer) 4 | HP 25/25 | AC 13 (T 13, F 10) | CMB +2, CMD 14 | F +3, R +4, W +5 (+1 vs Illusions) | Init +2 | Perc +8 SM +3 | Speed 30' | Cryptic Omens 4/4

Vantine's temper is up sufficiently to go after another fairy with her dagger, but for her sudden illness. As it is, her queasiness keeps her down on her hands and knees, as she was while killing the sleeping fairy.

Instead she settles for focusing her ire on the fairy tangling with Aisling.

"You're a weak and tender little thing and we'll cut you to pieces you little shit!"

Evil Eye Hex on Green targeting AC. DC 15 Will to negate.


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A few moments of violence and blood later, the group manages to slay the last few fairies - save the one that has escaped, though it will not be hard to find, given how loud it was earlier - though that may not last overlong.

Combat Over Aisling will want to heal everyone, so they can reattach their teeth and lose their Cha penalties.


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Female Human Bard (Silver Balladeer) 4 | hp -25- 35/35 | AC 18, t 14, ff 14 | Fort +3, Ref +8, Will +4 | Init +4 | Perc +8 | Boots 10/10 | BP 16/16 | Spells 1st 4/4 2nd 2/2 | Know. Boost 1/1 | Conditions: none | wand of CLW (49/50)

"Dey stole muh teef!" Jessi wails, still spouting blood from her mouth as she tries to recover them from the dead or dissolved fairies. She returns them to her mouth and looks to Aisling to see if she'll be channeling positive energy.


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Death Vow: 1/1|Female Elf Ranger (Sword-Devil) 4|HP: 32/32|AC: 16/13/13|Saves: +5 Fort, +7 Ref, +2 Will (+2 vs. enchantments)|Init: +3|Perc: +10

Why is it that the craziest things happen while I'm gone?

It had looked like their stakeout would take a while, so it was a no-brainer for Nyxra to volunteer to get them some coffee for the winter night. It was supposed to be simple--stay quiet, dodge curfew, get the drinks and get back to the group without drawing undue attention.

Naturally, things weren't going to be as simple as that.

When that tooth fairy came hurtling down the alley, screaming incoherent curses and shaking an angry fist behind it, Nyxra found it a simple matter to hew it down with a single strike of her sword. The agonized gurgle it made before exploding in a cloud of reeking dust felt strangely cathartic, if only for a moment.

By the time Nyxra returns to the group, a tray of covered, steaming drinks in one hand and her sword drawn in the other, the fight is already finished--and most of the others are bleeding heavily from their mouths and hurriedly stuffing teeth back where they used to be.

The dark-skinned elf stares at the carnage in disbelief. "...I was gone for two minutes... what in the Nine Hells happened?!"


Female Human (Taldan) Cleric 4 I HP 28/28 I AC 18 (20) [T 11 FF 17(19) I Fort +5 Ref +3 Will +9 I Init +5 I Perception +8 I Channel Energy 5/day I Aura LG

Channel healing: 1d6 ⇒ 5
Channel healing: 1d6 ⇒ 5

Aisling is glad to no longer taste blood as she quickly updates Nysxra on what happened. "It turns out the killers we were after were some sort of fey. We discposed of them so hopefully that's one less thing for the locals to worry about."


Female Human Bard (Silver Balladeer) 4 | hp -25- 35/35 | AC 18, t 14, ff 14 | Fort +3, Ref +8, Will +4 | Init +4 | Perc +8 | Boots 10/10 | BP 16/16 | Spells 1st 4/4 2nd 2/2 | Know. Boost 1/1 | Conditions: none | wand of CLW (49/50)

Jessibel earnestly thanks Aisling for the healing once it becomes apparent that her teeth have re-rooted and she's back to her attractive self. She then uses prestidigitation to remove the fairies' glitter-goo from her face, armor, and clothing, repeating the process on all her friends.

"We have a bit of a problem," the bard reports a few moments later. She opens her hand and lets a handful of rusty splinters fall to the snowy ground. "That's all that's left of one of the fairies' pliers; we have no real proof that we've removed the threat to offer to the tieflings here." After thinking on thing more, she adds, "And we're not certain there aren't more bands of these things elsewhere in the slums or holed up in wherever they were lairing during the day."

Took a little liberty there, recalling that tooth fairies' pliers rot away once they're dead.


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Indeed they do. There's also the sole survivor - you may want to chase it down... proof and all that, after all.


Female Human Bard (Silver Balladeer) 4 | hp -25- 35/35 | AC 18, t 14, ff 14 | Fort +3, Ref +8, Will +4 | Init +4 | Perc +8 | Boots 10/10 | BP 16/16 | Spells 1st 4/4 2nd 2/2 | Know. Boost 1/1 | Conditions: none | wand of CLW (49/50)
Kintargo GM wrote:
Indeed they do. There's also the sole survivor - you may want to chase it down... proof and all that, after all.

I thought Nyxra took care of that one.


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Oops, so she did. Well, my intent was for it to return to its little lair, but I'll say you can find that with a DC 20 Perception check - on which I'll say you can take 20, but it'll take a few hours.

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