| GM Aarvid |
The assigned soldier replies.
Aye, the barracks are better than the ground. Will you be stabling your horse, m'lady?
Turning from Frost to Spica.
The leaders are back in their office. Pellius Thrune would be interested in speaking to you I am sure....he's all about books and stuff. The lift itself was damaged. We have some spare parts in the mechanical room, but our best engineers...well, their engineering days are no longer.
Feel free to take any other actions here. You have about 30mins before the leaders emerge to meet you.
After a short while Bane and his officers emerge from the offices and seek you out.
Pellius Thrune - a haughty bookworm-ish half-elf fellow, immediately sizes up the group, and passes over any obvious warriors.
Lurconarr Baradin - human warrior with few side interests beyond his duties as a soldier.
Rulla Krumpt - human woman with a sultry smooth voice. She immediately notices Artemis and smiles. Well hello, what have we here?
Alexia Baradin - older sister of Lurconarr, with similar features but more wit and wisdom than her younger brother. She definitely studies the lot of you intently.
Primo Ambusta - a scarred bear of a man, adorned in the symbols of his diabolic patron. Also studies the group. Well, Bane has said you lot were of some help outside the fort. You must be weary from your travels. We should get you settled and then see what can be done to get you on your way. Why were you out here again?
Artemis the Relic Hunter
|
Artemis has been quietly sizing up the officers as they emerge — cataloging faces, mannerisms, and potential problems the way he would artifacts in a newly opened chamber. Pellius Thrune passes over him without a second glance, which suits him perfectly fine.
Then Rulla Krumpt's eyes find him and her smile follows.
The corner of his mouth lifts almost involuntarily. He straightens slightly, one hand resting casually on the hilt of his rapier.
"Well hello yourself," he says, matching her tone with effortless ease. "I was beginning to think this posting had nothing to recommend it."
Artemis attempts to discern her class (Antipaladin, ranger, occultist, cleric, sorcerer, etc...) and anything else that may be of importance.
Know: Local: 1d20 + 13 ⇒ (14) + 13 = 27
He holds her gaze just a moment longer than strictly professional before turning smoothly to address Primo, his expression shifting into something more businesslike without losing its easy confidence.
"Weary but functional," he replies, meeting the scarred man's scrutiny without flinching. "As for why we're out here..." he gestures vaguely toward the ruins beyond the camp "...documentation and cataloguing, mostly. The Athenaeum sent word that their researchers went missing in this region. Someone with academic credentials needed to follow up."
He lets that land naturally, neither over-explaining nor under-selling it.
~Frost~
|
"I share your desire for expedience" Frost replies to Primo, "Whilst we rejoice in the opportunity to drive chaos from the lands, we have apparently been sent on a more banal mission for missing paper-chaers"
Diplomacy 1d20 + 18 ⇒ (4) + 18 = 22
But perhaps his symbols of diabolic patrons are bugging the paladin after all.
Spica Capella
|
*winces when she hears about the engineers* Oh dear. Did the lift fall on them? I ... better see what I can do to help. Where can I find this Pellius Thrune ....... oh as they all pile in. She does glance over to Rulla though hearing her voice. Maybe it reminded her of someone else.
| GM Aarvid |
Pellius replies to Spica
”Yes, most of these men are only able to master skills at arms. Engineering and other more cerebral pursuits are beyond them, if you get my meaning. You appear to be appreciative of lore and learning.“
Zartan Samuel
|
You can call me, Sam. I know a little about a lot and have plenty of experience with assembly and disassembly. We'll get that lift working again.
| GM Aarvid |
A DC15 Engineering check will help fix the lift one day sooner, (2 days instead of 3 days.)
During the course of the next 2-3 days in the fort, you can take other actions and interact with the fort soldiers or officers. The soldiers ignore you for the most part, but will answer questions or provide aid in repairing the lift or equipment as best they can.
The officers seem more interested in your plans despite the papers shared with Bane. Some will try to approach you individually....
Pellius is instantly attracted to any
PCs who look scholarly, and he attempts to start an
annoying conversation about the differing methods
of book bindings used across Golarion. During such
conversation, he asks So what do you do for a living when not out in this forsaken place?
Spica can respond with a bluff regarding her Hellknight experience
Rulla approaches Artemis away from the others.
She makes obvious advances, I must praise your knowledge of the history and of course your other charms are unusual in this line of work. The barracks may be a bit crowded, so perhaps you and I could go back to my room for a quiet evening.
Will need to know if you want to decline her offer (diplomacy) or accept her offer and (bluff) when she asks your purpose here.
The younger Lurconarr Baradin approaches Zartan I am not much for this bookish stuff. You look like the sort who appreciates letting off some steam. How abouts we have a few drinks if ye thinks you can handle it.
Lurconarr will go either way, attempting to get you drunk and Zartan/Claudia can make a fort save vs alcohol and/or bluff checks to avoid his questions regarding your true mission.
Primo Ambust seems to have taken an interest in Frost specifically. I will need a couple perception checks one on the first night and then again the second night. When appearing in public he seems to have civilized words for you and the others. But the intent behind his words are not always friendly as he tries to pry more information from you and the team. You suspect he knows your true alignment.
You and your lot are not typical Hellknights. I have concerns you are not being entirely truthful.
~Frost~
|
| 1 person marked this as a favorite. |
Night 1:
Perception 1d20 + 15 ⇒ (1) + 15 = 16
Perception 1d20 + 15 ⇒ (1) + 15 = 16
Night 2:
Perception 1d20 + 15 ⇒ (5) + 15 = 20
Perception 1d20 + 15 ⇒ (3) + 15 = 18
"It is interesting you say that; the only thing all Hellknights have in common is that all of the Hellknight orders revere order and the adherence to lawfulness. Whilst the legions of Hell provide a well-ordered template for organisation and a very admirable application to law, the various Orders each have their own focus - the Rack, the Gate, the Chain - a Hellknight is a Hellknight, but interests vary. So by this point the suggestion that there is a 'normal' Hellknight doesn't stand up to scrutiny. You and I likely differ. I see Law and Order as an absolute thing of beauty - it allows the organisation of society, it allows predictability, and it allows the assurances to the common man that they can build a family and engage in free trade and know that their labours wil be codified and protected - that they need not fear criminal endeavour, their belongings stripped from them, unethical practices, or wandering brigands"
"I am the gentle guiding hands, guiding the common folk to their inherent desire for safety; I'm also the iron fist against chaos and disorder - if you are unsure, there are a stack of bodies and what's left of a stone golem left fallen where they were cut down - their bodies a cautionary tale for others"
She shrugs as though dismissing the questioner.
Frost goes back to her evening reading: a book of Laws.
She has Profession: Barrister
Spica Capella
|
Oh ... definitely Spica replies. I'm more of an astromancer but I work as an arcane consultant - at the moment, to this lot. And yes, I love books and learning. There's always more to learn don't you agree?
For a living? When I'm not doing consults, I study the stars and track the Wanderers, passing on that data to those who make predictions. Just recently finished installing one of those 30 incher telescopes in my observatory. Lovely instrument. It's a joy to work with.
My cloak even has a starmap on it - both sides - for each hemisphere of Golarion. Lovely don't you think? And as accurate as can be made.
There are no lines on the cloak, just the positions and relative brightness of the stars. One needs to know the constellations to read it, but the North Star has a tiny butterfly embroidered within it.
It's actually the truth - so no bluff required
Artemis the Relic Hunter
|
I'd also like to know what my Knowledge (local) check earlier revealed about Rulla.
--------------
Artemis turns his full attention to Rulla with a slow, easy smile.
"A quiet evening away from the barracks," he says, his voice dropping to match her tone. "I would be a fool to decline."
He falls into step beside her, hands clasped behind his back with the relaxed confidence of a man who has talked his way into and out of considerably more dangerous situations than this.
Her question about his purpose here hangs in the air just long enough for him to consider his answer.
Swiftly activating Archaeologist’s Luck just for 1 round to get a bonus to the Bluff check.
"The Athenaeum lost contact with their research team," he says with a measured sigh, as though the bureaucratic burden of it all weighs heavily on him. "Someone with actual field experience and academic credentials needed to come out here and sort through whatever they left behind. Documents, artifacts, field notes." He glances at her sidelong. "Paperwork, mostly. Terribly dull."
The smile returns, unhurried and genuine.
"Though the evening is looking considerably more promising than the assignment."
Bluff & +2 Arch. Luck: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Zartan Samuel
|
Knowlege (Engineering): 1d20 + 10 ⇒ (7) + 10 = 17
After helping with the lift Zartan accepts the drinking challenge.
I assume you want to go shot for shot?
If possible Zartan will look for opportunities to get ahead by avoiding drinks.
Fortitude: 1d20 + 8 ⇒ (9) + 8 = 17
Sleight of Hand: 1d20 + 18 ⇒ (15) + 18 = 33
Spica Capella
|
Spica also helps with the lift
k engineering: 1d20 + 10 ⇒ (19) + 10 = 29
On clear nights, she sits outside looking up at the stars. Other times, she plays chess with anyone interested or goes looking for enough water to immerse herself in.
| GM Aarvid |
| 1 person marked this as a favorite. |
It takes some slight of hand work, but Lurconarr succumbs to the alcohol and his questions turn less about Hellknights and questioning Bahhh! Are you are ye two feeling tipsy yet, you light weigggg...", before his head slumps to the bar.
Rulla slips into something more 'comfortable' and pours a couple glasses of wine before she starts in with Artemis. It is a rare treat even in this outpost, to find a man of such suave sophistication. What called you into this life with the Order? I am assuming not just for the companionship? she smiles slyly. (most probably having bardic training, to your estimation)
She raises an eyebrow at a couple of Artemis' comments, but he thinks he was barely able to stay ahead of her questions, if not her less verbal advances. Turn out the lights, dear.
The wizard Pellius seems to be self absorbed I often seem to think the real thing does not compare to reading about it in the comforts
of civilization. This outpost is hardly civilized and the other officers have little intellectual conversation of any sort.
He continues his annoying conversation What are your thoughts on differing methods of book bindings used across Golarion? Have you found any favorite libraries in your work...whether with the Order or otherwise?
Spica loses his interest when she speaks of the stars or heavens, as the topic is beyond his experience or expertise and he quickly moves to find a book and pretends to start reading rather than continuing.
My chess is a bit rusty, not having been able to play anyone of any real competence.
Ambusta seems to have some knowledge about Frost's activities in the camp that she may think he would not think he would have known. Either from spying or second hand. Your familiarity with the laws of the Order are impressive. I find some of your companions seem less strict in their moral code. Very undersireable, would you not agree? How did you ever manage to come to be associated to them? They hardly seem Hellknight material.
Spica Capella
|
Spica grins Don't worry about that. Chess that is. I'm not that great a player either. Book bindings huh? To be quite honest, I've not really noticed.
She ponders his question about favorite libraries wondering if it would be wise to mention the Arcanarium in Absalom while glancing at whatever he is reading. Maybe she should leave it for now and find a pool to immerse herself in since he's clearly not interested in the stars.
Artemis the Relic Hunter
|
Cue sexy, '70s adult film music.
♫ Bow-chicka-wow-wow... ♫
~Frost~
|
"Your observation is accurate, I would not hold up all of my companions as the paradigms of morality; they are mere journeymen along the path to perfection, as are all of us when we reflect. Perfection is the idealised state, but how often is it attained? It is the earnest quest for perfection that should drive us, and even then know that it is something that will likely remain just outside our mortal grasp regardless of how close we may get - for indeed even perfection is a moveable ideal - laws change, improve, adapt, in line with changes to our society, our collective ideals, aspirations, and the need for the security of the State. Merely having that 'Andoran Experiment' has led Cheliax to close borders, change the way they transact with their neighbours, and take a defensive posture - which makes the next point - things change based on the actions of others outside of the realm"
"So back to my companions, it is a simple parable of the chicken and the egg - do we start with well-motivated and intentioned people who perhaps just need gentle guidance to the right path, teaching good people to be better, or do we take those who have poor attitudes to their fellow citizens but wield the laws with excellence, usually to their own ends? Like the potter, we pick our clay; I find this type of clay the most malleable and rewarding to work with, but you may prefer a different material. Neither choice is incorrect."
"I choose the former, the good-hearted trying to be better, as I acknowledge my mortal failing in not managing to beat goodness into people, no matter how many times I hit them; indeed, the best I have been able to do is act with chivalry, duty, and deliver righteous vengeance - in its many forms - as Ragathiel teaches us"
"Anyhow, I believe you and I have a common cause in our desire to see law and order meted out; where we perhaps diverge in our thinking is our particular attitudes towards justice and benevolence"
"My benevolence, of course, has its limits"
The last line delivered quite directly.
| Hellknight Leader |
Ambusta and the other officers relent on their interrogative activities.
Paralictor Bane greets you in the morning of the third day. "The spheres are aligned for us today. With your assistance, the lift is finally repaired. The other officers have not presented any opposition to my granting you access to the lift to explore below. You must make preparations as we do not know what or who awaits you in the depths. Go with speed as lives may still cling to hope of a rescue.
With that, Bane has you join him in 20 minutes at the site of the lift.
You can make any preparations in that time, but purchases are limited in the fort.
Bane nods once you are assembled. You are hereby granted access to the lift. Make haste and report back those who may return.
Frost, you may have to decide on your mount/companion...stay stabled or bring below.
The lift resembles a giant metal birdcage (hardness 10, 30 hp).
The platform is 10 ft. by 40 ft. and can hold 16 Medium-
sized creatures comfortably amid the heavy excavation
equipment. Three large hatches in the lift’s top grant
access into the cage where one can climb down 5 metal
rungs to the lift’s floor.
~Frost~
|
"Ragnar, down the lift you go"
Will take the horse, worst case I can always get it to fly back up the mineshaft, or shrink it to fit in my pocket
Spica Capella
|
You're bringing your horse on the lift? Spica asks, moving closer to the paladin.
Maybe, sometime, we could have a philosophical discussion on the meaning of Good and how it relates to Law and Chaos she continues quietly.
| Hellknight Leader |
Once everyone (including Ragnar) are in the lift, Bane orders Let the lift be lowered.
The cage lurches with the weight but the chains and gears holds as the descent begins down the shaft.
Suddenly from the office Primo Ambusta
and his men yell STOP!!! Do not let them down. I hearby accusing them of
being frauds and enemies of the order.
Bane calls Keep going, find them! and he destroys the locking
mechanism, preventing the elevator from being
immediately pulled back up.
At this point, Ambusta and his men overrun Bane.
Bane yells I will hold them off, rescue Karn for me!
And the cage descends into the darkness with the faint sound of armed conflict fading as the clank of the chains continue ever downward.
Artemis the Relic Hunter
|
And the cage descends into the darkness with the faint sound of armed conflict fading as the clank of the chains continue ever downward.
Artemis looks at his companions with a look of fear.
"Ohhh, craaaap."
~Frost~
|
"Ragnar is coming with us, yes" she indicates plenty of room in the lift "And we can talk freely, he only understands the Skald tongue of our homeland"
"We can certainly have a philosophical discussion, good, and how it relates to Law and Chaos"
She looks up at the outbreak of hostility "I suspect the sound above is my benevolence coming to a short pause. If there is a confrontation later, Primo Ambusta is mine to deliver a reckoning."
She flexes her wings, clearly wishing to fly back up the shaft and deliver some holy retribution.
She casts Bless via her wand
| GM Aarvid |
As the elevator makes its cogwheel descent, it exits a natural
chute in Rachikan’s crust, where a second city emerges
beneath the Hellknight’s fort. Crumbling Jistkan architecture
clings to the cavern’s sloping walls where forms skulk along
this perpendicular avenue. Before long, the cavern’s cathedral-
like walls are crawling with morlocks. Soon drums begin to
beat, and as the beat quickens, several morlocks burst from
their cavern holes...
the descent: 1d8 ⇒ 2
Once the lift exits the granite shaft, the elevator takes several
rounds to reach the solid ground below. Every round, the
heroes may take actions to either dislodge or destroy the
attacking morlocks.
8 morlocks have jumped from the walls onto the chain and
cage and are trying to break it or reach into the cage.
RAAAAAHAHAHHAH!!!!!
Claudia: 1d20 + 9 ⇒ (12) + 9 = 21
Frost: 1d20 + 6 ⇒ (16) + 6 = 22
Artemis: 1d20 + 5 ⇒ (17) + 5 = 22
Zartan: 1d20 + 12 ⇒ (5) + 12 = 17
Spica: 1d20 + 3 ⇒ (1) + 3 = 4
Enemy: 1d20 ⇒ 2
=== Round 1 ====
20= Claudia(),Frost(), Ragnar(), Artemis()
17- Zartan(), Spica()
8- Morlocks: Red(),Orange(),Green(),Yellow()
7- Morlocks: Blue(),Purple(),Pink(),Maroon()
Artemis the Relic Hunter
|
How do we "dislodge" the morlocks? Certain skills?
| GM Aarvid |
Fireball would dislodge them, but has collateral damage. :)
Otherwise, knocking them out, maybe a bull rush vs CMD, etc
Figure they and you have partial cover from the bars.
As more morlocks piled on...the cage started going much faster.
As the elevator descends, one of the PCs may work
the lift’s braking mechanism (requiring a standard
action), lest the elevator descend too fast. Each round,
the braking PC may make a DC 10 Strength check (+2
for each morlock attached to the elevator) to keep the
elevator under control.
Claudia Treeskipper
|
~Frost~
|
Frost swings her blade at the ones closest!
Bless, Power Attack, Holy
Attack 1d20 + 16 + 1 - 3 ⇒ (10) + 16 + 1 - 3 = 24
Damage 2d4 + 7 + 9 + 2d6 ⇒ (3, 2) + 7 + 9 + (2, 3) = 26
Attack 1d20 + 11 + 1 - 3 ⇒ (4) + 11 + 1 - 3 = 13
Damage 2d4 + 7 + 9 + 2d6 ⇒ (2, 1) + 7 + 9 + (1, 5) = 25
***
Ragnar also kicks and bites at the ones closest!
Bless, Power Attack
Bite 1d20 + 13 + 1 - 2 ⇒ (1) + 13 + 1 - 2 = 13
Damage 1d4 + 7 + 4 ⇒ (3) + 7 + 4 = 14
Hoof 1d20 + 10 + 1 - 2 ⇒ (7) + 10 + 1 - 2 = 16
Damage 1d6 + 4 + 4 ⇒ (5) + 4 + 4 = 13
Hoof 1d20 + 10 + 1 - 2 ⇒ (14) + 10 + 1 - 2 = 23
Damage 1d6 + 4 + 4 ⇒ (1) + 4 + 4 = 9
| GM Aarvid |
I will update tonight
| GM Aarvid |
Spica casts a spell of levitation while staying away from the reaching morlocks on the cage.
Frost drops the orange morlocks with her first swing, but the second clangs on the bars of the cage.
Ragnar bites a bar, but with the leverage kicks both hooves into another of the swarming beasts, sending it plummeting.
Bahhhhhhhh!
2d20 ⇒ (13, 7) = 20 vs DC16?
sizzzle...
Claudia blasts a pair of the mooks with fire, but they twist and each manage to avoid some of the flame.
Does Magus have some feat/trick to boost burning hands damage dice to d6 vs standard d4? I am probably missing it.
=== Round 1 ====
20= Claudia(),Frost(), Ragnar(), Artemis()
17- Zartan(), Spica(levitated)
8- Morlocks: Red(),Orange(dead),Green(),Yellow()
7- Morlocks: Blue(-10),Purple(-10),Pink(dead),Maroon()
Artemis the Relic Hunter
|
Artemis draws his rapier and jabs it through the bars of the lift at the morlock wearing a red loincloth.
"Gah! Get away, you hideous beast!"
+1 rapier: 1d20 + 10 ⇒ (5) + 10 = 15
poke: 1d6 + 1 ⇒ (5) + 1 = 6
Zartan Samuel
|
Zartan pokes at green, then yellow until they fall off
Attack, 1st main: 1d20 + 14 ⇒ (20) + 14 = 34
damage, flaming: 1d6 + 9 + 1d6 ⇒ (1) + 9 + (6) = 16
Attack, 2nd main: 1d20 + 9 ⇒ (12) + 9 = 21
damage, flaming: 1d6 + 9 + 1d6 ⇒ (6) + 9 + (4) = 19
Attack, 1st off: 1d20 + 14 ⇒ (4) + 14 = 18
damage, flaming: 1d6 + 5 + 1d6 ⇒ (6) + 5 + (1) = 12
Attack, 2nd off: 1d20 + 9 ⇒ (16) + 9 = 25
damage, flaming: 1d6 + 5 + 1d6 ⇒ (1) + 5 + (4) = 10
Attack, confirm 1st main: 1d20 + 14 ⇒ (5) + 14 = 19
damage, flaming: 1d6 + 9 + 1d6 ⇒ (2) + 9 + (2) = 13
| GM Aarvid |
Artemis pokes his rapier at one of the morlock's but hits a crossbar.
Zartan has no such problem, and two strokes each drop his pair of furry antagonists.
The morlocks remaining on the cage try to reach and claw those inside.
While a half dozen more of the brutes jump from the walls to land atop the ends of the cage and start it swinging violently as it continues to gain speed from the extra weight.
weight: 1500 + 750 + 3000 + 1500 = 6750
atk: 4d20 ⇒ (11, 5, 14, 20) = 50
1d8 ⇒ 8
Spica = levitate weight limit is far below the weight of the lift+horse+bodies ~7k lbs, so negligible effect. Were you wanting to do the wall of force on your turn?
As it speeds downward, the cage starts rocking violently, making standing and casting very difficult.
Each PC must both make a DC
20 Reflex save to avoid being violently jostled and
taking 1d4 points of nonlethal damage, and make
a DC 15 Fortitude save or contract motion sickness
and gain the sickened condition. If the PC is already
sickened, she becomes nauseated instead.
All spellcasters require a concentration check to successfully cast their spells. Treat the caster as
being under the violent motion condition requiring a Concentration
DC of 15 + spell level to successfully cast any desired spel
=== Round 2 ==== (2 saves needed each)
20= Claudia(),Frost(), Ragnar(), Artemis()
17- Zartan(), Spica(levitated)
8- Morlocks: Red(),
7- Morlocks: Blue(-10),Purple(-10),Maroon()
5- Morlocks: Black2(),Gray2(), Pink2(),Orange2(),Green2(),Yellow2()
Spica Capella
|
ref: 1d20 + 8 ⇒ (20) + 8 = 28
fort: 1d20 + 6 ⇒ (4) + 6 = 10
concentration: 1d20 + 8 + 6 - 2 ⇒ (7) + 8 + 6 - 2 = 19 v DC 20
Spica starts turning a rather unusual shade of green.
Zartan Samuel
|
Reflex: 1d20 + 17 ⇒ (3) + 17 = 20
Fortitude: 1d20 + 8 ⇒ (5) + 8 = 13
Zartan endures the rocking, but looks a little worse for wear as he stabs purple.
Attack: 1d20 + 14 ⇒ (18) + 14 = 32
damage, flaming: 1d6 + 7 + 1d6 ⇒ (4) + 7 + (6) = 17
Artemis the Relic Hunter
|
"Someone grab the brake! Quick!!!"
Reflex: 1d6 + 12 ⇒ (3) + 12 = 15
"Ouch!"
Fortitude: 1d20 + 6 ⇒ (6) + 6 = 12
*Barf!*
~Frost~
|
Frost is jostled...
20 Reflex save to avoid being violently jostled and
taking 1d4 points of nonlethal damage, and make
a DC 15 Fortitude save or contract motion sickness
and gain the sickened condition. If the PC is already
sickened, she becomes nauseated instead.
Reflex 1d20 + 10 ⇒ (5) + 10 = 15 vs DC20
Damage 1d4 ⇒ 2 NL
Fort 1d20 + 15 ⇒ (6) + 15 = 21 vs DC15
Bless, Power Attack, Holy
Attack 1d20 + 16 + 1 - 3 ⇒ (11) + 16 + 1 - 3 = 25
Damage 2d4 + 7 + 9 + 2d6 ⇒ (4, 1) + 7 + 9 + (5, 4) = 30
Attack 1d20 + 11 + 1 - 3 ⇒ (16) + 11 + 1 - 3 = 25
Damage 2d4 + 7 + 9 + 2d6 ⇒ (1, 4) + 7 + 9 + (2, 5) = 28
***
Reflex 1d20 + 9 ⇒ (5) + 9 = 14 vs DC20
Damage 1d4 ⇒ 1 NL
Fort 1d20 + 10 ⇒ (10) + 10 = 20 vs DC15
Ragnar also kicks and bites at the ones closest!
Bless, Power Attack
Bite 1d20 + 13 + 1 - 2 ⇒ (1) + 13 + 1 - 2 = 13
Damage 1d4 + 7 + 4 ⇒ (3) + 7 + 4 = 14
Hoof 1d20 + 10 + 1 - 2 ⇒ (13) + 10 + 1 - 2 = 22
Damage 1d6 + 4 + 4 ⇒ (3) + 4 + 4 = 11
Hoof 1d20 + 10 + 1 - 2 ⇒ (1) + 10 + 1 - 2 = 10
Damage 1d6 + 4 + 4 ⇒ (2) + 4 + 4 = 10
| GM Aarvid |
The violent rocking of the cage seems to be a fun game for the morlocks but less entertaining to several inside whom fall and/or become sickened in the jostling.
Spica's spell fizzles in the cage.
Frost drops two more of the furry beasts. And one hoof knocks off one of the burnt ones of Claudia's
Zartan's blade cuts another of the burnt ones
All 6 of the original group have dropped, now just the new ones on the end...
Artemis NL: 1d4 ⇒ 3
Artemis, do you grab the brake? Artemis and Claudia can act...
=== Round 2 ==== (2 saves needed each)
20= Claudia(2 saves),Frost( 2NL), Ragnar( 1NL), Artemis(sick,3NL)
17- Zartan(sick), Spica(levitated, sick)
5- Morlocks: Black2(),Gray2(), Pink2(),Orange2(),Green2(),Yellow2()
Artemis the Relic Hunter
|
Artemis staggers to the brake lever and gives it a pull with all of his might.
Strength Check: 1d20 ⇒ 19
| GM Aarvid |
With Herulean effort, Artemis is able to slow the decent using the crude brake....barely.
Claudia reflex: 1d20 + 8 ⇒ (13) + 8 = 21
Claudia fort: 1d20 + 7 ⇒ (10) + 7 = 17
Claudia stands firm and actually enjoys the swinging motion. :)
Delays?
1d8 ⇒ 7 two morlocks jump aboard and keep on swinging the cage....
The others move to attack from the top of the cage (orange arrows)
whomever they can reach, but not very effective.
6d20 ⇒ (6, 5, 9, 11, 6, 19) = 56
=== Round 3 ==== (2 new saves reflex/fort as before)
20= Claudia(),Frost( 2NL), Ragnar( 1NL), Artemis(sick,3NL)
17- Zartan(sick), Spica(levitated, sick)
5- Top Morlocks: Black2(),Gray2(), Pink2(),Orange2(),Green2(),Yellow2()
4- End Morlocks: Red3(), Blue3()
Artemis the Relic Hunter
|
Oops! My Reflex Save earlier was messed up! I accidentally rolled a d6 instead of a d20! Here's the redo: Reflex: 1d20 + 12 ⇒ (3) + 12 = 15
Lol! Still 3 pts NL dmg.
------------------
Reflex: 1d20 + 12 ⇒ (15) + 12 = 27
Fortitude: 1d20 + 6 ⇒ (18) + 6 = 24
Artemis keeps his grip on the brake lever.
"Not sure how long I can keep doing this!” he calls out to his companions.
"It's rusty and difficult to hold it steady!"
Strength Check: 1d20 ⇒ 14
~Frost~
|
"They're persistent" Frost mutters as she keeps stabbing foes.
Bless, Power Attack, Holy
Attack 1d20 + 16 + 1 - 3 ⇒ (12) + 16 + 1 - 3 = 26
Damage 2d4 + 7 + 9 + 2d6 ⇒ (3, 1) + 7 + 9 + (6, 5) = 31
Attack 1d20 + 11 + 1 - 3 ⇒ (13) + 11 + 1 - 3 = 22
Damage 2d4 + 7 + 9 + 2d6 ⇒ (3, 3) + 7 + 9 + (4, 4) = 30
***
Ragnar neighs in agreement - and keeps kicking and biting!
Bless, Power Attack
Bite 1d20 + 13 + 1 - 2 ⇒ (19) + 13 + 1 - 2 = 31
Damage 1d4 + 7 + 4 ⇒ (2) + 7 + 4 = 13
Hoof 1d20 + 10 + 1 - 2 ⇒ (7) + 10 + 1 - 2 = 16
Damage 1d6 + 4 + 4 ⇒ (6) + 4 + 4 = 14
Hoof 1d20 + 10 + 1 - 2 ⇒ (4) + 10 + 1 - 2 = 13
Damage 1d6 + 4 + 4 ⇒ (1) + 4 + 4 = 9