+1 to taking to heart some RP!
The group trudges through the swampland as they begin to actually bond together after the problems in Lepidstadt. The wind whistles through the landscape as the trees branches rustle with their dry, crackling leaves at the slightest of motions.
A few natural predators in the area seem to take notice of you, but the keen eyes of Zakon see that they seem to be avoiding you, though he is unsure if you appear to be that strong or if something else is at play.
The brackish water is no friend to the group as your boots become water-logged, making each step squelch with mud and your own foot bath.
As it seems you are unfamiliar with the surrounding territories, you have quickly lost the path and seem to be travelling directly through the swampland, which actually puts you ahead of the mob due to your naturally higher constitutions and abilities, though you aren't sure of this until you hear the sound of rushing water.
After another kilometer, you break out into an open area, seeing a massive castle resting on a plateau in the midst of a rushing river. About 200' from the edge of the plateau, you see that the water goes into freefall pouring over the edge of the plateau, but you cannot see the bottom. Mist shrouds whatever lay at the bottom and gives the castle an eerie appearance from your higher vantage point.
If you climb down the sides of the steep hill that you appear to have arrived on, you see a road that leads to a well-fortified gatehouse. The road is buttressed up against side of the rushing river, providing another form of defense to the remote castle. Sitting in front of the gatehouse, you see two trollhounds fighting over a haunch of meat, likely the remains from a thylacine corpse.
A large troll sits on the second, open-air level of the gatehouse, protected from the road by the ramparts of the gatehouse, but he appears to be enjoying a rather large cigar as a huge bottle rests near his sprawling form. His muscles ripple even under the greyish light that penetrates the clouds in this region.
It appears that the mob has not arrived yet.
As Morrin does his silent, invisible movement, the remaining scallywags move to surround Wynn, stabbing at him with their short swords.
Red and Green will provoke from your Snap Shot.
Red Short Sword @ Wynn-28 AC | Flank: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
One of the flanking scallywags is able to pierce Wynn's lung as the injured man starts to bleed profusely.
Miss Chance-High Hits: 1d100 ⇒ 6 Miss
Wynn, unluckily, only is able to land two arrows on the first gnome, causing it to crumple to the table, dropping the two beads in its hands.
The other gnome yells. "No! Dwale! I SHALL AVENGE YOU!" he cries as he points the steel rod in his hand at Wynn and pokes the big red button that reads "Do NOT Press!".
There's No Golarionly Way Of Knowing What's Coming...: 1d100 ⇒ 62
As the rod activates with a whir, a blast of green encompasses Wynn and spreads out behind him. He recoils at the possibly noxious aura and sees it settle into the ground before a lush green lawn appears at his feet, covering everything in a 160' arc in front of the rod-wielding gnome. "Dammit! Do your job, Rod!" the gnome yells as he bangs it against the table before leaping down behind the wooden blockade.
The elf scowls at the gnomes' incompetence as he summons down an Ice Storm on top of the Pathfinders. "Don't pretend like you have power!" he cries as the ice slams into the group before he seeks out his own cover behind the up-turned table with Rhis.
Bludgeoning: 3d6 ⇒ (3, 6, 4) = 13
1) Sorry for the delay.
2) Gaarm has the right of it.
The AP is very heavy-handed with your progression, however I am content to let you make the decisions on your choice of progression. If you want to let the Andrew/Mob situation play out off-screen and head directly to the Shudderwood, then that is fine.
3) I am going to be slowing down in my posts, so let's try to make all of our posts huge. Additionally, I would like to invite people to add their own flair, such as interactions with shopkeeps and innkeeps, or perhaps their own goings-on while in town with or without the group. Since my updates will come less frequently, this will let you flex your creative muscles and perhaps add in some RP that we might not otherwise see from your characters.
4) Rebuilds at any time are fine if there is a reason. Good reasons: roleplay; fine-tuning a concept; fixing a bold choice (such as testing out how a class dip might work and finding it sucks!); lack of interest in playing that character anymore (though this would just be changing to a new character not rebuilding). Bad reasons: trying to mix-max for the next book; repeated changes to the core of your character without good reason. With that in mind, I trust you all and you can make small changes to your characters without running it by me. Just throw it up in the Discussion so I am aware of the change.
Hey guys! Sad news. I have decided to end my time on the boards as I have lost most of my interest in the game at this point. (The game being Pathfinder, not this particular run)
As such, I have made a post in the Discussion section of the Flaxseed Lodge and I am going to try and get a competent replacement to fill in my recently-lacking shoes.
In the mean time, I will try to wrap up this combat. :)
Attention! GM Replacement Needed!
Hey guys! I recently took over GMing the Eyes of the Ten series for a great group of players. Recently, I made the decision to reduce my games down, but I have decided in the last couple of days to stop entirely for the time being. As such, I need a great GM to kick the butts of these guys across Golarion and truly make them understand the meaning of the title "Seeker".
If you are interested, please contact me. I know that they would love to have someone who is excited to bring this iconic series to life for them.
Miss Chance-Kalendir-High Hits: 1d100 ⇒ 76 46 damage
Miss Chance-Fletch-High Hits: 1d100 ⇒ 51
Fletch and Kalendir target the same gnome as they loose arrows, as Alie blesses the group with speed. Three of Kalendir's arrows miss, but two actually seem to pass through the gnome as he shimmers past them. "Bwahaha... You think we are weak?" mocks the elf as one of the arrows strikes critically conversely. Fletch, is able to
@Kalendir: Critical damage on Manyshot only applies once either way. Also, you put in damage as if the two arrows had a x4 modifier.
@Fletch: You aren't within 30' of the target.
After the barrage, the gnome is heavily injured, but still standing, thanks to the magical Displacement in effect.
Edit: Forgot Kalendir's Hasted Arrow.
Miss Chance-Kalendir-High Hits: 1d100 ⇒ 27 Miss
The group prepares to leave around noon after the rest of the party has taken care of errands and dealing with the remaining problems in Lepidstadt, however it seems that the mob has already set out on the trail of the Beast.
As the group meets, Lady Eleanor indicates that she might be able to purge the curse afflicting Gaarm and she places her claws onto the man's shoulders as she channels her power into the barbarian. Holy power erupts from her as tendrils of black power erupt from Gaarm and contest with Lady Eleanor over the man.
As you push more holy power into Gaarm, you feel as if something is resisting and a single feminine voice, gravelly and sultry, echoes back to you through the divine connection. "You cannot force me out with your weak powers! He has accepted my gift!"
As the dark tendrils wrap around Lady Eleanor's holy powers, they crush the magicks flowing from Lady Eleanor, crushing her hands and sending her flying back ten feet, causing her to skid across the cobblestones.
Negative Energy Backlash: 5d6 ⇒ (4, 6, 2, 4, 2) = 18
Since we are adding new enemies and staying in Initiative was merely a method to track number of rounds spent between these two combats, the readied action from Wynn won't activate as each side will have readied actions and it is easier just to go into Initiative to resolve.
The group readies themselves as they finally rip open the doors to the Armory after a long minute of waiting. A tall elf with long white hair wearing a fashionable powder blue silk shirt stands at the center of the lodge’s Armory. He wears a rapier at his side and holds the Pale Maiden in his left hand, his wide smile creasing his handsome face from ear to ear. Four human men dressed in red leather armor menace three wounded servants of the Woodsedge Lodge, who cluster near the double doors at the south end of the Armory. Two similarly garbed gnomes cavort atop the long tables near the center of the room, cackling as their hands overflow with plundered knick-nacks from among the room’s many magical items. One of these twisted creatures holds a candy-striped rod in your direction, while the other sidearms two tiny black beads at you."For the Red Raven!" yells the half elf as both sides start to tussle. "It took you lot long enough. Your traitorous servants paid the price!" the half elf yells as you see several of the Lodge's servants splayed out on the floor. Pools of blood congeal below their bodies.
Big Update: Hey guys. I have been slacking in relation to this game (and all of my games in general). Honestly, I am just not that interested in PbP anymore. I'm going to cut some of my long term games and quickly finish out the rest.
I know that some of you recently joined the game and I'm sorry that this is coming around now, but I'm just not enjoying it anymore so it is increasingly easier for me to just not log on and do anything.
This is one of the games that I am cutting and I just want to thank all of you for your time. I am sorry for the way that this is ending, but I'd rather cut it off then slog through.
@Gaarm: You remember that someone said the klar was shaped like a mammoth, perhaps that is what he meant about the comment about a boar. ;)
@Group-Update: Zakon messaged me that he is on vacation.
@Group: Are you heading to the Shudderwood or are you heading Schloss Caromarc? Once you decide, make a good post about leaving for it.
Alie checks the doors and finds that it is bound by Arcane Lock, which is deftly unlocked by Morrin. A simple press on the flat lever will allow you to open the door.
Fletch prepares for the impending battle as he casts Gravity Bow.
Choosing to see how the group reacts to the undead, Nebta-Khufre seems to relax as he seems to recline in mid-air as the skeletal champions erupt from the mask.
Seherab readies a bolt at Nebta in case he casts a spell as Ankhef begins to cast another summoning spell in the face of the skeletal warrior.
Green AoO @ Ankhef-16 AC: 1d20 + 7 ⇒ (15) + 7 = 22
The blade cuts into Ankhef as he tries to cast, possibly interrupting him.
Hogan takes a wild swing at the nearest skeletal champion, but it clangs off the metallic breastplate of the undead, while Dwizzle tries to bless the group of adventurers wth the power of Torag which would also hinder the enemies.
Red AoO @ Dwizzle-16 AC: 1d20 + 7 ⇒ (1) + 7 = 8
Yellow AoO @ Dwizzle-16 AC: 1d20 + 7 ⇒ (19) + 7 = 26
Yellow AoO Confirmation @ Dwizzle-16 AC: 1d20 + 7 ⇒ (10) + 7 = 17
Nebta appears to merely wait as his skeletons start to work on the dwarves with the yellowed skeleton cutting deeply into Dwizzle as he tries to cast. His longsword has drawn blood.
Red @ Hogan-22 AC: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
Blue @ Hogan-22 AC: 1d20 + 7 ⇒ (6) + 7 = 13
Yellow @ Hogan-22 AC: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Green @ Ankhef-16 AC: 1d20 + 7 ⇒ (12) + 7 = 19
Sorry about the delay.
In a furious assault, Jim sends his saber through the Once-Iesha twice, slicing open her stomach and letting her grey organs spill to the floor as the identity thief is killed by the sneak attacks.
Elena cowers, trying to avoid any attack, as Ziebodug dances around waves his claws in the air, while Jace and Rajendra lash out at Once-Aldern. The man with the rapier snatches the first arrow out of the air, but is hurt by the remaining two arrows and Jace's righteous blade.
He scowls and snarls as he thrusts with his blade at Raj, trying to take down the archer at all costs. "You will die, monk." he spits at Raj.
Rapier @ Rajendra-22 AC: 1d20 + 12 + 2 - 2 ⇒ (14) + 12 + 2 - 2 = 26
The blade pierces deep, but Rajendra can easily keep fighting.
Seherab readies another bolt as Ankhef is disrupted by the Ball Lightning that sends a jolt of electricity through him. Summoning his holy power, he tries to heal his wounds, but the obsidian seems to be draining away his power.
Hogan puts down the last mummy with a mighty swing as the electricity blasts him as well, while Dwizzle leaps to aid Ankhef, protecting him from electrical attacks.
"You have lasted one round. That is admirable. How about round two?" he says with a grin as Seherab lets loose his bolt as the Mask of the Forgotten Pharaoh shines with a golden light. The bolt hits the Stoneskin and chips off more rock, but causes a slight hiccup for the man as four skeletons erupt from the mask, falling to the ground and landing with a giant thud onto the obsidian, shattering the hardened glass under their feet. They stand up proudly as they hold their weapons menacingly.
"Good luck." he says, his mask hiding a wry grin. With a flick of the wrist, the man sends the orbs to harass Seherab and Dwizzle.
Lightning Orb @ Seherab: 3d6 ⇒ (2, 5, 2) = 9 DC 19 Reflex to negate; -4 to save for metal armor.
The group waits around as Wynn tries to open the enchanted doors with a simple cantrip, but the doors don't seem to budge as Fletch tosses back a potion. Morrin sees that Wynn is unsuccessful, so he gives the door a shake with his telekinetic powers, but they remain staunchly closed.
The noise from the armory has seemingly vanished, which may be due to the unidentified spell on the door.
"A cursed klar?" the man asks, clearly pondering Gaarm's odd request. "Not every day that a man walks up to you and wants a cursed shield."
The man scratches his chin as a look of realization dawns on the man. "I think I heard of something, might be what you are looking for. Heard about a man wielding a cursed shield in the Shudderwood. His shield had a boar or something on it. Supposedly he fought one of the werewolf lords in the area. Neither died, but the man disappeared shortly after they fought to a draw. It was a massive loss of face for the lycanthropes." he says with a glint of pride in his eyes.
"If you're willing to step into the lion's mouth for the thing, I'd check there, but watch out. They aren't exactly kind to humans." he says as a warning.
You aren't creating it, so I don't think the bonus applies.
The group meets back up as Gaarm wraps up with the merchant and it has become clear that the town is forming a mob, replete with pitchforks and torches. "TO SCHLOSS CAROMARC!" yells the charismatic halfling.
The crowd cheers in response as pitchforks are waved and the crowd makes for the forest to the north.
"To the castle!"
"The Beast will pay! Pharasma wills it!"
"We demand justice!"
"Burn the castle!"
Lady Eleanor sticks around in the crowd as she tries to help, but the group is too fixated on the "leaders" of the townsfolk, who seem to be inciting some sort of mob. People with torches, pitchforks and scythes begin to appear as the crowd is swayed into forming a mob of sorts. "WE ARE GOING TO HUNT DOWN THE BEAST!" yells the halfling.
No one seems interested in your spells.
Zakon cracks open the book and finds a few key pages that interest him. Namely alchemist pages that detail the recipes for all 1st and 2nd level formulae, Orchid's Drop, Eruptive Pustules, and Adjustable Disguise. Additionally, there is a cryptic loose-leaf page that appears to be anchored to a page of the book itself. The page depicts a humanoid creature with 102 "vital" points and seven seems to be marked.
Craft Alchemy DC 30-Can be attempted once per day:
This appears to be a part of a legend. You heard whispers of this when you were an apprentice. These seven vital points are key to the Flask of Immortality.
Seherab readies a strike from his crossbow as he leaps away from the fiery, molten glass, but Ankhef becomes trapped, casting Liberating Command on someone.
Hogan takes a swipe at the mummy, but his aim is far off from normal as Dwizzle sends out a blast of healing to the party. Nebta-Khufre scowls and pulls out a scepter that begins to glow as he casts a spell, invoking the wrath of Seherab as he fires off a bolt that slams into the wannabe Pharaoh, however he is dismayed when he sees that some of the man's skin cracks off as the bolt falls to the ground, shattering into pebbles when it hits the hardened glass.
Concentration-DC 18: 1d20 + 13 ⇒ (7) + 13 = 20
Two balls of lightning appear next to Ankhef and Hogan, trying to shock the pair of dwarves.
Electricity Damage @ Ankhef: 3d6 ⇒ (3, 6, 2) = 11 Reflex DC 19 to negate damage. -4 to save from wearing metal armor; -2 to save from being entangled.
Electricity Damage @ Hogan: 3d6 ⇒ (6, 4, 4) = 14 Reflex DC 19 to negate damage. -4 to save from wearing metal armor.
The intelligent mummy sees the lesser-armored Dwizzle emit his holy power and it draws around to lash out at him.
Slam @ Dwizzle-14 AC | Entangled: 1d20 + 14 - 2 ⇒ (11) + 14 - 2 = 23
Gaarm finds the man he is looking for and it seems that the arms dealer is packing up his gear, while keeping a minimal amount of stuff showing. "Aye. I'm headed out today. Need to restock from home. What do you need?" he asks, still unsure about the cryptic message Gaarm delivered the day before.
Nizvit follows along with Zakon as they move to the Chymic Works, betting that there is still a mystery in the sewers. The pair spends several hours moving through the system, trying to figure out the clues, but the stench of the sewers is unbearable and the thought of walking through the filth of the thousands of people above doesn't help.
In the end, the pair finds that there are several exits that lead to the nearby bay as well as countless manholes and connections to above-ground buildings.
Once they reach the bay, they find a telltale sign. A coracle of similar size and manufacturing is resting near the exit of the sewers, tied to a jagged piece of pipe. A small journal rests under the seat next to the pair of small oars.
Moving Morrin, Alie and Fletch.
The group moves around into the courtyard, choosing the side doors instead of the hallway doors as they see that these doors have a magical sheen coating them. That being said, the massive doors appear to be covered with large cracks and pieces missing, though you cannot see into the room. This is likely the source of the explosions, but it seems that the doors have been magically reinforced from the inside.
What can I say, I was adding a minor detail for immersive depth and you guys ran with it!
Zakon moves back out to see what the crowd is doing and you see that there seems to be some grumbling and bewilderment, but a halfling in official-looking clothes has taken to the gallows. "We must follow him and kill him! We cannot live in fear any more!" he yells to the crowd as a few seem to cheer and others seem to be lost.
The tiefling decides to look to the closest townsfolk and finds a homeless half-elf in a rough-spun coat, trying to win him over with praise. "Ack! The castle has trolls!" he yells in response to the rough attitude and appearance of Zakon. "THE CASTLE HAS TROLLS!" he yells again before fleeing from Zakon.
Lady Eleanor moves around and finds her normal mark: injured children. In an attempt to curry favor with the irritated townsfolk, she heals up the small injury incurred by rough play and then tries to milk the parents for information, but they merely hand you a few copper coins. "Thank you for your help, but it would have healed on its own." the mother says with disdain.
Stop rolling so poorly! >.> Maybe all that is left is following after the Beast... Though you guys might come up with something better!
@Naxx: You've been cranking along for the whole journey and I'd like to give you praise for that. It honestly is quite difficult for people to even stick around this long. In the time we have done this AP, I've seen proliferous GMs and players drop out from the entire PbP scene (and from this particular AP), sometimes mid-game. Thanks for coming this far.
Enjoy life and do what you love!
As for the rest of you, I think I want to continue with just the four remaining.
You want me to join so soon?" asks the man haughtily with a laugh as the skeleton stumbles forward and tries to strike him, but the claw misses wide.
Seherab's strike with his short sword can't find purchase into the thick, dried skin of the mummy as Ankhef heals himself. Hogan, the last hope, waits for Dwizzle's inspiration and then strikes, hitting the mummy hard, but it is still full of un-vitality as it strikes back at Hogan, hoping to return the favor, but the undead here seem to be lacking.
Slam @ Hogan-24 AC: 1d20 + 14 - 1 ⇒ (3) + 14 - 1 = 16
"Perhaps, I should join in..." the man muses as he deftly rises from his chair, supported by magical means, moving into the open air of the tall room. This draws the ire of the skeleton as he moves.
AoO @ Nebta: 1d20 + 8 ⇒ (6) + 8 = 14
But the skeleton appears to be inept. Once he reaches the apex, Nebta-Khufre smiles wryly before weaving his hands. The floor beneath the entire group superheats from Nebta's magicks as the stone seems to disintegrate into sand, before letting their feet sink into the mush. Once enough sand has been created, the sand instantly transforms into hardened glass.
Obsidian Flow; DC 19 Reflex Save or Entangled. Fire Damage-Save Halves: 4d6 ⇒ (2, 1, 4, 6) = 13
The mummy tries to avoid the glass, but is caught in the flaming mass and the group finds that the flames are quite effective.
@Zakon: By thought, I meant that it was suggested, but there were no plans formulated.
You quickly leave before the group figures out what has happened as most of the crowd is left with a look of disbelief on their faces. A few alleys over, the heroes regroup. The smell of the alley could be better though as you see several pipes trickling liquids of dubious sources into the sewer grates on the street.
Alie casts Heroism upon herself as Fletch stands up and grabs the greatsword resting nearby. Wynn moves down to the first floor and joins most of the group, but quickly opens the doors to the hallway and moves through them, as Morrin pulls out a potion and a wand from his pack.
Kalendir blesses the party, save Wynn, as he includes them in his prayer and fires bolts of healing into their bodies, healing most of their wounds. The explosions to the north become louder.
Positions should be updated. You need to go through the backdoor of the building and move through the garden to the north or enter from the southern doors. I put a giant X on the armory.
EDIT: I realized that Alie needs to dismiss the pit trapping tthe Blue Statue in order for people to access the door to the hallway, hence her move action is taken up by that.
The blue marble statue is put down quickly by the trio as Ankhef begins to summon, however it appears that Nebta-Khufre is not waiting for additional allies to appear. "Please fight without needing help." he advises as four missiles erupt from his finger and fly straight up before pivoting in an instant and slamming into Ankhef, trying to disrupt his summoning.
Magic Missile (Readied): 4d4 + 4 ⇒ (4, 3, 4, 2) + 4 = 17
Dwizzle waits for the all clear before healing Hogan once more and stepping to the east.
The remaining mummy lunges once more at Hogan, intent on taking down the holy dwarf.
Slam @ Hogan-24 AC: 1d20 + 14 - 1 ⇒ (5) + 14 - 1 = 18
However, the dazzling effect seems to be too potent and the mummy misses the man.
I think that you can. I was always under the impression that you had to drop them straight in, but I'm wrong!
Alie summons up a pit 10' from Fletch's unmoving body and the stone giant plummets with ease into the new extradimensional space.
Golem Reflex: 1d20 ⇒ 13
The unconscious Kalendir is safe from Alie's pit, but he chose poorly in moving closer to Wynn's in his last few actions and his unconscious form risks falling in.
Reflex Save: 1d20 + 13 ⇒ (14) + 13 = 27 You don't!
Luckily, his clothes have snagged on some rubble so his bleeding body is saved from a fall to his death. Kalendir sends out a blast of healing that aids the group as Morrin consumes his potion, but this also aids the Red Raven's allies as Wynn puts down two more with his arrows.
With the statues trapped, the remaining two scallywags from Galt look at each other warily before disappearing in a puff of smoke, leaving behind the carnage as Elena's ritual completes blasting through the room and disabling the stone statues.
Osprey shoves the pointy end of his staff through the chests of the two men on the ground, dispatching them with ease, leaving gore on his wooden quarterstaff as the rocs finish digesting their meals. "Pathfinders, regroup at once and head to the Armory as we deal with these statues. It is just through the northern doors. Several people were seen breaking in and I heard some screams from women just before I broke in here to save you." he advises.
Adril's body still appears to be dead.
Adril - Dead
There doesn't seem to be a thought of freeing Andrew before or at the execution, so I'm going to move through the whole thing.
The group arrives to find the gallows arranged in the center of the main square, out in front of the courthouse. Tightly packed throngs of people are gathered as you see children perched on their parents' shoulders. Murmurs whisper through the crowd as they wait for the execution. The Pharasmin executioner from the trial stands on the platform with a stump of wood next to him and the hangman's noose rest off to the side. It appears that the execution will be by beheading.
As the clock tower tolls, you see the doors to the courthouse open and four guards drag and pull on ropes connected to the shackles binding Andrew as the crowd erupts with jeers. Rotten fruit and vegetables are thrown as a few rocks are mixed in. The guards seem to ignore the dangerous projectiles when they might otherwise act due to the relatively impervious nature of Andrew.
He is led sobbing up to the gallows platform as his stuffed animal is gripped tightly in his hands. He is forced to his knees behind the stump and the guards roughly push him down over the wooden block as the Pharasmin guard unsheathes his blade as you see Andrew mouthing words but you are too far to hear.
"All of you gathered here today! For the crime of murder, the Beast shall be beheaded. Pharasma guide your soul, if you have one." the executioner calls out as the crowd roars in approval.
The sword is raised high as you see Andrew's face stiffen oddly. The eyes in his overly large head roll backwards, leaving only the yellowish whites showing as the executioner brings down the blade. It cleaves into his neck, rending flesh and bone, but it clangs as it hits the spine. Andrew's face doesn't grimace, but you suddenly see his body's muscles erupt with force as he starts to struggle against the bonds. The words he was murmuring erupt loudly now. "CAROMARC! CAROMARC! MASTER! CAROMARC!" he cries as he wrenches to his feet, his head lolling a bit to the front and side as to rear-left tendons have been severed. The executioner leaps back in surprise as the guards try to pull him down once more and the crowd realizes that the Beast was only easy led due to his compliance.
With a yank, the four guards are pulled to the ground, their hands wrenched from the ropes. "RAWR!" he bellows as the executioner takes a swing with his greatsword, now merely trying to slay the Beast. Andrew grabs the sword in mid-swing and crushes it, leaving a thin piece of metal to connect the wide blade's tip with its hilt.
Before you can react, the Beast leaps from the stage, slamming into people and knocking them over before fleeing from the city into the nearby swamp. No one dares to stop the Beast as he leaps and runs to freedom.
All that is left from the scene is a dazed crowd, four embarrassed guards and a stuffed teddy bear, wet with tears.
Jim tumbles around the room, trying to avoid the strike from the Once-Aldern, but finds that he is not able to avoid the empowered faceless stalker's ire as the rapier lashes out.
Rapier @ Jim-20 AC: 1d20 + 12 + 2 - 2 ⇒ (17) + 12 + 2 - 2 = 29
The power of Once-Aldern is overwhelming as he stabs into Jim's spine, greatly injuring the man as he moves into a flanking position next to the flailing Elena. Once-Iesha's eyes dart back and forth as Zie and Jim strike.
Medium Fortification-High is Good For Jim: 1d100 ⇒ 42
The mutated Once-Iesha's body contorts around Jim's saber, negating his ability to strike her organs with his saber, but the strikes from Jim, Zie and Rajendra nearly cripple the woman as she seems to be able to dodge a bit easier while holding onto Elena. "Fine! I will end her life and then take you down, dwarf!" yells Once-Iesha as she tries to rip open the healed wound once more on Elena's throat.
Grapple Maintain @ Elena: 1d20 + 13 + 5 ⇒ (1) + 13 + 5 = 19
Based on sheer luck, Elena is able to get free as Once-Iesha fumbles her grasp on the wiggling woman, but Once-Aldern's eyes glow bright red as he moves in and strikes at Raj, changing his target to the deadly archer in the rear, but his blade is fouled on the small table that separates them.
Rapier @ Raj-22 AC: 1d20 + 12 + 2 - 2 ⇒ (1) + 12 + 2 - 2 = 13
Now the group can't complain about dice rolls! Divine providence has moved in to grant you a reprieve!
@Group: Sorry for the delay. Have an important question.
@Fletch: Kalendir acts after you, so you would still need a Stabilization check.
@Alie: Are you sure you want to Create Pit adjacent to the unconscious Fletch? He acts after you and is unconscious, thus will be adjacent to the pit and need to make a save to avoid falling in. If he fails the save, then he falls in and takes 3d6 falling damage, which will kill him. (I also notice that he is next to a second pit and will also need to make that save at the end of his turn this round. Let's ignore the missed saves prior to this.)
Seherab lashes out with his short sword, but the blade is turned away by the strong flesh under the bandages, while Dwizzle leaps forward and heals up some of Hogan's wounds, trying to help keep the strongest dwarf alive.
"This isn't even a fight..." bemoans the masked man on the dais as Ankhef's zombie strikes, landing a hit, but failing to do any meaningful damage to the mummy.
Reflex: 2d20 ⇒ (14, 2) = 16
The more injured mummy appears to be blinded by Ankhef's burst of light as the bandages are singed and Hogan lands a massive blow with his hammer, but the undead creature appears to be quite stout.
Nebta-Khufre waves his hand aimlessly as the mummies attack once more, sheathing the dagger and reclining in the throne. "Please don't die from just my minions. It would be quite boring otherwise."
Red Slam @ Hogan-24 AC | Flank/Dazzle: 1d20 + 14 + 2 - 1 ⇒ (17) + 14 + 2 - 1 = 32
Red Slam @ Hogan-24 AC | Flank: 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19
Jim, choosing to fully commit at this point, lashes out brutally with his saber, cutting into the creature that adopted Aldern's visage, brutally striking him as Elena struggles, unable to cast.
Zie tumbles through the room, but his attempt to strike the Once-Iesha is fruitless as it misses the woman. Rajendra looses four arrows from his bow in short order. Only two of his arrows actually strike the woman as she howls in anger, drinking more blood from Elena's bleeding throat as she squeezes the woman harder, negating Jace's healing.
Maintain Grapple: 1d20 + 13 + 5 ⇒ (13) + 13 + 5 = 31
As Elena is increasingly drained of blood, Once-Aldern seems to summon up more power as he strikes out brutally at Jace. His muscles contort as runes erupt across the body of the creature. Jace immediately recognizes them as evil and stemming from a brutal sect of Norgorber. As Once-Aldern's runes are activated, you see that red runes also appear on Once-Elena's flesh, seemingly causing her to grow more lithe and faster, while Once-Aldern seems to grow stronger and bigger.
Empowered Rapier @ Jace-22 AC: 1d20 + 12 + 2 - 2 ⇒ (12) + 12 + 2 - 2 = 24
Their wounds begin to slowly heal as the runes seem to sear the abrasions and the arrows are slowly pushed out of the wounds.
The Stone Golem that still stands on the floor lashes out at Fletch as the other seems to have found a permanent residence in the pit on the floor.
Slam @ Fletch-25 AC: 1d20 + 22 ⇒ (9) + 22 = 31
Slam @ Fletch-25 AC: 1d20 + 22 ⇒ (11) + 22 = 33
With two quick strikes, Fletch is leveled as the pair of fists lashes out and clocks him twice in the face, sending a spray of blood across the room as the valiant warrior crumples to the floor, though he is still barely hanging on to life.
Eliza continues to chant as the runes around her begin to thrum and expand, working their way across the manor, as Osprey sends out two quick thrusts with his quarterstaff. The blows strike the chest of each Red Raven follower as they step back, dropping their swords and gripping their chests. After a second, they crumple to the ground before decaying into a pile of bones.
The other two are easily swallowed by the large rocs that have descended into the room as the remaining three rush to attack Wynn, stabbing out with their swords.
#6 provokes from Wynn.
Short Sword @ Wynn-28 AC: 1d20 + 10 ⇒ (10) + 10 = 20
However, the attacks are quite useless against the quick archer as he dodges most of the strikes.
As Fletch falls, Morrin tosses back his potion and quickly stands up, though he is still invisible, so no one notices.
Adril - Dead
@Gaarm: You would recognize it, but you also think others might recognize the spikes if they have a cursory knowledge of magical items, so asking about them specifically might be of some use rather than merely asking about iron maiden spikes in general.
@Sir Thomas: Two things: 1) Andrew is a construct with sentience. It may be hard to tell without closer inspection, but he is loosely based off of Frankenstein. 2) I appreciate the dedication to your character, but that wall of dialogue text is really hard to read. In the future, I recommend adding some non-dialogue text (as we talked about) to break up the bolded text and make it easier to read. Actions that you take while you explain, bodily movements or even observations of what is happening around you as you speak.
Also, it appears that the group is ready to move on, but no one has said much to that effect. So I am moving on to the execution.
The group spends the somber night in silence as they sleep and prepare for the morning. The Saviors of Harrowstone are greeted with the blaring of trumpets and the cheering of the patrons of the inn as the hustle and bustle of everyone wakes the group.
Heading downstairs in the twilight before dawn, you see that the dining room and the rest of the first floor are packed with residents as they are wolfing down food and grabbing treats and drinks to go as large swaths of people head towards the center of town. You estimate that you have about an hour before dawn and the execution.