Crushed, Killed, Destroyed. And down. Congratulations, folks, its all over but the paperwork. You do indeed find your lost Pathfinder among the rabble in the cells adjoining the room. Turns out, the priest that was making kissy face with Grimruhn's Earthbreaker was an exiled Taldan noble of a much-maligned and fallen house. Went off, joinrd the cult of Groetus, thought he'd (bwa ha ha) DESTROY THE FOOLS THAT MOCKED him... Or, y'know, not. Feel free to post up questions, comments, odd bits of role-play. I will have chronicle sheets ready for Jonathan to take to your regular Tuesday night game, for those that I do not see at work. Thank you all for your patience with me and with the dice ap...
SHizzle P begins another Epic Rap Battle of History - note the bonuses, above. GM:
Grimruhn/init: 1d20 + 8 ⇒ (1) + 8 = 9 Okotta/init: 1d20 + 5 ⇒ (8) + 5 = 13 Ishwar/init: 1d20 + 0 ⇒ (10) + 0 = 10 Maldrek/init: 1d20 + 2 ⇒ (20) + 2 = 22 Shizzle P/init: 1d20 + 1 ⇒ (4) + 1 = 5 MIles/init: 1d20 + 0 ⇒ (20) + 0 = 20 them cleric/init: 1d20 - 1 ⇒ (8) - 1 = 7 Hecky/init: 1d20 + 6 ⇒ (4) + 6 = 10 Otokka and Griruhn slam open the doors... Before you are a Taldan male in breastplate, holding a flail, an undead humanoid in rotting robes. Know/religion anyone? You can roll as a reaction, but you may not share what you have learned until your own turn. Order
Maldrek, Start the show. Miles, on deck.
As Grimruhn approaches to door to listen at it, a mechanical axe blade sweeps from a slot in the ceiling, taking a vicious swipe! trap attack: 1d20 + 10 ⇒ (4) + 10 = 14 The nimble barbarian is, however, able to dodge the blade. The trap looks as if it must be reset manually. The druid is stabilized and brought around. His frothing invictive is full of insults and threats. I'll take a bluff, Intimidate, or diplomacy roll to get something useful out of him. After taking a moment to see if there are any more surprises (There are not...), Grimruhn reaches the door, but does not hear anything beyond what might be the cracking of a torch behind it.
Before Grimruhn pounds it into pate', the rat takes a last, desperate bit at Otokka: 1d20 + 2 ⇒ (18) + 2 = 20 1d4 ⇒ 4 Otokka, a DC 11 Fort save, if you would be so kind... As the rat distracts itself on the Nagaji-snack, however, Grimruhn does what Grimruhn does, and our combat is over. The druid is still, technically, alive, but not long for this world. He is carrying a club and a heavy wooden shield. A quick search of the warehouse reveals some mundane supplies, but nothing immediately useful. You definately do not see your missing Pathfinder, but there is that set of double doors in the east wall... What will you do?
Unfortunately, the rat's teeth seem to be smarter than the monk... The druid, frothing invective like his partner you killed earlier, makes a few mystical passes over his cudgel. dc16 spellcraft:
shillelagh The other rats scramble about, looking to hamstring Ishwar and Otokka - though the second runs too far to take a good bite just yet. Ishwar, you get an AoO on Rat 3 as it moves into position. RAT 2 ATTACK! Not flanking cuz 1 is too slow...: 1d20 + 1 ⇒ (5) + 1 = 6 Rat 2 takes a bite at Ishwar, but comes nowhere near, and thus we arrive at Rat 2 < monk < Rat 1's teeth... Ishwar - its your AoO, then Maldrek. Mal, if what you're doing doesn't effect rat3, go ahead and act.
It is a matter of less than an hour, and you reach the warehouse. The doors and windows are tightly barred - possibly nailed shut, but, as is the custom in the warm climate of Taldor, a quick boost and a look confirms that there is a trap door on the roof of the small establishment. You easily make the roof, open the unlocked trap door, and drop inside. A few lamps light the room. And you are not alone... GM:
G: 1d20 + 4 ⇒ (1) + 4 = 5 I: 1d20 + 2 ⇒ (18) + 2 = 20 MT: 1d20 + 4 ⇒ (8) + 4 = 12 MC: 1d20 + 2 ⇒ (2) + 2 = 4 O: 1d20 + 5 ⇒ (19) + 5 = 24 S: 1d20 + 4 ⇒ (4) + 4 = 8 them Dr: 1d20 + 7 ⇒ (12) + 7 = 19 R1: 1d20 + 4 ⇒ (4) + 4 = 8 R2: 1d20 + 4 ⇒ (14) + 4 = 18 R3: 1d20 + 4 ⇒ (9) + 4 = 13 INit
ORDER FOR THE SURPRISE ROUND: (IF you are not on this list, you cannot act yet) Otokka
Yes, these guys look amazingly like the gang from teh bar fight. Otokka, you are up!
The prisoners have heard their captors talking about the coopers warehouse, but, beyond its new purpose as a cult hideout, there is nothing particularly interesting to know. Apparently, beer is not put into the barrels until after they LEAVE the warehouse... The Imperial Shipyards are largely the reason that the city of Cassomir exists - miles and miles of ports, drydocks, and construction shops. You are not far from the cooper's warehouse where you sand now. All signs indicate that your missing Pathfinder is at the warehouse.
Miles's enhanced swing is enough to finish the evil cleric. A perfunctory search finds 2 potions of CLW, a suit of +1 half-plate, a masterwork heavy flail, and an unholy symbol of a skull's face superimposed on a full moon. Knowledge/Reglion DC15:
This is the symbol of Groetus, NE God of the End Times She also bears a note with directions to a cooper's warehouse on the south side of the Imperial Shipyards, where a "Cult of Nature's Cataclysm" meets and gathers supplies.
As Okotta's blade swishes past the woman, an angry sneer crosses her face. Her fist closes around something hanging around her neck, and a wave of not-quite-visable, not-quite tangible darkness flows from her, racking those around her with pain and hopelessness. Paperwork of misery. open to the public:
Neg. Energy channel, hits Ishwar, Miles, Okotta, and Grimruhn.
Everyone saves for half. negative energy damage: 2d6 ⇒ (1, 4) = 5 Ishwar, Okotta,Grimruhn , and Miles take 2 points of negative energy damage. Okotta sees that she had grasped s medallion that looked like a full moon superimposed with a skull, but he does not recognize its significance.
Spoiler:
Grimruhn/init: 1d20 + 8 ⇒ (4) + 8 = 12 Okotta/init: 1d20 + 5 ⇒ (7) + 5 = 12 Ishwar/init: 1d20 + 0 ⇒ (20) + 0 = 20 Maldrek/init: 1d20 + 2 ⇒ (16) + 2 = 18 Shizzle P/init: 1d20 + 1 ⇒ (17) + 1 = 18 MIles/init: 1d20 + 0 ⇒ (20) + 0 = 20 them CAp'n/init: 1d20 - 1 ⇒ (11) - 1 = 10 fast zombie/init: 1d20 + 0 ⇒ (12) + 0 = 12 Map updated.
Maldrek, then Shizzle can act in the surprise round. After that, here is the order:
Maldrek, I believe that you were all set to go a-blastin'.
Okotta and Ishwar are in the aft cabin, Maldrek is among the captives, (Though he is staying put if anyone moves them). I'm going to assume Grimruhn and Miles are in the aft cabin as well. Shizzle P is just out of sight of the shouting woman, who is not alone on the ballista deck. Anyone else acting?
Gm paperwork:
1d20 + 6 ⇒ (4) + 6 = 10 "Oh, by the Moon-lit Face of the End Times...ORCS! Move the captives to the fore cabin! I have help here, and I can't have it nibbling on the stock! SHarp, now! Brothers of the cause or not, you'll still have a lick of the cat if you keep me waiting!" How would you like to proceed?
There are muffled sounds of movement, as people move from the upper deck to the gun deck - the one above you. After a minute or two, Shizzle sees a woman's face peering down the hatch. There are a few moments of tense silence. "I cannot help but notice that there is no water on the deck. What in the Blasted Swamps of Abaddon is going on down there, you HALFWITS!" She begins speaking in a slow, deliberate, menacing tone, but is screaming by the end. before we go any further - Miles, Grimruhn, Maldrek - staying in plain sight, hiding in a cabin, or making a stealth check to hide in teh main hold? I'll update the map late tonight
The halforcs are easily bound, and, after a bit of bandaging, they are brought around, grumbling and groggy. A few questions reveal nothing useful in their sullen answers. But as they party pokes and prods, a loud voice from above, muffled by the intervening decks, shouts "Orcs! Why in the Nine Hells is no-one on deck!"
A search of the halforcs turns up the Pathfinder Cestis's wayfinder and four potions of cure light wounds. The slaves confirm that Cestis was never brought here - one of the halforcs had taken it from the Pathfinder when they were first captured. They think that the halforc monks and the rest of their captors are part of some strange cult. No sign of where they might have taken Cestis can be found. What would you like to do?
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