Following the entreaties by Ryskovich and Shenendril, Vylk extends a trembling hand, clawed fingers extended, palm up as if cupped to gather the moonlight itself. "Can this really be at an end?" the werewolf asks, its voice sounding less wolven and more like a man's than it had a moment earlier. And that's a wrap! Nice work on surviving the high tier. I'll get chronicle sheets out to you guys shortly. I'll leave the day job section blank. Feel free to roll here and fill it in yourselves.
The tension goes out of his muscled frame and his voice breaks as he says, "You're right, but what does it matter? I have already done so much, lost so much of myself to the wolf. Even now, you cannot imagine how much it takes for me not to spill your blood. I'd never make it to Absalom to get the wolfsbane I need to end it." One more success on Diplomacy will settle this. Offering him the wolfsbane you bought will grant you a bonus. The DC has lowered as his attitude has improved, but do be careful as a substantial failure can still provoke a fight.
The great beast cocks his head, as though affected by Sakura's plea. Vylk locks eyes with her, seemingly willing to listen, though a low growl issues from his throat when the others chime in. You get the sense that some part of Vylk is still in there and he's willing to listen. But he's poised on a knife edge. Another significant failure and he's likely to attack.
Ryskovich walks a narrow plank out over a sinkhole. The beam is more pliant than he'd anticipated and it bows dangerously, leaving the swashbuckler waving his arms to avoid falling in. Meanwhile, with a burst of speed, Ilarien soars above a crowded mob and a high wall, speeding past the lumbering werewolf. She turns to face him from a safe height, the Rutowski manor looming in the near distance at her back. The werebeast pauses its gallop, locks eyes with her, curls its lip and snarls. As the others come running up the street, Vilk casts a glance their way and says in a guttural tone, "So you're the lap dogs the Society sent after me? Too little, too late." Ilarien clearly hears the sound of growling from an alley beside Vilk. Another of those fiendish wolfhounds lurks there. "How shall we do this, little ones?" Vilk says, as the rest of the team catches up. You have the option of trying to reason with him, or you can simply attack. If you'd like to go the diplomatic route, please give us a little RP and a diplo check.
Spoiler:
1d20 + 23 ⇒ (16) + 23 = 39
1d20 + 15 ⇒ (7) + 15 = 22 Yes. Sorry, I should've placed him on the chart and in initiative. Ilarien, with your fly hex, you get a +6 bonus to all your checks due to your increased speed. (You get +2 for every ten feet by which you exceed 30' and likewise take a -2 for each 10' by which you are below 30'.
That's no problem, Ilarien. Feel free to get creative with your abilities if you're not confident you can make one of the skill checks. ~~+~~Initiative~~+~ Shenedril
Feel free to move yourselves on the slides.
When you're ready... Tracking Venk through the rest of the sewer is pretty straightforward, as he ran through the muck seemingly in a blind dash. You emerge from a stinking outpipe. The mouth-filling stench of the sewers finally breaks in the
A wolf's howl pierces the air and you see the terrible werewolf bolting down a city street, heading toward the home of Markov Rutowski! From here, you have to engage in a chase sequence. I posted the rules on the slide. You can act in any order, but to keep things orderly, let's go one at a time. We haven't heard from Zandu in quite a while, so let's just leave him out of this sequence. Bold can act! ~~+~~Initiative~~+~ Shenedril
Will: 1d20 - 3 ⇒ (14) - 3 = 11 Ilarien finds it laughably easy to affect the Pink ooze's mind as her elemental bashes the Green one out of existence. Pink slurks forward and tries to slam Shenedril, but can't connect. 1d20 + 5 ⇒ (9) + 5 = 14
~~+~~Initiative~~+~~ Shenendril -4 hp, -7 dex (round 2)
Sakura lands a solid shot on the ooze, leaving it wobbling. Zandu takes a 5' step closer to the action and fires his blast at the swarm, destroying it! kinetiist thing: 1d20 + 9 ⇒ (11) + 9 = 20
~~+~~Initiative~~+~~ Shenendril -4 hp, -7 dex (round 2)
Sorry, Sakura. I didn't pull your damage into the tracker, but yes your shield bash hurt it. Ryskovich, your first attack is enough to kill Blue. You can take a 5' step before delivering your second bash to Green. I'll proceed as if you take that option, but if you don't want to, I'm happy to retcon. Shenendril shakes off the distracting effect of the swarm, but takes more poison damage. Dex damage: 1d4 ⇒ 4 ~~+~~Initiative~~+~~ Shenendril -4 hp, -7 dex (round 2)
Zeta's blade passes straight through the ooze. With a thwap! and a sploosh! it reforms into two identical jellies. The newly created one slurks around the column while the other two retaliate. Blue attacks Sakura slam: 1d20 + 5 ⇒ (18) + 5 = 23
Green attacks Zeta
~~+~~Initiative~~+~~ Shenendril -4 hp, -3 dex (round 1), 2 fort saves needed
Reflex: 1d20 + 7 ⇒ (13) + 7 = 20 Reflex: 1d20 + 7 ⇒ (1) + 7 = 8 1d4 + 3 ⇒ (3) + 3 = 6 The elemental's vortex tears ragged holes in the swarm, its area of effect seemingly especially harmful to them. ~~+~~Initiative~~+~~ Shenendril -4 hp, -3 dex (round 1), 2 fort saves needed
Will: 1d20 + 3 ⇒ (11) + 3 = 14 The swarm is plagued with bad luck! Ryskovich feels the sting of the centipedes' poison, but luckily shakes off the nausea effect. Dex damage: 1d4 ⇒ 4 ~~+~~Initiative~~+~~ Shenendril -4 hp, -3 dex (round 1), 2 fort saves needed
Will: 1d20 + 3 ⇒ (8) + 3 = 11 The swarm is plagued with bad luck! What's the damage on the vortex? Ryskovich feels the sting of the centipedes' poison, but luckily shakes off the nausea effect. Dex damage: 1d4 ⇒ 2 ~~+~~Initiative~~+~~ Shenendril -4 hp, -3 dex (round 1), 2 fort saves needed
Shenendril feels the swarms poison take hold as she switches out her bow for a wand. Ryskovich lands a solid blow against the ooze. Dex damage: 1d4 ⇒ 3 The swarm moves for a tasty group of morsels and surges around Ryskovich, Shenendrilm and Sakura ~~+~~Initiative~~+~~ Shenendril -4 hp, -3 dex (round 1), 2 fort saves needed
Zandu sloshes his way forward and unleashes a kinetic blast at the swarm. 1d20 + 10 ⇒ (5) + 10 = 15
The two jellies attack Sakura. 1d20 + 5 ⇒ (2) + 5 = 7
1d20 + 5 ⇒ (19) + 5 = 24
~~+~~Initiative~~+~~ Shenendril -4, 2 Fort saves needed
I have backsie a little something. When Shenendril's arrow hit the ooze, it split in two. Sakura, as we're in block initiative, you can choose whether you'd move to be adjacent to them, knowing what you know. The oozes will act when you've decided. My apologies for the mix-up. I didn't think piercing damage could cause Split but it apparently can. ~~+~~Initiative~~+~~ Shenendril -4, 2 Fort saves needed
Just as Shenendril expected, her arrow seems to have had no effect. It hisses through the jelly with a sploosh swarm reflex: 1d20 + 7 ⇒ (20) + 7 = 27
As they draw close, Ryskovich and Zeta attack. The rondolero looks might good swinging his sword, but it slashes harmlessly through the centipede swarm. They sting and bite Shenendril and Zeta.
I need two Fort saves from each of you: The first for poison and the second for distraction ~~+~~Initiative~~+~~ Shenendril -4
Vellestir the Wise wrote:
Does Vellestir have the action economy to flight, attack, and fly away? I'll process the readied actions once we get input from the other players and I can move the enemies.
Moving us along... Just outside the ambit of Ilarien's light, there is movement in the tunnels to north and the south. Dim light beyond 20' from Ilarien's position. Sakura's keen darkvision reveals a thick swarm of insects roiling the icky waters to the north, and a massive blob of some fetid goo to the south. Initiative:
Ilarien: 1d20 + 4 ⇒ (10) + 4 = 14 Zandu: 1d20 + 5 ⇒ (13) + 5 = 18 Ryskovich: 1d20 + 9 ⇒ (10) + 9 = 19 Zeta: 1d20 + 4 ⇒ (3) + 4 = 7 Shenendril: 1d20 + 3 ⇒ (19) + 3 = 22 Sakura: 1d20 ⇒ 20 bad1: 1d20 ⇒ 13 bad1: 1d20 ⇒ 6 ~~+~~Initiative~~+~~ Shenendril
Noses full of the wretched air, Ryskovich and Shenendril edge their way deeper into the sewer. From their vantage, they can see into side channels, both of which end abruptly at a grated pipe. A steady trickle of greasy fluid drips from them, adding to the chorus of plinks and plops echoing in the dark. Ryskovich notes a clawed bipedal footprint in the slime covering the stone floor beside him. BTW, what are you guys doing for light?
Once inside the tunnels... The tight confines of the courthouse sewers eventually open into
The green areas on the map are sewer water. They are 2 feet deep, count as difficult terrain, and reek from here to the Boneyard. The gray lining portions of the wall are raised above the water. Venk's trail definitely came this way... Feel free to move up to the shadowed areas and to rearrange the party as you see fit.
The last wolf wobbles on his feet, then topples over. Will: 1d20 + 4 ⇒ (1) + 4 = 5 Assuming you guys quickly coup de grace the thing, that's us out of intiative. Judge Pradowca shouts a thank you and says, "Venk went that way!" pointing to a row of holding cells behind the courtroom. Inside one of the cells is a torn-open sewer grate. It looks like Venk is running from you. You have a short amount of time to heal up, but don't spend too much time on it as you are in hot pursuit. As you depart, the judge tosses a ceremonial sword to you, with the following statistics: This ornate sword and belt impart uncanny confidence
Botting Zandu The sorcerer gathers power and fires at Green. He lands a hit, but doesn't repel the wolf. Attack, Heroism, PBS: 1d20 + 9 + 2 + 1 ⇒ (8) + 9 + 2 + 1 = 20
Green continues attacking Sakura... bite: 1d20 + 7 ⇒ (7) + 7 = 14
claw: 1d20 + 7 ⇒ (17) + 7 = 24
claw: 1d20 + 7 ⇒ (13) + 7 = 20
~~+~~Initiative~~+~~
Ryskovich vents his quite understandable frustration and splits the Pink Wolf in half! Viscera spill out onto the floor. It lies there smoking, wafting eerie shadowy vapors, which, while creepy seem entirely harmless. The Red Wolf, smelling blood, snaps at Sakura, but only manages to scratch her. bite: 1d20 + 7 ⇒ (10) + 7 = 17
claw: 1d20 + 7 ⇒ (13) + 7 = 20
claw: 1d20 + 7 ⇒ (4) + 7 = 11
~~+~~Initiative~~+~~
Sakura lands a vicious hit against Red Wolf, but it stays up! Pink lashes out against Vellestir. Vellestir, correct me if you're using a spear with reach and I'll choose a new target (Ryskovich). bite: 1d20 + 7 ⇒ (8) + 7 = 15
claw: 1d20 + 7 ⇒ (20) + 7 = 27
confirming: 1d20 + 7 ⇒ (6) + 7 = 13 bite: 1d20 + 7 ⇒ (9) + 7 = 16
~~+~~Initiative~~+~~
Shenendril and Ilarien heal Ryoskovich back to consciousness. Zeta's blast goes wide as does an attack from Zeta. Vellestir connects. Green closes with Sakura and attacks. Its felling bite misses, as does its first claw attack, but the second one lands. 1d20 + 7 ⇒ (2) + 7 = 9
1d20 + 7 ⇒ (9) + 7 = 16
1d20 + 7 ⇒ (19) + 7 = 26
~~+~~Initiative~~+~~
Ryskovich valliantly keeps up the fight, dealing a heavy blow to Pink. Red wolf attacks Sakura. bite: 1d20 + 7 ⇒ (11) + 7 = 18 claw: 1d20 + 7 ⇒ (12) + 7 = 19 claw: 1d20 + 7 ⇒ (15) + 7 = 22
map updated to reflect Zandu's successful bull rush. ~~+~~Initiative~~+~~
Sakura slashes Red Wolf with a mean strike while Zandu sizes up his opponent. He just knows he's gonna deliver a wallop. Pink Wolf can't resist attacking the downed swashbuckler. bite: 1d20 + 7 ⇒ (11) + 7 = 18
claw: 1d20 + 7 ⇒ (11) + 7 = 18
claw: 1d20 + 7 ⇒ (16) + 7 = 23
It savages the graceful swordfighter, despite his desperate parries. Were it not for Shenendril's ministrations, he'd be in desperate shape indeed. ~~+~~Initiative~~+~~
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