Joska continues to attack the helmed warrior, landing another strike with her sword, but unable to follow up with the shield bash. Missy's swing of her mace glances off a plate of his armor. (Sword Hit, Shield Miss; Missy Miss) Meraati, I am totally fine with you manipulating Amelia right now
Nicolette and Kevin find themselves assailed by the flaming words, but manage to fend off the worst of it. They each close in on the cultist woman, yet are unable to land a blow. Callen closes in and snaps off a shot, but it goes far overhead. (Both Save; all attacks Miss) Free Action: 5 foot step
Swift Action: Fervor
Fervor: 1d6 ⇒ 3
Hit Points:
Hosilla: -10 Guardian: -21 End of round, All Players are up
Okay, I am back!! Thank you all for your patience. Let's get back to kicking evil's butt! I want to throw out there I am okay with scrolls and potions being stored in an "easily accessible" bandolier, belt sleeve, or something similar, allowing them to be drawn as 'part of' a move action, just like drawing a weapon. And don't worry, I won't be shattering/burning them with every spell (though if you fall off a 500' cliff into a pit of lava, there may be some item saving throws). It's not strictly in the rules without feats or super special gear, but it makes using disposable items (scrolls, potions, wands, alchemical equip, etc) a little more reasonable.
As the woman sprints past the falling Amelia, Kevin lands a blow across her shoulders. Her movement stole some of its potential, but he felt his blade connect true, yielding a stumble and a grimace of pain. Hit Nicolette trusts in her agility and nimbly darts past the woman, cutting off her escape and putting her offguard, forcing her to fight on two fronts. Despite this, the woman narrowly evades Kevin's follow up blow as he closes on her. Miss Back in the chamber, a battle wages beneath the statue of Baphomet. Joska lands two solid strikes with both her shield and sword, and Missy catches the warrior in the knee with her mace. Callen's shot deflects off the warrior's arrow, having been aimed too wide to avoid his allies. Joska and Missy - All Hit (no crit), Callen - Miss Meraati hurries up to Amelia, and drawing forth a scroll, summons and arcane spell to mend their fallen ally's wounds. Amelia's body lies still for a second, before she gasps for air and her eyes flutter open, looking up at Meraati.
Free Action: 5 foot step
Grdn vs Oppressive Boredom, Will Save: 1d20 + 5 ⇒ (13) + 5 = 18
Hit Points:
Hosilla: -10 Guardian: -16 End of Round 2, All Players are up!
Yes, Hosilla's movement was a normal move action, not a full action withdraw, so Kevin gets an Attack of Opportunity! Unfortunately, from her starting square she had cover from Nicolette, which means Nicolette does not get an attack of opportunity. Cover Hosilla used Power Attack in her Surprise Round attack on Amelia, causing it to apply to all her attacks until her next turn. That would include the Attack of Opportunity. Power Attack And though never added to a FAQ, back in the earlier days of Pathfinder, Sean K Reynolds weighed in on the use of Power Attack at varied times in the round, which, given his role at the time as a lead developer, has been generally accepted as canon since then. (Of course, the ambiguous language of "an attack" as opposed to "any attack" continues to be debated to this day) ------ Wow, I made a mess of that last post!!! Where to begin! I had typed it out in the following order:
In previewing the action, I completed the description of each action. Then I thought, "Oh, I should list the Attack of Opportunity first, as that would've happened prior to the NPCs other actions." Which, is correct. So I copy and pasted the action from 'position 3' to 'position 2'. But the forum doesn't assign a die roll to a specific line of text, it is merely in the order of rolls within the post. As such, this flipped the d20 rolls, causing the Attack of Opportunity to now be a miss (it now got the '10' roll, totalling 18), and the saving throw to be a hit (it now got the '16' roll, totalling 21). So, to correct that mess: Kevin, you do not take 14 damage, as the attack misses. Meraati, your spell remains successful for the first round, as I boneheaded the whole thing! Yay for writing posts on little sleep! On the plus side, my sister is recovering well, and I will be transitioning back to "supportive aunt life" over the next couple days. Thank you all for your patience.
No worries, life gets a bit crazy for everyone this time of year. Botting Joska The woman who just struck Amelia turns toward her approaching adversaries, a glimmer of malice in her eyes. As Kevin closes (AoO), she slashes out quickly with her polearm, striking the paladin cruelly. Attack of Opportunity on Kevin's approach, power attack, judgment (justice)
Grdn vs Oppressive Boredom, Will Save: 1d20 + 5 ⇒ (16) + 5 = 21
With Nicolette following closely behind Kevin, the woman considers her changing situation. Shortening her grip, she turns back to Amelia and swings at the injured wizard. Already wounded, the second blow causes Amelia to cry out before collapsing under the weight of the blow, unconscious. Free Action: Polearm Expertise, shift grip.
Amelia:
-2/20 The woman does not hesitate a moment, and flees into the chamber beyond. All Players may now act
At Kevin's suggestion that they can eat, the two lads Gram and Hurn quickly grab two bowls with their now unshackled hands and scoop up some of the stew from within the pot. They begin consuming it with ravenous abandon. Nicolette looks around the kitchen to find Amelia's current condition, and realizes she is not there. She had been outside the previous room when you had lunch to your attack, though you had not seen her movement during the combat. Suddenly, you hear a screen, the telltale voice of a young, terrified and injured human woman, from the room behind you. A moment after later, a brusk female voices calls out, "Get it, we need to move!" INITIATIVE:
Init(callen): 1d20 + 8 ⇒ (7) + 8 = 15 Init(joska): 1d20 + 3 ⇒ (18) + 3 = 21 Init(kevin): 1d20 + 2 ⇒ (4) + 2 = 6 Init(meraati): 1d20 + 5 ⇒ (5) + 5 = 10 Init(missy): 1d20 + 4 ⇒ (5) + 4 = 9 Init(nicolette): 1d20 + 4 ⇒ (5) + 4 = 9 Init(cultist): 1d20 + 1 ⇒ (5) + 1 = 6 All Players may act (Kevin by a hair's breath). For those moving towards the sound on their initiative... Returning to the larger chamber, you find a tall man in darkened chain and plate with a spike shield and a gnarled gauntlet hoisting the desiccated heart from the table. Beyond him a slimly built woman with raven hair stands before the doorway, her glaive clearly having just struck a nasty wound to a terrified looking Amelia.
Hey, sorry for the delay. I've had a rough few days at work coupled with being on full aunt duty with my sister sick (not covid, thankfully). I am going to grab a few hours of sleep then get a post up in the morning. Thank you all. Joska, sounds like you are having a rough week as well. Much love and support for you!
Kevin:
Neither boy bears the mark of evil, yet both has a faint lingering presence of evil upon them. Perhaps some spell or effect of a dark nature was used on them before? The two prisoners, for from their shackles it is clear their position is not by choice, seem to calm a bit as they look across your many varied faces. Indeed, their eyes seem to dart back and forth between the likes of Nicolette, Joska, and Missy to Kevin, Meraati, and Callen. Finally, after Kevin approaches and speaks calmly, his twisted visage lending a sense of kindness and genuine concern, one of them opens it's mouth, still somewhat uncertain. "Us den not you kill? Say Kudrani sundwellers our blood seek. But us like are you?" The other stammers further, "Neathholm! Sent you Chief Sull did? Gram named am I. And Hurn he is. The keys..." He looks down and starts to point at the keys Callen is just pulling from a pouch on the third fallen traitor underfolk. As you have a few more moments to observe them, the boy Gram and Hurn are at the young end of adolescence, and both have been starved, and both have clearly suffered multiple wounds (old and new).
The combined assault of Nicolette's throwing needle, Joska's shield bash, and Kevin's divinely guided blow end the final traitor's life in a flurry of punishment. Lots of hits and a crit, dead Combat Ended The two chained underfolk slaves cower back against the wall, having dropped the giant pot of stew as they fled back from the melee. Their mutations are many, making age hard to determine, but you would guess early adolescence. From their scrawny, scarred state and tattered clothes, it is clear they were here unwillingly. Looking about the room, you are slightly surprised to realize it is a rather well stocked kitchen and larder. Several casks are stacked to the right, no doubt filled with some fermented beverage. Two stone hearths with grill racks atop them are on the two far walls, and food stuffs and supplies are stacked in crates and shelves.
Botting Missy Missy pulls in close behind her allies, not within reach of the melee itself, but ready to respond should someone be injured. Callen's downward blow cleaves in viciously to the mongrel, who howls in frustration before his life is stolen by the halfling's surprisingly powerful strike. Hit, Dead Infuriated, the lone remaining traitor mongrel swings its flail at Joska, while the two slaves look on in shock. Mongrel v Joska: 1d20 + 4 ⇒ (15) + 4 = 19 Despite a mighty attempt, Joska deflects the blow away with her heavy shield. Miss Round 3, All Players may act!
For those in the United States, Happy Thanksgiving! Yes, I am a day late, some of us were working yesterday... I am thankful for a great group of players who are invested in a shared storytelling experience. It's been a blast so far on this great adventure with you all! In other news, we also owe thanks to Smooshie/Nicolette, who started a group inventory file, which is now linked up top by the Battle Map.
Mongrel AoO v Joska: 1d20 + 4 ⇒ (10) + 4 = 14 The traitor swings at Joska as she moves past, but her armor and defensive skill deflects the attack. Following her move, Joska strikes at the third mongrel, but in defending herself has left her swing off balance and it glances of her foe's flail. Miss Nicolette snaps off two of her throwing needles, but in the chaos of combat, they fail to land true. Both Miss Kevin steps up and attacks the mongrel who threw the case of wine at him earlier. His sword lands a glancing wound on the man's shoulder. Hit Callen, Meraati, & Missy, you are up.
The unexpected forceful strike of Callen against the lower corner of the door has enough force to knock the already beleaguered mongrels off balance, and you hear them cry out in frustration before you see them stumble back from the opening door. Nicolette you may roll for your readied attack. Round 2
Mongrel #2, Callen: 1d20 + 4 ⇒ (2) + 4 = 6
All Players may act for Round 2, I will resolve Nicolette's readied attack at the end of Round 1 before the rest. Post at 11:45 am EST
Thanks Kevin, positioning looks good. Botting Meraati and Missy for surprise round The underfolk traitor is completely unprepared for neither Kevin's sword to cleave into his shoulder nor Nicolette's needle to strike him in the throat. With a howl of pain he tumbles backward, the side of meat crashing down atop him. Callen's arrow careens off the wall and manages to punch into the cask of ale, causing a dribble of some dark fermented beverage to ooze out. Missy and Joska hurry forward to lend their aid to the conflict, while Meraati once more calls on the strength of her words to inspire her allies (inspire courage). ROUND 1
Thrown Cask vs Kevin: 1d20 + 2 - 4 ⇒ (3) + 2 - 4 = 1 Athletics to Brace Door: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27 The thrown cask hits the wall low and with so little force that it simply falls to the ground, still intact. All Players may act
Sense Motive:
Sense Motive: 1d20 + 2 ⇒ (7) + 2 = 9 Sense Motive: 1d20 - 1 ⇒ (11) - 1 = 10 There is a brief pause following Callen's attempted deception. The seconds tick by like hours, until a loud burst of laughter erupts from within. "Haaa! Knews did I it! Skyborn, trust it none, I did say! Likin' looks to-" the voice cuts off abruptly as the underfolk traitor opens the door, a large side of roasted meat in one hand and a cleaver in the other, to see Kevin standing before him with his sword drawn. Behind him are two more, one with a cask of what is likely ale, and a third leading a pair of young mutants in chains who are carrying a large pot. Surprise Round Everyone may act as appropriate for a surprise round (standard or move action, no full). INITIATIVE:
Init(callen): 1d20 + 8 ⇒ (2) + 8 = 10 Init(joska): 1d20 + 3 ⇒ (16) + 3 = 19 Init(kevin): 1d20 + 2 ⇒ (1) + 2 = 3 Init(meraati): 1d20 + 5 ⇒ (2) + 5 = 7 Init(missy): 1d20 + 4 ⇒ (9) + 4 = 13 Init(nicolette): 1d20 + 4 ⇒ (9) + 4 = 13 Init(mongrel): 1d20 + 1 ⇒ (19) + 1 = 20 Edit: I am having trouble editing the Google Map from work, not sure if it's an update to our web security or what.
Nicolette (Perception):
The door appears to be untrapped, though well made like the others. The hall leading up to it shows a bit more wear on the stone than in other areas, further suggesting a high level of traffic. As you kneel at the door checking it, you hear a muffled, deep voice within, "Say what those voices? Think fighting done it be?" Another voice quicky replies, "Shut it, we what happened know not!" Callen (Religion): Magical items and relics generally take a stronger force than what could normally destroy their mundane form. Often an energy of opposing nature can be more effective. Fire vs Cold, etc.
Callen & Nicolette (Heal):
Even in its dried up, shrunken form, the heart is big. It has enough weight that Callen's arrows begin to bend as he uses them to lift it to the table. The heart is at least five times the size of a human heart, possibly more, and the valve structure looks different. Joska (Religion):
Though you know little of the cult of Baphomet, you recall that some religions will carry or offer prayers to relics - objects of holy significance that hold within them a body part or organ of a fallen saint or leader of their faith. If that is it's nature, what manner of creature would be vile enough to have it's heart entombed in this statue? Posted at 11:10 pm EST
The large chamber clearly serves as a dining hall and gathering room, though the eery presence of the statue of Baphomet glaring down, with the stain of dried blood on the floor before it, casts a sinister feel to the space. As you search over the bodies of the fallen, you collect the following: Mongrels (5):
Their armor is a piecemeal combination of leather, hide, and bits of chain. Though serviceable, you all trust your personal armor is more substantial than that which is offered here. Their melee weapons are functional and at least basically maintained, though again they're not of particularly respectable quality. You recover two long swords, a battle axe, and two spiked clubs. In addition you find three daggers, a clutch of four javelins, and a light crossbows with 10 bolts. Across the entire group you collect 49 gold, 67 silver, and 50 copper. Templars:
The false knights are appointed similar to the pair found in the tunnels outside Neathholm. Tabard of Iomedae, chain shirt, helm, glaive, spiked gauntlet, (un)holy symbol of Baphomet on leather cord; combined 1 platinum, 57 gold, 34 silver. Mongrel Warlord:
masterwork chain shirt, masterwork spear (long bladed, can do P or S damage), hand axe, spell component pouch, scroll of expeditious retreat; no coins or other personal effects on him. Weapon Rack:
The weapons on the racks are the mixed quality, and come from varied origins. They were likely scavenged from multiple battlefields. Morningstar x2, spear X3, heavy mace x1, scimitar x2, halberd x1, warhammer x2, bastard sword x1 Callen takes in the layout of the chamber, noting the four unopened doors exiting the grand room. The three to the west, north, and east are smaller, simple wooden doors. The fourth, in the southeast corner of the room, is set back down a short hallway, and darkened bootprints and footprints crossing through the bloodstain before the statue suggest a high level of traffic goes in and out. Callen (statue): After interacting with it, you are surprised to realize the statue is not stone, but rather some kind of ceramic, and is hollow, at least in the torso. The statue is mounted to a wooden base plate, and two chains run from hooks on the back to the wall behind it, no doubt to stabilize it. Interestingly, you find a thin seem on the lower, right rear ribs, and using your knife, are able to pry open a tightly fit plate. Within the compartment you find a desiccated heart.
Nicolette rushes in, surrounding the underfolk traitor towering over Missy. With Kevin at it's back, the creature is ill-prepared to be surrounded, and fails to get it's guard up in time to defend the thin elven blade pierces his lung, stealing his last vestiges of life after Missy's earlier wound. Hit + sneak attack from flanking, Dead Callen's arrow strikes the underfolk nearest the wall square in the chest. Meraati's whip crack then draws his attention away as he recovers from the wound, leaving Missy, now freed by Nicolette's action, to defeat the traitor with her righteous words! Aid Another to Missy, Callen and Missy Both Hit, Dead Kevin, you had a critical threat, but didn't roll a confirmation
---------------
You each take a deep breath and check as you find yourselves standing at the end of the furious conflict, with the two templars, a host of underfolk traitors, and one of their elite, all defeated!
Hey team, sorry for the delay, had a beast of a day at work yesterday with 4 team members calling out, then got home late to find my whole extended neighborhood blacked out. Someone hit a transformer apparently. Just got power and internet restored, getting post formatted and up shortly. Also, I am editing a couple people's actions slightly to account for defeated foes (I will always do this so actions, and good rolls, are not wasted).
Nicolette snaps off a pair of her needles at the two foes; the first lands with a clean thwap as it punches through the mongrel's patchwork armor, but the second throw glances off the templar's chain. First Hits, Second Misses Joska brings her full might to bear against the Templar, knocking the man back with her shield before delivering the killing blow with her blade. Both Hit, dead The diminutive Missy lands a valiant blow upon her aggressor, which let's out a pained howl.Hit Even as he mends his own wounds Kevin swings his morningstar at the robed mongrel, but finds him a devious foe as he brings a magical barrier forward on his arm to deflect the attack. Miss Callen's arrow is barely off his bow when it strikes the mongrel. Already wounded by Nicolette's needle, the vile warrior tumbles backward from the powerful shot. Hit, dead Botting Meraati moves forward into the room and casts her gaze upon the mongrel at Kevin's back. Demoralized The two fallen underfolk continue to fight on, emboldened by the presence of the robed one.
The robed mongrel thrusts again at Kevin.
Begin Round 4, All Players may act
Kevin, I see what happened. When I wrote the post, you had not yet posted, so I had included a botted action for you near the top, an attack. Then I hit submit, only to see you had posted in the interim. So I clicked Edit and deleted it, which in turn shuffled all the d20 rolls down. Hence the 20 showing up now as a confirmation roll. The hit will still stand, and if I need to make such a change in the future, I will use a Strikethrough. The Templar laughs audibly as Kevin drops his sword under compulsion. His laughter is cut off and his eyes go wide as the paladin's morningstar shatters his jaw, sending him unconscious across the floor. Hit Joska lands a vicious sword blow on the underfolk traitor pressing her from the table's edge, then Callen's arrow stikes him in the chest, and he crumples onto the table before him. Both Hit Missy swings valiantly at her foe, but is off balance and catches her mace on the table. Miss Nicolette once again summons the shadows to cloak her movements, while Meraati unleashes her force of will on the Templar in her line of sight, weakening his resolve. --- Despite their losses, the traitor underfolk continue to attack their targets.
The robed underfolk rushes forward, thrusting with his wicked looking spear at Kevin.
-------
What an utterly useless round of attacks! All Players may now act.
Missy, it states in the Aid Another combat action that "you have to be able to attack the target in melee" in order to grant your ally the benefit. You still had 10 feet of movement, so I have adjusted your positioning to be able to use the ability. If this does not meet your character's desired action, we can retcon and move her back. Callen carefully aims a shot through his comrades, striking the templar fighting Joska in the chest. Joska uses the moment to surge forward, rebuffing the man with her sword then punching hard with her shield. Callen hit, Joska's shield hit Missy plunges forward into the fray, using the cover granted by the much larger knight to get close before throwing a feint to grant Kevin an opening. Kevin gains a +5 to his attack roll against the templar Kevin shortens the distance between him and the templar, striking hard with his blade. Kevin hit The fallen underfolk all surge forward toward you, drawing a number of cruel and wicked weapons as they do. Two close in on Joska, while another pair circle in on Kevin and Missy. The final one, clad in a heavy tattered robe and carrying a vicious spear, holds back as it moves around while uttering several arcane words, before a shimmering barrier appears along their arm. Mongrel v Joska: 1d20 + 4 ⇒ (3) + 4 = 7 Miss
------
The two templars, both heavily wounded in your sudden assault, step back from their engagement, allowing their allies to take the brunt. The one facing Kevin calls on his demonic master as he shouts, "Knight of Sarenrae, DROP your blade!" Kevin I need a Will Save, DC 14 to oppose his Command spell. The on facing Joska is more wounded, and summons her divine power to mend her own wounds.
All Players may now act
Nicolette, thank you, I totally blanked on reach as I was moving their tokens. They are now correctly positioned. Meraati, I am redirecting your intimidate to the visible cultist, as Nicolette's needle will kill the mongrel wounded by Callen in the surprise round. Nicolette's needle strikes the mongrel traitor behind the table, coming in a few inches above Callen's arrow and catching it square in the throat. With a gurgle it stumbles back even as it tries to stand and falls dead. Meraati leans forward even as she lends her voice to the ballad. Altering her tone and volume, she locks eyes with the templar bearing down on Joska, whose will is clearly shaken by the bold songstress. Callen, Kevin, Joska, & Missy, you are all up! You currently have Inspire Courage from Meraati, and Bless from Missy!
Botting Meraati and Joska for the Surprise Round Meraati begins a ballad from the first crusade, telling the tale of the valorous Knights of the First Lance. Inspire Courage Joska follows Kevin swiftly into the room, her sword and shield at the ready. Round 1 The two traitor templars rise swiftly, each grabbing their glaive as they rush forward to confront the interlopers who have sullied their sanctuary. Templar vs Kevin: 1d20 + 6 ⇒ (3) + 6 = 9 Miss Templar vs Joska: 1d20 + 6 ⇒ (11) + 6 = 17 Miss All Players may now act for Round 1
Missy pulls back the oaken door, revealing a large chamber with a cluster of tables and several doorways exiting. Three copper bowls filled with glowing coals hang from the ceiling of this long, natural cavern. The braziers fill the chamber with warmth and soft orange light. Looming over the room in the far corner stands a nine foot stone statue of a gauntly-muscled, bull-headed humanoid, wielding a massive polearm in one hand and a magical flame burns brightly in the other. An enormous bloodstain, maybe a week old, darkens the stone's surface before the statue. Know (religion) DC 10:
This is a clear depiction of Baphomet. Gathered around the tables are several underfolk traitors, accompanied by two individuals dressed as knightly servants of Iomedae. Like the others discovered in the tunnels beyond Neathholm, you can guess that these are similarly agents of darkness. Initiative:
Init(callen): 1d20 + 8 ⇒ (11) + 8 = 19 Init(joska): 1d20 + 3 ⇒ (2) + 3 = 5 Init(kevin): 1d20 + 2 ⇒ (6) + 2 = 8 Init(meraati): 1d20 + 5 ⇒ (17) + 5 = 22 Init(missy): 1d20 + 4 ⇒ (7) + 4 = 11 Init(nicolette): 1d20 + 4 ⇒ (17) + 4 = 21 Init(mongrels): 1d20 + 1 ⇒ (6) + 1 = 7 Init(cultists): 1d20 + 3 ⇒ (20) + 3 = 23 Surprise Round, All Players may go, then we enter initiative. Cultists - 23
Tucked beneath the bedding within the private room, Nicolette finds a long, thin silvered dagger of exceptional craftsmanship. Gold filigree traces out elven script up the center line of the blade, and the crossguard and pommel combine in a sea serpent motif. Elven:
In duty there is honor. Knowledge (Nobility) DC 20):
The phrase and sea serpent are the honorifics of House Etrienor, from the elven kingdom of Kyonin Back in the main chamber, Amelia looks up at Meraati and Missy, tears flowing forth from her eyes. "It...it was so loud... so violent... the blood, there was so much... blood. I, I didn't mean to... kill them... I knew they could die... but, just... so much." Her weeping grows to sobbing, and she collapses against Meraati, clearly overcome by everything that has happened. Joska scouts down the stairs, getting a clear view of the lower chamber. A narrow stream breaks the stone floor halfway across, possibly from some underground aquifer that collects from the Sullen River. Beyond that, wooden barricades have been erected, as though the traitors expected some conflict, yet bedding is visible beyond them, so the chamber clearly serves as a residence as well. In the far corner, a single door stands closed.
No trap or surprise appears to await on the door into the forge / storeroom. A small open hearth sits in the NW corner, it's coals still holding a remnant of warmth, but long past use. Nearby is a simple anvil, and across the room a large bench with various tools and projects. Several weapons and shields hang on racks along the southern wall. Forge / Storeroom:
long sword x1, spear x3, battle axe x1, morningstar x4, dagger x3, short sword x2; hide-composite armor x4, heavy wooden shield x2, light wooden shield x3; smithing tools Within Forge: NE Door:
Drawing near to the door in the northeastern corner of the workshop, you notice that scraps of hide have been added to the edge of the door and seem to give it a better seal than most doors. Still, a mild funky odor drifts out. Cracking the door, you realize why: a narrow hallway slants down at least 30 degrees, leading down some fifteen feet to a large, rotten refuse pile. This is clearly where waste of any kind created by the traitors have disposed of. The smell is overwhelming, and you begin to wretch and gag just standing in the doorway. Within Forge: SE Door: The southeast door is not fully closed as you approach, and opening it, you find a relatively comfortable quarters for a single individual. Hanging on the wall near the bed is an unstrung longbow and three quivers of arrows. Bowyers' tools wrest atop a wooden crate, within which a few soiled, aged clothing items can be found.
Though Callen's arrow goes wide, it is a little concern as Kevin and Joska Both bring their awesome night to bear against the traitor. With swift swings of their blades, The phone is no more. And for the moment, it would seem no further alarm has been raised. Having retreated back into the main chamber beyond the double door, you quickly take stock of your situation: all of you are standing, and injuries are far less than they could have been. You do notice Amelia seems rather unsettled by the combat, her face having gone pale and her hands shaking. Mongrel traitors (11):
Their armor is a piecemeal combination of leather, hide, and bits of chain. Though serviceable, you all trust your personal armor is more substantial than that which is offered here. Their melee weapons are functional and at least basically maintained, though again they're not of particularly respectable quality. You recover a long spear, a great axe, two long swords, two scimitars, three spiked clubs, a short sword, and a flail. In addition you find four daggers, and two light crossbows with 10 bolts each. Across the entire group you collect 87 gold, 130 silver, and 92 copper. Arachnid archer:
Masterwork chain shirt, masterwork mighty (+3) composite longbow, masterwork scimitar, club, wand of longstrider (10 charges), potion of cure moderate wounds, obsidian unholy symbol of baphomet, 34 gold. Before you are four options:
The second half of this encounter, caused by the archer fleeing, dragged down the flow of this week's posting by bottlenecking a scene. I am sorry for creating the delay. I am normally a fan of sprawling, rolling encounters, but obviously that could make for challenges in PbP. I will consider such things in future scenes, as well as adapting the maps further to allow more mobility given the party size. I assume you will make fast work of this one mongrel, then we can kind of reset before moving on.
Callen, I will allow it this time, in the future try to get such posts in a bit more timely. Joska and Kevin, by trading spots with a 5 ft step, you both may attack. Nicolette, from your shadow you may attack as well. I don't think anyone else has a sight line, though Callen could also step back and left someone else in after firing.
A distant, frustrated voice calls back from below, "What injured say ye? Crazy saying what you be?! Gah, coming!" You hear the quick hustle of someone at a hurried jog come running across the room below and then their boots slap against the stone steps as they come up. Suddenly, a spindly, hunched man with patchwork fur and scales rounds the corner, his spear Carried loosely down low. His eyes go wide as he sees the waiting crowd. Surprise round - You may all act
absolutely! There have been a few where it's been hard to identify a definitive gender, but for the most part the spread seems to be about 50/50. The three at the front door were two to one, the six in the first chamber were three and three, the arachnid archer was female, and the dead body on the stairs is male, with the one below having sounded like male as well. As you have heard the under folks speak, both in Neathholm and here, I will let you add your Linguistics ranks as a situational modifier to the Bluff check to mimic their speech pattern.
Callen, you get to the bottom of the stairs and find yourself looking across a lengthy chamber. About halfway across a stream breaks the stone floor, then on the far side are set up low wooden palisade, to reduce movement. A torch is mounted on the wall near the end of the stairs and another at the far end of the room, before a doorway. The other traitor who had been speaking is standing within the palisade near the door. At the moment we can break initiative, but understand that if the traitor guard that came forward to investigate doesn't return soon, the other guard will likely react in some manner.
The mongrel rounds the corner, coming to investigate but clearly not on guard. Callen's arrow strikes him square in the chest, followed quickly by twin arcane blasts from Amelia. Before he can react to the foe before him, the traitor is dead. Amelia's Magic Missile (arcane exploit, powerful magic): 2d4 + 2 ⇒ (4, 4) + 2 = 10 Top of the round All Players are up Perception, DC 10: A distant voice echoes up from down past the stairs, its voice slightly raised and agitated. "Oih, pranking not now be needed! Vendar, to post get you back. Angry lest Mistress be."
Joska's follow up blow from her sword strikes the hulking brute, who lets out a gurgled howl and collapses to the group. Her attempt as a shield bash simply knocks the falling corpse backward. One Hit Nicolette snaps off two more of her throwing blades at the spearman, with one striking the underside of his armpit near an artery, and the other getting caught up in his armor. One Hit, crit not confirmed Kevin's swing follows behind Nicolette's attack, and similarly catches the spearman unprepared, striking him down where he stands. Hit, crit not confirmed Missy turns and hurries across the chamber, heading the direction that Callen had just signalled. Amelia too begins to move in this direction, uncertain of her next action.
Callen tucks himself in tight and low, nestling into a small dip in the wall. Somehow the halfling appears to not exist in the space, and his ears continue to follow the slow, limping footstep of the oncoming mongrel guard, as the distant flicker of some torchlight just inches up the stairs. NCPs are complete, All Players are up!
To clarify on healing, I am fine with Callen's redirect of Nicolette's cure light to Joska. So Joska, gain 9 hp. The stone door swings open, with the trio of mongrels on the other side. Before anyone else can react, Nicolette snaps off a pair of her razors that tear into the face and neck of the man who spoke earlier. With a gurgle, the back-swept sword that had replaced his crossbow falls from his hands ashe hits the stone dead. Meraati's voice strikes up another empowering tune, bolstering your will to defeat your foes. Kevin tries to get a swing at the hulking brute, but glances off his armor as Callen's arrow streaks harmlessly overhead. Joska leans in with a vicious blow that cleaves a massive wound in the brute's chest, but he still remains standing. Missy stands ready to defend her allies. Botting Amelia weaves her arcane magic and launches two bolts at the spearman in the back. (using the errant magic missile post from a few days ago. Callen:
Across the chamber, Callen had previously cracked the door and listened in. His scout's ears are focused, and he catches a distant reaction. Two voices, a long ways off, echoing up from below the stairs. "Cries of pain that be, swears it." "No, yelling blind, ain't trouble no." "bah, know you nothing, checking be wise." slowly, an unbalanced footstep, like a heavy limp, begins making its way from wherever the voices originate from. The mongrel brute, heavily wounded by her attack, swings his axe at Joska.
The spearman, now lacking a shield in the form of his ally, lunges out directly at Kevin.
Top of the round, All Players are up
Amelia, the mongrel archer died a couple rounds ago and we have, for the moment, exited combat rounds. So, you retain your spell. I did bot you for a round, in which you cast Shocking Grasp and used a point from your arcane pool. Your group assembles before the stone doors exiting the chamber back into the underground, and removing the bar, pulls them open. The mongrels on the other side hear the scraping of the locking bar from the other side and are prepared for the encounter. INITIATIVE
Missy's bless is still in effect. Everyone you may all act!
Callen's arrow strikes home as Nicolette slices into the last remaining defender, and the mongrel collapses to the ground. For a moment, at least, you are alone in the chamber. Yet from the stone doors that lead out to whence you came, you can hear the muffled yells and pounding of those locked outside.
Amelia and Nicolette both thrust a dagger into the scorched mongrel, ending his miserable existance. Amelia Hits; Nicolette, one attack Hits Joska's heavy sword blow kills the mongrel standing before the doorway, allowing her to take a quick step across and deliver a bash with her shield to the foe south of Meraati. Both Hit Meraati, it looks like you forgot the +1 from Missy's Bless, which gives you a 16, and a hit Kevin thrusts at the mongrel before him, but his blade just gets hung up in the man's hide armor. His distraction, however, allows both Meraati and Joska to hit, finishing the mongrel off. Meraati & Joska's shield both Hit, Kevin's dagger Misses Missy stabs one more time into the mongrel with the flail, and finally, he collapses at her feet. Hit Callen's shot catches the arachnid archer above the shoulder, in the neck. She lets out a cry as she tumbles and crashes into the wall of the stairs, unconscious. Hit The lone standing mongrel, suddenly shocked to see all his brethren cut down, draws a look of panic and rage, and charges the one who initially wounded him, Nicolette. Sadly, even fueled by hit bitter rage, he is unable to stab her. Short Spear vs Nicolette, charge: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16 Miss All NPCs have acted, All Players are up!
Taking an arrow to the shoulder, the arachnid archer spins around and snaps off an arrow at Callen, even as a nearby mongrel turns to stab Callen with their short spear. The halfling is caught unprepared and takes both blows. The archer then darts through the door.
The mongrel southeast of Kevin swings again with his axe, but he seems shaken by the encounter and has little conviction in his attack.
Having taken the shield bash from Joska that opened him to Meraati's blade, the sickly thin mongrel who had exited the other room turns towards Joska and thrusts upwards with his ragged blade. It catches her where two plates meet, and punches deeply into her kidney.
Having survived Amelia's shocking spell, the mongrel turns his cudgel and swings at Amelia, but fails.
The flail wielder swings his mighty bludgeon again, but Missy manages to duck under the dangerous blow.
NPCs complete, all PCs are up!
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