Ancient Time Dragon

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1,000 posts. Alias of Green Smashomancer.


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Tom:
The illumination of the vent abruptly cuts off at a certain point, but Tom can tell a few things. One, this metal tube attached to the ceiling does look big enough for the knights of Ruhrland to fit through. Second, while the knights exhibited some capacity to fly (Not accounting for the absent Doro anyway) this “S.I.U” seems to be an unknown faction. As such, there are only so many ways they could have reached the 20 ft height needed to get here. Third, there is some obvious scraping upon the metal.

"I am well enough now, thank you. To answer your question Mr. Khoh, I doubt they will. The ghoul escaped through the ceiling with the Hightower attendee’s as well as the S.I.U in pursuit. All these years, and his modus operandi remains the same. We had best be on our way." Bishop doesn’t exactly acknowledge Mulbhala. He simply follows Ladys lead and makes way for Lady Ainsworths right hand upon his return.


When the party speaks the individual stirs. His face reveals in the dim light, drained of color that didn’t Bishop didn’t seem to have. He steadies himself with his hand but can't seem to find purchase in the blood slick surface. ”That would just be a little prayer… of mine.”

“Tell me what happened Chamberlain.”

“You’ll never believe it m’lady. The police arrived after a murderer was spotted. Shortly after I engaged the Nameless Ghoul the folks of the Hightower house as well as the S.I.U. stormed the room.” Morgana's eyes narrow in such a way that even in this light her demeanor can be seen.

With his next words he seems to come to notice where he is, speaking with clarity.
”My sincerest apologies. I hope the night fares well for you, would Mistress Seraphina be able to aid me in some way? This is mostly my own blood as it happens.” Bishop also offers a light pointed towards the ceiling of this club. A pitch-black hole is broken into the ventilation.

”The damage goes further than that, but I found myself unable to give chase as well.”

Sorry about the delay on this update. Started running a live game online for the first time recently.


Seraphina offers a light for the group as she provides a modest orange glow for those humans (and one other guy) in the assembly who need it. First she and Abel see dark spatters on the smooth floor. Some spent bullet casings paint a picture of battle with the acrid smell in the air. As the light adds color to the scene, something shuffles in the dark over by the booths.

Everyone:
A weak and rhythmic muttering is only barely audible from the slumped figure. Whatever he’s saying, it sounds wrong somehow. As if the words themselves came from somewhere deep within the astral fires from beyond the material plane.

Abel:
A weak and rhythmic muttering is only barely audible from the slumped figure. Whatever he’s saying, it sounds wrong somehow. As if the words themselves came from somewhere deep within the astral fires from beyond the material plane.

It looks like Bishop as he did before, with two unnerving differences. He is spattered with blood, but perhaps more out of place than that is his voice. Raspier than ever and… with a different accent?


”Smells like blood. Not mine this time.” Lady offers her first words since joining up with the group. Her eyes remain locked onto the booth making its faint commotion.

Morgana begins to listen intently to something.


The Prince looks taken aback by Tom’s suggestion. "That doesn't make sense. My bodyguards were raised by our family to defend the royal line from birth. They have simply not found me yet. I may have... run off when the chaos started. Regardless, I shall remain in this closet waiting for them."

"My employees have decided they will be escorting you Prince Mulbhala. I am Lady Morgana Cirice Ainsworth, charmed."

"What? Did I not say-"

"Hurry along now my good man. Kalvin Savard at your service for the evening. We should get in touch tomorrow, I think tonight could turn out beneficial for us." Lady Ainsworth and Kal begin to usher the monkey prince on the path to exit this major establishment. Mulbhala isn't quite upset as much as he is confused at the turn of events. Morgana remains unfazed by the night thusfar, Prince in a can or no. Kal wastes no time chatting with the young fellow. Lady keeps her distance from the group as a whole.

The party finds little in the way of resistance as they make their way down to floor 25. Jean and Lady were the only two in this group to have been in the ”Devils Dance Floor”.

There inside the nightclub lays darkness. And a shuffling aside from the flat pink-ish floor underfoot.

”Why is it you have a place named after devils? Is that not inviting ill fortune?”


:
Dice: 2d20 ⇒ (16, 5) = 21

Tom:
If the prince really does have guards, they're nowhere in sight. There doesn't seem to be much in the way of noise either. The creak of metal, a tapping high-heeled foot.

He also seems somewhat nervous. While he couldn't know who exactly was menacing him through the door, Mulbhala knows that man is probably still here. He might just be behaving in a performative manner; to stay in the good graces of the armed strangers.


”No no! Not enemy! I uh, don’t know what an ‘auto’ is.”

The doorknob rattles open as the party engages in their discussion. The creature that emerges is unlike any native to Calweld. In fact, it’s a strange sight even to Tom. This creature stands at a similar height to the others here but he seems to be very much more monkey-like than man-like. Short brown hair covers his body where short red silk doesn’t do the job. He smiles-perhaps trying too hard in the process-at his rescuers. He doesn’t touch the ornate chained club at his side.

”Thank you very much. My name is Shi-sorry-Prince Mulbhala. You know, that was the strangest thing. I was petting one of your… strange metal dog breeds earlier in the evening and all was well. Then a few moments ago the same one chased me down through the halls. I’ll stay here for the time being. I have guards we hired for the evening. They should be by. Could I have the names of my rescuers first?”


”Very good. Unfortunately we will be going back that way given our current limited options. And I suppose your… friend will be joining us for the night?” Morgana looks at Lady with an unflattering gaze.

”Not to worry my lady, I shall endeavor to remain quiet and unobtrusive. When we exit the building, I shall be more than happy to take my leave.”

Marching order while the party proceeds?

Perception DC 16:
A muffled voice comes through the door that slammed shut in the face of the haywire automaton.

”Hello? Is it gone? Is anyone there?”

Morgana and Kal don’t seem to notice.


Worth noting is that Seraphina should not be at full HP after the healing she received. She should be at 15 after her LoH and Toms CLW. For that matter, other PC's may need a heal as well.


I think that’ll just about do it.

Jean thunders out another shot at the iron hound. It’s erratic, violent movement comes to a sudden halt. Even out of commission with holes and dents, the Clockwork hound remains upright on its four legs. As if it was never really destroyed.

”Oh wonderful, are you here to join us once more?” Lady Ainsworth calls over to Jean, though apparently distracted with a pocket watch the moment the dust is settled. For his part, Mr. Savard breathes a sigh of relief.


Tom and Abel continue to assail their target, but the metal hide of the beast proves tough to crack.

Jean?


Full party combatHound AoO: 1d20 + 12 ⇒ (3) + 12 = 15 Miss
Dam: 1d6 + 5 ⇒ (1) + 5 = 6

Abel sweeps up from the ground too quickly for the hound to reach him before he's back on the defensive. His strike misses when the hound reacts to Tom’s arrow. Then, the doors burst open as Jean fires a thundercrack from the other side of the room. With that a sizable dent punches into the machine.

Bite vs abel: 1d20 + 12 ⇒ (7) + 12 = 19 Miss
Dam: 1d6 + 5 ⇒ (5) + 5 = 10
Swift bite vs abel: 1d20 + 12 ⇒ (16) + 12 = 28 Hit
Dam: 1d6 + 5 ⇒ (6) + 5 = 11

The hound resumes ferociously snapping at the collected Abel.

Round four
Jean Gone

Seraphina ???

Clockwork Hound Gone

Tom

Abel
==============================================
Is that Seraphina’s turn? Is she fighting defensively?

Hey, this doesn't have to be split into spoilers anymore!


Mechanically Jean would have known the mechanical traits of the hounds from his last check. Damage resistance overcome by adamantine, bites, the need for winding, and the electricity weakness. Along with the high land speed and tracking skills. Jean is up next so go ahead and give actions.


Jean will go at the top of the initiative order beginning at the top of the map where he's placed. The door would be shut before he arrives if you would like to prepare in some way first.


Jean:
”Couldn’t tell ya. It matter? I thought you hated ‘nobs’ and ‘toadies’.”

The semi-rhythmic clattering of metal grows as Jean approaches the landing to the next floor down.


Combat:
Though his blows need time to adjust, Abel shifts his focus to defense now that the bear trap on four legs has turned its haywire attention to him.

Tom resuscitates Seraphina enough for her to heal her own wounds further.

The metal beast scrapes and clamors to latch onto Abel
Tastes like fish: 1d20 + 12 ⇒ (3) + 12 = 15 Miss
Dam: 1d6 + 5 ⇒ (5) + 5 = 10

Chomp: 1d20 + 12 ⇒ (13) + 12 = 25 Hit
Dam: 1d6 + 5 ⇒ (6) + 5 = 11
Trip attempt: 1d20 + 12 ⇒ (15) + 12 = 27
==============================================
Round three
Seraphina Gone

Clockwork Hound Gone

Tom

Abel
==============================================

Jean will enter combat at round four. You can roll initiative now.


Paging Seraphina.


The dog would need 10 ft or more of reach to threaten that square.

However, Tom will provoke an attack for passing through its threatened squares. If it connects and succeeds on the trip attempt, it may stop Tom.


Jean:
”Oh the Ghoul’s gonna hear those guys coming a mile away.” Lady emerges from the other end of the hall, near the staircase.
”I was going downstairs but I hear fighting there too. How far from your party are we?” She doesn’t exactly stop for an answer, rather keeps pace ahead of Jean.

Abel, Seraphina, Tom:
Hound AoO: 1d20 + 12 ⇒ (4) + 12 = 16 hit
Dam: 1d6 + 5 ⇒ (4) + 5 = 9

Tom finds a clear chance to put an arrow in his target, guided by not just his skill, but the magic of his ally.

Abel strikes true as well with his empowered slices.

Seraphina tries to scramble to safety as the security bot continues to pressure the healer...

Attack vs. Seraphina: 1d20 + 12 ⇒ (7) + 12 = 19 Hit
Dam: 1d6 + 5 ⇒ (1) + 5 = 6

And in its frenzied state the hound tears Seraphina down. Wounded and bloody she falls to the ground as the merciless machine turns it's attention to the next clear threat it sees: Abel.
Swift Bite vs. Abel: 1d20 + 12 ⇒ (2) + 12 = 14 Miss
Dam: 1d6 + 5 ⇒ (6) + 5 = 11
==============================================
Round Two
Seraphina Gone

Clockwork Hound Gone

Tom

Abel
==============================================
Things are starting to get dicey, This might call for some additional strategy.


Seraphina?


Abel, Seraphina, Tom:

Seraphina sends aid to her allies with a magical grace.

An even distance to Seraphina and Abel so who gets it?: 1d2 ⇒ 1

It appears this hound is more than willing to scramble and clatter its way to Seraphina and attempt to take her down.

Bite: 1d20 + 14 ⇒ (12) + 14 = 26
Dam: 1d6 + 5 ⇒ (6) + 5 = 11
Trip attempt if hit: 1d20 + 12 ⇒ (14) + 12 = 26

And much like a trained dog it latches on and pulls Seraphina to the ground.
==============================================
Round One
Seraphina Gone

Hound Gone

Tom

Abel
==============================================
Tom is up! Keep those buffs in mind.


Jean:
The Hightower family has deep roots in the nation. Percy here is no doubt able to pull a few strings for info in regards to the Nameless Ghoul.

Furthermore he’s quite young and of minor note to his house in comparison to Lady Ainsworth. He hasn’t made much of a name for himself yet, and the Hightower family is known for their signature reckless decisions. These guards look like overkill for someone of his station. At least the human is capable of spellcasting, and the half-orc seems to be some kind of mutant. Chances are good he had an extracurricular source for a detail like this. A source that could be contacted?

”He’s down that way you say?”

“And engaged is it?” The massive half-orc one speaks now, and with a noticeable accent. He has to be from the mainland if plate armor wasn’t enough of an indicator. The two of them exchange a look before rushing down the hall with the other two in tow. They seem intent on capitalizing on this information. The most threat they intend to Jean is bowling him over out of enthusiasm. And they just might too, even the flying human man seems almost Jeans size.


Abel, Seraphina, Tom:

Round one begins, and Seraphina is the first to react to the steel beast.
==============================================
Round One
Seraphina

Hound

Tom

Abel
==============================================


It should be linked in the Campaign Info tab as "Abel, Seraphina, Tom."


If you got past the gate to the coat he held his loot in, yes. He wasn't quite alive enough at the end of the encounter to hand an item through the gate.


Dice:
2d20 ⇒ (5, 11) = 161d6 ⇒ 3

Jean:
Before Jean gets a verbal answer, a light flicks on from the hand of the smallest member in the opposite group. He’s wearing some regal get-up. Young sounding voice on the boy. A bit too far away to see details, but the light seems to be more for him than others as he shines it in Jeans direction.

”Oh I see... Stephen Percival Hightower at your service. I usually keep track of the vigilantes we have in Calweld. The Nameless Ghoul being one of them. I’d love to go into detail, but this isn’t really the time, don’t ya think? Here’s the part you oughta be concerned with: The Ghoul? He only has his ‘hunts’ in territory under the Calweld house. Which this building happens to be in. We get a couple blocks down and we’re home free. So, what say you my boys and I keep heading down?” Stephen indicates to the party of his own.

The light is at least enough to show a better glimpse of his ‘boys’ in question. One plate covered orc-blooded fellow. The one with wings, and big enough to fill most of this not-inconsiderable hall. A lizardfolk from the mainland, the arboreal kind. He just seems to be in an unidentified uniform and possessed of a relaxed demeanor. And still hovering off the ground next to him is a bearded human man. He might be the source of that wind behind them, and he looks like he’s growing impatient. Stephen is the closest to Jean, about 50 feet away.

So far, not a peep from Lady’s direction.

Abel Tom Seraphina:
The arrow flies true and abruptly cuts off the thieves protests. Morgana seems pleased with this outcome. Kal less so.

After brief debating among the majority of the party, they press on. Partway down another flight of stairs the group spots the next disturbance in the night.

The Ainsworth party catches the tail end of a chase; a strange hair-covered creature darts into a door at the landing between the floors as another of the clockwork guard dogs slams against the door. It splinters the wood, but soon spots prey easier to reach.

Roll initiative! Also please place yourselves on the map. You should have editing access.


:
1d6 ⇒ 51d20 ⇒ 7

Peace talks:
The sound from the other end of the dim hall stops. It is followed by deliberate footfalls. First a single large man with an equally larger than life axe. For a moment it seems he has a cloak over his shoulders before it unfurls… and both halves swing up. Behind him walk two smaller figures who flank a fourth in the back.

The largest figure whispers something to the others before they let out a baritone chuckle. But it’s the smaller one in the group of four who addresses the soldier first.

”Chat? I’m curious. What do we have to discuss exactly?”

There’s an awful draft from that direction.

Judge Jury and the Other Thing:
”Eager, are we?. I shall observe your handiwork as it were.” Morgana keeps her eyes on Tom as she moves towards the lower stairs that lay beyond.

”Wh-no, no! Please! I swear I don’t know anything!”

Tom cleans up the issue. The paths available seem to seize and restrict more than before from here. The elevators don’t run in this area it would seem. Lights remain spotty, but the coast is clear for the moment.


Sorry for the delay everybody! Had to spend some extra time on the car this week.

Jean:
Lady touches down on the ground and walks ahead. She tries to stay out of sight while the noise beyond grows into a distinctive clatter of steel. ”Whoever that is, they aren’t exactly subtle.” The woman remarks.

Soon the sounds separate and become distinctive voices.

”So, what? This is normal around here? That’s insane, how do people live in this city?”

“No! Well, not most of the time. This whole buildings a safety hazard, but the Ghoul was supposed to be dead. No one found a body you see, so I don’t know why the elders just assumed.”

“I still think we can take him.”

“Well that isn’t happening. Slow down. The Nines widens out here again. Could be trouble.” One of the voices sounds young. The other has a vaguely familiar accent.

What kind of approach is Jean gonna use to proceed?


Abel Seraphina Tom:
”What kinda weirdos are they lettin’ into this city? Come on! I’m offering you free stuff here. Who doesn’t want free things?!” The goblin seems unfazed by the threats of Tom, and too focused on getting out of his predicament to consider Abels words.

”I am growing short in patience. Either we get rid of him or move on.”

All seems clear from behind the party at least.

Abel:
The goblin doesn’t seem willing to make a vow of any sort. He has only just met Abel after all.


Spoiler:
1d2 ⇒ 1

Jean:
][b wrote:
"So what are you?"[/b] Jean asked bluntly, clearly he was sharp enough to put things together on the fly but he wanted to piece the last parts together quickly.

”Human? Look, I don’t keep monologues ready in my head, it’s hard to...” Before she can distract further, a thundering footfall grows from the far end of the level. It sounds like the cacophony is coming from above, but on the other side of a nearby store. Whatever is creating the noises approaches fast.

”We don’t exactly have time for the long answer. Don’t worry, I’m not gonna suck your blood.”


Halls:
Morgana and Kal hold behind the party, checking behind them to see if the coast is clear. The party prepares for trouble as they progress only to find an underwhelming sight beyond the corner.

A small figure seems to be caught within the security cage to a closed store. Seems to be a simple snack vendor. ”Maxine’s Mouthfuls.”. With the light the party can make out that this was the figure that Tom and Abel saw leaving the last store. A goblin with a spindly frame and scratchy voice to match. His eyes are that typical red with a vertical pupil goblins are known for. Only he faces a problem in that his tail/foot is caught on the cage that he nearly cleared before the group arrived.

”Hey! Hey you! You were just upstairs right? Help me out here! You can uh...” At this point he stops struggling for a moment as he internally debates what his offer for help will be.

”You can have one of the things I was inspecting?” There’s a twinge of regret in his voice as he looks to the rather full pockets of his oversize coat, but what’s been said was said.

Currently the party is about 30 feet away from the storefront itself, and while it isn't out of the way, it isn't exactly in the same place.


:
1d6 ⇒ 1

Jean:
Jean barrels down the hall with only the faintest light pointing him upstairs. A fortunate sign that the power hasn’t been totally shut down yet. He passes the sign reading “floor 26”. So far so good. The gunfire grows distant. But something else soon attracts the soldiers attention.

A long low groan escapes the woman's body as life begins to return to her limbs. The gash across her jugular, gone. Her mouth wide in hunger.

uuuhhhhhhhhhhh I really wish you hadn’t seen that. You’re running. Did you get him?” Lady tries to look past Jean's shoulder as she begins her questions.


Abel, Seraphina, Tom:
”If we could. Lead the way. Bishop had best return soon.” Lady Ainsworth allows the PC’s to go ahead of her.

Abel The Wanderer wrote:
No offense my lady, but you are missing my point. Yes, going down is the way out, but which route is safe? There is the chance you are being targeted if the elevator was any indication. Abel folds his arms behind his back, crossing his fins, although there is something to be said about us attempting to catch this "Ghoul". It would be a considerably good deed

”Therein lies the issue, dear Abel. There is only one path downward at the moment. At the junction of the next few floors, our options for travel decrease quite rapidly. At a certain point, we only have a single staircase to make use of. After that, we can consider other means of escape. Unless you have some other way for us to travel aside from walking.”

The stairs facing the party loom cavernously, only offering a flickering hum and glow in the night.

Continuing down they come across more dead silence. The landing past them is quiet. However, shortly after passing the stairs, they hear the sound of someone grunting and struggling. The rattle of a cage muffles the individuals voice.


Sorry, that’s six hundred to split two ways.

Toms sense motive:
Morganna is keen to get out of the Nines given that there is allegedly a murderer in the area.

And yet something seems… off about her whole demeanor. At least compared to the first meeting Tom and her had. She doesn’t seem to track the looting though. Her eyes are dodgy. Perhaps the circumstances are getting to her.


Somethings gonna roll:
2d5 ⇒ (5, 5) = 101d4 ⇒ 1

Jean:
Lady’s grievous injury is deep. Running with blood. Knowing this, Jean makes a break for the exit in the pitch black night. He tries for the door in the direction he remembers best. The soldier stomps through the doorway. He makes light contact with the frame, but not enough to stop him. Not right now.

The question still remains which way to go in the night. Jean has reached the hall certainly. The padded thumping underfoot indicates the

Behind the soldier is a roiling sea of gunsmoke in the dark. An interplay of the Ghouls shrieking gunfire and the deep thunderous roar of the opposing firearm continue.

Att 1: 1d20 ⇒ 11
Dam: 2d8 + 2 ⇒ (1, 7) + 2 = 10

Att 2: 1d20 ⇒ 1
Dam: 2d8 + 2 ⇒ (8, 8) + 2 = 18

Att 3: 1d20 ⇒ 6
Dam: 2d8 + 2 ⇒ (6, 3) + 2 = 11
?: 1d100 ⇒ 92

Att 1: 1d20 ⇒ 7
Dam: 1d6 + 1 ⇒ (3) + 1 = 4

Att 2: 1d20 ⇒ 2
Dam: 1d6 + 1 ⇒ (5) + 1 = 6
========================================================
Round three

Bishop Gone

Jean

NG

I need a perception check from Jean. DC 20 will let him know what direction is right without running into a wall. A source of light is also acceptable in lieu of the check. Also please pretend those attack rolls were really impressive.
========================================================


And a total over 25 gets him this as well:
Lady’s neck injury has stopped bleeding.

Abel, Seraphina, Tom:
"Dear Abel generally we simply go down until we reach the first floor." Morganna gives a simple answer to the question.

Seraphina finds a wand after spotting something that glimmers way, way deeper under the checkout desk. The design of the wand is functional, but fashionable. A hexagonal brass rod seven inches in length. One node near the top jutting out of the side, and another set upon the tip off to the same angle. Filigree-like carvings mark the haft all the way down for embellishment. The underside is engraved with ”Borealos College”. That famous site of occult study. A roll of spellcraft and detect magic could give information of the nature to this wand.

Tom finds himself in a different aisle of this fairly small store. It could easily fit on one of these street corners. And although his compatriot Seraphina finds what looks to be the first explicitly supernatural item Tom has seen since he started travelling Calweld, he finds something more valuable. At least sentimentally. He finds “Fire-in-the-whole” brand liquid fire. The label on the metal can proudly boasts that their product can ”start a fire no matter how wetted your campfire is! Apply the whole dose for bonfires with the kids!”

Indeed, there are even four of these cans for four times the warmth during outdoor camping activities with the whole family. And certainly nothing else. Mechanically, these small cans act as four Alchemists Fire.

”Yeah, hey I’m with Abel here, we gotta go? We don’t even know if Jean is still alive.”

Wand ID Spellcraft DC 18:
This wand is of identify. Maybe a tool for authenticating trade-ins at Autumns Bounty, the sporting goods store Seraphina found it in. 21 charges remain in it.

Range: 60 ft cone
Area: cone-shaped emanation
Duration: 3 rounds/level (9 rounds)

This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.


Alchemist Fire:
Alchemist’s fire is a mix of several volatile liquids that ignite when exposed to air. You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire.


If you would like to go upstairs to the point Bishop mentioned yes. That's the place where the nines has a single connecting point between floors.

Downstairs is behind Jean to the left of the map.


Han del, you should be able to edit the map now. I always forget the view and edit are separate permissions in google stuff.


If Abel, Tom, or now Seraphina would like to give the store a look through, give me a d100 roll.


Dice:
dice: 1d20 ⇒ 113d6 ⇒ (5, 3, 5) = 13

It’s do or die:
Jean fires his trusted companion with an extra aggressive hiss of steam, and the eyes in the dark lurch. Jean takes Lady off the ground. It takes some effort but there's a reason soldiers get trained to drag other soldiers out of the fire. He should be able to move well enough unless he has to use his gun. Mechanically, Jean hasn't reached medium encumberance, but Lady is going to occupy a hand.

When those red eyes vanish, it doesn’t bring any sense of ease. As the Ghoul once more melts into the dark. Then… nothing.

For only a moment before two more shots ring out. Bishop seems to settle for making his point with a hail of covering fire into the dark. A literal hail as it would turn out. Although his breathing seems to suffer again, the chamberlain focuses his efforts onto the ghoul.
Attack one: 1d20 + 16 ⇒ (4) + 16 = 20 Miss
Dam: 2d8 + 2 + 9d6 ⇒ (8, 6) + 2 + (1, 6, 4, 6, 2, 1, 3, 3, 1) = 43

Number two: 1d20 + 11 ⇒ (4) + 11 = 15 Miss
Dam: 2d8 + 2 ⇒ (6, 3) + 2 = 11
1d100 ⇒ 56
========================================================
Round two

Bishop Gone

Jean

NG

Jean still has some space to move after picking Lady up. If he moves to her square, that would only be ten feet. Although, keep in mind that Jean does not have a visual on the Nameless Ghoul going into round two.
========================================================

It’s shopping:
Abel inspects the area with his ascetic eye. There are weapons of course. Your average hunter doesn't leave the cabin without a bow or some traps. but they don't catch his interest. One thing he finds after going behind the counter almost without noticing is a small bag with a note. "Thurwood: Mate I don't care how frequent the customer is, we don’t accept seeds as valid currency. We don’t live in Midwich lad. Throw these out before the boss throws you out." Upon inspecting the bag, there is indeed a single round, plump seed inside. Something about it feels “right” to Abel in a way. Deep green, perfectly smooth and warm. A change from the cold metal and stone of the city. Abel, mark down “Mystery seed” in the ol’ inventory.

Tom on the other hand, has found a number of hunting implements on his way through the store. Somewhat less concerned with what’s behind the counter, this man sees a few odd hunting implements. One in particular is a spear of quality design. A wide flat blade on top and two wings inches below the blade. It’s labeled as a “boar spear” on the display. The darkwood haft is strong, and if nothing else, this tool may help Tom keep away from assailants. Tom can mark down “Masterwork longspear” on his list.

In addition, the pair find 600 gp in coinage among the debris. They could probably find something else here, but time is short. Another d100 roll if looting some more.

It’s walking:
What stands out about this stairwell more than the darkness that fades in and out as the lights flicker is the scope of it. It was clearly built to accommodate a large range of people at a time before the Nines was the size it has grown to in recent years.

Fortunately, Seraphina crests the stairs (After quite a few eerie minutes) to the sight of... most of the Ainsworth party. Abel and the foreign fellow seem to be inspecting damage to a sporting goods store. “Autumn’s Bounty” is the name. Their mascot seems to be a cute little rabbit emerging from a stump. Kal and Morgana stand to the side.

”Ah good. I had begun to wonder who else would go missing in the night. Stay close now yes? Our investigation is just wrapping up. Isn’t it boys? Lady Ainsworth offers as a greeting.

Perception check if you would. This would occur before Seraphina tops the staircase and spots her party.

Perception DC 17 Seraphina:
The silence is broken by a scuffling footstep that is not Seraphina's.

If failing the check:
Nothing to be heard but the fading voices of those knights from before, and Seraphina’s own footsteps.


Crits are really the only thing I have to be concerned about with guns as a common weapon in a setting like this. But the dice fall where they may.


Ah yes, that would be right.

I think old age is catching up to me in my 28 years.


Is Jean going to take other actions this turn?


Sorry about the map link. Took it down to fiddle with things then forgot to put it back. Should be good now.


Swing a little more, more:
Bishop Init: 1d20 + 10 ⇒ (13) + 10 = 23
Ghoul Init: 1d20 + 16 ⇒ (1) + 16 = 17

”She is already dead Jean. I am going to give an order only once: Leave here and rendezvous immediately.” A ghastly shade crawls over the chamberlains weapon once more as a chilling ripple overtakes the longarm.

========================================================
Round one

Bishop Gone

Jean

NG

========================================================
Surprise round is over. The Ghoul has concealment, but Jean is just able to make out a silhouette. The eyes only seem to be their bloody red color when they lock with another. The numbers mark the bodies of the thugs from the previous fight.


Jean Spellcraft DC 16:
Part of the charge effecting Bishops gun is the snowball spell. It may be poorly named over it's lethal applications, but it isn't the only supernatural effect on the weapon at the moment.

Tom’s perception:
The individual was squat in stature, either a child or one of the smaller races that can be found in Calweld. Though most of their features were hidden by loose clothing and merchandise, Tom can pry a few details from the scene. The perpetrators eyes were an orange hue. The individuals gait was stiff. They may have been weighed down by the contents of what they took.

Abel and Tom:
After Abel approaches the unconscious bodies, or even perhaps before, it becomes clear they aren’t breathing. Glass is strewn about as the window sill gives way to a messy crime scene. Abel finds both bodies inside Autumns Bounty, and an array of hunting and camping equipment.

Give me a d100 to see what exactly is available for Abel. If Tom wants in on more items, I’ll take another d100 from him as well.

Seraphina:
Seraphina Firedancer wrote:
"But do you know what's going on? I haven't met anyone who knows what this is all about."

”I’ll fill you in. The Nameless Ghoul is back for the first time in six years! He’s here in The Nines hunting for someone.” That is a name Seraphina would likely know in passing. A Knowledge: Local check may give more information.

”I’m a bit of an expert on vigilantes you see, but we still don’t know anything about him. Why he stalks the night, how he chooses his targets ever so carefully. Given what we know about him, I think there’s more than one guy using the name as a cover. Or a madman. Or an automaton! We only know the last well-funded experiment failed, but not why.”

The reptilian man interrupts Stephen before he gets too into theories. ”Lord Hightower, we must make haste.”

“Err, right I know! But yes I would suggest finding a group and exiting the premises. Stay out of any dark corners in the way out, and good luck.”

Just as quickly as the group arrived, they make an equally boisterous exit heading further down.

Seraphina Know: Local DC 15:
The Nameless Ghoul holds true to his moniker since no-one seems to know who he is, or even exactly when he first began his hunts for that matter. And indeed he makes hunts out of his work. He wears easily distinguished full body obscuring clothing. A leather outfit worn down from the weather, a facewrap and tricorn hat with equally weathered boots. But most notably, glowing red eyes that seem to draw attention away from any other features that might be otherwise noticed.

If total is 20 or lower:
There are whispers that the Ghoul is under some debt or contract with the Calweld family themselves to patrol their lands and territory in the capital. There must be some reason he’s never sighted in places controlled by other factions. Those who saw him themselves remember the earliest run-ins were roughly six years ago, and those sightings had gotten steadily more rare since.

If total is 22 or more:
His methods are strange. First the Nameless Ghoul sends a calling card to the subject of his hunt. The card is always written in some kind of prose in the First language, save for the end, writing in the native language of his target “And we hunt the beast”. Afterwards, it doesn’t seem that anyone has been able to get between him and his beast. A grisly end awaits all.


Rolls:
4d20 ⇒ (8, 19, 7, 16) = 502d20 ⇒ (20, 8) = 281d6 ⇒ 1

Jean:

”Person that's a beast? What like a werewolf?"

"AAGH" Lady asks, but something strange lies in the answer she gets. It wasn't Bishop shouting with bloodlust.

"Who-"

Dam: 1d8 + 10 + 5d8 ⇒ (2) + 10 + (5, 1, 6, 2, 2) = 28
Dam: 1d8 + 10 + 5d4 ⇒ (7) + 10 + (1, 4, 4, 4, 3) = 33

A loud gurgle comes from ladys direction.The chamberlain jumps at the signal, but by the time he casts light again, a gruesome gout of blood has already erupted from the unaware womans neck. She falls to the floor limp, and a serrated blade that looks oh so familiar retreats to the darkness.

Another initiative if you would. The dice for this encounter were not kind.

Abel, Tom:
The entourage of Lady Ainsworth and to a lesser extent Kal Savard make their way down the left halls to exit the Nines. On the way they finally see what floor they’re on exactly. A sign that reads: “Floor 30” as they round the staircase. Morgana offers something to break the silence. ”It is worth mentioning I suppose, that this building has one rather substantial staircase connecting floors twenty nine and thirty. I consider the amount of foot traffic tiresome. Perhaps it will be clear tonight.”

In a quick and orderly fashion the Ainsworth party sets themselves conduct their way down the stairs and find themselves at a sort of plaza. Here they see no elevators, instead a good old fashioned staircase sits across the tiling from the party. But one of the windows to a nearby store is smashed in, and a small figure is seen darting out. Investigating the site shows the place is a sporting goods store by the name of “Autumn’s Bounty”. A lot of merchandise is strewn about, perhaps the last person here ran out of room to carry with. Inside are two unconscious figures.

”I would suggest we secure this room before heading further. If nothing else we may find something of use to compensate then for later.”


Seraphina:
The dancer tentatively makes her way up the staircase. Walking is a daunting task in these circumstances. Referring of course to the heels. The source of the clamor above becomes clearer and more distinct as she makes headway. It sounds like… talking? Chanting in a strange tongue? Seraphina gets a visual soon enough. Two men, one large and winged, the other is without wings, and also the source of the marching tune. They lead another man riding atop yet another individual. All the while the group is enveloped in unnatural winds. The young human man shouts ”Halt!”, to which the other three oblige. Or should it be four now, as the winds seem to coalesce into a feminine, almost human form. He dismounts from his odd steed, a lizardman of a sort. Before adjusting his hair with a quick spell, the young fellow offers

”This is a dangerous night to be alone, wouldn’t you say? Stephen Percival Hightower at your service. Would you care for an escort my lady?” He seems pretty straightforward about trying to impress the healer Seraphina. Percival is quite a bit more slight and short in stature, and indeed age than the other men here. It seems clear that his own group is heading down on their way out of the building. At the speed they traveled they would be off the grounds in short order. Of course, that isn’t the direction Seraphina was told her group was in.


While I'm glad to see we're keeping discussion civil here, please take discussions of real life politics to PMs if you'd like to continue. It wasn't my intention to start the subject.

Alistair Fox wrote:
Also, I have somewhat overextended myself in the game arena and will be bowing out here. My apologies for any inconvenience. I wanted to wait until after the fight and can carry it through the exit from the building. Or I can just disappear like a video game 'poof'.

Sorry to see you go, I had a couple things lined up for Alistair. To pull back the curtains more than I usually do there will probably be another combat or two before the "dungeon" is complete. I can adjust of course, but I understand if you'd prefer exiting sooner than later. I could run Alistair as an NPC for the time being as well if you would rather.

I will leave that to you. I would default to Alistair making an exit here if you don't have a preference.


Hmm, formatting mistake. The section for Seraphina got glued to the spellcraft section.

Should look like this for Seraphina:
”agh” Sound escapes Celiss’ lips as a momentous occasion. And only a moment later she turns back in a rush. The strange woman vanishes in her usual way, leaving Seraphina alone once more.

Sound can be heard from above more clearly than before now.

Alistair Fox wrote:
"My lady, do you have a preference? Otherwise, I say we take the right side and grab the first staircase down."

Lady Morgana glowers as the knights leave before answering Alistair.

"It hardly seems to matter to me. I do not come to this floor of the Nines often."

"Wait, are any of you folks capable of flight? It is quite alright if you aren't you know. I'm not either." Kal asks a question of his own.


Mo Dice mo problems:
1d2 ⇒ 21d6 ⇒ 61d20 ⇒ 6

Jean:
With a closer inspection of the dead thug Jean finds an interesting trait on the man. The only thing that really stands out about him are his tusks. Like with teeth, some folks get gold caps, or whole replacements for fashion. This man had them ground to a flat level. There must be some reason to do so, most folks don’t file their teeth after all.

Jean finds a slip of paper tucked inside the assailant's cuff. It reads: “Gotta start writin things down *Illegible*

‘Just make sure they don’t get out. The beast is his only target. Stay outta his way, and round ‘em up.’ Dunno what the nonce is talking about. Hope I didn’t get mixed up in another cult.” Seems to be a reminder he wrote to himself. The other side of the same note has eleven symbols in a line that seem like complete gibberish.

Short on proper identification though. He was either smart enough to get rid of it or took orders from someone who was.

Abel, Alistair and Tom:
Quickly the Hightower party comes to a consensus. Till beats his newfound wings in the dark. Here it becomes clear they have a leathery membrane somewhat more mossy in color than his skin. Adalheid looks down at his blade to begin a particularly loud chant as wind churns up beneath him. Beside him as well, as Doro takes the most significant change. Her form blurs into a small whirlwind before it vanishes into the wind entirely and yet the squall persists.

With a comparative lack of ceremony, Riedel fixes his uniform and offers the young Hightower a lift.

”Lady Ainsworth, I have a query; How many of yours are able to take to the sky? Just a joke of course, but I think it best we part ways here. Best of luck.”. Stephen bows to make his exit upon his reptilian and bipedal steed. With that the Knights of Ruhrland leave in haste. They use the right hall and maneuver far faster than they would have on foot with their newly revealed aerial capabilities. Save for Riedel, who seems to be able to keep pace on his own.

Does the party take the left fork in the hall, or right? The lights have returned for the most part and the way seems clear aside from the boisterous shouting coming from the path the Knights went.


Spellcraft DC 18 vs Adalheid:
He has cast fly on himself, likely to keep up with the others.[/dice]

[spoiler=Seraphina]”agh” Sound escapes Celiss’ lips as a momentous occasion. And only a moment later she turns back in a rush. The strange woman vanishes in her usual way, leaving Seraphina alone once more.

Sound can be heard from above more clearly than before now.


Dice:
1d2 ⇒ 21d4 ⇒ 41d20 ⇒ 7

As an aside, in my rush to slap that last post together I forgot to mention the weaknesses Tom learned about. A clockwork hound takes additional damage from lightning spells, and other things that deal electricity damage. 1.5x the damage specifically.

Jean:
”Accounted for.” Bishop offers as an inky hand lifts his dropped handkerchief. The spectral hand brings a curtain of light over the chamberlain as he inspects the chamber of his rifle.

”Ayup, gimme just a second.”

”I do apologise, but we must hurry along.”

Lady emerges from the dark in a seemingly random direction as Bishop finishes cleaning the kerchief.

”Shall we be off?”


Jean Perception result:
More than one night op has taught Jean to use more than his eyes to find things in the dark. Especially after that week in Ruhrland where people were being dragged into the lake nearby. The operation was canned. Turned out to be more than crocodiles.

He hears one set of footsteps in the dark, sounds like someone in heels. Rushed, and disorganized. Presumably it’s lady, as the sounds stop when Jean asks for a roll call. Bishop doesn’t show up on the radar, but he hasn’t made footfall since Jean met him.


Abel/Alistair/Tom:
Abel again adjusts to the nature of his opponent as he swings high, but puts his foot down in time to stagger the beast with a kick to the rear knee.

Tom follows up with a quick arrow borne from cunning and reflexes in close quarters. The arrowtip skims the snout of the creature.

However, those attacks give Alistair just the opening he needs to strike hard and true. Though the mechanical dog doesn’t slow down for a moment during this explosive skirmish, it halts abruptly in the middle of a bite as the knight from Calweld shows his worth with a final strike and a gout of steam. The metal beast halts and winds down in place.

After the room starts to look clear, the nobility (And Kal) rise from their places. The knights of Ruhrland give celebratory chest-bumps to one another, and Doro gives Alistair the smallest approving nod of her own. After that they seem to start a discussion of their own.

”That wasn’t so hard, now was it?” Stephen says to the Ainsworth crowd. With no small amount of satisfaction over the performance of his own recent hires in his voice. ”You soldiers ready to get the hell outta here?”

The orange light over the ice cream shop to the left hums aggressively. Soon, more lights flick on.


Seraphina:
The womans eyes widen under her facewrap. Celiss looks down for a moment before she shakes her head and writes again.

Where? Who did this This time she starts to head up the stairs.

Looking around, this floor is especially spacious. Not counting the support beams, there can’t be too many rooms nearby.


Well it happens.

As an aside, is Alistair still flanking with Abel?


All that editing and I forgot the attack rolls from the hounds:
Alistair is twice more attacked by the single-minded assailant.

Bite 1: 1d20 ⇒ 8 Miss
Dam: 1d6 + 6 ⇒ (6) + 6 = 12

Bite 2: 1d20 ⇒ 7 Miss
Dam: 1d6 + 6 ⇒ (1) + 6 = 7


It occurs to me that Alistair would have still been invisible during the first round of combat.


Jean:
Jean fires true and the unnamed assailant hits the ground before the muzzle flash fades. Gunsmoke always mingles with magical light in a peculiar way.

???: 1d20 ⇒ 4
Dam: 1d6 + 4 ⇒ (2) + 4 = 6

Another man emerges from the shadows behind Jean almost in time with the felling of the last one. But wild eyes betray an undisciplined man. And fear. The dwarf looks as if he’s attempting to escape from something when an unidentified ragged claw drags him back from the light. It occurs to Master Roth that Lady did not stay by his back.

”Hostile eleven o'clock.” Bishop announces calmly from the shadows. His position isn’t clear, but that changes when two red hot rays fire at two different. Another bullet trails them as shouts are silenced from the other side of the room.

Per: 1d20 + 13 ⇒ (19) + 13 = 32

Att 1: 1d20 ⇒ 1
Dam: 2d8 + 4 + 4d6 ⇒ (5, 2) + 4 + (4, 6, 5, 3) = 29

Att 2: 1d20 ⇒ 15
Dam: 2d8 + 4 + 4d6 ⇒ (4, 7) + 4 + (1, 5, 1, 5) = 27

Att 3: 1d20 ⇒ 12
Dam: 2d8 + 4 ⇒ (6, 3) + 4 = 13

”Hostile clear Master Roth.”
==============================================
Round 3

Bishop Gone
Jean
???
Lady
==============================================


Abel Alistair and Tom:
Abel takes aim again and hits the metal opponent where ribs would be. The energy enveloping his strikes makes the blow easier to endure. Or maybe he’s just getting used to the metal enemies he faces in the city.

Tom seizes a chance to learn about these strange constructs native to a strange land. He reaches a hand out, perhaps unwisely, and all at once he feels like he understands the clockwork hound as if the blueprints were burned into his mind. Along with a working knowledge of engineering related only to this item in particular.

Herr Krauser sees the fight well in hand while he walks up to the restrained hound in the arms of his companion Riedel. Just a hint of swagger shows in his steps before he abruptly about faces and beheads the construct with a coup-de-grace I’m not going to waste rolls on. He turns to ask the Ainsworth party a question as he holds a hand up to his own compatriots.

”Hi there little buddies, do you have that one?” The way Till says this, one would think his little brother was being attacked by a raccoon. It does sound like a sincere offer though.

Fortunately, Alistair seems to regain his composure in time to glide past a snapping bear trap and exchange the next bite with an attack of his own. His blade connects firmly with a sound not unlike sheathing a sword in a badly made scabbard. Alistair does dodge the first attack with his panache.

Riedel drops the remains of the mechanical hound and glides across the floor to the other end of the room and into a perching position near the remaining skirmish.

Doro gives Alistair the healing this time. She hangs back afterward as if in wait for the answer to her brothers "challenge."
Cure Wounds: 1d8 + 5 ⇒ (6) + 5 = 11

As non combatants, Stephen Kal and even Morgana seem to be encouraging the various warriors in the battle. While it doesn’t provide mechanical benefits, the cheering is nice.
==============================================
Round 3

Hound x1 Gone 15/43

Herr Schwarzschild Holding Action

Abel

Tom Khoh

Herr Krauser Holding Action

Sir Alistair

Herr Riedel Holding Action

Magistralis Doro Holding Action
=====================================


Tom Knowledge result:
The green-eyed automaton is known colloquially as a “D8-009” model security construct. It appears to be a canine shaped frame powered by ticking gears and the energy of steam. Some sort of... clock-like dog. The design akin to mans best friend makes it popular for marketing purposes and a morale booster for the various police and security officers who work for a department that can shell out enough to afford one. There is even a protocol function to allow these automatons to obtain olfactory data and track via scent.

First and foremost the clockwork hound doesn’t appear to be at all magical. Which means they aren’t a form of golem. It’s clockwork body uses a small range of steel alloys and clever reinforcement, granting it superior durability against physical wear and tear as well as intentional damage. It may be on par with the legendary adamantine in terms of robustness, and this is certainly crafted of steel. They hold a container within themselves for carrying limited items, and their jaw workings seem designed to deliver rapid attacks. Two per round with a full attack in game terms. It has damage resistance overcome by adamantine as well.

Something in the innards of this model seems to be malfunctioning. It should be able to tell friend from foe like a dog of flesh, but that clearly isn't working.

It’s serial number is 5479. Which isn’t terribly useful but given the flash of insight that might as well be a mental blueprint, Tom knows that now.


Seraphina:
Celiss looks at Seraphina for a moment before letting out a quick sigh. She grabs her by the hand and in a moment… (Barring a will save if Seraphina would like to make one)

The two find themselves stepping into a stairwell labeled “29th floor”

As Celiss takes her hand from Seraphina’s shoulder she also hands the dancer a note.

”Did you find Gabe when you were looking for that thief?”

Seraphina may recall that she did find Celiss’ brother Gabriel. Gabriel as it turned out, was the thief as suspected. It wasn’t a pretty story. He had been caught by a nightmarish group of people and sacrificed in a fire. Jacques was one of those responsible.

A commotion echoes in the distance.


little more o'er the merrier:
Jean takes advantage of his off-guard opponent as the shot peals through the blackened room. But orc-blood never lets one go down easily.

Thug vs Jean: 1d20 ⇒ 15
Dam: 1d6 + 4 ⇒ (3) + 4 = 7

The rest of the room erupts into a pitch black scuffle. A sickly green flash disperses as quick as it came, and a shot from somewhere else rings out in the dark.

???: 1d20 ⇒ 10
Dam: 1d6 + 4 ⇒ (3) + 4 = 7

???: 1d20 ⇒ 4
Dam: 1d6 + 3 ⇒ (5) + 3 = 8

???: 1d20 ⇒ 9
Dam: 1d6 + 3 ⇒ (6) + 3 = 9

???: 1d20 ⇒ 11
Dam: 1d6 + 3 ⇒ (1) + 3 = 4

The bigger fight:
Dodging Panache would cause the attack to miss yes.

Adalheid sheers metal and leaves an opening for Abel to finish the job. His first swing finds its way inside the metal beast and dislodges something within. It falls to the ground with a loud thud.

Tom sets a burning gaze at the hound in front of Alistair, and the swordsman deftly slides to the right just in time for the arrow to find its mark and the bite to snap at air.

Alistair finds his footing after the opening volley, but his swing is too high as this isn’t an opponent that shows up to a fencing bout. Not often anyway.

Herr Krauser stops the first attack with his steel gauntlet and boots the creature into the right distance to bring his axe down.

Vs adjacent hound: 1d20 + 14 ⇒ (13) + 14 = 27
Funny number: 3d6 + 18 ⇒ (3, 6, 5) + 18 = 32

Att 2: 1d20 + 14 ⇒ (5) + 14 = 19
Funny number: 3d6 + 18 ⇒ (3, 5, 5) + 18 = 31
The first swing splits the iron skull, the follow-up separates the clockwork hound down to the shoulders. Turns out that despite his expert bluffing skills he really was holding back just as the party suspected.

Riedels thick hide isnt thick enough to emulate the defence of his fellow knights plate armor, but he seems more adept at handling animals as he restrains the hounds head against his shoulder and immobilizes the legs a moment later.

Grapple vs Hound: 1d20 + 16 ⇒ (10) + 16 = 26
Pin if success: 1d20 + 16 ⇒ (20) + 16 = 36

Doro grunts in frustration over being blocked from the combat. She settles on a quick heal for Abel.
CLW: 1d8 + 5 ⇒ (1) + 5 = 6

Top of the order.

The remaining hound attacks Alistair once more. With hissing steam it’s jaws realign and clamp a second time in succession!
Att: 1d20 ⇒ 12 Hit
Damage: 1d6 + 6 ⇒ (4) + 6 = 10

Swift bite: 1d20 ⇒ 20 Hit
Damage: 1d6 + 6 ⇒ (2) + 6 = 8

The restrained hound will attempt to break out of the grapple
Escape attempt: 1d20 ⇒ 6 Fail

Adalheid continues his shouts of fervor as he turns his attention to the hound in Riedels grasp. He spends his round approaching it.

Crit confirm vs Alistair: 1d20 ⇒ 12 Hit
New damage total: 2d8 + 12 ⇒ (6, 3) + 12 = 21

Abel!
==========================================
Round 2

Hounds x2 Gone

Herr Schwarzschild Gone

Abel

Tom Khoh

Herr Krauser

Alistair

Herr Riedel

Magistralis Doro
==========================================

Doro shouts something in Orc with that same fervor overtaking the others.

Not a fight:
”You girls take care a yerselves. Celiss, be back to the compound soon as possible alright?” The blue clad woman takes her notepad from the table with a tip for the still working goblin that made her drinks tonight.

She offers Seraphina a hand at the stairs.


Maps are available at the top of the screen labeled by the PCs involved in the map in question. Let me know if you have any questions, I'm still trying to figure out a good map-making option.


A little more next to me:
At Jeans suggestion for light Bishop retrieves his handkerchief and casts a simple spell of light on it. He tosses the item forward revealing the assailant earlier than he expected. The half-orc stands with his woodcutters axe and a snarl.

For her part, Lady stays in back alongside Bishop. She’s breathing heavily, but gets out information for Jean.
”There’s another one. Don’t know where exactly.”

==========================================
Round 1

Bishop Gone

Jean

Mysterious thug

Lady
==========================================

Jeans up!


Abel, Tom, Alistair and assorted others:

I would say Alistair would be aware something was going on. If he uses his prep round to get down from the elevator car, he can get ahead of Morgana and Kal who are wisely hanging back from the sounds of it.

The Knights of Ruhrland seem to all have their own ceremony:
The half-orc Krauser retrieves some small bottle from his belt and drinks it. Though this seems like a poor time to indulge, there seems to be an interesting effect as wings erupt from his back!

The dim light would make that hard to parse, but Adalheid is producing quite the light show. His axe begins to glow a sunny gold as he slams the haft rhythmically into the ground. The glow sparks once, twice, and up to seven times as the warmth of the glow grows to a passionate flame. Herr Adalheids own behavior shifts as the other knights of Ruhrland join in All PC’s can choose to accept this raging song. Those who do gain a +2 str, +2 con, +1 AC, and +1 to will saves. No spells can be cast while this song is ongoing.

Doro gets her axe in hand and glances over the Ainsworth party before turning to the hall with approaching creatures.

As the others foam and froth for battle, the reptile Riedel calmly removes his uniform jacket and shirt to dispense them on the market stall with little fanfare. It is then that he begins to stomp the ground.

The small steel hounds are short in stature, but each of their mouths is like a sharpened vise. Each of them blindly lash out with equally blinding speed!

First at the off-guard Riedel:
Att: 1d20 ⇒ 17 Hit
Damage: 1d6 + 6 ⇒ (5) + 6 = 11

Then at the similarly disadvantaged Abel:
Att: 1d20 ⇒ 17 Hit
Damage: 1d6 + 6 ⇒ (1) + 6 = 7

Then Till Krauser:
Att: 1d20 ⇒ 11 Miss
Damage: 1d6 + 6 ⇒ (5) + 6 = 11

Then finally one lunges at Alistair:
Att: 1d20 ⇒ 9 Hit
Damage: 1d6 + 6 ⇒ (3) + 6 = 9

Adalheid takes the chance to dig in deep against the foe harrying Abel as his axe glows that sunny hue once more:
Att: 1d20 + 11 ⇒ (17) + 11 = 28
Dam: 1d12 + 10 ⇒ (12) + 10 = 22

Abel is up!

EDIT: Forgot Adalheids second attack:

Att: 1d20 + 11 ⇒ (14) + 11 = 25
Dam: 1d12 + 10 ⇒ (9) + 10 = 19
==========================================
Round 1

Hounds x4 Gone

Herr Schwarzschild Gone

Abel

Tom Khoh

Herr Krauser

Alistair

Herr Riedel

Magistralis Doro
==========================================
”These things are supposed to be guards too, right?!”

“That’s what I was told! Man, I’m glad I didn’t pet one earlier.” Kal and Stephen have an exchange as sparks fly.

Spellcraft DC 17 vs Adalheid:
Adalheid cast a spell called Allegro

This spell allows you to act more swiftly while maintaining a bardic performance. You must already be maintaining a bardic performance before you can cast allegro. You gain the benefits of the spell haste for as long as you maintain that bardic performance. If you cease maintaining the bardic performance or it is interrupted, this spell’s duration ends. As an immediate action while you are maintaining a bardic performance, you can dismiss allegro to reroll a Reflex save or Dexterity-based skill check. You must choose to reroll before the result of the original roll is known. You must take the result of the reroll, even if it’s worse than the original roll. Allegro dispels and is dispelled by slow.

Spellcraft DC 17 vs Doro:
The other spell that was cast, but by Doro, was Barkskin.

arkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.

Seraphina:
Reginald reclines as he did before. Celiss follows suit. ”Ey, hell if I know. Cops told me to hang around, so here I am. If’n ya need a ride, Celiss and I were talkin’ an’ she said she’d help you out. Just gotta know where you’re goin’.” Seraphina did get a tip from Ebrietas about floor thirty.


Level 2 with a butler:
”I will certainly keep that in mind when the time comes to write your paycheck.” Bishops reply comes quietly as usual. The group approaches an “Employees Only” sign soon enough. A small break room with an empty water cooler sits unused to the side. As the party passes through the threshold they’re greeted with a wide open room and some booth seating to the sides. There are poles through the tables on them. For some reason. Still partially powered, a neon sign reads “Devils Dance Floor” while some pink lighting highlights the glossy floor in question. Not a soul seems to be here.

It’s then that the remaining lights go out. And a door shuts.

*Cough* ”Goodness, again?” Bishop rasps through his outburst while chambering a shot.

Roll Initiative!

??? Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Jeans entourage: 1d20 + 3 ⇒ (10) + 3 = 131d20 + 10 ⇒ (14) + 10 = 24

Level 5 with knights:
Alistair has an easy time hoisting himself on top of the large cab. He does see a set of service ladders hanging from the walls. However the source of the grinding won’t require their use to find. It appears the loudest at the connection of the cable and the elevator car itself. Yet there doesn’t seem to be any obvious damage being dealt.

The rest of the group is able to funnel into the short hall before getting some breathing room in a common area that connects several shops. The variety of unique vendors available during the day get truly particular for the discerning customer. Unfortunately if anyone wants to purchase a handbag made of bulette leather or a traveling coat with yeti fur they will have to wait until the morning. If this Ghoul business is resolved at least. Across from the elevator the group leaves lays a hall. It splits left and right from here, and down one of those directions, everyone hears rapid steel footfalls approaching this way.

In this arena there are a couple of stands laying to the left and right in the din of night. The rightmost stall is overturned already. It looks to be an eyewear stall that got trampled in the rush to evacuate. The foreign knights form up to the left with their charge Stephen behind them. This group finally seems to be taking something seriously.
Four brass figures round the corner. They stand on four legs low to the ground. It’s a small pack of the clockwork hounds that were guarding various halls and attractions of the Nines, but somethings wrong. They shouldn’t be hostile, yet the three bear down on you like stalking animals!

You guys will have a round to prepare before the hounds arrive. Do what you want to, then roll initiative guys! Map is on the way. If anyone has knowledge: engineering, they can try to identify these creatures in more detail.

Hounds Initiative: 1d20 + 6 ⇒ (20) + 6 = 26
Knights of Ruhrland: 1d20 + 5 ⇒ (4) + 5 = 91d20 + 2 ⇒ (13) + 2 = 151d20 + 2 ⇒ (6) + 2 = 81d20 + 6 ⇒ (2) + 6 = 8

Level 6 with a noble:
Reggie looks over Seraphina before answering. ”Well, ya talked to the Ice Queen herself didja? I do think I’m in a generous mood.” He exchanges a glance with Celiss before she shrugs. ”You can have that favor. Wanna call it in now, or take a rain check?”

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