NPC
He glares over at Lucrezia, "We have deep dungeons where pretties like can disappear into...never to be seen again." He motions his thumb over to the John, "Ask your buddy here, he knows." His upper lip curls up, "A Sergeant of the Rack can hold you for questioning at my whim, choose your mouthy words carefully whore."
NPC
The knights remain in the common room while the lieutenant enters the office. The Sergeant steps up to the table, he has two other members flanking him, he looks at John and Andrea. "Have you been crawling through sewers lately?" He sneers at you and before you respond, "It's good to know where you spend your time." The remaining two guards are at the end of the hallway.
NPC
Shinon and Andrea: The man begins to shoo you all away and tells Shinon, "You aren't quality enough to join the Rack, go away now before I hack your worthless hand from your body. Noting Shinon couldn't help the horseshoe. Retracting a bit, "NO wait, since you were useless with the horse and rude initially, I be requisitioning yours and will leave it at the East Gate, I've got official business to do back in the city." He walks to toward Shinon's horse with his hand on his sword.
NPC
The only remaining Arminger is near Shinon. This is the one Shinon shot an arrow at. "Gutless masked rebel, shoot when the retreat order was given!" With that he takes a 5 foot step towards Shinon raising his heavy mace and swings it with all his might. Heavy Mace: 1d20 + 9 ⇒ (15) + 9 = 241d8 + 2 ⇒ (3) + 2 = 5 Hitting Shinon hard, then suddenly yelling "I surrender, I surrender." He releases his mace and raises his hands in the air.
NPC
The Horseman by the bridge is dead (H3) from Duncan's swing. The two guards near the horse carriage would begin to backtrack and attempt to retreat in an orderly fashion. They would double move 60 Feet to the East. (This was AO111 and AO113 which can be moved to AO97 and AP101). it is Andrea's turn, and below is the remainder of the round actions. I'm going to my game. However, the cleric driver of the carriage would jump down on the east side of the coach and run to the east given an opportunity. If chased he would throw the key ring to the coach on the ground. He goes last in the round too.
NPC
The ballista operator swivels his weapon towards Shinon and fires. 1d20 - 6 ⇒ (1) - 6 = -52d8 ⇒ (1, 2) = 3 as the rain picks up even more. The bolt fires off wildly. The Horseman on the ground (Hex 108) gets up looking for a targe to go after and moves to carriage. (Hex AG112 behind carriage) The guard in combat with Shinon uses his heavy mace and tries to pummel his adversary's skull. Heavy Mace: 1d20 + 9 ⇒ (17) + 9 = 261d8 + 2 ⇒ (1) + 2 = 3 Connecting with a crushing blow. The Guard sitting on the rear facing seat uses his cross bow and fires at Duncan. Lt Cross: 1d20 + 5 - 4 ⇒ (13) + 5 - 4 = 141d6 ⇒ 3 missing the dwarf narrowly. The horseman who has been in the back rides forward HALT! TROOPS RETREAT, RETREAT!"(to AD109) Action to Kenji, you can get up now and nobody is swinging at you. I take it this is your move action? Are you doing anything else?
NPC
The prone guard near Andrea tries to stand up. Andrea you get an AoA. Using his long sword he swings at the cleric."Die ye jelly boned thumb suckin' crud bucket." Sword: 1d20 + 4 ⇒ (9) + 4 = 131d8 + 2 ⇒ (1) + 2 = 3. His sword clinking off her armor but not penetrating. Another guard makes a five foot step (G2 from X117 to Y116) and swing his sword at Shinon. Sword: 1d20 + 3 ⇒ (2) + 3 = 51d8 + 1 ⇒ (5) + 1 = 6 missing as Shinon parries effectively. Action to John
NPC
Hellknight on horseback (H3 @AF109) moves to the bride and gets off to the Ease of the bridge (Hex AF119) ride check DC5: 1d20 + 1 ⇒ (19) + 1 = 20, the then dismounts. Standing facing towards the dwarf and armored man who sliced down is comrade in arms. "Bah come and get me! To arms!" The guards (G3 and G4) located in AJ105 and AJ100 each moves towards the carraige to defend against Kenji. Each Double moves to AO 113 and AO 111, the horse is separating the two guards now. Andrea hits the prone Armiger (X121) with her sicle caueing him minimal damage.
NPC
The Balista operator on the wagon, points towards Shinon and lets it fire in the rain. Bolt at Shinon: 1d20 - 4 ⇒ (13) - 4 = 92d8 ⇒ (5, 4) = 9 One of the riders H5 (AD-98) in the rear draws his longsword. A guard (G1 moves to Y105) jumps off the Norht running board pulling out haeavy mace and dashes to Y105. The guard riding on the top rear facing bench takes position holding his crossbow. Holding action. Horse rider (H4) draws his pick and holds his location, he starts to bark orders as he remains in AF98. Its Kenji's action now
NPC
Shinon can take his action when he signs in and I will fit it in the order. The rider to the Northside of the road (H2 - AB109) yells, "HALT THE BLASTED WAGON DIMMIT! HARPER RIDE OUT THERE AND SEE WHAT THAT STUNTED GROWTHED VERMIN WANTS, CUT 'EM DOWN IF YOU HAVE TO...YOU ARE ON THE RACKS BUSINESS." Surveying the situation and landscape he directs both gaurds off each side of the prison carriage. "Two by two, and on yer feet he directs." Holding the rest of his aciton. perception: 1d20 + 3 ⇒ (19) + 3 = 22 Trees to the North bandits! Guard (G2) jumps off the northside running board and unsheaths his longsword. He dashes to hex Z105, holding the remainder of his action.
NPC
The driver's sense motive: sense Motive: 1d20 + 0 ⇒ (2) + 0 = 2 "Nck Nck, Gitti up, yah, as the driver flicks his wrists to move the horses forward. The heavy wagon lurks forward. The others on the wagon look a bit confused as to the wagon's movement forward. Duncan, are you doing anything else or holding for now? Dang nice roll you made and the dice god was agaisnt me.
NPC
Armiger #6, moves backwards through friendly squares behind Armiger 5 and pulls out a potion. Panting ofr breath the bloodies helm cracked, his cheek shattered and bruised. His hands trembling with excitement, fear and uncertainty. Armiger #4 will shoot at John, the 5ft area between the two is currently vacant. Crossbolt at John: 1d20 + 2 ⇒ (15) + 2 = 171d8 ⇒ 2 missing, he drops his cross bow and pulls his longsword.
NPC
Armiger 3 pulls his longsword and swings at kenji, hopeing to strike the man down. A3 attack on Kenji: 1d20 + 3 ⇒ (11) + 3 = 14but he is unable to make contact. Thinking quickly the man steps off the ledge, into the muck. He is backing away, so to reach him unless Kenji will need get in the muck wiht him for melee (unless there is a reach weapon or some other means to hit him) DM ONLY: Filth Fever Fort save Fort: 1d20 + 4 ⇒ (4) + 4 = 8Onset: 1d3 ⇒ 3
dex: 1d3 ⇒ 2 con: 1d3 ⇒ 1
NPC
Duncan's divine favor and judgement does not occur untilafte kenji's action, on armiger and Andrea. in case you factored that into the socres. Kenji connects wiht his kick on Armiger #3, who looks beat up. However he is standing. Arminger #5 shots at Kenji shooting at kenji one step penalty: 1d20 ⇒ 151d8 ⇒ 2
NPC
As Kenji was able to move forward to meet Arminger #3, who was at the other end of the bridge. Armiger #3 is bleeding for the punch. andrea's bolt whizzes through the air and strikes with a loud thump armiger #1, who is hurt but still engaged. John is able to remove his shield (std action) and move into position(move). tell me how far you want to move. There is 60 feet between the doorway and the oncoming Arminger's Duncan has round 2 to complete.
NPC
Armiger #1 shots at Kenji with his light crossbow. Arminger2 shooting at Kenji: 1d20 + 2 ⇒ (10) + 2 = 121d8 ⇒ 8 His hurried shot misses the nimble man. Armiger # 2 shoots at 1d4 ⇒ 4 at Shinon Shooting at Shinon: 1d20 + 2 ⇒ (13) + 2 = 151d8 ⇒ 8 With bullsese accruacy the bolt peirces Shinon's flesh. Both #1 use their move action to reload, #2 is pulling a small vial.
NPC
Armiger 3 stops short noticing the criminals on the other sideof hte sewage tunnel. He is roughly 30 feet away and standing near the 2 foot wide plank ridge. He quickly calls to arms and shots: 1=Janiven
attack on: 1d4 ⇒ 4 He aims and shoots at Shinon. Shinon: 1d20 + 2 ⇒ (6) + 2 = 8 Because of his hurried action he was unable to get a good aim, and his bolt twngs off the tunnel wall. The men are dressed in Chain Shirts, helmets, heavy boots, long swords, crossbows. Remember that Armiger's are HellKnights in training.
NPC
There a are voices of confusion, arguing coming down from the sewer tunnel. The voices are getting closer and are coming from the left tunnel. Suddenly, there are three knight armigers appearing from another jucture. John, Andrea and Duncan do not see this as they are in the pump room, and are not involved the frist round of action. Initiative time: Armiger1: 1d20 + 2 ⇒ (11) + 2 = 13
kenji: 1d20 + 4 ⇒ (13) + 4 = 17
Rd2: John, Andre and Duncan can join the fun John: 1d20 + 1 ⇒ (2) + 1 = 3
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