Many things happen all at once.
After Aerent falls, Havelyn hazards a look over his shoulder, to assess the situation. To his delight, he spots Varning! The knight quickly turns his back on his 'companion', while shouting "Captain! Quick, the Light yet smiles on us! Remember the battle of Barlington? Take your position!" and expecting to be in a favorable position within seconds.
Suddenly, a black-as-night cloud falls over Lord Havelyn's eyes, as Caladwhen's spell grabs hold of him - but he shrugs it off!
fort save dc18: 1d20 + 10 ⇒ (9) + 10 = 19
he's one tough sunnuvabish!
Once-upon-a-Varning does not comply to its former lord, though. He has a new mistress telling him what to do.
In the confusion, Oret makes optimal use of the opportunity to score an immensely powerful kick. The blow resounds forcibly through the man's metal mask, causing him to stagger backwards, right past the undead captain's sword.
Captain Varning's attack of opportunity: 1d20 + 9 ⇒ (17) + 9 = 26
dmg: 1d8 + 7 ⇒ (4) + 7 = 11
Lord Havelyn fights back a curse in rage. A gentleman right to the end, he drops to a knee, bleeding like a stuck pig.
"Know that you will all burn for this outrage. The lady of light will not stand idly by while you destroy her mortal devotees. I call upon the light to place a curse on you, foul diabolists!"
He spits blood, and it's clear he can no longer get up or hold his sword.
As much as he'd like to, Havelyn cannot suppress a grunt after receiving a devastating blow. He's a stubborn one though - the paladin is convinced that he can and will defeat you - if only by sheer force of will.
He twists his mouth as if tasting something foul. "Asmodeans?!". A holy zeal ignites in the man's eyes and he instantly seems to forget his injuries.
Lord Havelyn twists and turns his finely honed blade far quicker than should be possible.
full attack:
"You"
atk: 1d20 + 20 ⇒ (6) + 20 = 26
"will"
dmg: 1d8 + 10 ⇒ (5) + 10 = 15
"die"
atk: 1d20 + 15 ⇒ (9) + 15 = 24
"first"
dmg: 1d8 + 10 ⇒ (4) + 10 = 14
the bridge is soon smeared in red - but not all of it comes from Aerent.
While the Lord's party is focused on the intruders in front of them, a web suddenly grows out of the stonework on the bridge.
first fireball
Sir Thomas calls out fiercely to his men: "stand back! There is dark magic afoot. Be on your guard!"
reflex dc15: 1d20 + 7 ⇒ (7) + 7 = 14
reflex dc15 soldiers: 1d20 + 3 ⇒ (11) + 3 = 14
reflex dc15 acolytes: 1d20 + 2 ⇒ (20) + 2 = 22
Sir Thomas' noble effort to save his men costs him dearly. Screaming in pain, he recovers quickly utters a prayer to beg for Saerenrae's support. He's casting some divine spell, but he's not releasing it
Unfortunately, his men obey his words to the letter and stand guard, instead of jumping out of the fire like the acolytes do. The guards burn to a crisp, toppling over the battlements, falling not unlike comets into the river far below.
The acolytes don't hesitate and look around for the source of the magic.
One of them spots movement in(32), and shouts "there!"
The other acolyte notices a familiar outfit and face appear on the battlements. "Gracious lady of Light! It's so good to see your face, captain Varning! We were attacked by someone in the tower! Please, help!"
But the acolyte drops to his knees and his face quickly turns from relief into utter disbelief, when the Risen Captain draws steel, and his entourage of Draugr and skeletal hounds come into sight on the stairs behind.
Just when the Golem starts slaving away on the gate's chains, Caladwhen spots movement in the north side of the castle. (So, you know the golem needs 10 more rounds before it has completed its task. And remember, at some time in between, you'll need to help it with 3 consecutive DC16 strength checks!)
three soldiers and an acolyte emerge from the castle; they are following a towering figure dressed in full plate. This can only be the famous Lord Havelyn himself.
As soon as he notices the main gate shaking and creaking, he starts to run over the bridge of death (24), and his followers quickly catch up.
Lord Havelyn stops midway across the bridge, and plants his feet solidly on the stones.
In a deep, commanding voice, he shouts at those inside the gatehouse:
"Lay down your arms, lest you further endanger your lives and your very souls with this villainy!"
Somehow, he seems to illuminate the area around him. His very presence seems to bolster those around him - the handful of soldiers, usually mere flies, suddenly appear strongly motivated and, somehow, able! to save Balentyne and Aldencross from the villains who dare intrude.
Once more, the commanding voice drowns out all noise of the slowly opening gate:
"Stop * n o w *, and renounce your evil deeds! The good Lady Sarenrae may yet find it in her heart to forgive your sins! Show your hands!!"
I'll assume you will do no such thing...Which means, it will have to come to blood. Let's roll, shall we?
initiative, Lord Thomas Havelyn: 1d20 + 1 ⇒ (4) + 1 = 5
Aerent kills the last ranger to the west, and is now staring straight at the furious captain Varning, who is grimacing as he attemps to brush the mud off his burnt body. Unpleasant, to say the least.
reflex save DC 17: 1d20 + 5 ⇒ (8) + 5 = 13
The fire strikes again, and the look on his face is one of surrender. He drops his weapons, raises his arms, and shouts:
"Hold! I'll surrender, if you'd but let my men go?"
He looks like he could fall with a single blow
When you approach him, he takes a long, hard look at each of you. The fear in his eyes is obvious, as he only now fully understands what you are capable of, and he can no longer prevent Balentyne from falling.
"Who... ARE you people..?"
Varning screams in both pain and frustration when he is shaken from the saddle by the dying horse.
"What the - Varlet!!!"
By then, he already knows he can't win, but he won't go down without a fight! "CURSE YOU, FOOLS! COME HERE, IF YOU DARE, AND FIGHT LIKE PROPER MEN!"
He fidgets around the saddlebags, and finds (and drinks) a potion
Cure Moderate Wounds: 2d8 + 2 ⇒ (7, 3) + 2 = 12
Varning again attempts to dodge the ball'o'fire,
Varning reflex vs DC17: 1d20 + 5 ⇒ (3) + 5 = 8
Varning ride check vs DC10: 1d20 + 8 ⇒ (12) + 8 = 20
Varlet reflex vs DC17: 1d20 + 7 ⇒ (19) + 7 = 26
but this time, Sindran anticipates, and moves the sphere directly in the path of the rider. The horse remains unharmed, but the same cannot be said for captain Varning.
Screaming in agony, he takes a second to catch his breath and commands his men: "Light! Flee! To Balentyne! Flee!"
Varning and his men spot the ball of fire and quickly realize the predicament they're in.
Varning: "Curses - It's a trap! MEN! Pull down that tree! DIG your way out of here if you want to live!"
He points to the tree at N3, and the rangers at J L O spend the next 1d4 ⇒ 4 rounds uprooting the tree and creating a makeshift slope out of this soon-to-be-hellhole. that's less than half a minute to take a small tree down. Still pretty quick, but it feels like an eternity to them...
the captain has no time to manage the details, because Sindran's ball of fire descends upon Varning and his warhorse Varlet.
Ryan Varning, reflex save : 1d20 + 5 ⇒ (19) + 5 = 24
Ryan Varning, ride check: 1d20 + 8 ⇒ (15) + 8 = 23
Varlet, reflex save: 1d20 + 7 ⇒ (12) + 7 = 19
boooyah, the dice roll my way for once!
management:
ini diggers: 1d20 + 3 ⇒ (15) + 3 = 18
ini Varning: 1d20 + 4 ⇒ (8) + 4 = 12
ini remaining rangers: 1d20 + 3 ⇒ (12) + 3 = 15
okay, looks like it's all of you, then all of me in the ini order.
Both rangers at F and H shoot an arrow at Aerent.
atk: 1d20 + 4 ⇒ (4) + 4 = 8 and dmg: 1d6 + 2 ⇒ (5) + 2 = 7
atk: 1d20 + 4 ⇒ (9) + 4 = 13 and dmg: 1d6 + 2 ⇒ (1) + 2 = 3
And for good measure, the riderless warhorse takes another kick at Aerent:
hooves: 1d20 - 2 ⇒ (13) - 2 = 11 and dmg: 1d4 + 2 ⇒ (1) + 2 = 3
I'll just kick once, since I realized that the pony did a full round attack in its attack of opportunity. This should balance it out again.
In round 1, only Letho is left, then Oret is up for round 2.
The rangers look at Oret in surprise.
Cracks in the ground extend from the monk, exposing sharp edges of the dessicated ground. All around him, teeny-tiny rivers of sand gently slide down into the trench.
Captain Varning handles the surprise quite well. "You three - Arrest that impudent conjurer. Try not to kill him."
initiative, worst result: 1d20 + 3 ⇒ (18) + 3 = 21
initiative, worst result: 1d20 + 3 ⇒ (14) + 3 = 17
initiative, worst result: 1d20 + 3 ⇒ (4) + 3 = 7 <- they are all at ini 7
The two guards furthest from Oret aim their shortbows at his legs. The third guy, in front of the other two, waits for them to shoot and then runs forward to knock Oret on the head with the flat of his blade.
bow: 1d20 + 4 ⇒ (19) + 4 = 23 and dmg: 1d6 + 2 ⇒ (1) + 2 = 3
bow: 1d20 + 4 ⇒ (19) + 4 = 23 and dmg: 1d6 + 2 ⇒ (3) + 2 = 5
sword, nonlethal: 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4
These man have obviously trained as a team; they wait for eachother to strike almost simultaneously. Too bad the man waving his sword hasn't taken the crusted mud in accoun: his charge comes to a rather uneventful halt, and his attack is reduced to little more than a ballet pose. He looks a little annoyed at being embarrassed.
Captain Varning spurs him on: "Oh come on Rickard, don't play around. If he wanted to dance, he'd have asked. just arrest the man!"
as the two guards at the front reach the end of the table, where the pile of dead guards & servants lies, their stomach roils and they shout to their leader :
"uuuhhhh!! s-Sarge..?! I...I think we already have trouble!!!"
raising his shield in defense, Guard1 manages a throaty "*cough*RUN, wench!" before he finds his voice again, shouting "ALARM! INTRUDERS IN THE LORD'S QUARTERS!!"
Guard1 tries to push the serving wench away and move himself between her and Oret, giving Oret an opportunity to attack once more.
although I doubt you'll allow him to finish that entire sentence...
saucer-eyed, Guard1 watches as his comrade slides off Aerent's trident.
"did you just - !!!"
it isn't his turn yet, but this kind of violence does not go unnoticed!
well, you two should be happy to have the low rolls out of the way before you start hitting people ;)
Lord Havelyn's chambers in a 5ft grid
Ae = Aerent, Or = Oret,
G1/G2 = Guard1/Guard2,
S1/S2 = Servant1/Servant2
Guard1, the rude one, looks at you in a funny way, trying to determine the truth of your words.
Sense motive: 1d20 + 2 ⇒ (12) + 2 = 14
And of course he believes every word of it.
I'm rolling for the heck of it, but there's no way he can see through your bluff or disguise. You're at level 4, you simply haven't got a lot to worry about from a single CR1/2 footsoldier.
He suddenly decides to take his responsibility : "right! Wouldn't want to have Lord Havelyn robbed on our watch. In fact, not at all... You ladies wait here for a moment." and as he turns to his colleague, he continues: "Jonas, you put the big one in a chair, I'll grab the blonde."
The guards open the doors, and Jonas moves rather forcibly puts a plump servant into the chair at E2.
The 'rude' guard runs to grab the blonde servant who's working in Lord Havelyn's bedroom -by far the prettier of the two- and puts her in the chair at D2.
Guard1 then calls to Aerent and Oret to enter, and moves to D1, behind the servants who are looking very flustered and stunned. As soon as you two enter H3, Jonas moves from E1 to H3 to block the exit.
the map shows situation as Aerent and Oret enter. Jonas starts moving on his initiative, would you please roll ini as well?
ini G1: 1d20 + 0 ⇒ (11) + 0 = 11
ini G2: 1d20 + 0 ⇒ (10) + 0 = 10
ini S1: 1d20 - 2 ⇒ (8) - 2 = 6
ini S2: 1d20 - 2 ⇒ (17) - 2 = 15
(Zack Eddarly)
"Franz - I did not mean - I've meant to end it, I swear. Can't we talk about it?"
to Guard2: "hm, now that you mention it, yeah, he does. And I think he mentioned a Tim as well."
to Sindran: "Tim-may-yus, eh? You're staying at the Inn? I'll tell Father Donnagin that you wanted to see him - and he'll come looking for you, if he thinks you're worth his time. You see, cap'n said we'were not to let you in, so you should be able to work out what happens next; you're going to walk back down that hill and not cause a fuss."
with Oret on one side, and Talon on the other with Aerent close behind, the Helmsman is having that sinking feeling. He looks from Oret, to Talon, and back to Oret, and finally he drops his sword, holding out his hands as he sinks to his knees, pleading for his life.
If only any of you spoke Norspik, then you could understand a word of his plea. Now, his intentions are mostly clear from his moves.
but let's be honest, it's not as if you're missing out on the world's most touching poem.
Helmsman's Will Save vs DC 16: 1d20 + 1 ⇒ (7) + 1 = 8
I wrote: The helmsman, looks at Aerent in shock... ...just as Sindran's magic hits him square in the face! The Helm shakes his head in disbelief and then runs at the captain screaming.
ye lads'n'lassies'll have ta imagin' yer oon Scottish accent, aye?
"Cap'n, what're ye doin'! DIE yer traitor!"
face-stab Kargeld: 1d20 + 4 ⇒ (16) + 4 = 20
dmg: 1d6 + 2 ⇒ (5) + 2 = 7
map, repost
"ah, commodore! You know I saved the best for last. Have you ever heard the name Marquis Claude de Jouffroy? The crazy but brilliant calculist from Absalom? He is the genius responsible for the creation of these twin magnificent machines! Let me point out to you the yahda yahda"
significantly more boredom ensues, as you reach the bottom level of the ship, the cargo hold, where you end up standing before the magnificent(well, according to some), and infernally hot (according to you), furnace of the left engine. No one else is here, the captain wants to demonstrate his ship by himself and not share this moment of glory with his crew - such is the privilege of rank, is it not?
"hence the need for such masterwork as these copper pressure vents. Now, if you'd kindly step over here and look up, you'll no doubt notice these yimmer yammer yip yap"
you know - he does go on a bit, doesn't he? And he will, if you keep standing there all fascinated-like.
"excellent. then finally, let us move towards the pride and joy of our nation's navy; our engine room!"
And the good captain leads the way downstairs, Sindran and Talon following right behind, into the engine room...
very nice Commodore Sindran. Talon is allowed to wait outside the captain's quarters in the hallway, while the 'important men' go inside the quarters to discuss things. There's a small stairwell leading down - which is, judging from the heat, noise and sounds of frantic cleaning, where the engines are.
moments later, a somewhat befuddled cap'n Sambryl opens the door
"You bring dire news commodore. would that I might lighten your mood by showing you around our mighty fine ship. You've seen our main deck, the finest Darkmoon Vale pinewood went into the fine craftmanship (etc whatnot endless boat-talk boring the brains out of poor commodore Lawrence)"
As soon as "The Blade of St. Martius" gets close enough, the Andoran sailors begin shouting "Heave to in the name of the Andoran Republic!"
Kargeld and his men cannot do anything but comply, slowing the ship and awaiting the approach. The brutal stomping of the steam engine on the other is very intimidating to the sailors on the Frosthamar.
From the Blade, a strong wooden plank is placed across the bows of both ships, and a figure with obvious authority places one foot on his side of the plank.
"My name is Captain Sambryl of the Blade of St. Martius. I would have permission to board."
The captain breathes an air of authority, and his not-quite-a-question shows that the captain assumes the permission will be granted, and will extend to the four armed sailors brandishing spears behind him.
"gosh, sarge, that's a might generous of you. Fill 'er up if you'd plea-hic-ease!"
You see two semi-sober guards stumbling in front of the gatehouse.
G1 : "da was zzome game tonight, eh?"
G2 : "hehehehic very mudge so, ollld chap"
G1 : "couldyou believe Ronnie actually thought he wazz winninning that last hand?"
G2 : "yeah the look on his face - everyone knows he can't count over ten! daft geezer..."
let's see if they notice the newly installed lighthouse.
perception: 1d20 - 6 ⇒ (10) - 6 = 4
perception: 1d20 - 6 ⇒ (3) - 6 = -3
argh! such insufferable incompetence! There simply aren't enough in- words to describe these mooks!
Ow! I don't get paid enough for this
"oh no, Dan, no! sh*t!"
Guard1 nearly wets himself as he watches Dan being taken care of by Talon. He makes an attempt to live and fight another day, drops his weapon and runs outside, screaming like a schoolgirl.
all of you can take your turn before Guard1 starts running and screaming - question is, what are you going to do about it?
"You, witch, stay put, or else..."
Guard1 grabs his leather cudgel and moves straight towards Cala, assumed AA33.
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