Round 1: . Diplomat: Gets ready to launch Holy Water at any Zombie sneaking up from behind
Dwarf: Loads and Shoots a bolt from his Crossbow: HITS!
Torch: Moves up to attack: Misses
Alrighty! I did the best I could with the battlemat -- as mentioned in Recruitment, that's not exactly my strong suit. But it ought to work enough to keep us clear as we use our imagination in conjunction with the images. For Round One: It would help, certainly, if Monkeygod and even Critzible get a good attack roll off on this monster before it takes its turn in Initiative. Or maybe,... I may swap Lemming in Initiative with one of the not-yet-posters since he's rolled. But I would feel bad since he missed. Anyway, Critzible, I know you had posted you would stay and Ready an Attack if the Zebub used Fly-By-Attack to get near the Ranged-PCs but since the Zebub Teleported away in fear, you are free to get up there and take a swing on the Pickled-Punk. Every attack roll helps. But of course, your choice.
Round 1:
PCs:
Baby in a Jar: Initiative: 1d20 ⇒ 11
Baby in a Jar: Will try to cast a spell Torch:
Round 3:
PCs:
Zombies in the main lobby: Enter over rough terrain, one is killed by Bat -- the other comes within reach of Khardon Dourstone and would provoke an AoO but he wields a ranged weapon. Zombies in the inner courtyard:
. Round 4:
PCs:
Looking at the cracks in the glass, 'Panicking-Man' figures one more big hit, perhaps two, will break through. The Diplomat, with still a near unlimited handful vials of Holy Water, smashes one vial against the head of a Zombie, melting its dead face off -- but missing a different Zombie six seconds later.
Uh, there are only TWO Crossbows. (Unless I'm forgeting something) Two that you just picked up in C1 (I may have forgotten one from earlier???) If there are just two then y'all gotta figure out who has them. Obviously, three of you can't share two. Even though you did in Rd 2! Also -- Monkeygod: Feel free to roll your Holy Water Ranged attack from Rd 2 (as well as your Rd 3 attack assuming you're throwing another Holy Water). Critzible: Feel free to roll your Morningstar attack from Rd 2 -- your Readied Action -- technically I didn't have quite enough Movement to reach you, but a free 5-ft-step this time for your Readied Action is fine. You can also roll your Rd 3 attack if you're still using the Morningstar. (Unless you really are just using your 3rd Rd Action to pick up a Holy Symbol.)
Round 2:
Putting his namesake 'Scalpel' aside he grabs the crossbow from his ally and, loading it in a hurry to fire quickly, shoots through the door at the shambling Undead -- Missing! PCs:
Zombies in the main lobby: Slowly, with the lethargy of the Dead, the Zombies advance to the source of living blood, eternal, evil hunger driving them mindlessly. Two are able to shamble through the open door -- triggering the Diplomat's attack with Holy Water! Zombies in the inner courtyard: On the wrong side of the wall-sized window in the courtyard the two Zombies begin to pound on the glass, attempting to break through:
. . . . Round 3:
Torch, having finished removing an Armored Coat, Moves closer to the combat. (I did the best I could here; you had already taken your 2nd Rd Action and then kinda/sorta posted your 3rd Rd Action -- but just a Move Action, so you still have a Standard Action. Please correct me if I'm wrong, but I think I did the best with your, uh, two rounds of Actions kinda/sorta.) The Dwarf, taking one of the only two Crossbows back from Scalpel, fires again, and HITS Again! Another Zombie bites the dust. Bat's Readied Action goes off as the Zombie's enter her reach, she swings a masterwork Silver Morningstar, and is ready to grab a Holy Symbol of Pharasma if she can.
Round 2:
PCs:
Zombies in the main lobby: Zombies in the inner courtyard: .
It may behoove the group if someone with a melee Weapon trades places with Khardom Dourstone to have two frontliners at the front.
The Diplomat readies to lob a vial of Holy Water at any Undead that encroaches into your safe area,... While takes hold of one of the masterwork, Silver Morningstars to wield along with the masterwork, Silver Dagger she has been wielding. She gets ready to take a swing at any Zombie that comes close,... Torch, meanwhile, begins to remove the masterwork Armored Coat from the unfortunately fallen Inquisitor of Pharasma, to put it to use in honor of the felled companion.
Round 2:
'No-Name' -- quickly becoming "Action-Man" -- is the first to fire, just as he was first to run in to collect the weapons. Taking aim he shoots at the hungry dead, and the bolt strikes a Zombie in the cheek, getting stuck somewhere in the cheek-bone. At first is a moment of exuberrance as it looks like a head-shot. But alas, it is clear the crossbow bolt is only a superfiscial hit. It does not penetrate the Zombie brain. PCs:
Zombies in the main lobby: Zombies in the inner courtyard:
Round 2:
Our amnesiac heroes have grabbed the deceased Inquisitors and carried their bodies and equipment back to the hallway. The hungry Undead have moved closer to the active living and fresh blood. PCs:
Zombies in the main lobby: Zombies in the inner courtyard:
Round 3: . PCs:
. Faceless Stalker: Falls gracelessly in a clump on the floor, struck finally by the stool-leg. It is unconscious, barely breathing, and bleeding out from the critical wounds made from the silver dagger.
Round 3: Faceless Stalker: Hits the Dwarf
PCs:
Once again from her point of tactical advantage, 'The Bat' strikes with perfect precision. The Faceless Stalker squeals in pain and almost horror as the gore and bile flows from his wounds. Surely he is nearer to death than the Dwarf -- also sorely injured.
Round 3: Faceless Stalker: Puzzle box firmly in one hand, the monster contiues its attack on the Dwarf Death to PCs!: 1d20 ⇒ 12 Its weapon raised over your head the Faceless Stalker strikes down with furious anger, striking the dwarf across the chest. Dizziness and pain almost cause you to black-out as you know that, another hit like that will spell the end. Blood trickles down your chest. . PCs:
Round 2: Faceless Stalker: Misses the Dwarf with his futile swing! . PCs:
Now surrounding the Faceless Stalker -- while keeping the exit open to run away, the survivors' take turns striking out with their weapons, their stool-legs, chunks-of-plaster, Dagger and Morningstar. But to little seeming affect. It's concentration on the Dwarf, however, provides the young lady everyone is calling 'Bat' to wield her enchanted silver dagger into the back of the Faceless Stalker, right into what would be a ribcage under his heart, if it were a humanoid with vital organs to pierce rather than some kind of abberration. A sizzling of its gory flesh crackles mildly in the air as either the magic of the blade or its silver composition burns the monster significantly more merely being stuck. Nonetheless, the Faceless Stalker continues its assault on the dwarf.
Round 2: Faceless Stalker: Puzzle Box still in one hand, wielding a Morningstar with the other -- Moves forward to attack, obviously intelligent enough to know that his Transmutation didn't fool anyone. He wasn't fast enough as you opened the door -- too obsessed with the Puzzle Box. Moving forward he looks like he will attack randomly -- fearless in the face of such ragged looking survivors. But as he raises his weapon with one hand he suddenly tilts his head to the Dwarf with the corrupted arm and focuses his attack there. That's *MY* Electrum 'Needle' not yours!: 1d1d20 ⇒ 6 And the Faceless Stalker misses the Dwarf with his futile swing! . PCs:
.
Round 1: 22: As 'Torch' opened the door to the dining room, the Faceless Stalker obssessed with its Puzzle Box turned to look at the interloping survivors of The Tatterman's Nightmare-Realm. Before anyone could react, the Faceless Stalker took six seconds to Transmute into a guise of a Cleric of Pharasma, hoping to trick you into believing it is another survivor. PCs:
(one Crit and two hits)
Round 1: . 22: As 'Torch' opens the door to the dining room, the Faceless Stalker obssessed with its puzzle box turns to look at the interloping survivors of The Tatterman's Nightmare-Realm. Before anyone can react, the Faceless Stalker takes six seconds to transmute into a guise of a Cleric of Pharasma, hoping to trick you into believing it is another survivor. PCs: Torch: Once again Torch hurls a rock in the air with seeming incredible precision and power. The improvised projectile slams the Faceless Stalker squarely, damaging it considerably, and shattering into bits of shrapnel after significantly jurting the monster. Bat:
Round 1: Janiven Key 24.8: Moves into the main room of Vizio's Tavern and yells in horror and fear at seeing her boss and friend, VIZIO, apparently dead from the Fireball blast. Arrus Volso 23.6: Moves out the back-entrance to circle around the Bastards (in order to Flank) Baroness Delour Aulamaxa 20: Prone on the ground with a few sycophants, burned and hurt Bastards of Erebus 16.6: With Rapiers drawn two Roguish Tieflings run into Vizio's Tavern -- both immediately go to where the young girls, Amaya and Tarvi are hiding in fear, half-burned to death, with the Dwarven tinkerer, Rolan. The Bastards move in position Flanking Rolan, and raise their wicked needles and squeak in a surprisingly high-pitch voice, "Looks like you're first, Dwarf!" You can see they're using their Flanking advantage to find precise vulnerabilities in the fastidiously clean Dwarf's stocky frame -- the jugular vein or groin or other tender spot on the Tinkerer where they can sneak in their blades. Rolan, Westcrown's watchmaker, lock-maker and all-round tinkerer, may only have another six seconds of life. Talia Fireskin 15.6: Renzio Arvanxi 14.2: Lord Iltus Mhartis, Duxotar 13.6: Gornych, Bastard of Erebus (lieutenant) 13.1: Savois Tiri, young Dottari Officer 12.3: Saria Roccin, Dottari Officer 10.5: Tiknesr Th'th'th'th'slifp 10.3: Fiendish Dog (medium sized) 10.2:
Initiative rolls:
Gornych: 1d20 + 1 ⇒ (12) + 1 = 13 Bastards of Erebus (two) Rogues: 1d20 + 6 ⇒ (10) + 6 = 16 Fiendish Dog: 1d20 + 2 ⇒ (8) + 2 = 10 Janiven Key: 1d20 + 8 ⇒ (16) + 8 = 24 Baroness Delour Aulamaxa: 1d20 ⇒ 20 Lord Iltus Mhartis, Duxotar of the Westcrown Dottari: 1d20 + 6 ⇒ (7) + 6 = 13 Savois Tiri, young Dottari Officer: 1d20 + 3 ⇒ (9) + 3 = 12 Saria Roccin, Dottari Officer: 1d20 + 5 ⇒ (5) + 5 = 10
Round 1: Janiven Key 24.8: Moves into the main room of Vizio's Tavern and yells in horror and fear at seeing her boss and friend, VIZIO, apparently dead from the Fireball blast. Arrus Volso 23.6: Baroness Delour Aulamaxa 20 : Prone on the ground with a few sycophants, burned and hurt Bastards of Erebus -- Two Tiefling Rogues 16.6: about to run into Vizio's Tavern with their rapiers Talia Fireskin 15.6 : Renzio Arvanxi 14.2 : Lord Iltus Mhartis, Duxotar 13.6: Failed his Ref Save and took all damage from the Fireball Gornych, Bastard of Erebus (lieutenant) 13.1 : Getting ready to enter Vizio's Tavern, wields a nice battleaxe Savois Tiri, young Dottari Officer 12.3 : Failed Ref Save, has a Staggered look in her eye Saria Roccin, Dottari Officer 10.5 : With excellent Reflexes, avoided much of the Fireball damage Tik 10.3: Fiendish Dog (medium sized) 10.2 :
Round 2: Muziel Moreau .... standing in normal terrain behind the fight Par Joakimson .... adjacent to the Cadaver Lord -- has been tainted by the Undead's disease and needs to attempt a Fort Save Lady Sabella Arvanxi .... about five feet from being able to attack the Cadaver Lord Wight .... Staggered in rough terrain 20 feet away
K’Tak’Ktah’hal .... tbd Cadaver Lord Rogue/Ranger .... focusing on Par Joakimson Artemisia Burningleaves .... standing in normal terrain behind the fight Lady Imperia Valeria Thrune .... using her Glaive
Round 1: Muziel Moreau .... tbd, standing in difficult terrain, 20 feet from the 4 Wights, 25' from the leader Par Joakimson .... Casts Enlarge Person, standing in difficult terrain, 15 feet from the 4 Wights, 20' from the leader -- hoping to take attacks of opportunity Lady Sabella Arvanxi .... tbd, standing in difficult terrain, 20 feet from the 4 Wights, 25' from the leader, already has See Invisibility Wight .... in rough terrain, flat-footed
K’Tak’Ktah’hal .... tbd, standing in difficult terrain, 20 feet from the 4 Wights, 25' from the leader Undead Leader .... in rough terrain Artemisia Burningleaves .... tbd, standing in a clearing, 30 feet from the 4 Wights, 35' from the leader Lady Imperia Valeria Thrune .... tbd, standing in difficult terrain, 20 feet from the 4 Wights, 25' from the leader
Initiative: Artemisia Burningleaves: 1d20 + 6 ⇒ (4) + 6 = 10 Par Joakimson: 1d20 + 3 ⇒ (19) + 3 = 22 Par Joakimson 2nd Roll: 1d20 + 3 ⇒ (6) + 3 = 9 Lady Sabella Arvanxi: 1d20 + 3 ⇒ (14) + 3 = 17 K’Tak’Ktah’hal: 1d20 + 2 ⇒ (9) + 2 = 11 Lady Imperia Valeria Thrune: 1d20 + 1 ⇒ (3) + 1 = 4 Undead Leader: 1d20 + 7 ⇒ (3) + 7 = 10
RD 3:
He is not unconscious but you can tell it's an easy choice for him to surrender -- even if he weren't both blind and sparkling, 21 is the majority of his health (by the look of him) and there's no way he can escape K'Tak! END OF INITIATIVE
From the roof, Muziel Moreau casts Glitterdust at the fleeing spy, hoping to blind if, or at least, make it all the easier for K'Tak to catch him if he makes it into the tangled, labyrinthine shanties and 'shingles' of Bridgefront. Spy vs Glitterdust:
Will vs DC 20: 1d20 + 4 ⇒ (14) + 4 = 18 Blinded and sparkling in Dwarven star-motes, the second spy is well and completely captured. Mishanter, keeping an eye and one of his long arms on the first spy, can readily begin his intimidation for information.
Climbing down as quickly and quietly as he can, the second spy is astonished to see K'Tak slithering down Pythones House like a rattlesnake-Tiefling. Brave, Brave Sir Robin:
Climb: 1d20 + 11 ⇒ (19) + 11 = 30 Climb: 1d20 + 11 ⇒ (4) + 11 = 15 Round 3: Reaching the ground of Garrison Hill near K'Tak he attempts to flee from the Dineh, downhill toward Bridgefront, a look of fear betraying his mostly cloaked face. Without, unfortunately, a magical enchantment to his speed, he can be easily outrun. But the spy is clearly hoping to get to Bridgefront where hiding places abound. .... Apparently he does not have any 'friendly' places nearby on Garrison Hill to run to -- or else he's leading you away from a safehouse. (Withdraw 120 feet away from K'Tak -- who has Haste and can run 5x movement instead of four.)
Muziel Moreau, hearing a call for peace from his ally -- and with two combat veterans beside him against the (apparently) lone, cloaked figure, Holds his Actions to see what happens next before potentially doing something rash. The cloaked figure, for his part, quickly surrenders to an obviously overwhelming force perceptive enough to see his spying from the eaves. But it is odd that, in the instant before he surrenders, he looks over his shoulder into the darkness and yellowish smog of The Styes. Meanwhile, his stealthier accomplice, realizing bad things are about to happen, attempts to stealthily slink away, his proficiency at 'fast stealth' aiding his attempt. And then, at the back of Pythoness House, he attempts to climb down to Garrison Hill, well out of sight from this large group. (Muziel Moreau, Par Joakimson and Mishanter, all on the roof, can attempt to see the second cloaked figure trying to sneak away.) brave, brave, Sir Robin: Stealth: 1d20 + 20 ⇒ (17) + 20 = 37 to Move to the other end of the roof Climb: 1d20 + 11 ⇒ (17) + 11 = 28 to Climb 1/3 the way down the other side of Pythoness House -- vs DC 15
Round One: 1) Muziel Moreau .... On the roof you see one Roguish figure, suffering from Red Face, who was apparently eaves-dropping on the situation below. He appears to have an enchanted short sword and chain shirt under a drab and dark cloak, fine quality but made to appear shabby. Lady Val has called for peace. 2) NPCs 3)
Surprise Round - completed: Muziel Moreau .... cast Dimiension Door to the roof Mishanter .... secretly informed everyone and Moved through the Dwarf's spell to the roof K'tak .... climbed up the roof Artemisia .... stepped into Pythoness House with Mistress Maquent and Madame Radanna Scalth. Lady Val shouts out to whomever is on the roof to not initiate combat against you all.
Initiative:
Muziel Moreau: 1d20 + 7 ⇒ (16) + 7 = 23 Artemisia Burningleaves: 1d20 + 6 ⇒ (12) + 6 = 18 Mishanter: 1d20 + 4 ⇒ (8) + 4 = 12 Par Joakimson: 1d20 + 3 ⇒ (13) + 3 = 16 Lady Sabella Arvanxi: 1d20 + 3 ⇒ (8) + 3 = 11 K’Tak’Ktah’hal: 1d20 + 2 ⇒ (9) + 2 = 11 Lady Imperia Valeria Thrune: 1d20 + 2 ⇒ (1) + 2 = 3 Initiative NPCs: 1d20 + 9 ⇒ (12) + 9 = 21
Surprise Round:
Muziel Moreau .... casts Dimiension Door to the roof Mishanter .... secretly informs everyone and Moves through the Dwarf's spell to the roof K'tak .... Artemisia .... K'tak and Artemisia can take either a Standard or Move action before Round 1
Round 1: Muziel Moreau NPCs Artemisia Par Joakimson Mishanter Sabella K'tak Valeria
For the Concentration DC, Winnow suffers all eleven damage from Magnius' attack, plus half of the eight from The Bogeyman's Twisting Visage (This was a surprise to me, half instead of full for the Concentration check.) -- making the DC 30 so far. So the Air Elemental, Aerial Snakes and Leopards need to do 19 damage to Winnow in order for him to lose his Spell. And incidentally, if they do 24 damage to Winnow, the Summoner/Priest will go unconscious and bleed out.
Round 4: .
Winnow 19: Frightened and Shaken, runs away into the house's interior The Ormyr: Moves (via Fly speed) toward Winnow -- Casts Dismissal on Winnow's Eidolon The Bogeyman 8.3: Twists the emotional fear into Winnow's psyche while leaving the old house and hiding in the shadows of Westcrown's Parego Dospera. Magnius 20: Holds in order to help Mendacius should she need it. Yaos 8.1: Learns the baby girl is indeed of House Oberigo
Mendacius: Fly-By-Attack Steals Winnow's Nightglass and brings it to Azlain (DC 14 Will to avoid looking into the mirror)
Round 4: .
Winnow 19: Frightened and Shaken, runs away into the house's interior The Ormyr: Moves (via Fly speed) toward Winnow -- Casts Dismissal on Winnow's Eidolon The Bogeyman 8.3: Can take AoO on Winnow as he runs, plus his Full Round of Actions Magnius 20: Yaos 8.1:
Azlain 6:
Round 3: .
Winnow 19: Casts Dispel Magic on the Glitterdust BUT is Immediately Countered by Azlain -- continues begging the Ormyr for for mercy and starts to accuse the PCs The Ormyr: Dazed The Bogeyman 8.3: Adjacent to Winnow, reveals his Hellish Visage, Frightening the Shaken Winnow Magnius 20: Double Moves out of the old house after The Bogeyman Frightens Winnow Yaos 8.1: Holds
Azlain 6: Immediately Countered Winnow's Dispel Magic and Holds
After years of ritual flagellation and other, grosser self-inflicted torture, ...after years of gazing into the abyssal-like nadir of The Shadow Plane toward The Midnight Lord and his twisted horrors, ...despite years of vainly trying to injure himself emotionally just to feel something as sacrifice to Zon Kuthon -- all pain now seems often banal. Bland. Little left is felt. Little left is truly torturous or emotionally disturbing. But with the revelation of The Bogeyman's visage, some primal chord is struck within the cold heart of this slave to The Midnight Lord. And for the first time in years, and years, Winnow actually feels something: Fear. . What will the Ormyr, immune to mortal fear, do upon shaking of its Dazed condition? Punish The Midnight Lord's slave who Conjured it through the Profane Glass in prayerful ritual? Or go after its gifts of the children?
Round 3: .
Magnius 20: Hold Winnow 19: Casts Dispel Magic on the Glitterdust BUT is Immediately Countered by Azlain -- continues begging the Ormyr for for mercy and starts to accuse the PCs The Ormyr: Dazed The Bogeyman 8.3: Adjacent to Winnow Yaos 8.1: With the kids, Invisible, out of line-of-sight & -effect
Azlain 6: Countered Winnow's Dispel Magic
Yeah I was concerned about frustrating the PCs here. (I had not intended this to be a fight at all; my description of Winnow obviously hit a nerve and y'all attacked.) I nerfed him when y'll started the fight by making his bodyguard 4 CR lower (that Nightwalker), and I didn't realize how tough a Synthesized Summoner could be (I made them illegal for PCs to play a loooong time ago.) It'll be up to you guys how you want to handle this -- focusing on the Ormyr if you can't hit Winnow, or running with the kids, or just fighting them 'til they drop -- I don't think it's a TPK. But Winnow's AC is 31. His CMD is 31. Of course, once you kill his Eidolon he becomes incredibly squishy and will drop very fast, but with his Eidolon... And as for the Ormyr, well, certainly Winnow is terrified of it.
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