Hannelia’s arrow spangs off the rough wall as Roger charges forward. The skulk nimbly avoids the pirate’s sword. Emma moves forward and channels the power of her god to heal most of her allies greatly.
Round 3
Doing the math, the skulk spellslinger starts backing away. He also quickly weaves a spell. A sizeable hole opens up in the floor below Nerissia and Roger, threatening to swallow them both.
Roger and Nerissia, I need a Reflex Save DC14 from you.
If you Succeed the DC14 roll…:
You manage to jump clear as the pit forms. Nerissia, you are 1 square west of your current spot. Roger, you are 1 square east of your current spot. Be aware, if you are on the edge of the hole (indicated by the red hashmarked square) at the end of your turn, you will need to make another save or fall into the hole.
If you FAIL the DC14 roll…:
You fall 20’ into the pit and take DAM:2d6 ⇒ (4, 2) = 6. To climb out, you’ll need to make Climb checks at DC25.
FREE: 5’ step
STAND: Cast spell
Initiative
------------
Skulk Spellcaster Nerissia
Majara
Skulk Rogues
Roger
Hannelia
Emma
Roger has to move through Hannelia’s square to get to his current position which draws an AoO, if I’m not mistaken.
Roger takes a stab in the bicep as he tries to squeeze past Hannelia to confront the man threatening Majara. However, the ranger wins on the exchange as his falchion's slash just hits the creature, opaquing an invisible shield around him for a moment. Then the blade strikes flesh and rocks the creature sideways, opening up a sizeable wound in the man’s ribs.
Hannelia steps back and fires a set of arrows at the female. Perhaps it is her discomfort with all the jiggly bits on display… because both of her arrows fly wide.
Technically, their CR drives the Knowledge check higher than normal but it doesn’t make sense to me that hitting the starting ‘racial’ DC shouldn’t convey some basic info, so…
What Hannelia Knows:
These creatures are Skulks. They are much like other humanoid races (no remarkable strengths or weaknesses) except for their natural chameleon abilities which you’ve seen first-hand. They are evil creatures that take the easiest method in acquiring what they want – including thievery, robbery, and casual murder to facilitate the aforementioned thievery and robbery.
Emma pushes forward to attack the woman as well. Her sword fails to find flesh… possibly she is as disconcerted as Hannelia at the notion of driving sharpened steel into a nearly naked woman.
Emma, I pushed your character one square up. The spot you were in was less than half a square of ‘open’ space. I know you don’t want to block Hannelia’s firing lane but it can’t be avoided.
Round 2
Nerissia suddenly finds the odds evened as another chameleon-skinned skulk emerges from the wall and comes loping back down the passage. For a moment, she thinks the man will flank Alocer but he passes her – drawing an attack from the fox – before stopping to stand next to his outnumbered ally. Then he weaves an incantation and touches his friend.
Nerissia AND Spellcraft DC:17:
It’s hard to determine the spell because the casting language is totally foreign to you, but you think he cast Cat’s Grace… because who doesn’t want to buff a rogue’s DEX. :P
Need an AoO from Alocer
Initiative
------------
S Nerissia
Majara
R
Roger
Hannelia
Emma
Nerissia recognizes the creatures as treacherous Skulks. They are much like other humanoid races (no remarkable strengths or weaknesses). Only their natural chameleon abilities make them interesting. They are considered a lazy race but it’s more that they take the easiest methods to get what they want. Thieving? Check! Robbing people? Check! Murdering people to make robbery easier? Double-check! Skulks live in the shadows on the fringes of society, stealing what they can, in whatever way seems easiest. The only rules they follow are those set within their own small bands (and sometimes not even those). They are evil and generally chaotic creatures. That said, they can display discipline under a strong (or feared) leader. Like other humanoids, skulks can pursue occupations with rogue being a natural fit.
Judging from what the blade did to Nerissia, she is confident the skulk trying to kill her is a skilled rogue.
Nerissia’s bow clatters onto the mucky floor as she and Alocer expertly flank the lanky creature. Perhaps it is the fox’s uncertainty or the inquisitor’s blood loss but neither of their attacks come close to harming their grey-skinned opponent.
Majara steps away and pulls her potion, drawing a slash from the man who attacked Hannelia moments before. He nearly catches her throat with his knife but manages to slash the alchemist’s uninjured shoulder in passing. Majara turns to see both enemies as she quaffs her mutagen. The dagger stuck in her back was delivered by a woman – bald, grey, and only wearing a loincloth as well.
The monsters press their attacks. Nerissia’s opponent all but ignores the fox and focuses on his wounded prey, regardless of whatever magic seems to have rejuvenated her. He delivers a slash to her weapon arm, hoping to cut tendons.
In an eyeblink, more blood has been spilled. The rest of the Saringallow Seekers are able to catch up with what in the nine Hells is happening just a few feet away…
Initiative
------------
S
Nerissia
Majara
R Roger
Hannelia
Emma
FYI, unless you guys ruled differently, I don’t believe you are allowed to ready an attack before combat. Ready attacks are a combat action that must be initiated on your turn. We aren’t in combat yet, I was just going with “turn’s worth of actions” so that everyone was roughly in the same timeframe.
The group of heroes string out in pursuit of whatever elusive game Alocer saw moving up the wider corridor in the dripping and slick-stoned sewer. When the fox pauses, head swinging in the darkness searching for the sound of her quarry, events take a dramatic turn.
Aware they are well ahead of the rest of the team, Nerissia’s eyes scan ceaselessly for threats. She notices a tiny flicker of motion on a nearby wall. A pair of cold grey eyes, seemingly set in the wall, blink and stare at her. For a second, they almost remind her of the eyes from her dream. Nerissia does a double-take in a fraction of a moment… long enough for the creature to peel itself away from a crevice in the wall that its skin matches perfectly, and pull the waiting blade from behind its back. Before Nerissia can blink, the roughly human figure plunges the dagger deeply and expertly into her gut. It’s curious what one notices as they are bleeding out. The Inquisitor sees the creature’s chameleon skin try – and fail – to adjust to the change in background color. The skin takes on a distinctively grey hue.
To the rest of the team in the wide corridor, in the half-light of the sewer, it appears as if a portion of the wall came alive and lunged at Nerissia. She hasn’t dropped so maybe she isn’t too badly hurt? Then, Majara and Hannelia have concerns of their own. Two more skinny but roughly humanoid figures, perfectly camouflaged against the mottled walls, step toward our adventurers with lifeless grey eyes and keen blades. Majara never sees her attacker, she just feels the dagger slam into her shoulder from behind – judging by the protruding blade tip sticking out by her clavicle. Hannelia has the dubious virtue of seeing the dagger coming as it catches her in the side of the ribs.
In a moment, like Nerissia did, they notice the chameleon skin of the creatures begin to fail, revealing their grey skin, bald heads, and not-quite-human proportions. They are also nearly naked, wearing only the barest of loincloths.
As they hustle up the narrow sewer passage, Roger and Emma see Hannelia clearly, then something vaguely human-shaped appears on the other side of her and she is rocked sideways by something it did.
Baddies take either no step or a free 5’ step and attack.
The bugbears purge themselves of the rancid human meat… you don’t want the details. And they struggle to pull their pants up and begin the chase in earnest.
Kiley and Shaggar continue on towards Nimeton. They quickly realise that Sally is ahead of them! It seems the evil woman’s stay in the small village behind them has come to a forced end. Not wanting to pass up the chance at vengeance against the woman who planned to kill, sell, or exploit them in some way… they give chase.
A day later they catch up with Sally but it is a good news/bad news situation:
The good news… They find Sally. In an example of karma-at-work, the evil woman is quite dead. She was captured in a trap set by a pair of bugbear highwaymen. She was delicious and is, even now, being digested.
The bad news… The bugbears are still hungry and they are keen to try a gnoll/tiefling/half-digested human version of turducken.
Our heroes, unwilling to participate in the culinary experiment and knowing that the bridge to Nimeton is no more than a mile away, decide to RUN FOR IT! They just need to follow the trail, head down an escarpment and hillside, then cross the bridge. What could possibly go wrong?
Card 1: Race Bait!
Can you zoom past the burping bugbears with the jaws that bite and the claws that catch?
Make your roll(s)…
Bluff DC:15
Reflex Save DC:12
NOTE: There will be an escalating penalty on the b-bear rolls based on how well you beat these DCs!
Rules Changes, etc.:
I’ve updated the Faerun Trash Map with a graphic of the Cards and your positions. You don’t get to see the rolls necessary until you arrive on a card and get a description of the scene. I’m trying to keep it exciting.
OK, the basic chase rules are the same, with a couple exceptions:
1. With a full round action you can try to advance 2, not 3, cards.
2. Some card ‘failures’ carry additional effects – which include advancing a card on an alternate route and/or taking some damage. Not all alternate routes are bad.
3. If you successfully full round advance past a card with an alternate route, you will be moved along the main route.
4. For characters on the same card, if your companion fails to pass or fails-and-is-routed on an alternate course, you can willingly fail your roll as well or delay.
Also, because the bugbears are still digesting, you get a two turn headstart on them. Good luck!
Demon Morale vs DC:15:1d20 + 5 - 4 - 5 ⇒ (11) + 5 - 4 - 5 = 7Lost Warleader. per lost ally – FAIL Archer Morale vs DC:15:1d20 + 2 - 4 - 5 ⇒ (5) + 2 - 4 - 5 = -2Lost Warleader. per lost ally – FAIL
The demon spits out a curse in irritation at the cooling body of the chief bugbear. He looks at the heroes, committing their faces to memory. ”Another time.” He flies a short way from Xing then conjures and vanishes through an extraplanar gate. It closes with the stench of brimstone.
Seeing his warleader bleed out and the demon escape… is more than enough for the archer. He flees, hauling ass down the southern corridor until he vanishes around the corner. Withdraw!
Battle OVER – you survived!
I’m not sure what spells Xing has used so I’m taking some liberties here…
Xing rushes over to the Yash and attempts to heal him. Converting 3 spells to CLW CLWs:3d8 + 9 ⇒ (2, 4, 2) + 9 = 17
Xing’s fur is matted with more blood as the demon sinks fangs and claws into her again. It is a death by a thousand cuts.
It looks to Cookie like her misfortune may have worked because the warleader’s blow twists as he attempts to decapitate Sable. The side of the blade slaps her throat doing no damage but knocking the blade from his hand. The warleader dives to catch the blade before it hits the floor. His reaction leaves him open to a counter-attack from Sable’s rapier and Cookie’s Dread Skillet!
In the fracas, the bugbear archer fires at the old halfling. The first arrow punches into her gut, knocking the wind from the old lady. Thankfully the second arrow misses.
All of our heroes are bloody and bruised, hanging on by a thread...
Xing’s opponent offers a pathetic swing that misses the battle cat by a foot.
The warleader slides toward (5’ move) Sable and Cookie, looking to end them both with a single treacherous swing. Between Cookie’s waving spear and Sable’s innate cat-like reflexes, the kukri is batted aside damaging neither woman.
Onto the body of the dead dire wolf, climbs a strongly built female bugbear wielding a fine and heavy bow. Cookie’s spear slashes towards her but she kicks the bladed head aside. She perches on the wolf’s bloody head and looks for a ripe target. Seeing Senna, she knocks an arrow and sends it speeding toward the other archer. The arrow whips past her head and shatters against a wall.
The demon, feeling secure in the disposition of troops and more than a little irritated with the useless bugbear battling Xing, enters the fray. It flies past the combatants to flank Xing and slash her with a claw from behind. The blow does little damage. The demon stares at its claw as if something is wrong with it.
Pink vs Xing AC20:1d20 + 5 ⇒ (5) + 5 = 10 | DAM:1d8 + 3 ⇒ (3) + 3 = 6 – MISS
Purple Boss Kukri vs Sable AC23:1d20 + 11 ⇒ (10) + 11 = 21 | DAM:1d6 + 6 + 1d6 ⇒ (1) + 6 + (4) = 11 Cleave, Bodyguard, Parry (vs AC30) – MISS, no Cleave on Cookie
Brown vs Senna AC19:1d20 + 9 ⇒ (9) + 9 = 18 | DAM:1d8 + 13 ⇒ (5) + 13 = 18 PBS, Deadly Aim, Human target, Focused Shot – MISS by a hair
Demon Claw vs Xing AC20:1d20 + 9 ⇒ (17) + 9 = 26 | DAM:1d3 - 1 ⇒ (2) - 1 = 1 Flanking – HIT
The bugbears continue their relentless assault on the invaders – to great effect. Sable’s opponent slips past her guard and smashes through her parry to drive his morningstar into her shoulder. Xing’s opponent slams his weapon into a wall, dropping it… giving the battle cat a chance to retaliate as he retrieves it. With Yash down, the wolf lunges at Cookie, intent on making her a meal. It’s jaw snap shut on her abdomen and then it shakes her like a rag-doll before casting her down to the floor. She sprawls prone, next to the unconscious half-orc. The warleader adds insult to injury… slashing across Sable’s back before burying his kukri in Senna’s belly, roaring ”My blade drinks your flesh!”
Red vs Sable AC19:1d20 + 5 ⇒ (17) + 5 = 22 | DAM:1d8 + 3 ⇒ (6) + 3 = 9 – HIT
Pink vs Xing AC20:1d20 + 5 ⇒ (1) + 5 = 6 | DAM:1d8 + 3 ⇒ (1) + 3 = 4 – FUMBLE draw AoO
Wolf Bite vs Cookie AC17:1d20 + 7 ⇒ (11) + 7 = 18 | DAM:1d8 + 6 ⇒ (5) + 6 = 11 + Trip – HIT
Wolf vs Cookie CMD12:1d20 + 8 ⇒ (4) + 8 = 12 – Tripped, PRONE
Purple Boss Kukri vs Sable AC19:1d20 + 11 ⇒ (15) + 11 = 26 | DAM:1d6 + 6 ⇒ (1) + 6 = 7 Cleave – HIT
Purple Boss Kukri vs Senna AC19:1d20 + 11 ⇒ (19) + 11 = 30 – HIT Crit?
Confirm:1d20 + 11 ⇒ (17) + 11 = 28 YES
DAM + Crit DAM:2d6 + 12 ⇒ (3, 1) + 12 = 16
The sound of clashing weapons rings off the stone walls as the battle intensifies.
Sable deflects an attack. Xing dodges one attack, only to step into another blow that smacks her in the spine. Even with Cookie’s spear slapping the wolf’s muzzle – the beast bites into Yash’s shoulder. Blood sprays and the half-orc quickly slides to the floor, unconscious. (If you’ve got a trick up your sleeve, let me know.) The kukri-wielding bugbear slides around the edge of the team, bringing his blade to bear on both Senna and Sable… but the blood-slicked blade slides from his hand. He quickly picks it up, momentarily dropping his defenses. The winged demon rolls its sickly yellow eyes.
AoOs from Sable and Senna, please.
Red vs Sable AC19:1d20 + 5 ⇒ (8) + 5 = 13 | DAM:1d8 + 3 ⇒ (3) + 3 = 6 – MISS
Green vs Xing AC20:1d20 + 5 ⇒ (18) + 5 = 23 | DAM:1d8 + 3 ⇒ (3) + 3 = 6 – HIT
Pink vs Xing AC20:1d20 + 5 ⇒ (7) + 5 = 12 | DAM:1d8 + 3 ⇒ (6) + 3 = 9 – MISS
Wolf Bite vs Yash AC19:1d20 + 7 ⇒ (16) + 7 = 23 | DAM:1d8 + 6 ⇒ (6) + 6 = 12 + Trip – HIT
Wolf vs Yash CMD18:1d20 + 8 ⇒ (4) + 8 = 12 – NO
Purple Boss Kukri vs Senna AC19:1d20 + 11 ⇒ (1) + 11 = 12 | DAM:1d6 + 6 ⇒ (4) + 6 = 10 Cleave – MISS FUMBLE
Another bugbear comes another the corner of the northern corridor as his nearest ally closes and attacks Xing from behind. A blank wall in the room slides open. Emerging from it is a large bugbear in banded mail wielding a blackly-glowing kukri. Flapping out of the same secret door is some tiny bat-winged, blood-red, vaguely-humanoid creature.
The attacks come fast and furious. Distracted briefly by the new threats, Sable’s enemy manages to barrel through her defenses to land a bone-splintering morningstar blow to her ribs.
Xing blocks the swing from the bugbear on her flank.
Yash easily sidesteps the snapping jaws of the massive wolf, even as the demonic flyer flaps a short distance away, enjoying the show. Its sickly yellow eyes – filled with delight and malice – relish in the bloodletting. The kukri-wielding bugbear whispers a quick incantation (girding itself in a grey light) while it advances on Yash and Senna. It whips the kukri with clear expertise, carving a deep bloody gash below Yash’s ribs and nearly slicing into Senna on his follow-through. The tiny demon’s squeaky laugh is unnerving and irritating.
The warleader raises the blood-smeared kukri and growls in the common tongue, ”Blood and flesh for my Lord Andirifkhu!”
Red vs Sable AC19:1d20 + 5 ⇒ (15) + 5 = 20 | DAM:1d8 + 3 ⇒ (8) + 3 = 11 - HIT
Green vs Xing AC20:1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16 | DAM:1d8 + 3 ⇒ (1) + 3 = 4 flank - MISS
Wolf Bite vs Yash AC15:1d20 + 7 ⇒ (1) + 7 = 8 | DAM:1d8 + 6 ⇒ (3) + 6 = 9 + Trip - MISS
TRIP vs Yash CMD18:1d20 + 8 ⇒ (2) + 8 = 10 - NA
Purple Boss Kukri vs Yash AC15:1d20 + 11 ⇒ (17) + 11 = 28 | DAM:1d6 + 6 + 1d6 ⇒ (4) + 6 + (5) = 15 Cleave, If Hit - HIT
Purple Boss Kukri vs Senna AC19:1d20 + 11 ⇒ (2) + 11 = 13 | DAM:1d6 + 6 ⇒ (3) + 6 = 9 - MISS
Sable, there was no parry last round as the guy missed you.
The bugbears’ call for help yield results as you all hear the jingle of armor, the clatter of weapons, the scratching of claws, and an unearthly howl that sets your teeth on edge.
A bugbear running at full speed, bounces off a wall as it rounds the corner of the northern corridor. Approaching from behind Xing. More metal clatter is heard from that direction as well.
Cookie is vaguely aware of a hulking, dark, presence coming from the southern corridor (An AoO, please). She turns around fully to see the corridor blocked by the largest and blackest wolf imaginable. It is fully the size of a great steed and its fangs are long as daggers. It skids to a stop and looms over the halfling, long runnels of saliva dripping alarmingly close to Cookie. Then it howls, alerting everyone else to its presence.
A calculating look flares across the bugbear’s mug as it faces off against Sable. It swings its morningstar but even the change in circumstances doesn’t prevent Sable’s body from responding on instinct. She leans away, avoiding the blow.
Red vs Sable AC:19:1d20 + 5 ⇒ (10) + 5 = 15 | DAM:1d8 + 3 ⇒ (3) + 3 = 6 Miss
Dragging his cloven arm, the grievously injured bugbear launches a feeble and useless counter-attack on Yash. The other bugbear throws himself across the table at Sable, scattering plates and ‘food’ in his wake. She negligently slaps aside his heavier weapon.
Given their luck so far, both bugbears start yelling - presumably for help.
Xing leaps on the remaining bugbear and locks her claws on him as he clubs her with his morningstar. The blow isn’t enough to force the cat to lose her grip.
Xing’s opponent tries to break free from the battle-cat’s hold... but fails again.
RED CMB vs CMD:22:1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12shaken
The javelin-wielding bugbear debates which of the open targets to attack. He decides the tiger is the largest threat. His spear glances off Xing’s shoulder, leaving a bloody crease in her fur.
Xing rushes forward and grapples with one of the bugbears!
Xing’s opponent tries (without success) to break free from the battle-cat’s hold...
RED CMB vs CMD:22:1d20 + 5 - 2 ⇒ (14) + 5 - 2 = 17shaken
The sneaky bugbear yells something which echoes off the walls then moves warily through the goods littering the floor. It smashes its Morningstar into Xing’s back, hoping to liberate its ally for the fight with all the enemies they are facing.
Heeding the call for help, a third bugbear lumbers into the light from around the corner of the long corridor. Its fists bristle with a trio of javelins along with a morningstar in its belt. It assesses the scene for only a moment before sending a javelin hurtling at Lady Sable. Sable easily side-steps the blow. The force of the throw causes the javelin to shatter against the wall by Sable’s head spraying our heroes with a cloud of splinters.
Green Javelin vs Sable AC:23:1d20 + 3 ⇒ (3) + 3 = 6 | DAM:1d6 + 3 ⇒ (6) + 3 = 9 Sable on Total Defense (+4AC)
Cookie rallies the troops as Lady proves a yipping distraction. The last bugbear embraces the simplest of calculations: Five and a half on one are really bad odds.
Decision made, he turns and flees back towards the building on the north side of the yard, yelling in his foul tongue.
Double-Move
If you choose to pursue, the hedges on either side of the path are about 4’ tall and count as difficult terrain to cross – so no charging and it takes 10’ of move to go through a hedge square. In addition, the hedge provides Partial Cover (+2 AC) when attacking across it.
One bugbear snatches his morningstar off the ground and then moves to flank Xing with his cohort. With the numbers turned against them, they need a kill quick. Unfortunately, Xing ducks beneath the whistling spiked iron head of the weapon.
Red Buggy: picks up Morningstar + 5’ step.
Brown Buggy: 5’ step + attack
By the Cliff…
Yash and Cookie face a nearly defeated enemy. He moves close to both heroes and attacks in desperation. Yash easily sidesteps the blow from his rapidly weakening opponent.
At the Gate…
The phalanx of fresh bugbears rush toward Xing. Hampered by the terrain, the hedge along the road, and their allies, only one of the enemies is in a position to strike. Xing kicks the weapon from the monster's hairy fist before its blow can be delivered. The other bugbears move to flank the battle-cat and intercept Sable.
Red Morningstar vs Xing AC:16:1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8 | DAM:1d8 + 3 ⇒ (7) + 3 = 10 Charge MISS Fumble
By the Cliff…
The sight of a half dozen dead or dying bugbears demoralizes Yash's and Cookie's opponent. His half-hearted blow is easily turned aside.
Blue Morningstar vs Yash AC:19:1d20 + 5 ⇒ (6) + 5 = 11 | DAM:1d8 + 3 ⇒ (7) + 3 = 10 MISS
At the Gate…
The greased bugbear manages to regain its feet and skitter free of Sable’s trap on its hobnailed boots despite Xing’s punishing claws raking the bugbear twice. The bugbear racing from the building (Pink) sees the struggles of his comrade and checks his headlong rush at Xing. He sweeps around the edge of melee to avoid the trap, losing an opportunity to attack.
By the Cliff…
Yash faces off against the nearly crippled bugbear along with his ally who sprints the last few yards and crashes into the half-orc with a vengeance. Yash - assisted by Cookie’s spearwork - stands firm and turns the charging bugbear’s attack. But while bracing against the fury of one enemy, the half-orc misses the cowardly attack of the other. The wounded bugbear’s morning star smashes into his knee, eliciting a stoic grunt of pain.
Blue Morningstar vs Yash AC:23:1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 | DAM:1d8 + 3 ⇒ (4) + 3 = 7 Charge! Cookie Defense MISS
Red Morningstar vs Yash AC:19:1d20 + 5 ⇒ (16) + 5 = 21 | DAM:1d8 + 3 ⇒ (4) + 3 = 7 HIT
From the Keep…
Drawn by the shouts, screams, and the clash of arms, three more bugbears emerge from the keep and move in a tight battle formation, their long-legged strides bring them quickly toward the conflict.
The distant bugbears close the distance while yelling in their fell tongue. The nearer bugbears roar their battle cries and charge! An earless bugbear slams into Yash and Cookie, sweeping his rusty morningstar like a scythe. Even Yash’s mystic defenses cannot deflect the spiked iron ball that cracks the bones in his shoulder.
In the shadows of the fallen gates, Xing faces the charge of two bugbears looking to kill her where she stands. She dodges the first blow but the second spiked head smashes into her hip with so much force, her rear leg goes numb and nearly buckles.
Everyone gets the benefits of Cookie’s Bless.
Cookie, you have been moved.
Yash and Cookie gird themselves and others in magic, while teetering at the edge of the cliff.
The bugbear caught with his pants down, bellows an alarm, and drops his junk in favor swinging his morning star. The pants around his knees throws his aim off. His blow misses by a foot.
The sentry near Sabelina notes the group of intruders, shouts to his comrades on the east side of the compound, then slowly circles around the lone bladeswoman in an attempt to isolate and kill her. Surprise at the intruders in their midst steals the wind from his attack and Sable easily dodges the blow.
Hearing the warnings from their allies, a horde of bugbears race towards the heroes from multiple angles.
The light-headed Ettin considers the many threats around him, and focuses on the shiny object with the swishy tail…
He grumbles loudly, ”BAD kitty!” takes his flail in two meaty hands and brings it straight down on the battle-cat's spine, trying to drive Xing's broken body 15’ into the ground.
In his simple mind, the giant debates pounding the battle-cat into a fine paste… and had he a flail in hand, he probably would have. But with no weapon in hand at the moment, he settles for scruffing the cat, peeling her off him and tossing her down… before pulling the flail from his belt.
In future, if you could post the spell save, etc. info I need, that would be much appreciated.
One of the giant’s heads watches the melee combatants distrustfully. The other head – on the side of the body stuck with arrows – glares at the small archer, then decides to return the favor. He reaches into a quiver slung across his back and pulls out a crude javelin whittled from an entire a poplar tree. He hurls the massive sharpened tree trunk at Senna. The tree-javelin misses by a dozen feet and buries itself 5’ into the earth. The blow would have been devastating had it hit.
Both heads roar their frustration as the giant moves roughly in a direction between Sable and Senna. Sable judges the distance well between herself and the lumbering beast, then weaves an eldritch spell. Oil pools up from the ground beneath the giant’s massive feet. The monster slides, slips, and sidesteps… somehow managing to stay on his feet. He toddler-walks forward, nearly falling again, but somehow maintains his balance until once again getting firm ground beneath his feet. He wipes his feet like a dog on fresh grass.
The giant continues striding toward your group, heads swinging warily in all directions, eyes alert for more dangers than a wagon full of tasty morsels. The earth shakes with each step. He’s got to be 13’ tall and must weigh in at over 5000 lbs.
...if there’s time, she’ll cast Communal Protection from Evil on those three … each gaining it’s benefits for 1 minute.
I’m gonna say ‘no’ on that. The beastie is 240’ away and you’ll have some time to prep as he lumbers towards you. Folks can delay or whatnot to buff up, receive buffs, etc. before the party crasher arrives.
A new map is up in Roll20! NOTE, if you appear on the cart, you’ll need to take a MOVE action to get out of the cart and move any distance.
The beast lumbers towards you, continuing his disharmonious roaring. Possibly the jutting orc-like fangs are affecting his singing voice? He is covered in a patchwork of grime-slick and rotting leather armors and his fists are filled with very large flails.
After the first half of the day is filled with their own activities around town, our heroes assemble at the Slattern in the afternoon. They climb into the rugged wagon and – with some clucking at the oxen – set off on an adventure! The wagon rattles up the High Street. At High Gate, the crew turns the wagon toward the surrounding wall and exits the city through one of the numerous arched gates. It’s a warm and pleasant day with an invigorating breeze off the Inner Sea. After navigating out of the hills surrounding Threshold, our heroes find themselves traveling roughly West-Northwest along a grass-covered series of bluffs that look down upon the sea. What could possibly go wrong in this tranquil setting?
Our heroes receive the answer to that very question as the sun hits the horizon and they debate the camping arrangements for the evening. In the distance (240’+), a lone traveler appears out of the twilight, coming your way. He’s a lumbering fellow and big… quite big. Nearly as tall as some of the trees he is pushing out of his way, snapping them like twigs. He roars from both his heads as they spot you.
The wobbly skulker lunges at Sable in desperation. Her parrying rapier skitters off the blood-slicked dagger instead of deflecting it. Whether through skill, dumb luck, or fate, the grey hilts the dagger in the swordswoman’s chest. She backhands him away with the basket hilt of her rapier then razors his head from his shoulders with the full length of the honed edge.
Red be way dead.
Xing manages to pin her opponent briefly only to feel his sweaty body slither from her grasp like an eel. He bolts down the hallway.
Xing gets an AoO. On the map, he appears where he will get to if you don’t stop him.
BOOM:
Red HIT vs Sable AC18 (Parry <26):1d20 + 7 ⇒ (20) + 7 = 27 CRIT?
Confirm vs AC18:1d20 + 7 ⇒ (16) + 7 = 23 Yes
DAM:2d4 + 6 ⇒ (1, 3) + 6 = 10 Blue Escape Artist vs CMD22:1d20 + 8 ⇒ (20) + 8 = 28 O.o
Cookie and Yash are up!
Round 4 ORDER
Xing, Baddies, Senna, Sabelina, Cookie, Yash
One of the greys weaves through Sabelina’s defenses and drags his blade across her belly. Seeing the change in his crew’s fortunes, he begins yelling phrases in a strange dark, hissing tongue none of you understand. His voice echoes loudly in the cavernous hall.
The other grey tries to break Xing’s hold, but fails. The two remain locked in combat.
BOOM:
Red HIT vs Sable AC18:1d20 + 7 ⇒ (14) + 7 = 21 HIT | DAM:1d4 + 3 ⇒ (2) + 3 = 5 Blue Escape Artist vs CMD22:1d20 + 8 ⇒ (5) + 8 = 13
Round 3 ORDER
Xing, Baddies, Senna, Sabelina, Cookie, Yash
With two swift punches, Xing breaks the neck of the first skulker. The other three attack their principal targets. Having lost the element of surprise, only the skulker on Sable is able to deliver a slash to his opponent. Sable takes a cut across her forearm blocking the blow. Xing's timing is perfect as she narrowly sidesteps an attempt to gut her. And Yash's opponent seems rattled by the raging half-orc's warcry.
BOOM:
Red HIT vs Sable AC18:1d20 + 7 ⇒ (12) + 7 = 19 HIT | DAM:1d4 + 3 ⇒ (1) + 3 = 4 Blue HIT vs Xing AC19:1d20 + 7 ⇒ (10) + 7 = 17 MISS | DAM:1d4 + 3 ⇒ (3) + 3 = 6 Yellow HIT vs Yash AC15:1d20 + 7 ⇒ (2) + 7 = 9 MISS | DAM:1d4 + 3 ⇒ (3) + 3 = 6
Round 2 ORDER
Xing, Baddies, Senna, Sabelina, Cookie, Yash
Xing hammers the skulking creature twice, leaving it bloody and battered… but it doesn’t drop. (not stunned)
All four of the gangly creatures strike. Sabelina narrowly avoids another eviscerating strike. The one that struck Xing initially pursues, but cannot flank her. His blow is easily batted aside. Senna tries to respond to Xing's question but only blood pours from her mouth as the gangrel man drives the blade into her a second time. His blow is weak, due to the beating he took from the monk. Nevertheless, it is enough. Senna drops into the muck of the sewer, well on her way to death. -9 HP
The final creature penetrates Yash's defenses with a low slash that carves a deep trench in his thigh, shaving an artery.
Bold folks are up!
BOOM:
Green Fort DC14:1d20 + 4 ⇒ (14) + 4 = 18 SAVED
Red HIT vs Sable FF15:1d20 + 7 ⇒ (6) + 7 = 13 MISS | DAM:1d4 + 3 + 2d8 ⇒ (4) + 3 + (8, 3) = 18 sneak
Blue HIT vs Xing AC19:1d20 + 7 ⇒ (4) + 7 = 11 MISS | DAM:1d4 + 3 + 2d8 ⇒ (1) + 3 + (7, 7) = 18 Green HIT vs Senna FF13:1d20 + 7 ⇒ (16) + 7 = 23 HIT | DAM:1d4 + 3 + 2d8 ⇒ (1) + 3 + (3, 2) = 9 sneak
Yellow HIT vs Yash FF15:1d20 + 7 ⇒ (18) + 7 = 25 HIT | DAM:1d4 + 3 + 2d8 ⇒ (3) + 3 + (6, 6) = 18 sneak
Round 1 ORDER
Xing, Baddies, Senna, Sabelina, Cookie, Yash
The rapidly weakening grey feebly attempts to stab Xing who is literally squeezing the life out of him. Sabelina draws blood from the downed grey who briefly debates pulling something from a thong wrapped around his waist before instead lashing out with his knife in a desperate attempt to hamstring the half-orc. His blade slices open Yash’s ankle.
Cookie, you can only catch one of the baddies with Sleep unless you want to risk knocking Yash out as well. I’m assuming you don’t want to risk that. Let me know if I’m wrong.
Blue Will DC14:1d20 + 3 ⇒ (12) + 3 = 15Saved
One of the creatures staggers due to Cookie’s ensorcelment but stays on his feet.
The creature struggling with Xing makes a credible attempt at stabbing the monk again. Xing deflects that blow with an elbow smash.
Yash avoids one dagger but catches the second in the back!