It's a Long Way to the Top - Hell's Vengeance (Inactive)

Game Master Leedwashere

The Glorious Reclamation is going down!


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Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Spellcraft: 1d20 + 4 ⇒ (13) + 4 = 17

"She's trying to summon a creature to fight!" cries Muziel, identifying the spell effect. He moves toward the church entrance to change his firing angles and make sure no reinforcements are coming. He is prepared to send electricity at an enemy, summoned or otherwise.

Move, then ready action Electric Blast.

Readied Electric Blast, Point Blank: 1d20 + 5 ⇒ (14) + 5 = 191d1d6 + 3 ⇒ (1) + 3 = 4
Depending on how things play out, may need to subtract penalties from the hit roll.


Muziel takes a position to guard the party's back from any reinforcements that the fleeing congregants might have been bringing or whatever creature Tileavea summons. Tileavea Allomar's spell finally completes, summoning a Celestial Wolf directly where the still-twitching once-again corpse of her son lies. Once the wolf appears, Muziel immediately zaps it, but the electricity seems to have no effect.

"That's twice you've taken my son from me," she declares with equal measures of rage and pain. "I won't let you inflict this misery on anyone else. Wolf, Sic the Asmodean!"

Celestial Wolf Bite Ismene: 1d20 + 2 ⇒ (11) + 2 = 13

The celestial wolf snarls and bites at Sister Ismene. The monk's reflexes are just barely good enough to deflect the extraplanar animal's muzzle before it can sink its teeth into her leg. As her wolf attacks, Sword Knight Allomar takes the opportunity of space she still has to conjure a spiritual weapon to deal with Kolaiah before finally drawing her own sword and taking a defensive stance. The longsword made of pure force slashes at the antipaladin but is easily side-stepped this time.

Spiritual Weapon attack Kolaiah: 1d20 + 6 ⇒ (1) + 6 = 7

-2 for sickened
Lacall Fortitude: 1d20 + 4 - 2 ⇒ (5) + 4 - 2 = 7
Hours: 1d3 ⇒ 1

The poison affecting Lacall runs its course, though it's hard to tell whether it worked since he's already unconscious from the beating he took. Penelope remains paralyzed for the moment, while Cimri steps away from the wolf and applies her second dose of Blue Whinnis to the blade for mommy.

1-5 Accidental Self-Posion: 1d100 ⇒ 98

Combat Map
Current Initiative Order (Round 6):

Sister Ismene
Plus Congregant (14 damage, unconscious, stable, bless)
Kolaiah
Muziel
Triangle Congregant (14 damage, unconscious, stable, bless)
Tileavea Allomar (summoned wolf 1, spiritual weapon 1 (Kolaiah), protection from evil, divine favor)
Lacall Allomar (18 lethal, 1 non-lethal, 1 con damage, bless, sickened, unconscious 1 hour, stable)
Penelope (sickened 6 minutes, paralyzed 2 rounds)
Cimri (sickened, B.W. poison on dagger)


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

Round 6

"Hey!" Sister Ismene yells. Suddenly occupied with a friggin' celestial wolf, any further complaint is instead replaced with very unladylike grunts as she tussles with the beast. Unfamiliar with canine anatomy, she is reduced to simple punches and kicks at its head. "Where do you even hit a wolf?!"

Flurry of Blows: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Flurry of Blows: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d6 + 3 ⇒ (5) + 3 = 8


Sister Ismene gives the celestial wolf a solid blow to the side of the head with her first strike. It lets out an slight involuntary whine, then recovers itself and gets low, dodging the second blow entirely. It growls at her again, baring its teeth threateningly.

Kolaiah is currently adjacent to the wolf and within a move action of Tileavia Allomar. The sanctuary, where Tileavea is, has lines of pews which prevent there from being a clear charging lane against her. Also, because the wolf is in the doorway with you, disengaging with it means risking an AOO.

Combat Map
Current Initiative Order (Round 6):

Kolaiah
Muziel
Triangle Congregant (14 damage, unconscious, stable, bless)
Tileavea Allomar (summoned wolf 1, spiritual weapon 1 (Kolaiah), protection from evil, divine favor)
__Summoned Celestial Wolf (8 damage)
Lacall Allomar (18 lethal, 1 non-lethal, 1 con damage, bless, sickened, unconscious 1 hour, stable)
Penelope (sickened 6 minutes, paralyzed 2 rounds)
Cimri (sickened, B.W. poison on dagger)
-----------
Sister Ismene
Plus Congregant (14 damage, unconscious, stable, bless)


Female

Kolaiah decides to take care of the wolf at the gate, rather than the woman further away, but he will get to her!

Pestilence: 1d20 + 5 - 1 ⇒ (7) + 5 - 1 = 11
Pestilence Damage: 2d4 + 3 + 3 ⇒ (2, 3) + 3 + 3 = 11 P/S 20/x4

Kolaiah will take a 5' if the wolf is still alive, heading towards the woman. If the wolf dropped, which I doubt with that attack roll, then he will take a move action to get nearer to her.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Can't move on the map, please move me 4 squares down and one to the right, to a corner of the room.

Seeing no further reinforcements for now, Muziel moves into the hallway and takes a pot shot at the priestess.

Electric Blast, Cover, Point Blank: 1d20 + 1 ⇒ (14) + 1 = 15; Damage: 1d6 + 3 ⇒ (5) + 3 = 8

-Posted with Wayfinder


Kolaiah takes a tactical step to bring himself closer to Sword Knight Allomar, though she's still a solid 15' away at this time. The step also brings him into flanking position across the wolf with Sister Imsene. The antipaladin then swings at the wolf, but even with the advantage, the beast barely manages dodges the swinging blade of the scythe. Since you were 5' stepping and attacking the wolf anyway, I moved you into flanking position first. It still wasn't enough to hit, but it was your best chance and I neglected to mention it was an option when giving you the summary before.

Muziel moves into the growing morass of people clustered around the doorway between the narthex and the sanctuary. He tries lining up a shot as best he can, and fortunately manages to find a single moment where all the gaps among the various bodies and their limbs in motion line up perfectly. Seizing the opportunity, he fires a bolt of electricity which strikes Tileavea, jolting her significantly as the lightning arcs all over her metal armor and weapons.

The summoned wolf continues to try digging its teeth into Sister Ismene as instructed. Its eyes flash gold for a moment as it uses its innate ability as a good-aligned extraplanar creature to try to smite her in its frustrations at having missed her before and taken a blow in return, but the Asmodean monk is still too quick for it.

Wolf Bite Ismene: 1d20 + 2 ⇒ (7) + 2 = 9

Next the spiritual weapon takes a slash at Kolaiah. This time the force blade manages to strike him, dealing a solid blow. Tileavea herself follows this up by moving in to swing her own, very real sword at him. This weapon also bites into him.

Spiritual Weapon attack Kolaiah: 1d20 + 6 ⇒ (15) + 6 = 21
Spiritual Weapon Damage: 1d8 + 1 ⇒ (7) + 1 = 8

+1 attack/damage divine favor; +2 flanking
Tileavea attack Kolaiah: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
Longsword Damage: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Penelope is still paralyzed, watching helplessly as the battle unfolds around her. Cimri risks leaving herself open to the wolf to get wound the melee and get close enough to Tileavea to try reaching across one of the pews and stabbing her with the poisoned dagger. The wolf savagely rips into her leg as she goes by, but Cimri grits her teeth and gathers herself for her stab at the Sword Knight. Her enfeebled strike meets with divine interference from one of the preparatory spells cast earlier, but Cimri manages to force her way through it, dealing a decent amount of damage through the armor and applying the poison.

Wolf AOO Cimri: 1d20 + 2 ⇒ (18) + 2 = 20
Wolf AOO damage: 1d6 + 1 ⇒ (6) + 1 = 7

-2 attack/damage sickened
Cimri Dagger: 1d20 + 5 - 2 ⇒ (16) + 5 - 2 = 19
Dagger Damage: 1d4 + 1 - 2 ⇒ (4) + 1 - 2 = 3

Combat Map
Current Initiative Order (Round 7):

Sister Ismene
Plus Congregant (14 damage, unconscious, stable, bless)
Kolaiah (adjacent to both wolf and Tileavea now)
Muziel
Triangle Congregant (14 damage, unconscious, stable, bless)
Tileavea Allomar (11 damage, summoned wolf 2, spiritual weapon 2 (Kolaiah), protection from evil, divine favor, poison DC 14)
__Summoned Celestial Wolf (8 damage)
Lacall Allomar (18 lethal, 1 non-lethal, 1 con damage, bless, sickened, unconscious 1 hour, stable)
Penelope (sickened 6 minutes, paralyzed 1 rounds)
Cimri (6/13 HP, sickened)


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Penelope is contemplating her life choices... maybe raging and running straight at enemies isn't smart.


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UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

Round 7

Ismene continues to beat on the wolf, but without knowing where to strike, her attacks prove ineffective. "Hey Greed, can you move Lust's dead weight outta the way here?"

Flurry of Suck: 1d20 + 6 ⇒ (1) + 6 = 7
Flurry of Suck: 1d20 + 6 ⇒ (1) + 6 = 7

Ouch.


Two nat-1s in a row is some serious hate from the dicebot!

While Penelope contemplates the choices that put her in this position, Sister Ismene continues to struggle against the summoned wolf. It just seems that there's something about the way it moves that makes it difficult to pin down and actually hit it with an impact that it can't twist away from. It continues to snarl at her, jaws now bloody with Cimri's blood and bits of her leather armor and leg stuck in its teeth.

Kolaiah is between the Wolf and Tileavea Allomar. He is flanking the wolf with Sister Ismene, and the two enemies are in turn flanking him, 'conga line of death' style. Cimri is standing next to Kolaiah and also threatening the Sword Knight, and has applied the sleepy-time poison to her, though it will remain to be seen whether it affects her until she takes her own turn.

Combat Map
Current Initiative Order (Round 7):

Kolaiah (adjacent to both wolf and Tileavea now)
Muziel
Triangle Congregant (14 damage, unconscious, stable, bless)
Tileavea Allomar (11 damage, summoned wolf 2, spiritual weapon 2 (Kolaiah), protection from evil, divine favor, poison DC 14)
__Summoned Celestial Wolf (8 damage)
Lacall Allomar (18 lethal, 1 non-lethal, 1 con damage, bless, sickened, unconscious 1 hour, stable)
Penelope (sickened 6 minutes, paralyzed 1 rounds)
Cimri (6/13 HP, sickened)
--------------
Sister Ismene
Plus Congregant (14 damage, unconscious, stable, bless)


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

"Hey, you shouldn't be calling her dead weight just yet!" retorts Muziel. Still, he likes Wrath's suggestion and tries to move Penelope out of the way!

If Muziel can do this automatically, he will. Otherwise . . . Reposition maneuver vs Str/Dex=0 target?: 1d20 - 1 ⇒ (10) - 1 = 9


Female

If I can 5' to flank Tileava, I will, otherwise I'll stand in to help Ismene flank the wolf.

Kolaiah will smite Tileava and swing away at her! With Power Attack...

Pestilence: 1d20 + 5 - 1 + 3 ⇒ (7) + 5 - 1 + 3 = 14
Pestilence Damage: 2d4 + 3 + 3 + 2 ⇒ (1, 4) + 3 + 3 + 2 = 13 P/S 20/x4

Doubtful!

And then he will heal himself with his touch of corruption.

Healing: 1d6 ⇒ 1


Kolaiah whirls around and activates his smite upon Tileavea. He swings Pestilence at Sword Knight Allomar, but aving to split his attention between the woman and her wolf distracts him enough that his opponent manages to get her shield into position to block the path of the blow. A resounding clang! echoes through the good acoustics of the sanctuary. He finishes by applying some minor harm-healing to himself.

Muziel moves into position and grabs Penelope by the waist. In a rather unusual sight, the small Gnome manages to shift the much larger bloodrager like an unwieldy futon, shifting her fifteen feet around and out of immediate danger and no longer in the way of the action.

Tileavea Fort Save: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9

Tileavea's face goes the same sort of ashen color as her son's did less than a minute ago as the poison begins to run its course in her system. Her summoned wolf continues to attack Sister Ismene, but she continues to fend it off. The shimmering longsword made of force also continues to attack Kolaiah, but the anti-paladin manages to deflect the conjured weapon with a combination of his armor and the divine energies of his smite.

Starting to feel the effects of the poison, and with Cimri having had more success against her so far than Kolaiah, Tileavea switches targets for her physical sword. "Your aunt would be so disappointed in your choice of friends, girl," she says without joy as she swings. The blow just manages to hit her and leaves a nasty gash across Cimri's torso, knocking her unconscious and bleeding onto the stone floor of the sanctuary.

Wolf Bite Ismene: 1d20 + 2 ⇒ (4) + 2 = 6

Spiritual Weapon attack Kolaiah: 1d20 + 6 ⇒ (9) + 6 = 15

+1 attack/damage divine favor; -1 attack, +2 damage power attack
Tileavea Allomar Attack Cimri: 1d20 + 6 + 1 - 1 ⇒ (11) + 6 + 1 - 1 = 17
Longsword Damage: 1d8 + 2 + 1 + 2 ⇒ (4) + 2 + 1 + 2 = 9

This is Penelope's last round of paralysis, she will return to normal at the start of her next turn in this upcoming round 8. Almost there!

-2 sickened
Cimri Stabilize?: 1d20 + 3 - 2 ⇒ (4) + 3 - 2 = 5

Cimri, on the ground, continues to bleed from the sword and bite wounds.

Combat Map
Current Initiative Order (Round 8):

Sister Ismene
Plus Congregant (14 damage, unconscious, stable, bless)
Kolaiah (smiting Tileavea)
Muziel
Triangle Congregant (14 damage, unconscious, stable, bless)
Tileavea Allomar (11 damage, summoned wolf 3, spiritual weapon 3 (Kolaiah), protection from evil, divine favor, 1 con damage, poison DC 14)
__Summoned Celestial Wolf (8 damage)
Lacall Allomar (18 lethal, 1 non-lethal, 1 con damage, bless, sickened, unconscious 1 hour, stable)
Penelope (sickened 6 minutes, paralyzed until this turn)
Cimri (16/13 HP, unconscious, dying, sickened)


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

Round 8

"Cim!" Seeing her friend felled before her eyes fills Sister Ismene's cup with wrath. Empowered by her anger, she unleashes a brutal series of strikes on the wolf before turning her attention to the priestess. "You are so gonna pay for that!"

Flurry of Blows: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Flurry of Blows: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28 Critical threat
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Critical confirmation: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Damage: 1d6 + 3 ⇒ (4) + 3 = 7


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

I'm assuming that did in the wolf. If so, and if the priestess is up after Koliah's turn, here's Muziel's planned turn.

Muziel winces as Cimri is cut by a wicked slice to the torso. "Gosh, I can't rescue all of you!" he says, worriedly. Calling upon fell energies, Muziel channels draining energy into his hands, then moves over Cimri to try and touch the priestess.

Casting Chill Touch, moving over Cimri, then free touch attack.

Chill Touch: 1d20 + 1 ⇒ (14) + 1 = 15; Damage: 1d6 ⇒ 5 Fort DC12 or takes 1 point of Str damage. 1 charge remaining on Chill Touch.


Upon seeing her friend go down, Sister Ismene taps into the surge of her feelings to pummel the summoned wolf. If were a real animal, it would surely have been almost liquefied by the fearsome power of her onslaught. Because it's a summoned creature, however, it disappears as soon as the damage would have killed it with an unsatisfying, quiet pop!.

Kolaiah is no longer flanked, and the only conscious target is Tileavea Allomar, who you are currently smiting. Since Muziel goes after you, it's just you and her for now, with Cimri's bleeding body lying nearby.

Combat Map
Current Initiative Order (Round 8):

Kolaiah (smiting Tileavea)
Muziel (action pending)
Triangle Congregant (14 damage, unconscious, stable, bless)
Tileavea Allomar (11 damage, summoned wolf 3, spiritual weapon 3 (Kolaiah), protection from evil, divine favor, 1 con damage, poison DC 14)
Lacall Allomar (18 lethal, 1 non-lethal, 1 con damage, bless, sickened, unconscious 1 hour, stable)
Penelope (sickened 6 minutes, paralyzed until this turn)
Cimri (16/13 HP, unconscious, dying, sickened)
-----------
Sister Ismene
Plus Congregant (14 damage, unconscious, stable, bless)


Female

If I can 5' to flank Tileava, I will, or if my moving will let someone else flank later.

Kolaiah will swing away at her! With Power Attack and smite...

Pestilence: 1d20 + 5 - 1 + 3 ⇒ (5) + 5 - 1 + 3 = 12
Pestilence Damage: 2d4 + 3 + 3 + 2 ⇒ (2, 3) + 3 + 3 + 2 = 13 P/S 20/x4

Doubtful!

And then he will heal himself with his touch of corruption.

Healing: 1d6 ⇒ 5

"Taking prisoners is not a strongsuit of mine, so all help would be appreciated."


I 5' stepped you so that next turn there can be 5' stepping into flanking.

Kolaiah swings a second time but once again his slash is blocked by Allomar's heavy shield with a resounding clang! "I'll not be taken prisoner by the likes of you," she asserts.

Muziel activates his spell like ability and moves into the growing fray. He has an easier go of it since all he has to do is touch her, and her armor can't help prevent that. The negative energy harms her, but she stoutly resists the strength damage.

Fortitude Save vs Chill Touch: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Fortitude Save vs Poison: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21

Tileavea starts to go a little wobbly for a moment as the Blue Whinnis in her system threatens to render her unconscious, but she manages to push her way through and remain conscious. Her spiritual weapon slashes one more time at Kolaiah, but the blow is deflected by the divine energies of his smite before the force weapon winks out of existence, the spell energy that maintained it expended. Tileavea herself then attack him as well, her real sword managing to hit him where her spiritual sword could not.

Spiritual Weapon Kolaiah: 1d20 + 6 ⇒ (11) + 6 = 17

+1 attack/damage divine favor; -1 attack, +2 damage power attack
Longsword Attack Kolaiah: 1d20 + 6 + 1 - 1 ⇒ (16) + 6 + 1 - 1 = 22
Longsowrd Damage: 1d8 + 2 + 1 + 2 ⇒ (2) + 2 + 1 + 2 = 7

Cimri Stabilize?: 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12

Cimri will continue to bleed out on her turn assuming nothing changes.

Combat Map
Current Initiative Order (Round 8):

Penelope (sickened 6 minutes, no longer paralyzed)
Cimri (17/13 HP, unconscious, dying, sickened)
-----------
Sister Ismene
Plus Congregant (14 damage, unconscious, stable, bless)
Kolaiah (smiting Tileavea)
Muziel (chill touch)
Triangle Congregant (14 damage, unconscious, stable, bless)
Tileavea Allomar (16 damage, protection from evil, divine favor, 1 con damage)
Lacall Allomar (18 lethal, 1 non-lethal, 1 con damage, bless, sickened, unconscious 1 hour, stable)


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

intimidate,demoralize: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19

Penelope staggers into movement, stumbling down to the knees next to the unconscious Lacall, draping over his body, almost like a lover. LADY! her hoarse voice calls out in mocking violent glee. I'm in here alone with your young innocent son. Think of all the lovely things I might be doing to him as you play with my friends. Her long ivory fangs extended as she considers the best place to drink from.

SHE CAN MOVE AGAIN!!!!

So just read up, and demoralize will only work if a person can clearly hear AND see you. I think by the map, Penelope cannot be seen right now. Penelope doesn't care though, she's a bit tired and whole bit bloody right now and just likes messing with Miss high and mighty.


Penelope's threats just don't work the same without the proper context. "You'll have to wait your turn, dear," Tileavea Allomar calls back to Penelope as she and the other combatants in the sanctuary maneuver about. "I'm rather busy at the moment, but I'll be sure to deal with you as soon as I get the chance. I won't forget."

Combat Map
Current Initiative Order (Round 9):

Sister Ismene
Plus Congregant (14 damage, unconscious, stable, bless)
Kolaiah (smiting Tileavea)
Muziel (chill touch)
Triangle Congregant (14 damage, unconscious, stable, bless)
Tileavea Allomar (16 damage, protection from evil, divine favor, 1 con damage)
Lacall Allomar (18 lethal, 1 non-lethal, 1 con damage, bless, sickened, unconscious 1 hour, stable)
Penelope (sickened 6 minutes)
Cimri (17/13 HP, unconscious, dying, sickened)


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

Round 9

Baring her teeth, Sister Ismene growls at Fifth Sword Allomar as she reaches into her robes and draws out her red-and-black three-section staff. Shooting off like an arrow, she charges the cleric and launches herself into a flying kick. Charge attack, +2 to attack, -2 to AC until next turn.

1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14 Bleh.


Unfortunately for Sister Ismene, her flying kick is well telegraphed to her target and the shield goes up in time to absorb the brunt of the blow. Overall, the more practiced Fifth Sword Knight Allomar is proving to be a tougher nut to crack than her less experienced but more enthusiastic children.

Kolaiah can either 5' step to set up a flank for Muziel on his turn, or can delay until after Muziel so he can 5' step and set up a flank for Kolaiah instead. Either option requires both to 5' step on their respective turns (they're both on the same-side diagonals).

Combat Map
Current Initiative Order (Round 9):

Kolaiah (smiting Tileavea)
Muziel (chill touch)
Triangle Congregant (14 damage, unconscious, stable, bless)
Tileavea Allomar (16 damage, protection from evil, divine favor, 1 con damage)
Lacall Allomar (18 lethal, 1 non-lethal, 1 con damage, bless, sickened, unconscious 1 hour, stable)
Penelope (sickened 6 minutes)
Cimri (17/13 HP, unconscious, dying, sickened)
---------------
Sister Ismene (-2 AC this round)
Plus Congregant (14 damage, unconscious, stable, bless)


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Koliah, if you 5-foot step to the East and then ready an attack for when Muziel is flanking, Muziel can also 5-foot step. Then we can both get the flanking bonus this turn.


Female

Yep! My thought exactly!

Kolaiah moves and readies to attack when the flank happens.

Kolaiah will swing away at her! With flank, Power Attack and smite...

Pestilence: 1d20 + 5 - 1 + 3 + 2 ⇒ (4) + 5 - 1 + 3 + 2 = 13
Pestilence Damage: 2d4 + 3 + 3 + 2 ⇒ (3, 4) + 3 + 3 + 2 = 15 P/S 20/x4

Doubtful AGAIN!!!

And then he will heal himself with his touch of corruption.

Healing: 1d6 ⇒ 1


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

"I'd take Lust a little more seriously than you are, Lady!" Muziel gives Koliah a look, then sidesteps and launches a coordinated strike!

Chill Touch vs Touch AC: 1d20 + 1 + 2 ⇒ (10) + 1 + 2 = 13; Damage: 1d6 ⇒ 1 Fort DC12 or 1 point of Str damage.


With an unspoken understanding between them, Kolaiah and Muziel launch a coordinated, simultaneous assault on the Iomedaen priestess! Having to choose where to defend, she brings the shield to bear against the smiting antipaladin. Another clang! echoes throughout the sanctuary, but her good defense to one side leaves her back open to Muziel's touch. The negative energy surges into her, dealing a small amount of damage, but again she manages to power through with her physical strength intact.

Allomar Fort Save: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20

Flanked by her adversaries, and with one of her targets consistently healing himself, Tileavea chooses to try to focus on taking Kolaiah down while he's still somewhat weakened. The distraction of being surrounded and having to split her attention three separate ways proves untenable for the moment, however, and the favored of Apollyon parries her sword strike with the blade of Pestilence. Concentrating hard on keeping her defenses as strong as possible, she makes no reply to Muziel's comment.

Longsword Attack Kolaiah: 1d20 + 6 + 1 - 1 ⇒ (6) + 6 + 1 - 1 = 12

Cimri Stabilize?: 1d20 + 3 - 2 ⇒ (6) + 3 - 2 = 7

Cimri, meanwhile, will continue to bleed all over the floor on her turn.

Combat Map
Current Initiative Order (Round 9):

Penelope (sickened 6 minutes)
Cimri (18/13 HP, unconscious, dying, sickened)
---------------
Sister Ismene (-2 AC this round)
Plus Congregant (14 damage, unconscious, stable, bless)
Kolaiah (smiting/flanking Tileavea)
Muziel (flanking Tileavea)
Triangle Congregant (14 damage, unconscious, stable, bless)
Tileavea Allomar (17 damage, protection from evil, divine favor, 1 con damage)
Lacall Allomar (18 lethal, 1 non-lethal, 1 con damage, bless, sickened, unconscious 1 hour, stable)


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Oh well, I guess she doesn't love you as much as your bother she considers taking a long drink, but then decides it might kill the little turd and they need someone if this all goes badly with the mom. Instead she'll take out her wand and tap herself for some infernal healing.


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

Round 10

As Allomar blocks the kick with an upraised shield, Sister Ismene rebounds into a backward somersault. Furiously, she begins chanting in Infernal and flails her sansetsukon gracelessly at the knight. With Tileavea's attention diverted, Ismene exploits the opening and smashes her fist into the woman's solar plexus. Full-round flurry of blows, first with her sansetsukon and second with an unarmed strike using Stunning Fist; DC 13 Fort save versus Stunned.

Flurry of Blows (Sansetsukon): 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d10 + 3 ⇒ (2) + 3 = 5

Flurry of Blows (Stunning Fist): 1d20 + 6 ⇒ (12) + 6 = 18
1d6 + 3 ⇒ (6) + 3 = 9


As Penelope begins the long process of coaxing that sweet, sweet infernal healing from her wand, Sister Ismene shows off her physical prowess with some acrobatic moves. The swing of the sansetsukon proves to be an effective distraction, drawing the block from Allomar's shield as expected, and setting up the potentially devastating blow with the unarmed strike. She's confident that the blow is to the right place, and it would be if not for the divine interference of the Fifth Sword Knight's continuing protection from evil. Instead of the punishing blow the Asmodean monk had hoped for, the attack is narrowly deflected at the last moment with a tiny flash of golden energy.

Kolaiah is still in flanking position with Muziel

Combat Map
Current Initiative Order (Round 10):

Kolaiah (smiting/flanking Tileavea)
Muziel (flanking Tileavea)
Triangle Congregant (14 damage, unconscious, stable, bless)
Tileavea Allomar (17 damage, protection from evil, divine favor, 1 con damage)
Lacall Allomar (18 lethal, 1 non-lethal, 1 con damage, bless, sickened, unconscious 1 hour, stable)
Penelope (sickened 6 minutes, actively casting infernal healing)
Cimri (18/13 HP, unconscious, dying, sickened)
---------------
Sister Ismene
Plus Congregant (14 damage, unconscious, stable, bless)


Female
Penelope Dorn wrote:
Instead she'll take out her wand and tap herself for some infernal healing.

Don't be stingy with that!

Kolaiah continues to hammer at his foe, knowing her defenses would fail eventually...

Pestilence: 1d20 + 5 - 1 + 3 + 2 ⇒ (14) + 5 - 1 + 3 + 2 = 23
Pestilence Damage: 2d4 + 3 + 3 + 2 ⇒ (2, 1) + 3 + 3 + 2 = 11 P/S 20/x4

Finally!

And then he will heal himself with his touch of corruption.

Healing: 1d6 ⇒ 2


Using the distraction of having his enemy surrounded, Kolaiah finally manages to get an attack through Sword Knight Allomar's considerable defenses. Pestilence bites deep, sending Tileavea reeling from the intensity of the damage. For the moment she still remains on her feet, but is definitely looking worse for wear as a result of the constant onslaught she's facing in the sanctuary.

Combat Map
Current Initiative Order (Round 10):

Muziel (flanking Tileavea)
Triangle Congregant (14 damage, unconscious, stable, bless)
Tileavea Allomar (28 damage, protection from evil, divine favor, 1 con damage)
Lacall Allomar (18 lethal, 1 non-lethal, 1 con damage, bless, sickened, unconscious 1 hour, stable)
Penelope (sickened 6 minutes, actively casting infernal healing)
Cimri (18/13 HP, unconscious, dying, sickened)
---------------
Sister Ismene
Plus Congregant (14 damage, unconscious, stable, bless)
Kolaiah (smiting/flanking Tileavea)


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Having exhausted his draining negative energy, Muziel tries something a little different. First, he tries to tumble away from the priestess without getting hurt.
Acrobatics to avoid AOO: 1d20 + 6 - 1 ⇒ (6) + 6 - 1 = 11 Looks like a fail.

Assuming he makes it out with enough distance, he then tries to zap the priestess with electricity from his new vantage point.
Electric Blast, Into Melee, Point Blank: 1d20 + 1 ⇒ (4) + 1 = 5; Damage: 1d6 + 3 ⇒ (4) + 3 = 7. And looks like a miss.


Sword Knight Allomar takes a swing at Muziel as he moves away, but the small Gnome proves hard to hit behind the pew between them. He gets around to block her exit from the row and tries to zap her with his electrical energy, but the shot goes wide and completely misses the target.

Allomar AOO Muziel: 1d20 + 6 + 1 - 1 ⇒ (9) + 6 + 1 - 1 = 15

Severely wounded and completely blocked into the space between two pews, Allomar has no choice but to stand her ground. With a heavy shield in one hand and a sword in the other she has to leave herself open for a moment in order to sheathe her weapon and make her hand available. Both warriors take their shot at her as she does so, but with them catty-corner of her she's able to keep her large shield interposed between herself and both of them. As both her adversaries recover from the block, she quickly casts a healing spell on herself to get back into better fighting condition.

Kolaiah AOO: 1d20 + 5 - 1 + 3 ⇒ (3) + 5 - 1 + 3 = 10
Ismene AOO: 1d20 + 6 ⇒ (2) + 6 = 8

Allomar CMW: 2d8 + 4 ⇒ (3, 6) + 4 = 13

At the start of Penelope's turn her casting with the wand completes, giving her fast healing 1 for the next 10 rounds, including this one. On her own turn, Cimri will stop bleeding out of her own volition.

Cimri Stabilize?: 1d20 + 3 - 2 ⇒ (16) + 3 - 2 = 17

Combat Map
Current Initiative Order (Round 10):

Penelope (sickened 6 minutes, infernal healing 1)
Cimri (18/13 HP, unconscious, stable, sickened)
---------------
Sister Ismene
Plus Congregant (14 damage, unconscious, stable, bless)
Kolaiah (smiting Tileavea)
Muziel
Triangle Congregant (14 damage, unconscious, stable, bless)
Tileavea Allomar (15 damage, protection from evil, divine favor, 1 con damage)
Lacall Allomar (18 lethal, 1 non-lethal, 1 con damage, bless, sickened, unconscious 1 hour, stable)


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Penelope will get up, brush herself off a bit and then move toward the last member of a horribly violent family. Standing over Cimri to allow Kolaiah to flank again.


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

Round 11

Sister Ismene's eyes widen in shock as Allomar's spell prevents her strike from connecting. Her subsequent attack does nothing to prevent the knight from healing herself. "Oh, hell no," she screams as their opponent erases their handiwork.

Recognizing that their margin for error is now non-existent, Ismene channels her frustration into a war-chant to focus herself. Twirling her sansetsukon, she attempts an encore of her previous performance, distracting her opponent with an obvious strike to open her up for a punishing blow from her whirling staff.

Flurry of Blows: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Flurry of Blows: 1d20 + 6 ⇒ (20) + 6 = 26 Critical threat
Damage: 1d10 + 3 ⇒ (3) + 3 = 6

Critical confirmation: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d10 + 3 ⇒ (10) + 3 = 13


Owning her nickname and channeling those inner reserves of fury has been working so far for Sister Ismene. As before, the first strike draws the block from the shield. Unlike her previous attempt, this time she's ready for that extra, magical resistance and all that unbridled wrath helps her to power right through it. The blow connects hard, and the Asmodean monk can actually see the moment that the trauma makes the Iomedaen priestess lose consciousness, just before she crashes down to the floor of the sanctuary in a cacophonous sonic explosion of metal on other metal and on stone.

Allomar Stabilize?: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16

The strike was certainly powerful, but it was also precise and the elder Allomar is left in no danger of bleeding out.

Nice shot! Leaving Initiative


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

"Wow!" Ready to fire more electricity at the priestess who refuses to fall, Muziel is stunned as Wrath clocks Tileavea and she clatters to the ground. "Obviously we shouldn't have left you out of all our earlier fights!"

He quickly lets the energies in his hands dissipate as he goes over to check up on Cimri. "Sloth's pretty hurt, but she'll hold together. Looks like we did it! It's gonna be fun tomorrow when we show everyone the body of the ghoul that used to be Loran!"


Female

"Poke me with that infernal stick, if you would please?"


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Aww... just when I was feeling a little better. Penelope fakes whines. Good work Wraith! then she pokes each party in turn with her wand: Kolaiah, Muziel, and Cimri. looks like Ismene is unharmed, yes?


looking back a bit, Sister Ismene took 7 damage from a club in round 2, which was the only attack that landed on her.

Over the course of the next minute plus, the infernal magic restores 10 HP to each of the party that was poked with it. After thirty seconds or so of the magic working on her, Cimri finally comes back to consciousness with a groan.

"What happened?" She asks, getting back to her feet and watching as her wolf and sword wounds slowly close. "I assume we won? Did the poison work on mommy?"

She gingerly regains her feet and sees the unconscious Sword Knight lying, battered in between the first two pews on the left side.


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

With Allomar down, Ismene gives her sansetsukon a couple of victory twirls before collapsing it and stashing it back in her robes. Scowling, she stands over her fallen foe. Kneeling down, she searches Tileavea Allomar's body for her holy symbol and confiscates it. "Somebody get this b-- in chains."

Now that they've won, she takes some deep breaths to calm down from the fight, waving off Penelope's offer of healing. She's fine; it's Cimri she's worried about. Turning around, she helps her now-conscious friend to her feet, relieved to see that she's alive. Praise Asmodeus! "Hey Cim," she says, more tenderly. "Yeah, we won. Let's get you home."

We did it! Muziel with chill touch and electric blasts really softened her up.


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Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

"Glad you're back on your feet, Cimri! Means you can help me loot . . . er . . . I mean seize the assets of this place to ensure it doesn't fall into rebel hands." He seems oblivious to Ismene's suggestion that they should just go home. Instead, with that announcement, Greed lives up to his name and begins looking around for valuables in the church.


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Penelope will discretely poke Ismene with her stick, nothing creepy or anything, then probably give herself one more poke to get back to happy non cut to ribbons state.

I'll keep watch for do gooders. She'll head back to the front doors, and close them, just in case.


Cimri looks between Ismene and Muziel for a moment, weighing the options. "I like the way you think, Greed," she says with a combination of grin and wince. "I don't see this place opening for services anymore anyway, so let's take everything valuable we can carry before anybody else shows up!"

Beginning a search through the church for valuables finds that the other door out of the narthex leads into a small office with a desk, some simple chairs and a shelf full of liturgical writings. Additionally, the blue curtains on either side of the altar in the sanctuary leads to a smaller, private shrine to Iomedae. A nearly flat kneeling pillow lies before a small table covered with candles, facing a wall-hanging of Iomedae's holy symbol. A narrow wardrobe, locked, stands nearby. Both the office and the shrine each have another exit, both of which lead into a small storage room containing several cabinets crammed with decorations, ritual basins and braziers, seasonal wall hangings, and other materials used in day-to-day observances.

You can make more detailed searches of these rooms by spending a few minutes and a perception check for each of them. Besides the rooms, there are four unconscious people: Tileavea Allomar, Lacall Allomar, and two congregants. There are also three corpses: the remains of Loran Allomar and the other two congregants.

Penelope makes sure the front doors are closed and sees deserted streets... at least for now.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Muziel begins to eagerly search!

Perception (office): 1d20 + 6 ⇒ (11) + 6 = 17
Perception (storage): 1d20 + 6 ⇒ (10) + 6 = 16
Perception (shrine): 1d20 + 6 ⇒ (15) + 6 = 21
Perception (altar): 1d20 + 6 ⇒ (10) + 6 = 16


1d100 ⇒ 60

Overall, Muziel spends roughly twenty minutes giving the rest of the chapel a thorough going over. Fortunately, if those early congregants that ran out of the church were going for help, that help hasn't arrived by the time the search is complete. Cimri helps split the time by going over the defeated for their stuff while Sister Ismene ties them up for transport.

Muziel finds that the office is rather sparse. In fact there's a big empty spot on the wall. Looking closer he notices a few hooks and the vague outline of the longsword that is supposed to hang there, the very same sword that Tileavea had been using in the fight. He also discovers that the desk has a few drawers. Going through them he hits the jackpot. Laying on top of all the other papers is a letter, curved in a way that suggests it had been wrapped around a scroll when delivered. The broken wax seal depicts a symbol he's never seen before: the sword-and-sunburst of Iomedae combined with the encircled cross of Cheliax. The note reads:

"To undo wrongs and recover your loss. Do what you must, but after, if your spirit is willing, join us at the old fort. -L.V."

Below the note are three more scrolls. All three are identical, but Muziel can't make heads or tails of them.

Muziel Spellcraft: 1d20 + 4 ⇒ (15) + 4 = 19

Moving on to the storage room, most of what the Gnome finds is only useful if you intend to perform services to Iomedae, and has little intrinsic value. His persistence does pay off, though, as his detailed search turns up a set of antique, silver candlesticks. They're pretty ornate, and definitely silver, but he's not sure just how much they might be worth. Probably a lot.

Muziel Craft (Sculpture): 1d20 + 6 ⇒ (8) + 6 = 14
Muziel Appraise: 1d20 + 2 ⇒ (13) + 2 = 15

The room with the shrine has little of obvious value in it, except for the mystery of what's inside the locked cabinet. By the time he's gotten that far, Cimri has discovered the key ring among Tileavea Allomar's equipment and is able to unlock it easily enough without having to break out the picks. Inside are three sets of bandages with a distinct antiseptic smell, two potions of different colors, and six sets of Iomedaen cleric's vestments. Muziel isn't sure what the pale purple one is, but he recognizes the red one as cure moderate wounds.

Muziel Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Muziel Perception: 1d20 + 6 ⇒ (17) + 6 = 23

Moving on to the altar, he finds evidence of a resurrection attempt gone badly. There are many still-lit candles of no specific value arranged, and the normally stone altar has been covered with soft cloth. The cloth has been deeply stained by the physical and magical corruption of what happened. On the ground by the altar is a blank scroll, its magic already expended.

Cimri Perception 1: 1d20 + 4 ⇒ (17) + 4 = 21
Cimri Perception 2: 1d20 + 4 ⇒ (8) + 4 = 12

Combining everything Muziel and Cimri found:

  • potion of cure moderate wounds x2
  • unidentified pale purple potion
  • unidentified pale golden potion
  • unidentified pale silver potion x2
  • unidentified bandages x3
  • chain shirt
  • breastplate
  • heavy steel shield
  • mwk light mace
  • mwk longsword
  • club x6
  • sling x2
  • sling bullets (20)
  • silver holy symbol of Iomedae x2
  • 60gp & 4d10 ⇒ (4, 5, 4, 10) = 23sp
  • spell component pouch x2
  • small pearl
  • key ring
  • Iomedaen cleric vestments x6
  • set of antique silver candlesticks
  • unidentified scroll x3
  • mysterious note

Cimri looks over the massive haul with a great deal of satisfaction. "So we're going to want the two Allomars for tomorrow's festivities," she says, looking over the bound and searched fallen. "I don't think we have any use for the random schmucks, though." She nods her head toward Kolaiah and Penelope. "You two feel like a late-night snack before we scram?"


Female

None of those weapons and stuff are magic eh? I'm guessing the casters would check on that.


None of the weapons or armor appear obviously magical. The pearl sticks out, though, faintly shimmering.


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

When Muziel displays the note he found, Ismene's interest is piqued. "Nice find, Greed! It's not like we didn't know Allomar was in cahoots with the Glorious Reclamation, but that's something we can use to charge her. It looks like they funded this charade, probably planned to try the same thing with Caggan."

So, once we've finished with the execution, anybody got a problem with burning the chapel to the ground?


That would be difficult, since it's made of stone, but you can certainly trash the place if you want.

Cimri Kn. Local take 10 +5 = 15

"Even better than something to charge her with," Cimri says, reading the note over Sister Ismene's shoulder and getting excited. "If I had to guess, 'the old fort' is probably referring to the long-abandoned Fort Estazano, out in the Whisperwood a ways. If that's where the note is referring to, that means we know where they are!"

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