| Allarion the Urban Druid |
Allarion will make a shushing motion with his hand to signal to the boy the need for quiet and attempt to move quietly into the room.
Move Sneakily: 1d20 2=5
Nevermind that.
| Stray Hal |
With a shaky hand one of you tries the door and finds that it is not locked. You open the door slowly and the stink that you smell as you stand there is even more powerful as the air from the room blasts out into your faces. The mixture of fish and sweat curdles your stomach and makes your eyes water. Looking to the north end of the room you see a wooded trough whichs holds a hideous mound of rancid fish, seaweed and brine. Filthy seawater and fish stain the floor around the trough. A pair of wooden chutes lead from this trough through holes in the northern wall into a larger room behind it. Also in the room you see a desk and chairs and in one corner a tall cabinet sits. Standing by the desk talking is three human children and a gnome all dressed in rags and have grime all over their bodies. The gnome seems to be scolding the three over something. One of the boys notices you but is in shock at seeing someone come through the door. He makes no sound or movement as of yet.....
Are there any other doors or just the chutes?
| Stray Hal |
Zoomackulas Eichendar
|
The gnome seeing the boy not paying attention to what he was saying looks to see what has the boy all distracted. His eyes wide at seeing invaders into his home shouts to the boys Attack the intruders or I will feed you to Bloo!! at the same time he is moving to the eastern door and is about to shout again....
Surprise round, state your actions and make your rolls. The gnome is 5 feet from the door and is about to yell for help. The boys are all in shock for this round so they are doing nothing.
| Andreas Skie |
Andreas lets a crossbow bolt loose, aiming for the gnome's ugly head.
Missile attack (light crossbow) (1d20 2=4)
oops
| Berel Zenderholm |
Berel raised his hand forcefully, not holding a sword, but an empty palm. "Children, don't do this. We are here to help you, and make sure noone hurts you again. Just let us through." He hoped their fear for their oppressors was less than their hope of being saved... but what to do if it wasn't?
Zoomackulas Eichendar
|
Berel raised his hand forcefully, not holding a sword, but an empty palm. "Children, don't do this. We are here to help you, and make sure noone hurts you again. Just let us through." He hoped their fear for their oppressors was less than their hope of being saved... but what to do if it wasn't?
Berel
Give me a diplomacy or intimidate check please, depends on how you are trying to come across to the boys!| Thelix Moody |
Thelix is frozen for a moment seeing the inside of the decrepit facility. If anything it was more rundown than when he was here. At the sight of the Gnome with the angry look on his face however, he sprung into action. "Pick on someone your own size" he grumbles under his breath as he charges the gnome with his sword pulled back over his head for a frantic two handed chop.
(As he gets closer he realizes that the Gnome is picking on someone his own size, but he can correct himself after the gnome is dead.)
Attack with charge (1d20 4=21)
If there is no clear path for a charge then attack roll is 19.
| Stray Hal |
How big are the chutes leading out of the room? Could a human fit through them? "Watch those other entrances for Bloo!"
Hal moves to flank the gnome and lashes out with his short sword. Initiative roll: 24
[ooc]Attack roll: 20.
Sneak attack damage from flanking if I hit:1
Everything was going so well up until that last part.
| Inros Har |
initiative 1d20+3=7
"For Tara!"
I loose an arrow at the gnome, using the Precise Shot feat to avoid any of my fellow adventurers in melee 1d20+4=20
damage 1d8=4
edit: Forgot if the gnome is within 30 feet, the point-blank shot feat would give a +1 to the attack and damage rolls, so please apply those as appropriate. thanks
| Allarion the Urban Druid |
Initiative: 1d20 2=3
(I'll be back here in the back, sir...)
Action: Allarion shouts to Legs to attack the gnome: (charge 1d20 3=14, 1d4=4) He then uses Diplomacy to calm the kids. Diplomacy: 1d20 6=15
"Children! We've come to kill Gaedram Lamm! We mean you no harm. Help us put that devil where he belongs: in the harbor!"
Zoomackulas Eichendar
|
With swift action the group moves as on and attacks the gnome, fustration showing on all their faces.
Surprise round
Andreas fires his crossbow and the bolt flies at the gnome but misses striking the door the gnome was trying to escape through. Thelix charges the little gnome with his great sword and delivers a huge blow almost killing it. Hal sneaks up and finishes off the gnome dropping it at Thelix's feet. As its sinks to the floor Inros squeezes a shot between his team and hits the gnome making sure it never rises again.
The children seeing how fast the hated gnome dies at your hands totally freak out and run from the room out the north door.
The chutes are not big enough for anyone to get through
| Stray Hal |
"I am not as worried about the kids as I worried about where the gnome was heading. I suggest we go that way." pointing to the door the gnome was heading for
"Yes, I agree. I am better at fighting from the side than being a front-line combatant."
What does the north door lead to? Does it go to the street that we came from?"
| Stray Hal |
The chutes are not big enough for anyone to get through
I take a look through the chutes before we leave this room.Spot check:16
| Stray Hal |
Is there anything of interest in the room or on the late lawn ornament?
Search check: 4.
Never mind
Zoomackulas Eichendar
|
The three boys run out through the north door. The room beyond is dark as they go through. Their noise however wakes whoever is in the room and lights go on quickly. You hear more boys and someone else in the room. Looking through the chute is very hard to do with all the muck and grime around them. The chutes go down by the looks of them into the room where the boys went. Anyone by the enterance where you first came in can see into the room a little, out the door is what looks to be a catwalk above the next room and you can see stairs leading down into the room. The boys are on the stairs racing down. They are not saying anything yet still in shock to speak. You can hear an older persons voice asking whats going on up there and begins to yell at them to "stop playing around or they're going to get it by Lamm." And you didn't think the smell could get any worse but you are proved wrong by the foul stench coming from the room.
You came through the west door and were facing east. To your left is the north door where the boys ran through and where the chutes lead down too. North is where the river is located To your right is the street where you observed the front of the fishery is south from where you now stand. I hope this helps a little, I am still working on getting maps for this adventure so hang tight. I am going on vacation this next week but will have my laptop with me so the game will go on and I should be able to get maps done for the game hopefully, when I am not enjoying the sun and beach!
| Stray Hal |
The three boys run out through the north door. The room beyond is dark as they go through. Their noise however wakes whoever is in the room and lights go on quickly. You hear more boys and someone else in the room. Looking through the chute is very hard to do with all the muck and grime around them. The chutes go down by the looks of them into the room where the boys went. Anyone by the enterance where you first came in can see into the room a little, out the door is what looks to be a catwalk above the next room and you can see stairs leading down into the room. The boys are on the stairs racing down. They are not saying anything yet still in shock to speak. You can hear an older persons voice asking whats going on up there and begins to yell at them to "stop playing around or they're going to get it by Lamm." And you didn't think the smell could get any worse but you are proved wrong by the foul stench coming from the room.
You came through the west door and were facing east. To your left is the north door where the boys ran through and where the chutes lead down too. North is where the river is located To your right is the street where you observed the front of the fishery is south from where you now stand. I hope this helps a little, I am still working on getting maps for this adventure so hang tight. I am going on vacation this next week but will have my laptop with me so the game will go on and I should be able to get maps done for the game hopefully, when I am not enjoying the sun and beach!
"If we follow the children down the stairs we can surprise others in their wake but we risk them being hit in the melee. If we search up here then the villains downstairs still have the kids as shields. I say we follow the children before those below have time to prepare defenses."
| Thelix Moody |
Thelix pauses for a moment after feeling his sharp blade easily cut through the flesh of the hated Gnome. What should he be feeling now, fear, sorrow, relief... to be honest it didn't seem like a big deal. He got what was coming to him. Now quickly off after the others (And the children) He didn't want to miss out on any of the fun.
| Berel Zenderholm |
Berel fell in step besides Sun Fei. While maybe not the most tactically sound formation, she was an attractive woman - and besides, he would not want to put to the test just how much the drills had made "strike at the neck" an automatic movement. Not with innocent children on the line.
Zoomackulas Eichendar
|
You can see the floor here is slick with seawater, bits of seaweed,
and fish blood—the air is thick with the accompanying scent. From above the catwalk you can that the floor here is only five feet above the
river below. An open bay to the east allows direct access to the
sloppy, muddy water, while to the northwest stands an immense
ten-foot-tall wooden vat, its sides caked and waterproofed with
tar. Inside is a foul-looking mixture of chum, seawater, and
who knows what else. To the north and at the bottom of the stairs are stacked many barrels and crates, each marked in paint with a fish. Nearly two dozen small hammocks hang from under the catwalks, each with its own ratty blanket and pillow.
There are the three boys at almost the bottom of the stairs, five more boys around the bottom area and a tall half orc who curses at you and calls for help. You hear the cry of an old hound dog getting louder. All of you can see another catwalk on the other side of the room that enter back into the building, the catwalk you are on does not connect to the one you are on.
Zoomackulas Eichendar
|
You can see the floor here is slick with seawater, bits of seaweed,
and fish blood—the air is thick with the accompanying scent. From above the catwalk you can see that the floor here is only five feet above the
river below. An open bay to the east allows direct access to the
sloppy, muddy water, while to the northwest stands an immense
ten-foot-tall wooden vat, its sides caked and waterproofed with
tar. Inside is a foul-looking mixture of chum, seawater, and
who knows what else. To the north and at the bottom of the stairs are stacked many barrels and crates, each marked in paint with a fish. Nearly two dozen small hammocks hang from under the catwalks, each with its own ratty blanket and pillow.There are the three boys at almost the bottom of the stairs, five more boys around the bottom area and a tall half orc who curses at you and calls for help. You hear the cry of an old hound dog getting louder.
EDIT
All of you can see another catwalk on the other side of the room that enters back into the building, the catwalk you are on does not connect to the other one.
Zoomackulas Eichendar
|
I forgot to give you your harrow points for this adventure. Each of you get 4 harrow pts. to spend at anytime on dexterity rerolls(spend one harrow point to reroll any one init check, reflex save, attack roll modified by dex or dex based skill check), dodge bonus(spend a harrow point to get a +1 dodge bonus to your armour class, you can spend 3 harrow pts. per encounter), or speed increase(spend a harrow pt. to increase base speed by 10 feet for one encounter).
| Andreas Skie |
Andyr rises his crossbow and aims at the orc's chest, then lets a bolt fly loose.
Initiative (1d20 2=3)
Missile attack - Light Crossbow (1d20 2=11)
If the orc's still standing when my initiative turn comes, I'll open my Harrow Point tab...
| Stray Hal |
| Thelix Moody |
Thelix, his mind returning to the situation at hands starts to head towards the screaming Orc, making sure to keep his footing, and keeping his eyes peeled for any new additions to the party.
Attack w/ Greatsword (1d20 2=9)
Damage if I hit by some miracle. (2d6 1=7)
OCC: I'll be on vacation from Monday of next week till the following Monday, and am not sure about Internet availability, so please run my character when needed.
| Sun Fei |
Init; Atk; Dmg+Stance (1d20+3=17(Init), 1d20+3=18(Atk), 1d10+3+1d6=7(dmg))
Might as well roll. Got a strong hit, forgot charge bonus even. Forgot to mention that she was adopting the Punishing Stance while chasing Lamm.
Zoomackulas Eichendar
|
Begining of Combat Round one
Init order
H-Orc
Sun
Inros
Hal
Thelix
Andreas
Hound Dog
Allarion?
Berel?
The half orc raises its flail and swings it trying to time his attack as Sun runs up but misses as Sun steps to the side and deals a blow to the half orc. The half orc just starts to snicker and then laugh at Sun, thats all you got there pretty bottom... Inros sees a hound dog on the other catwalk charge out barking and snarling as it heads for the stairs....The boys stand there in fear. They have nowhere to run, your group is blocking one way and the hound dog is on the other. And none of the boys have even moved toward the hole in the floor, actually moving away from it.....
The catwalks wrap the room, the bottom of the stairs kinda meet in the center of the room along to north wall.
Make attack rolls if you haven't already.
| Allarion the Urban Druid |
Sorry! Busy Weekend...
Init: 1d20 2=4
Allarion will step up to the dog and attack: 1d20 1=2, 1d6 1=2
Nevermind.
| Berel Zenderholm |
Somehow, the RSS feed did not show any new posts... strange - but oh well...
Initiative: http://invisiblecastle.com/roller/view/1637270/ -> 19
Attach Roll: http://invisiblecastle.com/roller/view/1637272/ -> 7
Berel overcame his momentary hesitation as the wild dogs scurried closer to him. At least, the half-orcish man raised no moral quandaries. He stepped besides his newfound ally, and delivered a quick, sweeping strike. A bit too sweeping, as his blade was deflected by one of the planks before it could dig into the leg of the half-orc.
| Stray Hal |
Hal sees the mass of blades around the orc and decides to help dispatch the dog instead.
Attack roll: 6 The road to Hell...