| Monty Haul |
Yes, that would put Grunthor to -4 hp. I do have a question though, the bandit that got him who was standing at F7, Was he the one that Flint hit with the acid ray, and I also hit earlier? Would he still be standing?
I'm afraid so, although it's largely due to an error on my part.
Due to my confusion re: druid powers I moved on with the round waiting for clarification on Flint's action. When Garret cleared things up for me - rather than go back and cancel all the posts I redirected Flint's attack to a different burglar. Unfair I know and not something that would happen at the table, but I'm afraid that's PBP (at least the way I do it) I dont want to stop and discuss each action every time I misunderstand a post...
| Monty Haul |
Ivan squeezes the ribs to force a break, lifts, then drops the half-orc over the rail to the floor below.
cmb:23not sure if you are allowing damage for this manuever, but if you are: damage:9
I think you can either do damage, or move him (although falling twenty five feet is going to do some damage if it works). Lifting him over the bannister grants him another opportunity to break the grapple.
Barbarian struggles to avoid being dropped over the bannister. (1d20+5=13)
With a yell, the barbarian struggles in vain as Ivan pushes him backwards and hurls him over the bannister. He plummets to the ground, landing awkwardly on the marble floor.
Although damaged, he is still conscious now down below at O7
| Monty Haul |
Waiting for Flint's action in round three and Anyssa can post actions for found four. Grunthor - you will lose 1 hit point per round unless you stabilise (10% chance). However, given your orc ferocity you actually get one more round of action before going unconscious. (I know - I'm having a bad day...So you can act in round four as well and will then lapse into unconsciousness.
There are two burglars remaining upstairs at E8 and F9. One in the doorway fighting Anyssa at R4. The half-orc is now down at O7. The red-headed woman is still at M11, upstairs.
| Grunthor Firbolg |
As darkness descends on Grunthor, out of instinct more than anything else he makes a last slash at the bandit that stabbed him at E8. He connects, then falls to the floor for a little nap.
Attack=19+4=23 for 10 pts of damage. The critical is not confirmed with only a 6+4=10. He also rolls a 00 on his first attempt for stablizing.
Good night all.
| Flint Earthbrother |
| Anyssa the Clumsy |
Anyssa hisses with pain. She needs to end this fight, but she's not sure she can. She swings at the burglar.
Okay, how do you handle this? I know that we have to roll to confirm for critical fumbles at the table, but I think that may be a house rule. (Sometimes it's hard to remember what's in the book and what's a house rule.) Let me know what you want me to do. 1d20+3=13 That's what I would have gotten on a confirmation roll if that's what we're doing, so still a critical fumble. Also, depending on what happened, do I still get my second attack?
1d20+3=12
Not that it matters apparently. Invisible castle does not like me today :(
| Ivan Boldreiva |
Ivan leaves the half-orc below for the moment and moves to help Anyssa.
Using his long legs, he stretches out to cover a five foot area in a single hop then sends a powerful thrusting side kick into her attacker.
Side kick/damage:17,6
| Eland Westlocke |
may not be able to post again until late tomorrow, so I will give actions in advance
Eland wheels, hearing the thud of a body hitting the marble. He is amazed that the burgler is still concious. Looking to remedy that, he approaches and casts 'sleep'.
If successful, he does a coup de grace with his short sword.
If unsuccessful, he reloads crossbow and tries to get a shot off against the barbarian.
| Monty Haul |
Flint shall continue using his acid dart on the burglar he hit before.
Another jet of acid shoots from Flint’s outstretched hand, catching the burglar Damandor swung at in the arm as he lifts it up to protect his face. With a cry of pain he falls backwards and drops to the floor, a small tendril of smoke rising from his burning skin.
| Monty Haul |
Flint shall continue using his acid dart on the burglar he hit before.
Another jet of acid shoots from Flint’s outstretched hand, catching the burglar Damandor swung at in the arm as he lifts it up to protect his face. With a cry of pain he falls backwards and drops to the floor, a small tendril of smoke rising from his burning skin.
| Monty Haul |
Anyssa hisses with pain. She needs to end this fight, but she's not sure she can. She swings at the burglar.
Okay, how do you handle this? I know that we have to roll to confirm for critical fumbles at the table, but I think that may be a house rule. (Sometimes it's hard to remember what's in the book and what's a house rule.) Let me know what you want me to do.
I don’t use critical fumbles (at this stage, anyhow) – a one is an automatic miss, but beyond that there is no other consequence.
| Monty Haul |
As darkness descends on Grunthor, out of instinct more than anything else he makes a last slash at the bandit that stabbed him at E8. He connects, then falls to the floor for a little nap.
With his last swing, Grunthor cuts the remaining burglar down, his savage blow dropping the armoured woman where she stands. As she collapses to the floor, the fire in Grunthor’s eyes fades and he too crumples into a heap at Damandor’s feet.
| Monty Haul |
The only burglar remaining on her feet is the one fighting Anyssa in the doorway, the barbarian is down on the ground floor and the redheaded woman remains on the balcony.
The burglar fighting Anyssa has a slight look of desperation in her eyes as she struggles to land an attack. Pressing forward once more, Anyssa easily fends off her sword as the two women duel in the doorway.
Attack on Anyssa. (1d20+1=8, 1d8=2)
Seeing her warriors are dropping, the redheaded woman casts her crossbow aside. Climbing up onto the banister, she leaps out into space, grabbing for the chandelier as she tries to swing down onto the lower level. As she pushes off, however her foot slips and she falls short, the crystals of the ornate chandelier slipping through her fingers as she plunges the full twenty five feet to fall at Eland’s feet. She lands with a sickening thud, motionless on the marble tiles.
Acrobatics check for red-headed woman swinging on chandelier. (1d20+5=6)
The half-orc staggers to his feet and, seeing the red-haired woman spread-eagled on the floor, turns and bolts through the house, sprinting through the passages and rooms as he heads towards the kitchen and the door you entered. The burglar who still remains conscious holds out her hand in a placating gesture, dropping her sword as she surrenders to Anyssa.
Given his speed and head start, none of you will be able to catch the half-orc before he gets to the outside.
| Monty Haul |
The combat is over. Grunthor is unconscious as are all of the burglars bar the one who surrendered to Anyssa and the red-haired woman. The half-orc has run away. As the fury of the recent battle subsides, the house once more returns to silence, the back door banging closed as the half-orc makes his escape into the garden.
You each receive 430 experience points.
| Anyssa the Clumsy |
Anyssa presses a hand against her stomach trying to slow the bleeding. It was a shallow cut, and she was sure she'd be alright given time, but it still hurt like the dickens and her shirt was a mess. Her other hand, still clutching a starknife, she pointed at the burglar who surrendered.
"Okay, now would be a really good time to tell us who the woman you were working for was and why you were here looking through this house."
| Damandor Yolanux |
Damandor will cast Stabilize on Grunthor for now. Damandor then looks around at the rest of the party assessing who is hurt and how badly. Other then Grunthor who lies crumpled at his feet he sees Anyssa, Elan, and Garret are also injured.
Damandor asks Ivan and Flint, "Are you injured as well?"
He then says, "Should we bind any of these bandits who are still alive? And what shall be done with them?" he then remembers where they are and says, "I hope they have not harmed Antius, we should continue our search of the house as soon as possible."
He then says, "Once we have secured any of our attackers who may still be alive, if everyone who is injured could gather near Grunthor, I can heal you of some of the hurt afflicted upon you."
Once everyone that is wounded gathers near Grunthor, Damandor will make use of his Channel Energy ability again. 1d6=2 Boy the die rolls just aren't falling my way lately. Anyway, everyone is healed of 2 hp damage. If Grunthor is still down at that point I will see what I can do to help him.
| Ivan Boldreiva |
"Hurt?I don't believe so cleric."
Ivan moves in to help gather the fallen and lends his intimidating nature for the questioning.
Intimidate:9
damn
| Flint Earthbrother |
Assuming that Grunthor lost 1 point before being stabilized, he is at -5 hp at this time.
"Save your power friend cleric, I have a spell ready that can help, but I need fresh berries first."
Flint shall cautiously go back to the garden in search of berries(for the goodberry spell), listening for enemies while searching. He's to worried about his ally to listen too carefully though.
| Monty Haul |
"Save your power friend cleric, I have a spell ready that can help, but I need fresh berries first."
Flint shall cautiously go back to the garden in search of berries(for the goodberry spell), listening for enemies while searching. He's to worried about his ally to listen too carefully though.
Heading out into the garden, it takes Flint a few minutes to scrounch up a handful of berries suitable for use with his spell. It appears that the half-orc who ran out is long gone, the gate you entered the garden wide open. Returning inside, Flint finds the rest of the group gathered at the top of the stairs around Grunthor.
| Monty Haul |
Garret draws his shortsword and begins searching the nearest thief.
"Hey, will someone make sure the redhead isn't dead? She might know something."
The burglar is wearing armor and carries a longsword, shortbow and a quiver of arrows. He has a few personal possessions and a small pouch containing two gold and nine silver pieces. When you reach the red-headed woman, you can see immediately that she is dead, her neck apparently broken in the fall when she leapt from the bannister. Spending a few minutes to search the other burglars as well you discover a further twelve gold and fifty silver pieces.
| Monty Haul |
"Okay, now would be a really good time to tell us who the woman you were working for was and why you were here looking through this house."
The woman swallows nervously, continuing to hold her hands out in a demonstration of her surrender.
"You know how things are, they never tell us anything," she begins, indicating the woman with the red hair as she continues. "All I know is there was some trouble last night and it made Lyl mad as I've ever seen her. And that's saying something, let me tell you."
"We slipped in here an hour or so ago, looking for someone," she shrugs again. "Lyl didn't say who, only that we should be well prepared for a fight. Upstairs...through there. Well, you'll see when you look in. It looks like someone was here before us. All the servants and slaves are dead - most killed in their beds, by the look."
"There's a staircase leading up to the top floor, Lyl was leading us up there next. We got no further than the landing though - we saw your light downstairs and came down to see who it was...You pretty much know the rest."
| Monty Haul |
Flint returns to the group at the top of the staircase in the lobby. You are currently all gathered around Grunthor's unconscious body, you have a prisoner with you and have confirmed that the red-haired woman is dead. Most of the other burglars are still alive, although will probably die if not treated soon.
| Flint Earthbrother |
Heading out into the garden, it takes Flint a few minutes to scrounch up a handful of berries suitable for use with his spell. It appears that the half-orc who ran out is long gone, the gate you entered the garden wide open. Returning inside, Flint finds the rest of the group gathered at the top of the stairs around Grunthor.
Flint's Goodberry Spell:4=2+2.
"There are not as many berries from my spell as I had hoped, but he will atleast be farther from death." Just reread the spell, each berry heals 1 point and he won't need to eat/drink for 24 hours.*Flint turns to Damandor*
I apoligize. I had hoped Nature alone could heal our ally, but it would seem Corellon may be needed as well."
| Damandor Yolanux |
*Flint turns to Damandor*
"I apologize. I had hoped Nature alone could heal our ally, but it would seem Corellon may be needed as well."
Damandor replies to Flint, "Not to worry my fine dwarven friend, I am sure that Grunthor appreciates any assistance that can be given."
As I put in my previous post I will use my Channel Energy giving everyone who is wounded 2 hp back, once we are all gathered near enough to Grunthor. Grunthor should be conscious at this point but just barely. And I believe that Eland and Anyssa are still gravely wounded, so Damandor will use his last Channel Energy.
Damandor sees that his new friends are still greatly injured, concentrates for a moment and then sends out another burst of positive energy to try and heal them from the wounds that they have been inflicted with.
1d6=1 Rat's robbed again!
Damandor turns to the group, head hanging down with a dejected look on his face and says, "I'm sorry my friends, but I must be more wearied from the battle than I thought, I fear that I am in need of rest. Before we do though, I think we need to check the rest of the house and see if we can ascertain what happened to Antius."
| Eland Westlocke |
Eland feels the warm rush of the healing energy of Damandor. The bolt falls from his chest and his breathing becomes easier. "Thank you, brother elf." He then looks to the other burglers lying about. "Do we stabilize the other burglers. Saving them may turn them into allies, and be a valuable resource in the days to come."
Eland approaches the prisoner, "it is your lucky day, You get to give us a tour of the second floor. I wish to see everywhere your troupe explored. Ivan, can you help our guide to her feet and make sure she doesn't use them to run. I will keep her covered with my crossbow."
"A couple of our group should stay on the landing to keep watch."
Eland will cast his light spell on his lantern before leaving to search the rooms around the staircase.
| Grunthor Firbolg |
Grunthor is now at zero hit points and probably concious although not feeling in tip-top condition, or as he would say it, he feels a lot like s--t. He does thank all for bringing him back and then he mumbles something like, "Why are you healing that scum? But he does not interfere. He then asks if anyone has checked the rest of the house?
| Monty Haul |
Having examined all of the fallen burglars you see that, similar to the woman your prisoner called Lyl, two are beyond help and have died. The other two are unconscious and dying, however you are able to stabilise them and prevent any further deterioration. Your captive watches silently as you tend to her fallen companions.
A reconnaissance of the second floor confirms her report. There are several guest rooms on this level, all richly appointed and currently unoccupied. A narrow, heavily carpetted staircase leads up to the third and final level of the enormous house. When asked about what lies above your captive shrugs.
"Lyl was about to head up there," she answers. "I have no idea who she was looking for, although I do know that she wasnt expecting to find everybody dead."
Towards the back of the house are the slave and servant quarters. Bracing yourselves as you enter that section of the house, you find that it is as the burglar reported. All the occupants have been bloodily murdered - most of them still lying in their beds. There are eight bodies in all, four women, two men and two children. As you make the gruesome discovery the silence of the house is interrupted from outside as the clouds open and a rain begins to fall, rapidly building in intensity until it is a heavy downpour.
| Ivan Boldreiva |
This is tragic but we should leave soon lest we be blamed for the carnage. I say we stabilize who we can and dump them at a shrine or near the arena or precinct. If you are worried that they may identify our faces, then I could give them death. I take no pleasure in it, but I am trained in killing quickly and with mercy. What say you?
| Anyssa the Clumsy |
"Let's just find out what's on the top floor and then worry about the rest of it. I think we've done enough killing for one night. And I'm sorry that it went so far as it did with Lyl and her group. Other than their leader, the rest of them were just doing their jobs same as us. And we're not butchers. Not like whoever came in here and did this to these poor people in their beds."
| Damandor Yolanux |
Damandor follows Eland and Ivan up the stairs to the third floor. He has his Heavy Mace out and is prepared to cast a spell if need arises. He is also carefully looking ahead and listening for anything unusual.
Damandor will be prepared to cast Bless if needed. Perception (Sight) and Perception (Listen) checks: 1d20+4=19, 1d20+4=15
| Monty Haul |
Your group leaves the slaughter of the second floor behind and begins to ascend the stairs to the upper storey of the house. You have left the unconscious burglars on the foyer in the landing and at this stage are taking the woman you captured along with you. She is relatively calm, offering no resistance and answering your questions immediately when she can. The stairs are thickly carpetted and the walls are thick, leaving this area of the house deathly silent.
As you proceed up the stairs, you come across a series of tripwires around halfway up. They are very easy to see, made of metal wire, which glimmers in the light, disappearing into the plasterwork on either side of the stairwell. There are four in all, clustered together over four steps. Looking ahead, it appears that the rest of the stairs are unimpeded. At the top, where it opens onto a landing, you can see an imposing marble bust of Antius looking down the stairs with one armed raised either in greeting or warning, it's hard to be sure.
| Garret Highhill |
Well, doesn't look like we're going to be getting past these. Better defuse it." He then takes out a pair of wire cutters and tries to take out the tripwires without setting them off.
Disable Device: 10
| Flint Earthbrother |
Well, doesn't look like we're going to be getting past these. Better defuse it." He then takes out a pair of wire cutters and tries to take out the tripwires without setting them off.
Disable Device: 10
"Guess I was wrong... Sorry Garret."
| Monty Haul |
Well, doesn't look like we're going to be getting past these. Better defuse it." He then takes out a pair of wire cutters and tries to take out the tripwires without setting them off.
Garret tries to maintain a constant tension in the wire as he cuts through the first, attempting to clear a path through without setting off whatever they trigger. Unfortunately, his grip slips and he pulls on the wire harder than he intended. With a red flash, two magical bolts fire from the bust on the landing, slamming into the halfling as he crouches in the stairway.
Two magic missiles attack on Garret. (1d4+1=3, 1d4+1=2) Garret takes 5 hit points.
There are three tripwires remaining - probably too many to get past easily as is, however if you managed to disarm the centre one, you would be able to bypass the rest, assuming you can move slowly and carefully. (Alternatively, if you wished to try to move past all three without disarming any, it would require a DC 12 balance check from everyone).
| Garret Highhill |
"Hey, Damandor. Mind healing me a bit before I disarm the middle one? If I get hit again, I don't want to fall into the rest of the wires."
Afterward, he tries again with the middle wire.
Disable Device: 19