Gull Street Annie |
CLICK for the Tactical situation on round 2.18.
Ravtahl? Ghirrak?
Er...sorry to be a pain, but I wanted to step to F-13 - one square forward. I would like to keep only one of them on me, but allow allies behind me to step up.
Annie does her best to defend herself rather than take her enemies down - she would rather stay standing longer in order to protect her friends.
Attack (Fighting Defensively - +2 Ac, -4 attack): 1d20 - 2 ⇒ (18) - 2 = 16
Damage: 1d6 ⇒ 2
DM-Camris |
Cleanup round 1
Bindlplotz, realizing guys in the backfield were running out the east door, lines up on the last one and fires his musket. The shot kills #6 and...
Bryson Fort save: 1d20 ⇒ 19
#5 Fort save: 1d20 ⇒ 20
...startles, but doesn't deafen those nearest the muzzle blast.
You can hear amongst the shouting: "Damn, they got a gun too! Get em before they reload!"
Annie stepped forward to block the flankers and smoothly runs #8 through, dropping him.
DM-Camris |
Continuing Round 2
18___Ravtahl
Steps into the place behind Bryson, and seeing how nicely bunched up the rogues are, decides to drop a Sleep on them (Will DC15).
Rogue #2 1d20 + 1 ⇒ (11) + 1 = 12 Drops snoring.
Rogue #5 1d20 + 1 ⇒ (18) + 1 = 19 Unaffected
Thug #10 1d20 + 1 ⇒ (10) + 1 = 11 Drops snoring.
Thug #11 1d20 + 1 ⇒ (11) + 1 = 12 Drops snoring.
Thug #12 1d20 + 1 ⇒ (15) + 1 = 16 Shakes it off.
16___Thug #12
Takes a poke at Dgrim.
Unarmed punch: 1d20 + 5 ⇒ (2) + 5 = 7 Misses like he's underwater.
13.5_Ghirrak
Pulverizes #4 (from around a corner!), dropping him, then backflipped over to take his place.
13___Thief #3
Runs up to take his buddys place and attack Annie.
Rapier attack: 1d20 + 4 ⇒ (19) + 4 = 23 slides it past her defenses to score.
Crit confirm? 1d20 + 4 ⇒ (13) + 4 = 17 Not confirmed, resulting in a total of 1d6 + 1 ⇒ (4) + 1 = 5 points of piercing damage.
9.5__Spinnaker Jon
Moves to back Annie up, maintaining the sea shanty Inspire Courage +1.
CLICK for the tactical situation at this point.
Next up:
8.5__Dgrim
5____Bindlplotz
4____Annie
3____Bryson
DM-Camris |
8.5__Dgrim
Regaining his composure after his grappler slumps to the ground, Dgrim turns his attention
to #5 and attacks, but can't connect.
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5____Bindlplotz
*rolls out from under the bed and sets for charge with his bayonet*
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4____Annie
Annie grits her teeth against the pain of the skillful attack and tries to keep up her
defense. She counterattacks defensively but misses.
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3____Bryson
Bryson will continue to hack and slash into foes, gets a tremendous slice into
#5 and hacks him down. Moving forward through Bindlplotz' gunsmoke, he realizes that
the only foe still up is the prizefighter #12. He moves to flank with Ghirrak.
DM-Camris |
Bryson Deepwinter |
Suspecting that the noise from Bindlplotz's contraption is enough to alert the entire city (or that one of the thugs went to alert the rest of the hideout), once the last thug in the room is down Bryson goes over to the door at 9N and looks down the hallway.
Ghirrak Ironfist |
Ghirrak tumbles past the falling body Ending in I12 to cut off the escape route.
Readying AoO should they run past him.
Spinnaker Jon |
Spinnaker Jon will point his finger over Annies shoulder and unleash an electric ray.
Ranged touch: 1d20 + 3 + 1 + 1 ⇒ (9) + 3 + 1 + 1 = 14 Hit! Zapping #3 for 1d6 ⇒ 1 points of shocking damage.
Next up:
8.5__Dgrim
5____Bindlplotz
4____Annie
3____Bryson
Gull Street Annie |
Annie couldn't suppress a relieved exhalation as she managed to turn aside her attacker's blade with her shield. His ability to get through her defenses for a telling blow had worried her that she was severely overmatched - but maybe she could hold these men off her friends' backs for a while longer.
After the loud report of Bindlplotz's contraption, all hope of secrecy was lost, and her ears were ringing too much for her to tell if the ferocious battle in the other room raged on or was waning. No need to distract them from their own situation with hers, then. She would do what she could here to defend herself.
Attack (fighting defensively, +2 AC, -4 attack): 1d20 - 1 ⇒ (10) - 1 = 9
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
-1 to attack and damage if song was not maintained
DM-Camris |
Bindlplotz fixes bayonet and runs over to flank the eastern door with Dgrim. Peering through the door over the body of the one killed by Bindlplotz, they see the corridor leading East and South around the corner.
You recognize this intersection! Its very close to where you first descended into this underground warren. The only part left unexplored leads South and around the corner.
One of those guys who ran out the east door stepped in something liquid, the tracks lead south and around the corner, not down the corridor to the east like you'd expect.
Ghirrak Ironfist |
Sense motive1d20 + 8 ⇒ (19) + 8 = 27
"This was too easy. These guys were expecting back up. We need to be ready."
DM-Camris |
On searching the Barracks and the bodies (some still breathing) you all find:
•Armor: 5x leather armor
•Armor: 1x masterwork leather armor
•Armor: 5x studded leather armor
•Weapon: 5x rapier
•Weapon: 1x masterwork rapier
•Weapon: 5x shortsword
•Weapon: 8x sap
•Weapon: 2x cestus
•Weapon: 22x dagger
•Weapon: 3x shortbow with 20 arrows ea.
•Weapon: 1x masterwork light crossbow with 9 bolts.
•Weapon: 2x switchblade knife
•Weapon: 3x wrist sheaths
•Potion/Oil: 6x cure light wounds
•Magic Armor: +1 Small buckler
•Magic Weapon: +1 humanbane spiked gauntlet
•Money: 352 gp total in various coinage
•Gems: 6x violet garnet (30 gp)
•Gems: 2x yellow topaz (100 gp)
•Art: copper comb with emerald (200 gp)
•Art: darkwood flute, masterwork
•Ring: ring of protection +1
Gull Street Annie |
Annie steps back until Cayden Cailean's blessings fall only on herself and her companions, and asks for healing energies.
Channel Positive Energy: 1d6 ⇒ 5. Everyone heals 5 points of damage.
"Let's not get caught in the corridor, then. I"m sure some ran off for help." Annie sighed as she looked at the bodies arrayed around her and wished momentarily she'd memorized the little spell that would have kept them from dying. But they didn't have the time or supplies to bandage those who'd fallen but hadn't yet died. She pulled her attention away with an effort. "What's in these rooms to our side here? If armed thugs were there, I'm sure they'd have joined the fight." Annie, rapier held at the ready, opened the door closes to where she'd been fighting and looked around.
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
If nothing looks like it's attacking her or is in need of help, she'll do the same with the other.
Perception: 1d20 + 6 ⇒ (17) + 6 = 23
If anyone objects to Annie opening the doors, she doesn't hurry to do so and can be stopped easily. She will back down without protest if anyone suggests she leave them closed.
DM-Camris |
The southeastern door leads to a medium sized room, 20' x 40' with four large casks standing against the western wall; judging from the scent in the air, they're filled with rum.
There is a cask of clean water in the southeast corner.
There is a rack of mugs, but nothing else in the room and no other exits.
The casks are all either half or 3/4 filled with a fine quality rum, not watered down.
The casks are all marked with a noble crest.
The crest is that of Duke Kellani.
Ghirrak Ironfist |
Taking 10 on Perception
"There's food cooking. Smells relatively good actually. We've probably got company"
Ghirrak would take a dozen of the daggers and two of the wrist sheathes.
Dgrim Urnidukr |
Knowledge (local): 1d20 + 5 ⇒ (7) + 5 = 12
Dgrim steps over the body and walks out of the eastern door of the barracks. He stands and looks around for a moment, stroking his beard. "Hey...I know where we are! This is close to where we entered this underground area."
He walks south down the corrider and follows the others through the southeastern door. After Bryson points out the casks of rum, Dgrim openly thirsts for their contents. "Ah, I could use a drink. I don't recognize this crest, however. Anyone have any idea?"
DM-Camris |
Down the short thirty foot long hallway in the southwest leads to two doors, one in the south and one in the west. The west door is quickly determined to lead to a privy.
...sees a thirty by twenty mess hall, well lit by continual light wall sconces; a long banquet table filling the room and leaving barely any clearance to the east and west. A large cage filled with listless tropical birds stands to the northwest.
You see a corridor leading out the east and a kitchen door to the southwest.
Bryson Deepwinter |
I'll take point.
Bryson makes cooing and small bird tweets as he moves into the room. The birds may seem listless, but get them riled up and they could make a lot of noise. With the group on the move now, the thugs may not know where they are at and the birds' squawks would allow them to be more easily found.
Handle Animal 1d20 + 4 ⇒ (9) + 4 = 13
Wild Empathy 1d20 + 2 ⇒ (10) + 2 = 12
He goes toward the kitchen.
DM-Camris |
Reluctantly, and with much ruffling of feathers, the birds settle down for Bryson.
...sees a battered wooden table sitting in the middle of this room, its surface covered with knives, pots, and other cooking implements. A fireplace to the south keeps this room relatively dry, if smoky. A bubbling cauldron simmers over the fire, the unseen contents filling the room with a distinctive odor. Now that you're closer to the source, the delicious smell seems kind of bitter.
Suddenly, you hear a metallic Twang, and you see the cauldron catapult up out of the fireplace towards the open doorway; where you are.
Fireplace catapult trap (vs. ranged touch AC): 1d20 + 8 ⇒ (3) + 8 = 11 which misses. The cauldron crashing through the door behind you, spilling its bitter contents all over the Mess hall floor.
Say, was there anyone directly behind you?
DM-Camris |
Annie ref save: 1d20 + 2 ⇒ (3) + 2 = 5, the cauldron missed Bryson, but dumped boiling soup all over Annie for 1d6 ⇒ 5 fire damage.
Annie fort save: 1d20 + 3 ⇒ (18) + 3 = 21, Annie felt ill for a minute, but it passes.
You all come in and see the battered wooden table sitting in the middle of this room, its surface covered with knives, pots, and other cooking implements. A fireplace to the south keeps this room relatively dry, if smoky. Now that you're closer to the source, the delicious smell seems kind of bitter.
You see a door to the south and a door to the east.
You realize that the cauldron contained a poison! You recognize it as Urchin venom.
You spot a rope attached to the fireplace catapult trigger mechanism, it leads to the southern door.
Ghirrak Ironfist |
Perception1d20 + 7 ⇒ (14) + 7 = 21
"Annie! That was poison! Urchin venom I think. And ther rope attached to that trap leads that way," he says pointing at the Southern door.
DM-Camris |
Bryson bursts through the south door to see a layer of sand and countless seashells covering the floor of this room. A small hammock hangs from hooks driven into the walls to the southeast, just above a heap of blankets and cushions.
You see fresh tracks leading to the pile of blankets and cushions.
Bryson Deepwinter |
Perception 1d20 + 15 ⇒ (20) + 15 = 35
Bryson cuts down the hammock and throws off the blankets and cushions.
"Hiding won't help you now." He says with menace.
Gull Street Annie |
Craft (Alchemy): 1d20 + 6 ⇒ (3) + 6 = 9
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
"Ow!" Annie automatically leapt back when the soup landed on her - too late to avoid the scalding liquid - and she leaned against the wall as she waited for her stomach to settle. At Ghirrak's warning she looked up again, and saw the others closing with purpose on the southern door in the kitchen. Her clothes were already cooling and would no doubt soon be clammy and wet. At least she'd already been holding her rapier and shield, and the palms of her hands were unhurt.
She thought for a moment as she gingerly hopped over the wet puddle the soup had made in the doorway too the kitchen. If they had time to prepare one trap...maybe they had time for others? Mechanical...or tactical? Annie stood around the corner of the wall, against the entry to the kitchen and kept watch for enemies closing on them from behind in the dining room.
"Careful..." she said quietly, doing her best to make herself heard without being loud enough that her voice would carry far. "If they had time to set one trap, another might be in the offing!"
Essentially a move action, and maybe a standard to watch for enemies closing in behind the party.
Ghirrak Ironfist |
Ghirrak's hand darts into his sleeve then whips forward, sending a dagger tumbling after the fleeing kobold.
1d20 + 3 ⇒ (9) + 3 = 12
1d4 + 3 ⇒ (3) + 3 = 6
Gull Street Annie |
Annie, hearing the struggle behind her, will not allow the kobold to flee if it escapes her friends' wrath.
Annie will take an attack of opportunity if offered. If she gets a turn, she will ready an action to attack the kobold if it comes within reach of her weapon.