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DrK
2015-12-19, 06:07 PM
http://cdn.obsidianportal.com/assets/68/Shackled_City_Logo_2.jpg

http://www.jeffcarlisle.com/files/images/shackled_city_Cauldron.preview.jpg

In general, life in Cauldron is good. The town guard deals with local troublemakers but leaves the bigger problems (like marauding monsters) to the lord mayor or one of the many churches in town. Both the lord mayor and the priests of Cauldron periodically hire adventurers to deal with such problems directly. In fact there are several shops that specialise in dealing with the adventurers.

Townsfolk are generally pleased with the lord mayor, although a recent string of disappearances and robberies worries them. People have been taken from their homes during the night, and the town guard has been unable to identify the culprits or locate the vanished citizens. Moreover, the victims’ homes were stripped of portable valuables. It seems that no place is secure. The recent disappearance of four children from the Lantern Street Orphanage has outraged many locals and prompted a distraught cleric of the silver Flame to use a holy relic in her church to cast a divination spell. The spell has revealed several important clues, which the cleric has been unable to piece together.

The guards are hard pressed to give answers about what they've found either. "People have been kidnapped from every district. The crimes aren't localised," one will say, while another says, "the victims are mostly low to middle class." The crimes are done exclusively at night, specifically when it's overcast or the moon is new. The perpetrators pick the locks of the victim's dwellings. Once inside they what they can and then vacate as fast as they can. Of course this leads to everyone expecting the Last Laugh or the Alleybashers (local gangs) of the wrong doing, but no one can pin it on them. The kidnapped apparently do not struggle or scream for help. So far that's the only leads anyone has.

Which leads us to now. A wretched drizzle falls from the ash-gray sky. The crowded, rain-slicked buildings seem especially bleak and frightful this evening, hunched together beneath the gloomy skies. A few lights burn in their windows, but mostly their shutters have been closed for the night. The scent of chimney smoke fills the air, and the din of water trundles from the rooftops, splashing into dark alleys and turning street gutters into rivulets. The streets near the church of the cudgel are normally quiet so the sudden shouts and cries from the nearby alley are out if place. All around some passer bys look curious whilst others spin on heels to walk away...


Please describe yourself and then why you are walking down Lava avenue

J-H
2015-12-19, 10:58 PM
Isaak

After an early dinner, Isaak went to the temple of the Sovereign Host, to stare at Dol Dorn's symbol there. Nothing else seemed to work, so why not just look at it, gleaming in the evening light?

Isaak suddenly startled, realizing that time had somehow passed around him without him noticing it. It was dark and late, and one of the acolytes had probably been glaring at him for some time, as the doors would normally be shut for the night by now. He hurried out, taking a direct route back to the inn, going down Lava street as a shortcut.


I am placing the sovereign host temple in the slot marked on the map as the cathedral of Wee Jas (both dealing with dead/undead), so cutting down to and around the lake is the quickest way back to the Slippery Eel.

Ghostfoot
2015-12-20, 04:45 AM
Escher

Scratching at his stubbled jaw as he walked down the street, Escher's mind wandered. Frustrated again it looked like his lead had been a wild goose chase. Yet another fruitless search for answers. Another dead end in his quest to find out who had tampered with his being and just what his burgeoning powers might be slowly evolving in to. He pushed his damp hair back from his face and pulled his hood down to keep the damp away. No sense in wallowing in disappointment. He'd left all of that behind long ago when he'd buried his squad. Just gotta get on with it. Get some funds and start the search again. More dusty grimoires and greasy informants. He drew his dark cloak around him and continued through the puddles of the street as he wandered back toward the inn.

The shout from the nearby alleyway jolted him out of his thoughts. Unconsciously checking his blades were securely in place he looked about. No guards nearby. He sighed quietly to himself as he made brief eye-contact with the few other souls that had heard the cries and weren't anonymously hustling for cover. A cry for help is a cry for help. Simple as that. He nodded in support to the others as he moved to the alleyway, vague unsettling tendrils of flickering shadow writhing about his form at the corners of vision...

assuming there's at least some illumination in the alleyway Escher will move to the alley junction to see what is causing the commotion

spot [roll0]
listen [roll1]
move silently [roll2]
hide [roll3]

effects - entropic warding: 20% concealment vs ranged

Frog Dragon
2015-12-20, 01:46 PM
Markam

Not many towns here charged for simple entry. Markam had been a little miffed to pay just to go through the gates, but he wasn't about to turn around for one silver. It was not as if he couldn't afford it.

Now he was leisurely riding through the streets, trying to find somewhere to stay for the night. He had not been in this city before, or even Q'Barra before his latest ill-fated job. And hobgoblins were fairly rare here, Markam was not the most approachable person. Most people seemed to be giving him something of a wide berth.

Now he was riding down Lava Avenue, having randomly picked one of the circular streets to walk down and try to find something. Then there was a cry from one of the alleys. Should he interfere? Difficult to say without knowing what was happening, but he didn't want to put himself in the middle of anything. He dropped down from his steed, whispering to her in goblin. "Stay right here." Then he positioned himself into the opposite side of the street from the entrance to the alley, peering in with his goblinoid eyes.

Cleric of St. Cuthbert? Is that supposed to be something else?

Edit: Forgot to note that Markam would in fact be on his horse right now since he just entered the city and couldn't have left her anywhere.

Ryuuk
2015-12-20, 05:47 PM
Vaantash

At this point, the scarf was probably hurting more than it was helping. The wet had been crawling up under the hood, but it was not too bad so far, he hardly spared a thought on it. No, the kidnappings were taking up much more space. Orphans even, they couldn't be looking for a ransom and the alternatives were not pretty. Kristof was not too keen on the news, and frankly, neither was he. Evil could be anywhere, take many forms, or so the meditants back home would say.

The rain would have made it hard to send eyes to Newthrone anyway, he'd taken the day off his duties to wander the town himself, maybe learn something, but he doubted it. He would have to really focus, and between the rain and lack of sleep, he would have to get lucky.

A scream. He could hardly call that lucky, no one involved in it was. Still, some others were approaching, maybe he could help. Stop a mugging maybe, push the world ever so slightly in the right direction. He nods at the man looking for support, and moves towards the entrance of the alley.

Missed it in my OoC post, but here's my binding check for the day. Failing it would mean falling under Malphas's influence.

[roll0] vs DC 15

Starbin
2015-12-20, 07:18 PM
Alistair

The older dwarf walked slowly, leaning heavily on his walking staff as he limped along. It had been a fairly uneventful evening at the Drunken Morkoth, with most of the regulars choosing to remain at home, or retire early. It was probably for the best - he had planned to do some studying on the Morris, but he always enjoyed sharing a drink and a tale with visitors and regulars alike.

As he walked, he thought back to the subject dominating most of the conversations - the recent rash of disappearances that was stymieing the local constabulary. It was disturbing to think about, and maybe part of the reason folks had turned in earlier than normal. Lost in thought, he was startled by the cries and shouts from the nearby alley. Frowning at the lack of reaction from the other pedestrians, Alistair tightened his grip on his staff and pressed forward into the alley. He cursed himself a fool for leaving behind his blade, but it served more to discourage would-be attackers than serve him value in an actual fight.

DrK
2015-12-22, 03:22 AM
Five strangers converge on the end of the alleyway, perhaps eyeing each other strangely, likley most of all the tall rangy hobgoblin dropping down from his horse. Escher, an unsettling cloak of shadow springing up around him the first to get to the end of the alley between the neat stone houses. About 40ft down the alley you can make out the silver-grey robe of a Cleric of the Silver Flame getting beaten. 3 cloaked assasilants surrounding him. 2 Lashing out with foot and fist as you can hear the crunch of solid blows landing on the hapless cleric as he yells again "By the Flame.... help me! STOP!" - the last at the two assailants punching him. The third assailant some 10ft further down the 10ft wide alley is still, a hunched shape in a large dark cloak he seems to be watching the other 2.

J-H
2015-12-22, 08:02 AM
Isaak
Isaak unslings his shield as he moves, action coming before thought. He sprints down the alleyway, his hand going to his waist, "Dol", drawing his sword, "Dorn!" and bringing it down on one of the cloaked figures in a single motion.

Charge! +2 to-hit

Attack [roll0]
Damage [roll1]
crits [roll2] [roll3]

A good roll, although the damage is pretty light. Post updated with description.

If the attackers are like this:
SF.AT
AT. Z
then I want to be at square Z

If they're like this:
SF.___
AT.AT
then I don't care which square I end up in.

Ryuuk
2015-12-22, 09:31 AM
Vaantash

Vaantash shakes his head at the scene. Two beating on a downed man at an onlooker's orders, brought back memories. As the devout man charges, he moves to the side and attempts to get a clear shot at the those dispensing the beating. He concentrates, and lobs a mass that grows as it flies towards one of the assailants.

Move: Move within range and to get a clear shot.
Standard: Manifest Entangling Ectoplasm on one of the assailants.
Attack: [roll0] ranged touch attack, but lacks Precise Shot
Damage: Entangled for 5 rounds

Ghostfoot
2015-12-22, 02:42 PM
Escher

Escher smiled to himself as the armoured stranger barged past him to the aid of the priest. Just like old times, he thought to himself, casting his mind back to his time in the squad, warriors always jostling for position amidst the mayhem. This felt good. Helping a priest, that had to bring good fortune, right?

Moving forward he spread his arms wide cloak billowing as inky tendrils fluttered about him before punching out toward one of the thuggish assailants.

Move action: Move 30ft(?) to be 10ft from one (preferably both) assailants. I assume that there is a clear shot to one of them.
Standard action: entropic blast ranged touch [roll0] (-4 if firing into melee) damage [roll1] + sneak [roll2] if flat-footed

Active effects - entropic warding: 20% concealment vs ranged

Frog Dragon
2015-12-22, 06:53 PM
Markam

A humans' feud. Or more accurately, an assault. A simple fight outside the public sphere was no horrible thing. In Darguun, that was an acceptable way to settle disputes. That alone was not a cause for intervention. But this wasn't an ordinary quarrel. Three on one, on the open street where ordinary people went about their business, and the priest was already clearly defeated. It was an insult to public order. A righteous hobgoblin would destroy you for that.

Markam was a righteous hobgoblin. And clearly he was not the first to intervene.

"Take your fight off the streets!" he thundered, rushing towards the entrance of the alley, drawing his bow and nocking an arrow. Pausing for the briefest moment to see if the attackers woulds stop, he let loose an arrow on the nearest target.

If the thugs actually start running when he yells, he's not going to shoot them in the back. Otherwise:
Attack roll: [roll0] (+1 if I can get within 30ft, -4 if I have to shoot into a melee)
Damage: [roll1]
Skirmish: [roll2] (If I can get within 30ft on my move)

Starbin
2015-12-23, 01:30 AM
Alistair

The dwarf eyed the situation, watching the others who had been drawn to the alley leap into action. Shaking his head, he advanced slowly, eyeing the shadows carefully, as well as the man who stood to the side. More often than not, such displays could be the set-up for an ambush, and Alistair was not inclined to rush all the way over simply to be robbed by a group of thugs!

Move into the alley and look about first.
[roll0], [roll1], [roll2]

Then [roll3] on the group

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Effects: none

DrK
2015-12-23, 03:41 AM
The thugs pause as the "heroes" burst into the alley. With their backs to you the nearest two fill the alley as they kick the priest whose bruised face turns as you all charge into the alley. Both of the thugs turn as you run down the alley, one looks hulking and savage with a furry savage looking face and yellowish eyes - an shifter! The other is a human, a rough looking one but human nonetheless.

Charging down the alley with a battlecry Isaak slashes at the shifter drawing blood and an angry snarl, behind the warrior a ragged looking human raises his hand as strange lights and a faint whooshing fill the air before a bolt of blue gloop streaks at the man, the ectoplasmic gloop leaving him flapping about trapped in the sticky strands. Wrapped in shadows Escher moves own the alley, a blast of pure energy slamming into the entangled man leaving him weak and shaky from the force of the discharge! At the mouth of the alley the dwarf is joined by an angry looking hobgoblin who looses an arrow only for it to bounce off the china shirt worn by the assailants under their robes.

The dwarf does nothing, merely looks carefully, he can see the shifter, a tatoo on the back of the human's hand that suggests he is on some sort of cult and then he looks at the cloaked figure at the back and gets a chill. It is a vile creature under the hood, strange lurid pink flesh, pits where eyes should be and the lumps of long tentacles under the cloak on its shoulders and back - its clearly a monster of some kind!

The two cloaked figures fight back, the shifter howling as it seems to grow in size, jaw extending to that of a large wolf as he snaps at Isaak. The other man drawing a cruel hooked three bladed weapon and stabbing with difficulty at the young warrior.


Shifter - longtooth shifts
Bites Isaak [roll0] damage [roll1] +1 CON damage!

Human
Draws shortsword
Stabs Isaak [roll2] damage [roll3]
- would have moved to sneak but can't



At the back the creature under the robs steps on the downed cleric of the silverflame, speaking to something to him that leaves the man pale and trembling.

J-H
2015-12-23, 08:02 AM
Isaak
Isaak swings his sword at the shifter again, but fails to hit in the cramped, busy quarters.


Attack [roll0]
Damage [roll1]
Crits [roll2] [roll3]

Ghostfoot
2015-12-24, 05:08 AM
Seeing one of the cultists hampered by the sticky ectoplasm Escher turns his attention to the shifter snapping at the warrior. Tendrils of energy whip about him like a maelstrom, lashing toward the shifter. Somehow this seems more than just an alleyway mugging. "Step away. Release the priest" he orders the cowled figure at the rear, not really expecting it to obey in the slightest.

Full-round action: eldritch glaive melee touch (10ft reach) [roll0] damage [roll1]

Active effects - entropic warding: 20% concealment vs ranged
- eldritch glaive: threatens as 10ft reach weapon until start of my next turn (hopefully threatening the first two assailants)

any Knowledge check to ID the strange creature or the tattoo (if Escher is even aware of these details)?
Arcana [roll2]
Local [roll3]
Planes [roll4]

Ryuuk
2015-12-26, 11:10 AM
Vantash

A twisted three bladed weapon on one, a monster's maw on the other. Here he was with a hidden knife and unprepared darts, not a fight he wanted to try. He needed to get past them to get to the priest, but he needed to stay whole. The other vigilantes seemed pretty capable though, helping them would be the way.

He tries to line up a shot and lob another mass of ectoplasm, this time at the shifter. Anything to make that monster less of a threat.

Move: Adjust position to get a clear shot of at the shifter
Standard: Entangling Ectoplasm [roll0] (-4 from lack of precise shot) aimed at the shifter.

Frog Dragon
2015-12-26, 07:09 PM
Harack

The thugs were both more fierce and better armored than he had expected, but with the help of these other fighters, he was sure they would triumph. Strafing around for a clearer shot, Harack lets loose another arrow.


[roll0] (-4 if I have to shoot into a melee, pretty sure I am within 30ft)
[roll1] (damage)
[roll2] (Don't need the move action for anything else so if nothing else, Markam will move back and forth to proc this.)

DrK
2015-12-27, 03:06 AM
There a flurry of teeth and blades that flash in the alley way but no blood is drawn. Isaak's blade is defleted before the shifter ducks under the stream of dark power flowing from Escher. The entangled human cultist shouts out as the Hobgoblin's arrow finds its mark leaving a bleeding wound and just before it pounces the shifter is contained in a blob of ectoplasm. Both stab and bite at Isaak. Ineffectually it turns out due to the globs of gluey ectoplasm.


Stab [roll0] dam [roll1]
Bite [roll2] dam [roll3] +1Con



Behind the fight Escher and Alaistair see a pair of fleshy tentacles snake out from under the cloak. Both fasten onto the beaten priest as he screams. You can see both tendrils begin to pulse and darken in pink as they start to feed up his blood!

Starbin
2015-12-27, 03:30 PM
Alistair

Alistair tried to decipher what was happening. As it was, he was no longer suited to rushing into battle, but that didn't mean he couldn't help. He began casting a spell, summoning forth an ally to help the priest on the far side of these ... cultists?

After a few moments, a glittering badger appeared on the far side, behind the strange tentacled horror. As soon as the creature appeared, Alistair called upon the blessings of the Host to aid the others trying to rescue the priest. With a mental command, he directed the badger to attack the beast.

"Ware yerselves, lads! Tha' nasty beasty is 'urting th' priest!"

Sorry for the delay ... Holiday with the family and all that! Hopefully I can use my last round to summon a celestial badger, then cast bless and have the badger attack in a rage!

[roll0], [roll1]
[roll2], [roll3]
[roll4], [roll5]

PS - any knowledge skills on the cultists or weird monster?

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: obscuring mist, bless, summon monster 1 / animate rope
Effects: Bless (+1 att/save vs fear); summon badger (2 rnds)

J-H
2015-12-27, 04:43 PM
Isaak

Isaak steps back, keeping his guard up as he shifts his attention to the...thing...attacking the priest. "Halt, fiend!"


5' step back, casting Command, Will DC 13 for tentacle-man.
http://www.d20srd.org/srd/spells/command.htm

Ghostfoot
2015-12-28, 01:29 PM
Escher cries out in revulsion as he sees the vile creature feed on the priest, thinking back to the violations performed on his own body. "Vile abomination! " Seeing the man with ectoplasmic powers try to assist the fallen priest he tries to clear a way past the two cultist thugs.

Assuming there is no way past and Escher is not threatened, blast the shifter, being the most wounded opponent.

Eldritch blast ranged touch [roll0] +1 for bless = 8, damage [roll1]
Assume no sneak, + [roll2] if so

Ryuuk
2015-12-29, 10:59 AM
Vantash

They were resilient. Vantash shakes his head, he remembered others of his kind slipping through opponents as if it where a game. He'd tried at times, but he had rarely done more than leave himself open. Here, that would not be wise. "Damn it" He needed to strike hard and unseen, maybe that way he could get past them.

A deep breath and he moves forward, leaning against the wall, trying to leave the path clear for the arrows and strange tendrils of energy. As he does so, he vanishes, mostly.

Free: 5ft step to approach
Full Round: Malphas's Invisibility

It should last for a round once it is used, which should be enough for me to act next round while under it, I hope. Attacking from Invisibility should grant 1d6 Sneak Attack and 1d6 Sudden Strike.

Frog Dragon
2015-12-29, 01:01 PM
Markam

Markam strafes around for a better shot, staring down the monster in the back. Or he would have if it had eyes. He raises his bow, but the melee in front of him ruins his aim. There was no clear line to the monster to be found. Better get through the other two first.

He trains his bow on the human again, and looses the arrow.

Attack: [roll0] (-4 for firing into melee)
Damage: [roll1] (+1 for target within 30ft)
Skirmish: [roll2]

DrK
2015-12-29, 06:02 PM
The dwarven cleric mumbles some words that few can understand before with a shimmering a glowing shape coalesces at the back of the alley beside the freaky hooded creature! The badger lashes out with its claws as the beast - whatever it is - proves nimble and jumps back out of the way. In the main fight blades and blows are exchanged but despite the psionic gloop sticking to the two cultists a blow cannot be landed. Seconds later a glowing blue light expands outwards from the cleric, the cool soothing pulse inspiring you all to help you hit. A point proven as an arrow from the hobgoblin thuds solidly into the human cultist leaving him bleeding heavily. Distracted by the commotion Vantash vanishes from sight the blessing of Malphas allowing him to remain unseen.

The creature spins around before freezing from the round. The command of HALT ringing in whatever passes for its ears! THough its still tries to ward off the badger. The other two still try and savage Isaak who is still happily living a charmed life as he avoids the worst of the harm.



"Boss" - failed save so Command to halt essentially leaves him doing nothing this round

Human [roll0] dam [roll1]
Shifter [roll2] dam [roll3] +1 CON

Starbin
2015-12-29, 06:46 PM
Alistair

Alistair commanded the badger to attack again, keeping the thing away from the priest for now. He looked about, wracking his brains for where he had seen those markings on the thugs in the ally.

BADGER ATTACK! AGAIN!
Badger will five foot step to flank if possible ...

[roll0], [roll1]
[roll2], [roll3]
[roll4], [roll5]
*Add +2 to attacks if managing to flank with one of the others.

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: obscuring mist, bless, summon monster 1 / animate rope
Effects: Bless (+1 att/save vs fear); summon badger (1 rnd)

Ryuuk
2015-12-29, 07:06 PM
Vantash

Movements hidden, Vantash moves forward and draws the dagger. Malphas's cloak would only hide him briefly, but this was all he needed. They weren't watching him as he moved into position and could not defend against the knife they could not see. He holds his breath, mentally marking the spot on the shifter, and lunges forward.

Move: Move into melee, drawing his dagger as he does so
Standard: Attack the shifter: [roll0] +1 Bless, +2 Invisibility, Dex is bonus denied
Damage:[roll1] + [roll2] Sneak Attack + [roll3] Malphas's Sudden Strike

Ghostfoot
2015-12-29, 07:39 PM
The swordsman backed alongside him, speaking a word of magic. Escher was impressed as the magical command stopped the creature from ravaging the priest, but quickly concerned as he found himself face-to-face with it's two accomplices. He'd seen what happened to soldiers in he front lines and this was definitely not where he wanted to be. "Gah!" he cried out as he fell back lashing out with roiling mystic tendrils as he did.

5ft step back from shifter & other cultist (thus leaving the space open for Vantash)
Full-round action: eldritch glaive melee touch (10ft reach) [roll0] (incl. +1 Bless) damage [roll1]
I'll attack the non-shifter as I guess the shifter has a bonus to AC due to soft cover from Isaak.

Active effects - entropic warding: 20% concealment vs ranged
- eldritch glaive: threatens as 10ft reach weapon until start of my next turn (should threaten the first two assailants)

I think that the melee might look something like this after my action:

Tentacl.Priest
_____._____
_____._____
Shifter.Cultist
Isaak .Vantash
_____.Escher

J-H
2015-12-29, 08:38 PM
Isaak

Isaak steps back again, and attempts to repeat his earlier success. "Ah, Halt!"


Command doesn't give much room for creative phrasing. Tentacle creature again. Will DC 13.

Frog Dragon
2015-12-30, 02:07 PM
Markam

Resilient. The human had suffered two telling shots to the torso, yet he kept on. Nevertheless, there couldn't have been much life in him. Searching again for the best window to shoot, Markam moved around in the back of the fight, careful not to loose his arrow on anyone who didn't need it.

Random back&forth movement and shooting of things continues. I suspect these thugs are going to start dropping this turn though, so Markam will shoot the human thug if he doesn't drop from everyone else's attacks. If he does, then he shoots the shifter, and if the shifter also falls, then he will shoot at the tentacle guy.

Attack: [roll0] (+1 Bless, -4 firing into melee I think?)
Damage: [roll1]
Skirmish: [roll2]

DrK
2015-12-31, 04:09 AM
Things turn rapidly in favour of the "helpers". Vantash appears from nowhere in front of the shifter, knife in hand and promptly slashed its throat! The man doesn't have time to react as he leaps aside from the warlocks odd glaive only for an arrow to take him in the chest fatally.

Behind the bodies another command from Isaak leaves the dolgaunt as easy prey for the badger that's claws angrily at it!



Halted

Frog Dragon
2016-01-01, 04:37 PM
Markam

Markam walked forwards over the thugs' corpses, nocking another arrow and aiming at the dolgaunt, magically commanded to stay still. Defenseless though it was, did a thing like that ever deserve mercy?

"Abominable." He loosed the arrow, aiming for the sternum.

Moving so I have a clear shot.

Attack: [roll0] (+1 Bless)
Damage: [roll1]
Skirmish: [roll2]

Ryuuk
2016-01-01, 05:27 PM
Vantash

Shaking his head, Vantash only briefly looks at this handiwork and the stopped Dolgaunt. He drops the dagger and moves to the cleric of the silver flame. "Come on. Get away from the thing while you can, lets go." He helps him up and stands between the cleric and the creature. If he does not respond or seems unable to so do, he drags him away, pulling him past the fallen thugs.

Free: Drop the dagger to more easily help the cleric
Full round?: Make some distance between the cleric and the Dolgaunt, as explained above.

Ghostfoot
2016-01-02, 06:49 AM
Escher

Relieved that the two thugs had fallen Escher turned his attention to the foul creature and it's ghastly feeding tentacles. What twisted mind could create such horrors? Hoping that his new-found allies are close behind him he gritted his teeth, crouched down and drew his dagger from his boot sheath. Leaping over the bodies he attacks swiftly trying to distract the thing and put it down before it could recover.

Delay: Escher will wait until the more heavily armoured Isaak has acted. If Isaak leaves the flanking position with the badger open then Escher will take it, otherwise he will move alongside Isaak in a non-flanking position.

Punching dagger [roll0] damage [roll1] + potential sneak if flanking? [roll2]

Active effects - entropic warding: 20% concealment vs ranged
- bless +1 to hit
- combat expertise +5 dodge AC -5 to hit

J-H
2016-01-02, 09:43 AM
Isaak
Isaak charges the creature, stepping over the bodies of its' fallen minions.


No map, but if I can leave that flanking position open I will.

+2ab from charging
Attack [roll0]
Damage [roll1]

Crits [roll2] [roll3]

Edit: I forgot the +1 from Bless

Starbin
2016-01-02, 12:33 PM
Alistair

As the badger finally faded from this world, it's summons at an end, Alistair focused on the markings he saw. With clear sight of the tattoo on one of the thugs, he murmured, almost to himself, "Cult o' th' dragon below? What foul deeds be bringin' them ou' in th'open?" Suddenly it became clear what the creature was attacking the priest. "Tis a dolgaunt, lads! Ware its grope ... 'n use magic or byeshk, if'n ye have it!"

Alistair tottered closer, leaning heavily on his walking stick as he did, intent on seeing more of this beast up close.
Wow ... I've never felt so useless in combat before :smallsmile: Good luck, y'all!

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: obscuring mist, bless, summon monster 1 / animate rope
Effects: Bless (+1 att/save vs fear);

DrK
2016-01-04, 04:46 PM
Markham launches another arrow at the dolgaunt who ducks out of the way. The beast continues to duck and weave tentacles slapping at Isaak and Escher as they stab and chop at it. The doughty dwarf looks on as his badger vanishes and Vantash appears and drags the Silver Flame cleric free of the fight, the man semi-conscious clings to the kalashter. The Dolgaunt ducks and twists, as it curses in a dark and cursed tongue and flips, rolling down the alley as it seeks to escape.


Tumble DC17 [roll0] to flip away and move 30ft down the alleyway

Ryuuk
2016-01-04, 09:44 PM
"Hey, easy, it's over." The blasphemy made him a liar. Something like that belonged in nightmares, not prowling through dark alleys in a populated city. "Damn it" He tries to pry the man off of him and if successful, he'll run after the Dolgaunt and hinder it's retreat. Magic or strange metal... he had neither but he had to try at least.

Move: Get within 30ft of the Dolgaunt
Standard: Ranged touch: [roll0] for Entangling Ectoplasm

Starbin
2016-01-04, 10:45 PM
Alistair

Alistair limped toward the priest, hurrying as best he could. It was a shame the dolgaunt had gotten away, but it would be worth it if they had save the priest. "One side, boyos... lemme see if'n me spells'll work ..."

Nothing the dwarf can do right now, except heal the priest (if he survived). Otherwise, the heal will go to the next most hurt. Burning obscuring most for a heal: [roll0]. If all we need is a heal check: [roll1]

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: obscuring mist, bless, summon monster 1 / animate rope
Effects: Bless (+1 att/save vs fear);

Ghostfoot
2016-01-05, 04:19 AM
Escher

"Does the priest live?" Relieved to see the priest tended to and the abomination fleeing Escher runs after the creature. As the wispy forces dance around him he raises his hand and a blast of dark energy surges out toward the dolgaunt as it bounds away down the alley.

Standard action: Eldritch blast ranged touch [roll0] incl. bless, damage [roll1]
Move action: Move 30ft, so 10ft from dolgaunt. Standing to one side in case anyone else is shooting or charging.

Active effects

entropic warding: 20% concealment vs ranged
bless +1 to hit

Frog Dragon
2016-01-06, 04:16 PM
Markam

Markam glanced back at the priest. He doubted he could be of any use trying to revive him. And the monster was running away. Though it had shown remarkable agility evading an almost point blank shot from Markam, he wasn't about to let it go just yet.

Running after the hobgoblin, he takes another shot.

30ft move forward, shoot dolgaunt.

Attack: [roll0] (includes PBS and Bless)
Damage: [Roll]1d8+1[Roll]
Skirmish: [roll1]

DrK
2016-01-06, 05:54 PM
The healing energy rolls into the cleric who sits up as if electrified. He nods and grabs onto the dwarf for support looking at the bodies and clearly glad to be alive. Markam and Escher chase after the beast as it ducks under an entangling ball of before an arrow thuds it into and the eldritch blast grazes the creature. Its dashes around the corner into the street beyond out of sight of the pursuing pair....

J-H
2016-01-06, 07:25 PM
Isaak
Isaak walks over to the cleric, and lays a glowing hand on him. "That should patch you up the rest of the way, sir. What happened?"


Lesser Vigor, heal 1hp/rd for the next 12 rounds

Ryuuk
2016-01-07, 10:21 PM
Vantash

Shaking his head, Vantash glares at the dissipating mass of ectoplasm. His aim could have been better, the idea the the creature was still out there did not sit well. He turns to the man that wielded black energy. "The priest seems to be better now, I hope he knows what this was about."

He goes back to pick up his knife, hoping the rain washed away its past deeds. Best not to dwell on that, this was a tool used against evil, nothing more. Still, he looks over the steel used by the human cultist while listening to what the clerics had to say.

Ghostfoot
2016-01-07, 10:32 PM
Escher

"Nice work. Shame that beast got away from us. Anyone seen a foul creature like that before?" Escher walks slowly back, an eye over his shoulder in case it reappears. Seeing that the cleric is recovering Escher bends over the fallen assailants quickly checking for and removing any weaponry before half-heartedly checking each for a pulse.

heal [roll0] if needed, not expecting much success here

Starbin
2016-01-08, 02:27 AM
Alistair

With a sigh of relief, Alistair claws the priest gently on the shoulder, helping him to his feet. "Glad ye made it, friend. Ah'm Alistair Hassledorf an' Ah be study in' a' th'Academy. Now what did ye do ta run afoul o' tha' lot? Tha' was a dolgaunt if'n Ah'm a dwarf, an th'rest t'were cultists o' th'worst sort. Speaking o' which ..."

Alistair limped over, searching the bodies for any other clues. He looked up at the others who had made short work of the thugs and driven off the monster.

"One o ye lads git th'guard ... least we be blamed!"

Srarching for clues!
[roll0]
[roll1]
[roll2]

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: obscuring mist, bless, summon monster 1 / animate rope
Effects: None

DrK
2016-01-08, 05:47 PM
With two different sources of healing the priest staggers to his feet clutching on Alistair and Escher for support. As he gathers himself the dwarf searches over the bodies. He doesn't find much, a smudge of two of some dark powder on the clothes, rope burns on the man's hands and more tatoos of the Cult of the Dragon Below on their bodies. That a handful of the locally minted Q'Barran currency, the gold coins in the shape of the sun and the silver ones n the shape of moons (6gp, 14sp).

The priest looks about at the 5 strangers who have come to his aid. "My thanks. I am father Werner from of the Silver Flame. Thanks indeed, I fear that vile beast may have killed me in a manner most horrilble were it not fir you. Who would have thought seeking were the missing children have gone would cause such trouble.! Who are you and ow can I repay your bravery?"

Frog Dragon
2016-01-09, 05:49 PM
Markam

Running another few feet after the dolgaunt, Markam lowered his bow. He was no faster than that thing, and though he could see in the dark, there were many alleyways the creature could duck into and lose him. And he didn't want to leave his horse. Better take his victories where he already had them.

He walked back over to the priest, glancing behind to make sure the dolgaunt was truly driven away. "Markam. Just a traveler," he answered curtly. "Who were they and how did you anger them?"

Ryuuk
2016-01-10, 09:44 PM
Vantash

"Vantash, I'm an acolyte under Kristoff over at the yellow tower." He flicks the dagger, cleaning what could be washed away, before putting it away. "Rather new to the path I'm afraid, and to the city. You crossed path with these madmen while searching for the children?"

Ghostfoot
2016-01-11, 05:06 AM
Escher

"My name is Escher Moyes. Let's not talk of repayment, not now anyway. Your efforts seem a worthy cause. You are searching for missing children - are they in danger nearby?" Escher thinks of the horrid creature and what would happen if it were to encounter helpless children. "The guard are evidently not here and could be some minutes away. We seem to all be capable with blade bow and conjury. If there are innocents in danger we must make haste."

Starbin
2016-01-11, 01:47 PM
Alistair

Alistair waited patiently, knowing the barrage of questions was probably a little overwhelming. Instead he tried to remember what he knew of missing people, or if he recognized Werner's name.

[roll0]
[roll1]
[roll2]

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: obscuring mist, bless, summon monster 1 / animate rope
Effects: None

DrK
2016-01-11, 05:54 PM
Alsitair does know a little of Father Werner. He's a low ranked but very popular of the Church of the Silver Flame. An organisation that is normally relatively austere and pious. He's also know for supporting the local orphanage and there has been a spate of children going missing in the city of late. Over 20 in recent months! Something that the town guard have not been able to prevent and in the orphanage there have been serval losses.

The priest looks at you all. "Well met. Please come with me. If you'd be willing to help even a little the Mother Superior I'm sure would like to speak with you. She has been looking for assistance and will pay well in spiritual reward or monetary recompense if you so desire it. AT the very least she'll see you with a warm bed a hot meal in thanks for helping me tonight. Its the least we can do."

With his muddied robes gathered up he points further down the street where you can make out the Silver Flame roof glittering with the everburning fires only a few short streets away. "Would you at least come to talk with her?"

Starbin
2016-01-11, 07:20 PM
Alistair

Alistair smiled, nodding before glancing at the others. "Ah cannae speak fer th'others, but Ah know yer work, Father ... Ah'll join ye."

Ready to press

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: obscuring mist, bless, summon monster 1 / animate rope
Effects: None

Ghostfoot
2016-01-12, 04:39 AM
Escher

His limited search for personal answers in this foreign city had turned up nothing so far. What better than a hot meal and conversation to take his mind off things? Plus spiritual and monetary recompense would be a positive turn of events. "Certainly Father. A little project would be most welcome. After you, if you are fit.". Escher lets the priest lead, ready to offer a steadying hand should he need it.

DrK
2016-01-14, 02:57 PM
The temple is quiet as you all reach it. A pair of priests running forward to help the Father as a Sister in white with a flame edged cloak comes and tends to your wounds. All the while she prays to the Flame that you arrived and saved her fellow priest.

Cure light [roll0] [roll1] [roll2] [roll3] as needed


Once you've been healed you're all invited through to the refectory where wine and food are available and Father Werner reappears now in clean robes and bruises fully healed. He greets you once more. "Ah, by the flame that's better now. I need your help. You can stay here if you wish. The orphanage may be a good place to start. Though the other would be sewers as clearly the Cult of the Dragon Below are involved in this and there is evil afoot. I know the kidnappings have got into houses without breaking anything. Maybe magic, or maybe just skilled lock picks.

He points at the food. "You may eat your fill and sleep well. But please ask any questions that that you think would help.

J-H
2016-01-14, 04:57 PM
Isaak

Isaak grabs a piece of meat on the floor and starts eating it as he begins to speak. "Thank you. Dol Dorn sent me a vision, and I came to this city knowing that something was wrong. The Cult of the Dragon Below could be it. Did you see where the creature came from, and what were you doing when it attacked you?

Do you think anyone would ken to the faces of the two cultists we killed?"
Isaak isn't very messy as he eats, but he obviously doesn't have the habits of eating like an upper-class or educated person would.

Starbin
2016-01-14, 06:29 PM
Alistair

The dwarf waved off the healing with a shake of his head. Tapping his hip, he smiled ruefully. "Nay, lass ... Ah've 'ad this one fer longer than ye've been alive. See ta th'others." He did accept the food and drink, listening intently as the priest spoke. As the details were shared, Alistair spoke up. "D'ye know which chillun' we be searchin' fer? Anythin' common 'tween 'em? Best we all be watchin backs ... cuz tha' dolgaunt's seen us ..."



Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: obscuring mist, bless, summon monster 1 / animate rope
Effects: None

Ryuuk
2016-01-14, 10:35 PM
Vantash

He was glad that Malphas had been tamed today. He thanks the Sister for her offer, but rejects it. "I got lucky, not a scratch on me, others might need it more." From the offer of food, he simply takes a glass of wine, lowering his scarf only to drink and placing it back when finished.

Vantash mostly listens. There is evil afoot. This was a chance to combat it, directly. This may not be the real war, but it was a way to put what he had learned to the test. To train for what was to come... It would could stop the kidnappings and accomplish more than his normal duties, that much was clear.

"I don't think Kristoff will mind me lagging in my duties to aid here..." He crosses his arms and looks to the ground, wondering how much there could be below for a cult to be set up down there. "From where could these madmen be entering and leaving the sewers? Are there any known paths to the tunnels below?"

Frog Dragon
2016-01-15, 07:31 PM
Markam

Markam followed, leisurely trotting on his horse. He left the steed outside, stepping in for a moment, though not straying too far from the door. Helping the Silver Flame didn't seem like a bad idea. They were a legitimate authority in town, and frankly Markam needed to do something that wasn't related to House Deneith.

"Do you have any idea who those people were? Markam piped up. "And where can I leave my horse?"

Ghostfoot
2016-01-16, 03:56 AM
Escher

Escher may have been a grunt once but he'd since seen his fair share of churches and libraries. Feeling somewhat at ease he speaks politely to the priest and his new-found accomplices as he enjoys the offered food and wine.

"So there's been a number of disappearances, that latest of which was four urchins from the orphanage. And nothing apparent that ties the victims together. Father, is there anything noteworthy about these orphans in particular? I think that the orphanage would be a sensible place to start looking for answers, certainly before we start wading through the muck of the sewers. I heard that there were robberies as well as the kidnappings. Has anything been stolen that might be unusual or of interest? The kidnapping of destitute orphans is not consistent with a motive involving the theft of valuables. Could it be that there are multiple parties, or multiple agendas, at play here?

As to this Cult. The creature was a dolgaunt. If anyone has any ideas for how to prepare for facing it again then please share them. It seemed somewhat resistant to a sharp blade which makes me uneasy."

DrK
2016-01-17, 07:55 AM
Father Werner reaches into his bag and pulls out some scrolls of paper that list all 20 or so children taken. They span all manner of race, age and class, though more than a few come from the orphanage although Father Werner explains that he suspects this is more to do with opportunity than any real reason.

As to the cult he shakes his head, "I had not thought a Cult of Dragon below would be so bold as to attack in the street so we must be onto something." He looks at Vantash consideringly, "There are many routes to the sewers although not so many in that area. And I suspect such a creature would struggle to travel far in the city. There are rates to allow flood water to drain every few streets, perhaps you could find some clues if you'd dare to venture down into such a dark dank maze."

Looking at the hobgoblin he waves to an initiate. "Please care for the horse. Now as for the Dolgaunt, they are vile beasts resistan to normal metals. But Bhyshek can harm them, we found that i the long wars. And with this we may be able to help you!" He speaks to a temple guard nearby and shortly the man returns with both a heavy spiked morning star in strange purple metal and a sheaf of 8 arrows all in the shape of a stylised flame and from the same purple metal.


Byshek morning star
8 Bhyshek arrows




Any more questions or sleep and onto sewers or orphanage?

J-H
2016-01-20, 08:40 AM
Isaak
Isaak thanks the priest for the weapons; the next morning, after a quick breakfast....

"Let's start with the orphanage. Maybe we can figure out how they're getting to the kids and stop them."


Who wants the morningstar? I can use it with no penalties...

Starbin
2016-01-20, 07:14 PM
Alistair

The old dwarf pulled out his journal, taking copious notes with regard to the children and their descriptions. Perhaps a new set of eyes might see a pattern where others could not. He listened to the priest while doing so, taking notes from the conversation. When the group was presented with the weapons, he whistled low. "Now there be a nice gift, lads ... best one o' ye fightin' types take them. Ah'm guessin' they'll see use soon enow ..." With no other questions, he bid the good father good night, and made arrangements with the others to meet the next morning.

_/ _/ _/ _/ _/ _/ _/ _/

Upon the morrow, Alistair found the others at their designated inn of choice. "Mornin' lads! Hope ye found yer way easy enow." After order a small breakfast and ale, he nodded his head to Isaak's question. "Aye, let's be checkin' the orphanage ... best we learn 'bout th'tots first."

Once we get into it, I've got some Gather Info, KS Local, Sense Motive and Lore rolls raring to go! As for the new weapons, someone else can use them - Alistair's worthless in a fight. However, he does have magic weapon memorized!

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: None

DrK
2016-01-23, 04:17 AM
The night is quiet in the church though the start is early with bells ringing and the sounds of singing at the crack of dawn as the light breaks over the rim of the city's caldera rim. After a hearty breakfast where Werner wishes you well with your search you walk across the town towards the Lantern Street Orphanage on the corner of Lantern Street and Lava street, a tall 3 storey building with mould encrusted mortar holding the bricks together. On the large double door the green knocker leers at you in the image of a gargoyle and large copper lanterns flank the door. Banging on the door it eventually opens a fragment, the peal of children's laughter leaking out. Obviously recovering from the recent fear and bad events.

Your eyes drop low, an old halfling woman in a neat grey dress with long white hair looking up at you all. "Morning blessing upon you. I am Gretchyn Tashykk the headmistress of the orphanage." She looks about eyes narrowing at the strange mix of the party upon her doorway. "Can I help you?"

Starbin
2016-01-26, 12:40 AM
Alistair

The old dwarf smiled at the halfling woman, not much taller than she. "Top o' th'morning, Mistress Tashykk. Ah'm Alistair Hasseldorf, n' these be me companions. We've come at Father Werner's request, t'look fer yer missin' tots. May we come in?"

Alistair let the others introduce themselves before following the woman into the orphanage, presuming she does so.

Figure Alistair will go skill crazy once inside, asking questions that focus on the kids themselves, likes, dislikes, who they hung out with, if any of their friends were around, etc.

[roll0] looking for info!
[roll1] Name drops? No problems!
[roll2] Ears open
[roll3] Eyes open
[roll4] What's under the seat cushion?
[roll5] Who's lying?

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: None

Ghostfoot
2016-01-26, 05:31 AM
Escher stands back, happy to let the dwarf do the talking as he follows the group into the orphanage.

Spot [roll0]
Sense motive [roll1]

DrK
2016-01-29, 02:37 AM
The old halfling opens the door Gretchyn peers through cataracts at you all before smiling. "Come in, please come in. How can I help?"

Inviting you all she leads you into the large lobby. The worn walls covered with faded children's self portraits sets a happy tone as does the thunder of running feet and laughter from upstairs

.Gretchyn listens to Alistair before nodding sadly. "Come in, come in. Have a look around though you won't find much. I locked them in at night as always. Same as a I used to to do to you when you were and when Patch came in the morning the rooms were still locked. I know he's simple but he wouldn't forget that."
From speaking with Werner you know that Patch is the one eyed half orc janitor who has worked there for over 20 years.

The building is noisy and budu, two dozen children running around playing in the play room upstairs, the room the meeting area for the two large bedrooms where the boys and girls have separate dormitories, the locks stout and well made with a stylised "G" emblem on them. "No-one heard a thing. Patch got them up and then we noticed they had gone. Temeer was the most surprising, he was a dwarf, 20, so a teen in their eyes and strong. I'm surprised that someone could take him without him giving a cry." She speaks sadly, clearly moved by the loss of the children. Though nothing looks suspicious. "Its nice the church cares. We had 2 men from the Mayor and visit us, Fario and Fellian they were called and a rum pair of half elves they were strutting about looking suspciously at me and the other staff...

With little else to say unless you have specific questions she leaves you to explore if you want...

J-H
2016-01-29, 08:25 AM
Isaak
Isaak inspects the "G" rune on the locks to see if it's magical. After a minute, his study is interrupted by two boys dashing around him, and he ends up involved in a game of tag that goes on for a couple of minutes.


Barbarian background, he may or may not know that it's probably just a maker's mark.

Frog Dragon
2016-01-29, 12:30 PM
"These children, they were taken from their beds?" Markam asks, interrupting his usual quiet looming. "Which rooms were they in? Maybe we can find some clue there."

Search: [roll0]

Assuming we're shown the exact rooms the kids should've been in when they were taken.

Ghostfoot
2016-01-31, 03:28 PM
"Were the children taken from both rooms, or just one?" asks Escher, also interested in searching the rooms for clues. "And only some were taken - the other children did not wake or notice anything strange occur?" He'll ask a few questions of a few children as they run past.

"These two half-elves, the Mayor's men. Do you know where we might find them? It may be that they have uncovered further information, even if they haven't realised it themselves yet."

Search [roll0]
Knowledge (Local) [roll1] re the Mayor's office, Fario, Fellian, & Patch

Starbin
2016-02-01, 01:32 AM
Alistair

Alistair listened as the others asked questions, just in case their queries sparked some new information ... Or even a new line of investigation. As it was, it seemed that searching the rooms and questioning the children was the next order of business. "Might Ah suggest we split up? Speeds up our work, and doesn't overwhelm th'tots ..."

Might as response these checks ... They were to apply to our time here

Gather Info - (1d20+8)[27] looking for info!
KS Local - (1d20+8)[20] Name drops? No problems!
Listen - (1d20+7)[19] Ears open
Spot - (1d20+7)[10] Eyes open
Search - (1d20+7)[27] What's under the seat cushion?
Sense Motive - (1d20+7)[26] Who's lying?

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: None

Ryuuk
2016-02-01, 02:06 AM
Vantash

For now, Vantash just listens. If the room is signaled out, he'll aid the others in the search. He'll focus on the possible entrances and exits, looking for anything that should not be there.

Search: [roll0]

DrK
2016-02-01, 02:32 PM
Looking about there are no obvious signs of trouble. The children taken were all in the two large shared dormitories. Only one little girl claiming to have seen little people with 4 arms and a creepy big one in a black cape... When pressed she cannot help further save for the smell of rotten eggs - likely sulphour - and that they came and went silently.

Examining doors and locks you find that all seems undamaged though you know the "G™" is Gundarks, a tough non-Kundark associated dwarf from the Mror Lands.

Starbin
2016-02-01, 10:07 PM
Alistair

Alistair took notes, frowning at the description of the abductors. Perhaps it was a fanciful dream, but it could be a clue. He also noted the locks, nodding to Isaak when they were pointed out. Once the group was satisfied there was nothing else to learn here, Alistair bowed to the headmistress, shaking her hand gently. "M'lady, we'll do th'brst we kin ta bring back yer lads and lasses. Bleep 'ope in yer 'eart."

Any chance we found common threads between the missing children?

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: None

J-H
2016-02-01, 10:43 PM
Isaak
Isaak leans his armored form against a wall and thinks.... after a few minutes of apparently intense concentration, he straightens, and hurries outside. If asked, he'll just say "No doors, no teleporting, either it's the windows or they're ghosts."

He circles the orphanage, carefully looking to see if there are any footprints or trails under the dormitory windows or on the walls.


I'll take 20, with a -1 to Search for a total of 19. I assume that this is 12 squares or less, and taking 20 requires 2 minutes per square.

DrK
2016-02-07, 03:06 AM
The hobgoblin looking around pauses in the street as he notices some footsteps by the back door that don't match those filling the rest of the orphanage. There are 2 types, one small and ragged with rough hobnailed boots, the other like bare feet of a human in size but with strange elongated toes.... Much like the ones you'd seen in the alley earlier when cloaked tentacle guy had fled.

For Alistair looking at the list of missing children, apart from being orphans he can't see any links

Ghostfoot
2016-02-10, 05:35 AM
"We have a few options. The footprints confirm that dolgrims, dolgaunts and other cultist creatures are likely involved. We could search the sewers nearby to see if there's any further leads. Also the Mayor's men are investigating. They may have some information of use. And then there's these Gundark locks that seem to be less-than-secure. Perhaps the crafter or salesman could tell us how they are so easily bypassed. Anyone have any better ideas? I'm for checking the sewers around here, while we're in the neighborhood."

Ryuuk
2016-02-10, 10:07 AM
Vantash

"I second the sewers. If it is creatures like the thing in the alley taking the children, then I would rather try and find them with the leads we have than search for better ones and prolong their stay." He looks down, thinking, ultimately turning back to the others and shaking his head. "Even if we don't find them there, I have a better chance of finding a good lead down there."

Frog Dragon
2016-02-10, 01:48 PM
"No signs of entry, no real leads. If these creatures use the sewers for passage, we might stumble upon them just by chance. It's worth a shot." Markam says. "But we can't waste too much time there."

Starbin
2016-02-11, 06:18 PM
Alistair

Sighing, Alistair nodded. "Aye, tha' makes sense. Ah jus' dinnae like them sewers! But Ah know o' no way thru a bed o' thorns but quickly, so let's git movin ..." Alistair moved slowly, grinning at the incongruity of his comments as they made their way to the nearest sewer entrance. On the way, he suggested someone notify the guards, least they be caught below and presumed to be up to no good ...

Ready to press

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: None

J-H
2016-02-11, 09:49 PM
Isaak

"Just be happy that this city has sewers. Some places don't. If we find nothing here, should we talk to someone about the locks next?"

Ghostfoot
2016-02-13, 09:57 PM
"We will return when we have answers." Escher bids the headmistress farewell and, with the rest of the group, searches the nearby streets and alleyways for an entrance to the sewers. With shadows stubbornly clinging & writhing across him Escher flips open his everburning torch. He waits until everybody is ready and prepares to enter...

Assuming that everyone follows, Escher will pause until we're all ready. Also looking for any footprints that might confirm that soon-to-be-dead bad-guys are using the sewer entrance, and if anything looks odd will check for traps while he's at it.

Search/ trapfinding [roll0]

entropic warding is up

DrK
2016-02-17, 05:35 PM
It doesn't take long to find an access grate to drop into the sewers. The dank tunnel filled with filth and lined with a single path that flows in parallel to a stream of sewage is vile with oozing bubbling sludge with a stench so thick you can cut through it with a knife.

Escher looks about as you wander towards the heart of the crater. After a while as you avoid dripping grates of nightsoil from above and he spies footprints in the thin layer of sludge, footprints that match the rough boots from the garden of the orphanage. One set leads clockwise, another deeper towards the crater lake. The ones clockwise possibly the newest.


Filth fever
Fort DC11 please from walking in the sewer

Ryuuk
2016-02-17, 06:07 PM
Vantash

When the conditions below hit him, Vantash reels from the smell, adjusting his scarf to make sure it covers his nose as well as his mouth. He tries to ignore it as they go deeper though, distracting as it may be. He'd pushed to come down here, he would not complain about it.

A hand on his dagger, he follows the torch, keeping an eye out as he can and trying to avoid the droppings. "See anything up there?" Vantash found it hard to, the darkness and his own thoughts getting in the way if he tried to pay attention to whatever was beyond him. Perhaps he should summon a bird, another pair of eyes and ears could help.

If relevant:

Search [roll0]
Spot [roll1]
Listen [roll2]

Starbin
2016-02-17, 06:43 PM
Alistair

Gingerly making his way down the ladder, Alistair got to the bottom and covered his mouth. "Ye gods, what a stench! Let's git movin' for it turns permanent!" The dwarf looked around, trying to find anything of note before they started on their way ...

[roll0]
[roll1]
[roll2]
[roll3] vs DC 11 (+2 if this counts as poison)


Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: None

Ghostfoot
2016-02-18, 05:37 AM
Gods, the smell! Somebody light a match. If anything needed the cleansing of the Silver Flame it was these sewers!

Stopping at the booted tracks Escher points them out to his new companions "These ones are fresher, might be that there's something down this way. We best be ready for anything."


Wishing I had the old classic, the 10ft pole, right now.
Entropic shield is up as usual in case of ambush. I guess with this light they'll see us before we see them.

Presumably we're in single file on this path. Any thoughts on party order? I'd prefer to be at #2 spot but can take the lead if you want.

Spot [roll0]
Listen [roll1]

J-H
2016-02-18, 08:49 AM
Isaak

Isaak draws his sword. He talks in a loud whisper. "Civilization is disgusting sometimes. How fresh are the tracks? Sound can carry in caves - we should be quiet."


Fort save [roll0]
Move Silently [roll1]

DrK
2016-02-18, 05:45 PM
Shuffling down the path, the sewers 20ft wide, a 10ft filth covered path and a 10ft wide, some 10ft deep river of refuse. As you advance you can all make out a body dead and sprawled across the pathway. From 30ft away as you stand with (presumably) a lantern it appears to be a large fat man with a fine robe. Blood sprays surround the body, and under the robe their is something writhing within the body.

Starbin
2016-02-19, 11:57 AM
Alistair

Upon seeing the body, Alistair frowned for a moment. "Why would there be a body 'ere? Best watch out fer rats 'n such ..." The dwarf looked around, trying to find anything of note before they started on their way ...


[roll0], [roll1]

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: None
Spot/Listen/Search +7

Frog Dragon
2016-02-21, 06:24 AM
Markam

Markam tried to not show his disgust. Humans. What they called civilization produced an ocean of ****. Rhukaan Draal had been little better either. Still, he pressed on.

"Hold a moment." Markam knelt over the body. "Who was this man, and why was he here to die?" He carefully moves the robe, keeping a measured distance from the source of the writhing, trying to find some kind of clue as to who he was. "He does not look like a warrior."

Fort Save: [roll0]
Search: [roll1]
Trying to see if I can find a ring, an insignia, anything that could be personally identifiable.

Ghostfoot
2016-02-23, 04:30 AM
Escher

"Careful..." says Escher to the hobgoblin as he moves cautiously forward, torch held high to illuminate the body while his other hand rests on a short wand tucked into his belt.


Move to 15ft from body.
Observing the body and also the surrounding 'waters' for signs of danger [roll0]

DrK
2016-02-24, 01:53 PM
Approaching the body cautiously Alistair smells the decay and then sees the writhing and puts two and two together to make "maggots". Sure enough attracted by the smell of fresh meat a massive fat maggot some 3ft long crawls out from under the ragged cloaks joined a second later by a second!



Dire maggots attack 15ft away on a 10ft wide path
Init
Party 12
Maggots 4

J-H
2016-02-25, 05:50 PM
Isaak
With his sword out, Isaak advances, chopping downwards at one of the maggots.


If there's a "dry" side of the tunnel, I'll stay there. Otherwise, don't care.

Attack [roll0]
Damage [roll1]

Ryuuk
2016-02-25, 07:45 PM
Vantash

Keeping his distance, Vantash moves to get a clear shot at one of the maggots, before some of the others move to engage. In a quick motion, he draws one of his darts and throws it.

Move: To within 30 ft of one
Standard: Attack a maggot that is not in melee yet. To hit: [roll0], Damage: [roll1] + [roll2] Sneak Attack + [roll3] Sudden Strike

Ghostfoot
2016-02-27, 12:17 PM
Escher

Dark energy coalesces around Escher as the soldier switches into a combat stance. With one hand holding his magical torch high the other gathers the energy and flings a blast of shadowy matter at the pale slugs.

Standard action: Eldritch blast (ranged touch) [roll0], damage [roll1] + sneak [roll2]
Move action: Spot [roll3] keeping an eye out for anything else trying to ambush us, especially in the muck

Active effects
entropic warding: 20% concealment vs ranged

Starbin
2016-02-27, 02:50 PM
Alistair

The old dwarf sighed aloud as the hobgoblin moved ahead and ignored his warning, one that was proven mostly correct ... except it was giant maggots instead of rats. "Why did ye nae listen m ..." Limping forward, Alistair held his staff at the ready, eying the tunnels ahead as his companions rushed into combat.

[roll0] for info on the maggots

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: None
Spot/Listen/Search +7

Frog Dragon
2016-02-29, 03:59 PM
Markam

Monsters. Markam was up in a flash, leaping back from the body and drawing his bow, stepping a bit to the side from his companions and firing at the nearest one.

Move: 15ft or so back, draw bow.
Attack Roll: [roll0]
Damage: [roll1]
Skirmish: [roll2]

DrK
2016-03-02, 02:04 AM
Darts, arrows and eldritch bolts fly as no-one goes too close to the maggots. Only the Hobgoblin's arrow sinking into one of them. Alistair recognising them as crawler grubs and profoundly hoping their parent carrion crawler was not too near!

For their part the maggots crawl forward. Two reaching Isaak and attacking him


Maggot eating Isaak
[roll0] dam [roll1] Fort DC13 or poo fever
[roll2] dam [roll3] Fort DC13 or poo fever

J-H
2016-03-02, 08:26 AM
One of the maggots strikes Isaac.


Fort save [roll0]

Starbin
2016-03-02, 12:34 PM
Alistair

The dwarf gasped as he realized what the little grubs were. "'Urry up, lads, 'n watch yer backs ... them be crawler grubs so th'mama might be round. Nasty lil' blighters make ye sick, too!" Alistair continued to move forward, hoping to support his companions.

Not sure how far he is from the fight, but once Alistair is w/in range, he'll attempt to aid another (Isaac) for offense [roll0] vs AC 10
EDIT: +2 attack for Isaac!

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: None
Spot/Listen/Search +7

J-H
2016-03-02, 01:30 PM
Isaak
Isaak attacks the baby carrion crawler again, as it's distracted by Alistair's actions.


Attack [roll0]
Damage [roll1]

Ghostfoot
2016-03-05, 04:30 AM
Escher

Escher blasts again at the foul grubs as Isaak holds them back from the rest of the group.

Standard action: Eldritch blast (ranged touch) [roll0], damage [roll1]

Edit: I forgot -4 for shooting into melee. It is humbling to be level 2.

Active effects
entropic warding: 20% concealment vs ranged

Frog Dragon
2016-03-06, 03:14 PM
Markam

Markam moves backwards, taking aim as he does, crouching a little in the sewer tunnel before letting loose another arrow.

Attack: [roll0] (can I position within 30ft/so I don't take "firing into melee penalties. Attack bonus ranges from +1 to +6 depending)
Damage: [roll1] (+1)
Skirmish [Roll]1d6[Roll]

Ryuuk
2016-03-07, 06:29 PM
Vantash

Vantash nods and places a hand on his own shoulder after Alistair's warning. Closing his eyes, he closes his palm around something, opening it again to reveal a black raven that peers into the darkness obediently.

Using Malphas's Bird's Eye Viewing to summon a Raven. Hoping to use it to spot the Crawler next turn, or to sacrifice it to the Crawler to draw its attention away, should it show itself.

If applicable:
Spot through the Raven (Lowlight vision) [roll0]
Listen through the Raven [roll1]

DrK
2016-03-13, 05:37 PM
You cannot avoid shooting into melee penalties without the Precise Shot feat. You can avoid an additional -4 penalty from the cover your ally provides to the maggots


Arrows, eldritch blasts and swords blasts chop, swing and hack at the maggots but in the low lights and the slippy footing no blows are landed and the fleshy disgusting pustule like creatures continue to try and crawl up Isaak's leg. The pincers on their mouths seeking to envelop his arms and legs and slowly disgest them!


bite [roll0] dam [roll1] Fort DC13 or sewer fever
bite [roll2] dam [roll3] Fort DC13 or sewer fever


At the back of the group Vantash nods and a black raven swoops down the narrow sewer, the bird cawing in surprise some 50ft down the corridor as in the edge of the lantern light it spots a massive 12ft long worm like beasts creeping down the roof of the tunnel above the oozing and bubbling surface.
http://static.giantbomb.com/uploads/scale_small/2/23093/1908571-carrion_crawler.jpg

Starbin
2016-03-14, 04:43 PM
Alistair

The dwarf nearly rolled his eyes at the complete incompetency of his companions attacks - he was no warrior, but at their age, he could at least hit a giant sack of pus! Unfortunately, with age came his own incompetency, so for now he would try to assist his companion. This time, he tried to distract the bug to keep Isaac safe ...

Alright, aid another (Isaac) for defense [roll0] vs AC 10

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: None
Spot/Listen/Search +7


EDIT: Just barely, but +2 AC for Isaac!

Ghostfoot
2016-03-26, 03:55 AM
Escher

Slipping on a slimy turd Escher's blast goes wide. He finds more reliable footing and once again summons his mantle from within. The shadowy tendrils lash out from him striking toward the nearest of the grubs.

Standard action: eldritch glaive melee touch (10ft reach) [roll0], damage [roll1]

Active effects
entropic warding: 20% concealment vs ranged
eldritch glaive: threatens as 10ft reach weapon until start of my next turn

DrK
2016-06-15, 04:56 PM
The slippery footing, the shadowy light and unpleasant glistening pus filled maggots all conspire to leave the party flailing ineffectually. Both maggots with their sharper pincers seek go bring down Issak.


Atk [roll0] dam [roll1] DC 13 or sewer fever
Atk [roll2] dam [roll3] DC 13 or sewer fever



In the crow's beady eye the carrion crawler creeps to the corner some 30ft away now, drawn by the smell and noise

J-H
2016-06-15, 05:03 PM
Isaak
The maggots both miss, and Isaak steps to the side and attempts to spear one with his sword.


Attack [roll0]
Damage [roll1]

J-H
2016-06-15, 05:05 PM
Confirmation attack roll [roll0]
Crit damage [roll1]

Ghostfoot
2016-06-16, 05:14 AM
Spying the disgusting worm beast undulating along the ceiling Escher lets fly with another blast of supernatural energy and shouts a warning to Isaak.

Standard action: eldritch blast vs carrion crawler ranged touch [roll0], damage [roll1]
Roll to overcome concealment (depending on illumination) [roll2]. 1-20 fails. If concealment turns a hit into a miss can I use an Action Point to be awesome?

Active effects
entropic warding: 20% concealment vs ranged

Starbin
2016-06-20, 05:21 PM
Alistair

The dwarf smiled as the lad finally speared one of the damnable grubs. But the conflict wasn't over, so Alistair tried to help again.

Rinse, lather repeat! Aid another (Isaak) for defense [roll0] vs AC 10

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: None
Spot/Listen/Search +7


EDIT: Aaaaand that would be a fail.

DrK
2016-06-24, 06:12 PM
With a great blow Isaak splits one of the maggots in half the other wetly grabbing at him with its diseased pincers. Beside him Alastor prods and pokes at the magggot but with little effect.

[roll0] dam [roll1] DC 13 Fort or disease


Escher gestures over the top of it all, a beam of magical power grazing the large and pulsating carrion crawler. THe beast then wriggles forward on a dozen long legs, tentacles dripping a strange fluid wiggling in front of it as it closes to within 10ft of the young warrior fighting at the front of the sewer tunnel

J-H
2016-06-24, 08:17 PM
Isaak
Seeing the large carrion crawler now, Isaak steps back. "What is that?"

He points his blade at it. "Begone!"


5' step back, using Command (http://www.d20srd.org/srd/spells/command.htm) to tell the carrion crawler to flee. Will DC 13 negates.

Ghostfoot
2016-06-25, 08:52 PM
Escher

"I've never seen the like. It's disgusting!" With Isaak distracted and shouting at the mother maggot Escher ties to blast the vicious little baby into the slime before it can close with the swordsman again.

Standard action: eldritch blast vs maggot ranged touch [roll0] + Action Point [roll1], damage [roll2]

Active effects
entropic warding: 20% concealment vs ranged

Starbin
2016-06-28, 12:24 AM
Alistair

The dwarf frowned as the large creature showed up. With a sigh, he stepped forward with his quarter staff, flanking the maggot with one of his companions.

I guess we'll try to attack ... so flank and strike!
[roll0], [roll1], [roll2]

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: None
Spot/Listen/Search +7


EDIT: Wow this group is cursed ...

DrK
2016-06-30, 06:53 AM
Another eldritch blast sizzles down the walls but harmlessly hits the slime as the dwarf's heavy staff bounces off the fat slime covered maggot. The grub rears up and rolls towards the dwarf pincered and filthy mouth seeking purchase on Alistair's throat and beard!

atk Alistair [roll0] dam [roll1]



The carrion crawler pauses for a second as the strange priest commands the beast, its unfathomable alien mind considering what to do next before it surges in tentacles waving trying to trap and paralyse poor Isaak!


Will [roll2] vs DC13

If passes CHARGE! [roll3] Fort DC 13 or paralysed [roll4] rounds

J-H
2016-06-30, 07:16 AM
Isaak
Isaak grunts, starts to stagger, and then stands rigidly in place, unable to move. His heart pounds and his breaths come short and rapid as this disgusting bug-thing has rendered him helpless.

No HP damage?
Fort [roll0]

Ghostfoot
2016-07-01, 04:52 AM
"Isaak..! What's it done to him?" Escher is horrified as he sees the warrior priest seize up at the touch of the slithering creature. Looking to the dwarf he sees the situation turning desperate and quickly goes through his options, thinking back to his soldiering training. Nothing about fighting tentacled sewer-worms against the odds. Oh well, the grunts used to talk about the best defence being a good offense, right? He steps forward lashing out with eldritch tendrils.

Not-an-action: 5ft step
Full round action: eldritch glaive melee touch (10ft reach) vs closest enemy [roll0]+ Action Point [roll1], damage [roll2]

Edit: That might even be a hit especially if he can flank. No thanks to that cursed d20.

Also using combat expertise for +1 AC. I do not want to get hit by that thing.
Will flank if possible - not sure about exact positions but trying to take down one opponent and position for a ranged AoO with the eldritch glaive if the other closes.

Escher Moyes (http://www.myth-weavers.com/sheet.html#id=648448)
M CG Human Warlock 2// Spellthief 1, Level 2, Init 4, HP 11/11, Speed 30ft
AC 18, Touch 14, Flat-footed 14, Fort 1, Ref 4, Will 3, Base Attack Bonus 1, Action Points 7/9
Ranged touch Eldritch Blast +5 (1d6, x2)
Melee touch, 10ft reach Eldritch Blast +1 (1d6, x2)
Hidden (Search DC15 to uncover) Sleeve Blade -1 (1d4, 19-20/x2)
Chain shirt (+4 Armor, +4 Dex)
Abilities Str 11, Dex 18, Con 12, Int 16, Wis 10, Cha 12
Condition Entropic Warding: 20% concealment vs ranged
Combat Expertise: -1 attack +1 dodge AC (not included in statblock above)
Eldritch Glaive: threatens as 10ft reach weapon until start of my next turn

Starbin
2016-07-03, 07:53 PM
Alistair

The dwarf shouted in surprise and dismay, both at the attack from the grub and the paralyzation of Isaak. "Ware yer selves - the beast is poisonous!"

I miss the days where my character would run and leave the others behind. Of course, I pick the cripple this time ...
[roll0] +2 if flanking, [roll1], [roll2] if still flanking

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: None
Spot/Listen/Search +7

DrK
2016-07-05, 12:17 AM
As Isaak stiffens up Escher and Alistair move forward to surround the gtub and the massive carrion crawler that fills the entire width of the sewer path. A shimmering bar of energy leaps from the warlocks hand and grazes the big beast as it recoils. Alistair sweeps left and right with his staff eventually fellingh the aggit, the blow crushing the little vermin's skull and sweeping it into the running sewage.

The weighing tentacles lash out at both man and dwarf as its pincers seek to gnaw upon the paralysed priest.



Esher vs Tentacles [roll0] dam 0, fort DC or paralysed [roll1] rounds

Alistair vs Tentacles [roll2] dam 0, fort DC or paralysed [roll3] rounds

Bite paralysed priest [roll4] dam [roll5]

Ghostfoot
2016-07-05, 06:20 AM
Escher

As the tentacles batter at him Escher stands his ground blasting at it, trying to fend the creature back from the fallen cleric.

Not-an-action: 5ft step (if required)
Full round action: eldritch glaive melee touch (10ft reach) vs carrion crawler [roll0] + Action Point [roll1], damage [roll2] total 10 damage if crit hits

Using combat expertise for +1 AC.

Escher Moyes (http://www.myth-weavers.com/sheet.html#id=648448)
M CG Human Warlock 2// Spellthief 1, Level 2, Init 4, HP 11/11, Speed 30ft
AC 18, Touch 14, Flat-footed 14, Fort 1, Ref 4, Will 3, Base Attack Bonus 1, Action Points 5/9
Ranged touch Eldritch Blast +5 (1d6, x2)
Melee touch, 10ft reach Eldritch Blast +1 (1d6, x2)
Hidden (Search DC15 to uncover) Sleeve Blade -1 (1d4, 19-20/x2)
Chain shirt (+4 Armor, +4 Dex)
Abilities Str 11, Dex 18, Con 12, Int 16, Wis 10, Cha 12
Condition Entropic Warding: 20% concealment vs ranged
Combat Expertise: -1 attack +1 dodge AC (not included above)
Eldritch Glaive: threatens as 10ft reach weapon until start of my next turn

Starbin
2016-07-09, 10:50 AM
Alistair

The crawler quickly closed, causing the dwarf to cringe back in surprise as he batted away the nasty tentacles that draped across his arm. "Ye gods, this be disgustin'!" Kill it lads!"

Stepping to the side to hep flank the beast, Alistair swung his stick once more ...

Step and swing!
[roll0], [roll1], [roll2]

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: None
Spot/Listen/Search +7

DrK
2016-07-11, 12:05 AM
Even as the pincers tear into Isaak who can nothing but stand in silent agony Alistair and Escher surround the crawler. Alistair's staff bounces off the thick carapace but the shimmering eldritch glaive hacks deep into the beast.

It responds by lunging forward, tentacles reaching out to dwarf and warlock and pincers trying to spear Escher



Tentacle escher [roll0] dam 0 fort DC 13 or paralysed [roll1] rounds
Tentacle Alistair [roll2] dam 0 fort DC 13 or paralysed [roll3] rounds

Bite Escher [roll4] dam [roll5]

Ghostfoot
2016-07-11, 03:32 AM
Escher

"That's right, c'mon you son of a -" Escher goads the crawler flicking energy at it as he tries to lure it away from Isaak and blasting out when he sees an opportunity. All the while carefully sliding his footing hoping he's not about to take a tumble into the overpowering sewage floating next to him.

Not-an-action: 5ft step (if required)
Full round action: eldritch glaive melee touch (10ft reach) vs carrion crawler [roll0] + Action Point [roll1], damage [roll2] total 4 damage if crit hits

Using combat expertise for +1 AC.

Escher Moyes (http://www.myth-weavers.com/sheet.html#id=648448)
M CG Human Warlock 2// Spellthief 1, Level 2, Init 4, HP 11/11, Speed 30ft
AC 18, Touch 14, Flat-footed 14, Fort 1, Ref 4, Will 3, Base Attack Bonus 1, Action Points 4/9
Ranged touch Eldritch Blast +5 (1d6, x2)
Melee touch, 10ft reach Eldritch Blast +1 (1d6, x2)
Hidden (Search DC15 to uncover) Sleeve Blade -1 (1d4, 19-20/x2)
Chain shirt (+4 Armor, +4 Dex)
Abilities Str 11, Dex 18, Con 12, Int 16, Wis 10, Cha 12
Condition Entropic Warding: 20% concealment vs ranged
Combat Expertise: -1 attack +1 dodge AC (not included above)
Eldritch Glaive: threatens as 10ft reach weapon until start of my next turn

DrK
2016-07-13, 01:09 AM
Even as the beast tries to evisverate the warlock nearly knocking the paralysed Isaak into the river of sewage the eldritch glaive chops down mightily and shears off the creatures head! With a wet splatter of of translucent slime it collapses onto the path quite dead!

Ghostfoot
2016-07-13, 06:37 AM
Escher

"Gah!" Escher kicks at the crawler corpse in anger as he hurries to Isaak to check on him, thankful that he still breathes. He calls to the dwarf "Are you okay?"

Once everyone else is confirmed okay he'll gingerly inspect and search the corpse that the maggots were tucking in to.

heal [roll0]
search [roll1]

DrK
2016-07-16, 12:53 AM
Turning over the body the horrific decay caused by the maggots can be seen. The fragments of the body slide over the walkway. The body has a solid mace blow on the back of his skull and a heavy belt pouch on the belt that still is full of gold, plus a well made knife crafted from silver with a skull shaped pommel. The other thing on his now blood soaked belt is a key marked with the "A" of Ashmantle, a well known unsavoury merchant consortium ...


35gp
20sp
MW silver dagger

J-H
2016-07-16, 08:19 AM
Isaak
Shaking off the paralysis, Isaak steps back. After casting some curative magic on himself, he uses his shield to try to scrape most of the gunk off of his arm and armor before joining the others at the body.

At least the stench of the sewers covers the smell of decay.

"One clean blow, but to the back of the head. He didn't expect it. That key is something we could do something with, but we should see what else is down here first. Nobody will want to talk to us until we're cleaner anyway."

Ghostfoot
2016-07-18, 05:52 AM
Escher

Escher bends down and wipes the items clean before pocketing anything of use. "Yep. It's anyone's guess what he was doing down here alone with those things creeping about. Doesn't look like anyone's got this area secure. Maybe that's how they like it. Let's find out."

Any idea what Ashmantle specialise in? Knowledge local [roll0]

Starbin
2016-07-19, 09:16 PM
Alistair

The dwarf nodded, wiping away some of the slime from his beard. "Ah'm alright, lads. Well struck there, boyo! Les' see what we kin find ..." Alistair looked around the area as well, making sure there wasn't anything else coming up on them. He checked for the remains of anyone else that might have been a victim, and looked over the corpse along with the others.

Seeing the gold pouch and silver dagger, he frowned. "One thin' lads ... why's this one still got 'is gold? Les' 'e was onta sumthin' ..."

Searching for whatever ... and any skill checks needed?

Also, anyone need a heal?

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: None
Spot/Listen/Search +7

DrK
2016-07-20, 01:23 AM
Looking around Escher thinks on the sigil, his face darkening slightly as several unpleasant thoughts cross his mind. The Ashmantle consortium are rumoured to be engaged in the seamier side of business with rumours about trading with monsters from the underdark and even the slave trade though neither have been proven.

As Alistair stands pondering things his dwarven senses twitch as he notes a mismatch in the stones a few feet from the body, the scene now more looking like a body thrown from a doorway and left for the deniziens of the sewers to dispose of.



A secret door!
(and the gnome dungeon of game killing has been skipped!)

1. Do you want to recruit more?
2. DM PC?
3. Rolling cast of NPCs you can trade in/out?
(would currently be Markam the hobgoblin mercenary)

Starbin
2016-07-21, 11:00 PM
Alistair

The dwarf walked over to the wall, his eyes catching sight of something on the floor. Touching the wall, he felt around for a moment before his nails found a thin crack. Smiling he turned to the others. "Wot 'ave we 'ere, eh? Looks like this poor bloke lost 'is membership ..."

Listening at the door, Alistair slowly pulled it open, eyes searching for signs of movement.

Love me some secret doors. Secret curtains? Nope, but secret doors? Sure!

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: None
Spot/Listen/Search +7

Ghostfoot
2016-07-22, 06:37 AM
Escher

"Wait we should...oh. Next time we should check for booby-traps. These Ashmantles are known to deal in black market creatures and slaves. Who knows what they might use to protect their interests."

Escher moves up alongside the dwarf, resting his hand on Alastair's shoulder as he too peers through the doorway.

While we're at it, he'll detect magic on the corpse, the items from the corpse and the doorway for good measure.

DrK
2016-07-23, 02:22 AM
It takes but a few moments for the dwarf to find the heavy catches that release the secret door. It opens a fraction as he peers through, the darkness near total beyond the door, the view cloaked in green and black as he relies upon his natural darkvision.

You can see an octagonal room opening some 10ft ahead of your tunnel. IN the centre of the room is a 20ft wide octagonal platform that currently is level with the floor though a lever on the wall and the heavy ropes and chains suggest that the platform can be lowered to reach somewhere else. Atop the platform chatting boredly though skinbearer does hear words such as children, creepers, trade are a pair of weird beasts in armour and armed with long blades, clubs and crossbows. Alistair doesn't recognise the language aharsh one but the beasts are clearly villanious resembling 2 purple goblins squashed together with aair of wide mouths and 4 stubby arms! Both lean against the lever and atop the platform that is also wrapped in many coils of thick chain suggesting if the platform drops it may lower itself a long way...

Talking to themselves in the darkness neither appear to have noticed the door fractionally ajar

Ghostfoot
2016-07-23, 02:17 PM
Escher

Escher gently closes the secret door and hurriedly outlines the scenario his soldiers efficiency kicking in "Looks like we've found them. Two dolgrims about 30ft in. Crossbows and swords. There's some sort of elevator going down. We'll have to take them quickly - anybody have any bright ideas?"

I'm happy to charge in and blast 'em with surprise. If we can engage them in melee they may not have the opportunity to pull the lever, or might draw an AoO. Any better ideas?

J-H
2016-07-23, 02:29 PM
Isaak
"I don't know what an 'elevator' is - what does a platform have to do with the sewers? But I can try to freeze one of them with my magic for a few seconds."

Starbin
2016-07-25, 12:13 PM
Alistair

The dwarf moved back to whisper to the others, thinking on the two foes ... and the last battles they had gone through. Shaking his head, he was unconvinced they could handle two four-armed easily. At least not without help. "Ah dinnae know, lads. We be no great warriors ... but we do have th'advantage o' surprise. Ah might 'ave a trick 'r two up me sleeve ... ..."

OK - as a player, I realize we were very unlucky. But as far as Alistair is concerned, our group could barely beat a bunch of grubs, let alone two armed, savvy looking opponents. Are we down for this? Alistair has three things going for him here - a round or two of sneak attacks (IF he can hit :smallbiggrin:), a summon monster spell (2 rounds of support), a bless spell (+1 all around) and potentially some fun with the chains. Unfortunately, Indon't have any B/C spells today ... and if we win we'll be tapped out for a bit.

[roll0] for info on double-headed goblins!

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: None
Spot/Listen/Search +7

J-H
2016-07-27, 09:07 PM
Isaak
"Well, we don't know how long the kids have. I can't just walk off and leave them."

He shoulders the door open and charges.


Too many days of nothing happening means I move things forward unilaterally.

I'll charge the one closest to the lever, if possible; if not, I'll charge the closest one.

Charge attack [roll0]
Damage [roll1] longsword plus [roll2] hideous blow/frightful blast
Will DC 14 or Shaken for 1 minute.

Crits [roll3] [roll4] [roll5] (EB isn't bonus dice and crits in any other circumstance, so it should here also).

AC temporarily 16 instead of 18.

Ghostfoot
2016-07-27, 11:22 PM
Escher

Escher stifles a grunt of frustration as the bold man charges in to engage the creatures. With a quick look to the dwarf he steps forward, blasting eldritch energy toward the unsuspecting things.

Not-an-action: 5ft step (to give Alastair cover & hopefully draw ranged fire)
Standard action: eldritch blast ranged touch [roll0], damage [roll1] + sneak [roll2] (if within 30ft) Edit: hopefully squeezing in a hit if they are flat-footed.

I've got a wand of shield. If these things are as tough as they sound then I'm using it and going melee. Would've been nice to buff us all properly beforehand, Leeroy :smallwink:.

Can you give us a combat map, or an idea of positioning? Will be useful since Escher is so geared toward flanking/ sneaks.

Escher Moyes (http://www.myth-weavers.com/sheet.html#id=648448)
M CG Human Warlock 2// Spellthief 2, Level 2, Init 4, HP 11/11, Speed 30ft
AC 18, Touch 14, Flat-footed 14, Fort 1, Ref 4, Will 3, Base Attack Bonus 1, Action Points 4/9
Ranged touch Eldritch Blast +5 (1d6, x2)
Melee touch, 10ft reach Eldritch Blast +1 (1d6, x2)
Hidden (Search DC15 to uncover) Sleeve Blade -1 (1d4, 19-20/x2)
Chain shirt (+4 Armor, +4 Dex)
Abilities Str 11, Dex 18, Con 12, Int 16, Wis 10, Cha 12
Condition Entropic Warding: 20% concealment vs ranged
Spellgrace: +1 save vs spells

Starbin
2016-07-27, 11:53 PM
Alistair

When Isaak mentioned the children, Alistair opened his mouth to respond .. and was rewarded with a backside view as his impatient companion rushed into the room and attacked the nearest dolgrim. He looked from Issak to Escher incredulously, wondering what had spurred the man to ignore rational planning in favor of a brash rush forward. He had half a mind to leave the stupid git ... but leaving both men in a lurch wasn't his style.

Muttering under his breath, Alistair wove a spell, hoping it might help the situation.

Alright, trying to be clever - casting animate rope on the coiled chain near the far dolgrim. In hopes of coiling it around his neck and giving him something to deal with. Based on it affecting rope-like things, and the dolgrim being close enough, I think this is a valid use of the spell. If not, we'll go with good ok' bless.

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: None
Spot/Listen/Search +7

DrK
2016-07-28, 01:11 AM
Much like the famed thunder guide of Storm reach named "Leroy" Isaak without warning barrels into the room sword chopping at the nearest Dolgrim, the little creature's armour the only that saves him.

Escher rushes in, a beam of bright crackling light catching the other surprised little monster that sizzles and melts slightly before collapsing dead to the ground. The gruff dwarf follows up, waving a hand as the doors around the pulley writhe around the dolgrim fighting Isaak wrapping ariund an arm, a neck and a leg entangling it.

Frustrated it lashes out with blade, club and little claws! The beast bashing and slashing Isaak painfully with claws and club!


-2 to hit due to entangle
Blade [roll0] dam [roll1]
Club [roll2] dam [roll3]
Claw [roll4] dam [roll5]
Claw [roll6] dam [roll7]

Ghostfoot
2016-07-28, 04:58 AM
Escher

"Oh. That came apart easier than I expected". Seeing only one remaining and it hampered and in furious melee with Isaak, he blasts away again before rushing in to finish it quick.

Standard action: eldritch blast ranged touch [roll0] (incl. -4 firing into melee), damage [roll1]
Move action: Rush in and take the flank for Isaak, draw his punching dagger so he threatens.

Escher Moyes (http://www.myth-weavers.com/sheet.html#id=648448)
M CG Human Warlock 2// Spellthief 2, Level 2, Init 4, HP 11/11, Speed 30ft
AC 18, Touch 14, Flat-footed 14, Fort 1, Ref 4, Will 3, Base Attack Bonus 1, Action Points 4/9
Ranged touch Eldritch Blast +5 (1d6, x2)
Melee touch, 10ft reach Eldritch Blast +1 (1d6, x2)
Hidden (Search DC15 to uncover) Sleeve Blade -1 (1d4, 19-20/x2)
Chain shirt (+4 Armor, +4 Dex)
Abilities Str 11, Dex 18, Con 12, Int 16, Wis 10, Cha 12
Condition Entropic Warding: 20% concealment vs ranged
Spellgrace: +1 save vs spells

J-H
2016-07-28, 07:22 AM
Isaak
Isaak smiles as the first one comes apart, but the other dolgaunt lands two telling blows that leave him hurting. He backs up and casts a spell.


5' step back, Lesser Vigor.
With the healing from LV, Isaak is now at 2hp!

Starbin
2016-07-31, 01:18 PM
Alistair

Isaak's brashness almost cost him his life, and the headstrong human was forced to step back ... which left the warlock engaged alone. Fortunately, the chains would hamper the creature few a few seconds longer, so with a sigh, Alistair limped into the room, his quarter staff at the ready.

Use th' mace th'priest gave ye!"

Now that we're committed to fighting our way in, I think Alistair needs to keep at least one good spell in reserve. Advance ten feet. If he's close enough to aid another, then he'll try to add +2 AC to Escher or Isaak - whoever' closer. [roll0]

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: None
Spot/Listen/Search +7

DrK
2016-07-31, 01:35 PM
The ropes surround and tug and strangle the poor dolgrim as it battle before Escher and Isaak run in. The burky human stepping back as the strange purple goblins draws (a lot of) blood. With no-one nearby it turns on Escher with barely concealed fury, ducking under the zapping eldritch blast.



Blade [roll0] dam [roll1]
Club [roll2] dam [roll3]
Claw [roll4] dam [roll5]
Claw [roll6] dam [roll7]

J-H
2016-07-31, 02:04 PM
Isaak
With a shout, Isaak steps back in and strikes at the distracted and entangled dolgaunt.


Attack [roll0] + [roll1] action point, +2 flanking, plus the enemy has a -2 ac from the -4 dexterity penalty.
Damage [roll2]byeshk, magic + [roll3] EB plus Will save DC 14 or Shaken for 1 minute

Isaak heals 1hp from Lesser Vigor.

Ghostfoot
2016-08-01, 03:24 AM
Escher

Escher cries out as the surviving dolgrim turns on him, blood spraying as the blade slices a shallow gash across his chest. He leaps back, blasting out with pulses of shadowy eldritch energy as he does.

The irony is that Escher has to step back in order to use his normal attack, which is a reach attack.

Not-an-action: 5ft step backwards (maintaining flank)
Full round action: eldritch glaive melee touch (10ft reach) vs dolgrim [roll0] (incl +2 flank), damage [roll1] + sneak [roll2]

Escher Moyes (http://www.myth-weavers.com/sheet.html#id=648448)
M CG Human Warlock 2// Spellthief 2, Level 2, Init 4, HP 6/11, Speed 30ft
AC 19, Touch 15, Flat-footed 14, Fort 1, Ref 4, Will 3, Base Attack Bonus 1, Action Points 4/9
Ranged touch Eldritch Blast +5 (1d6, x2)
Melee touch, 10ft reach Eldritch Blast +1 (1d6, x2)
Hidden (Search DC15 to uncover) Sleeve Blade -1 (1d4, 19-20/x2)
Chain shirt (+4 Armor, +4 Dex)
Abilities Str 11, Dex 18, Con 12, Int 16, Wis 10, Cha 12
Condition Entropic Warding: 20% concealment vs ranged
Spellgrace: +1 save vs spells
Combat Expertise: -1 attack +1 dodge AC (included above)
Eldritch Glaive: threatens as 10ft reach weapon until start of my next turn

DrK
2016-08-01, 03:30 AM
Wrapped in ropes and assailed from both sides by a purple headed mace that burns the creature's flesh where it makes contact and a shimmering glaive of eldtrich energy the dolgrim is both smashed and skewered by Isaal and Escher collapsing to hang dead in the mass of ropes. The hapless little beast's life clearly ended. The room at the top of the lift shaft, whilst still dark is now silent save for the heavy breathing of the heroes as they try and catch their breath.

Starbin
2016-08-01, 11:52 AM
Alistair

Once the beast had died, the chains lost their life and dropped it to the platform. Shaking a finger at Isaak, Alistair moved in to check on Escher. "Ye need ta use caution, lad ... ye almost bought yerself a plot in th'cemetery!" Seeing the Issak's wounds were already closing a bit, he focused on the warlock. "Hold still, lad ... les see what Ah kin do ..."

With a moment of focus, Alistair cast a healing spell upon the hurt man, hoping to cure the worst of the wounds. Once done, he started to look about the platform, looking for any controls, while checking the bodies for any signs of keys and the like.

Spontaneously cast cure light wounds (burning magic weapon) - [roll0] to Escher (overkill of course!)
Let me know any skill checks needed

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: None
Spot/Listen/Search +7

DrK
2016-08-02, 07:26 AM
Searching around the doughty dwarf finds pretty nothing of value upon the two dead dolgrims. Some pretty (but worthless) rocks, a chunk of gnawed bone, a bottle of vile smelling liquor on each and their crude cheap weapons. Looking at the lift shaft it looks easy to use. A single locking pin holds it in place and you'd surmise that somewhere beneath you the double chain wraps around another pulley and you hand pull yourself up or down using the massive chain links. If a pair of dolgrim can master you can too.... The question the party have to consider is do they dare....

Starbin
2016-08-03, 04:14 PM
Alistair

Leaning on his staff, Alistair rubbed his knee, wincing slightly. After a moment, he sighed and looked to the others. "Well, lads, infer a copper, infer a crown. Ye ready t'see where this leads?"

Presuming the others are interested in continuing, Alistair would work the pulley system, lowering them down slowly.

Onwards, I guess!

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: None
Spot/Listen/Search +7

J-H
2016-08-03, 04:17 PM
Isaak

Isaak's jaw is slightly slack as the floor moves them down. "The chain does the climbing for us? Without magic? Incredible!"

Ghostfoot
2016-08-05, 10:21 PM
Escher

"Absolutely. Let's go! We've got to find those children!" Escher helps the dwarf with the chains, his tall lithe frame contrasted with the dwarf's stout posture. The contraption is familiar to him from his time in the cities and he soon works it out. As they descend he checks that his wand is close at hand, ready in case they encounter opposition.

"If we can, let's favour stealth over a frontal attack. We don't know how many of them there are and we are but three. If we can find the children while they are still unawares we stand a better chance."

DrK
2016-08-06, 09:06 AM
The walls turn from grey stone to dark black shiny malachite as the lift shaft descends on the creaky rusty chains, the dwarf and man working thebchsuns as you creak, shake and rattle down into the bowels of the dragon below's domain. After 5 long minutes of creaking and bone jarring descent the wooden octagonal platform crashes to a halt throwing you to your knees and in darkness. Above you the shaft is colossal, a pin prick at the top the room you left now some 500-600ft above!

The room you are in is bare, an octagonal room some 10ft larger than your wooden platform, a large lever on the wall with undercommon daubed in red paint beside it lock.. Nearby, in the glimmer of your torches you can see an iron grated door that appears resolutely shut.

J-H
2016-08-06, 09:43 AM
Isaak approaches the door and checks to see if it might be, perhaps, unlocked.

Starbin
2016-08-06, 01:53 PM
Alistair

The dwarf is quite on the way down, trying to gauge the depth as they descended. Upon the jarring stop at the bottom, he cursed under his breath, slowly pulling himself to his feet. As Issak rushed over to the door, Alistair paused and listened, looking around the room carefully, before he limped over to the wall with the red writing. "Wot's this, Ah wonder ... ?"

There's no linguistics skill, so if this is under common, Alistair can't read it. However, he can skill check!
[roll0], [roll1], [roll2]
[roll3]

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: None
Spot/Listen/Search +7

Ghostfoot
2016-08-06, 01:56 PM
Escher

"Here, let me take a look" Escher concentrates for a second before moving forward next to Isaak to inspect the door.

Detect magic followed by search [roll0]

DrK
2016-08-07, 10:17 AM
The runes are obscure, a rare an ancient looking dialect of under common. Searching about there are no traps and the door is unlocked and swings open as you test it on surprisingly silent hinges, dwarf made Alistair would guess from their well built and stout construction.

The room beyond is odd, its a chamber like a long hall some 30ft long that doglegs slightly at the far end. The ceiling above rises to an apex some 20ft above you. The floors, walls and roof are composed of smooth black stone that almost seem to absorb the light.

Two cages hang from the ceiling by iron chains, each cage dangling 5ft off the ground and the cages themselves the size of coffins. A strange sculpture stands between the swinging cages, a roughly hewn gray stone mass some 6ft tall covered with sharp protrusions. Four crystal tipped appendages jut from the mass of stone.

J-H
2016-08-09, 08:41 PM
Isaak
Isaak takes just a few steps inside and looks around. He whispers "I don't like this room. Bad things have happened here.

And what kind of abomination is that statue?"


K: Arcana [roll0]
Favored Souls get no other knowledge skills :(

Ghostfoot
2016-08-10, 04:22 AM
Escher

He stands back, wary of the strange setup "It certainly looks odd. Some kind of trap? An alarm or something more mundane? Alistair, you dwarves have a familiarity for stone. Is that something you've any experience of?"

Escher inspects the features from afar, scratching at his temples as he squints and gestures.

Detect magic
Know (arcana) [roll0]
Know (local, fwiw) [roll1]
Know (planar) [roll2]
Int check [roll3]
Search/ trapfinding (standing 10ft back) [roll4]

Starbin
2016-08-11, 04:09 PM
Alistair

The dwarf stepped into the room slowly, partially due to his limp and partially due to his reluctance - this place did seem overly creepy. Looking about, he tried to discern what was in the cages, or what the statue was sculpted to resemble ... or if there was anything mystical about the room.

Of course, that meant he had to check the floors as well ... least a pressure plate open up the cages. "Aye, tis almost certainly masterful carvin'. Le' be careful ..."

So ... [roll0] for traps in the room. Not sure what else DrK might need for rolls ...

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: None
Spot/Listen/Search +7

DrK
2016-08-17, 03:46 PM
The spiky stone beast looks like it may be a threat to the dwarf's eyes. His keen senses sweeping around the rest of the short corridor and the door at the far end before it turns the corner. One thing he does notice is the square on the wall between the two cages (sadly beside the stony projection that looks suspiciously like some sort of living stone spike).



The two cages are 10ft and 30ft into the room. The secrest door is against the eastern wall 20ft into the room

Starbin
2016-08-20, 02:50 AM
Alistair

The dwarf raised his hand to halt their progress. He whispered to the others, "'Ware yerselves, lads. Lookin' like a trap. Tha' be somethin' alive. In between us 'n tha' hidden door."

What's the DR on a living spike? He'll draw the best weapon he has for a possible fight ...

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: None
Spot/Listen/Search +7

Ghostfoot
2016-08-20, 03:48 PM
Escher

"Ah well.....wish me luck. I'll see if I can provoke a reaction, or see what lies beyond"

Use wand of shield then sheath and draw wand of slide
Tumble past

Tumble rolls [roll0][roll1]
Action Point [roll2]

Feel free to stop me if you'd prefer we paused further

DrK
2016-08-21, 02:10 AM
As Alistair and Isaak hang back Escher magically slides past the cafe and tumbles along the floor. As you suspected the spike "awakens", red eyes opening on all sides of the creature as long rocky spiked tendrils whio at the agike spell thief but can't catch him. A trio of hardened rocky pseudopds emerge from the base of it as it readies to give chase!



Stone spiker [roll0]
Alistair [roll1]
Escher [roll2]
Isaak [roll3]+???? I can't see tangled web sheets on my tablet. Any chance you could move to mythweavers?



go go Escher

Ghostfoot
2016-08-21, 06:46 AM
Escher

It's no real surprise as the red-eyed thing creaks to life. As it turns to pursue him Escher rolls to a crouch and springs back at it, energy blasting out.

Not-an-action: 5ft step to position for a flank
Full round action: eldritch glaive melee touch (10ft reach) vs stone spiker [roll0], damage [roll1]

Using combat expertise for +1 AC -1 to hit.

Escher Moyes (http://www.myth-weavers.com/sheet.html#id=648448)
M CG Human Warlock 2// Spellthief 2, Level 2, Init 4, HP 11/11, Speed 30ft
AC 23, Touch 15, Flat-footed 18, Fort 1, Ref 4, Will 3, Base Attack Bonus 1, Action Points 3/9
Ranged touch Eldritch Blast +4 (1d6, x2)
Melee touch, 10ft reach Eldritch Blast +0 (1d6, x2)
Hidden (Search DC15 to uncover) Sleeve Blade -2 (1d4, 19-20/x2)
Chain shirt, Shield spell (+4 Armor, +4 Shield, +4 Dex, +1 Dodge)
Abilities Str 11, Dex 18, Con 12, Int 16, Wis 10, Cha 12
Condition Entropic Warding: 20% concealment vs ranged
Spellgrace: +1 save vs spells
Combat Expertise: -1 attack +1 dodge AC (included above)
Eldritch Glaive: threatens as 10ft reach weapon until start of my next turn
Shield spell +4 AC

DrK
2016-08-23, 07:11 AM
The eldritch glaive clips the spiker, magical energy leaving a deep red lined groove that you suspect has, if anything, only made the beast angry! It steps into Escher, long rocky spear blades extending from it seeking to stab the hapless warlock through the heart! Motivated to avoid them Escher is able to duck and weave and avoid being impaled.


5ft to the warlock
Stab [roll0] dam [roll1]
Stab [roll2] dam [roll3]




Go go all players

J-H
2016-08-23, 07:19 AM
Isaak
Isaak moves up and attacks the spiker, swinging his magically empowered morningstar at it.


Frightening Hideous Blow
Attack [roll0] +2 from flanking not included
Damage [roll1] plus [roll2] EB plus Will DC 14 or Shaken

AC 18, hp 13/17

Ghostfoot
2016-08-24, 07:21 AM
Escher

With Isaak stepping in at smashing at the creature Escher moves back and attacks from the other side, eldritch energy slashing out from him.

Not-an-action: 5ft step to back up & position for a flank
Full round action: eldritch glaive melee touch (10ft reach) vs stone spiker [roll0], damage [roll1] + sneak [roll2]

Using combat expertise for +1 AC -1 to hit.

Escher Moyes (http://www.myth-weavers.com/sheet.html#id=648448)
M CG Human Warlock 2// Spellthief 2, Level 2, Init 4, HP 11/11, Speed 30ft
AC 23, Touch 15, Flat-footed 18, Fort 1, Ref 4, Will 3, Base Attack Bonus 1, Action Points 3/9
Ranged touch Eldritch Blast +4 (1d6, x2)
Melee touch, 10ft reach Eldritch Blast +0 (1d6, x2)
Hidden (Search DC15 to uncover) Sleeve Blade -2 (1d4, 19-20/x2)
Chain shirt, Shield spell (+4 Armor, +4 Shield, +4 Dex, +1 Dodge)
Abilities Str 11, Dex 18, Con 12, Int 16, Wis 10, Cha 12
Condition Entropic Warding: 20% concealment vs ranged
Spellgrace: +1 save vs spells
Combat Expertise: -1 attack +1 dodge AC (included above)
Eldritch Glaive: threatens as 10ft reach weapon until start of my next turn
Shield spell +4 AC

Starbin
2016-08-24, 02:35 PM
Alistair

At his companions movement, the dwarf sighed, gripping his quarterstaff tightly. Now that they were engaged, he had to think how best to serve them. Uncertain what else to so, he simply cast a spell that would hopefully aid them in their attacks. "'Ere ye go, lads ... watch them spikes!"

Cast Bless (+1 attack, +1 save vs fear [morale]; 2 min). Move in to support his friends, eyeing the rest of the room cautiously. Here's some checks ...
[roll0] for Dungeoneering, Planes or Nature.
[roll1]
[roll2]

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: Bless (+1 att, +1 save vs fear [morale], 2 min)
Spot/Listen/Search +7

DrK
2016-08-24, 04:17 PM
The beast is assailed from both sides, the eldritch glaive striking deep but only scoring the surface, the strange beast having no vital organs! On the other side Isaak wades in with his mace swinging, the purple byshek mace leaving a heft dent in the creature. Alistair behind them mutters a blessing as a feeling of "goodness" washes over both of them. He laso realises that the beast is some sort of mutant earth elemental - there is little that can penetrate its hide bar hitting it harder.
The beast lashes out at both of them, Isaak and Escher bearing the brunt of its assault.


Vs Isaak [roll0] dam [roll1]
Vs Escher[roll2] dam [roll3]



More worryingly down the corridor from behind the door you can hear a shout, a distant roar and a grumbling cursing as if a beast or guard has been alerted by the commotion.

Starbin
2016-08-27, 11:53 AM
Alistair

With a grunt of frustration, the dwarf realized his fears were coming true. They had yet to hurt the stone creature much, and now reinforcements were coming. "Discretion's th' better part o' survival, lads ... better we live t'warn the guards then die down here.

Well? Are we retreatin'?"

Kinda the situation I was worried about. Alistair would like to leave, even if I know (as player and character) that it will screw up up later. My character is just about out of tricks. But he probably wouldn't leave the others to die ...

If we stay, how far away are the sounds DrK?

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: Bless (+1 att, +1 save vs fear [morale], 18 rnds)
Spot/Listen/Search +7

J-H
2016-08-27, 12:02 PM
Isaak

"Not yet." Isaak swings again at the spiker.


Frightening Hideous Blow
Attack [roll0] +2 from flanking not included
Damage [roll1] plus [roll2] EB plus Will DC 14 or Shaken

AC 18, hp 13/17

Ghostfoot
2016-08-27, 02:22 PM
Escher

"Alistair. Can you make it to that door" Escher grunts out pointing to the secret door as he battles the stone guardian "We may need to get out of here quick".


Beat up the spiker and then hide behind the secret door for a wee ambush?

Not-an-action: 5ft step if needed - I'm unsure of the layout but hoping to cover the entranceway that the guards are coming through. Ideally with sneak attack AoO's :-) but realistically probably just normal AoO's
Full round action: eldritch glaive melee touch (10ft reach) vs stone spiker [roll0] (incl flank +2), damage [roll1]

Using combat expertise for +1 AC -1 to hit.

AoO's if needed:
AoO: eldritch glaive melee touch (10ft reach) vs guard? [roll2], damage [roll3] + sneak? [roll4]
AoO: eldritch glaive melee touch (10ft reach) vs guard? [roll5], damage [roll6] + sneak? [roll7]
AoO: eldritch glaive melee touch (10ft reach) vs guard? [roll8], damage [roll9] + sneak? [roll10]
AoO: eldritch glaive melee touch (10ft reach) vs guard? [roll11], damage [roll12] + sneak? [roll13]

Escher Moyes (http://www.myth-weavers.com/sheet.html#id=648448)
M CG Human Warlock 2// Spellthief 2, Level 2, Init 4, HP 11/11, Speed 30ft
AC 23, Touch 14, Flat-footed 19, Fort 1, Ref 4, Will 3, Base Attack Bonus 1, Action Points 3/9
Ranged touch Eldritch Blast +5 (1d6, x2)
Melee touch, 10ft reach Eldritch Blast +1 (1d6, x2)
Hidden (Search DC15 to uncover) Sleeve Blade -1 (1d4, 19-20/x2)
Chain shirt, Shield spell (+4 Armor, +4 Shield, +4 Dex)
Abilities Str 11, Dex 18, Con 12, Int 16, Wis 10, Cha 12
Condition Entropic Warding: 20% concealment vs ranged
Spellgrace: +1 save vs spells
Combat Expertise: -1 attack +1 dodge AC
Eldritch Glaive: threatens as 10ft reach weapon until start of my next turn
Shield spell: +4 AC
Bless: +1 morale bonus on attack rolls and on saving throws against fear effects.

DrK
2016-08-28, 12:42 PM
The sooner is heavily battered by Isaak, massive cracks firming down one side of it as Escher steps back and his glowing energy slices off another long spike. It turns pounding and bashing at Isaak.


Ark [roll0] dam [roll1]
Ark [roll2] dam [roll3]


The door at the far end of the corridor swings open with a great bang, light spilling out into the corridor as the 'gate keeper' stands in the doorway! The gate keeper in question a massive hulking ogre clad in rusty scavenged chain and holding massive executioner's axe in a single hand!

http://66.media.tumblr.com/26e32df7a7eef7dfdf71c5970b1d6efb/tumblr_mj9vhbZEfK1rtdsh3o7_500.jpg

Starbin
2016-09-01, 07:52 PM
Alistair

As the ogre arrived, Alistair simply shook his head in resignation. Muttering, he looked for a way out of this mess. "How about now?" He gauges the distance to the hidden door, then looked back the way they came. The spiker was still active and now they had an ogre to contend with! They were as good as dead if they weren't careful ... and so would the children.

So apparently the sounds were closer than we thought. How far from us is the ogre? The secret door? The exit?

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: Bless (+1 att, +1 save vs fear [morale], 17 rnds)
Spot/Listen/Search +7

J-H
2016-09-03, 03:53 PM
Isaak steps back and points at the big ogre. "Drop that!"


5' step towards secret door, Command Will DC13 or drop weapon.

Starbin
2016-09-04, 01:40 AM
Alistair

Grunting, Alistair watched to see if the others made it to the secret door. He was watching the ogre to see if the beast was surprised by the discovery, or seemed to be aware of its existance. Running for a door that the ogre already knew about seemed bad form ... But better he go with the others than die alone.

[roll0]

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: Bless (+1 att, +1 save vs fear [morale], 17 rnds)
Spot/Listen/Search +7

Ghostfoot
2016-09-04, 07:05 AM
Escher

The sight of the huge ogre fills Escher with dread. Not fancying a stand-up fight he blasts one last time at the spiker before jumping past it toward the secret door that his companions are hustling to. "Find a better spot to fight!"

Standard action: eldritch blast ranged touch vs stone spiker [roll0], damage [roll1]
Move action: Tumble [roll2] past the spiker to the secret door

Edit: Phew that could have gone badly wrong :smalleek:

Escher Moyes (http://www.myth-weavers.com/sheet.html#id=648448)
M CG Human Warlock 2// Spellthief 2, Level 2, Init 4, HP 11/11, Speed 30ft
AC 22, Touch 14, Flat-footed 18, Fort 1, Ref 4, Will 3, Base Attack Bonus 1, Action Points 3/9
Ranged touch Eldritch Blast +5 (1d6, x2)
Melee touch, 10ft reach Eldritch Blast +1 (1d6, x2)
Hidden (Search DC15 to uncover) Sleeve Blade -1 (1d4, 19-20/x2)
Chain shirt, Shield spell (+4 Armor, +4 Shield, +4 Dex)
Abilities Str 11, Dex 18, Con 12, Int 16, Wis 10, Cha 12
Condition Entropic Warding: 20% concealment vs ranged
Spellgrace: +1 save vs spells
Shield spell: +4 AC
Bless: +1 morale bonus on attack rolls and on saving throws against fear effects. (not included above)

DrK
2016-09-04, 09:16 AM
The last kiss of the glaive is just enough, the magical warlock blade slicing through what ever passes for its brain felling it. Escher then rolls forward kicking open the secret door in the side of the corridor. The light spilling into the passage beyond showing a 20ft long narrow stone passage ending in a sharp turn to the right.

Alistair hustles down the narrow passage. Reassured somewhat by the confused expression on the ogre's face as the secret door is kicked open. Isaak shouts a command at the beast but it raises the huge axe angrily rather than dropping it.

As Isaak follows the other down the narrow passage the ogre gives chase squeezing into the gap and jabbing with axe!



Moves and squeezes into start of tunnel
(Squeezing = -2 AC/attacks)
[roll0] dam [roll1]

DrK
2016-09-08, 04:15 PM
Escher last into the gap is caught as he runs. The massive axe jabbing forward to catch the warlock in the side cutting through armour and flesh with equal ease.
Escher drops, blood spraying in the tunnel leaving the beast staring down at Isaak and Alistair!

Starbin
2016-09-12, 10:06 PM
Alistair

Alistair stumbled away from the huge ogre. "Grab the lad and drag 'im back!" Muttering, the dwarf cast a spell, creating water beneath the feet of the ogre. Hopefully it would increase the likelihood of the creature becoming stuck in the corridor.
Cast create water at the ogre's feet. Help pull Escher away from the ogre. Die. Probably in that order :smallsmile:

On a different note, yes, I (still) think we need a beat-stick to help us out.

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: Bless (+1 att, +1 save vs fear [morale], 17 rnds)
Spot/Listen/Search +7

J-H
2016-09-15, 03:21 AM
"Drop that!" Isaak hopes the ogre listens to his command, as he steps up and slams the door shut.


Command Will DC13
Action point used.
Unless the ogre has IUS, he can't AOO unarmed.

DrK
2016-09-18, 02:59 PM
At Isaak's command the massive weapons drops from the ogre's grasp and the nimble man is able to leap forward and kick the door shut. The odd looking locking contraption clicking into place, the mechanism suitably arcane that it had taken the dwarf to figure it out. On the far side the ogre begins pounding on the door with its fists, its hooked weapon still lying on Escher's body.

go go party

J-H
2016-09-18, 03:23 PM
Isaak kneels and casts a spell on Escher to heal him. He picks up the weapon and tries to use it to brace the door.


Lesser Vigor, heal 1hp/rd for 12 rounds.
No idea what kind of check is needed for bracing the door. [roll0]

Starbin
2016-09-18, 10:16 PM
Alistair

Alistair morphed his last spell in a heal spell, hoping to bring Escher to his feet quicker. Glancing at Isaak, he hissed, "Leave off, lad! Let's just get Movin' afore tha' beast 'ead's us off!"

After casting the spell, he helped drag/carry/aid Escher down the hall.

Cast cure light wounds (burning summon monster) [roll0]

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: Bless (+1 att, +1 save vs fear [morale], 16 rnds)
Spot/Listen/Search +7

Ghostfoot
2016-09-19, 05:07 AM
Escher

Head lolling about Escher's eyes flutter open occasionally catching glimpses of the ceiling drifting by as he is dragged along. His head hurts, made worse by the angry pounding he can hear echoing down the corridor.


Nice work team, thanks.

I'm still out cold on -2 hp. All things going well Escher will be back in he land of the living soon.

DrK
2016-09-20, 12:05 AM
The ogre continues to pound in the door, wooden slats creaking as the beast went wild on the far side of the door. Roaring and growling angry as it muttered threats in giant about ripping out your guts and strangling you with them.



[roll0]

Ghostfoot
2016-09-21, 04:31 AM
Escher

With the healing energy of the two priests flowing through him Escher manages to stumble to his feet, staggering as fast as he can down the corridor away from the murderous ogre guard.

J-H
2016-09-27, 01:57 PM
Isaak helps support Escher as the trio rush back to the elevator and activate it.

"That was too close!"

DrK
2016-09-30, 03:44 PM
In the secret passage the corridor turns sharp right after a few feet. In the pitch darkness only Alistair can see clearly the blank wall ahead, but suspicious it takes mere moments to find the catch that opens up into a small 15ft by 10ft room illuminated by a single ever burning lantern affixed to the ceiling.


2 chain shirts, banded mail
1 half plate
5 x longsword, battle axe, hammer, heavy pick
MW great axe
15 shirtspears



Despite the drumming if the ogre behind them you pause surveying the scene in front of you with a large rack of weapons on the walls and hanging from a stand in the centre of the room. A dusty outline of what you assume is another secret door lies opposite and you can smell charcoal and hear the clamour of metal upon metal like a forge on the far side.

J-H
2016-09-30, 04:49 PM
Isaak
Isaak quickly checks the weapons for pole-arms (reach weapons) and anything that looks magical.
"We need something that lets us stop the ogre without him hitting us!"


Maybe we take potshots through the door as it breaks, then have readied actions to attack him when he gets in range?

Ghostfoot
2016-10-01, 02:09 PM
Escher

Wincing at his injuries and clutching his spinning head Escher nevertheless moves to the new secret door, listening, trying to determine who or what might be on the other side. He draws his wand in one hand, ready to cast the protective magic on Isaak should the ogre be upon them.

I'm assuming that the ogre is still a few rounds away. If it's right behind us then I won't listen I'll ready for combat.

Listen check [roll0]
Trying to work out numbers and race primarily to see if the smith is likely friendly to the ogre or a captive.

DrK
2016-10-02, 01:19 PM
After a couple minutes Esher is feeling better the vigor spell having run its course. Listening through the new secret door he can just make out a word or two in harsh language that sounds like the one the dolgaunt spoke. A crack of a whip and grunt of pain can also be heard.

At the other side you hear the crash of the original door and then a slow thud on the door to the hidden armoury. Based on the stout construction you've probably got half a minute or so before to breaks!

Ghostfoot
2016-10-03, 03:33 AM
Escher

"I hear a dolgaunt through there, captives too." Escher gets to his feet, feeling a little steadier now as the healing magic continues to help. He looks around the room once more for anything.

Detect magic around the room/ weapons just to check we haven't overlooked anything.

Starbin
2016-10-03, 01:58 PM
Alistair

With a bit of a sigh of relief, Alistair closed the door quickly, locking it as best he could. Glancing over at the weapons rack, he pulled free two short spears and wedged the tips as best he could near the hinges. Turning to the other door, he pondered for a moment, then spoke quietly. "Better a dolgaunt than 'n ogre. Le's 'ide th' light and sneak in ... might be findin' them chillun' on th' other side."

Try to put out the light ... maybe using ink? Then we slip into the other room.

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: Bless (+1 att, +1 save vs fear [morale], 4 rnds)
Spot/Listen/Search +7

J-H
2016-10-03, 02:22 PM
Isaak

"Yeah, but be ready to fight." Isaak stands just back from the door (it won't matter if he's hiding since someone would notice the door open anyway), ready to charge through if someone hostile on the other side spots them.


Readied action to charge the closest hostile in charging range if we get spotted.

Ghostfoot
2016-10-04, 05:12 AM
Escher

Escher throws his cloak over the everburning lamp to stifle the glow.

He whispers "Okay - get ready - one, two, three" once everyone is ready he reaches forward and pushes the secret door open as quietly as he can.

Readied action to sneaky blast if spotted

Starbin
2016-10-06, 12:15 PM
Alistair

The dwarf held up his crossbow, ready to try and help as best he could ...

Following the others, crossbow at the ready ...

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: Bless (+1 att, +1 save vs fear [morale], 3 rnds)
Spot/Listen/Search +7

DrK
2016-10-10, 04:04 PM
Even as the ogre bangs on the door behind them the trio of heroes throw open the secret door into the room beyond. A wave of heat suddenly washing over them from the forges and steaming barrels within. THe forge is hot and unpleseant filled with the stench of hot metal and ash. A blazing forge dominates the east wall flanked by malachite caryatids depicting 10 foot tall dwarven metalsmiths. In front of the hearth rests a ten foot long, twenty foot wide slab of grey stone surmounted by two black anvils. Barrels of water and cheap and blackened metal smithing tools litter the walls of the smithy. Two iron bell shaped cages hang from the ceiling each with a large dog shaped beetle within, the beetles glowing a lurid red with internal heat filling the room with a ruddy glow.

Atop the slab chained by rusty and blood smeared chains are a quartet of prisoners. Two halflings, a haggard looking female dwarf and a tough looking scarred and tatooed man hammer at the anvils crafting what appears to be axes or spears. All have manacles on their ankles and hands hampering their efforts. Standing in the room are two horrid looking two headed dolgaunts and a larger one sat in a crude iron throne with a fearsome looking breastplate and a pair of skull topped maces. The dolgaunts look around in surpirse at the intruders!




https://s-media-cache-ak0.pinimg.com/originals/a7/34/3a/a7343a37d26c5702265d08adb88e9be9.jpg

You entered in the hexagonal room at the top. THen popped through the secret door in the right of the next corridor down and ran through the secret passage have come out in the forge on the east of the map

Starbin
2016-10-10, 10:47 PM
Alistair

Given they had the drop on their enemies, Alistair fired off a bolt at the closest foe.

He sucks, but he'll try - [roll0], [roll1], [roll2]

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: Bless (+1 att, +1 save vs fear [morale], 3 rnds)
Spot/Listen/Search +7

Ghostfoot
2016-10-11, 03:59 AM
Escher

The surprised look on the double-faced aberrations brings a wry smile to Escher's face as he blasts at the nearest creature. Before reaching for one of his wands...

Surprise round
eldritch blast vs flat-footed dolgaunt ranged touch [roll0] damage [roll1] + sneak [roll2]

Round 1 (if we win initiative)
Move action: Draw wand of slide
Standard action: Cast Slide on dolgaunt - Will save DC11? or 5ft slide into ye olde furnace :smallbiggrin:

Bless & Shield still active?

Escher Moyes (http://www.myth-weavers.com/sheet.html#id=648448)
M CG Human Warlock 2// Spellthief 2, Level 2, Init 4, HP 4/11, Speed 30ft
AC 22, Touch 14, Flat-footed 18, Fort 1, Ref 4, Will 3, Base Attack Bonus 1, Action Points 1/9
Ranged touch Eldritch Blast +5 (1d6, x2)
Melee touch, 10ft reach Eldritch Blast +1 (1d6, x2)
Hidden (Search DC15 to uncover) Sleeve Blade -1 (1d4, 19-20/x2)
Chain shirt, Shield spell (+4 Armor, +4 Shield, +4 Dex)
Abilities Str 11, Dex 18, Con 12, Int 16, Wis 10, Cha 12
Condition Entropic Warding: 20% concealment vs ranged
Spellgrace: +1 save vs spells
Shield spell?: +4 AC
Bless?: +1 morale bonus on attack rolls and on saving throws against fear effects. (not included above)
Lesser Vigor: 1hp/ round for 7? more rounds

J-H
2016-10-11, 07:39 AM
Isaak

Isaak charges forward at the nearest dolgaunt, then attacks it again.


Readied charge attack vs flat-footed. Hideous Frightful Blow.
Attack [roll0] includes +2 for charge
Damage [roll1] plus [roll2] plus Will DC 14 or shaken 1 minute. Byeshk magic weapon.
Init [roll3]
next round's action, attack then 5' step back; if dolgaunt is down, 5' step then attack the other dolgaunt.
Attack [roll4]
Damage [roll5] plus [roll6] plus Will DC 14 or shaken 1 minute. Byeshk magic weapon.

DrK
2016-10-16, 05:45 AM
The heroes still blessed by dwarven words burst in through the door of the forge weapons swinging. Alistair's bolt goes wide but Escher's zap of eldritch energy slama into a beady pair if eyes blinding the right head, sadly it's dual mind is strong enough to resist being slid into the searing forge!

Isaak leaps in mace swinging and with two powerful crackling blows smashes both skulls on the other dolgaunt felling it.

The remaining dolgaunt leaps to the warrior swinging it's swords and club. At the back of the room the armour weaing dolgaunt in the the throne croaks a "The lord of the Malachite fortress shall hear of this" as he rises to his feet waving his hands as doom and fear settle over you!


Club Isaak [roll0] dam [roll1]
Stab Isaak [roll2] dam [roll3]

All Will DC13 or doomed, cancels bless

J-H
2016-10-16, 07:44 AM
Isaak
Isaak ignores the foul magic, turning and landing a heavy blow on the other dolgaunt as his mace glows with magic.


Will [roll0] includes +1 from Bless

Attack Dolgaunt [roll1] +1 from Bless if it's still up
Damage [roll2] magic, byeshk, plus [roll3] plus Will DC 14 or shaken.

Ghostfoot
2016-10-17, 05:50 AM
Escher

Escher pauses for only a second before blasting away with his shadowy eldritch power and then jumping into the room to help the crazed priest Isaak...anything to get further way from that ogre!

Will save vs DC13 [roll0]

Standard action: eldritch blast vs two-headed dolgaunt ranged touch [roll1]+1 for Bless if still up) damage [roll2]
Move action: Move to be 5ft behind Isaak (aiming to flank 2-h dolgaunt next round if it still stands, or flank boss dolgaunt if it closes)

Starbin
2016-10-18, 07:21 PM
Alistair

Slipping into the room, Alistair closed the door behind them and moved further in to support his companions, swapping his crossbow for the staff as he moved.

Move to provide a flank, if possible ... otherwise move to stand behind the others.

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: Bless (+1 att, +1 save vs fear [morale], 2 rnds)
Spot/Listen/Search +7

DrK
2016-10-20, 10:29 AM
Isaak shows off his martial prowess as he closes on the injured one, another solid blow smashing its skull killing the little beast leaving only the "boss" dolgaunt by its throne that winces as the blast from Escher just clips its side. Behind the other two warriors the dwarven sage slips into the room sealing the door (and the loud banging from the angry ogre) behind them. As the dolgaunts fall the human prisoner and one of the halflings cheer you on, rattling and straining at their manacles. The other two just slumping to the ground behind the anvils.

The little boss Dolgaunt at the other end of the 20ft raised area mumbles a prayer to himself that Alistair recognises as a request for Divine favour before he reaches under his robes pulling out a total of 4 light picks, each crafted from what looks thigh bones!


Std: cast divine favour
Move: draw 4 light picks

J-H
2016-10-20, 03:02 PM
Isaak
Isaak moves behind one of the tables, using it as cover so that the dolgaunt would have difficulty reaching him. He points, and sends a ray of divine energy at the enemy.


It has four hands??
Frightful Eldritch Blast
Ranged touch [roll0]
Damage [roll1] plus Will DC14 or shaken

Ghostfoot
2016-10-21, 01:38 PM
Escher

Some sort of a cleric. That can't be good...Escher blasts again with shadowy energy at the mad little monstrosity.

Standard action: eldritch blast ranged touch [roll0] damage [roll1]

Will remain 5ft behind Isaak 'cos those picks look dangerous.


It has four hands?? I think they are dolgrims not dolgaunts, not that I know much about these Eberron beasties.

Escher Moyes (http://www.myth-weavers.com/sheet.html#id=648448)
M CG Human Warlock 2// Spellthief 2, Level 2, Init 4, HP 6/11, Speed 30ft
AC 22, Touch 14, Flat-footed 18, Fort 1, Ref 4, Will 3, Base Attack Bonus 1, Action Points 1/9
Ranged touch Eldritch Blast +5 (1d6, x2)
Melee touch, 10ft reach Eldritch Blast +1 (1d6, x2)
Hidden (Search DC15 to uncover) Sleeve Blade -1 (1d4, 19-20/x2)
Chain shirt, Shield spell (+4 Armor, +4 Shield, +4 Dex)
Abilities Str 11, Dex 18, Con 12, Int 16, Wis 10, Cha 12
Condition
Entropic Warding: 20% concealment vs ranged
Spellgrace: +1 save vs spells
Shield spell: +4 AC
Bless: +1 morale bonus on attack rolls and on saving throws against fear effects. (not included above)
Lesser Vigor: 1hp/ round for 6 more rounds

DrK
2016-10-26, 07:17 AM
The two warlocks both send beams if sizzling light at the 4 armed cleric of the dragon below who bellows as purple flesh sizzles over the roar of the forge. He leaps forward closing rapidly on Isaak, reaching the cleric and swinging one of the picks down hard even as his little purple body shakes and twitches in the aftermath Isaak's blast.



Move and attack Issak
[roll0] dam [roll1]
(if threat [roll2] additional [roll3])

J-H
2016-10-26, 08:19 AM
The pick hits Isaak, knocking him against the table as he reels.

Isaak is disabled at 0hp

Starbin
2016-10-26, 11:19 PM
Alistair

Seeing the fight quickly shift out of balance, Alistair looked to the prisoners. Moving over, he checked to see if he could free them while the two-headed goblin was busy ...

Any chance we can free some more fighters up? With tools, Alistair has a +9 disable device ...but only a +2 open lock ...

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: Bless (+1 att, +1 save vs fear [morale], 2 rnds)
Spot/Listen/Search +7

Ghostfoot
2016-10-28, 04:08 AM
Escher

Escher shouts a warning too late as Isaak reels from the vicious blow. Pointing his wand again he magically drags the man back out of reach of a further killing blow. As he does he draws his punching dagger, stepping in to hold the little monstrosity at bay.

Standard Action: Wand of slide on Isaak - move him 5ft out of AoO threat.
Move action: Draw punching dagger and 5ft step in to threaten.

Escher Moyes] (http://www.myth-weavers.com/sheet.html#id=648448)
M CG Human Warlock 2// Spellthief 2, Level 2, Init 4, HP 7/11, Speed 30ft
AC 22, Touch 14, Flat-footed 18, Fort 1, Ref 4, Will 3, Base Attack Bonus 1, Action Points 1/9
Ranged touch Eldritch Blast +5 (1d6, x2)
Melee touch, 10ft reach Eldritch Blast +1 (1d6, x2)
Punching Dagger +1 (1d4, x3)
Chain shirt, Shield spell (+4 Armor, +4 Shield, +4 Dex)
Abilities Str 11, Dex 18, Con 12, Int 16, Wis 10, Cha 12
Condition Entropic Warding: 20% concealment vs ranged
Spellgrace: +1 save vs spells
Shield spell: +4 AC
Bless: +1 morale bonus on attack rolls and on saving throws against fear effects. (not included above)
Lesser Vigor: 1hp/ round for 5 more rounds

DrK
2016-10-28, 05:15 PM
The little purple horror curses as Isaak bleeding heavily slides out of the fight and the little spell thief steps in front of him! With both mouths snapping and drooling Escher is confronted with 4 picks lashing and stabbing at him in a flurry of purple fury glowing with the divine favour!

Pick on the spell thief
[roll0] dam [roll1]
[roll2] dam [roll3]
[roll4] dam [roll5]
[roll6] dam [roll7]

If Escher falls over he won't coup de grae or hit you when you're down


As Alisdari looks around the heavy set tatooed man holds up the chains. "For the love of the Seven set me free, I can help you!"

J-H
2016-10-28, 07:59 PM
Isaak
Safely out of reach of the enemy cleric, Isaak casts his last spell of the day, and immediately feels better.

Lesser Vigor, duration 12 rounds, heal 1hp/rd.
1/12 expired.
Now at 1hp.

Ghostfoot
2016-10-29, 01:37 PM
Escher

Hearing the shout of triumph as the captive's shackles are loosened Escher steps behind the drooling zealot, trying to surround him as he blasts again

Not-an-action: 5ft step, preferably to allow a flank from newbie
Full round: eldritch glaive vs dolgrim ranged touch [roll0] damage [roll1] + sneak? steal spell! Let's see how this works out.

If there's no flank opportunity then he'll just blast normally which is an extra +4 to hit but no spell stealing sneak.

Escher Moyes] (http://www.myth-weavers.com/sheet.html#id=648448)
M CG Human Warlock 2// Spellthief 2, Level 2, Init 4, HP 8/11, Speed 30ft
AC 22, Touch 14, Flat-footed 18, Fort 1, Ref 4, Will 3, Base Attack Bonus 1, Action Points 1/9
Ranged touch Eldritch Blast +5 (1d6, x2)
Melee touch, 10ft reach Eldritch Blast +1 (1d6, x2)
Punching Dagger +1 (1d4, x3)
Chain shirt, Shield spell (+4 Armor, +4 Shield, +4 Dex)
Abilities Str 11, Dex 18, Con 12, Int 16, Wis 10, Cha 12
Condition Entropic Warding: 20% concealment vs ranged
Spellgrace: +1 save vs spells
Shield spell: +4 AC
Bless: +1 morale bonus on attack rolls and on saving throws against fear effects. (not included above)
Lesser Vigor: 1hp/ round for 4 more rounds
Eldritch Glaive: threatens as 10ft reach weapon until start of my next turn

Starbin
2016-10-29, 02:31 PM
Alistair

Pulling out a set of picks, the old rogue wasted no time freeing as many of the prisoners as he could, starting with the large, tattooed man. Then it was over to the secret door, to try and wedge it closed ...

We'll call this round pretty much finished I supposed with freeing folks and heading back to the door.

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: Bless (+1 att, +1 save vs fear [morale], 2 rnds)
Spot/Listen/Search +7

DrK
2016-10-30, 02:57 AM
Escher steps back from the onslaught as Isaak casts a curative spell on his battered body. Alistair reaches the heavily tatooed man noting the swirling tatoos that cover much of his body. A quick flick of his tools in the rusted locks breaks them and the man breaks free. Standing g uo he grins at the dwarf, "My thanks, now for revenge." As he speaks Alistair recognises the clipped sharp accent of Cyre from him.

The tatoos are dragonmarked

They are Aberrant dragonmarked

There are 3 marks.
One Aberrant mark
One minor mark of madness
One mark of Xoriat that toughens his body




The man heedless of his condition vaults over the forge before flanking the beast with Escher, a massive shoulder barge seeking to throw the dolgrin into the wall!


Move and bullrush
[roll0] (7 base +4 for size difference) vs [roll1]

If win bullrush into wall for [roll2] damage





Steal
Lesser vigour or Cause fear

Or

[roll3]

DrK
2016-10-30, 03:30 AM
The dolgrim cleric is brutally assailed as the eldritch glaive slashes down one side before the unchained slave hits him slamming a full 10ft into the wall with bone crushing force. The cleric drops to knee spitting dark purple blood before it curses and throws itself back at the slave with a hissing curse.



[roll0] dam [roll1]

J-H
2016-10-30, 03:53 AM
Isaak

Staying safely back, Isaak fires another blast of energy at the dolgrim cleric.

Frightful EB
Ranged touch [roll0]
Damage [roll1] plus Will DC 14 or shaken

Ghostfoot
2016-10-30, 04:12 AM
Escher

Grinning as the tattooed man smashes his captor and magical energy infuses him, Escher warns the other slaves out of the way "Get back!" as he blasts out again at the four-armed aberration, seeking to soak more of the spell energy to bolster his powers

Not-an-action: 5ft step if needed to flank
Full round: eldritch glaive vs dolgrim ranged touch [roll0] damage [roll1] + sneaky steal spell again.

Last time I took lesser vigor. I'll try for same again but if there's not another LV it'll be cause fear, if successful.

Escher Moyes (http://www.myth-weavers.com/sheet.html#id=648448)
M CG Human Warlock 2// Spellthief 2, Level 2, Init 4, HP 9/11, Speed 30ft
AC 22, Touch 14, Flat-footed 18, Fort 1, Ref 4, Will 3, Base Attack Bonus 1, Action Points 1/9
Ranged touch Eldritch Blast +5 (1d6, x2)
Melee touch, 10ft reach Eldritch Blast +1 (1d6, x2)
Punching Dagger +1 (1d4, x3)
Chain shirt, Shield spell (+4 Armor, +4 Shield, +4 Dex)
Abilities Str 11, Dex 18, Con 12, Int 16, Wis 10, Cha 12
Condition Entropic Warding: 20% concealment vs ranged
Spellgrace: +1 save vs spells
Shield spell: +4 AC
Bless: +1 morale bonus on attack rolls and on saving throws against fear effects. (not included above)
Lesser Vigor: 1hp/ round for 3 more rounds
Eldritch Glaive: threatens as 10ft reach weapon until start of my next turn

Starbin
2016-11-01, 12:44 AM
Alistair

For dwarf move to a position he could support one of his allies, trying to aid them in their attacks ...

Not sure if Alistair managed to block the door, but trying to aid another in attacking the four armed freak! PS - bless is not in effect ...

[roll0] w/silver dagger

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: none
Spot/Listen/Search +7


EDIT: +2 to someone's attack!

DrK
2016-11-02, 02:01 AM
As the evil little dolgrum bounces off the wall more rays from Isaak and Esher strike forth, Alistair shouting out just before Escher struck distracting the foul creature. The eldritch glaive cleaves into its second face killing it!

The forge is quiet save for the distant thumping of the ogre on the door. The 3 halflings look stunned by it all. The girl asking "Please free us, we don't want to be sold like animals or worked to death." The two older makes crouched by the forge shivering with fear.

The tattooed warrior looks up at the others. "Thank you. I am no slave and when these beasts abducted me I was worried of a life in chains. I am Cyrius Thorn. "

https://s-media-cache-ak0.pinimg.com/236x/81/c7/1a/81c71ab2a2642293dc11cc17f0846aeb.jpg

J-H
2016-11-02, 03:12 AM
Isaak

"Happy to. Alistair, mind doing the others?" Isaak shuts the secret door they came through, and begins pushing and shoving tables and anything else available to block it so that the ogre won't have a clear path when it breaks through.

Starbin
2016-11-02, 06:11 PM
Alistair

The dwarf nodded to the man as he made his way over to the other prisoners. "Pleased t'meet ye, Cyrius. Ah'm Alistair. Mind lendin' yer strength ta this? There be an angry ogre comin' get us."

Alistair will free as many as possible. Someone can search the room and the dead cleric. Alistair already tried to bar the door before ...

[roll0] w/silver dagger

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: none
Spot/Listen/Search +7

Ghostfoot
2016-11-03, 04:20 AM
Escher

"Well met Cyrius. I'm Escher, and the other one's Isaak." he starts rifling through the bodies looking for keys and anything else of use, handing dolgrim weapons over to Cyrius and any others who will take them. "The dwarf speaks true. There is an angry ogre about to crash our little party. Anything that you can tell us that might help? We're here looking for children and others that have been abducted."

Search [roll0]

DrK
2016-11-04, 04:08 PM
THe tattooed man grins at you all happy to be free as he looks about. "I have seen children being paraded through here. Across the lava flow is where Kamojozen or something like that has his market and sells humans to the denizens of the dragon below." THe halfling picks up a long dagger as the tatooed brute searches amongst the barrels of weapons and pulls out a battered looking greatsword. The halfling grins as she readies the dagger, "I'll help you guys here, an ogre won't be expecting 5 of us". Her words are prescient as about a minute (as the vigour spells run their full course) the door splinters under the impact of the ogre's battering and the massive 6ft long axe appears through the splintered remains of the secret door!


You have 10 rounds before the door breaks and ogre makes a grand entrance

Starbin
2016-11-04, 04:31 PM
Alistair

The dwarf smiled and greeted the others, but kept casting a look back at the door. When the steel blade first made it through the door, he started a bit. Glancing around, he nodded to the lava with a nervous grin. "Any chance we can get him to jump in there?"

Figure we should set up to attack on either side of the door if we don't think we can lure him to the lava flow!

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: none
Spot/Listen/Search +7

DrK
2016-11-04, 05:22 PM
Alistair

The dwarf smiled and greeted the others, but kept casting a look back at the door. When the steel blade first made it through the door, he started a bit. Glancing around, he nodded to the lava with a nervous grin. "Any chance we can get him to jump in there?"

Figure we should set up to attack on either side of the door if we don't think we can lure him to the lava flow!

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: none
Spot/Listen/Search +7


Glancing around amidst the forge works and the tools Alisdair can see several tools and half formed metal weapons glowing white hot in the forge and tucked in at the edge a heavy looking metal and clay bucket half full of glowing liquid iron....

J-H
2016-11-07, 09:33 AM
Isaak

"Alistair, are you thinking about setting up that hot cauldron as a trap?"

Starbin
2016-11-07, 06:31 PM
Alistair

The dwarf nodded thoughtfully. "Aye, Ah might at tha' ... let's git it up there ..."

Actually I was thinking of the whole slide trick, but lava over the door works, too! What do we need to roll?

Status
AC: 13 HPs: 9/9
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: none
Spot/Listen/Search +7

Ghostfoot
2016-11-09, 04:35 AM
Escher

"Look out, here it comes!" Escher holds his wand out and conjures a magical field over Cyrius before drawing his other one too and moving nearby the muscle-bound fighter.

Standard: Cast shield on Cyrius
Move: sheath wand of shield (slide wand at the ready)

Trying to prepare for a ranged flank/ surprise attack if possible

J-H
2016-11-09, 05:04 AM
Isaak

As the ogre smashes through the door, Isaak assails it with a blast of energy.


Standing a ways back out of reach.

Eldritch Frightful Blast, Will DC 14 or shaken.
Attack [roll0] ranged touch
Damage [roll1]

Hopefully applies before the save against the other attacks...

Starbin
2016-11-13, 03:36 PM
Alistair

When the door burst open, the dwarf flung the barrel of lava at the ogre, hoping to catch him unawares.

So ranged touch attack vs the ogre, maybe with some help from one of the freed prisoners ... like an aid another :smallsmile:? 1d20+ + [roll0] if the attack misses (and isn't less than six). [roll1], but hoping for no splash dam against good guys since we're all out of reach.

Here we go!

Status
AC: 13 HPs: 9/9 APs: 4/5
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: none
Spot/Listen/Search +7

DrK
2016-11-13, 05:12 PM
The ogre howls in agony as a blast of crackling warp energy from Isaak slams into it, seconds later there are screams and the stench of burning ogre as the dwarf hurls the pot of molten metal onto the ogre sizzling the massive beast as the burning metal sears the ogre's flesh down to the bone. Seeing the crackling flames and fire racing up the remains of the wooden door Cyrius grabs up a light pick from the ground from the body of the dead cleric and hurls the pick at the beast as well.

thow pick [roll0] dam [roll1]


Zapped, hit in the neck by a spinning pick and consumed by molten metal the ogre promptly collapses in the armoury room, flesh still melting as the molten cool cools on its bones to form a strange metal mask and carapace over its dead body. Cyrius looks at the dwarf, a big grin on the tatooed man's face "I like your style dwarf, if any b@stard had that coming that big beast did". By the forges the halfling woman looks up. "My thanks, blessings of the seven on you. Can you help us find our way out? Its past time for us to get back to the plains."

Starbin
2016-11-14, 02:22 PM
Alistair

The dwarf leaned back against the wall, exhaling in relief. He nodd d with a wan smile at Cyrius. Pushing away from the wall, he wiped his brow from the heat and motioning to the other prisoners. "Aye, we need t'be gittin' ye outta this place. But where be th'wee ones?"

With the question asked, Alisyair looked for anything that survived the lava on the ogre as well as any items the mutated goblin had.

Ready to move on once we search the room and bodies for anything useful.

Status
AC: 13 HPs: 9/9 APs: 4/5
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: none
Spot/Listen/Search +7

Ghostfoot
2016-11-16, 05:41 AM
Escher

He points back past the smoking ogre corpse to the secret door "Through there is a platform that will take you up to the sewers. Please, when you ascend go straight to Father Werner at the Church of the Silver Flame and tell them what you know of this place. He will help you. How long have you been here for and is there anything else that you can tell us that might help?" the questions directed at Cyrius as well "You say that there is some sort of slave market down here and that Kamojozen controls the trade? Who or what is Kamojozen?"

Also a detect magic on everything.

DrK
2016-11-18, 05:00 PM
As Cyrius helps himself to a well forged chain shirt and picks up a hefty looking great axe from the armoury Escher scans for magical goods. The ogre carries nothing save for a large bundle of keys and a pair of obsidian carvings of fat and ugly elderly ogres. THe warlock and priest search the fat cleric as well finding the 4 plain looking picks, a vile looking holy symbol of the dragon below and a thin wand shaped with a head of roaring dragon that crackles with magic.


Some weapons and armour - nothing that remarkable
2 obsidian ogres (@35gp each)
Wand Deific Vengeance (CL3rd, 18 charges)


Looking around the haflings look through the molten door. The women leading the two timid looking men. "Is it this way to the way out? Its been too long since we last saw daylight. Kazmojen is the mad half troll dwarf that rules this little torture chamber. If you head that way you can hide out in the old part of the complex. If you head the other way and get to a river of lave you'll be heading in Kazmojen's throne and his slave bazaar. You should be abel to rest now. The bazaar is due to open tomorrow and he has more children from above to sell"

Starbin
2016-11-19, 03:42 AM
Alistair

Alastair pondered the names, thinking back to what he may have heard about the slave market on the streets. Upon discovering the wand, he wandered over and plucked it up. "This might come in handy ..."

Looking at the prisoners, he nodded to his companions. "We should see them out, then rest, aye?"

Alisyair can use the wand. He might grab a weapon, too. Something simple, of course ...

Status
AC: 13 HPs: 9/9 APs: 4/5
F +3 R +2 W +9
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: none
Spot/Listen/Search +7

J-H
2016-11-19, 11:31 AM
Isaak

"Yes. We've only been down here for a couple of hours, but I am exhausted. It's...what time up above? I forgot. We should rest before we return."

DrK
2016-11-20, 06:00 AM
It's a good hour for the party as with their new friend, the hulking Cyrius, and the 3 halflings you steal back to the elevator and return to the sewers. This time finding an open grate near the lift that takes you up into the streets on the eastern edge of town suspiciously near the lantern steet orphanage. Dragging yourselves out onto Ash lane you get a few strange looks from the crowds but the light and the oppressive Q'Barran jungle heat are welcome compared to the sewers.

At getting back onto the light the three halflings woop with joy. The woman hugging each of you. "My thanks in truth. Blessings of the seven on you all. If you ever need help on the Talenta Plains speak of Riku of the Blue Claws and u will aid you. For now we shall seek our kin in the Jorasco enclave should you need us .

For his part the big tatooed brute looks at you all. "You going back in? Fancy another sword arm? I want revenge on folk who wanted to skin me!"


You wanting to keep Cyrius as a DM PC
- fighter /monk moving towards Fighter/Aberrant Heir

Level 3 all round!

Where you staying?

J-H
2016-11-20, 10:07 AM
"We should go to the temple, and tell the priest what we found. I'll feel better resting someplace safe, and we can get our injuried cared for." Isaak turns to the freed captives. "You should come with us - the priests can help you recover from your injuries, and hopefully re-unite you with your families.

We go back as soon as we've rested to put an end to these slaver scum."

Starbin
2016-11-26, 09:33 PM
Alistair

Alastair nodded to the Isaak's suggestion. "Aye, th'priest be th'best option ... fer all of us. Les' hit 'em settled, rest a bit, then head back in.

Cyrius, Ah'm thinkin' we'd be lucky t'ave yet arm!"

Rest at the church, head out the next day ...

Status
AC: 13 HPs: 13 APs: 4/5
F +3 R +3 W +6
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: none
Spot/Listen/Search +7

DrK
2016-11-27, 05:04 PM
The temple is quiet but rapidly fills as you arrive with the halfling in tow. The priest of the Silver Flame impressed and enthralled by the tales of the savage obsidian fortress blow. As you are invited in and given food, water, ale and comfortable benches to rest upon. The priest you spoke to earlier after saving is quick to come and meet you, a smile on his face. "With the blessings of the flame you have returned! And you've rescued prisoners. Please tell me, have you found the children yet? Can you find them?"

As the fortress of Kazmojen is explained he shakes his head. "To think such an evil is under our feet. Flame preserve us. I will send to the House Sivis messenger station and request soldiers of the Flame from Flamekeep but they could take weeks to arrive. You have all proven capable to the task slaying the beasts of Dragon Below and rescuing some of the survivors. Is there anything we can do beond food and shelter to support you?"

Starbin
2016-11-27, 06:12 PM
Alistair

Alastair smiled , inclining his head at the offer. "Ah've got little Ah need fer right now, but if'n ye had any extra healing magiks - say potions, scrolls or a wand - tha' would be 'elpful."

A CLW or lesser vigor wand would be very handy ...

Status
AC: 13 HPs: 13 APs: 4/5
F +3 R +3 W +6
Spells: 0: detect magic, read magic, create water, mending
1: magic weapon, bless, summon monster 1 / animate rope
Effects: none
Spot/Listen/Search +7

DrK
2016-12-20, 04:30 AM
The night passes peacefully for the 3 heroes and the tattooed prisoner that has now joined them. The temple of the Flame is pious so the food is simple with water to drink and plain but hearty bread and some sort of reptile stew served with fresh jungle fruits. The beds are likewise plain but comfortable and you each receive a private monk's cell to sleep in. When the morning prayers are rung you awaken fresh and happy and are happy to chat with the various priests and temple soldiers. Even happier when your friend reappaers. "Blessings of the flame on you. Here, receive these gifts from the Flamekeeper here and go with the flame to burn out those vile creatures that dwell in the dragon below".


Its the scrolls of bless, potions of protec from evil
Plus a bonus CLW potion each


heading back out in the streets Cyrius now garbed in chain and hefting a massive sword grins at you all. He is festooned in weapons with a huge body shield and a dangerously pointed battleaxe also on his back and waist "I feel good now. Now its time for pay back. And they won't be enjoying that let me assure you"" As he shrugs and flexes an arm the strange purple dragonmarks crawl and seem to wriggle of their own accord.

Its an hour's walking and splashing through the sewers before you get back to the sewer grate you used previously and its the work of moments to pull up the grate and drop down - much to the horrified looks of some of the locals. Although at a "Church business" from Cyrius they shrug and move away seeking to distance themselves from whatever is happening. The sewers are the same as the previous day. Fetid, filled with a horrific stench and the constant sounds of gurgling water surrounds you but as you approach the secret door to the lift shaft down to the caves Escher hears something else - a weird wet bark and the scratch of claws on stone....


List any pre-wander buffs that you are casting
Plus anthing else that you wish to do before going back down

Ghostfoot
2016-12-21, 04:10 AM
Escher

"Quiet, there's something ahead at the lift shaft. Let me check it out" Escher hands his everburning torch over and slinks forward into the shadows to see if he can make out what lies ahead.

I assume that it's dark apart from our light sources.

I'll let everyone prep if they want to, before proceeding ahead.

Move Silently [roll0]
Hide [roll1]

DrK
2016-12-25, 03:49 AM
Cyrius

The tatooed man looks at Escher and freezes, a faint hiss of steel on steel as he draws the long falchion, clearly choosing offense over a shield an axe style. "What do you think it is eh? I'm looking to get my revenge on these sum".


HP 30/30
Saves +7/7/5
AC 17 ff 15 touch 12

Starbin
2016-12-26, 02:31 AM
Alistair

The dwarf rose the next day, feeling much better than the day before. He said his prayers before breakfast, then gathered gear and thanked the priests for their generosity. Slipping the scrolls and potion into his satchel, Alistair joined his companions, ready for the trip back to the sewers.

They arrived quickly, slipping back down to the filthy tunnels below. With staff in hand, he limped after his companions, pausing only when Escher cautioned them to hold. Eyes peering ahead, he tried to discern what was making the sounds.

Move up behind the others ... [roll0]

Status
AC: 13 HPs: 13 APs: 6
F +3 R +3 W +6
Spells: 0: detect magic, read magic, create water, mending
1: bless, summon monster 1, summon monster 1 / animate rope
2: spiritual weapon, silence / detect thoughts
Effects: none
Spot/Listen/Search +7