Gameplay - Dangerous Prisoner

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Jun 21, 2016 12:29 am
You've been dragging Gilchan Abidal from his hole. A crumbling watchtower in the forest that you veritably brought down around him in an impromptu siege that lasted only a few minutes. He still carries a mark across his face, from his lips to his right cheek, where debris knocked him senseless.

Gilchan is a notorious escape artist, and nearly broke free of your control. Who knew a man could run so fast with hands tied tight. Now, ankles hobbled by a short rope, he is well watched by the six of you.

As you top a rise on the road, you can finally see Marian Town, and beyond it, the Greyback River that bisects the Duchy of Harcourt. Harcourt is really an independent kingdom, following a barely-bloody war of succession a generation ago, but the name Duchy of Harcourt remains out of a fierce sort of defiance.

The town smokes near the water, but not too near. Closest to the river is a tall, oddly shaped tower atop a misplaced hill that lifts above the ground and towers over the river. On the left side of the tower from your position is a lower, river level depression where the ferry and docks, and a smelly shanty town where a large number of fisherfolk live.

Higher up and on the right side of the tower from you, is the town proper, a thriving trading town along two intersecting trade routes, three if you count the river, and a military outpost that defends the region. The bustle of the town relies on abundant labourers for hire, and a soldiery with a penchant for spending their wages on drink and song. Still, it is an orderly town, and Colonel Brightmane brooks no debauchery from his troops. Well, very little. Okay, some, but strictly honorable things.

Your mission is to deliver Abidal to Warden Meinert, a silverhaired man known as a capable administrator despite his failing health, and his second Helge, a daunting woman also of later age but of undeniable strength and will. The jail is on the far right side of the town.
Jun 21, 2016 2:59 am
"I told you the map was right, and here you thought we were lost. Lets deliver this Sod before he wriggles loose again."
Kelvin scans the vista below
"If I'm reading this correctly we should be able to skirt the edge of town to the jail... or is that an ink stain?"
Last edited June 21, 2016 11:57 am

Rolls

Perception - (1d20)

(15) = 15

Jun 21, 2016 9:14 am
Grok keeps a tight hold on the rope binding the prisoner and gives him a evil look.

"Not run again. If run, Grok crush little legs."

Rolls

Intimidate - (1d20)

(5) = 5

Jun 21, 2016 12:30 pm
"This was too easy. I don't like it. We can celebrate when this scoundrel is in jail and we're in the tavern with a pint, but until then, keep yer eyes open."

With a stern expression, Baroril scans the surroundings for threats.
Last edited June 21, 2016 12:30 pm

Rolls

Perception - (1d20+3)

(4) + 3 = 7

Jun 21, 2016 1:22 pm
Kelvin's keen eyes pick out the road to the jail. The main road you're on intersects with another, and that passes near the jail to your far right near the edge of the town. You won't have to pass within town to get there, although there are other travelers on the highway that worry you some what.

Gilchan looks (acts) suitably cowed by Grok.

Baroril also notices the highway traffic, as well, though just as a general hazard rather than any one of them in particular.
Jun 21, 2016 2:28 pm
"Gents, that looks like our route down below. I am somewhat surprised at the number of people on the road at this time of day however. We'd best proceed cautiously, don't want to bollocks this up so close to our destination."
Kelvin assumes a position near the rear of the party and stuffs his map back into a scroll tube.
"Shall we head down lads?"
Jun 21, 2016 9:05 pm
Baroril grunts in agreement with Kelvin, eyeing the other groups of travelers warily. He wears his shield on his arm and casually rests the palm of his right on the head of his warhammer. He takes up position near Grok and Gilchan as they head towards the town.
Jun 22, 2016 2:48 am
The journey to town is doubly tense. Expecting trouble, your eyes track the prisoner and innocent travelers besides. Your weapons to hand, the farmers and merchants give you a wide berth. Still, your jaws ache from clenching by the time that you arrive at the jail.

The building is big and blocky, constructed from large stones in a brick like fashion. Several small windows interupt the facade, all barred.

The heavy door is inset, battle scarred yet still solid looking. You push it open, and find a desk Sargent behind a barred counter to the left. A barred door straight ahead leads down into the dungeons. A hallway behind the counter leads up some stairs. A small, iron door leads behind the counter.

The Sargent looks at you. "The hell you want?"
Jun 22, 2016 3:05 am
Nar shuffles to the front, coughing a dry throaty sound and wheezes, "To see the evils of this world go up like kindling in a blast of heavenly flame, till there's nothing left but a pile of ash where they stood." He cocks his head and grins menacingly, "But for now, we'll just settle for dropping off this scum into your lap and let you deal with him, lawman." The half-orc steps aside and motions to Gilchan being held tight by Grok. Leaning on his great-club, Nar takes a flask from a bag on his belt and swallows a mouthful of the amber liquid. He then waves Grok forward impatiently.
Last edited June 22, 2016 3:42 am
Jun 22, 2016 3:12 am
"The hell is he?"
Jun 22, 2016 3:28 am
Nar's eyes narrow at the man as he puts out a hand, non-verbally telling Grok to "stop." He then hefts his great-club, limps forward and puts a hand on the counter. Leaning close to the bars and looking hard into the man's face, he growls "Your problem now."

The aged half-orc scans the Sargent behind the counter, feeling something is off with his attitude and demeanor.
Last edited June 22, 2016 3:40 am
Jun 22, 2016 3:39 am
"You dropping off that guy? What's his name?" The Sergeant stands up, shuffling a short pack of scrolls. He limos over to the counter and eyes the prisoner. "Abidal? You selling orphans to the orcs again?"

The Sergeant pulls a lever and the barred door unlocks. "Take him downstairs to the second last cell on the right. I'll grab the warden to see about your reward."
Jun 22, 2016 6:49 am
Grok nods to Nar and the Seargeant, then drags Gilchan roughly by the rope towards the cell. He pushes the prisoner into the cell and awaits the warden while still keeping a firm hold on the rope. "Little man not tough now, eh-heh!"
Jun 22, 2016 9:18 am
Hanson follows silently behind Grok. Eyes steady on Adidal, till the swing of the ceil door shutting. With a relief shoulder shrug of now I can rest easy tonight! Hanson whispers to Grok "we should have broken his hands for the trouble he gave us". Hanson smiles slightly and looks around the place.

Rolls

Perception - (1d20+0)

(9) = 9

Jun 22, 2016 10:27 am
Kelvin's curiosity leads him to follow Grok and Hanson down to the cells. As he passes by the other cells he'll pause to get a good look at their occupants and size them up.

Rolls

Perception - (1d20+3)

(8) + 3 = 11

Jun 22, 2016 2:00 pm
OOC:
Yay, you got him into the cell and beat the scenario. Just kidding.
http://i1381.photobucket.com/albums/ah230/Rob_Easton/Mobile%20Uploads/20160622_073023_zpspbajgeaf.jpg

You enter the jail, and pass a check point where another guard unlocks a set of doors for you. You then pass into the jail proper, past a row of cells, most of which have a few prisoners, totaling about 16 in all.

The very last cell had a man chained to the wall, covered in scabs and blood. His wild eyed gaze doesn't focus on anything but under his breath you can hear a mad gibbering.
Please roll initiative and indicate where you are on the map when you close Abidal in his cell.
Jun 22, 2016 2:04 pm
Kelvin was strolling down the hall after Grok and Hanson looking in each cell and will be about half-way down the hall when the doors close.

Rolls

Initiative - (1d20+2)

(15) + 2 = 17

Jun 22, 2016 2:22 pm
Baroril addresses the sargent before following his companions into the jail. "A true man of law should take pride in seeing justice served. Yer tone is uncalled for." He does not wait for a response, and is close behind Kelvin as Abidal's cell door is closed.

Rolls

Initiative - (1d20)

(14) = 14

Jun 22, 2016 3:38 pm
Nar sneers as the Sargent leaves his gaze, then leans his great-club against the barred counter. He rests an arm on the short counter and watches the party shuffle Abidal through towards the cells beyond. "I'll be glad to see this mission done with," he sighs under his breath, "It's been too long that I've been away from my task."

As the others leave the room, he clasps a gloved hand over the back of his neck and massages the thick muscles there. "Tyr, why am I here?" As Nar's eyes close, the mad gibberish of a man beyond the door pricks his ears. He tenses as the harsh words fill the air. "Or have you led me exactly where I need to be my god?"

The half-orc grabs the handle of his weapon and shuffles quickly to the doorway, desperately trying to see beyond the crowd in the hallway and find where the insane voice is coming from.

Edit: ignore first Initiative roll.
Last edited June 22, 2016 3:42 pm

Rolls

Initiative - (1d20+3)

(8) + 3 = 11

Initiative - (1d20)

(7) = 7

Jun 22, 2016 6:41 pm
I stand right beside Grok. Nodding his head in a job well done after scanning the room, he looks at his fellow men in arms and shouts "One more job done under our belt boys, we can sleep easy tonight!".

Rolls

Initiative - (1d20+4)

(2) + 4 = 6

Jun 22, 2016 7:24 pm
Grok grins happily at Gordons remark as he closes the cell door.

Rolls

Initiative - (1d20+2)

(8) + 2 = 10

Jun 22, 2016 8:53 pm
Instinctively guarding the group's back - more out of habit than anything else, now that they had finished their task and made good on their mission, Jhishma brought up the rear, strolling down the hall with his greataxe comfortably over his shoulder. Assuming the task at hand to be all but accomplished, his mind wandered, imagining what their next mission might be and - as always - when his patron Lady would grant her next blessing in revealing her secrets to him, her Winter Knight...
OOC:
it seems that Jhishma is last to arrive downstairs and likely at least 10 feet behind the party member he is most closely following - perhaps behind Nar? or Kelvin?

Rolls

Initiative - (1d20+0)

(3) = 3

Jun 23, 2016 2:15 am
Grok closes the cell door, and it clicks shut, clearing locking. Gilchan looks at you, then at the madman, and yells "Now, Kliathe!"

The madman leans his chest toward his chained left arm, which reaches, fingers digging into his own flesh, and he yanks. A gobbet of chest flesh peels away, revealing a shiny object within. A flash of blood magic occurs, and suddenly, every prisoner in the jail looks identically like a guard you haven't seen. They reach out quickly and push the doors, which all open! They crowd into the hallway and reach for you and your weapons.
Below, I'll roll for initiative for two groups, which will become apparent later. I'll post initiative order after that. The spell casters can make a Spellcraft check as a free action on their turns to identify what happened, if they wish.

Rolls

Initiative, Group 1 - (1d20+2)

(7) + 2 = 9

Initiative, Group 2 - (1d20)

(5) = 5

Jun 23, 2016 2:19 am
Initive order: Kelvin, Baroril, Grok, Group 1, Nar, Hanson, Group 2, Jhishma

Other notes: The madman is still chained, the guard at the lower level is surprised. All the prisoners look identical.
Jun 23, 2016 2:30 pm
"Now that's peculiar! We have to stop them before they get out!"
Kelvin utters a quick incantation and slick grease appears by the exit of the cell block.
"That should slow them down gents!"
OOC:
Kelvin Casts the Grease spell over the 10 ft area closest to the exit
Casting Time: 1 action
Range: 60 feet
Duration: 1 minute
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Last edited June 23, 2016 2:30 pm

Rolls

Arcana Check - (1d20+5)

(9) + 5 = 14

Jun 23, 2016 6:47 pm
Baroril springs into action, drawing his warhammer as he moves towards the closest prisoner. He swings the weapon, aiming to incapacitate rather than kill.
OOC:
I wasn't sure if I should wait for the DM to resolve Kelvin's spell or not, so I can edit this post if circumstances require. I just didn't want to keep everyone waiting.

I also rolled damage in case the attack hits to simplify the process.

Rolls

Melee Attack - (1d20+4)

(5) + 4 = 9

Damage (nonlethal) - (1d8+2)

(4) + 2 = 6

Arcana - (1d20)

(18) = 18

Jun 23, 2016 6:55 pm
"Huh? Wha..?"
OOC:
Grok is confused, I'll ready an action: He will attack either the first person to attack himself or an ally, or anyone designated by either of our paladins.

Rolls

Attack: Greataxe - (1d20+6)

(17) + 6 = 23

Damage: Greataxe - (1d12+4)

(10) + 4 = 14

Jun 24, 2016 1:35 am
Kelvin lays down some Grease near the doors. While he is certain that the jail cell doors operate on an Arcane Lock basis, and the prisoners seem to be under something like a Disguise Self spell, he is unsure what the madman did to fool or unlock all the doors.

Baroril cracks prisoner with his hammer, trying not to Kill, and while he hits, the prisoner {P1} doesn't go down.

The prisoners rush out of their cells, crowding and grappling for your weapons. Grok is ready, and as one grabs him from behind, he cleaves him with his axe, dropping him in one mighty blow {P2 down}.

You are being grappled. Make opposed rolls {your choice of Strength(Athletics) or Dexterity(Acrobatics)} vs each opponent on you below. 2 on each of you, except Grok.

Edit: Grok, I'll give your foe the lower of those two rolls.

Rolls

Vs Kelvin - (1d20+3, 1d20+2)

1d20+3 : (6) + 3 = 9

1d20+2 : (17) + 2 = 19

Vs Baroril - (1d20+3, 1d20+2)

1d20+3 : (9) + 3 = 12

1d20+2 : (12) + 2 = 14

Vs Grok - (1d20+3, 1d20+2)

1d20+3 : (8) + 3 = 11

1d20+2 : (20) + 2 = 22

Vs Jhishma - (1d20+3, 1d20+2)

1d20+3 : (16) + 3 = 19

1d20+2 : (1) + 2 = 3

Vs Nar - (1d20+3, 1d20+2)

1d20+3 : (11) + 3 = 14

1d20+2 : (13) + 2 = 15

Vs Hanson - (1d20+3, 1d20+2)

1d20+3 : (10) + 3 = 13

1d20+2 : (9) + 2 = 11

Jun 24, 2016 1:39 am
Baroril thinks that some kind of "Mass" Nystuls Magic Aura might have tricked the Arcane Locks, if cast by someone whom was an targeted user of the Arcane Lock.
Jun 24, 2016 1:42 am
Kelvin attempts to keep the miscreants away from his walking stick!!

Rolls

Dexterity check - (1d20+2)

(18) + 2 = 20

Dexterity check - (1d20+2)

(14) + 2 = 16

Jun 24, 2016 2:21 am
Jhishma looks over his shoulder at the mess on the floor, thinking to himself, "Nice. Quick thinking Kelv."
Aloud, the dragonborn calls out, "Nice defence Grok. Good fighting! See if you can hit 'em like Baroril and not kill 'em. At least for now. And don't let any of these so-called guards escape. They're all prisoners in disguise!"
OOC:
I'll wait to see what else happens in the remaining turns that are still ahead of me before I decide my actions and make any rolls.
Jun 24, 2016 7:06 am
"Dung. Sorry. I.." Grok looks ashamed, then forcibly pushes away the other prisoner that tries to grab him.

Rolls

Athlethics (to avoid grapple) - (1d20+6)

(6) + 6 = 12

Jun 24, 2016 11:32 am
Hanson tries to juke side to side. He grunts "Come on boys, don't let them grab you!"

Rolls

Dexterity(Acrobatics) 1st Dodge - (1d20+4)

(1) + 4 = 5

Dexterity(Acrobatics) 2nd Dodge - (1d20+4)

(14) + 4 = 18

Jun 24, 2016 12:47 pm
Baroril sets his feet, assuming a defensive posture as the prisoners grab for him.

Rolls

Strength (Athletics) - (1d20+2)

(4) + 2 = 6

Strength (Athletics) - (1d20+2)

(16) + 2 = 18

Jun 24, 2016 1:08 pm
So far, Kelvin, Hanson and Baroril are all grappled (Your movement is reduced to 0 but you can otherwise act normally). Grok alone has avoided his foe.

Nar and Hanson act next (Nar needs to make his anti-grapple rolls), followed by Group 2, and then Jhishma.

Jun 24, 2016 2:45 pm
Did the prisoner that Grok killed resume his natural form when he died, or does he still look like a guard?
Jun 24, 2016 4:00 pm
OOC:
Great question, Omenstar. They retain the guard look, but make a Perception check.
Jun 24, 2016 10:25 pm
"What trickery?!" Nar shuffles forward brandishing his great-club and avoiding the "guard" that approaches. "You'll not like where this ends lawman. Stop now."
OOC:
Nar will attack after his check.
Last edited June 24, 2016 10:27 pm

Rolls

Grapple - (1d20+3)

(19) + 3 = 22

Attack - (1d20+5)

(10) + 5 = 15

Damage - (1d8+3)

(8) + 3 = 11

Jun 25, 2016 6:59 am
After calling out to Grok, Jhishma's eyes fall to the floor where the dead man lay at the half orc's feet, expecting to see the body of the prisoner without the disguise. But no! The disguise remains! Yet what else is that he sees...?

Rolls

Perception - (1d20)

(18) = 18

Jun 25, 2016 8:15 am
Hanson tries to wiggle free from the one guy grappling him. Then reaches to draw his short-sword.

Since me and Grok was right in front of Gilchan Abidal cell did me or Grok loose track of the real one when all the people came out of the cells? And if we didn't can I roll a perception to keep track of him?

Rolls

use my action to Escape (Acrobatics check) - (1d20+4)

(18) + 4 = 22

Jun 25, 2016 1:28 pm
Nar escapes one grappled and clubs down the other person grabbing at him.

Jhishma peers closer at the dying guard and it appears that he is hovering a finger width over the ground.

Hanson shrugs off the first grapple, and attempts to escape the second grappler.

Gilchan is still standing alone in his cell, but then he and three others charge past everyone (Disengage action) and run up to the gate, where they encounter the Grease (Dex save vs 13).

Rolls

Opposed grapple vs Hanson - (1d20+2)

(17) + 2 = 19

Secret Roll

Secret Roll

Secret Roll

Secret Roll

Jun 25, 2016 1:32 pm
Hanson escapes the second grapple.

Two of the fake guards running for the gate fall prone in the Grease, but one disappears and reappears on the other side of the gates.
Jhishma is up. Followed by Kelvin, Baroril, and Grok. Post as you will, but I'll resolve them in order.
Jun 25, 2016 3:56 pm
http://i1381.photobucket.com/albums/ah230/Rob_Easton/Mobile%20Uploads/IMG_20160625_095233_e_zpsrvyp6znw.png

Red: PCs
Blue: Group 1 prisoners
Orange Xs: Group 2 (incl Abidal)
Green smear: Grease
Jun 25, 2016 11:44 pm
"Get off me you ruffian!
Kelvin begins to chant a few more words. This time the spell incantation begins at a shout and drops to a whisper by the end
OOC:

Kelvin Casts Sleep on the nearest group of inmates
Casting Time: 1 action
Range: 90 feet
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell
OOC:
Man that was some lousy rolls.
Last edited June 26, 2016 11:46 am

Rolls

Hit Points Affected - (5d8)

(42263) = 17

Jun 26, 2016 12:04 am
Kelvin puts two of they prisoners to sleep: The one Baroril whacked with his club, and one grappling Kelvin.
Jun 26, 2016 2:19 am
Grok turns towards Hanson. "Gots thems. You go." He raises his axe and thumps the prisoner that Hanson just evaded over the head with the hilt.

Rolls

Attack Greataxe (non-lethal) - (1d20+6)

(11) + 6 = 17

Damage greataxe (non-lethal) - (1d12+4)

(11) + 4 = 15

Jun 26, 2016 4:10 am
Jhishma roars in frustration as Abidal and his lackies rush by. Wrenching against the groping hands of his assailants, the cool, silvery Dragonborn turns round where he stands and exhales, "Kelvin set a rat trap and look at the vermin he caught!" And with that he blows a freezing cone of draconic breath at the fallen escapees.
OOC:
I think Jhishma's 15 foot cone of breath weapon will be able to get all the enemies in the grease. Con Save, DC 12. So, now I made this edit regarding the saving throw and my original roll seems to be lost. I think it was a 2 and a 6, for a total of 8 damage.
Last edited June 26, 2016 4:04 pm

Rolls

Countering the first grapple, + Str - (1d20+3)

(8) + 3 = 11

Countering the second grapple, + Str - (1d20+3)

(18) + 3 = 21

Breath weapon, 15 ft cone of cold - (2d6)

(26) = 8

Jun 26, 2016 3:57 pm
Grok knocks out a prisoner near him.

Jhishma breathes a cone of frost at the three escaping prisoners near the Grease.
The cone of cold breath weapon requires a Con save, rather than Dex, so disadvantage doesn't make as much sense for they prone targets.

Edit: DC was 12, so the one prone failed and takes full damage. The other two take half.

Rolls

Escapee 1 con save - (1d20+2)

(10) + 2 = 12

Escapee 2 con save - (1d20)

(2) = 2

Escapee 3 con save - (1d20+3)

(17) + 3 = 20

Jun 26, 2016 4:28 pm
I must have been editing while our DM was posting. I now see that editing the body of a post doesn't change the rolls. Good to know!
Jun 27, 2016 12:26 am
Initiative order: Kelvin, Baroril, Grok, Group 1, Nar, Hanson, Group 2, Jhishma

In Round 2, Kelvin and Grok have acted, waiting for Baroril, then Group 1 will go.
Jun 27, 2016 12:52 am
Baroril struggles against the prisoners holding him, attempting to break the grapple.
OOC:
I'll do this next part only if I successfully break the grapple. Otherwise, I end my turn.
After breaking free, Baroril calls out to his god for guidance as his warhammer begins to glow. "Moradin, let me hammer be true this day!"
OOC:
Divine Favor
1st-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

Rolls

Strength (Athletics) - (1d20+2)

(16) + 2 = 18

Jun 27, 2016 1:09 am
Baroril successfully breaks the grapple, and casts Divine Favor.
Jun 27, 2016 1:46 am
The first group of prisoners seem utterly intent on slowing you down rather than escaping. A wild, uncontrolled look can be seen in their illusionary faces. Spittle leaks down their chins as their teeth gnash in fiercery.

The two on Jhishma continue to grapple. The first whose hold still remains, continues the grapple and drives a knee into Jhishma's midsection; the other tries again grapple him.

Of the two on Kelvin, one tries again to grapple him, the other sleeps.

Of the two on Baroril, one tries again to grapple him, the other sleeps.

Grok and his weapon get the attention of the two remaining by him and Hanson, and they both try to grab him.

Nar is ungrappled at the moment but his foe attempts to grab holds again.
Jhishma is currently grappled. New grapples have been initiated against everybody (but Hanson), so each of you need to make an opposed grapple check to resist (Grok to make 2).

Next actions are by Nar and Hanson, then Group 2 who are in the Grease except one who is somehow past the outer cell gates. There is a guard there who is fumbling with his weapon, clearly surprised by the turn of events.

Rolls

Unarmed Strike v Jhishma and damage - (1d20+4, 1d4+2)

1d20+4 : (9) + 4 = 13

1d4+2 : (4) + 2 = 6

New Grapple v Jhishma (Jhishma must roll to resist) - (1d20+2)

(5) + 2 = 7

New Grapple v Kelvin (Kelvin must roll to resist) - (1d20+2)

(3) + 2 = 5

New Grapple v Baroril (Baroril must roll to resist) - (1d20+2)

(3) + 2 = 5

New Grapple v Grik (Grok must roll to resist) - (1d20+2)

(5) + 2 = 7

New Grapple v Grok (Grok must roll to resist) - (1d20+3)

(12) + 3 = 15

New grapple v Nar (Nar must roll to resist) - (1d20+2)

(11) + 2 = 13

Jun 27, 2016 1:47 am
The knee attack on Jhishma hits him in the abdomen, but his armor protects him from the blow.
Jun 27, 2016 3:01 am
"Keep yer filthy hands off me!"

Rolls

Strength (Athletics) - (1d20+2)

(20) + 2 = 22

Jun 27, 2016 4:58 am
"I will silence you as I did your partner!" Nar strains to press the attacker off, wheezing from the effort.

Rolls

Break Grapple (strength) - (1d20+3)

(15) + 3 = 18

Nar steps aside and attacks. - (1d20+5)

(15) + 5 = 20

Greatclub damage - (1d8+3)

(8) + 3 = 11

Jun 27, 2016 6:12 am
Grok laughs as he sees the prisoners go for him, knowing that Hanson is free to do something clever. "Hah! You try me!" He lets them grab him before he breaks out of their grasp with a toothy grin.

Rolls

Athlethics to resist grapple I - (1d20+6)

(13) + 6 = 19

Athlethics to resist grapple II - (1d20+6)

(4) + 6 = 10

Jun 27, 2016 6:13 am
Grok looks surprised as one of the prisoners hang on to him. "Huh?"
Jun 27, 2016 8:01 am
Hanson nods at Grok and sees his opening. Hanson focuses on his foot work and dash though every one trying to get to the guy on the other side of the gate.

I use my action to disengage and my bonus action to use cunning action to dash. So with my move action I rush through everyone by 60ft to get the farthest person be hide the gate.

Rolls

Dex Saving throw vs the grease spot - (1d20+6)

(5) + 6 = 11

Jun 27, 2016 12:20 pm
Baroril avoid the reaching hands near him.

Nar also avoids the grapple and then knocks the prisoner down.

Grok is held by one of the two near him.

Hanson dodges past everyone, but loses his footing on the Grease and slides to a halt, prone beside the three that are escaping.
Jun 27, 2016 12:32 pm
One of the the prisoners in the Grease pushes open the inner door and steps through, the prone one regains his feet and slides past the door, and other picks his way over the slippery floor and closes the door behind him.

The prisoner that teleported past the bars speaks quietly to the guard outside, who... (rolling)

Edit: ... calms right down and starts handing weapons to the fake guard, clearly worried about the violence inside the jail and glad for the backup.
Jhishma is up, then it is top of the order.

Rolls

Wisdom save - (1d20+1)

(11) + 1 = 12

Jun 27, 2016 4:31 pm
The Dragonborn ignores the mindless and bewitched groping enemies around him, though he tries to shrug off the one who hasn't gripped him yet.

"Abidal!" Jhishma roars, making his best guess and addressing the disguised guard who spirited himself beyond the gate and is now charming the jailer into giving him weapons.

"Cease this foolish trickery! I Command you to APPROACH."
OOC:
Jhishma casts Command

Rolls

Resist grapple - (1d20+3)

(19) + 3 = 22

Jun 27, 2016 4:45 pm
"Let go of me you Vagrant!"
Kelvin attempts to break free of the grapple, and regardless of success or failure will attempt to strike his attacker with a fire-bolt spell
OOC:
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within
range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

Rolls

Acrobatics Check to break free - (1d20+2)

(3) + 2 = 5

Firebolt attack roll - (1d20+5)

(2) + 5 = 7

Firebolt damage - (1d10)

(5) = 5

Jun 27, 2016 5:11 pm
Baroril hefts his glowing warhammer, taking a mighty swing at the prisoner who was previously grappling him.

"For Moradin!"

With steely determination and practiced motion, he brings that hammer up again and strikes a second time.
OOC:
I'm going to use my warpriest feature to make a second attack as a bonus action. If the first attack knocks out the prisoner in front of Baroril, I will move to the prisoner behind me, which is to the right of Jishma and make the attack against this prisoner. If it does not knock out the first prisoner, I will just attack him again.

Also, I am aiming to deal nonlethal damage with the attacks, as before.
Last edited June 27, 2016 5:12 pm

Rolls

Attack roll - (1d20+4)

(4) + 4 = 8

Damage (with divine favor) - (1d8+2, 1d4)

1d8+2 : (1) + 2 = 3

1d4 : (1) = 1

Attack roll (bonus action) - (1d20+4)

(13) + 4 = 17

Damage (with divine favor) - (1d8+2, 1d4)

1d8+2 : (6) + 2 = 8

1d4 : (3) = 3

Jun 27, 2016 5:18 pm
Jhishma resists the second grappler but remains grappled by the first. He casts Command on Gilchan who tries to resist (saving throw below)...

Edit: ... but is overcome. He will act accordingly on his turn.

Kelvin may or may not have resisted the grapple. (I'll check ties later to confirm.) His Firebolt, however, strikes only the wall.

Edit: In the event of a tie on a contested roll, nothing changes. I.e, since they weren't grappled, they are not now grappled.

Baroril swings twice at the prisoner near him, and connects with the second, flooring him radiantly.

Rolls

Gilchan Wisdom save vs 13 - (1d20-1)

(5) - 1 = 4

Jun 27, 2016 6:07 pm
Grok eyes the prisoner holding him angrily and punches him with the flat of his axe. "You! Not! Stop! Grok!

Rolls

Attack: Greataxe (non-lethal) - (1d20+6)

(7) + 6 = 13

Damage: Greataxe (non-lethal) - (1d12+4)

(9) + 4 = 13

Jun 27, 2016 6:18 pm
Grok flattens the would be grappler.
Jun 27, 2016 6:29 pm
Group 2 is growing small.

-One mad-eyed prisoner attempts to hinder Grok.
-One mad-eyed prisoner attempts to hinder Kelvin.
-One mad-eyed prisoner attempts to hinder Jhishma.
-One mad-eyed prisoner attempts to punmel Jhishma who he is successfully grappling.
Resist grapple checks from Grok, Kelvin, and Jhishma please.

Then it is Nar and Hanson's turns, followed by Group 2.

Rolls

Grapple check v Grok (opposed roll please) - (1d20+2)

(20) + 2 = 22

Grapple check v Kelvin (opposed roll please) - (1d20+2)

(14) + 2 = 16

Grapple check v Jhishma (opposed roll please) - (1d20+2)

(4) + 2 = 6

Unarmed Strike v Jhishma - (1d20+4, 1d4+2)

1d20+4 : (14) + 4 = 18

1d4+2 : (3) + 2 = 5

Jun 27, 2016 6:33 pm
Hate to be a party pooper, but since the fire bolt only hit the wall anyway, wouldn't Kelvin's ranged attack roll be at disadvantage since he's in melee?
Jun 27, 2016 6:45 pm
After issuing his Divine Command, the dragonborn paladin takes a fist to the jaw. He spits a gruesome blob of mucous and blood, but never takes his eyes off his Commanded prey...

Rolls

Resist grapple with strength - (1d20+3)

(4) + 3 = 7

Jun 27, 2016 6:46 pm
OOC:
Yup, that's correct Omenstar.
Jun 27, 2016 6:57 pm
Jhishma resists the second grapple, but is still grappled by the first.
Jun 27, 2016 7:50 pm
"Bah! Get off!" Grok attempts to shove off the last prisoner
Last edited June 27, 2016 7:50 pm

Rolls

Athletics to resist grapple - (1d20+6)

(18) + 6 = 24

Jun 27, 2016 8:05 pm
"Keep your grubby mitts off of me!" Kelvin attempts to resist the grapple
Last edited June 27, 2016 8:05 pm

Rolls

Acrobatics Check to break free - (1d20+2)

(12) + 2 = 14

Jun 27, 2016 8:09 pm
Grok resists the grapple, but Kelvin is now grappled.
Jun 29, 2016 11:55 pm
Initiative order: Kelvin, Baroril, Grok, Group 1, Nar, Hanson, Group 2, Jhishma

Nat and Hanson are up.
Jun 30, 2016 5:02 am
OOC:
CNNWAS and Skydut are missing. I'm going to act for them to keep us moving.
Nar races forward and attacks the one remaining with Kelvin and Baroril.

Hanson tries the door but finds out it is locked. He tries to force it anyway.

Rolls

Nar's attack - (1d20+5, 1d8+3)

1d20+5 : (3) + 5 = 8

1d8+3 : (5) + 3 = 8

Jun 30, 2016 5:07 am
Nar misses.

The group inside move toward the outer door. They grapple briefly with the outside prisoner who is trying to re-enter, and they all end their turns inside the outer door, which is open.

The guard outside seems very confused. Something is wrong but he can't quite place it.
Jhishma is up, then top of the order (Grok, Kelvin, and Baroril).
Jun 30, 2016 5:41 am
"Damn the scum and his lackies!" curses Jhishma aloud, while under his breath he thinks to himself, "I didn't expect his own men to resist him, but at least he was compelled for a few moments. If by my Command he can be delayed but a few moments more..."

The Winter Knight again risks his own peril and ignores the enemies around him.

"Abidal!" Jhishma roars once more, now feeling more sure that his guess was correct, "We are not finished with you, and I have not given you leave to go! Again, I Command you to APPROACH."
OOC:
Jhishma tries his luck once more with the Command spell. Save DC 13...
After attempting again to coerce Gilchan, the Paladin makes a quick assessment of the situation: "Hanson!" he calls out to the half elf at the door, "Don't bother trying to force it. Can't you get it open with those deft hands or yours?" Then, looking over his shoulder, the silvery dragonborn calls to the mage, "Kelvin, try to ignore these pets, if you can. You must have some tricks up your sleeve yet? Isn't there anything you can throw on the escapees to slow them down? Anything at all to make them pause until Nar and Grok or Hanson can get their hands on Abidal?"

And to his half orc companions he adds, "Nar, Grok, forget anyone in this hall of cells. Just do whatever you can to block all escape to the upper level!"
Last edited June 30, 2016 5:58 am
Jun 30, 2016 6:32 am
Grok's soldiering training kicks in, and he yells: "Yessir!" before charging towards the door at the end of the corridor. "Scum stay! Grok will get you!"
OOC:
I'm guessing I'll have to use a dash action to get to the door, and thus can't try to break it open. Let me know if I can, and I'll make the appropriate rolls ;) Danger sense gives me advantage on dex saves, so I'll roll twice for the grease patch. If I don't get advantage, kindly disregard the second roll.

Rolls

Dex save I - (1d20+2)

(4) + 2 = 6

Dex save II - (1d20+2)

(7) + 2 = 9

Jun 30, 2016 12:59 pm
The guard that you have been watching and think is Abidal, tries to resist your Command... (rolling), and once again turns to obey. (Any movement will be on his next turn.)

Rolls

Wisdom save - (1d20-1)

(11) - 1 = 10

Jun 30, 2016 1:10 pm
Grok heedlessly obeys, and runs pell-mell through the hallway. This opens him up to opportunity attacks from the one prisoner he was engaged with, and the two attacking Jhishma. Fortunately, they are unarmed.

When he reaches the Grease, he tumbles to the floor.

Edit: that's two hits for 8 damage.

Rolls

Opportunity Attack 1 - (1d20+3, 1d4+1)

1d20+3 : (15) + 3 = 18

1d4+1 : (2) + 1 = 3

Opportunity Attack 2 - (1d20+3, 1d4+1)

1d20+3 : (16) + 3 = 19

1d4+1 : (4) + 1 = 5

Opportunity Attack 3 - (1d20+3, 1d4+1)

1d20+3 : (1) + 3 = 4

1d4+1 : (3) + 1 = 4

Jun 30, 2016 2:26 pm
Positioning update in lieu of updating the map:

Group 1 prisoners: (4) one is at the bottom where Grok was; one is grappling Kelvin; two are slap fighting Jhishma.

Group 2 Prisoners: (4) They are outside the main jail area, in the middle zone, against the far side near an open door.

Grok is prone in the Grease by Hanson.
Jun 30, 2016 6:09 pm
"I know what'ive to do dragon-blood." Nar scowls at Jhishma. Nar shuffles forward after Grok and readies his grip on his weapon. When the fighter goes down after slipping on the grease, he prays, "I'm thankful my god is blind so that he didn't have to see that brother." The paladin strides confidently forward, but not before a shimmering field of force surrounds him appearing as if he is protected by floating shields. When he reaches the prone Grok, Nar firmly grips the fighter's shoulder. A glow of white/gold light floods from his open palm and into Grok's body. "Now get to your feet and let's move!"
OOC:
Cast Shield of Faith, then grabbed Grok and gave him 5 hp from my healing reservoir.
Last edited June 30, 2016 8:43 pm

Rolls

Enter Grease - (1d20)

(17) = 17

Jun 30, 2016 7:56 pm
"Thank Nar. Grok too fast again." Grok looks slightly ashamed again, then eyes the prisoners with barely contained anger.
OOC:
Yay, up to 20 HP!
Jun 30, 2016 8:16 pm
Kelvin is still struggling to free himself the prisoner grappling him. I SAID UNHAND ME YOU SIMPLETON!
OOC:
Kelvin will once again attempt to crack the prisoner over the head with his staff
Will someone get this OAF off of me?
Last edited June 30, 2016 8:17 pm

Rolls

Attack Roll - (1d20+1)

(12) + 1 = 13

Damage Roll - (1d8-1)

(3) - 1 = 2

Jun 30, 2016 9:05 pm
Wizard punch to the nards! But alas, he (or she, illusion concealing) hangs on.

Baroril's turn, then the four mad prisoners.
Jul 1, 2016 6:14 pm
"I'll free ya wizard!"

Baroril maneuvers around the fallen or sleeping prisoners on the floor, placing himself adjacent to the prisoner grappling Kelvin, in between the prisoner and Jishma. He swings his glowing hammer in a wide arc towards the prisoner's midsection.

Rolls

Attack - (1d20+4)

(19) + 4 = 23

Damage (nonlethal) with radiant damage from Divine Favor - (1d8+2, 1d4)

1d8+2 : (7) + 2 = 9

1d4 : (4) = 4

Jul 1, 2016 6:44 pm
Baroril flattens another prisoner, who falls to the ground senseless. Kelvin is no longer grappled.

One prisoner chases after Grok, but grapple-attacks the first person it sees, Baroril.

The two on Jhishma continue their assault. One attempts to drive a rock hard (fist?) into his squishy bits, but hits only armor, the other reaches for a purchase.
Nar and Hanson are next, then Group 2 (just outside the jail proper), then Jhishma.

Rolls

Grapple v Baroril (opposed roll please) - (1d20+2)

(15) + 2 = 17

Strike on Jhishma - (1d20+3, 1d4+1)

1d20+3 : (5) + 3 = 8

1d4+1 : (4) + 1 = 5

Grapple v Jhishma (opposed roll please) - (1d20+2)

(8) + 2 = 10

Jul 1, 2016 7:08 pm
Baroril growls in frustration as the hands reach for him.

Rolls

Strength (athletics) - (1d20+2)

(7) + 2 = 9

Jul 1, 2016 8:27 pm
Baroril and Jhishma are currently grappled.
Jul 1, 2016 10:53 pm
"How did this simple delivery go so sideways so fast?" the silvery dragonborn thinks to himself, "and what weapons has this illusory farce hidden from us? These oafs hit a lot harder than it seems they should!"

Jhishma still ignores the prisoners assaulting him, keeping his eyes on Abidal with the hope that his Command will buy them the time they need to get back on top of this situation. But he takes comfort from the reassuring weight of the greataxe in his hand, biding his time until Gilchan comes near...

Rolls

Resisting grapple with strength - (1d20+3)

(15) + 3 = 18

Jul 2, 2016 1:44 pm
Jhishma is not hit by the one grappling him, and resists being grappled by the second grappler.
Jul 6, 2016 12:46 pm
OOC:
Nar and Hanson are up. I'll move things along regardless in 12 hours or so.
Jul 7, 2016 12:57 pm
Hanson begins to work on the door, wary of those on they other side.

Nar moves up toward Jhishma.

Just beyond the door, the fake guards there all struggle to keep one of them from trying to obey they magical call to go toward Jhishma... (Rolling)
... and they stop him in place, though he struggles deftly before the spell wears off.
Jhishma is up, then Grok, Kelvin and Baroril.

Rolls

Secret Roll

Secret Roll

Secret Roll

Secret Roll

Secret Roll

Secret Roll

Jul 7, 2016 2:44 pm
"Hurry," Jhishma calls out, "by the gods be quick with the damned door! He hasn't gotten away yet!" But his mind is turning over everything that they have seen, and wondering about what they have not seen - and who or what, exactly, is at work here...

Again risking to ignore his assailants, Jhishma focuses on his own, divine intuition and opens his senses to the 'prisoners' around him, hoping to gain insight as to what they are really up against.
OOC:
Jhishma uses his action to Divine Sense
Jul 7, 2016 3:37 pm
OOC:
That's such a good use of an ability, and so close to being effective, that I'm going to stretch what it does. A strict reading of the rules would give nothing, but what fun is that?
As Jhishma extends his senses, the awareness of an overwhelming foul putrescence explodes from the back of the jail. The chained madman, who previously ripped apart his own chest and set off the chain of illusions, is still cackling insanely. But Jhishma knows, KNOWS, that something else is at work, some entity from beyond the ken of men had reached into the jail and exerted it's its influence in that cell.

Oddly, an echo of that power is reflected by one of the escaping prisoners. Not the one that is struggling to obey, but one of the grapplers.

Jhishma's gorge rises. That foulness, like corruption, will only spread.
Jul 7, 2016 4:16 pm
Grok pulls himself up, and hits the nearest prisoner through the bars with the pommel of his axe.
OOC:
If he can't reach a prisoner through the bars, he'll attack the bars themselves.

Rolls

Attack: Greataxe (non-lethal) - (1d20+6)

(19) + 6 = 25

Damage: Greataxe (non-lethal) - (1d12+4)

(11) + 4 = 15

Dex save vs Grease ı - (1d20)

(5) = 5

Dex save vs Grease ıı - (1d20+2)

(18) + 2 = 20

Jul 7, 2016 4:31 pm
They are out of reach. When Grok attacks the iron bars, you get a strong swing in but do some damage to the bars. You're not sure if your axe will hold out long enough to break through.
OOC:
Iron bars: AC 17, damage threshold 14.
Jul 7, 2016 6:59 pm
"These brigands have gotten on my last nerve"
OOC:
Kelvin will cast firebolt at the nearest conscious prisoner
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
"Did anyone see a key anywhere to get out us out here?"
OOC:
Kelvin will look towards the door to see if there is a key hanging up beyond the bars
Last edited July 7, 2016 7:00 pm

Rolls

Firebolt Attack Roll - (1d20+5)

(5) + 5 = 10

Firebolt Damage - (1d10)

(10) = 10

Perception Check - (1d20)

(18) = 18

Jul 8, 2016 12:53 am
"There's an aberrant force at play among us!" cries the draco-paladin, "It originates with that cackling, inhuman creature at the back of the prison that ripped apart its own chest, and..." Jhishma continues, pointing as carefully as he can to one of the 'men' grappling the one he identified as Glichan, who struggles to follow his Command, "...the evil reek exudes from that one too! There's evil from another world afoot here and it's spreadin' like a plague..."
Jul 8, 2016 4:40 am
Kelvin's Firebolt singes the edges of his target, but didn't hit squarely enough to do damage.
Jul 8, 2016 12:10 pm
Baroril struggles mightily against the man holding him, deciding this time he will end the grapple by knocking his attacker unconscious. As best he can, he attacks the prisoner holding him with his warhammer.

Baroril hears Jhishma's call, and looks toward the bloody, cackling prisoner hanging in chains in the back of the jail, a grim determination set upon his face.
OOC:
If this attack takes the prisoner down, I will move towards the cell containing the chained prisoner Jhishma has marked as evil. Otherwise, I end my turn.

Rolls

Attack (nonlethal) - (1d20+4)

(5) + 4 = 9

Damage (nonlethal plus radiant) - (1d8+2, 1d4)

1d8+2 : (1) + 2 = 3

1d4 : (1) = 1

Jul 8, 2016 2:03 pm
At best, Baroril boops his grappler friendly on the nose.

The man retaliates with a vicious punch of his own, which should be more effective given their apparent nose size differences.

The one on Jhishma continues to deliver a series of overly hard blows to the chest and head, trying to get past his thick armor.

The second one on Jhishma continues to grasp for purchase.

- Need an opposed roll from Jhishma.
- Then it is Nar and Hanson up.
- If they don't respond by later tonight, then I'll move on to Group 2.
- Reminding me of such, I'm dropping a pick lock roll in for Hanson for his prior action.

Qralloq sent a note to Qralloq

Rolls

Punch a dwarf in the nose - (1d20+3, 1d4+1)

1d20+3 : (1) + 3 = 4

1d4+1 : (2) + 1 = 3

Punch a pally in the nose - (1d20+3, 1d4+1)

1d20+3 : (7) + 3 = 10

1d4+1 : (3) + 1 = 4

Grapple attempt on Jhishma (opposed roll please) - (1d20+2)

(18) + 2 = 20

Hanson tries to pick the lock - (1d20+6)

(12) + 6 = 18

Jul 8, 2016 2:57 pm
Jhishma's heavy chain mail armour continues to keep him safe from the unnaturally dangerous blows of the 'prisoner' while he tries to yank himself free of his second assailant.

Rolls

opposed grapple (Str/Athletics) - (1d20+5)

(4) + 5 = 9

Jul 8, 2016 3:03 pm
Jhishma is now double grappled.
Qralloq sent a note to Omenstar
Jul 9, 2016 2:02 pm
Nar tries to club something, Hanson tries to pick a lock. Nar's attack connects but doesn't fell his opponent; Hanson does not fall from the Grease (or get restrained by the Web, see below), and continues to work on the lock.

One of the escaping prisoners snarls in a way that you recognize and casts Web on the bars in front of Hanson and Grok, filling the area from beside Jhishma up to those bars. Abidal then heads for the stairs. Two of the other three rush upstairs, while the third sticks with him, a guards sword in hand.

This leaves one grappling with Kelvin and Baroril, two grappling Jhishma, plus the four that are making an escape.
Grok, Kelvin, and Baroril are up.
Grok needs to make a Dex save DC 14 or be Restrained by the Web.

Rolls

Nar's attack - (1d20+5, 1d8+3)

1d20+5 : (15) + 5 = 20

1d8+3 : (4) + 3 = 7

Hanson picks - (1d20+6)

(14) + 6 = 20

Hanson's Dex save vs Grease - (1d20+6)

(15) + 6 = 21

Hanson's Dex save vs Web DC 14 - (1d20+6)

(20) + 6 = 26

Jul 9, 2016 5:26 pm
Grok tries to bend the bars "Hrrhhhmmf! YOU NO GET AWAY!"

Rolls

Strength check to try to bend the bars - (1d20+4)

(2) + 4 = 6

Dex save vs web I - (1d20+2)

(18) + 2 = 20

Dex save vs web II - (1d20+2)

(5) + 2 = 7

Jul 10, 2016 4:15 am
Grok can't seem to break the bars, but does manage to get himself caught on the Web.
Jul 10, 2016 11:32 am
Qralloq says:
Grok can't seem to break the bars, but does manage to get himself caught on the Web.
OOC:
Doesn't Grok have advantage vs the web due to Danger Sense? Both my rolls were vs the web. I see I forgot about the grease though, I'll roll for it now

Rolls

Dex save vs grease I - (1d20+2)

(1) + 2 = 3

Dex save vs grease II - (1d20+2)

(4) + 2 = 6

Jul 10, 2016 2:00 pm
azira says:
OOC:
Doesn't Grok have advantage vs the web due to Danger Sense? Both my rolls were vs the web. I see I forgot about the grease though, I'll roll for it now
OOC:
Ah, that's what you mean by I and II. To avoid future confusion, just label the second roll as Adv or Advantage.
Grok remains free of the Web but slips on the Grease and falls prone.
Jul 11, 2016 5:33 pm
Kelvin glances over at the web and says;
"Thats not a simple trick to pull off. These devils are Clever, perhaps we should dispatch those we can and regroup before pursuing"
With that Kelvin will again attempt to torch the nearest conscious prisoner with a firebolt
OOC:
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
OOC:
my rolls are cursed ;(
Last edited July 11, 2016 5:34 pm

Rolls

Firebolt Attack - (1d20+5)

(4) + 5 = 9

Firebolt Damage - (1d10)

(1) = 1

Jul 11, 2016 6:17 pm
Still struggling against the prisoner grappling him, Baroril swings his hammer mightily in an attempt to free himself.

"Let. Me. Go!" he shouts, grunting with the effort.
OOC:
If this attack works, Baroril will then move to the cell containing the chained prisoner who ripped his own chest open.

EDIT: Nope, the dice hate me too.
Last edited July 11, 2016 6:18 pm

Rolls

Attack, warhammer - (1d20+4)

(1) + 4 = 5

Damage (nonlethal) with radiant damage from Divine Favor - (1d8+2, 1d4)

1d8+2 : (2) + 2 = 4

1d4 : (1) = 1

Jul 11, 2016 10:57 pm
Kelvin and Baroril's attacks both miss.

The three remaining prisoners with you continue to pummel you with their oh so hard (fists?). Two are grappling J, one is grappling B.

Rolls

Strike to Baroril - (1d20+3, 1d4+1)

1d20+3 : (1) + 3 = 4

1d4+1 : (3) + 1 = 4

Strike to Jhishma - (1d20+3, 1d4+1)

1d20+3 : (3) + 3 = 6

1d4+1 : (3) + 1 = 4

Strike to Jhishma - (1d20+3, 1d4+1)

1d20+3 : (16) + 3 = 19

1d4+1 : (1) + 1 = 2

Jul 11, 2016 11:02 pm
Jhishma takes 2 damage.

Nar and Hanson are up.
OOC:
Since Skydut has withdrawn from the game, I'll roll for him. Note: a replacement pally will be joining us.
Result: Nar has knocked out the one on Baroril, who is thus no longer grappled.

Rolls

Nar's attack on the one grappling Baroril - (1d20+5, 1d8+3)

1d20+5 : (17) + 5 = 22

1d8+3 : (1) + 3 = 4

Jul 13, 2016 1:01 am
Hanson unsuccessfully attempts to pick the lock.

The four escaping prisoners, including one you are sure is Abidal, run up the stairs.

Jhishma is up, then Grok, Kelvin, and Baroril.

Rolls

Pick locks - (1d20+6)

(5) + 6 = 11

Jul 13, 2016 2:29 am
OOC:
can you give an summary update of the status of the prisoners in the cell block with us, I've gotten a bit lost
Last edited July 13, 2016 2:30 am
Jul 13, 2016 1:01 pm
There are two prisoners, both are grappling Jhishma. There is also a madman chained up in a cell at the end, but he seems to be inactive.
Jul 13, 2016 1:26 pm
On his turn Grok gets up again, and with a great roar he tries to force the bars again. "Aaarrrgghhh! Stupid bars!"

Rolls

strength vs bars - (1d20+6)

(19) + 6 = 25

dex save vs grease - (1d20+2)

(11) + 2 = 13

dex save vs grease (adv) - (1d20+2)

(11) + 2 = 13

Jul 13, 2016 2:55 pm
Grok begins to strain against the bars. They creak ominously and start to give.

The guard just outside gives his head a shake, and walks over. "Hey, hey, no need for that, I'll let you out. Moradin's Groin Beard!"

He walks past the outer door, closing it behind him, then unlocks the inner door. It's at this point that he notices that there is some kind of game of Knock Out going on.

"Elminster's balls!" He yells, drawing his truncheon.

You can now enter the inner lock area, although the outer door is probably locked now. Anyone passing by Jhishma will have to contend with the remaining to prisoners unless you use the Disengage action. That would be Nar, Kelvin, and Baroril.
Jul 13, 2016 5:25 pm
Jhishma mutters out loud to no one in particular, "Gods be damned...I'm all outta tricks and there's only one tool left in the box." With that he firmly grips his greataxe with both hands and lets loose - no holding back - on the prisoner who just hit him with his 'fist'.
Last edited July 13, 2016 5:25 pm

Rolls

Attack and damage with greataxe - (1d20+5, 1d12+3)

1d20+5 : (12) + 5 = 17

1d12+3 : (9) + 3 = 12

Jul 13, 2016 6:57 pm
The prisoner drops to the ground.
OOC:
Let me know if you're intending for this to be a lethal attack or if you choose to have them knocked out.
Jul 13, 2016 7:52 pm
OOC:
Sorry. That's what I meant with my descriptive text, "no holding back" Yes, that was a lethal strike (contrary to Jhishma's earlier advice to Grok, I know, but by now Jhishma is quite pissed, plus his Divine Sense detected aberrants and they're also fighting in a more deadly fashion than we at first thought). I'll be more clear with an in-post OOC next time...
Last edited July 13, 2016 7:57 pm
Jul 13, 2016 9:42 pm
Let me get that bloke off of you!
OOC:
Kelvin attempts to blast the remaining prisoner with firebolt
OOC:
And my luck continues....
Last edited July 13, 2016 9:42 pm

Rolls

Firebolt Attack - (1d20+5)

(4) + 5 = 9

Firebolt Damage - (1d10)

(2) = 2

Jul 13, 2016 9:58 pm
OOC:
Haha, Kelvin's firebolts are an environmental hazard.
There is one prisoner left. Baroril and Nar are up.
Jul 14, 2016 5:25 pm
Nar has had quite enough of these grapplers and swings his two handed mail. Non lethal.

Rolls

Maul & dammage - (1d20+5, 2d6+3)

1d20+5 : (3) + 5 = 8

2d6+3 : (42) + 3 = 9

Jul 14, 2016 5:41 pm
Nar's attack brushes the clothing of the fake-prisoner-illusioned-to-look-like-a-guard, but does no damage.

Baroril is up.
Jul 15, 2016 2:44 pm
OOC:
Moving past Baroril for now...
The last remaining prisoner does not seem to register the overwhelming odds stacked against him, and doubles down on the dragonborn beatdown he is committed to complete. But alas, he strikes only armour.
Baroril, Nar, Hanson and Jhishma are up, followed by Grok, Kelvin and Baroril again.

Recap: There is one prisoner grappling and pummelling Jhishma. Hanson and Grok are in Grease and Web (which is falling apart) in front of an open door (then there is a 15' x 20' chamber then a locked barred door), and an actual guard seems poised to enter the fray, but confused as to what is going on. The other prisoners have run / are running up the stairs.

Rolls

unarmed strike on Jhishma - (1d20+3, 1d4+1)

1d20+3 : (8) + 3 = 11

1d4+1 : (2) + 1 = 3

Jul 15, 2016 3:23 pm
"You, Guard!" shouts Jhishma as the prisoner falls at his feet, "Stop those fleeing men! They're prisoners in disguise and they've unleashed unholy mayhem down here. Get them! Stop them now, I say!"

Unsure how the guard will respond, the silvery paladin also calls out to his companions, "Last chance if anyone has anymore tricks up their arses to stop that devil from leaving!" roars Jhishma, as he hefts his greataxe, preparing for another swing. "Kelvin, can you pull another one of them webs outta your sleeve and throw it on the stairs?"

"Baroril," the dragonborn asks, "you taking care of that aberrant atrocity down the hall?"

And to no-one and everyone in particular: "How in the Nine Hells did this day get so screwed up so fast???"

Then he eyes the last prisoner with a deadly gleam in his eye...
Jul 17, 2016 6:45 am
At the sound of his companion Paladin's roar, Nar's head snaps around to focus on the stairs. He runs purposefully toward the escaping group, stopping when he lays eyes on them. He stops with his boots firmly planted, brings himself to his full height saying, "By all that is right and just -- I compel you to turn to face me! You scurry away like a rat -- fight me like a man!", casting Compelled Duel (DC12 Wiz) on the one they know to be Abidal.
OOC:
if Abidal can be sighted without passing through the the grease/web, great, otherwise he'll blast through all barriers to get within the 30' range of the spell. I'll rolls Dex save for each in case these two obstacles are still in play. He takes his chances on an aoo. Sorry I can't paste the spell details -- I'm on the phone on a family vacation
Last edited July 17, 2016 6:47 am

Rolls

Dex v grease - (1d20+1)

(20) + 1 = 21

Dex v web - (1d20+1)

(11) + 1 = 12

Jul 17, 2016 2:50 pm
Nar is caught up in the Web. He does not see any of the escaping prisoner/guards at that point and so the spell does not get cast.

As he has only moved, he can still act, I.e., to make a Strength check to break free of the Web (DC 14).
Jul 17, 2016 5:13 pm
"Confounded web!

Rolls

Strength Check v web - (1d20+3)

(18) + 3 = 21

Jul 19, 2016 12:53 am
Baroril turns his head towards Jhishma. "Aye, I'll see to this wretch and his blood magic!"

Finally freed from the grasping hands of the prisoners, Baroril strides down the prison to the cell containing the chained up man and enters it, gripping the haft of his warhammer tightly in his right hand. His eyes narrow.

"What foul sorcery is this?" he mutters under his breath. Then, a silent prayer to Moradin, beseeching the god of the dwarves from strength. Baroril approaches the man and takes a close look at the ruin of his chest.
OOC:
I'll make a perception or arcana check to see if I can tell what is going on, DM decides which is most appropriate. I'll also ready an attack action - if the chained man tries anything funny or I sense some danger or evil from him, I'll attack.

Also, sorry for the radio silence. Life got in the way.

Rolls

Perception - (1d20+3)

(20) + 3 = 23

Arcana - (1d20)

(9) = 9

Attack - (1d20+4)

(5) + 4 = 9

Damage - (1d8+2, 1d4)

1d8+2 : (5) + 2 = 7

1d4 : (1) = 1

Jul 19, 2016 2:04 am
The chained man is all evil. He is muttering under his breath and while you get the impression he may be maintaining a spell, you can't identify what that might be.

Baroril's blow hits the man, blood spraying from his shattered body, but he remains conscious and muttering, if only barely.
Jul 19, 2016 5:24 am
OOC:
Just to clarify:
Abidal is up the stairs and out of sight, correct?
And Baroril's encounter with the chained man in the cell at the end of the hall was not directly seen by the rest of us, right?
Thanks!
Jul 19, 2016 12:47 pm
OOC:
Yup, Abidal is out of sight. You can see Baroril attack the chained man, though most of you are 30-60 feet away.
Jul 19, 2016 6:19 pm
OOC:
Qralloq, Are you still acting for Hanson/CNNWAS? I believe I'm just waiting for Hanson to act before I do my next post for Jhishma. Thanks!
Jul 19, 2016 6:46 pm
OOC:
Let's not stick to rigidly to order. This game is slow enough with 6 players as it is, heh. Hanson will hold his action for now.
Jul 19, 2016 8:21 pm
Turning to address the last prisoner who is still grappling him, Jhishma asks (with no expectation of reply), "What hope of escape or payment could you possibly have? No simple bandit or self-respecting mercenary would flail like this against insurmountable odds. What devilry has so possessed you?"

...And with that, the greataxe of the Knight of Wintry Fey comes down...
OOC:
non-lethal
If the prisoner goes down, then Jhishma will move to join Baroril, leaving the dismissal of the web and grease, and the opening of the doors to Kelvin, Grok and Nar.

Rolls

Attack and damage with greataxe - (1d20+5, 1d12+3)

1d20+5 : (13) + 5 = 18

1d12+3 : (6) + 3 = 9

Jul 19, 2016 8:24 pm
The last prisoner drops. Kelvin's Grease will wear out in three rounds or so, and the Web is still up.
Jul 19, 2016 9:45 pm
Once the guard unlocks the door, Grok slams the door open and runs full speed after the escapees. "Grok gonaaa smaaaash!"
OOC:
Not sure if the grease save us relevant? (triggers on ended turn?)
Last edited July 19, 2016 9:49 pm

Rolls

dex save vs web - (1d20+2)

(4) + 2 = 6

dex save vs web (adv) - (1d20+2)

(19) + 2 = 21

dex save vs grease - (1d20+2)

(1) + 2 = 3

dex save vs grease (adv) - (1d20+2)

(4) + 2 = 6

Jul 19, 2016 9:58 pm
Grok runs through the first door but stops at the second door, which remains locked. Grok had moved only and could act at that point.
Jul 19, 2016 10:06 pm
After smashing headlong into the second door Grok looks wildly at the guard and yells: "Open! Now!"
Jul 20, 2016 11:51 am
"Wait for me big guy!"
Kelvin will chases after Grok through the grease and webbing

Rolls

Dex Save for Grease - (1d20+2)

(1) + 2 = 3

Dex Save for Webbing - (1d20+2)

(12) + 2 = 14

Jul 20, 2016 11:53 am
Omenstar says:
"Kelvin, can you pull another one of them webs outta your sleeve and throw it on the stairs?"
OOC:
Quick FYI, the web wasn't mine
Jul 20, 2016 12:52 pm
Kelvin runs up to the Web, and while he doesn't get caught up, it does slow him down. His legs kick out and he falls to the ground, a victim of his own Grease.
Jul 20, 2016 2:23 pm
Baroril tosses his shield to the ground and hefts his warhammer in both hands. The leather wrapping the haft creaks as he tightens his grip, and swings the hammer at the chained man in a mighty two handed blow.
OOC:
Baroril's AC is reduced to 16 until he picks his shield back up.

Edit: Moradin be praised, that was a crit! How do you want me to handle the extra damage?
Last edited July 20, 2016 2:25 pm

Rolls

Attack - (1d20+4)

(20) + 4 = 24

Damage - (1d10+2, 1d4)

1d10+2 : (4) + 2 = 6

1d4 : (1) = 1

Jul 20, 2016 3:28 pm
OOC:
I like Christopher Perkins alt rule. Add max weapon die, plus max radiant damage die in this place. So this is +14 damage. OMG
Baroril heaves his hammer back, and then lays a devastating blow to the madman, killing him outright. A spray of blood coats Baroril's face and chest, and oddly enough tingles and burns slightly.

As the mad gibbering stops, the spell he was maintaining also ceases. All of the prisoners revert to their normal forms, that being regular townsfolk who presumably have been caught for a crime. You can see that they hold crude metal devices that cover their knuckles and make their punches harsh. (Iron Knuckles, simple weapon, 1d4 damage).
Baroril - Wisdom save please
Jul 20, 2016 6:04 pm
DM_Meyner says:
Omenstar says:
"Kelvin, can you pull another one of them webs outta your sleeve and throw it on the stairs?"
OOC:
Quick FYI, the web wasn't mine
OOC:
Oh yeah, that's right! Dang that Abidal! Oh well, it's not like it would have helped anyways, since he and his lackeys have already escaped up the stairs.
Last edited July 20, 2016 6:05 pm
Jul 20, 2016 6:47 pm
As the dragonborn strides down the hall towards Baroril, he grabs a torch from a nearby sconce and turns to hurl it into the obstructing web, but at the last second he checks his throw and holds back. "Kelvin, what happened? Get outta there and let me chuck some fire into that dratted webbing or burn it back yourself, if you can. We need to clear a path."

The Paladin of the Winter Queen pauses to pull his attention and consciousness inwards for a moment and touches the wrought iron snowflake at his breast and with a frosty exhalation of breath, he finds rejuvenation in his Patron's blessings.
OOC:
Lay on hands for 7 HP.
Then, holding the torch aloft, Jhishma scans the cell and looks at the carnage at Baroril's feet. "What have we here, my friend?" he asks Moradin's servant, "See any clues or indications to tell us what Abidal's plans were, or where he's headed to? I fear that every second he's out of our sight gives him ever more chances to give us the slip."
Last edited July 20, 2016 6:49 pm
Jul 21, 2016 4:25 am
OOC:
if the guard doesn't obey Grok's command to open the door...
"Brother -- help me smash this blasted door down!", as he throws himself against the portal.
OOC:
assuming no proficiency and hoping for an assist...

If the guard does open the door:
Nar sprints after the escaping group, hoping to make it to cast compel duel (30') DC 12 Wis.
If not, he'll try to cast Command (Approach) DC 12 Wis, if within 60'.
Last edited July 21, 2016 4:26 am

Rolls

Strength check for door - (1d20+3)

(5) + 3 = 8

Jul 21, 2016 6:31 am
OOC:
Earlier, Jhishma also implored the guard and got no response:
Omenstar says:
"You, Guard!" shouts Jhishma as the prisoner falls at his feet, "Stop those fleeing men! They're prisoners in disguise and they've unleashed unholy mayhem down here. Get them! Stop them now, I say!"

Unsure how the guard will respond, the silvery paladin also calls out to his companions...
Jul 22, 2016 1:31 am
OOC:
Wisdom save here. I'll see what happens with this before taking any actions.

Rolls

Wisdom saving throw - (1d20+5)

(17) + 5 = 22

Jul 22, 2016 1:39 am
OOC:
I'll assume that passes.
"There be something...not right about that man. When his blood was upon me, it felt like it would burn me flesh."

Baroril flicks his warhammer to one side to remove the blood, then retrieves his shield from the ground. He gives the prisoner's cell a cursory inspection, looking for anything out of the ordinary, before turning his attention on the body. In particular, he tries to discern the nature of the shiny object in the torn flesh of the man's chest.
OOC:
I'll give you perception and arcana, if either are relevant.

Rolls

Wisdom (Perception) - (1d20+3)

(16) + 3 = 19

Intelligence (Arcana) - (1d20)

(12) = 12

Jul 22, 2016 2:38 am
Jhishma quickly burns down the Web, careful not to burn Kelvin in the process.

Baroril feels something pass over his mind, like a shadow of some fell beast overhead. It probes him, seeking purchase, but his defences hold against it.

The glittery metal object catches his eye, as do the runic inscriptions on it. The object appears to be lodged into his muscles, as off it were stabbed there. Baroril is certain that the item is either a spell component or a magical object. Closer inspection may reveal it's function.

The guard listens to Nar, but isn't overly quick to let them out. He keeps looking back at the mess of prisoners lying about, and mutters about whether he should be dragging them back in their cells, or seek a healer first. Nevertheless, he fiddles with the outer door and gets it open. Nar dashes out toward the bottom of the stairs, but doesn't see anyone from there.
Jul 23, 2016 4:19 am
Heedless of the fact that he's severely outnumbered by the escaping prisoners, Nar rushes up the stairs after the four(?) while muttering to himself, "I hope Jhishma was able to slow them down enough with his magic...". His head is on a swivel as he reaches the top hoping to catch a glimpse.
OOC:
If he can dash to enter melee range he will do so, hoping that they'll continue to flee, giving him an aoo. If he's 35'-60' away, he'll cast Command DC12 Wis (Approach) 60' to slow them down. If he's further than that, just dash to get closer.
Last edited July 23, 2016 4:24 am
Jul 23, 2016 4:35 am
While Baroril attacks the madman, Jhishma clears the Web, and Nar rushes the stairs, what are Kelvin and Grok up to?
Jul 23, 2016 9:58 pm
Grok runs as fast as he can after the escaping prisoners.
OOC:
I'll throw a perception to see if Grock can see where they went. If he cant, he'll pick a direction at random.

Rolls

Perception - (1d20+4)

(18) + 4 = 22

Jul 23, 2016 11:03 pm
Grok's ears pick up the sounds of combat. You fear if the old sergeant upstairs can hold his own, until a gurgling thump tells you.... No.
Jul 24, 2016 5:44 am
"Baroril, don't let that aberration infect you," says the Dragonborn to the studious dwarf, "but if you think that thing stuck in its chest is a clue that'll help us later, then grab it and let's get back to the others. Looks like our halforc brothers are leading the chase upstairs. We best join them."

Trusting Moradin's servant to assess his discovery and bring anything useful, the paladin of the Lady of Winter heads back towards the others to join the chase.
Last edited July 24, 2016 5:44 am
Jul 24, 2016 12:30 pm
Kelvin tries to regain his footing and chase after Grok
"Easy now big fella you'll need some help!"

Rolls

Dex save for the grease - (1d20+2)

(17) + 2 = 19

Jul 24, 2016 1:57 pm
Just to recall your positioning, Kelvin, Grok and Nar exit the cell area, with Jhishma 30' behind them. Baroril lags behind Jhishma (90' further).

The next round sees Nar and Grok continue to the stairs, and then charge up to the main floor (double move), with Kelvin on their heels. Jhishma makes it to the bottom of the stairs. If Baroril immediately follows with a double move, he will make it 50' of the 150' to the bottom of the stairs.

At the top of the stairs, an unarmored individual stands over the body of the sergeant as a female with blood on her fists disappears out the closing outer door to the street. The man has blood on each of his two short swords and is positioned in front of the door, casting a spell. The sound of running footsteps fades outside the door.

"You'll pay for your interference in the workings of the Cult!". Fog fills the top of the stairs and completely obscures your sight.
Initiative please. You are effectively blind in the Fog Cloud, which gives Advantage to attacks against you, and Disadvantage on your attacks. You do not know how far the Fog Cloud extends.

If beat Taiko's initiative, you can act right away, otherwise wait until after his action, but otherwise don't worry about order.

The upper room is 15' wide by 20' long. Outer door in middle of one 15' wall with Taiko right in front if it, and the stairs down are in the middle of opposite wall. Fog fills the stairwell down, as well (for Jhishma and Baroril).

Rolls

Initiative, Taiko - (1d20+3)

(2) + 3 = 5

Jul 24, 2016 3:39 pm
OOC:

Rolls

Initiative, Grok - (1d20+2)

(5) + 2 = 7

Jul 24, 2016 3:49 pm
"Never a moments peace. We'll study this later," Baroril mutters to himself before reaching down to remove the gem from the fallen man's chest.
OOC:
I'll give you an athletics check to yank the gem from his chest. If it's not readily removed, I'll leave it for later and make a double move after the rest of the party.
"Save some fer me!" he shouts as he runs to join his friends.

Rolls

Strength (Athletics) - (1d20+2)

(3) + 2 = 5

Initiative - (1d20)

(4) = 4

Jul 24, 2016 4:11 pm
OOC:
Baroril: The device comes out easily. Ill give you the 50' movement mentioned above on top of it, prior to initiative.
Jul 24, 2016 11:15 pm
OOC:

Rolls

Initiative - (1d20+1)

(6) + 1 = 7

Jul 24, 2016 11:26 pm
OOC:
init 7
"A murderous cult orchestrating a bloody prison break will have justice rain down upon them!" shouts Nar before mumbling the familiar incantation for Thunderous Smite and rushing through the fog swinging his Maul!
OOC:
TS bonus action, on a hit, thunder blast heard for 300', 2d6 damage, target prone, hopefully cancelling the disadvantage for my party for a round
Last edited July 24, 2016 11:27 pm

Rolls

To hit, disadvantage, maul damage, smite damage - (1d20+5, 1d20+5, 2d6+3, 2d6)

1d20+5 : (19) + 5 = 24

1d20+5 : (8) + 5 = 13

2d6+3 : (54) + 3 = 12

2d6 : (24) = 6

Jul 24, 2016 11:54 pm
Nar's blow barely seems to hit the escapee, but a peel of thunder shatters the air. The man ... (Rolling a save) staggers under the blow but keeps his feet.

Rolls

Strength save - (1d20+5)

(8) + 5 = 13

Jul 25, 2016 3:52 am
"Damn straight, Nar!"shouts Jhishma in agreement, adding: "whoever you are, you have no idea who you're dealing with if you think a mere bank of fog is going to protect you!"

And with that, the silvery Dragonborn bounds up the stairs, two or three at a time, greataxe in hand. Moving blindly in the fog, he joins Nar in the attack, if possible.

Rolls

Initiative - (1d20)

(16) = 16

Attack and damage with greataxe - (1d20+5, 1d12+3)

1d20+5 : (13) + 5 = 18

1d12+3 : (6) + 3 = 9

Second roll for disadvantage on greataxe attack - (1d20+5)

(13) + 5 = 18

Jul 25, 2016 5:11 am
Jhishma's charge and attack improbably strikes flesh, rocking the man back off of the door behind him. He staggers on his feet yet somehow keeps conscious and upright.
Grok's Initiative beat Taiko's so he can act. Kelvin hasn't rolled init, yet.
Jul 25, 2016 11:01 am
Grok follows Nar into the fray and swings his greataxe, broad side first, against where he believea his opponent to be.

Rolls

Attack: Greataxe - (1d20+6)

(5) + 6 = 11

Attack: Greataxe (dis) - (1d20+6)

(20) + 6 = 26

Damage: Greataxe (non-lethal) - (1d12+4)

(9) + 4 = 13

Jul 25, 2016 12:43 pm
Grok's greataxe sinks into the wood of the door as the beleaguered opponent barely sidesteps the attack. The door buckles ominously with the fell blow.
Jul 25, 2016 2:58 pm
OOC:
Have we shaken foggy' concentration, or is that irrelevant?
Jul 25, 2016 3:11 pm
OOC:
Let's check! DC is 10 or damage.
The Fog begins to dissipate.

Rolls

Concentration 1 - (1d20+3)

(13) + 3 = 16

Concentration 2 - (1d20+3)

(1) + 3 = 4

Jul 26, 2016 3:11 pm
OOC:
Sorry

Rolls

Initiative - (1d20+2)

(6) + 2 = 8

Jul 26, 2016 3:23 pm
Kelvin is up, then Taiko.
Jul 26, 2016 5:04 pm
OOC:
I've scanned through the earlier entries in an effort to catch up, but do our characters know anything about any of these bad guys besides Abidal? I'm trying to decide if Nar would know if there is a baddie he should be saving smites for, because if not, his hot blood is telling him to leave it all on the field now. Again, I'm trying to understand character knowledge, as I've taken control of him recently.
Jul 26, 2016 5:17 pm
OOC:
You delivered Abidal, and then a bunch of people, including Abidal escaped. You have no idea why any of them were in the jail (could be sleeping off a drinking binge, could be petty theft-ers, or could be mass murderers). You don't know any of the other three successful escapees, or anything about this guy who decided to defend the door.
Jul 26, 2016 6:06 pm
OOC:
Taiko just self-identified as being in a "Cult," so it's probably a logical character assumption that Taiko, Abidal and the other three escapees (at least) are in this cult, which we also know practices evil, aberrant magic that relies on a living, sentient host/sacrifice. That's the character knowledge I'm playing Jhishma with.
Jul 26, 2016 6:07 pm
OOC:
Paladins judge. It's really what they do best!
Jul 26, 2016 6:17 pm
OOC:
That's right! And there's two of us in this party, so watch out bad guys!
Last edited July 26, 2016 10:59 pm
Jul 27, 2016 1:26 pm
Kelvin bolts after his companions, breathing heavily with the exertion
OOC:
I think Kelvin has to use a double move to catch up, let me know if that's not case.
Jul 27, 2016 2:07 pm
DM_Meyner says:
OOC:
I think Kelvin has to use a double move to catch up, let me know if that's not case.
Nope, you're right there. I assumed you kept up with Nar and Grok in the initial charge up the stairs.
Jul 27, 2016 4:30 pm
OOC:
In that case:
"Ohh no you don't!" Kelvin shouts at the man with the two bloody short swords who was casting the spell. Kelvin launches a quick firebolt at the man to try and break his concentration

Rolls

Firebolt Attack - (1d20+5)

(9) + 5 = 14

Firebolt Damage - (1d10)

(3) = 3

Jul 27, 2016 4:47 pm
Kelvin peers through the instantaneously dispersing Fog Cloud, and casts his spell. His Fire bolt drops the assailant, who falls to the ground in front of the closed but damaged door.
Jul 27, 2016 5:39 pm
Without missing a beat, Jhishma steps over the still smoking body of the cultist, Taiko, and desperately looks up and down the street, scanning for any sign to show which way Abidal may have gone.

Rolls

active perception check, if needed - (1d20)

(19) = 19

Jul 27, 2016 6:46 pm
Jhishma opens the door, and pushes it open. Abidal, a woman, and another man are 90' down the street to your left, stealing horses. Halfway between you and them, you see a purple, glowing fissure hanging in mid air. Townsfolk are backing away, screaming, as clawed hands begin to push through.

Without horses, it will be difficult to keep up to the three, but easy to follow if they continue to leave a trail of mischief in their wake.

Your instincts, however, will be to protect the townsfolk from whatever is coming through.
Jul 27, 2016 9:09 pm
The silvery dragonborn glistens in the daylight of the street. Seeing the fleeing cultists and the arriving abberration, the paladin makes a quick assessment of the distance, the wind, and the angle of the light...

He drops his greataxe on the spot and reaches for a javelin from the quiver on his back. "Gods guide my arm," he mutters under his breath as he takes aim at the long shot - eyeing up Abidal's horse, hoping to maim or cripple the beast to slow the criminal's flight at best. At worst, the poor animal might leave a blood trail for Grok to track by...

With a mighty heave and a last hope, the dragonborn hurls his weapon in an arc over the purple fissure towards Abildal's horse.

"Kelvin, to me!" he cries as he lets the javelin fly, "You have any magic that can stop a horse in its tracks at 30 yards? How far can you fling your fire? They're mounting up and will be gone in a gallop any second. Aim for his horse!"

Rolls

Attack and damage with javelin (long range = disadvantage) - (1d20+5, 1d20+5, 1d6+3)

1d20+5 : (16) + 5 = 21

1d20+5 : (9) + 5 = 14

1d6+3 : (6) + 3 = 9

Jul 27, 2016 9:26 pm
OOC:
Are we still in initiative order? Baroril is still double timing it up toward his companions, so let me know when/if it is appropriate to take other actions. Thanks!
Jul 27, 2016 9:33 pm
OOC:
Yeah, Jhishma is a couple rounds of activity ahead of the rest of you. Let's just make this simple and say everybody has had a chance to catch up, and you're all at the door of the jail.
Jul 27, 2016 10:40 pm
OOC:
Sorry! I got carried away in the heat of the action! I'll try to show more restraint... But if you don't mind my saying: pretty awesome shot with the javelin, eh?
Jul 27, 2016 10:51 pm
Stepping through the open door, Nar sees the wisdom in his fellow Paladin's evaluation of the situation and lets loose a hopeful javelin of his own, at the same target. "Tor, guide my hand," he mutters as he heaves. Without waiting for his shot to reach its target, he runs toward the fissure, shouting to any townsfolk nearby, "Run for safety! We'll handle this beastie!"
OOC:
sorry about the extra 2d6!!
Last edited July 27, 2016 10:52 pm

Rolls

Roll, roll DisAdv, javelin damage - (1d20+5, 1d20+5, 1d6+3, 2d6)

1d20+5 : (17) + 5 = 22

1d20+5 : (13) + 5 = 18

1d6+3 : (5) + 3 = 8

2d6 : (65) = 11

Jul 28, 2016 2:06 am
"I hope that horse is as clumsy as it looks" Kelvin charges the villains and lets loose with the final spell he has prepared
OOC:

Kelvin makes his 30 ft move to bring himself into the range for a Grease Spell

Casting Time: 1 action
Range: 60 feet
Duration: 1 minute
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
"I'm running out of tricks Gents!"
Last edited July 28, 2016 2:06 am
Jul 28, 2016 2:54 am
The paladins with combined improbable throws smite the poor riding horse into an early trip to the family farm. Abidal slides to the ground as the horse collapses. The other two horses scramble to keep their feet.

The woman's horse goes down.

Rolls

Dexterity save, man's horse - (1d20)

(17) = 17

Dexterity save, woman's horse - (1d20)

(6) = 6

Dexterity save, Abidal - (1d20+3)

(10) + 3 = 13

Initiative, Abidal and company - (1d20+3)

(11) + 3 = 14

Jul 28, 2016 5:21 am
OOC:
Are we still using the initiative rolls we made vs Taiko?
Jul 28, 2016 12:21 pm
Cmbrian says:
OOC:
Are we still using the initiative rolls we made vs Taiko?
I should have been clearer, sorry. Nar and Grok can act, then the bad guys will act as a group.
Jul 28, 2016 1:20 pm
Nar moves to the fissure, placing himself between it and any townsfolk. He readies his Maul to strike the first solid object to stick through, if he judges it to be evil. "Tor, if it is your will, allow your divine radiance to flow through me to defeat this evil, and to close this unholy doorway!"
OOC:
Should I roll now, or wait for the event that Nar has readied his action for?
Jul 28, 2016 1:23 pm
Cmbrian says:
OOC:
Should I roll now, or wait for the event that Nar has readied his action for?
Go ahead and roll. It's coming momentarily.
Jul 28, 2016 1:50 pm
OOC:

Rolls

Maul & dammage , +divine smite radiant damage if a hit - (1d20+5, 2d6+3, 2d8)

1d20+5 : (8) + 5 = 13

2d6+3 : (52) + 3 = 10

2d8 : (16) = 7

Jul 28, 2016 1:50 pm
Grok tries to take in the scene unfolding outside the jail. "Stop Abidal" is still ringing inside his head. Not seeing anything else that needs hitting over the head with an axe at the moment, he runs full speed after the prisoners, straight past the strange fissure.
Jul 29, 2016 6:14 pm
The fissure spreads wider, and the hordes of some hell pour through. Mansized blobular demons emerge, and scatter through the area.

Armed and ready, Nar swings and lands a devastating blow in the first one through. It staggers forward and counter attacks as nearly a dozen if it's friends shuffle past. Several gather around Nar, but others spy screaming townsfolk and attack them instead.

A horrid stench fills the area.
Nar should make a Con check DC 11 or be Poisoned.
Nar can use a reaction to make an attack of opportunity against inner if the Dretch shuffling past him.

Three will attack him, with bites and claws.

Edit: Nar takes 8 damage

Each of you may act now, in any order.

Rolls

Dretches, 3 separate bite attacks (3 dmg) v Nar AC16 - (1d20+2, 1d20+2, 1d20+2)

1d20+2 : (11) + 2 = 13

1d20+2 : (11) + 2 = 13

1d20+2 : (19) + 2 = 21

Dretches, 3 separate claw attacks (5 dmg) v Nar AC16 - (1d20+2, 1d20+2, 1d20+2)

1d20+2 : (10) + 2 = 12

1d20+2 : (3) + 2 = 5

1d20+2 : (17) + 2 = 19

Jul 29, 2016 8:26 pm
"This day just keeps getting worse and worse!" groans Jhishma, albeit with a rather satisfied look at Abidal's felled horse. Poor beast, he thinks to himself, but it's likely a better fate than it would have found at the hands of these demon cultists!

"Our fetch and retrieve mission is turning out to be a lot more than we bargained for, fellas!" the dragonborn calls to his friends, "Nothin' for it but to get to work!"

"Grok took off down the street like a bullet from a sling," the paladin observes aloud, "hopefully, he can recapture Abidal while the rest of us join Nar to defend the townsfolk!"

And with that, the silvery knight stoops down to pick up his greataxe from the dust and strides towards the first demon he can reach, hopefully stopping its advance on a villager.
OOC:
How does the portal look? Is it closing and fading, or opening wider and wider? Are any more claws poking through?
OOC:
Well, what's the use of Great Weapon Fighting if you roll two 2s in a row??? "...must use the new roll..." Sheesh.
Last edited July 29, 2016 8:47 pm

Rolls

attack and damage with greataxe - (1d20+5, 1d12+3)

1d20+5 : (14) + 5 = 19

1d12+3 : (2) + 3 = 5

Great Weapon Fighting re-roll for damage - (1d12+3)

(2) + 3 = 5

Jul 29, 2016 8:48 pm
OOC:
The portal seems to have been spent. It shines in the air with residual magic, but there appears to be no more demons coming through. I neglected to describe the three prisoners actions...
The man on the horse shoots off, with Abidal and the woman chasing after. They all do a double move, which puts the horsed man 210' from the Jail, and Abidal and the woman 150' away. As a reminder, the portal is 45' from the jail, and Grok is 15' farther than that.
Jul 29, 2016 8:53 pm
OOC:
So, Abidal and the woman are 90 feet ahead of Grok. They didn't need to make Dex saves to get out of the grease? Grok is now just 30 feet away from a prone horse? So he could potentially help the horse out of the grease on his next turn and use it to catch up to the prisoners who are fleeing on foot? Have I understood the situation?
Last edited July 29, 2016 8:59 pm
Jul 29, 2016 9:00 pm
OOC:
Yup, as long as the horse hasn't broken a leg... dun dun DUN! Note to self: google for a horse-leg-breaking random table.
Jul 30, 2016 7:15 am
OOC:
Oh gosh! I forgot to roll GWF re-rolls! Is it too late to do the re-rolls for Nar's last hit (Nar had a 2)? And do you allow re-rolls on all damage made or just for the base weapon damage dice (since Nar rolled a 1 on one of the divine smite rolls)?
"Blasted demons! Back to hell with you!", Nar yells as he endures bite and claw attacks from the hoard.
OOC:
#3 is a bad ass!

Rolls

Attack of Opportunity - Maul - (1d20+5, 2d6)

1d20+5 : (3) + 5 = 8

2d6 : (25) = 7

Poison (CON) Save - (1d20+2)

(7) + 2 = 9

if allowed, Maul damage GWF re-roll - (1d6)

(6) = 6

if allowed, Divine Smite GWF re-roll - (1d8)

(3) = 3

Jul 30, 2016 12:41 pm
In a stunning and completely out of character bout of introspection, #1 realizes that the initial attack was, in fact, fatal, and crumples to the ground.
OOC:
The maul damage reroll was sufficient, but I'll give you a rule-call on GWF and other damage later.
Nar's head swims in the funky demon stink and he doesn't feel at all well.

Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be Poisoned until the start of its next turn. While Poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can’t take reactions.
Jul 30, 2016 12:56 pm
OOC:
I think that the RAW are unclear on this. However, I think, after reading the text and some discussion on reddit I think that GWF should extend to Divine Smite. Further, it would extend to Sneak Attack (if multiclassing) and maybe to energy weapon damage, too.
Jul 30, 2016 5:59 pm
OOC:
At my table, IRL, we follow Jeremy Crawford's ruling from Twitter: "The intent is that Great Weapon Fighting lets you reroll just the weapon's dice, not Smite dice and the like."

This can also be found at the bottom of p.3 of the latest Sage Advice Compendium.

In our first 5e campaign, Tyranny of Dragons, we let the paladin reroll Smite dice and by the second half of the campaign his turns became extremely cumbersome and OP. Just my humble submission.
Last edited July 30, 2016 11:14 pm
Jul 31, 2016 1:23 am
OOC:
PbP doesn't have the same types of pacing problems as combat at the table. I'm fine with GWF applying to auxiliary weapon damage.
Jul 31, 2016 2:50 am
OOC:
I've slogged through some Reddit discussions, and even saw where Crawford said yes, but a year or so later said no! The slowdown argument makes sense, but we tend to allow it since we play online with Roll20 which can be set up to do it for you. I didn't want to presume, as opinions do (understandably) vary.
Last edited July 31, 2016 8:10 pm
Jul 31, 2016 2:37 pm
Baroril watches the scene unfolding, shocked by the demons emerging from the portal. "Moradin's beard! There's something more foul at every turn."

He sees the civilians gathered nearby. "We've got ta help those innocents."

He lowers his head in prayer and a glowing radiance momentarily surrounds Jhishma, Nar, and Kelvin.

"Soul forger, All-father, guide our blades this day. Let our resolve be unbreaking like the heart of the mountain."
OOC:
Bless
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
After finishing his prayer, Baroril hefts his warhammer and moves swiftly, trying to place himself between the demons and the townspeople.
OOC:
I'm not sure anymore where we are in the initiative order anymore, so this is what Baroril will do when it is his turn.
Jul 31, 2016 3:09 pm
Baroril moves 15' towards the fissure and casts Bless once his three targets are within 30' of himself. Jhishma, Nar, and Kelvin receive the Bless spell, and Baroril moves another 10' until he has placed himself near by Jhishma, protecting the townsfolk.

Still to go: Grok, who is 15' past the fissure, and 90' from the fleeing prisoners; and Kelvin who is at the jail entrance, 45' from the fissure.

It seems that more of the Dretches may soon swarm Nar, while a few are heading for the screaming townsfolk.
Jul 31, 2016 6:23 pm
OOC:
Not really sure if Grok is clever enough to come up with a plan like "riding a horse is a helluva lot faster than running", but I just realized he does have a soft spot for animals. :)
As Grok runs all he can after the prisoners, he eyes the horse that fell in the grease. His eyes dart quickly between the horse and the escaping prisoners.
OOC:
Can Grok do a perception to see if the horse is ok? If he can, and it is, he'll drag it out of the grease and try to help it up, if not his better judgement (Paladins yelling "Get Abidal" inside his head) will remind him it's time to run all he can after the prisoners.

Rolls

Perception (if permitted) - (1d20+4)

(14) + 4 = 18

Dex save vs grease (if needed) - (1d20+2)

(5) + 2 = 7

Dex save vs grease, adv (if needed) - (1d20+2)

(9) + 2 = 11

Jul 31, 2016 6:39 pm
Grok notices that the horse seems fine, and heads for the swift beast. It scrambles to its feet and high steps away from the Grease with obvious dignity, though Grok loses his footing and falls on his face, sliding along to the horses side.
Jul 31, 2016 7:44 pm
"For Pony! Grok save little horsie!" Grok yells victoriously with his face planted deep in the grease.
OOC:
Seems like Grok is the perfect slapstick comedy relief, even with advantage! :p
Jul 31, 2016 7:44 pm
You can do it Grok!
Aug 1, 2016 2:08 pm
Placeholder for Kelvin: Firebolt attack on Dretch attacking Nar.
OOC:
Just so we can move on.

Rolls

Firebolt - (1d20+5, 1d10)

1d20+5 : (4) + 5 = 9

1d10 : (4) = 4

Bless extra - (1d4)

(2) = 2

Aug 1, 2016 2:14 pm
The dretches attack!

The two on Nar attack him, plus the one that had run pay him turns and attacks, as well.

The one on Jhishma attacks him. The others attack lightly armed townsfolk / or a dead horse.

Rolls

Dretches, 3 separate bite attacks (3 dmg) v Nar AC16 - (1d20+2, 1d20+2, 1d20+2)

1d20+2 : (7) + 2 = 9

1d20+2 : (4) + 2 = 6

1d20+2 : (18) + 2 = 20

Dretches, 3 separate claw attacks (5 dmg) v Nar AC16 - (1d20+2, 1d20+2, 1d20+2)

1d20+2 : (17) + 2 = 19

1d20+2 : (20) + 2 = 22

1d20+2 : (14) + 2 = 16

Dretch v Jhishma 3,5 dmg - (1d20+2, 1d20+2)

1d20+2 : (2) + 2 = 4

1d20+2 : (18) + 2 = 20

Dretch v townie 1 - (1d20+2, 1d20+2)

1d20+2 : (12) + 2 = 14

1d20+2 : (16) + 2 = 18

Dretch v townie 2 - (1d20+2, 1d20+2)

1d20+2 : (17) + 2 = 19

1d20+2 : (19) + 2 = 21

Dretch v townie 3 - (1d20+2, 1d20+2)

1d20+2 : (16) + 2 = 18

1d20+2 : (19) + 2 = 21

Dretch v townie 4 - (1d20+2, 1d20+2)

1d20+2 : (7) + 2 = 9

1d20+2 : (5) + 2 = 7

Aug 1, 2016 2:18 pm
- That's 23 dmg on Nar, including a crit.
- 5 dmg on Jhishma
- 3 townsfolk drop
Aug 1, 2016 5:49 pm
OOC:
could that Bless from the good cleric guide the firebolt to its target?
Invigorated by battle, heartened by the presence of his compatriots, and feeling a foreign yet not unwelcome holy guidance, Nar swings his big maul at the dretch that is attempting to dodge one of Kelvin's firebolts.
"You desire flesh? Taste your own when I bash your face in!"
OOC:
Did I swing out of turn? If so, please ignore!
But just as he begins to swing, he is overwhelmed by the hoard, taking claws and teeth -- he crumples to one knee just as the threat leaves his lips. Through an effort of sheer will, Nar pushes himself to his feet and delivers the promised maul strike!
OOC:
thanks for the reminder of relentless endurance!
Last edited August 1, 2016 6:21 pm

Rolls

Maul, damage - (1d20+5, 2d6+3)

1d20+5 : (8) + 5 = 13

2d6+3 : (63) + 3 = 12

Aug 1, 2016 5:50 pm
The silver-scaled knight feels the divine energy from Baroril's holy spell surge through his veins. "I'll carve through these fiends like a hot knife through butter now," he thinks to himself and prepares to renew his attack on the demon that failed to go down from Jhishma's initial blow.

Then, just as Jhishma looks over his shoulder to see the blessing also reach down and touch his fellow paladin, he sees the foul, stinking hell-spawn overrun his brave companion!

"Nar, Nooooo!" cries Jhishma as he sees the great, holy warrior crumble beneath the demon hoard.

With renewed determination and an air of desperation, the dragonborn embraces the golden warmth of Moradin's blessing and swings his greataxe in a defiant arc, trying to carve a way through the demons to move to stand by his fallen halforc friend.
OOC:
Looks like I goofed with that dice formula, but the result is pretty obvious: rolled a 3 on the d20 +2 from the d4 +5 = 10 (not 11, like the math shows. Not sure where that random other +1 came from). Regardless, I'm pretty sure that's a miss!
OOC:
Oops! Looks like Nar and I cross-posted. I assumed he went down, but I guess his Relentless Endurance kicked in? I guess I can just imagine him going down and then popping back up again in blood and fury! Doesn't change what Jhishma is doing.
Last edited August 1, 2016 5:59 pm

Rolls

greataxe attack and damage on the same dretch - (1d20+1, 1d4+5, 1d12+3)

1d20+1 : (3) + 1 = 4

1d4+5 : (2) + 5 = 7

1d12+3 : (6) + 3 = 9

Aug 1, 2016 6:03 pm
OOC:
Added in Bless for Kelvin (to original post), and exactly enough, so one of those Dretches takes 4 dmg
Aug 2, 2016 12:03 pm
Qralloq says:
Placeholder for Kelvin: Firebolt attack on Dretch attacking Nar.
OOC:
Just so we can move on.
OOC:
Sorry, i got called out of town unexpectedly. I'll post next time my turn comes around.
Aug 2, 2016 3:26 pm
Baroril shouts to Nar, "This will not be the day ye die!" Nar feels a warm, radiant sensation as the pain of his wounds begins to fade.
OOC:
Healing Word
1st-level evocation
Casting Time: 1 Bonus Action
Range: 60 Feet
Components: Verbal
Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Hefting his warhammer, Baroril then lays into the gathered dretch with righteous anger, seeking out those pursuing the townspeople first.

Rolls

Healing Word - (1d4+3)

(4) + 3 = 7

Attack - (1d20+4)

(2) + 4 = 6

Aug 2, 2016 3:26 pm
OOC:
Forgot damage but that looks irrelevant.
Aug 2, 2016 3:47 pm
Nar barely avoids the last blow, and then cleaves into the Dretch that had taken the Fire bolt. It is wobbly on its blobby feet, but still upright. Healing energy closes some of his wounds.

Jhishma and Baroril's attacks fail to connect, but they draw some attention from the Dretches.

Grok and Kelvin have yet to act this round. Grok will be aware of the screams of the townsfolk dying behind him, and the growls of demons.
Aug 2, 2016 8:56 pm
The battle is glorious! Nar's head is swimming with adrenaline from near death and righteousness in the face of this evil, and thinks,"I know who would love this...,"
"Brother! To me!"
Last edited August 2, 2016 8:57 pm
Aug 3, 2016 2:30 pm
OOC:
Sorry, bit confused about the initiative/rounds atm. I'll try to pay more attention. Basically we can act again after every time the dretches act?
Grok, his mind set upon the escapees, gets up on the horse and spurs it on after Abidal. "Grok get Abi-dab!" While riding he looks back to his brothers fighting the demons and yells "Or Grok come smash?"
OOC:
Half a move to get up, and half a move to get on the horse, right? Do I need to make any saves? If I do get on to the horse, does it mean I catch up to Abidal the same round (as I understand it it gets a full move)?

Also, If anyone calls out for help Grok will turn around and assist instead of pursuing.
Aug 3, 2016 2:42 pm
OOC:
As to initiative, yeah, we're taking turns, PCs then everyone else. You lose half your movement because you need to stand up from being prone, and then you can mount which uses the rest of your movement, but then yeah, Grok could then have the horse do a double move and catch up to Abidal. You will not have enough movement to dismount at that time, but you could the following round.
Aug 3, 2016 3:55 pm
OOC:
Nar was addressing Grok, calling him a "brother" half-orc. It looks like Grok considers all to be brothers, so Nar may not have been clear enough!
Aug 3, 2016 4:15 pm
Cmbrian says:
OOC:
Nar was addressing Grok, calling him a "brother" half-orc. It looks like Grok considers all to be brothers, so Nar may not have been clear enough!
Yeah, I wondered about that, if it was Grok, your fellow Paladin or the cleric you reffered to. Should I have Grok come to the rescue? Considering that the party has adventured together before, Grok might have a better idea about who you were reffering to than I do ;)
Aug 3, 2016 4:32 pm
Skydut says:
"I know what'ive to do dragon-blood." Nar scowls at Jhishma. Nar shuffles forward after Grok and readies his grip on his weapon. When the fighter goes down after slipping on the grease, he prays, "I'm thankful my god is blind so that he didn't have to see that brother." The paladin strides confidently forward, but not before a shimmering field of force surrounds him appearing as if he is protected by floating shields. When he reaches the prone Grok, Nar firmly grips the fighter's shoulder. A glow of white/gold light floods from his open palm and into Grok's body. "Now get to your feet and let's move!"
OOC:
when I took over the character I did read back and saw that Nar had referred to Grok this way
Aug 3, 2016 7:46 pm
"This has gone sideways in a hurry"
OOC:
Kelvin will launch another firebolt at the weakest looking Dretch attacking Nar

I messed up the formatting of that roll, it should have been 1d20+5 plus the 1d4 bless, not sure how the extra +1 got in there but the total should be a 12 on the roll
Last edited August 3, 2016 7:48 pm

Rolls

Attack Roll - (1d20+1, 1d4+5)

1d20+1 : (4) + 1 = 5

1d4+5 : (3) + 5 = 8

Damage Roll - (1d10)

(3) = 3

Aug 4, 2016 5:07 am
Kelvin's Firebolt finishes one off by Nar. It crumples to the ground as if it had no bones.
Aug 4, 2016 7:05 pm
OOC:
@Azira - I think that Grok has plenty of information to make any choice on pursuit vs. help his team. If you want to leave it to the dice, maybe make a DC 8 Perception vs. Nar's call to his 'brother' : was his voice aimed at Grok, etc. You can choose to succeed on this roll.
Aug 5, 2016 7:35 am
Qralloq says:
OOC:
@Azira - I think that Grok has plenty of information to make any choice on pursuit vs. help his team. If you want to leave it to the dice, maybe make a DC 8 Perception vs. Nar's call to his 'brother' : was his voice aimed at Grok, etc. You can choose to succeed on this roll.
OOC:
Ok, sure. I'm guessing Grok did hear that, and understand it better than I did. I'll retcon his previous action then.
Grok, his face planted deeply in the magical Grease looks up at the escaping prisoners with angry bloodshot eyes. "Grok smash! Send yous to MUD!"

As he gets onto his feet and jumps onto the horses back, he hears Nar's call. He turns the horse around and sees the demons spewing out from the rift for the first time. "Dung!" Grok spurs the horse towards the nearest Dretch that treathens Nar, and yells "GROK COME SMASH!!!"
Aug 5, 2016 12:58 pm
As Grok rides his horse to Nar, the horse screams and rises up into its back legs, kicking at the demons in front of it.
OOC:
I'm going to try the Optional flanking=Advantage rule here

Rolls

Horse hoof (8 dmg) - (1d20+5)

(5) + 5 = 10

Horse hoof (8 dmg) (adv) - (1d20+5)

(14) + 5 = 19

Aug 5, 2016 1:16 pm
The 2 Dretches on Nar turn to face their larger equinenemy.

The Dretch on Jhishma attacks.

A Dretch shambles up to Jhishma, but attacks Baroril.

Another Dretch turns from the town's folk it was ravishing and attacks the horse/Nar.

3 Dretches enter a bar. The bartender says "We don't serve Dretches here." So the Dretches eat a lady. The bartender says "We don't serve Dretches on drugs here." The Dretches look at him quizzically. He explains "That was the bar bitch you ate."

Rolls

Dretch v horse bite 3, claw 5 (AC 10, 13 hp) - (1d20+3, 1d20+3)

1d20+3 : (2) + 3 = 5

1d20+3 : (4) + 3 = 7

Dretch v horse bite 3, claw 5 (AC 10, 13 hp) - (1d20+3, 1d20+3)

1d20+3 : (20) + 3 = 23

1d20+3 : (18) + 3 = 21

Dretch v Jhishma bite 3, claw 5 - (1d20+3, 1d20+3)

1d20+3 : (9) + 3 = 12

1d20+3 : (17) + 3 = 20

Dretch v Baroril bite 3, claw 5 - (1d20+3, 1d20+3)

1d20+3 : (18) + 3 = 21

1d20+3 : (8) + 3 = 11

Dretch v horse/Grok bite 3, claw 5 - (1d20+3, 1d20+3)

1d20+3 : (4) + 3 = 7

1d20+3 : (7) + 3 = 10

Dretch v Grease - (1d20)

(10) = 10

Aug 5, 2016 1:21 pm
The horse takes 11 dmg including a crit but survives with 2 hp remaining.

Jhishma is clawed for 5 damage.

Baroril is bit for 3 damage.

The Dretch in the Grease falls prone (advantage to attack it).
Each of you may now act, in any order.
All of you, except Kelvin, need to make Con saves if you want full actions.


A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be Poisoned until the start of its next turn. While Poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can’t take reactions.
Aug 5, 2016 1:41 pm
Map updated http://i1381.photobucket.com/albums/ah230/Rob_Easton/Mobile%20Uploads/IMG_20160805_063711_e_zpsv39tfscr.png

Blue = PCs (left to right Grok/Horse, Nar, J, B, K)
Red = Dretch
Green = Grease
Purple = Fissure

The Dretch near Grok has taken 8 damage.
The Dretch in the green Grease is prone (advantage to attack).
Aug 5, 2016 1:45 pm
"Oy! Not hit horsie!" Grok yells to the Dretches that wounded his mount.

Rolls

Save vs poison - (1d20+6)

(14) + 6 = 20

Aug 5, 2016 1:53 pm
Grok jumps down at the nearest of the Dretches that hurt his horse, attacking it recklessly (and trying to shield the mount against further attacks). "Fooor hooorsiiieee!!"
OOC:
note that attacks against Grok will have advantage this turn:

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Rolls

Attack: Greataxe - (1d20+6)

(18) + 6 = 24

Attack: Greataxe (adv, due to reckless attack) - (1d20+6)

(16) + 6 = 22

Damage: Greataxe - (1d12+4)

(10) + 4 = 14

Aug 5, 2016 1:58 pm
Grok kills the damaged Dretch / would be horse killer.
Aug 5, 2016 1:58 pm
Nar silently thanks Tyr for his comrades and his luck in battle, as he sputters and squints in the poison gas.

Rolls

Save v poison, bless - (1d20+2, 1d4)

1d20+2 : (19) + 2 = 21

1d4 : (2) = 2

Aug 5, 2016 1:59 pm
OOC:
would Nar get an ooa vs either Dretch that turned away?
Last edited August 5, 2016 1:59 pm
Aug 5, 2016 2:00 pm
OOC:
I don't think so, they didn't leave his threatened area, they just about faced.
Aug 5, 2016 2:09 pm
OOC:
Oh, yes. Got it.
Nar brings his two-handed Maul down on the head of one of the dretch that engaged the horse/Grok, screaming,"Be gone foul beasts!"
OOC:
(5,6)+3=14 final damage
Last edited August 5, 2016 2:13 pm

Rolls

Maul, bless, damage - (1d20+5, 1d4, 2d6+3)

1d20+5 : (11) + 5 = 16

1d4 : (3) = 3

2d6+3 : (52) + 3 = 10

Flanking Adv, if applicable: maul, bless - (1d20+5, 1d4)

1d20+5 : (16) + 5 = 21

1d4 : (1) = 1

GWF re-roll 2 - (1d6)

(6) = 6

Aug 5, 2016 2:20 pm
Nar's maul cracks a Dretch real bad. (It has 4 hps remaining).
Aug 5, 2016 6:41 pm
"Gods above those things are nasty, I think i'll stay upwind lads"
OOC:
Kelvin lets loose another blast at the dretch Nar just wounded.

Rolls

Firebolt Attack - (1d20+5)

(18) + 5 = 23

Firebolt Damage - (1d10)

(6) = 6

Bless - (1d4)

(2) = 2

Aug 5, 2016 7:24 pm
Firebolt 1. Dretch 0. It drops, crumpling into lifelessness.
Aug 5, 2016 7:26 pm
Qralloq says:
Firebolt 1. Dretch 0. It drops, crumpling into lifelessness.
OOC:
I think I've shaken off the crap rolls for a bit.
Aug 5, 2016 9:09 pm
Feeling bloody and bruised - though not nearly as bad off as poor Nar...not yet... - and choking on the abyssal fumes, the paladin of Winter's Court curses under his breath at the escaping Abidal. Silently, however, Jhishma is thankful that Grok returned to the company's aid. We're outnumbered and townsfolk are dying! That murdering, black magic cultist will pay! he vows to himself.

Aloud, the silver dragonborn says, "Hold strong, Nar! We're all together now. We can do this!" and he attempts again to bring down his greataxe on the dretch.
OOC:
Jhishma wounded a dretch earlier, so he'll keep attacking that one, if it's still standing, otherwise he'll attack any other wounded demon he can reach without provoking an AoO. Failing that, he'll attack a fresh abyssal denizen!
Last edited August 5, 2016 9:14 pm

Rolls

save vs poison with bless - (1d20+2, 1d4)

1d20+2 : (18) + 2 = 20

1d4 : (4) = 4

attack on demon with greataxe with bless - (1d20+5, 1d4)

1d20+5 : (18) + 5 = 23

1d4 : (3) = 3

damage with greataxe - (1d12+3)

(6) + 3 = 9

Aug 6, 2016 1:21 am
Seeing the blood of the townsfolk spilled drives Baroril into a frenzy. All his life he has striven to uphold the laws of Moradin and protect the innocent, and the wounded and dead around him are a painful reminder that he still has much to learn. Screaming incoherently at the top of his lungs, he swings his warhammer with wild abandon.
OOC:
I'll use my warpriest feature to get an extra attack as a bonus action. If the dretch in front of me dies after the first attack, I'll move forward to the next one that is not in the green cloud. This is all, of course, assuming I will pass my Con save. If I fail the save, I'll just make a regular attack.
OOC:
Edit: failed the Con save so no warpriest feature. Just use the first attack.
Last edited August 6, 2016 1:21 am

Rolls

Warhammer (Attack and Damage) - (1d20+4, 1d8+2)

1d20+4 : (14) + 4 = 18

1d8+2 : (8) + 2 = 10

Warhammer (Attack and Damage) - (1d20+4, 1d8+2)

1d20+4 : (3) + 4 = 7

1d8+2 : (7) + 2 = 9

Constitution Save - (1d20+2)

(4) + 2 = 6

Aug 6, 2016 1:28 am
Jhishma and Baroril team up to take out another Dretch.
Dretches response coming up...
Aug 8, 2016 1:29 pm
Two Dretches left. The first is on Nar, the second on Jhishma.Nar is bit (again) for 3 dmg.

Screams echo from the tavern, then a great, bright light shines from within.

All of you can act in what every order you post in.

Rolls

Dretch v Nar bite 3, claw 5 - (1d20+3, 1d20+3)

1d20+3 : (17) + 3 = 20

1d20+3 : (12) + 3 = 15

Dretch v Jhishma bite 3, claw 5 - (1d20+3, 1d20+3)

1d20+3 : (5) + 3 = 8

1d20+3 : (12) + 3 = 15

Aug 8, 2016 1:38 pm
After slicing one Dretch with his greataxe, Grok continues his swing into the Dretch that attacked Nar. "NOT TOUCH BRO!"
OOC:
Can Grok get a perception check to see what's happening in the tavern?
OOC:
Edit: Simplified dialogue that was a bit too complex for Grok
Last edited August 8, 2016 1:40 pm

Rolls

Attack: Greataxe (relentless) - (1d20+6)

(14) + 6 = 20

Attack: Greataxe (relentless, adv) - (1d20+6)

(3) + 6 = 9

Damage: Greataxe - (1d12+4)

(4) + 4 = 8

Perception (if allowed) - (1d20+4)

(14) + 4 = 18

Aug 8, 2016 2:02 pm
Consumed with righteous vengeance, Nar thinks to himself,"Focus, Nar. Rid our plane of this foul evil and tend to the innocent townsfolk, but do not forget who is to blame for opening this fissure..."

He joins Grok in pummeling the dretch between them.
OOC:
TWO ones? Really!?
Last edited August 8, 2016 2:04 pm

Rolls

Maul, bless, damage - (1d20+5, 1d4, 2d6+3)

1d20+5 : (1) + 5 = 6

1d4 : (1) = 1

2d6+3 : (43) + 3 = 10

Aug 8, 2016 2:14 pm
Qralloq sent a note to azira
Grok chops the Dretch for 9 dmg.
Aug 8, 2016 2:17 pm
OOC:
@CMBrian We're not playing with miniatures where it would have been more obvious, but you could have easily shuffled over so that you and Grok were flanking the Dretch. This would give you Advantage, so go ahead and roll that ADV attack.
Aug 8, 2016 3:47 pm
Nm

Rolls

Advantage roll maul, bless, damage - (1d20+5, 1d4, 2d6+3)

1d20+5 : (6) + 5 = 11

1d4 : (3) = 3

2d6+3 : (21) + 3 = 6

GWF re-roll 1s&2s - (2d6+3)

(22) + 3 = 7

Aug 8, 2016 3:53 pm
The Dretch takes 7 more dmg and is wounded badly but still up.
Aug 8, 2016 4:48 pm
OOC:
Um...I really, really hate to be the wet blanket, but wasn't Nar knocked unconscious by that last bite? He took 23 damage earlier from a critical hit, then used Relentless Endurance to remain in the fight, giving him 1 hp, then he took another 3 damage last round. Maybe I just missed it or I can't find it in our notes, but I don't think he received any healing since receiving that damage. I hope I'm wrong...
Aug 8, 2016 5:06 pm
Jhishma hears the screams in the tavern. He sees Nar's knees buckle again. But he also sees Grok standing strong and defiant over his brother halforc, as well as Baroril and Hanson ready to strike again.

"The fiends are loose in the tavern! I'm heading in. Cover me!" And the dragonborn hefts his great weapon and - heedless of the danger from the raging chaos spawn around him - charges towards the screaming townsfolk under attack from the demons in the tavern. Although he knows it's Moradin's blessing he still feels in his limbs, he mutters to himself, "White Lady protect me..." as he charges in.
OOC:
Jhishma can likely enter the tavern in a move, if I've judged distances correctly, although he may take an aoo, but probably not more than one. (I have no idea what "Cover me!" could possibly accomplish, but I just thought it sounded good.) If a dretch is within reach when he enters the tavern, then he'll attack. If not, then he'll dash to engage them when inside.
Last edited August 8, 2016 5:06 pm

Rolls

greataxe attack with bless on dretch in tavern, if possible - (1d20+5, 1d4)

1d20+5 : (15) + 5 = 20

1d4 : (1) = 1

damage with greataxe on dretch in tavern, if possible - (1d12+3)

(3) + 3 = 6

Aug 8, 2016 5:15 pm
OOC:
That's probably true. I didn't double check his hit points. RETCON!
Aug 8, 2016 6:39 pm
OOC:
the good cleric threw a healing word Nar's way for 7 hp
Aug 8, 2016 7:02 pm
Cmbrian says:
OOC:
the good cleric threw a healing word Nar's way for 7 hp
OOC:
Glad someone is keeping track. RETCON de-RETCONNED.
Aug 8, 2016 7:39 pm
OOC:
I'm totally wrong: AWESOME!
Aug 8, 2016 9:15 pm
OOC:
Not to worry! Nar is currently at an oh-so-healthy and robust 5hp! He has 10hp worth of lay on hands, but it's not in his heroic nature to use it on himself, although as a comedic straight line, it's just sitting there brimming with potential.
Aug 8, 2016 10:21 pm
OOC:
Are there are dretch left in the street? Either way, Baroril will head towards the tavern as fast as his little feet can carry him (which is not that fast)! I'll use the dash action to follow Jhishma, since I don't think he can reach any of the dretch inside..
Baroril charges after Jhishma, hefting his warhammer, yelling a battle cry.

"Moradin's hammer will CRUSH YOU!"
Aug 8, 2016 10:28 pm
OOC:
There is one Dretch fighting Nar, but don't worry, he has at least 1 hp, so he's at 100% combat effectiveness.
Aug 8, 2016 11:20 pm
Jhishma and Baroril rush into the tavern. Jhishma sees a venerable old man who is surrounded by two Dretch and the smoking corpse of the third. Blood splatters the bar and the remains of a (woman, maybe?) something leans against the bar. People are huddled into the far corner, brandishing chairs and flagons. The tough looking bartender is hopping onto the bartop with a large fancy looking half-mace, half-axe thing.

Jhishma nails on of the Dretches in the back with his greataxe (for 6 dmg).

Baroril runs in as well, but only makes it to the door.
OOC:
If Baroril wants to move an additional amount, he can, but he won't be able to attack anything this round.
Aug 9, 2016 12:57 am
I think we're waiting for Kelvin, then the Dretches will go.
Aug 9, 2016 12:21 pm
Nar my fellow you look a bit peaked! Let me take care of that Bugger for you
OOC:
Kelvin lets loose another firebolt at remaining Dretch on the street. Assuming that hits he will then run up towards Nar and the entrance to the Tavern.

I'm becoming somewhat of a one-trick pony, but that's the way it goes when your all out of spell slots ;)
Last edited August 9, 2016 12:27 pm

Rolls

Firebolt Attack - (1d20+5)

(14) + 5 = 19

Firebolt Damage - (1d10)

(6) = 6

Aug 9, 2016 1:15 pm
The Dretch on Nar drops from Kelvin's Firebolt.

Outside, there remains one Dretch, over by where Jhishma and Baroril were fighting earlier (the other side if the street from the Dretch infested tavern).

That Dretch, drawn to the carnage, shambles over to Grok for a taste test. It's attacks miss.

Inside the tavern, Jhishma and Baroril find themselves each attacked by the Dretch that may simply be trying to get away from the old man. Baroril is bitten (for 3 dmg)'

The old man casts a spell and three bright beams of fire and light spring from his hands at the Dretches, two at the one on the injured Jhishma and the other at the Dretch on Baroril. The tavern lights up with the spell, add it did before. The Dretch on Jhishma drops from the spell and falls smoking to the ground. The one on Baroril is struck in the back but is still standing.

Rolls

Dretch v Grok bite 3, claw 5 - (1d20+3, 1d20+3)

1d20+3 : (12) + 3 = 15

1d20+3 : (10) + 3 = 13

Dretch v Jhishma bite 3, claw 5 - (1d20+3, 1d20+3)

1d20+3 : (6) + 3 = 9

1d20+3 : (7) + 3 = 10

Dretch v Baroril bite 3, claw 5 - (1d20+3, 1d20+3)

1d20+3 : (19) + 3 = 22

1d20+3 : (11) + 3 = 14

Ray attack on J's Dretch - (1d20+5, 2d6)

1d20+5 : (19) + 5 = 24

2d6 : (66) = 12

Ray attack on J's Dretch - (1d20+5, 2d6)

1d20+5 : (13) + 5 = 18

2d6 : (16) = 7

Ray attack on B's Dretch - (1d20+5, 2d6)

1d20+5 : (12) + 5 = 17

2d6 : (52) = 7

Aug 9, 2016 1:19 pm
Each of you may act. There is one Dretch attacking Grok, and one in the tavern attacking Baroril. The old man in the tavern looks exhausted and is clutching his chest.
Aug 9, 2016 1:33 pm
Nar approaches the last dretch in the street from behind and bellows out his rage as he swings his two handed maul in a wide arc, attempting to send its head over the nearby buildings.
OOC:
14+7+5=26 total damage
Last edited August 9, 2016 1:38 pm

Rolls

Maul, bless, damage - (1d20+5, 1d4, 2d6+3)

1d20+5 : (20) + 5 = 25

1d4 : (3) = 3

2d6+3 : (56) + 3 = 14

Flanking Advantage: maul, bless - (1d20+5, 1d4)

1d20+5 : (9) + 5 = 14

1d4 : (2) = 2

CRIT damage + savage attack damage - (2d6, 1d6)

2d6 : (15) = 6

1d6 : (5) = 5

GWF re-roll 1 - (1d6)

(2) = 2

Aug 9, 2016 1:34 pm
"Hah! You not can hit Grok! Now eat AXE!" Grok yells at the his would-be assailant, and swings the great axe again.

Rolls

Attack: Greataxe (reckless) - (1d20+6)

(13) + 6 = 19

Attack: Greataxe (reckless, adv) - (1d20+6)

(20) + 6 = 26

Damage: Greataxe - (1d12+4)

(2) + 4 = 6

Aug 9, 2016 1:35 pm
OOC:
Oh, and it seems like me and cmbrian acted at the same time :p
Aug 9, 2016 1:42 pm
Nar shoots a big toothy grin at Grok as he sees him cleave the headless dretch body into two parts with his mighty great axe! They share a victorious battle scream and Nar says, "Brother! Let's head to the tavern and get the last of them!"

He heads toward the tavern, looking around and listening for dretch that may have run elsewhere.
Last edited August 9, 2016 2:03 pm
Aug 9, 2016 2:08 pm
Dretch dies, disemboweled, decapitated, and down-right deceased.
Aug 9, 2016 2:08 pm
OOC:
I thought I hear the word dozen -- Grok 1, Barasil 1, Nar 2, Sydell 2, Kelvin 3 (firebolt!!), and one more in the tavern makes 10
Aug 9, 2016 2:22 pm
Jhishma offers a reverential nod to the exhausted old man. "Stay strong, venerable one," the paladin says, "You've done well and this here is the last of them."

With that, Jhishma hefts his heavy weapon to cleave the last demon as it continues to menace Baroril.

Rolls

great axe attack with advantage for flanking + bless - (1d20+5, 1d20+5, 1d4)

1d20+5 : (16) + 5 = 21

1d20+5 : (15) + 5 = 20

1d4 : (2) = 2

greataxe damage - (1d12+3)

(6) + 3 = 9

Aug 9, 2016 2:30 pm
Cmbrian says:
OOC:
I thought I hear the word dozen -- Grok 1, Barasil 1, Nar 2, Sydell 2, Kelvin 3 (firebolt!!), and one more in the tavern makes 10
The words were "nearly a dozen" IIRC.
Aug 9, 2016 2:32 pm
After Jhishma's axe finds its target, the Dretch staggers but remains upright. There are only 2 hps left in the great Dretch battle of Marian Town.
Aug 9, 2016 2:34 pm
Qralloq says:
Cmbrian says:
OOC:
I thought I hear the word dozen -- Grok 1, Barasil 1, Nar 2, Sydell 2, Kelvin 3 (firebolt!!), and one more in the tavern makes 10
The words were "nearly a dozen" IIRC.
OOC:
excellent!
Aug 9, 2016 2:42 pm
OOC:
Kelvin runs over and launches yet another gout of flame at the surviving Dretch
"Lets wrap it up gents, the knave is still making good on his escape."
Last edited August 9, 2016 2:43 pm

Rolls

Firebolt Attack - (1d20+5)

(4) + 5 = 9

Firebolt Damage - (1d10)

(5) = 5

Bless - (1d4)

(1) = 1

Aug 9, 2016 2:47 pm
OOC:
Missed by 1. But the Dretch is heavily wounded, surrounded by enemies and is of a cowardly nature.
It dies by fire.

The bartender pulls out a case of the good stuff and gives it to you. You each receive 3 potions of healing.
Aug 9, 2016 2:51 pm
Grok lets out a great billowing laugh and follows Nar towards the tavern. "Strong smash, bro. Strong smash!"
OOC:
 Blimey! :D 
Aug 9, 2016 3:10 pm
The old man stumbles forward, gasping for breath. "My wife... They're headed for her tower... She's defenseless... You must stop them... And save her if you can..."

The bartender helps the old man into a chair. "What's this about Helge?"

"She can stop the portal... But she's in a trance.. Can't defend herself... Get me to the tower, I can wake her... Must hurry... Portal is still open... Something else might come through..." He falls over in a coughing fit.
Aug 9, 2016 8:11 pm
The old man has Nar's complete attention at the mention that something else could come through the fissure. He takes a knee next to the man's chair, asking, "What do you know of this cult and Gilchan Abidal? Why do they want to hurt your wife? Wha--", then thinks better of the timing of his interrogation and pauses to asses the man's health.

If he appears to be near death, Nar will lay on hands for a few hp to stabilize and comfort him.
Aug 9, 2016 8:28 pm
Grok comes up behind Nar, watches the two for a second, then asks Nar: "Grok carry man? Horsie out there."
Aug 10, 2016 3:22 am
The old man waves off Jhishma's aid and his breathing slows. "Gilchan Abidal is a scoundrel, an escape artist at best. The real villain is Rigavian. He's the leader of the Shades of Orcus, a cult of demon worshippers. That one had power. Glad to see he was locked up. Hope I'm wrong that he wasn't riding a horse down the street a minute ago. But if he is our, then my wife Helge is our best bet in undoing whatever he did out in the street."
Aug 10, 2016 7:12 am
"Shades of Orcus!" cries Jhishma. "Led by Rigavian, you say? I fear his escape is what this was all about, and that you are not wrong, my Dear Elder."

"Old Man," begins Jhishma, taking a deep breath, "How much time do we have? Our Company is fairly spent and I fear the worst if we all throw our lives away by pressing on in pursuit of a foe we cannot hope to catch up to, let alone overcome and subdue or destroy." The paladin pauses to look around the tavern's Great Room at his companions and decides his concern is not misplaced - especially seeing brave Nar's condition after personally bearing the brunt of the demon assault.

However, the dragonborn continues, "Yet, if the luxury of time cannot be availed and press on we must, then we'll hasten as well as we can with an Old Man in tow. How far is it to Helge's tower?"

Without waiting for an answer, the Silver Knight of Winter Fey turns to leave the tavern, calling over his shoulder as he goes, "Prepare our new, venerable companion for the road and find out how far the tower is, and what else we might expect from the Shades of Orcus!" He spits, "I'm going to see if I can round up some more horses from anyone in the village who can spare beasts to aid us."

As Jhishma strides into the street, calling to the villagers for mounts and supplies if they want the Company's aid in saving their town, his mind is circling and turning over what the Old Man revealed...
OOC:
Jhishma will make a knowledge check to see what he might know about this cult.

Rolls

knowledge religion on the Shades of Orcus and/or Rigavian - (1d20+1)

(19) + 1 = 20

Aug 10, 2016 1:03 pm
The villagers immediately produce horses from a nearby stable and fasten the saddles and bridles. Their gratitude for your assistance against the demons bubbles from their lips, as did their fear of the still glowing portal.

The bartender reminds you of the 15 healing Putin's that he provided (3 each), and gives you each a wineskin of wine to quench your thirst.

The wizards tower is in the center of town on the river, about a half mile from where you are at the northern edge. Grok's solution may be the simplest, riding with the old man and essentially holding him while you ride. The Old Man blusters about they indignity of being old but agrees.

The Shades of Orcus are a relatively new phenomenon. Five years ago or so, it wad just kids reading from books and such and pretending at evil. But from this innocuous start, rumors of something stirring in their secret pretend rituals began. Until now, the rumors have not been confirmed by any events attributed to their mock-evil. Rigavian was one of the first kids involved, though his part was small like the rest of them.

The villagers add that he has grown bolder of Kate and a fortnight ago one of the Shades members, kids no more, was found horribly murdered, and Rigavian was arrested for murder. A bunch of the members protested violently and they were locked up too.
Aug 10, 2016 1:19 pm
"It's like I always say, no good can come from kids rolling funny dice and playing with miniatures. ". *beat*
Nar jumps onto an offerd horse with a word of thanks to the villager holding it, assuring her and all who hear, "I vow to you that I will do all I can to stop this madness and bring these cultists to justice, or die trying!"
And to his friends, "Let's ride!"
While riding he downs some healing potions and chases them down with the wine.
OOC:
back to max 23 hp!
Last edited August 10, 2016 1:21 pm

Rolls

Potion of Healing - (2d4+2)

(34) + 2 = 9

Potion of Healing #2 - (2d4+2)

(34) + 2 = 9

Aug 10, 2016 6:11 pm
As the others are speaking, Baroril walks quietly among the townspeople, looking for any who have injuries in need of treatment and does his best to quickly apply some field dressings. This is his way - he is not one to mince words, preferring to let the paladin's speak for him unless something important is on his mind.

Then, when the horses are brought out, he heads closer while eyeing the beasts nervously.

"A dwarf can better fight with his feet firmly on the ground! But...err...if haste be needed, then someone lift me up there!"

Rolls

Wisdom (Medicine) - (1d20+5)

(13) + 5 = 18

Aug 10, 2016 6:29 pm
"I've been at this for a decade and i can barely get a firebolt across a room and these young punks start screwing around and come summon demons to do their bidding?...I should have paid more attention to my lessons"
Aug 10, 2016 6:57 pm
Nar, overhearing Kelvin's musings, replies,"I'm sure if you had a complete disregard for safety and sentient life, you would make a fine demon summoner! And I wouldn't want to be on the receiving end of one of those killer firebolts..."
Aug 10, 2016 6:57 pm
Grok gently (for a half orc) picks up the Old Man and carries him out into the street. Checking that he's ok he strides up to a horse, and sets the Old Man down into the saddle. As he does, he hears Baroril's request, and comes over.

"No worries. Grok get you up notime."

Grok picks up the dwarf by the armpits, raises him over the horse, and slides him into the saddle.

"Grok happy to help, sarge." Grok's face scrounges up into a frown, then looks to the dwarven cleric for answers. "Erhm. Da'? What 'em call yous priest again?"
OOC:
 This is assuming Old Man Sydell doesn't protest. If he at any time protests or opposes being "gently" manhandled by the halforc, Grok will put him down and apologize, then go help Baroril. Same goes for Baroril ofc ;)
Aug 10, 2016 8:06 pm
Even as the last piece of tack and harness are still being buckled up, Jhishma swings into the stirrups of the provided horse and calls out, "Mount up, friends! We ride for the tower!"

The paladin sets his horse to a gallop down the dusty street and gratefully quaffs a couple of healing potions - the only preparation he has time to make for what lies ahead, in the face of the dire urgency described by the Old Man.

Rolls

healing potions - (2d4+2, 2d4+2)

2d4+2 : (24) + 2 = 8

2d4+2 : (21) + 2 = 5

Aug 10, 2016 8:09 pm
The old sorcerer hands Kelvin a scroll tube. "I'm not much use if we run into trouble. Take this and use it if need arises. It's not much but it's all I have."
OOC:
It's a Scroll of Chromatic Orb
To Grok, he says "Thank you, young man."

Now mounted, the party rides out to the cheers of the townsfolk, while others attend to the sombre task of carrying the five or six dead townsfolk out of the tavern and street.

The basement jailor also waves you off from the door of the jail. He seems tired, probably from dragging the cultists back into their cells.

The ride only takes a few minutes by fallinggalloping horse, even the cart and draft horses you were lent.

You see the tower before you get there, peaking above the rooflines of the smaller stores and homes near the river.
Please note if you're using any healing potions during the ride. They''ll each cure wounds equal to 2d4+2 hp.
Aug 10, 2016 9:55 pm
As they approach the tower, Nar looks around for any sign of the escapees or their horses.

He quietly askes the old man, "Sir, where can your wife be found? How can we most quickly bring you to her so we can defend her, and you can wake her?"

He pauses for half a second and then asks, "But before we rush in blindly, please explain further about your wife, her power, this trance, and why the cultists are so obsessed with her that they make a bee line to her immediately after escaping? If I just left jail, I can think of a dozen things I'd like to do before making a social call"
OOC:
Is Bless still in effect?
Last edited August 10, 2016 9:57 pm

Rolls

Perception for horses/prisoners - (1d20+4)

(4) + 4 = 8

Persuasion if needed on Sydell - (1d20+2)

(13) + 2 = 15

Aug 10, 2016 11:14 pm
On the way, Old Man Sydell explains that he is merely a sorcerer, while his wife Helge is a wizard, and studies much about the outer planes. Many years ago, she fought in a secret war against a cult of demon worshippers, and captured many of their most powerful fel treasures. Some she destroyed, others resisted all attempts at destruction. These she kept, safely guarded in her arcane tower.

She is currently in a state of profound meditation, and could not be woken except by certain arcane means. While she isn't in immediate physical danger, but she could be captured by determined foes, and would be in danger when she woke.

Lastly, to Nar's direct question, he states: "Maybe they had plans that were interrupted by being incarcerated. All I know for certain from Helge's stories, is that sometimes summoning rituals can only be performed at certain times of the year. Their timing may be not of their choosing."

As you ride up to the tower, you notice that there are three horses, two of which are unsaddled and blowing hard. They aren't tied up, they're just loose, nibbling on some ornamental bushes. The sharper eyed among you see that the door is a bit crooked, as if it were just leaning in place.

Troublesome noises come from within.

http://cdn.obsidianportal.com/assets/236880/Speartip.jpg
If you're going to enter, let me know your order, and roll some initiatives.
Aug 11, 2016 1:34 am
Nar leaps from his horse, asking, "Are there any magical defenses we should know about?". After getting his answer, he moves to the side of the door to peek in.

Rolls

Perception - (1d20+4)

(18) + 4 = 22

Initiative - (1d20+1)

(17) + 1 = 18

Aug 11, 2016 2:23 am
OOC:
Bless has expired, only lasts 1 minute at most
Aug 11, 2016 1:49 pm
Grok leaps down from his horse, and goes up to Old Man Sydell. "Grok help you down?" He then lifts the venerable sorcerer, and puts him down gently before taking his place at Nar's right side.

He takes out his greataxe, grins at Nar. "Grok got ye'r back, bro. Grok ready for blood!"
Last edited August 11, 2016 1:50 pm

Rolls

Initiative - (1d20+2)

(10) + 2 = 12

Aug 11, 2016 5:59 pm
Jhishma dismounts and stands a pace behind the halforcs. Feet planted wide. Greataxe held at the ready in a warrior's grip. The paladin motions for the others to take cautious but readied positions behind him.

He looks to Nar making his assessment, peering through the crack in the door. The dragonborn gives him a nod and whispers, "I'm ready on your signal."

Rolls

Initiative - (1d20+0)

(6) = 6

Aug 11, 2016 8:24 pm
"I think I'll let the burly gentlemen take the lead"
OOC:
Just confirming that the break and ride over here didn't count as a short rest

Rolls

Initiative - (1d20+2)

(11) + 2 = 13

Aug 11, 2016 9:46 pm
OOC:
Just waiting for Baroril's initiative. Meanwhile I'll roll for the empty room beyond the door.

Rolls

Initiative - (1d20+3)

(15) + 3 = 18

Aug 12, 2016 12:16 am
OOC:
18? Gasp! Thanks the gods it's empty...
Wait a minute: +3??? A room with a 16 Dex???
Last edited August 12, 2016 12:18 am
Aug 12, 2016 4:09 pm
Baroril stands beside Grok, his trusty warhammer in hand, a look of grim determination on his face.

"Hopefully not too much of our own blood, my friend. My healing magics are spent, I'm afraid."
OOC:
Sorry to make everyone wait!

Rolls

Initiative - (1d20)

(16) = 16

Aug 15, 2016 5:04 pm
OOC:
based upon what he perceives when he looks in, Nar will either suggest stealth and caution, or a full frontal assault.
Aug 16, 2016 3:35 pm
OOC:
Okay, back to the action...
The front door of the tower is leaning crookedly in place. Peaking through the cracks, a dagger comes flying out at Nar, but not before he sees that two of the prisoners are inside. The main floor is round, about 30 feet in diameter, and has a small table and 2 chairs near a central, spiral staircase up to the second floor. The outer edge of the room seems to be filled entirely with shelves and counterspace - it appears to be a combination of a den, kitchen, and general living area.

Gilchan Abidal is in the room, along with the woman (whose name is Nahaarifa) who just threw the dagger.
The dagger was a prepared action. Initiative starts with Nar, then Gilchan and Nahaarifa, then everyone else (inluding Nar), then G+N, etc.

Rolls

Thown Dagger - (1d20+5, 1d4+3)

1d20+5 : (6) + 5 = 11

1d4+3 : (4) + 3 = 7

Aug 18, 2016 4:32 am
Just before he rushes in to attack, Nar shouts the bare bones of a plan to the group, "One is must be up the stairs -- I'll lead interference on these two!"

He bursts through the door (leaving it wide open for friendly firebolts) and attacks the woman who is clearly the superior warrior. Remembering at the last second that the cult is comprised of wayward sons and daughters of this town, he opts for non-lethal damage.

Rolls

Maul, damage - (1d20+5, 2d6+3)

1d20+5 : (8) + 5 = 13

2d6+3 : (53) + 3 = 11

Aug 18, 2016 4:45 am
She just ducks out of the way, the maul brushing her clothing.

She turns with the movement and gracefully steps inside Nar's reach, both fists hammering at his ribs.

Rolls

Unarmed attack - (1d20+5, 1d4+3)

1d20+5 : (4) + 5 = 9

1d4+3 : (4) + 3 = 7

Bonus action, unarmed attack - (1d20+5, 1d4+3)

1d20+5 : (2) + 5 = 7

1d4+3 : (3) + 3 = 6

Aug 18, 2016 4:50 am
Gilchan sneers at Nar and flings his hand out. A ghostly hand wraps around Nar's throat. (Nar takes 6 damage.)

Rolls

Spell attack - (1d20+6, 1d8)

1d20+6 : (11) + 6 = 17

1d8 : (6) = 6

Aug 18, 2016 5:19 am
Grok charges into the room after Nar, going straight for Gilchan. "You gonna hurt now!" Grok raises his axe and recklessly attacks Abidal with full force.

Rolls

Attack: Greataxe (reckless) - (1d20+6)

(8) + 6 = 14

Attack: Greataxe (reckless, adv) - (1d20+6)

(9) + 6 = 15

Damage: Greataxe - (1d12+4)

(4) + 4 = 8

Aug 18, 2016 7:06 am
Jhishma strides in, taking stock of the melee before him and the layout of the room.

The paladin hears his colleague's makeshift plan to hold these two at bay. Now that the other halforc, in a state of frenzy, has joined Nar, the silver-scaled knight of Winter's Court heads up the stairs. Taking them two at a time, Jhishma hopes they're not too late to save the old woman who is the only one who can close the demonic gate to the Abyss - the portal which they left unguarded in front of the tavern...
OOC:
As long as Jhishma can safely avoid any AoO, he'll move and dash up the stairs. Otherwise, if needed, he'll use the disengage action to pass by the melee and just go as far to the stairs and up them as he can with a single move.
Aug 18, 2016 12:38 pm
After his 3 more muscular companions burst through the door Kelvin will slip inside a bit quieter. Upon seeing Gilchan Abidal he will grin and shout to him: "You're coming back with us scoundrel, your only choice is whether you make the journey in a cage or in a box!"
OOC:
Kelvin Targets Abidal with a firebolt

Rolls

Firebolt Attack - (1d20+5)

(2) + 5 = 7

Firebolt Damage - (1d10)

(10) = 10

Aug 18, 2016 1:55 pm
Grok's axe slices into Abidal. "We're not getting paid enough for this, Nahaarifa." (GA takes 8 damage).

Kelvin's Fire bolt misses Abidal, and destroys a pantry shelf.
Aug 18, 2016 2:05 pm
Jhishma darts around the melee and up the stairs. He skids to a halt when he sees a creature off shadow guarding the stairway higher up towards the third floor. It's head twists around and it adopts a menacing pose, but doesn't immediately attack. It appears to be guarding the stairs.

The second floor appears to be a bedroom, and contains many windows overlooking the river. The spiral stair continues up into the ceiling, but you can't see into the third floor from where you are.
Aug 18, 2016 3:30 pm
"There's no one on the second floor, but a shadowy fiend blocks the way higher up into the tower," calls Jhishma over his shoulder to his friends below. "It looks shifty and ghost-like!"

"Kelvin! Baroril!" the Dragonborn implores, "Your magicks will likely be better suited to this foe than my axe! I'm sorry, friends, but I've already used up all the Winter Lady's patronly blessings that were bestowed on me today. The strength in my arms and the fine edge of my blade are all I have left!"

Jhishma prepares to do battle with the shadow, hoping for the backup of arcane and divine fire, and that his halforc brothers-in-arms make quick work of the misguided fools below...
Aug 18, 2016 4:17 pm
"One foe at a time my friend, these two are no pushovers!"
Aug 18, 2016 6:21 pm
"My magic is spent too, my friend, but I can lend you my hammer!" Baroril shouts to Jhishma. "Let's stick together! I have no words of healing if you fall alone. Bring the beast down here!

He then moves to attack Abidal, brandishing his warhammer.
OOC:
Using my warpriest feature to make two attacks. Standard caveat - if the first one drops Abidal, I won't make a second attack.

Question: I couldn't remember where we discussed it, but are we using the flanking optional rule?

Rolls

Attack - (1d20+4)

(5) + 4 = 9

Damage (bludgeoning) - (1d8+2)

(8) + 2 = 10

Attack (war priest bonus action) - (1d20+4)

(19) + 4 = 23

Damage (bludgeoning) - (1d8+2)

(5) + 2 = 7

Aug 18, 2016 7:57 pm
Nar, being familiar with the battle concept of focusing attacks one opponent at a time, swings his Maul at Abidal.
OOC:
if this requires leaving Nahaarifa's reach, he will attack her rather than give her an AOO

Rolls

Maul & dammage - (1d20+5, 2d6+3)

1d20+5 : (16) + 5 = 21

2d6+3 : (12) + 3 = 6

GWF re-roll 1s&2s - (2d6+3)

(52) + 3 = 10

Aug 18, 2016 7:59 pm
OOC:
Yes, optional flanking rule. You need to be on opposite sides of an opponent, with both in melee, and then you get advantage. You can move far enough to get around him and flank, so reroll that first one and then they'll respond.
Aug 19, 2016 10:38 pm
Nar's maul smashes into Gilchan, driving him to his knees. Fury and vengeance gleam with his eyes as he stands up and incants a spell. A cube of force lashes out from him to Kelvin at the door. Tables, chairs and assorted cups fly outwards, and smash into shelves to either side of the door, which collapse with assault. A titantic boom shatters the room.

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

The spell will effect Nar, Baroril, and Grok, but Kelvin is just beyond reach, and Jhishma is above.

Rolls

Thunder damage (2nd level spell slot) (save vs. DC 14 for half) - (3d8)

(838) = 19

Aug 19, 2016 10:40 pm
Nahaarifa tries to pummel Grok, who she seems to take particular exception to. Her fists fly about and connect with his head, face, and chest.

Both attacks land (Grok takes 11 damage and will be at zero even with a save against the Thunderwave. On his turn, he needs to make a Death Saving Throw - an unmodified d20 roll - unless someone stablizes him first.)

Rolls

Punch attack - (1d20+5, 1d4+3)

1d20+5 : (12) + 5 = 17

1d4+3 : (1) + 3 = 4

Bonus action, punch attack - (1d20+5, 1d4+3)

1d20+5 : (17) + 5 = 22

1d4+3 : (4) + 3 = 7

Aug 19, 2016 11:28 pm
Has Grok already used his "Relentless Endurance" Half-orc trait?
Aug 19, 2016 11:54 pm
OOC:
Grok had not. Nar used his earlier. Grok is therefore at 1 hp. Good call.
Aug 20, 2016 5:26 am
Nar takes the thunder blast

Rolls

Save v thunder - (1d20+2)

(7) + 2 = 9

Aug 20, 2016 6:47 am
"That doesn't sound good," thinks Jhishma to himself as the wave of thunder booms from below. The Dragonborn sprints back down the stairs and immediately sees that the situation is not at all as well in-hand as he at first thought. Wordlessly, he simply sets his great, reptilian jaw in a tight grimace and joins his fellow warriors in the fray.

Tactically, he attempts to flank Abidal, hopefully providing the greatest possible assistance to his battle weary friends.
OOC:
please ignore the second attack roll if advantage for flanking can't be achieved by Jhishma in the current positioning.

Rolls

Attack on Abidal with greataxe, advantage if possible - (1d20+5, 1d20+5)

1d20+5 : (18) + 5 = 23

1d20+5 : (20) + 5 = 25

Damage with greataxe - (1d12+3)

(2) + 3 = 5

Reroll for damage due to great weapon fighting - (1d12+3)

(2) + 3 = 5

Aug 20, 2016 7:51 am
Nar takes 19 damage and drops to the floor.

Jhishma runs down the stairs and stabs Gilchan Abidal in the face with an axe, and GA drops to the floor. Nahaarifa screeches in rage.
Aug 20, 2016 8:39 am
Reeling and bleeding from the punches and magical thunder, Grok sees Nar going down. "Hells, no you dont! Get up, bro!" Grok grabs a potion from his belt, catches Nar as he falls, and administers the healing potion.
OOC:
I'm still a bit new to 5e. Can Grok drag Nar out of combat, or has he used all his actions/moves? If he can, he'll drag Nar as far away from combat as he can

Rolls

Healing potion - (2d4+2)

(32) + 2 = 7

Aug 20, 2016 9:17 am
The last thing Nar remembers is a loud noise, great pain, being really mad, and the sensation of being launched backwards.

In the very next moment, he's in his brother's arms with a tasty beverage dribbling down his chin and Abidal has an axe imbedded in his face.

Putting 2 and 2 together, he pulls himself to his feet with a grunt and charges Nahaarifa shouting, "Thank you, brother!"

Rolls

Maul & dammage - (1d20+5, 2d6+3)

1d20+5 : (19) + 5 = 24

2d6+3 : (34) + 3 = 10

Aug 20, 2016 12:45 pm
"Thank the gods, that's one down, now to deal with his companion"
OOC:
Firebolt at Nahaarifa
Last edited August 20, 2016 12:46 pm

Rolls

Firebolt Attack - (1d20+5)

(14) + 5 = 19

Firebolt Damage - (1d10)

(10) = 10

Aug 20, 2016 1:14 pm
Baroril scowls, frustrated that his healing magic is spent but glad for Grok's quick thinking. He takes a swing at Nahaarifa, attempting to maneuver to an advantageous position.

"The time fer mercy is over, boys! Too much blood has been spilled by the hands of this lot. Moradin's forgiveness has run dry!

Rolls

Attack (flanking? Ignore second if needed) - (1d20+4, 1d20+4)

1d20+4 : (2) + 4 = 6

1d20+4 : (6) + 4 = 10

Damage (bludgeoning) - (1d8+2)

(5) + 2 = 7

Aug 20, 2016 1:31 pm
OOC:
Assuming my firebolt didn't drop her I'm going to use one of Kelvin's "Portent" rolls here and retcon Baroril's first attack roll to a 15 which would be a 19 with his bonus.
Aug 20, 2016 2:23 pm
Grok falls beside Nar and puts a healing portion into him. Wounds close and Nar bounces too his feet, attacking Nahaarifa and connecting solidly.

Kelvin's second Fire bolt strikes her squarely and seers her skin badly. She crumples to the ground.
OOC:
The Portent for Baroril isn't needed.
You gather yourselves together and find the room quiet for the moment. A rhythmic chanting, much like the mad man's from the jail, can be heard from up the stairs. The hairs on the back of your neck stand up.

The shadow creature hasn't followed Jhishma down the stairs, so you can collect your wits.
Aug 20, 2016 2:27 pm
OOC:
Baroril hasn't rolled a Con save vs Thunderwave yet.
Aug 20, 2016 2:56 pm
"It may be that our friend here summoned the fiend you saw upstairs, if that is the case there may be some clue here as to how to banish it"
OOC:
Kelvin will search the villians bodies then take a quick stock of the room to see if anything is unusual

Rolls

Perception if needed - (1d20)

(11) = 11

Investigation if needed - (1d20+3)

(2) + 3 = 5

Aug 20, 2016 3:24 pm
Grok pulls himself off the ground and downs two healing potions.

"Ah, that good. Taste dung, but can hit stuff now."

Rolls

Healing potion 2 - (2d4+2)

(32) + 2 = 7

Healing potion 3 - (2d4+2)

(21) + 2 = 5

Aug 20, 2016 4:23 pm
Kelvin's trained eye first peruses the book shelves. He finds one that draws his eye. Mystical symbols, surround one book case, that has a locked bottom. As he begins to investigate, Old Man Sydell enters from the yard. He surveys the wreckage of his kitchen before he sees Kelvin approach the peculiar shelf. "Careful with that, friend. It's warded."

He points a shaking hand at another cupboard. "You may find a couple more healing potions in there. Help yourself."

Upon spying the bodies of the two former prisoners, he says: "Is the Warlock defeated, too?"
Aug 20, 2016 4:26 pm
As they all take a moment to catch their breath, Jhishma repeats, "One of the Shades of Orcus (literally) is blocking the way to the upper floors of the tower." He pauses and tilts his head. "Hear that? What further devilry will we find above? Give me a moment to focus..."

The paladin ascends the stairs to the highest point where he still knows the shadow won't attack him and directs his Divine Sense upwards into the tower, reaching as far as he can with the guidance of the Winter Queen...
OOC:
Jhishma has one more healing potion he can share, plus 3 HP of Lay On Hands to share among Nar, Grok and Baroril. Let's see how badly Baroril is hurt then we can divide these meagre resources.
Last edited August 20, 2016 11:23 pm
Aug 20, 2016 4:44 pm
Still shaking off the effects of the all too familiar feeling of near death, Nar looks at their fallen foes for a moment with a grim look; vengeance fulfilled -- in part. He downs his last healing potion and also waits to see if anyone is in need of his divine healing (10pts left).
Last edited August 20, 2016 4:47 pm

Rolls

Potions #3 - (2d4+2)

(22) + 2 = 6

Aug 20, 2016 4:58 pm
Jhishma's senses pick up only the fiend above, it's putrid evil wafting down at him like a wave of disease.

The old man says: "A Shade of Orcus you say? Describe it to me, young man. I have some knowledge of these things, though not as much as Helge."
Aug 20, 2016 8:42 pm
"Alas, Old One, Rigavian, is not among the fallen," answers Jhishma as he heads to the cupboard for the healing elixirs.

The paladin continues, "The creature above is guarding the stairs and appears to be made entirely of shadow - a figure comprised of darkness itself. I sense that it is alone, however. More seem not to have been summoned, as yet... But I know not if my simple axe will avail against such a foe, since I am unable to call on additional radiant energy to infuse my weapon under this day's sun."
OOC:
Jhishma gathers whatever healing potions can be found and distributes to those who need them.
Aug 20, 2016 10:37 pm
OOC:
Con save versus thunderwave.

Rolls

Con saving throw - (1d20+2)

(10) + 2 = 12

Aug 21, 2016 12:46 am
Baroril had been laid low by the Thunderwave , taking the full 19 damage which drops him to 0.
Aug 21, 2016 12:59 am
The news of the shadow creature enrages Nar, in some small part to cover up a bit of fear -- he is also unable to summon any more holy radiance from his god on this dark but glorious day.

Then he shakes himself back to reality to tend to Baroril. Knowing that he must be carrying a few potions from the tavern, he checks the easy access pockets and pouches, un-stoppers a potion, and carefully administers it. Thunder damage is not a pleasant way to die.

When he awakens, Nar points out, "Drink up, my friend, and, if you are able, I'd advise having one or two more...you're going to need them. "
Last edited August 21, 2016 3:16 am
Aug 23, 2016 4:31 am
Turning to Jhishma Nar asks, "This demon of shadow blocking our path -- is there room on the stairs to surround it? In my experience, it takes a special weapon to deal much damage to a demon, but, as well as I take care of my maul, it cannot be consdered that brand of special. We may need to concentrate all of our attacks at once in order to chop that thing down"

If, after all of the others have had an opportunity, there is an unused healing potion from the shelf, Nar would humbly request it.

He suggests a plan to the group, "I'd like to try to surround it -- I'll bull rush it, swing at it with my maul, then try to end up past the thing. What do you guys think?"
Aug 23, 2016 5:00 am
The old man will say: "I know a few things about such. Much less than Helge. Shadows are at a disadvantage in the light, which I can conjure. There is a scroll upstairs in the shelf marked with a sigil. It's in a scroll tube on a small display rack, you can't miss it. The scroll is for a spell called Banishment, which may work on such a creature. If the thing is on the stairs, you'll have to get past it somehow, or avoid its reach."
Aug 23, 2016 5:00 am
The old man will say: "I know a few things about such. Much less than Helge. Shadows are at a disadvantage in the light, which I can conjure. There is a scroll upstairs in the shelf marked with a sigil. It's in a scroll tube on a small display rack, you can't miss it. The scroll is for a spell called Banishment, which may work on such a creature. If the thing is on the stairs, you'll have to get past it somehow, or avoid its reach."
Aug 23, 2016 7:33 pm
Jhishma suggests, "I have my crossbow and I have my javelins. Nar, Grok, you have similar weapons, no? Taking aim upon the shadow with these weapons, along with Kelvin's Bolts of Fire and Baroril's Sacred Flame, we can harm it (hopefully) and provoke it to leave its post and combat us down here on the ground floor where we have more room to surround it, as you suggest, Nar. While Grok, Nar and I surround it, and Baroril reigns down his Sacred Flames, Kelvin can dash upstairs and get the banishment scroll."

Saying this, the silvery dragonborn eyes up the angles on the stairs...
OOC:
How far up the stairs and how close to the shadow do we have to be to get line of sight on it?
Aug 23, 2016 8:46 pm
"Sure. I just forgets I has 'em, tiny things. Grok ready." Grok straps his axe to his back, and draws a javelin from his belt.
OOC:
Grok tends to be passive. He's not an idea-guy. I'm in and checking the thread multiple times a day though, so if I'm silent, it's because Grok doesn't have any input at the time. Feel free to order him around ;)
Aug 23, 2016 10:04 pm
OOC:
Status Check. I have:
Grok at 12/23 hp
Nar is at 13/23
Jhishma is at 20/20
Kelvin is at 13/13
Baroril is at 6*/17 *after accounting for him having taken a healing potion (I rolled a 6)

Jhishma has a healing potion, and the two paladins have some Lay on Hands available.

Nar finds 3 healing potions in the shelf indicated by Old Man Sydell

Rolls

Healing potion - (2d4+2)

(22) + 2 = 6

Aug 24, 2016 1:54 am
omenstar says:
How far up the stairs and how close to the shadow do we have to be to get line of sight on it?
Jhishma estimates that, because the stair case is curved and relatively narrow, only one person could see the demon and be able to fire at it, without being in melee with it. One person could fire at it and run back down, hoping to kite it into a "whoop funnel".
Aug 24, 2016 6:13 am
Qralloq says:
OOC:
Status Check. I have:
Grok at 12/23 hp
Nar is at 13/23
Jhishma is at 20/20
Kelvin is at 13/13
Baroril is at 6*/17 *after accounting for him having taken a healing potion (I rolled a 6)

Jhishma has a healing potion, and the two paladins have some Lay on Hands available.

Nar finds 3 healing potions in the shelf indicated by Old Man Sydell
OOC:

Assuming the 1 hp Grok retained from Relentless Endurance counts, Grok has a whole 13 hitpoints (lucky him!) All out of potions though :/
Aug 24, 2016 6:44 am
"I am willing," says Jhishma, "to attack it in an attempt to lure it down here when everyone is ready. If we can bring it into the room far enough, then Kelvin should be able to run past and up to the room where our venerable guide described that the banishment scroll can be found."

"Or does anyone else have a better idea?" he asks, sincerely.
Aug 24, 2016 11:56 am
Nar passes the found potions out to Grok and Baroril and keeps one for himself.

"Bottoms Up!"

He'll assess everyone's health after the potions to decide to use up some LoH. If he can get everyone to full and still have 3ish points left for reviving the dead, he'll do that.
OOC:
Nar is at full 23/23!
"Excellent potion!"
Last edited August 24, 2016 11:57 am

Rolls

Potion of Healing - (2d4+2)

(44) + 2 = 10

Aug 24, 2016 12:20 pm
"Thank's, bro. Bottom up!"
OOC:
21/23HP!
"Aah. Yes, it hit spot good"
Last edited August 24, 2016 12:21 pm

Rolls

Healing potion - (2d4+2)

(24) + 2 = 8

Aug 24, 2016 1:01 pm
Nar turns to deliberately face Grok, puts his hands on his shoulders, and looks him in the eyes, and says, "Brother, we will be facing a demon that will resist us to the end. Our aim must be true, and we must hit with all of the ferocity of our forefathers. But unlike them, we are blessed with friends who we can trust to have our backs. We will fight well together, and if need be, die well together."

Nar sends healing through his touch to Grok.
OOC:
2 pts LoH; Nar is down to 8 pts
Did Baroril use all of his potions from the barkeep?
Last edited August 24, 2016 1:03 pm
Aug 24, 2016 1:11 pm
"Hooah! Thank's bro. Line 'em up, Grok smash 'em down!" Grok grins, slides the javelin back in his belt, and retrieves the great axe from his back.
Aug 24, 2016 1:22 pm
Baroril still has two potions from the bartender. He uses one, and he's at 13/17.

Baroril says: "Well let's get this going then."

Rolls

Healing Potion - (2d4+2)

(41) + 2 = 7

Aug 24, 2016 2:39 pm
"Well gents it seems like we have a plan, I'll peg this nasty creature and try and get him to give chase down here. Hopefully he'll be hot on my heels when i return. I'll need you gentlemen to intercept the beasty while I run back around to find the scroll. I am rather enamored with my life, do try and ensure that I keep it gents."
OOC:
Kelvin will walk slowly to the top of the stairs, when he sees the creature he will fire a firebolt at it and use his movement to run back down the stairs
Last edited August 24, 2016 2:40 pm

Rolls

Initiative if needed - (1d20+2)

(6) + 2 = 8

Firebolt attack roll - (1d20+5)

(11) + 5 = 16

Firebolt damage - (1d10)

(5) = 5

Aug 24, 2016 4:14 pm
As Kelvin approaches the stairs, Old Man Sydell casts light on the bottom rung. The four of you are arranged in a semi circle in the room. You are all prepared to act, so initiative won't be necessary.

Kelvin tenderly ascends the stairs. A wispy, smoky shadow turns to face him, guarding the entrance to the third floor. Kelvin fires his spell, and it strikes the creature, if only doing half damage. He turns and runs back down pushing through the others, as the creature hastens after him, shadowy claws teaching, reaching...
You can all act in any order. I'll fire off a spell for B. I'll remind Kelvin that he was given a scroll of Chromatic Orb by the old man.
Aug 24, 2016 4:23 pm
Baroril fires off a Sacred Flame once the creature is in sight.

Rolls

Sacred Flame - (1d20+5, 1d8)

1d20+5 : (15) + 5 = 20

1d8 : (7) = 7

Aug 24, 2016 4:24 pm
The creature screams, as it reacts horrifically to the radiant damage. (Vulnerability)
Aug 24, 2016 4:33 pm
Nar attempts to get its attention, hoping to draw it further into the room for a compatriot to make a flanking maneuver.

"There is no place for you here! Crawl back to the Abyss!"
Last edited August 24, 2016 4:34 pm

Rolls

Maul & dammage - (1d20+5, 2d6+3)

1d20+5 : (14) + 5 = 19

2d6+3 : (55) + 3 = 13

Aug 24, 2016 5:47 pm
Nar's maul passes through the creature, but in some inexplicable way, it seems partially harmed by the attack.
Aug 24, 2016 5:57 pm
As the shadow demon enters into the room Grok slips in behind him, blocking it's escape. He then swings his greataxe with a yell. "Hah! We smash you now!"
OOC:
Do we get advantage from flanking? If not, ignore the second roll.

Rolls

Attack: Greataxe - (1d20+6)

(1) + 6 = 7

Attack: Greataxe (flanking?, adv) - (1d20+6)

(7) + 6 = 13

Damage: Greataxe - (1d12+4)

(7) + 4 = 11

Aug 24, 2016 6:36 pm
Grok manages to crowd the fell creature from behind, distracting it sufficiently that he succeeds in hitting it. Again, his weapon tears some of its ephemeral essences away.
Flanking: yes. AC = 13
Jhishma is up then we'll see how it responds, followed by Kelvin's attempt to navigate the stairs and decode the wizard's Dweomer Decimal System.
Aug 24, 2016 7:02 pm
Joining his friends in enacting the trap laid for the shadow, Jhishma swings his great weapon through its incorporeal form, hoping to somehow make a rip at its essence. "Shadows aren't meant to move on their own!" he cries.
Last edited August 24, 2016 7:02 pm

Rolls

greataxe attack and damage - (1d20+5, 1d12+3)

1d20+5 : (3) + 5 = 8

1d12+3 : (10) + 3 = 13

greataxe advantage, if needed/allowed - (1d20+5)

(11) + 5 = 16

Aug 24, 2016 7:23 pm
OOC:
Yes to flanking and advantage for Jhishma.
The shadow takes more damage, fraying a bit at the edges.

It drifts from between the three weapon wielders and approaches Baroril. Shadowy claws slash out, tearing at the dwarf's soul, but no damage is done.

Rolls

Claws, psychic damage - (1d20+5, 2d6+3)

1d20+5 : (5) + 5 = 10

2d6+3 : (26) + 3 = 11

Aug 24, 2016 7:28 pm
Kelvin is up. He has a clear shot at the stairs. Then everyone else can go. A quick movement and everyone will be flanking again.
Aug 24, 2016 10:01 pm
Without a word Kelvin bolts by the creature and turns up the stairs towards his destination.
OOC:
let me know if you need any rolls for the search
Aug 24, 2016 10:02 pm
OOC:
Yeah, roll Arcana please
Aug 24, 2016 10:04 pm
No problem

Rolls

Arcana Check - (1d20+5)

(10) + 5 = 15

Aug 24, 2016 10:14 pm
Kelvin finds the bookshelf right away, along with a small case. The case has a glass front and a tiny hammer on a silver chain. Inside is an ornate scroll tube. Runes on the edge of the case say: "In caseth thou dost beset by fiends, breaketh glass" in Draconic.
Aug 24, 2016 10:39 pm
Nar again swings his deadly two handed maul at the creature, heartened that their gambit appears to be working. If possible, he maneuvers behind the creature.
OOC:
is the light spell enough to force disadvantage on the demon's attacks?

(3,4)+3=10 damage before resistance
Last edited August 24, 2016 10:41 pm

Rolls

Maul & dammage - (1d20+5, 2d6+3)

1d20+5 : (19) + 5 = 24

2d6+3 : (14) + 3 = 8

Advantage (if applicable) - (1d20+5)

(12) + 5 = 17

GWF re-roll 1s&2s - (1d6)

(3) = 3

Aug 24, 2016 10:57 pm
Nar's attack connects, again diminishing it's essence.
OOC:
It is at Disadvantage because of the light.
Aug 24, 2016 11:30 pm
OOC:
ok, thanks. I wasn't sure if it was bright enough or if we needed the orb
Aug 24, 2016 11:57 pm
Mirroring Nar's footwork, Jhishma circles to flank and keep the shadow engaged. Or better yet, destroyed and re-damned to the plane of shadows, or whatever dark demesne its evil essence was called from...

"Its body might only be a wisp," says Jhishma to his fighting companions, "but it seems it can't entirely deny the effects of a strong arm and sharp steel!"

Rolls

greataxe attack and damage with advantage - (1d20+5, 1d20+5, 1d12+3)

1d20+5 : (14) + 5 = 19

1d20+5 : (13) + 5 = 18

1d12+3 : (2) + 3 = 5

great weapon fighting re-roll for damage - (1d12+3)

(11) + 3 = 14

Aug 25, 2016 2:20 am
The shadow shrieks once more, as Jhishma's naked steel years it's being apart.

Baroril attempts once more to cleanse it with Sacred Flame. It's cries grow longer, as the radiant damage threatens its very existence. Unraveling at the fringes, it seems like one strong blow would send it back to hell.
Grok is up, then maybe hell hath a fury?

Rolls

Sacred Flame (vulnerable) - (1d20+5, 1d8)

1d20+5 : (16) + 5 = 21

1d8 : (5) = 5

Aug 25, 2016 4:51 am
OOC:
FYI for next time Sacred Flame is a Dex save, not an attack roll.
Aug 25, 2016 6:10 am
Grok follows up so that the Shadow Demon is once again surrounded, and strikes once more with his greataxe.
OOC:
Trying out doing all the rolls in one, hope that works ;)

Edit: Whoo! That was simpler, yay!
Last edited August 25, 2016 6:11 am

Rolls

Attack, advantage roll and Damage: Greataxe - (1d20+6, 1d20+6, 1d12+4)

1d20+6 : (9) + 6 = 15

1d20+6 : (11) + 6 = 17

1d12+4 : (3) + 4 = 7

Aug 25, 2016 1:23 pm
The badly damaged demon is further finished by Grok's attack, but remains, and continues to focus on Baroril, the wielder of the radiant energy.

Baroril is not wounded, as the creature seems baffled by the bright light from the Light spell cast on the nearby stairs, and lashes back with his Sacred Flame, which the demon attempts to dodge.
Each of you may now act in whatever order.

Rolls

Claws, psychic damage - (1d20+5, 2d6+3)

1d20+5 : (17) + 5 = 22

2d6+3 : (34) + 3 = 10

Sacred Flame (vulnerable), Dex save - (1d20+5)

(6) + 5 = 11

Sacred Flame (vulnerable) - (1d8)

(4) = 4

Claws, psychic damage, disadvantage - (1d20+5)

(3) + 5 = 8

Aug 25, 2016 1:36 pm
Grok let's out a frustrated yell at the Shadow Demon, and swings again. "Ghaaarr! Die allready!"
OOC:
Edit: Whoo! Critical hit! Rolling extra damage dice
Last edited August 25, 2016 1:39 pm

Rolls

Attack, advantage roll and Damage: Greataxe - (1d20+6, 1d20+6, 1d12+4)

1d20+6 : (20) + 6 = 26

1d20+6 : (11) + 6 = 17

1d12+4 : (3) + 4 = 7

Critical hit extra damage dice - (1d12)

(6) = 6

Aug 25, 2016 1:38 pm
The demon fades away, it's connection to your plane severed, by maul, by axe, and by radiance. Maybe a touch of fire, too.
Aug 25, 2016 1:41 pm
"Mwahaha! Stupid shadow thingy smashed! We goes up now?"
Aug 25, 2016 1:57 pm
Nar runs up the stairs, not pausing in the 2nd floor bedroom, and proceeds up the central stair to the third level. He intends to take the brunt of whatever attack comes, ensuring Kelvin's relative safety.

OOC:
If that uses his movement and a dash action, so be it. Otherwise, he'll attack based on what he sees.
Aug 25, 2016 2:32 pm
Grok follows Nar, dashing up the stairs right behind him. "With you bro."
Last edited August 25, 2016 3:00 pm
Aug 25, 2016 4:24 pm
Nar and Grok race up the stairs. As soon as Nar's head pops into view, he sees two identical women, one who is frozen and glowing with arcane light, and the other who just cast a spell at Nar, saying "Take him and your companions outside and throw them in the river. You all stink."

The women have gray, oily hair double braided to reveal a strong, menacing face. Shining blue eyes, set lightly within their sockets. Soft skin graciously compliments her eyes and hair. She stands gracefully, despite her bulky frame. There's something wonderful about her, perhaps it's her clumsiness or perhaps it's simply a feeling of coldness.
Nar needs to make a DC13 Wisdom save or do his best to throw Grok and then the others into the river.
Aug 25, 2016 4:57 pm
Jhishma moves to follow the halforcs, calling over his shoulder, "Baroril, let's follow and end this! Old Man," he adds, asking as he reaches the stairs, "is there anything else we need to know about at the top of your tower?"

And up he goes to help his friends.
OOC:
I imagine Jhishma might be arriving just in time to see the spell descend on Nar? If so, please accept the following attack on the caster...
The dragonborn advances on the "woman" whom he suspects is Rigavian, "You cannot divide this company. We are here to serve you justice!"

Rolls

greataxe attack and damage - (1d20+5, 1d12+3)

1d20+5 : (14) + 5 = 19

1d12+3 : (1) + 3 = 4

great weapon fighting re-roll for damage - (1d12+3)

(1) + 3 = 4

Aug 25, 2016 5:15 pm
Nar's eyes widen as he sees the two women...

For a moment he is distracted by the stench of Grok, and makes a mental note to suggest a bath later -- then realizes he missed what one of the women just said to him. He shakes his head and sees Jhishma attack the woman who spoke to him, and so, trusting his fellow paladin's judgement, launches his own attack, albeit using non lethal damage in the event that he misread the situation in his moment of distraction.
OOC:
revised damage (3,3)+3=9
Last edited August 25, 2016 5:23 pm

Rolls

Wis save v suggestion? - (1d20+4)

(10) + 4 = 14

Maul & dammage - (1d20+5, 2d6+3)

1d20+5 : (17) + 5 = 22

2d6+3 : (13) + 3 = 7

GWF re-roll 1s&2s - (1d6)

(3) = 3

Aug 25, 2016 6:09 pm
Sydell gave no non-muttered response to Jhishma's query. The 'active' old woman is beat mercilessly upon her head and body by the home invaders.

Grok, Baroril and Kelvin can all get attacks in, if you're so inclined.
Aug 25, 2016 6:11 pm
Slightly embarrazed, Grok tries to explain himself. "Huh? See how you smell after killin' folks."

He is then taken by suprise as Jhishma charges past, but quickly re-assesses the situation and charges after his allies. "Or after gettin' killed!" He grins and swings his greataxe.
OOC:
 Grok will try to get around and flank if possible, if not kindly disregard the adv roll

Rolls

Attack, advantage and damage: Greataxe - (1d20+6, 1d20+6, 1d12+4)

1d20+6 : (4) + 6 = 10

1d20+6 : (1) + 6 = 7

1d12+4 : (2) + 4 = 6

Aug 25, 2016 6:40 pm
Grok's axe is both dodged and a little bit deflected wide of his mark.
Aug 25, 2016 7:08 pm
Don't forget your GWF re-roll, Grok!

edit: guess it doesn't matter
Last edited August 25, 2016 7:09 pm
Aug 25, 2016 7:21 pm
Omenstar says:
Don't forget your GWF re-roll, Grok!

edit: guess it doesn't matter
OOC:
GWF? Great weapon fighting? Isn't that a fighter thing?
Aug 25, 2016 7:52 pm
azira says:
Omenstar says:
Don't forget your GWF re-roll, Grok!

edit: guess it doesn't matter
OOC:
GWF? Great weapon fighting? Isn't that a fighter thing?
Oh yeah! It's just Nar and me who have that. Sorry! I'm just used to seeing lots of re-rolls for all these big weapons we're all carrying. My bad.
Aug 26, 2016 12:23 am
Kelvin, after tucking the banishment scroll away for safe keeping follows his companions upstairs with all haste. When he arrives and sees his companions smashing the woman's head in he pause confused then try and figure out what sort of magic is responsible for the current situation

Rolls

arcana check - (1d20+5)

(15) + 5 = 20

Aug 26, 2016 12:54 am
Qralloq sent a note to DM_Meyner
Aug 26, 2016 1:49 am
Baroril will attempt to cast sacred flame once more.

Rolls

Dex save vs 13 - (1d20+2, 1d8)

1d20+2 : (6) + 2 = 8

1d8 : (8) = 8

Aug 26, 2016 1:55 am
The old woman takes a bunch of damage, and nearly keels over. She casts another spell and the room goes utterly black. Even dark vision is blocked.

Perception checks please.

Rolls

Secret Roll

Aug 26, 2016 2:34 am
Nar summons all his other senses as darkness falls. He attacks with non lethal damage if he believes that he sees the enemy.
Last edited August 26, 2016 2:36 am

Rolls

Perception - (1d20+4)

(13) + 4 = 17

Maul & dammage - (1d20+5, 2d6+3)

1d20+5 : (6) + 5 = 11

2d6+3 : (45) + 3 = 12

Disadvantage if required - (1d20+5)

(2) + 5 = 7

Aug 26, 2016 3:21 am
Qralloq sent a note to Cmbrian
Nar swings but in the mystical darkness, can't seem to connect to his target.
Aug 26, 2016 4:17 am
"She's going down the stairs! Baroril! Jhishma! Can you reach her!?! Sydell! Stop her!! That is not your wife -- she is still up here in a trance!"

Nar tries to move to where he knows the stairs to be.
Last edited August 26, 2016 4:18 am
Aug 26, 2016 5:11 am
The dragonborn stows his greataxe and moves to block the way down with as much of his girth as he can, hoping his positioning is correct in the unnatural dark.

He does not reply, not wanting to reveal his plan, but if he can just get his hands on "her", Rigavian - whoever the miscreant is...
OOC:
Jhishma readies the grapple action from a position blocking the doorway as best as possible. The trigger is the woman/Rigavian coming within his reach.

Rolls

grapple attack (Athletics) - (1d20+5)

(11) + 5 = 16

Aug 26, 2016 5:16 am
OOC:
With disadvantage please
Aug 26, 2016 7:31 am
"I'm blind! Waah!" Never having experienced total darkness on account of his darkvision, Grok gets quite confused. Once he hears Nar's orders he tries to remember where the exit is, then runs in that direction.
OOC:
Grok will try to grapple anyone he meets that doesn't feel like a party member

Rolls

Perception - (1d20+4)

(13) + 4 = 17

Grapple (disadvantage) - (1d20+6, 1d20+6)

1d20+6 : (20) + 6 = 26

1d20+6 : (7) + 6 = 13

Aug 26, 2016 12:55 pm
Grok's fingers find the old woman half way down the stairs as she attempts to run down. She resists but Grok's strong fingers lock onto her clothes.

Rolls

Grapple resist - (1d20+2)

(5) + 2 = 7

Aug 26, 2016 1:01 pm
"Got her!" Grok yells to his allies while hanging on to her.
Aug 26, 2016 3:01 pm
"Exactly what I had in mind, Grok, good work! Let me help you if I can. This evil darkness makes it difficult."
OOC:
Jhishma will "Help" Grok keep hold of the villain, hopefully neutralizing the disadvantage. Is it alright to do that instead of making my disadvantage roll?
Aug 26, 2016 4:25 pm
EPILOGUE

Grok and Jhishma subdue Rigavian, and chuck aside the stone that he had enchanted with magical Darkness.

Sydell frees his wife, Helge, from her mystical stasis by whispering a keyword and removing a ring from her hand. She wakes immediately, and smiles at her much older husband. Her smile becomes a from, and she looks at the others, and the subdued warlock. "The Shades of Orcus have struck, opened a rift in town." She nods and stands up. "Show me."

At the rift, still pulsating with purple magic, she casts a single spell and it disappears. She looks about and nods, seemingly satisfied. "That's that. We should send word to the king."

Later, you find out that the cult leader, Rigavian, had been arrested on suspicion regarding some missing children. Over the following few days, the jails had quickly filled up as all sorts of locals got themselves arrested for minor crimes. A former guardsmen went crazy and was also subdued, and chained up in the jail. Lastly, Gilchan Abidal, a notorious and wanted criminal, was located by another local (who received a reward), and several adventures were dispatched to retrieve him. Never did they think that this was all related.

What magical means were employed to escape remain a mystery. Helge suspects that there was some sort of powerful illusion and enchantment was used on the prisoners, which duplicated the appearance and magical aura of the former guard. This allowed them all to bypass the Arcane Lock spell which was attuned to allow the guards to open and lock the doors at will.

After that, Rigavian, now freed, opened a gate to the netherworld, where a small host of demons had gathered. Again, she suspects that had the gate been open longer, more would have arrived. The Shadow Demon must have accompanied Rigavian on his errand, though whether it had been in town prior to that or entered via the newly opened gate, there is no way of knowing. A peculiar alignment of the seasons meant that the gate would be at its most stable on that particular day, and so Rigavian was no doubt in a hurry to see his plan come to fruition.

Had they succeeded in ransacking the wizards' tower, they would have been able to remove all of her prepared defenses against such beings, and possibly found a way to eliminate her, as well (though she seems dubious about that). This would have left the town, and the Duchy of Harcourt, defenseless.

The warden, Meinhert, exceeds his authority and has Rigavian executed, and ensures that the body is burnt and the ashes scattered into the river. Nobody complains about the lack of due process.

The warden and towns folk gather a number of valuables to reward you for saving their town from infernal mayhem. By donations of copper from some, gold or gems from others, you each receive 150gp for your efforts. In addition, you have made some new friends of the folk of Marian Town.

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