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10:38, 2nd May 2024 (GMT+0)

Post 2-1: Aldronard's Grave.

Posted by SingularityFor group 0
Singularity
GM, 520 posts
Fri 19 Jul 2019
at 14:21
  • msg #1

Post 2-1: Aldronard's Grave

As the group prepares to depart for Scrapwall, Khonnir suggests that they head first for a small fort called Aldronard's Grave.  Located on the west bank of the Sellen River directly across from Scrapwall, the fortress is often unoccupied, but if any crusaders or worshipers of Sarenrae are there, they could have some information about the current situation in Scrapwall to share.

It's a 105 mile journey northeast directly from Torch to Scrapwall.

Despite the distance, the journey is relatively uneventful.  A network of small forts lines the Sellen River, and while most have only a handful of tenders, they prove safe enough at night.

When Aldronard's Grave comes into sight, it looks much like those other forts, though somehow both larger and also... less?  The central keep shows old damage, which seems to have gutted it.  That isn't inherently much cause for concern.

Of somewhat more concern is the thick of smoke rising from the other two major structures in the fort.
Telastor
player, 60 posts
Fri 19 Jul 2019
at 16:46
  • msg #2

Post 2-1: Aldronard's Grave

"Oh... my. I thought Khonnir said it was unoccupied." Telastor said as he looked at the smoke rising from the buildings.

OOC: how far are we from the gates (?) of the fort? The smoke is thick like buildings are on fire? Just want to make sure I'm clear.
Kaelyn
player, 33 posts
Mon 22 Jul 2019
at 14:32
  • msg #3

Post 2-1: Aldronard's Grave

"Well, that does not look good. Maybe we should consider a stealthy approach until we find what exactly we are dealing with here?" Kaelyn asks as she watches the rising smoke.
Telastor
player, 62 posts
Mon 22 Jul 2019
at 23:52
  • msg #4

Post 2-1: Aldronard's Grave

Telastor nodded to Kaelyn, "not sure what I can do against largescale fires, but yes. Let's see what we can find out before we charge into a building fire."

As the closed on the site and the flames, Telastor cast a spell on himself to help resist the flames should it come to that.

OOC: Resist Energy (Fire), 40 min duration; ignore first 10 pts of fire damage per instance
Kaelyn
player, 34 posts
Tue 23 Jul 2019
at 07:45
  • msg #5

Post 2-1: Aldronard's Grave

"I'll try to see what we are getting ourselves into." Kaelyn dismounts and, after taking a moment to cast a spell of protection, moves ahead of the party to approach the fort, taking advantage of whatever cover she can find on the way.

Mage armor up. I kind of assumed we are on horses. Also, what lighting are we dealing with here? Bright or normal? Makes a difference for my stealth roll.
Gizzos Fip
player, 40 posts
Gnome Bard (Oration)
Thu 25 Jul 2019
at 00:42
  • msg #6

Post 2-1: Aldronard's Grave

"Oh! Ah, very courageous of you." Gizzos smiles meakly at Kaelyn.
Singularity
GM, 523 posts
Mon 29 Jul 2019
at 12:24
  • msg #7

Post 2-1: Aldronard's Grave

OOC: Whew, it's been a week.  Anyway:

You're about a mile from the fort when you spot it.  Given the terrain (open, river), a stealthy approach on the fort would be impossible if it were fully manned.  As it is, if anyone is posted on the main watch tower, they may have already seen you.  If you want to try sneaking up, you'd need to venture inland and loop around to use the rougher terrain and the smoke from the fires as cover.

The lightning is mid-afternoon, slightly cloudy.

Kaelyn
player, 35 posts
Mon 29 Jul 2019
at 12:59
  • msg #8

Post 2-1: Aldronard's Grave

Kaelyn reconsiders her course of action. "Oh, hell. We'd need a big detour to have any chance of remaining hidden, and we have likely been seen already if there was anyone watching anyway. Maybe we should just get there quickly. Someone may need help, or the smoke is just from harmless bonfires." It's obvious that she does not believe that herself.

Sorry, I read the situation wrong there. Thought we were closer and not already obvious to anyone watching. I'm still going with casting Mage armor though.
Sofia
player, 156 posts
Wed 31 Jul 2019
at 23:00
  • msg #9

Post 2-1: Aldronard's Grave

"I agree, no point in skulking around. There's a perfectly good front door."

She smiled at Kaelyn, "I have some sausages I think, if there are bonfires. They're delicious roasted over an open fire."
Singularity
GM, 524 posts
Fri 2 Aug 2019
at 17:43
  • msg #10

Post 2-1: Aldronard's Grave

The group moves closer to the keep.  As the mile dwindles down to a few hundred feet, a couple of figures become clear, standing watch on top of the remaining tower.  One of them stands up and waves its arms in your general direction.

"We've been struck by the plague.  Head on up river if you don't want to be exposed!" the figure yells.
Sofia
player, 157 posts
Fri 2 Aug 2019
at 20:34
  • msg #11

Post 2-1: Aldronard's Grave

Plague. The word caused her to rein up sharply.  She spoke first to her companions.

"I know nothing about any plague, except that I don't want any part of it. But as much as I will regret saying this, it seems unlikely it's unrelated to our work."

She raised her voice and shouted back at the gate guard, "What sort of plague? What are the symptoms? Where does it come from?"
Singularity
GM, 525 posts
Sat 3 Aug 2019
at 00:08
  • msg #12

Post 2-1: Aldronard's Grave

There's a moment's pause.

"The black spots!  You get covered in black spots and then you die!"
Kaelyn
player, 36 posts
Sat 3 Aug 2019
at 18:40
  • msg #13

Post 2-1: Aldronard's Grave

"A bit vague, as symptoms go. Does anyone have experience with treating diseases?" Kaelyn asks the rest the party, quiet enough not to be overheard by the men on the tower.
Sofia
player, 159 posts
Tue 6 Aug 2019
at 16:51
  • msg #14

Post 2-1: Aldronard's Grave

"Could be something magical perhaps?" She wracked her brain thinking about possible arcane causes for something like that, or spells that might cause those effects.




Somehow I have a point in know:arcana and spellcraft and they're class skills, so... if they're relevant, that's a pretty good spellcraft roll!

10:49, Today: Sofia rolled 24 using 1d20+4.  spellcraft?
10:50, Today: Sofia rolled 12 using 1d20+4.  knowledge:arcana?

Telastor
player, 63 posts
Tue 6 Aug 2019
at 21:32
  • msg #15

Post 2-1: Aldronard's Grave

Telastor shrugged and moved forward with the group, though he was surprised as everyone else when the person atop the gate called about disease.

"So... disease is why you're burning buildings in there?" he called back skeptically.

OOC:
Heal - 17, Perception 12, Sense Motive 14
K: History - 13; any history of diseases specific to this area or region that might be of note here?

14:30, Today: Telastor rolled 17,12,14,13 using 1d20+4,1d20+10,1d20+8,1d20+7.  Heal, Perception, Sense Motive, K:History.

Singularity
GM, 530 posts
Wed 7 Aug 2019
at 00:40
  • msg #16

Post 2-1: Aldronard's Grave

Sofia can't think of anything specific.  There might be curses that would accomplish something like that, but one that was contagious as well would be a huge deal.

Telastor also hasn't heard of a disease that matches those symptoms that would be found in this region.  Maybe something from Mwangi, but that's a ways off.

"Hard to burn the bodies!" one of the figures shouts back.
Kaelyn
player, 38 posts
Wed 7 Aug 2019
at 06:25
  • msg #17

Post 2-1: Aldronard's Grave

Kaelyn listens to the man while trying to remember hearing anything about this disease.

08:21, Today: Kaelyn rolled 20 using 1d20+8.  Sense Motive.
08:22, Today: Kaelyn rolled 28 using 1d20+10.  Knowledge: Local.

This fort, are the gates open?

Singularity
GM, 532 posts
Wed 7 Aug 2019
at 13:17
  • msg #18

Post 2-1: Aldronard's Grave

The gates are closed.

Kaelyn...
Kaelyn
player, 39 posts
Wed 7 Aug 2019
at 14:30
  • msg #19

Post 2-1: Aldronard's Grave

"There is something... off about these two." Kaelyn says quietly. She frowns as she looks at the fort walls.

Trying to see if there is another way in. How solid the gates look, how high the walls are, are the walls damaged in any place that she can see, do they look climbable, that kind of stuff.
Singularity
GM, 533 posts
Wed 7 Aug 2019
at 14:57
  • msg #20

Post 2-1: Aldronard's Grave

Despite the fires, the walls still look pretty solid.  The gates are currently closed.  They could be scaled with time and skill, but it would be very difficult to do so unnoticed.

OOC: I know it's hard to avoid getting wrong impressions in PBP.  As such, I'll hint that you could always try talking more.
Gizzos Fip
player, 41 posts
Gnome Bard (Oration)
Fri 9 Aug 2019
at 19:26
  • msg #21

Post 2-1: Aldronard's Grave

"Plague!" the gnome exclaimed, looking at least as fascinated as he was horrified. "Which plague? Grimes' Affliction? Keening Knees? The Devil's Ivory? Oh dear, I do hope it's not Throttled Pustules. That one spreads in the air, so burning would be... ah..." he looked warily at the clouds of smoke. "That really is quite a lot of smoke. How many bodies are you burning, anyway? And how long since you were in proximity to the bodies? Best not get any closer," he suggested to his companions in a lowered voice. "They may be infected, even if they aren't yet showing any of those black spots."
Sofia
player, 161 posts
Wed 14 Aug 2019
at 21:56
  • msg #22

Post 2-1: Aldronard's Grave

Sofia stood back and scanned the gate area, looking for any kind of clue for what was going on. They were clearly getting the run-around, but why?

She pulled back so only her group could hear her. "Come back after dark and try to get in then?"




Perception 10 (shoudl have been +7 instead of +9) isnt' going to tell me much...

15:54, Today: Sofia rolled 12 using 1d20+9.

Kaelyn
player, 41 posts
Fri 16 Aug 2019
at 05:49
  • msg #23

Post 2-1: Aldronard's Grave

"Or we just go away and don't bother coming back. We have plenty of problems of our own and no need to look for more. Though this could be connected with whatever is going on at Scrapwall..." Kaelyn responds, likewise careful not to be overheard by the men on the walls.

If we are sneaking up on them, Kaelyn is good at that, but far less good at climbing. Does anyone have any magical means to get around those walls? I do have grapnel and rope, but that still takes a skill roll to use, and could draw attention as well.
Singularity
GM, 537 posts
Fri 23 Aug 2019
at 21:20
  • msg #24

Post 2-1: Aldronard's Grave

It takes a few minutes, but the group talks the guards into opening the gate.  Being firm about seeing to the plague victims seems to be all it takes.  They scramble down and the portcullis winches open.

OOC: What do you do?  If you're going through, give me a marching order.
Sofia
player, 166 posts
Fri 23 Aug 2019
at 21:58
  • msg #25

Post 2-1: Aldronard's Grave

"Don't bunch up, I've got a bad feeling about this," she whispered to her group before the portcullis went up.

Sofia moved in first, trying to look relaxes but inside was anything but. Her eyes darted all around looking for trouble, trouble she was certain was coming.

Ooc Sophia's first unless someone else really really wants to be. Her advice is that is best to spread out probably so we don't all eat the same fireball or whatever is coming!
Gizzos Fip
player, 43 posts
Gnome Bard (Oration)
Sat 24 Aug 2019
at 14:41
  • msg #26

Post 2-1: Aldronard's Grave

Gizzos needed no encouragement to hang back. He was less worried about fireballs than contagious diseases. At the same time, though, a new city, was a source of endless excitement, and he looked around wide-eyed and wide-eared.

Gizzos Fip rolled 24 using 1d20+13.  perception.
Sofia
player, 167 posts
Sat 24 Aug 2019
at 20:06
  • msg #27

Post 2-1: Aldronard's Grave

forgot to copy this from dice roller

15:53, Yesterday: Sofia rolled 26 using 1d20+7.  Perception, looking for trouble.


Kaelyn
player, 44 posts
Sat 24 Aug 2019
at 21:14
  • msg #28

Post 2-1: Aldronard's Grave

Kaelyn moves in after Sofia, but before doing so she casts one more spell for protection, just in case.

Casting Shield.
23:14, Today: Kaelyn rolled 17 using 1d20+10.  Perception.

Singularity
GM, 539 posts
Fri 30 Aug 2019
at 18:16
  • msg #29

Post 2-1: Aldronard's Grave

It really shouldn't have been a surprise.

Talking your way in the gate took a bit of effort, but there were too many fishy things about the story of the "plague" to just let it go.

When, as the group was about half through the gate, it suddenly started to descend rapidly, well, that shouldn't have been a surprise.

OOC: Sudden but inevitable betrayal!

Sophia is on the inside, Gizzos is on the outside.  Kaelyn (and anyone else) can roll a die and call evens-odds on whether they are inside or outside.  Changing either way requires a Reflex save, DC 12 to dive past the falling gate.  It is advisable that you don't fail the check.

Kaelyn
player, 45 posts
Sat 31 Aug 2019
at 22:27
  • msg #30

Post 2-1: Aldronard's Grave

Guess I'm out. I was hoping to be in, but even with my good reflex save I'd rather not attempt to dive past the falling gate. I have 20% chance to fail, and it sounds like failure could be very nasty indeed. I don't suppose evasion could help with this roll somehow?

00:09, Today: Kaelyn rolled 2 using 1d2.  1 is in, 2 is out.

Gizzos Fip
player, 44 posts
Gnome Bard (Oration)
Mon 2 Sep 2019
at 18:42
  • msg #31

Post 2-1: Aldronard's Grave

"Oh! Ummm..." The gnome hesitated just a moment, and that was all it took for the gate to slam down, trapping him on the outside. "Crumbcakes!" he muttered under his breath.
Singularity
GM, 542 posts
Fri 6 Sep 2019
at 17:49
  • msg #32

Post 2-1: Aldronard's Grave

Sofia finds herself in the courtyard, alone.  The second guard steps out of the gatehouse where the control for the gate no doubt resides.

As he does so, the other one, who had been waiting a to the side, yells at him.  "I tole you to let half of them in firth!"

That bit of infighting aside, they drew blades as a couple more men appeared from behind them.  The other two look decidedly less "guardlike" than the first two, though now that you are up closer they don't look like "guards" much, either.

In fact, they look rather terrifying.  Where their cheeks should be, they have masses of scar tissue and no lips.  This exposes their teeth and goes a long way toward explaining the strange lisp of the ones on watch.  And why they wore full-face helmets.

OOC: Let's try this without a map for now.  The area beyond the gate is a rather wide open area (30-40' of open space, easily).  The closer guard is about 15' from the gate.  The second guard and the other two are about 30' away from there, out in the open.

Everyone may act.

Kaelyn
player, 48 posts
Fri 6 Sep 2019
at 21:11
  • msg #33

Post 2-1: Aldronard's Grave

Kaelyn abruptly disappears from sight as she prepares to scale the walls. With Sofia trapped in there they need to get in fast.

Swift: Vanishing trick, using Magic Weapon spell to power it.
Move: Ready rope with grapnel.
Standard: Throw grapnel up on the walls.

23:08, Today: Kaelyn rolled 21 using 1d20+6.  Initiative.

Sofia
player, 171 posts
Fri 6 Sep 2019
at 22:02
  • msg #34

Post 2-1: Aldronard's Grave

Sofia had the same thought as Kaelyn. Despite the fact that there had been no blood shed yet, it was clear that was coming. She didn't think twice about drawing it first.

She pulled her sword, raged and charged at the one by the gatehouse, hoping to kill him before he could close the door, then follow him in and raise the gate.




move to dude by gatehouse and attack him using destined strike. Hits AC 19 for 25 damage.

Free: bloodrage +4 str, +4 con +4 will +2 fort +2 reflex
Move: to bad guy closest to gatehouse; draw greatsword
Standard: Attack him with power attack and destined strike

16:01, Today: Sofia rolled 25 using 2d6+16.  damage; +9 str, +6 pa, +1 magic.

16:00, Today: Sofia rolled 19 using 1d20+11.  attack +4 BAB +6 str +1 magic +2 destined strike -2 power attack.

Gizzos Fip
player, 45 posts
Gnome Bard (Oration)
Sat 7 Sep 2019
at 12:58
  • msg #35

Post 2-1: Aldronard's Grave

The gnome laughed as Sofia drew her weapon. "Oh, you dummies have sure done it now. She's the last person you'd wanted to be trapped with. You may not have lips, but you've sure sunk your ship!" Between jeers, he maneuvers to get a better view into the gatehouse, ideally at the gate-control mechanism itself.

Casting Blistering Invective. When you cast this spell, make an Intimidate check to demoralize each enemy within 30 feet of you. Enemies that are demoralized this way take 1d10 points of fire damage and must succeed at a Reflex save or catch fire. Spell Resistance can negate the fire damage caused by this spell, but does not protect the creature from the demoralizing effect.

Gizzos Fip rolled 20 using 1d20+9.  Intimidate.

Trying to assess whether it might be possible use Mage Hand to open the gate.

Singularity
GM, 543 posts
Mon 9 Sep 2019
at 18:14
  • msg #36

Post 2-1: Aldronard's Grave

Kaelyn successfully seats the grapnel atop the wall.  OOC: The walls are normally a DC 15 climb check and are 15' high.  Using the rope, the DC drops to 5.

Sofia charged the nearest foe and cuts him down where he stands.

Gizzos spends a moment thinking.

OOC: Gizzos, I think you misread the distances.  Dude #1 was at 15'.  The other three are at 45' (30' from the first guard).  That'd put them out of range.

Pausing here to let Gizzos adjust.

Sofia
player, 172 posts
Mon 9 Sep 2019
at 18:34
  • msg #37

Post 2-1: Aldronard's Grave

Sofia smirked at Gizzos' line, a cruel, frightening look.

"He's right you know. I'm not trapped in here with you. You're trapped in here with me!" she howled.

Despite her bravado, she knew it'd be better to get her group together. No point in standing outside in the open and let people shoot at her. So she let her rage go and stepped inside the tower (presuming it's unlocked?). She moved to open the gates.
Kaelyn
player, 50 posts
Wed 11 Sep 2019
at 08:06
  • msg #38

Post 2-1: Aldronard's Grave

Grunting with exertion Kaelyn just barely makes it to the top of the wall. She really needs to work out more.

Climbing up, still invisible for 2 more rounds. Others can use the rope to get up after Kaelyn.
22:39, Yesterday: Kaelyn rolled 5 using 1d20.  Climb.
22:39, Yesterday: Kaelyn rolled 7 using 1d20.  Climb.

Gizzos Fip
player, 48 posts
Gnome Bard (Oration)
Thu 12 Sep 2019
at 16:12
  • msg #39

Post 2-1: Aldronard's Grave

Cast Grease in the space between Sofia and the other "guards" who are 30' away. If I can catch any of them in it, great, but main objective is to make it harder for them to dogpile her.
Singularity
GM, 549 posts
Thu 12 Sep 2019
at 17:30
  • msg #40

Post 2-1: Aldronard's Grave

Gizzos slicks down the area between Sophia and the other three men with magical grease.

Two of them warily approach as they draw pistols and attempt to shoot Sophia.  OOC: One hits touch AC 14 for 8 damage.  The other hits touch AC 13 for 7 damage.

The other one, which Sophia can now see has had one hand removed and replaced by a wickled looking hatchet, pulls a strange ball from his pocket and does something to it that makes it beep.  He then hurls it to land at her feet, though nothing else happens.

OOC:  So, roughly:

Gizzos / Kaelyn
GATE
15'
Sophia (beside corner of guard house) / Strange orb
10' of grease spell
10' of open ground
Three guys, spread out so that two are to one side and about 15' away is hatchet-hand.

Gizzos Fip
player, 49 posts
Gnome Bard (Oration)
Sat 14 Sep 2019
at 00:18
  • msg #41

Post 2-1: Aldronard's Grave

"I can't really tell from here what that thing is," the gnome says hesitantly. "But I would move if I were you. Maybe that's stating the obvious, but, uh... that grease is... flammable."

While dishing out advice, he's also loading and firing his crossbow at the guy to the right of hatchet-hand.

17:17, Today: Gizzos Fip rolled 7 using 1d6+3.  Damage. (14 if critical, rolled a 20 to hit)
17:16, Today: Gizzos Fip rolled 27 using 1d20+7.  Attack.
Sofia
player, 178 posts
Thu 19 Sep 2019
at 21:57
  • msg #42

Post 2-1: Aldronard's Grave

You didn't have to ask Sophia twice to mistrust strange techno-gadgets. She hauled her butt as fast as she could into the guard house and tried to put a wall between herself and the strange orb.




Move into gatehouse.
If there's someone inside, attack, but if it's empty, close the door behind her.

Singularity
GM, 556 posts
Mon 23 Sep 2019
at 17:04
  • msg #43

Post 2-1: Aldronard's Grave

Sofia rushed into the gatehouse and closed the door.  The gate-raising mechanism is intact and fairly normal, though Sofia's pretty sure it'll take her several seconds to get it up enough for someone to squeeze under.

Kaelyn dropped down inside the courtyard from the top of the gate.

Gizzos took a shot at the guy with the hatchet-hand, injuring him.

The two thugs with pistols reloaded them and warily moved forward as they avoided coming too close to the gatehouse.

The reason why they avoided the gatehouse becomes clear as the device the hatchet-guy threw erupts in a billowing cloud of smoke.  It isn't thick enough to be difficult to see through, but inhaling it is probably a bad idea.  A little smoke seeps under the door of the gatehouse, but not enough to cause an issue for Sofia.

The hatchet-guy moves toward the gate house and ends up out of line of sight of the gate.

OOC: The two thugs with pistols are about 30' from Kaelyn, but getting there without going through gas (or grease) will take more like 50' of movement.

Raising the gate enough for someone to crawl under is a full-round action.  If you take a full-round action next turn, someone can walk under it while ducking slightly.

Sofia
player, 179 posts
Mon 23 Sep 2019
at 21:06
  • msg #44

Post 2-1: Aldronard's Grave

Best move is to get the band together. Especially with that cloud of whatever stinky stuff was drifting under the door outside. With luck it'd dissipate by the time she had the gate up.

She focused her efforts on raising the gate.
Gizzos Fip
player, 51 posts
Gnome Bard (Oration)
Mon 23 Sep 2019
at 21:07
  • msg #45

Post 2-1: Aldronard's Grave

Gizzos reloads and fires at the same pistol-bearer again.

14:06, Today: Gizzos Fip rolled 8 using 1d6+3.  Damage, if applicable.
14:06, Today: Gizzos Fip rolled 14 using 1d20+7.  Attack.

Kaelyn
player, 57 posts
Tue 24 Sep 2019
at 05:34
  • msg #46

Post 2-1: Aldronard's Grave

Kaelyn's landing leaves much to be desired, as air is knocked out of her and she almost falls on her face. Fortunately she is invisible so nobody witnessed her embarrass herself. She tries to recover as she creeps up on the two enemies with pistols, staying well away from all the smoke and grease on the ground. She trusts in her spell to keep her hidden for just a few more moments.

I still need to make an Acrobatics DC 15 roll for the fall.
07:09, Today: Kaelyn rolled 13 using 1d20+11.  Acrobatics.

Failed, took 1d6 nonleathal damage.
07:10, Today: Kaelyn rolled 6 using 1d6.  Nonleathal damage.

Rolled 6, of course. Moving stealthily next to the pistoleros, going around all the nasty stuff. Stealth roll, +20 for invisibility while moving (lasts one more round after this), -5 for moving at over half speed:
07:12, Today: Kaelyn rolled 40 using 1d20+26.  Stealth.

Singularity
GM, 557 posts
Tue 1 Oct 2019
at 16:05
  • msg #47

Post 2-1: Aldronard's Grave

Sofia works the mechanism and the gate rises enough for Gizzos to walk under.

Gizzos took a shot at one of the men with a pistol.  It's a good shot, and the man curses him as he moves for some cover.

Kaelyn seems to go unnoticed.

The two men with pistols make for the corner of the wall opposite the gatehouse.  It provides some cover as they reload their pistols.

The hatchet-handed man is out of sight of everyone.

The smoke fades away to nothing.

OOC: Gizzos finds that the men now have some cover against him and are about 30' distant.  Sofia thinks another round will get the gate all the way up, or she can leave it as-is.  Kaelyn can move as she wishes... for now.
Sofia
player, 180 posts
Tue 1 Oct 2019
at 16:52
  • msg #48

Post 2-1: Aldronard's Grave

OOC: If Gizzos is through no need to raise it any higher.

I think this is all I can do this round, taking an action to open the door.
She's looking for the hatchet handed man, or anyone else close enough for her to charge next round.


Sofia opened the door and peered out. she looked around for a target, hopefully still keeping some cover from the door frame.
This message was last edited by the player at 21:01, Tue 01 Oct 2019.
Kaelyn
player, 58 posts
Tue 1 Oct 2019
at 18:28
  • msg #49

Post 2-1: Aldronard's Grave

Kaelyn has no qualms at all against attacking her foe in the back. She swings her sword in a vicious two-handed arc, her invisibility abruptly failing. Hit or miss, she then immediately disappears again, and steps silently to the side to avoid any blind attacks.

This will take a bit of explaining. I'm assuming I ended up the last round next to those two with pistols. If not, I'll have to adjust this a bit.

So, Sneak Attack against one of the... bandits? Attacking from invisibility for +2 to attack and ignoring dex bonuses. I forgot to count my trait bonus, so it should be 18 in total, hopefully a hit. Also adding Debilitating Injury - Disoriented to attack.
19:59, Today: Kaelyn rolled 17,10,10 using 1d20+10,1d8+6,2d6.  Attack, Damage, Sneak Attack.

Then I burn Grease spell for invisibility again as swift action, and stealthy 5' step to one side, so that I end up next to the other pistol wielding bandit. I can also use move instead if 5' step is not enough. If he provokes in any way, I'll use my AoO to sneak attack him as well (also adding Disoriented).
20:17, Today: Kaelyn rolled 48 using 1d20+31.  Stealth.

Gizzos Fip
player, 53 posts
Gnome Bard (Oration)
Fri 4 Oct 2019
at 21:37
  • msg #50

Post 2-1: Aldronard's Grave

Gizzos has significant qualms about passing under the gate, but with Sofia and Kaelyn on the other side, he ducks under the gate, letting his crossbow swing unloaded at his side. He darts to a position where he can see into the gatehouse, then shouts threats and insults at the remaining combatants. "Ha! The gate is up, and so is your time! I doubt you have the coin, but you'll find a way to make you pay for your deception. Gnome mercy!"

OOC: Blistering Invective upon reaching the entrance to the gatehouse, assuming he confirms that it will affect at least two enemies. If not, he'll Inspire Courage on allies instead - I figure the same speech can work for either :-)
Singularity
GM, 562 posts
Tue 15 Oct 2019
at 17:08
  • msg #51

Post 2-1: Aldronard's Grave

Sofia opens the door and finds that the man with the hatchet for a hand isn't far away from her.  Maybe twenty feet off to the side of the door.  OOC: Let's call opening the door a swift action.  Want to take other actions?

Kaelyn's surprise attack puts one of the bandits out of the fight and most likely bleeding to death.

Gizzos moves forward and casts his spell.  Both the bandits flinch back and the one with the pistol catches fire.

OOC: Whew, that shouldn't have taken two weeks.  Sofia has a left-over turn.
Singularity
GM, 565 posts
Fri 1 Nov 2019
at 17:10
  • msg #52

Post 2-1: Aldronard's Grave

There's more.  Gunfire and blades swinging and spell chanting.  Then it's just the three heroes standing over bodies.

OOC: Screw it.  Forward, ho!
Sofia
player, 184 posts
Fri 1 Nov 2019
at 21:11
  • msg #53

Post 2-1: Aldronard's Grave

OOC: Sorry again, missed the two week old update!!! Thought I was waiting on GM. Sorry!!! I also don't see a map, but I'm assuming there are doors other than to the room Sofia entered to raise the portcullis.

Sofia charged out from the hut, head swiveling around looking for the enemy. Then it was over.

She looked the disgusting bodies over, wondering what had brought them here.

"So, guess it wasn't plague then? Which suggests that maybe there are survivors? Where you think they're keeping them? Shall we start opening doors?"

She moves to the closest one, but doesn't open it yet.
Gizzos Fip
player, 56 posts
Gnome Bard (Oration)
Fri 1 Nov 2019
at 21:24
  • msg #54

Post 2-1: Aldronard's Grave

"Well. We sure showed them a thing or two." Gizzos cracks his hairy knuckles and surveys the carnage with satisfaction. "Yes. Open more doors. Always. May I?" He examines the door by Sofia for traps, then puts one pointy ear up against it in attempt to deduce what might lie behind it.

Gizzos Fip rolled 22 using 1d20+13.  Perception.
Kaelyn
player, 61 posts
Sat 2 Nov 2019
at 08:55
  • msg #55

Post 2-1: Aldronard's Grave

Kaelyn wipes her blade before sheathing it. She looks at the bodies with disgust. "It may not be a plague, but they certainly look like there is something very wrong with them. Besides being dead, I mean. We better search the bodies as well, after making sure there are not more of them around."

Kaeyln helps with searching this place before looting the bodies.
09:53, Today: Kaelyn rolled 28 using 1d20+10.  Perception.

Singularity
GM, 569 posts
Mon 9 Dec 2019
at 20:59
  • msg #56

Post 2-1: Aldronard's Grave

In the next few moments, the battle is done.  Sofia manages to take out the hatchet-handed man and the other two don't last, either.

Once the dust settles, the group gets a better look at what has gone on.  This is greatly helped along by the discovery that a door is barred from the outside.  Inside, four living crusaders have been bound hand and foot.  They have all been badly wounded and seem quite surprised to have been rescued.

As they tell you, the Smilers, for that is the name of the gang that attacked them, took them unaware by scaling the back wall.  They have little in terms of material to reward the group with, but provide a wealth of information.

Information:
Who are the bandits? They are part of a gang called the Smilers, one of several gangs based in nearby Scrapwall.

Who’s the leader of the Smilers? A notorious hobgoblin necromancer named Marrow leads the Smilers, while a sadistic fighter named Hatchet-Hand served as the second-in-command. The knights know Marrow by her reputation from hearsay, and have heard rumors that she’s also some sort of undead.

Why did the Smilers attack Aldronard’s Grave? A new gang has recently risen to power in Scrapwall. They’re called the Lords of Rust, and all the other Scrapwall gangs have been scrambling to earn respect and favor with them for months now. Recently, one of the Lords of Rust was killed while out on a mission beyond Scrapwall, and the remaining Lords have become increasingly angry and eager to lash out. Marrow sent Hatchet-Hand and the Smilers out to claim Aldronard’s Grave as their own, so that they could secure it as a gift for the Lords of Rust.

Who are the Lords of Rust?
They are the current masters of Scrapwall. Their members include a violent troll named Helskarg, a half-orc cleric named Nalakai, a mysterious fourarmed monster known as Zagmaander, a chain-wielding ettin named Draigs, and an orc barbarian named Kulgara. Until recently, a sixth lord was counted among the Lords of Rust—a purple-haired priestess who served Hellion, the god and true leader of the gang. She was apparently slain or went missing while on a secret mission outside of Scrapwall.

Who is Hellion? While the knights have heard rumors that Hellion is a god, they discount these as rubbish.

Kaelyn
player, 63 posts
Tue 10 Dec 2019
at 10:53
  • msg #57

Post 2-1: Aldronard's Grave

"What a charming bunch." Kaelyn comments on the information about the Lords of Rust. "Sounds like a begging of a joke. A troll, an orc and an ettin walk into a bar... And this Hellion, whatever that is. I guess we will have to investigate this further." She sighs and returns her attention to her favourite part of any battle - looting the bodies.

Anything interesting?
Singularity
GM, 570 posts
Tue 10 Dec 2019
at 22:01
  • msg #58

Post 2-1: Aldronard's Grave

Despite being dirty, each body wears a masterwork quality suit of leather armor.  The goons each had a masterwork buckler and the hatchet guy has a couple of masterwork (and not attached) handaxes.  There is also another of those strange grenades, several doses of soothe (their drug of choice), and enough powder and shot for about two dozen uses.
Kaelyn
player, 64 posts
Wed 11 Dec 2019
at 08:46
  • msg #59

Post 2-1: Aldronard's Grave

Kaelyn is disappointed with what she finds on the bodies. "Does not look like they had anything I could make use of. Anyone want any of this junk? Whatever is left we can pack up and sell later, should at least make us a bit of gold."
Sofia
player, 189 posts
Wed 18 Dec 2019
at 18:10
  • msg #60

Post 2-1: Aldronard's Grave

"Pack and sell makes sense to me," Sofia returned as she worked to collect the dropped weapons, armor and assorted paraphernalia. she lingered on the grenades that spewed out gas.

"Could come in handy, if we could figure out how to use them. I'm no tinker though."


OOC: Anything we need to do roll-wise to be able to use the grenades or learn exactly what they do?

She made quick work of gathering the loot, thinking out loud as she did. "Purple haired priestess of Hellion sounds familiar though, no? That has to be our friend from the bottom of that strange cave with the mechanical men. Whatever this Hellion is, he's powerful enough to give out divine magic to his followers," she shivered. They were talking about a literal god here, even if the knights thought that was rubbish. Even if it was one she'd never heard of before, this was a dangerous being with a lot of power.

"OK, now what? Stay the night here, make sure things are totally under control then off to Scrapwall as planned?"

OOC: Did any of the 'smilers' survive? Is there any point in interrogating them? Also, I kind of forget and can't find it scrolling back, what do we know about scrapwall? I recall something about a rescue mission for a priest or something like that?
Kaelyn
player, 66 posts
Wed 18 Dec 2019
at 21:33
  • msg #61

Post 2-1: Aldronard's Grave

Kaelyn helps with packing whatever valuables they found. She hesitates about taking the drug though. "Soothe. Nasty stuff. Worth quite a bit, but I don't like the idea of dealing in it." She packs it anyway, they can always decide to throw it away later.

She lifts her head from the task to answer Sofia. "Sounds good, I could use a rest before continuing."

OOC: MW leather armor x3 (480 gp), MW buckler x2 (310 gp), MW handaxe x2 (612 gp), Soothe x3 (x600).
2002 gp, sells for half of that of course. Not sure how many are several doses, I assumed one for each bad guy. No idea on how much ammo is worth either.

We are supposed to investigate and deal with whatever is going on at the Scrapwall, but we also have a sidequest of finding some woman there for the priest. Learning what we did here was not a bad start.

This message was last edited by the player at 21:33, Wed 18 Dec 2019.
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