Smart
First Post
D&D - Smart's Shackled City PbP Act I
Welcome to Smart's Shackled City PbP!
This game is being run by myself for my RL gaming group as well as a member of the group who has recently departed for parts unknown. We hope to keep in touch and continue gaming despite the distance through playing on the forums here.
The Rogue's Gallery for this game can be found here.
The OOC thread is here.
You must be logged in for the pictures in this thread to display properly.
On to adventure!
On the far edge of the civilized lands of the Flanaess, the Cauldron region is a small spur of mountains located between the Hellfurnace Mountain Range and the Amedio Jungle in the far southwest. The nearest major city is Sasserine, a week’s ride to the north. Sasserine is an independent city on the Jeklea Bay with economic ties to other independent states and the Sea Princes. The Cauldron region is known for its rich resources and farmland. Metalsmiths and craftsmen abound, as do plantations the export exotic crops such as coffee, sugarcane, and cacao. The region is known as a new frontier for the brave and resourceful, and a haven for the lawless.
The City of Cauldron is the most populous in the region, though other smaller villages exist, such as Redgorge, Kingfisher Hollow, and Hollowsky. Cauldron is built into the caldera of an extinct volcano in a subtropic jungle. The elevation moderates the humidity and heat from the surrounding jungle, keeping Cauldron’s environment cool.
Buildings in the city are closely built together, and made primarily of volcanic stone and wood. The four main roadways are cobbled and wide enough to support several wagons abreast. Smaller avenues connect the four roadways, which form concentric terraces down to the lake in the center of the town. From outer to inner, the avenues are named Obsidian, Magma, Lava, and Ash. Sewage from privies runs underneath the streets in specially built trenches, which all houses feed into. The runoff outlets are dug deeply into the heart of the lake, which is periodically purified by the clerics of the town to ensure that any sewage that doesn't sink into the volcano's depths is neutralized.
A 50 foot high wall of black malachite surrounds the outermost ring of the city. The closer you are to the wall, the nicer the accommodations and the more likely you are to encounter nobility. The closer you are to the lake, the shoddier the construction and the more likely to become a target of pickpockets. Houses directly on the lake are often built with stilts to protect against flooding during the rainy season in winter.
Cauldron is ruled by a Lord Mayor who is elected to the position every two years. The current Lord Mayor is Severen Navalant who has served four months of his term. Cauldron boasts many groups who seek to influence city policy – these include several wealthy merchant families and nobles, the city watch, and the clerics of the four major temples: St. Cuthbert (The Church of the Righteous Cudgel), Kord (The Temple of Lordly Might), Wee Jas (The Spire of the Stern Lady), and Pelor (The Mirror of the Shining One).
Local currency is entirely of Sasserine make, and utilizes precious few forms of coinage. The platinum piece (a "ring"), a gold piece (a "sun"), a silver piece (a "moon"), and a copper piece (a "star") are the four most commonly used. Merchants and tradesmen who deal in large amounts of currency often use trade bars made of gold. A typical bar weighs about half a pound and is stamped with the official seal of the Sasserine crown. Bars come in 100, 500, and 1000 gp notations. Gems are also heavily used to ensure that weighty coinage doesn't become an issue for the well-to-do. Coins can be exchanged for bars and gems at Alameda Moneylenders, just off of Obsidian Avenue near the South Gate. Bars are also available from the Lord Mayor's office. No surcharge is levied for exchanging coins for trade bars or gems.
Opening scene to follow…
So it begins...
Rylic of Highpointe
Spoiler:
A strange wind had blown the day the Revered Father approached Rylic with the assignment. It seemed St. Cuthbert had a work for him to do among the barbarous countries of the south. Newly dubbed a Knight of the Mace, Rylic had expected the call to come eventually, but the location to which he was being sent as well as the autonomy he would have in enforcing the will of St. Cuthbert was surprising.
Cauldron. A city on the edge of the known world, and the kind of place to which St. Cuthbert’s enemies might run when he had driven them from the civilized world. Rylic knew his duty - he must bring St. Cuthbert’s benevolent will to Cauldron. Other orders of the cudgel were there to preach to people, but the Knights of the Mace did not preach. They were the representatives of St. Cuthbert Himself as He purged the unlawful and evil from the earth. Rylic would be that representative in Cauldron and prove himself of worth to his order.
Gilthanus Moonbow & Adaliz Othon
Spoiler:
The families of Othon and Moonbow had known each other for centuries. The high elves had been instrumental in the formation of the Duchy of Ulek, and the Othons and Moonbows had been at the forefront of that movement. Adaliz had honed her fighting skills among the Great Host of Ulek, though a border skirmish left her with a scar on her face and trouble relating to those outside of the military. After her first tour of duty her father impressed upon her the need to travel and see the world. He even had the perfect companion in mind – the youngest son of the Moonbow family.
Gilthanus’s studies under the scholars of Ulek taught him much in the way of knowledge – he even gleaned the rudiments of spellcasting from his studies, though his masters believed him not yet ready for the greater mysteries. Angered, Gilthanus studied what he could of combat magic, then began to lay his plans for travel – thereby to acquire more knowledge and power. He vowed to prove his masters wrong and become the greatest battlemage in the history of his people.
So Gilthanus and Adaliz took their journey far to the south and west – according to Gilthanus, an archmage had founded a city in the caldera of an extinct volcano there.
Tancred the Wanderer
Spoiler:
He had been known by many different names in his wanderings, and owed debts from Greyhawk City to the Bandit Kingdoms, but Tancred had managed to slip his neck from the noose time and time again. Occasionally his mouth or his gambling got him into trouble, but more often it was his heart – he had rarely been able to stand by and let the innocent and honest pay for the villainous lifestyles of others. So he intervened and struck at the villains from the shadows, made them pay - then moved on. But now he was tired of running, tired of hiding in the shadows. Tancred wanted to be a hero, and Cauldron would be the best place to start his new career.
All Heroes
The caravan from Sasserine arrived in Cauldron at about sunset on a dark and dreary Godsday, though the sunset couldn't be seen through the grey cloudcover. Tancred, Rylic, Gilthanus and Adaliz had met and exchanged pleasantries during their week-long journey, but did not truly know or trust their traveling companions.
The travel over hills and through jungle had been exhausting. As the caravan neared the volcano and the malachite walls of the city rose to meet them, the awesome achievement of building and fortifying such a settlement dawned on the party.
The evening set in as the caravan was checked by the guards at the gates of the city, and a steady drizzle fell from the ash-grey sky. The homes around them were almost the same color; they were formed from volcanic rock and trees taken from the nearby jungle.
The master of the caravan had supplied the group with the name of a local establishment – The Drunken Morkoth Inn – a likely spot for adventurers, merchants, and travelers to spend the night. Following his direction, they hurried down the slick cobblestone streets of Cauldron toward the inn, the sounds of water trundling from rooftops and splashing into dark alleyways in their ears.
A sudden cry of pain split the air from a nearby alleyway.
Actions?
OOC: The spoiler buttons will usually be restricted to reading by the PC whose name precedes them. In this case, however, they are just flavor text, so you may read them all if you like.
Feel free to add extra messages between my updates as "in character" thoughts, talk between characters, etc.
Have fun!
Tancred, AC 14, HP 6 , AP 5
Tancred darts toward the alleyway, drawing a short sword in his right hand. Knowing the often painful results of rushing headlong into trouble, and taking advantage of the fading sunlight and the grey drizzle of the overcast sky, he ducks into the shadows to avoid being seen as he investigates.
He attempts to Hide, rolling a 25.
Rylic, AC 17, HP 10, AP 5
Rylic starts at the cry. A concerned look crosses his face as he readies his mace and shield. "My friends it sounds as if someone needs our help."
He says a prayer to St. Cuthbert to grant him wisdom and strength in whatever trial awaits him. Then he moves to the mouth of the alley and pauses there to take in the scene.
Rylic can move 20' a turn, but will move at x2 if needed to make it to the alley. He will take a moment to see what is happening before taking any action. Sense Motive (1d20+4=21) OR Spot 1d20+2=19)
Gilthanus, AC 13, HP 4 , AP 5
Gilthanus turns quickly towards the cry, nods to Rylic with a nervous smile, and runs after his traveling companions staying just a step behind. He unslings his bow from his pack as he runs focusing his keen elven senses for signs of danger.
Spot 8; Listen 23
Gilthanus will avoid melee combat if he can and favor bow and spell for now.
Remember Gilthanus, you only need to show how much NL damage you've TAKEN out of the total HP you have left.
I will post my update after Adaliz posts.
Adaliz, AC 18 HP 11 AP 5
Seeing Gilthanus head down the alley, Adaliz follows.
Tancred ducks into the shadows at the mouth of the alley, and sees three figures assaulting a fourth, who lies face down on the wet cobblestones. One of the attackers lifts the victim by the hood of his cloak and slams him against a wall as another growls, "Stay away from the orphanage, you got that?"
The thugs look up as Gilthanus, Adaliz, and Rylic splash through a puddle at the opening of the alley. Their faces are painted a strange monochrome, half black, half white. One of them steps forward, and puts a hand to the hilt of a short sword at his belt. "Bugger off! This be no concern of yours!"
If you plan on attacking, please roll initiative, then describe your attack plan, then roll for attack and damage in the same post. If you plan on calling the thugs out first, do so. You choose.
Rylic AC 17, HP 10, AP 5
With a snarl, Rylic charged forward to protect the prone figure. Bullies, men who must disguise themselves and who attack the helpless can not be reasoned with until we have made a show of force.
He held his mace threateningly, waiting for any of the villians to come at him.
Intiative Intiative (1d20+1=10)
Rylic will move to place himself between the man and his attackers, he will charge if necessary. If he can reach any of the villians he swings his mace Attack (1d20+2=18, 1d8+2=10)
Gilthanus, AC: 13, HP: 4 , AP: 5
These men have no honor. What kind of city have we come to where thugs attack a man for visiting an orphanage.
We are making it our concern.
Gilthanus draws and arrow accross his bow, and takes aim at their spokesman.
If the thugs do not release their victim he fires upon the spokesman.
Initiative 13
17 to hit for 8 points of damage
Tancred, AC 14, HP 6 , AP 5
Sticking to the shadowed edges of the alleyway, Tancred sneaks toward the three ruffians while their attention is on his three travelling companions. He draws a second short sword as he works his way around the group, then attacks the nearest thug from the shadows.
Tancred will attempt to move behind the three while they address the cleric and two elves at the mouth of the alleyway. His goal is to be in a flanking position with the others, and he sneak attacks the closest thug when in position.
Move silently: 24
Initiative: 15
First attack: 19
Confirming the crit: 18
Damage: 8 (9 if sneak attack is successful)
Second attack: 4
Damage: 3
Messed up the dice rolls a bit, but these are still the right numbers. Next time I'll get the "," and ";" straight...
ADDED: I just realized that the first hit was a critical threat. Here is the URL for confirming the crit and damage. I have added these rolls to the numbers above.
Adaliz, AC 18 HP 11 AP 5
Adaliz shouts, "It looks as though my friends are ready to cut you to shreds! Tell me quickly... how is this man a threat to the orphanage? What has he done wrong?" She readies her sword. Rolled 11 for initiative.
The only response to Adaliz's shout is the whistle of cold steel being drawn from scabbards.
At that moment, Tancred springs from the shadows behind the three, slashing at the back of the thug farthest from the group.
Gilthanus looses his arrow at the speaker, which finds its mark in the thug's shoulder.
Rylic steps forward, trying to place himself between the prone figure and those accosting him, but finds he must go through the leader first. Rylic's mace finds its target, and the leader of the thugs goes down.
The third figure spins around and slashes at Tancred connecting for 1 point of damage.
Seeing that he and his companions are outmatched and outnumbered, the second man runs for the opening of the alley. Rylic and Adaliz may take an attack of opportunity against the second thug if they wish.
Rylic AC 17, HP 10, AP 5
Not wanting the attackers to escape justice, Rylic strikes out with his mace attempting to disable the coward.
Rylic uses his AOO to do non-lethal damage, he is also using his Smite ability. The -4 for nonlethal is negated by the +4 Smite so it is a regular roll with an additional +1 to damage. 1d20+2=20, 1d8+3=5
Tancred, AC 14, HP 5 , AP 5
Tancred swings at his opponent again with both short swords.
First attack: 19
Damage: 4
Second attack: 16
Damage: 1
ADDED: No crit on the first hit--the roll to confirm was a 2.
Gilthanus, AC: 13, HP: 4 , AP: 5
Seeing that his traveling companions have the remaining thug under control Gilthanus rushes forward to see to the victim of this strange encounter. "Peace Friend," Gilthanus says in the most calming voice he can muster accented by the lyrical tounge of his people. "You are safe now. We are here to help." Gilthanus assists the man to sit up and stand if he is able.
Adaliz attempts to knock the thug down with the flat of her sword.
Rolled 19 to hit, 4 damage. Forgot to take -4 for nonlethal, which makes it a 15 to hit. This is the attack of opportunity.
Tancred's whirring steel overcomes the defences of the man facing him. The third thug falls.
The last man, though slowed by Rylic and Adaliz's strikes, manages to escape from the alley and into the night.
Gilthanus helps the badly beaten man up from the street. The man seems barely lucid. An amulet with the holy symbol of St. Cuthbert of the Cudgel hangs from his neck. He begins to mumble thanks to Gilthanus when a laughing female voice echoes down from the dark rooftops:
"Well done! But the cleric lives because we wish it so, not because of your misplaced bravado. Take these words back to your temple priest! The children are lost and no longer St. Cuthbert's concern."
Those who wish to find the source of the voice must make a spot check.
Welcome to Smart's Shackled City PbP!
This game is being run by myself for my RL gaming group as well as a member of the group who has recently departed for parts unknown. We hope to keep in touch and continue gaming despite the distance through playing on the forums here.
The Rogue's Gallery for this game can be found here.
The OOC thread is here.
You must be logged in for the pictures in this thread to display properly.
On to adventure!
On the far edge of the civilized lands of the Flanaess, the Cauldron region is a small spur of mountains located between the Hellfurnace Mountain Range and the Amedio Jungle in the far southwest. The nearest major city is Sasserine, a week’s ride to the north. Sasserine is an independent city on the Jeklea Bay with economic ties to other independent states and the Sea Princes. The Cauldron region is known for its rich resources and farmland. Metalsmiths and craftsmen abound, as do plantations the export exotic crops such as coffee, sugarcane, and cacao. The region is known as a new frontier for the brave and resourceful, and a haven for the lawless.
The City of Cauldron is the most populous in the region, though other smaller villages exist, such as Redgorge, Kingfisher Hollow, and Hollowsky. Cauldron is built into the caldera of an extinct volcano in a subtropic jungle. The elevation moderates the humidity and heat from the surrounding jungle, keeping Cauldron’s environment cool.
Buildings in the city are closely built together, and made primarily of volcanic stone and wood. The four main roadways are cobbled and wide enough to support several wagons abreast. Smaller avenues connect the four roadways, which form concentric terraces down to the lake in the center of the town. From outer to inner, the avenues are named Obsidian, Magma, Lava, and Ash. Sewage from privies runs underneath the streets in specially built trenches, which all houses feed into. The runoff outlets are dug deeply into the heart of the lake, which is periodically purified by the clerics of the town to ensure that any sewage that doesn't sink into the volcano's depths is neutralized.
A 50 foot high wall of black malachite surrounds the outermost ring of the city. The closer you are to the wall, the nicer the accommodations and the more likely you are to encounter nobility. The closer you are to the lake, the shoddier the construction and the more likely to become a target of pickpockets. Houses directly on the lake are often built with stilts to protect against flooding during the rainy season in winter.
Cauldron is ruled by a Lord Mayor who is elected to the position every two years. The current Lord Mayor is Severen Navalant who has served four months of his term. Cauldron boasts many groups who seek to influence city policy – these include several wealthy merchant families and nobles, the city watch, and the clerics of the four major temples: St. Cuthbert (The Church of the Righteous Cudgel), Kord (The Temple of Lordly Might), Wee Jas (The Spire of the Stern Lady), and Pelor (The Mirror of the Shining One).
Local currency is entirely of Sasserine make, and utilizes precious few forms of coinage. The platinum piece (a "ring"), a gold piece (a "sun"), a silver piece (a "moon"), and a copper piece (a "star") are the four most commonly used. Merchants and tradesmen who deal in large amounts of currency often use trade bars made of gold. A typical bar weighs about half a pound and is stamped with the official seal of the Sasserine crown. Bars come in 100, 500, and 1000 gp notations. Gems are also heavily used to ensure that weighty coinage doesn't become an issue for the well-to-do. Coins can be exchanged for bars and gems at Alameda Moneylenders, just off of Obsidian Avenue near the South Gate. Bars are also available from the Lord Mayor's office. No surcharge is levied for exchanging coins for trade bars or gems.
Opening scene to follow…
So it begins...
Rylic of Highpointe
Spoiler:
A strange wind had blown the day the Revered Father approached Rylic with the assignment. It seemed St. Cuthbert had a work for him to do among the barbarous countries of the south. Newly dubbed a Knight of the Mace, Rylic had expected the call to come eventually, but the location to which he was being sent as well as the autonomy he would have in enforcing the will of St. Cuthbert was surprising.
Cauldron. A city on the edge of the known world, and the kind of place to which St. Cuthbert’s enemies might run when he had driven them from the civilized world. Rylic knew his duty - he must bring St. Cuthbert’s benevolent will to Cauldron. Other orders of the cudgel were there to preach to people, but the Knights of the Mace did not preach. They were the representatives of St. Cuthbert Himself as He purged the unlawful and evil from the earth. Rylic would be that representative in Cauldron and prove himself of worth to his order.
Gilthanus Moonbow & Adaliz Othon
Spoiler:
The families of Othon and Moonbow had known each other for centuries. The high elves had been instrumental in the formation of the Duchy of Ulek, and the Othons and Moonbows had been at the forefront of that movement. Adaliz had honed her fighting skills among the Great Host of Ulek, though a border skirmish left her with a scar on her face and trouble relating to those outside of the military. After her first tour of duty her father impressed upon her the need to travel and see the world. He even had the perfect companion in mind – the youngest son of the Moonbow family.
Gilthanus’s studies under the scholars of Ulek taught him much in the way of knowledge – he even gleaned the rudiments of spellcasting from his studies, though his masters believed him not yet ready for the greater mysteries. Angered, Gilthanus studied what he could of combat magic, then began to lay his plans for travel – thereby to acquire more knowledge and power. He vowed to prove his masters wrong and become the greatest battlemage in the history of his people.
So Gilthanus and Adaliz took their journey far to the south and west – according to Gilthanus, an archmage had founded a city in the caldera of an extinct volcano there.
Tancred the Wanderer
Spoiler:
He had been known by many different names in his wanderings, and owed debts from Greyhawk City to the Bandit Kingdoms, but Tancred had managed to slip his neck from the noose time and time again. Occasionally his mouth or his gambling got him into trouble, but more often it was his heart – he had rarely been able to stand by and let the innocent and honest pay for the villainous lifestyles of others. So he intervened and struck at the villains from the shadows, made them pay - then moved on. But now he was tired of running, tired of hiding in the shadows. Tancred wanted to be a hero, and Cauldron would be the best place to start his new career.
All Heroes
The caravan from Sasserine arrived in Cauldron at about sunset on a dark and dreary Godsday, though the sunset couldn't be seen through the grey cloudcover. Tancred, Rylic, Gilthanus and Adaliz had met and exchanged pleasantries during their week-long journey, but did not truly know or trust their traveling companions.
The travel over hills and through jungle had been exhausting. As the caravan neared the volcano and the malachite walls of the city rose to meet them, the awesome achievement of building and fortifying such a settlement dawned on the party.
The evening set in as the caravan was checked by the guards at the gates of the city, and a steady drizzle fell from the ash-grey sky. The homes around them were almost the same color; they were formed from volcanic rock and trees taken from the nearby jungle.
The master of the caravan had supplied the group with the name of a local establishment – The Drunken Morkoth Inn – a likely spot for adventurers, merchants, and travelers to spend the night. Following his direction, they hurried down the slick cobblestone streets of Cauldron toward the inn, the sounds of water trundling from rooftops and splashing into dark alleyways in their ears.
A sudden cry of pain split the air from a nearby alleyway.
Actions?
OOC: The spoiler buttons will usually be restricted to reading by the PC whose name precedes them. In this case, however, they are just flavor text, so you may read them all if you like.
Feel free to add extra messages between my updates as "in character" thoughts, talk between characters, etc.
Have fun!
Tancred, AC 14, HP 6 , AP 5
Tancred darts toward the alleyway, drawing a short sword in his right hand. Knowing the often painful results of rushing headlong into trouble, and taking advantage of the fading sunlight and the grey drizzle of the overcast sky, he ducks into the shadows to avoid being seen as he investigates.
He attempts to Hide, rolling a 25.
Rylic, AC 17, HP 10, AP 5
Rylic starts at the cry. A concerned look crosses his face as he readies his mace and shield. "My friends it sounds as if someone needs our help."
He says a prayer to St. Cuthbert to grant him wisdom and strength in whatever trial awaits him. Then he moves to the mouth of the alley and pauses there to take in the scene.
Rylic can move 20' a turn, but will move at x2 if needed to make it to the alley. He will take a moment to see what is happening before taking any action. Sense Motive (1d20+4=21) OR Spot 1d20+2=19)
Gilthanus, AC 13, HP 4 , AP 5
Gilthanus turns quickly towards the cry, nods to Rylic with a nervous smile, and runs after his traveling companions staying just a step behind. He unslings his bow from his pack as he runs focusing his keen elven senses for signs of danger.
Spot 8; Listen 23
Gilthanus will avoid melee combat if he can and favor bow and spell for now.
Remember Gilthanus, you only need to show how much NL damage you've TAKEN out of the total HP you have left.
I will post my update after Adaliz posts.
Adaliz, AC 18 HP 11 AP 5
Seeing Gilthanus head down the alley, Adaliz follows.
Tancred ducks into the shadows at the mouth of the alley, and sees three figures assaulting a fourth, who lies face down on the wet cobblestones. One of the attackers lifts the victim by the hood of his cloak and slams him against a wall as another growls, "Stay away from the orphanage, you got that?"
The thugs look up as Gilthanus, Adaliz, and Rylic splash through a puddle at the opening of the alley. Their faces are painted a strange monochrome, half black, half white. One of them steps forward, and puts a hand to the hilt of a short sword at his belt. "Bugger off! This be no concern of yours!"
If you plan on attacking, please roll initiative, then describe your attack plan, then roll for attack and damage in the same post. If you plan on calling the thugs out first, do so. You choose.
Rylic AC 17, HP 10, AP 5
With a snarl, Rylic charged forward to protect the prone figure. Bullies, men who must disguise themselves and who attack the helpless can not be reasoned with until we have made a show of force.
He held his mace threateningly, waiting for any of the villians to come at him.
Intiative Intiative (1d20+1=10)
Rylic will move to place himself between the man and his attackers, he will charge if necessary. If he can reach any of the villians he swings his mace Attack (1d20+2=18, 1d8+2=10)
Gilthanus, AC: 13, HP: 4 , AP: 5
These men have no honor. What kind of city have we come to where thugs attack a man for visiting an orphanage.
We are making it our concern.
Gilthanus draws and arrow accross his bow, and takes aim at their spokesman.
If the thugs do not release their victim he fires upon the spokesman.
Initiative 13
17 to hit for 8 points of damage
Tancred, AC 14, HP 6 , AP 5
Sticking to the shadowed edges of the alleyway, Tancred sneaks toward the three ruffians while their attention is on his three travelling companions. He draws a second short sword as he works his way around the group, then attacks the nearest thug from the shadows.
Tancred will attempt to move behind the three while they address the cleric and two elves at the mouth of the alleyway. His goal is to be in a flanking position with the others, and he sneak attacks the closest thug when in position.
Move silently: 24
Initiative: 15
First attack: 19
Confirming the crit: 18
Damage: 8 (9 if sneak attack is successful)
Second attack: 4
Damage: 3
Messed up the dice rolls a bit, but these are still the right numbers. Next time I'll get the "," and ";" straight...
ADDED: I just realized that the first hit was a critical threat. Here is the URL for confirming the crit and damage. I have added these rolls to the numbers above.
Adaliz, AC 18 HP 11 AP 5
Adaliz shouts, "It looks as though my friends are ready to cut you to shreds! Tell me quickly... how is this man a threat to the orphanage? What has he done wrong?" She readies her sword. Rolled 11 for initiative.
The only response to Adaliz's shout is the whistle of cold steel being drawn from scabbards.
At that moment, Tancred springs from the shadows behind the three, slashing at the back of the thug farthest from the group.
Gilthanus looses his arrow at the speaker, which finds its mark in the thug's shoulder.
Rylic steps forward, trying to place himself between the prone figure and those accosting him, but finds he must go through the leader first. Rylic's mace finds its target, and the leader of the thugs goes down.
The third figure spins around and slashes at Tancred connecting for 1 point of damage.
Seeing that he and his companions are outmatched and outnumbered, the second man runs for the opening of the alley. Rylic and Adaliz may take an attack of opportunity against the second thug if they wish.
Rylic AC 17, HP 10, AP 5
Not wanting the attackers to escape justice, Rylic strikes out with his mace attempting to disable the coward.
Rylic uses his AOO to do non-lethal damage, he is also using his Smite ability. The -4 for nonlethal is negated by the +4 Smite so it is a regular roll with an additional +1 to damage. 1d20+2=20, 1d8+3=5
Tancred, AC 14, HP 5 , AP 5
Tancred swings at his opponent again with both short swords.
First attack: 19
Damage: 4
Second attack: 16
Damage: 1
ADDED: No crit on the first hit--the roll to confirm was a 2.
Gilthanus, AC: 13, HP: 4 , AP: 5
Seeing that his traveling companions have the remaining thug under control Gilthanus rushes forward to see to the victim of this strange encounter. "Peace Friend," Gilthanus says in the most calming voice he can muster accented by the lyrical tounge of his people. "You are safe now. We are here to help." Gilthanus assists the man to sit up and stand if he is able.
Adaliz attempts to knock the thug down with the flat of her sword.
Rolled 19 to hit, 4 damage. Forgot to take -4 for nonlethal, which makes it a 15 to hit. This is the attack of opportunity.
Tancred's whirring steel overcomes the defences of the man facing him. The third thug falls.
The last man, though slowed by Rylic and Adaliz's strikes, manages to escape from the alley and into the night.
Gilthanus helps the badly beaten man up from the street. The man seems barely lucid. An amulet with the holy symbol of St. Cuthbert of the Cudgel hangs from his neck. He begins to mumble thanks to Gilthanus when a laughing female voice echoes down from the dark rooftops:
"Well done! But the cleric lives because we wish it so, not because of your misplaced bravado. Take these words back to your temple priest! The children are lost and no longer St. Cuthbert's concern."
Those who wish to find the source of the voice must make a spot check.