The last of the thugs swings his mace at Dante, but manages only to make a dent in the floor as the ranger steps out of the way. Dante, himself, counters with his chains, but they are too slow. The goon rolls out of the way just as Dante's blades cut into the floorboards.
Looking over his shoulder, the thug realizes that he is the only one left. Shugging, he heaves the mechanical device into the air,
"Catch!"
The device makes a ticking sound as it follows its vertical trajectory and falls back to the floor. Before it hits, however, the ruffian decides to make his exit. He bounds over the bar and into the kitchen. Despite a nasty, parting cut made by Virgil, the goon manages to staunch his bleeding long enough that he leaves no trail to follow.
The ticking device lands next to Virgil and explodes, dealing him a nasty gash, but the lizard is quick to shrug it off.
The bartender, wishing to be of service, materializes from his crouch behind the bar,
"'E didn' take the stairs up. 'E mus' be 'eaded for the cellah. It's th'onlih way out from thah."
[sblock=Auntie Mab's Actions]
Move: Stand
Standard: Gloaming Cut
Target: Human Ruffian
Attack:
1d20+16+2(Hidden)=36 vs. AC for 1d4+2+2d8(SA)=15
Granted Shift: to -W,-8
Stealth: (No roll necessary for ruffian. She's hidden)
[/sblock][sblock=Enemy Actions]
Human Ruffian 1:
Minor: Arm Level 14 Clockwork Bomb to detonate at the end of his turn
Standard: Mace
Target: Dante
Attack:
1d20+14=19 vs. AC Miss
Dante Snarling Wolf Stance Attack:
1d20+16+2(Flanking)=22 vs. AC Miss
Granted Snarling Wolf Stance Shift: to -S,0
Move: Run past -AA,-6 and out of sight
Virgil OA: 1d20+14=26 vs. AC for 1d8+4=5 damage
Stealth=
1d20+14=25 Ruffian 1 is Hidden
Bomb explodes:
Target 1: Virgil
Attack 1:
1d20+17=27 vs. Reflex Hit
Damage:
3d10=14 Fire damage
(I rolled for Dante too, but he shifted out of range. The roll missed anyway).
[/sblock]
GM: | Invisible Castle was down when I rolled. All results can be found at Dice Room in a room called "The Missing Professor" | |
[sblock=status]
Gloom
-12/81HP 11/11HS 0AP
Unconscious Dying
Draglin
32/74HP 5/9HS Bloodied 1AP, Rain of Steel (1d6+4 damage to enemies starting turns adjacent to Draglin, rolled during Draglin's turn)
Dante
38/67HP 5/6HS 0AP
Virgil
76/94 2/2HS
Auntie Mab
47/60HP 7/7HS 0AP
Max
45/67HP 8/8HS 1AP
Human Ruffian 1
? 4/96HP Bloodied Dazzling Strike Hidden
Human Slavehunter -S,-1 -7/103HP Dead
Human Ruffian 4 -T,-3 0/96HP Dead
Human Knife Fighter -V,-4 -7/214HP Dead
Human Blademaster 2 -S,0 15/94HP Dead
Human Ruffian 3 -U,-5 -18/96HP Dead
Human Blademaster 1 -12/94HP Dead
Human Ruffian -22/96HP Dead
[/sblock]
GM: | No map is necessary at this point | |
[sblock=Terrain: Please Read][sblock=Furniture]
- This will be treated as difficult terrain, but Creatures that are hit while standing in a square that is more than 1/4 occupied by a piece of furniture are subject to a DC 18 athletics check. Failure means that the creature falls prone in a random square adjacent to the piece of furniture and takes 1d6 points of damage.
- Dropping (or falling) prone behind furniture gives you total concealment and superior cover against any creature on the opposite side of the furniture. From any angle, it provides normal cover, but no concealment. From the same side, you are simply prone.
- Chairs and stools can be moved 1 square as a minor action, but tables and benches require a standard action. Moving anything further than one square expends a standard action and a move action. (I'm going to assume that everyone here is strong enough to move a table so no strength check
).
- Chairs, stools, food, plates, cutlery, and mugs can be used as improvised weapons requiring a minor action to pick them up.
[/sblock][sblock=The Bar]More accurately, squares -v,-10 through -V,-6 and -W,-6 through -Z,-6.
- Hurdling the bar takes a 2 square jump check (Athletics DC 20), but, if successful, it allows a creature to continue its move without counting the square hurdled.
- Failure means that you fall prone on top of the bar taking 1d6 points of damage (see Furniture).
- Creatures can climb over the bar in 2 squares of movement (4 if you count the bar stools. Remember that bar stools are difficult terrain and are not included in this cost).
[/sblock][sblock=Wall Torches]
- These can be used as improvised weapons.
- To remove a torch requires a minor action.
- Hitting with a torch does 1d4 fire damage.
- If a torch is used as a ranged weapon, it can possibly set fire to something. On a roll of 1 with a d6, the target square becomes a zone in which any creature passing through the zone takes 1d4 fire damage. Every round thereafter, a 1d4 is rolled. On a roll of 1, the zone grows to an adjacent square.
[/sblock][sblock=Bystanders]
- Bystanders are the ones without illuminated bases.
- Bystanders are unarmed, and were either curious as to the outcome of the fight, but unwilling to engage, or they were trapped in the bar before they could get out,...or they are asleep in a drunken stupor, unaware of what is happening.
- For every bystander hit (whether you do it or not), the party loses 100XP (after doubling) from the encounter total.
- For every bystander killed (whether you do it or not), the party loses an additional 400XP(after doubling) from the encounter total.
[/sblock][sblock=Kitchen]
- The kitchen is behind a bar with a stove/oven visible and stairway leading up (Remember you're looking for a cellar). The oven is hot. Being pushed or slid into it deals you 1d6 damage.
- The rest of the kitchen is not yet viewable from your vantagepoint.
[/sblock][sblock=Door to the Northwest]
- You are, as of yet, uncertain where this door leads.
- Breakdown requires a DC 20 strength check.
- Picking requires a DC 20 Thievery check.
- Opening (or trying it) requires a minor action.
[/sblock][sblock=Stairway to the Southwest]This stairway leads
up. (Remember you're looking for a cellar).[/sblock][/sblock][sblock=Enemy Stats][sblock=Human Ruffian]
[/sblock][/sblock]
GM: | Choices:
Pursue the Ruffian
- Question the bartender further
- Pursue the Ruffian
- Take a short rest and investigate the cellar at a slower pace (the risk here is that the Ruffian could have time to find more cronies, and come back).
Interesting point (In case you forgot): The slave hunter, the blademasters and the thug that escaped all had a shiny, gray, leather insignia sown onto their tunics that depicted dragon. [sblock=Insight DC 18]The leather of the insignia looked alot like the leather that made up Lord Astrix's outfit[/sblock] | |