• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

[Adventure] The Paper Chase (Judge: renau1g)

Now free to focus all their attentions on the ogre, our heroes have little trouble subduing him and extricating themselves from the messy brawl without too much further inconvenience.

Despite the unconscious patrons strewn across much of the floor and the ongoing melee that still rages in one half of the room, new patrons have begun to trickle in and claim the now-free tables toward the entrance. The goblin barmaids have reappeared and are serving again, seeming unruffled by the course of events.

One of the bouncers sticks his head in the door, looks around without much interest, and returns to his post.


[sblock=OOC]Combat over, well done!

You're free to rest and regain hp and encounter powers before continuing on with your investigation of the place.[/sblock]
 
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"I said ENOUGH!" Grys shouts to the crowd, knocking a bunch of them unconscious.

[sblock=Actions]
Standard: Sword of Sigils on crowd, close burst one E10 through G12
Minor: Familiar Harrier to teleport Keke to E6
Minor: Maintain Keke invisibility

Sword of Sigils on crowd, 15 damage, save vs. Immobilized 16 saves

I didn't bother rolling a to hit for an unknown number of foes each. Grys won't kill any of them. This round. He has a +12 to hit, so he'll probably hit most of them. But if any still continue to attack PCs after Grys' turn, he'll probably defend his allies to the death.

Anyone who moves to squares E9 or F9 gets flank on the Ogre.
[/sblock]

[sblock=stats]
Grys - Male Eladrin Hybrid Swordmage Wizard
Medium natural humanoid (Fey)
Advantageous Conditions: 2 temporary hit points, +1 to hit UENT Serris, +2 damage Orsik
Adverse Conditions:
Initiative: +3
Passive Insight: 13 Passive Perception: 18
Senses: Low Light Vision
HP 39/39
Bloodied 19
Surge Value 9; Surges Per-Day 8/8
AC 22 Fortitude 14 Reflex 18 Will 17 Speed 6
Saving Throws +5 vs Charm Effects
Action Points: 0
Second Wind: Not Used

Powers:
At will:
Scorching Burst
Sword Burst
Familiar Harrier
Ghost Sound
Light
Mage Hand
Presidigitation

Encounter:
Fey Step
Aegis of Shielding
Sword of Sigils
Fire Shroud

Daily:
Flaming Sphere

Trained: 8 Athletics, 8 Endurance, 8 Perception, 8 Stealth

Untrained: 3 Acrobatics, 11 Arcana, 1 Bluff, 1 Diplomacy, 3 Dungeoneering, 3 Heal, 11 History, 3 Insight, 1 Intimidate, 3 Nature, 7 Religion, 1 Streetwise, 3 Thievery

Feats:
Hybrid Talent
Arcane Familiar
White Lotus Riposte

Magic Items:
+2 Challenge-Seeking Longsword
+2 Magic CLoth Armor
Gauntlets of Arcane Might
+1 Amulet of Protection
[/sblock]
 

[sblock=OOC - KD]Maybe a cross-post? The ogre's down (after Serris's held attack and Orsik's turn) and everyone's able to get out of the fight without getting hit again.

Of course you're still free to knock them all out if you want, and yes, you can do so without any trouble. In which case I'll edit my last post to reflect that the whole bar is unconscious, and therefore not fighting. :p[/sblock]
 

"Let's take the ogre and the harpy to some more private place where we can ask a bit less polite then first time."

Catching one of the servants
"Do you have rooms free? We need one big enough for me and him."
He takes the ogre by the scruff of the nect and pulls him up for a moment.

OOC: Instead of second wind then 3 surges, same effect, full hp. we need standard of healing to address annoying few hp left overs to full
 

The goblin serving wench looks a bit panicked at being collared by one of the bar's new top dogs, but after a few moments of looking about her in wild-eyed fear she gives a hurried nod. "Got some private rooms in back," she says in a rapid squeak. She points to the barred door that lies just behind the bar, next to the kegs and liquor bottles. "Head through there and take whichever one you like."
 

"Thank you. Here's for your trouble."
Orsik gives her couple of coins
"Get us a keg in there and number of mugs. And if someone comes looking for trouble, you're be rewarded if you warn us before it happens. Go now."
 

[sblock=ooc]
How much HP does Energizing Strike heal?

Thanks for the heals everyone by the way :)
[/sblock]

Mythra gets up from the ground slowly and follows the party wordlessly into the private room. The instant before he got hit his life flashed before his eyes, and it was frightening. He still has not found that summoned beast he is tracking! Hopefully he will remedy that soon.

Lets kill them and be done with it Mythra says, clutching at his chest. He probably has a few broken ribs, along with that stab wound.

Suddenly he gets an idea. We can't let these thin-- people like this loose. They could hurt some sub--- innocent by standards. They should be put out of ou-- their misery.
 

"That was a fine time to take a nap Mythra. We should go buy you some plate mail so that pesky opponents don't take you to the ground." Grys chides, slapping Mythra playfully on the back on the way to the back rooms.

"Well, let's put each of these two into a separate room and then wake these clowns up and start asking questions again. Maybe the Harpy knows something that the Ogre does not. But we should split them up. The Harpy probably won't talk in front of the Ogre."

[sblock=OOC]
Does anyone have any bonus to healing?

If not, Grys will take two healing surges during the short rest to get back to full.

He has taken 3 healing surges total.
[/sblock]
 


The back rooms here are scarcely more salubrious than the common room - dingy, stuffy places with threadbare easy chairs and heavy tapestries covering the rock walls. This is, perhaps, what passes for class in the Cogs.

The ogre and the harpy are soon isolated, each to their own room, and the party are at their liberty to choose which one to question. It should be a simple matter of cold water and a couple of quick slaps to bring one or the other round.
 

Into the Woods

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