Council of Thieves Act 1: The Bastards of Erebus, a Dungeons & Dragons (4E) adventure for five first level characters
The Specifics
This is a PbP game.
I, TiamatZ, will be your DM. Sheets are on myth-weavers (or Orokos). Dice rolls are on IC (or once again Orokos). For now, this is an IC thread. Post OOC discussions/comments/questions/etc in the OOC thread to avoid clutter and confusion.
I expect each of you to post at least once a day (except maybe on weekends [Saturdays and Sundays]) when you're able (though if it’s your turn, by all means post during the weekend; I’ll just post the updated map by Monday or so). If you'll be away for an extended period of time, let me know so that I (or you) can make arrangements to keep the game moving while you're gone (or postpone it if the majority of the party is unavailable). I'm a level-headed person, and I won't kick you out for missing posts here and there. That being said, if you flake consistently you'll be removed from the party.
For combat, I will provide the
HP, AC and other defences (as well as any special bonuses monsters receive e.g. +2 AC when standing next to each other) of the enemies present and you shall roll attack rolls. If you hit, roll damage and work that into your post. Also color coded the monsters (makes it easier to work with, since most of you are newbies to the PbP format) by their border; red are minions, green are normal monsters, yellow are elites and purple are solos. So if you pop a daily on a red bordered monster you are going to feel really thick because it shouldn't last more than a single hit. Everyone will post their IC actions, with the rolls and results in
SPOILER tags.
I will use
TalonRazor’s idea (from the Legend of Novus PbP game). You must declare what you are doing in
ORANGE text. The rolls must be in
RED BOLD text and linked to the IC (or Orokos) roll. At the bottom of the post, still in spoiler tags, they shall post who is up next, in brackets and
size 3 font that is
GREEN, and who is on deck. Here is the template:
"Johnny Law swings his mighty fist, smacking the honest citizen in the face."
Standard Action: Basic Melee Attack Move Action: Stand there
Attack Roll [1d20+4 = 16+4 = 20] Damage Roll [1d20+10 = 1+10 = 11]
[Up Next: Bobby Joe][On Deck: Chuck Norris] (or red for enemies)
For immediate interrupts, remember to post them with any criteria to follow in
orange as well. If one of your powers has an immediate interrupt ability, state that power as well as when to use it e.g. when a monster strikes me, I want to use power X (where X is the power with immediate interrupt, such as Wizard’s Shield utility power, or the Fighter’s No Opening Utility power).
Also link to OOC thread:
here
The primary goal here is for us all to have fun. I’m (mostly) new to PbP DMing and you’re all also (probably) new to PbP games, so we’re all noobs here. If you're not having fun for some reason, please let me know. Alright, now that that's all out of the way, let's go roll some dice and kill some monsters!
Act 1: The Bastards of Erebus
"Seventy years ago, the Thrice-Damned House of Thrune defeated its rivals in a bloody civil war following the death of the god of light and the sun, Pelor, bringing order to the war-torn nation of Cheliax—but at a price. Now the imperial bureaucracy enforces devil-worship as the state religion, and the common people bow their heads in perpetual servitude to the dark lord of Hell. Fortunately, Cheliax still has heroes: crusaders and revolutionaries motivated by glory, honour, greed for the throne, or hatred of what their land has become under the infernal thumb of Asmodeus. Our story follows one such band of heroes, as they unravel and become embroiled in a conspiracy so great, it may tear the once-proud city of Westcrown, and even its citizens, apart if left unchecked..."Contents:Prologue: Invitation to Vizio'sChapter 1: Into the SewersChapter 2: The Rebel Hideout
The Cast (AKA the party):
Current Party :
FunkyWaltDogg as
Typhor Jett, Watersoul Genasi Warlord - Orphaned as an infant and pushed out onto the street as a child, Typhor's childhood was focused on survival. His experiences with street gangs eventually led him into more proper mercenary work, then into a short-lived revolution. He survived the brutal reprisal, but his few comrades were killed and his hopes for change were shattered. He now works as a combat trainer for the noble houses.
Grog as
Yuren Tylis, Elven Avenger of Torog - Witnessing the chosen city of his god fall into chaos and being locked in a dungeon for seven decades is more than enough to drive a person insane. But for Yuren, the years in cold darkness brought him the means of vengeance- the blessing of Torog, the King that Crawls. He now seeks more mundane allies to exact his vengeance on the Asmodean rulers.
Hiatus132 as
Calleigh Farras, Human Wizard- Calleigh was happy with the life of an apprentice wizard and shopkeeper in Westcrown, but a raid by the Bastards of Erebus changed everything. Having lost her home and business, she has sought out the Wardens to lend her spellcraft and alchemy to the cause of bringing down the Bastards and beyond.
ironzerg as
William Sherbourne, Human Shielding Swordmage - Having been trained in the art of magic and the heavy blade, William wears the mantle of the swordmage. William's life as a ward in a monastary dedicated to the arts and beauty of Corellon was violently burned away, for reasons unknown. He now wears his blade definatly, no longer turning a blind eye to the evils around him.
Qed as
Hertzog Torr, Half-Orc Ranger- A former slave and pit-fighter, Hertzog managed a lucky escape from house Dioso. With no way back to his former life, Hertzog turns his attentions towards the destruction of the rulers that allowed his enslavement and justice for the people who held his chains.
SkyCaptain as
Alainn Byrne, Human Invoker of Erathis- Alainn Byrne is a Companion of the Jade Star House. She was born a peasant girl in a peasant family, serving as a vassal of a cruel minor noble who had either purchased, swindled, or earned a small fief. Her two older brothers were rather cruel and vicious, though perhaps her rough childhood steeled her for the trials that awaited her as a young woman on the streets of Westcrown. She was born with fiery red hair and bright green eyes, a rarity amongst the people of Cheliax.
Fallen in Battle :
GoatboyTim as
Grokka Lownote, Goliath Valorous Bard - Grokka came down from the mountains years ago and began working in the tavern as a novelty act. The locals began flocking to hear his unique Goliath song and he's been a local legend ever since. Recent corruption and the rampant, oppressive government has caused him to take up a more revolutionary role, passing information and aid to local rebels. More recently he's been sought to take up a more active role in the fight.
Cause of death: None. He was called by Janiven to foresee other matters, causing him to leave the group.
Orokos/MythWeavers Campaign name: PA CouncilOfThieves
Quest List:
Current Quests:
None Yet!
Completed Quests:
Main Quest: Flight from Vizio's [Completed]
- Hold out the Hellknights for X amount of rounds [Completed]
Main Quest: Finding the Path
- Reach the rebel safehouse. [Completed]
- Follow the sword symbols on the wall. They will direct you to the safehouse proper. [Completed]
Fame Points:
At various points in this Campaign, there are times when the heroes’ exploits are significant enough to gain them fame and admiration among the people of Westcrown. Defeating a group of notorious bandits, saving a child from a house fire, publicly slaying a rampaging monster, completing a supposedly impossible play—all of these things are worthy of Fame Points.
As this Campaign progresses, certain encounters will end with a section titled “Fame Points Earned” that details how many Fame Points to award to you guys. While I keep track of the party’s Fame Points, I won’t keep this total secret. You guys will be told each time you earn a Fame Point so you’ll know that you’ve accomplished something important, and that your reputation in Westcrown is growing. Fame Points are merely an indication of the city’s growing awareness of your accomplishments in most adventures—but in the final adventure in this campaign, you will need to make Fame Checks in many encounters.
Fame Points Pool: 0
Posts
Westcrown...
The City of Nine Stars, and once the seat of power of the Chelish Empire, was a bastion of civilization and the centre of the church of Pelor.
Following the death of the god of the Sun and Light, Westcrown fell into chaos, becoming known as the City of Twilight as the citizens of Westcrown (also known as the Wiscrani) lost hope.
Order was eventually restored to Westcrown, but was now under the diabolic rule of the Thrice-damned House of Thrune. Now the populace fears to leave their homes at night, lest they become prey for the shadowbeasts that inhabit the city. During the day, the city suffers under the cruel ministrations of the overbearing Dottari and Imperial Hellknights from nearby Citadel Rivad.
For seventy years Westcrown has suffered these indignities, and though a number of ‘petty rebellions’ have taken place now and then, a resistance shall soon rise to help guide Westcrown from this terrible rule. This is their story…
Time: sundown
Location: Rego Scripa, Vizio’s Tavern
The sun, long past its zenith, slowly sets in the distance, as the city itself prepares for the night. Small patrols of Dottari guards prepare lighting the many pyrahje that can be found throughout the streets of Westcrown, while the worried Wiscrani make their way quickly back to their homes. Unlike the many stories heard and told by bards outside Cheliax, the night was FAR from the glamour they always praised. In fact, night was considered suicidal to even the most foolish of Wiscrani when in Westcrown.
However, our story focuses on five individuals, each one making their way towards Vizio’s Tavern. Though each one had their own reasons to be there, none of them could refuse the young woman’s request to join a ‘charitable cause’, as rebellion wasn’t looked well upon by the populace, and to openly talk of such things was to look for trouble, or worse even, when the Hellknights were nearby.
Alainn:
However, she had other business to attend for today, as she was personally invited to a special meeting by Janiven, a woman who seemed to have the same fiery passion for independence as herself. Alainn looked around, and spotted the newly furnished tavern. She made her way to the door...
Passive Diplomacy: Thanks to Madame Marisa’s network (which you asked as a personal favour), this Janiven woman is not unknown throughout Westcrown. In the past she’s worked for several guilds and mercantile interests, sometimes as a caravan guard, but more often as a city guide and bodyguard.
Passive Streetwise: The local grapevine told Alainn that Vizio’s Tavern was named for the family that once ran the establishment. Vizio’s was a place where merchant guards went to relax, gripe about their employers, and look for more work. Several months ago, however, the Vizio patriarch passed away, and the surviving family moved out of Westcrown to go live with kin in distant Nentir Vale, in a town called Fallcrest.
Grokka:
Since then, he has played his songs, told his tales, and even played jokes with the patrons. However, he never really knew who owned the bar. Jasper, the Halfling bartender, hired him at the time, but replied to his questions regarding the ownership only as, “Some half-elf and his girlie! That’s all ya need to know!”
And so, the half-giant sits at the bar, waiting for his ‘biggest fan’.
The door finally opened, and a beautiful young woman passes through. Grokka immediately recognizes the woman to be Janiven, but was even more surprised by the bartender’s response:
“Welcome, luv! You finally here to pick up on the Boss’ earnings for the week?”
“Not really, Jasper. I got some guests coming over, so consider having an early night off.”
“Don’t have to tell me, them shadows ain’t fer short folk like me!” Jasper replies as he finishes off before leaving.
Grokka and Janiven were alone in the tavern. “Well met, Grokka! My name is Janiven! I’m your biggest fan, and also, technically, your employer...” she says as she bows to the surprised Goliath, a smirk forming across her face.
Janiven, his cryptic number one fan, was also his employer! Looks like there’s still a surprise or two in store for this large half-giant yet today...
Passive Diplomacy: Your own investigation regarding your ‘biggest fan’, you managed to find out that this Janiven woman is not unknown throughout Westcrown. In the past she’s worked for several guilds and mercantile interests, sometimes as a caravan guard, but more often as a city guide and bodyguard. Janiven is also known for being a bit rash (she has quite recently dragged her charge half-dressed out of a brothel when he refused to head back to a safer part of town before sundown).
Passive Streetwise: Grokka knew well that Vizio’s Tavern was named for the family that once ran the establishment. Vizio’s was a place where merchant guards went to relax, gripe about their employers, and look for more work. Several months ago, however, the Vizio patriarch passed away, and the surviving family moved out of Westcrown to go live with kin in distant Nentir Vale, in a town called Fallcrest. The tavern has recently gained new owners, a half-elf man and a humanwoman. They have not officially re-opened the tavern for business as of yet, allowing only a patron or five for a while. You were requested to return to Vizio’s tavern to become the tavern’s entertainment. With the exception of the Halfling bartender, you never really knew who properly owned the tavern. However, they paid their dues well, so there was really no point to investigate on who owned the tavern.
Hertzog:
Hertzog stared once more at the Tavern, before grabbing his gear. He was invited, and he intended to see what Janiven proposed...
Typhor:
A spark of hope?
A second chance?
Redemption?
These questions plagued the Genasi, as he made his way towards Vizio’s Tavern.
Passive Diplomacy: You enquired your still loyal contacts. Thing is, even after your botched revolution, there were still some of those loyal to you, and would gladly help you out in the shadows. Thanks to your own network of loyalists, you come to the conclusion that this Janiven woman is not unknown throughout Westcrown. In the past she’s worked for several guilds and mercantile interests, sometimes as a caravan guard, but more often as a city guide and bodyguard.
Passive Streetwise: The local grapevine told Typhor that Vizio’s Tavern was named for the family that once ran the establishment. Vizio’s was a place where merchant guards went to relax, gripe about their employers, and look for more work. Several months ago, however, the Vizio patriarch passed away, and the surviving family moved out of Westcrown to go live with kin in distant Nentir Vale, in a town called Fallcrest. The tavern has recently gained new owners, a half-elf man and a human woman.
William:
Foolish bastards! Don’t they know they’re lying?
But other thoughts overwhelmed the man. The only person who prevented him from making his worst mistake, wanted to meet him tonight, at Vizio’s Tavern, a tavern found in Rego Scripa, or the Scribe Sector to those raised outside of Westcrown. He was in such a rush, that he almost accidentally knocked a dark cloaked woman with red, auburn hair nearby, never stopping.
He made his way to the tavern. He eyed the tavern’s sign, making sure he found the place. For a tavern that wasn’t busy, even at this time of day, felt suspicious...
Either way, these five individuals are about to find themselves in an adventure and conspiracy so immense, that the fate of all of Westcrown would hang on a thread, hanging over the gaping maw... of damnation!
Note:
If you guys don't like your character's intro, just PM me a more satisfactory intro. I'll rewrite it then.
Also: Enjoy the campaign!
Could this be a trap? Another clever ruse designed to scoop up the last missing member of the monastery? He had thought about this all day, but he knew it just didn't make any sense. The Inquisitor's were definitely ruthless and calculating, but William would be hardly worth the trouble of such an elaborate ruse.
And Barrien had to have known something. It was no coincidence that on that day he was sent off on a "errand", unknowling equipped for a fight. Even as morbid as the day had been, William couldn't help but shed a small smile for the old Eladrin. No, the odds of something like this just occuring randomly? Not possible.
And throw in that woman, being there at precisely the right time to stop William from rushing headlong into certain death? Not a chance.
As sure as the heavy blade that hangs from his belt, William is suppose to be a part of this.
After taking one more second to mentally calm his body, to slow down his thumping heart and clear his mind, William pulls open the door to Vizio's and steps inside.
The Dottari had seen his escape, they would take him as he passed out of the city walls. House Dioso did not part with its property easily. They would come after him....
No. Hertzog knew what it meant to face a foe. It would not be... right, to leave others to the fate he had suffered. It was a strange feeling to see this freedom and turn away from it. Hertzog was just more comfortable fighting. If Janiven could point him in the right direction, all the better.
Catching sight of a Dottari insignia in the distance, Hertzog shook his head and walked briskly to the tavern door. The smell of food and ale was intoxicating. Freedom was a good thing, but it was only in your head. A meal and drink; that was good for your soul! These baser instincts banished the rest of the doubts from Hertzog's mind. He pulled his hair roughly and tied the loose bits back in an ugly knot, then pushed his way into the tavern with a crude but genuine smile.
"Whatever you say, boss" he chuckled to himself, shaking his head. "What can a humble entertainer do to serve the likes of Janiven, the great and powerful?" He said the last bit with more than bit of sarcasm and playful disdain in his voice. He couldn't stifle down another booming laugh as he finished his sentence.
Just then a few individuals began pouring through the door. "We're closed!" he bellowed as he began to get up from the table. "Janiven, these friends of yours?" These definitely weren't regulars.
He quickly scans the room, making eye contact with Janiven.
Not quite sure what to make of everything yet, William tries to stay cool.
"Closed? But tonight's dinner came highly recommended. I hope I didn't miss the main course."
His doubts returned just a few yards from the door to Vizio's, but this time Typhor stifled them quickly and entered the tavern without hesitation. As he strode in the door, the shout from the goliath caught him off-guard, but didn't dissuade him at all; rather, he took it as a good omen.
At least there's no doubt these people mean business...
Shortly after all of her guests have arrived, Janiven (and Grokka) brings out bowls of a hearty stew and some bread.
"What can I get you all to drink this late afternoon? Ale? Wine? I'm afraid the meal wouldn't be excaptional, but it would be satisfactory. By all means, please make yourselves comfortable. No doubt you have some questions. When you have finished your meals, and get to know one another, we can discuss business."
Alainn, William:
Janiven is an attractive woman who seems to downplay her beauty by wearing rough clothing and armor and adopting a generally stern and no-nonsense attitude. She seems to trust you all though.
Image of Janiven:
It took all of his willpower to not devour the bowl of stew placed in front of him. After he had a few spoonfuls, William's stomach finally calms down enough to let him talk. Picking up on Janiven's trust in the assembled group, William takes a chance with an introduction.
"My name's William Sherbourne. Or Will. Or William. Doesn't much matter. I'm assuming we're all here for a reason. I didn't have one until earlier this afternoon."
William takes a second to gauge a few reactions from around the table, then continues.
"I'm a student of Corellon, brought up to admire and respect his teachings on beauty, magic and the sword. Prior to that, well, I'm just lucky Barrian was kind enough to take me in. But that was all burned away this morning by one of the Inquisitors."
The others in the room can see his cheeks warm and a visible anger flush across William's face. Afraid his passions might boil past his trained calm, William awkwardly returns to his stew, letting his accusation hang in the air, certain that if this is a trap, he's walked right into it.
"Alainn. My life... well it's been complicated," she smirks. "Roots are more important than the here and now however. I was born a peasant two day's ride from the walls of Westcrown. Ended up moving into the city just over five years ago and have been here since. I've had more than my share of trouble with the Dottari and other unsavory elements."
"I suppose my introduction is unecessary. I am Grokka of the mountain tribes, keeper of the ancient stories and singer of the new songs. Grokka the loud, Grokka the low, Grokka the great and powerful. You have no doubt heard tales of me from well outside the walls of Westcrown?"He glances about, looking for any sign of recognition on the gathered faces. "No? Well, I admit my celebrity leaves a little to be desired. I came here to seek my fortune only to find a city in peril, under the heel of those who do not deserve the power they wield. I'm afraid these tales of sadness, of woe, are not uncommon in Vizio's. I ended up here years ago singing for my supper and trying to entertain the solemn faces that crossed the threshold. I see downtrodden face after downtrodden face, hear mournful story after mournful story just like yours. I can not stand this sadness, this corruption any longer." He leans in close, at an almost hushed whisper, yet almost bragging. "Do you not know that I have been sending information to the underground?" His voice picks back up to a boistrous laugh "In my own songs, even! Right under their noses! Ha! My biggest fan here, miss Janiven says my help is needed, so I come. If we are to do some good, let us do it quickly. I wish to sing the happy songs again, not these dirges."
He leans back as his chair whines under his massive weight and begins humming to himself again.
My name is Hertzog.
It was... twenty years ago that the slavers found my fathers cabin. He fought them, and died in the hopes that the rest of us could escape. We didn't. Our mother didn't survive the trip back to Westcrown. She had nearly as much fight in him as our father. It was only me and Kaus, my brother, who survived to be bought up by House Dioso. We promised to protect each other. For a long time, we did. It was not an exciting life, but we worked and built and did our duties for House Dioso. Still, a life with no future was not good for my brother. He always looked to escape or revolt.
Kaus died a year ago. Sent to fight in the pits and earn some final measure for the House after he became too difficult to control. With no family left to temper me, it was not long before I was too difficult to control as well...
Hertzog straightens a little, addressing his companions more directly.
But I am here now. And once again around those who the Houses find difficult to control.
"I'm Typhor Jett. My parents were murdered before my eyes, before I'd ever gotten the chance to learn who I was. I've lived all my life in this cursed land. I grew up on the streets, and I've made my way as a soldier for hire."
He pauses for a moment to collect his thoughts, then continues, his voice growing louder as he does.
"Yes, this country cries out for justice, but there are powerful forces at work to ensure that justice never comes. Whatever you've got in mind, Janvien, I hope it's better than the failed efforts of the past."
Having said his piece, Typhor lowers his eyes to his stew and resumes eating.
"Perhaps we were too caught up in the old teachings of Corellon, of the ancient stories of better times. But that all changed this morning. I returned from a morning errand to find the Dottari clearing out the monastery, with an Inquistor reading off charges of demon summoning and works of chaos. It's not true. Not a word. Not even close."
"Regardless, the Dottari burned everything in the monastery. What happened to Barrien and the other scholars? I have no idea. But I'm going to find out. It's time someone took a stand against this tyranny."
William looked around the room at the rest of the assembled conspirators.
"I'm assuming that us."
William then turned his gaze to Janiven, hoping for some direction.
"By just sitting at this table, we're guilty of treason. This talk, it is dangerous, but this is the how the stories worth singing begin. A fierce Half-Orc, a pair of imposing humans, a being of the very living water and humble Grokka? Sounds like a good enough cast of players to me, not a force in the worlds can stop us. Janiven, you've started the boulder rolling downhill, let's hope we are not crushed by it."
“Again, thank you once again for agreeing to meet with me here. I have chosen each of you for a singular reason—everyone here, myself included, has suffered, whether we realize it or not. I have lived in Westcrown my whole life, and although I love this city, I must admit, as must you, that despite our peace and prosperity, we continue to suffer."
She turns er head towards Typhor. "You've seen what happens to those who openly defy House Thrune!" She eyes William. "And you have seen how they arrest and detain the innocent!" She even eyes the Half-Orc. "I don't need to remind you of the unjust system of slavery here in Westcrown!"
"Fear should not be an expected part of life, and yet each night brings fear to our doorsteps. Yes, Westcrown has been safe from war and famine for nearly seventy years, and yes, our businesses has prospered—but this safety and prosperity has been bought in the coinage of fear and prayers to Hell. Other lands live free from tyranny. Other cities do not fear the night. Other governments do not cede the streets to monsters of the infernal shadows. Westcrown was once such a place, and she wants to be such a place again. Westcrown is not only her buildings and canals and docks and history—she is also her people. Westcrown is our friends and neighbors, our mothers and fathers, our siblings and cousins, our sons and daughters! With but a small group of supporters and dedicated brothers and sisters, we can earn the trust and admiration of those people."
"A Westcrown free of these shadowy beasts that stalk our streets is one step closer to a Westcrown free of the devil that is the Thrice-Damned House of Thrune!”
General information:
After finishing her speech, Janiven raises her goblet. "If you have any more questions, ask away!" While she readies herself for your queries, she seems a bit distracted, occasionally glancing at the door or out the windows, as if she is waiting on something.
Insight: 1d20+9 16 (link)
1d20+5 24
"I wonder. The nobles of House Dioso feared the shadows as much as any slave. Perhaps even Thrune fears the night."
Hertzog chuckles briefly.
"If you can clear out the streets of these monsters, maybe House Thrune will give us medals. What a strange way to start our treason."
"I very much want to keep out of House Thrune's eyes and ears, mind you. One key tactic we're hoping to pull off with our 'organisation' is the fact that Westcrown is largely ignored by the rulers of Cheliax, whom now view Westcrown as nothing more than a home-in-exile for the old nobility. Long as we work to win the hearts of Westcrown’s citizens by good deeds and avoid as many direct entanglements with the government as much as we can, those devils within the House of Thrune will continue to ignore what they’ll interpret as 'petty squabbling' in Westcrown."
Janiven spots William noticing her. She smiles sincerely. "Am I that easy to read? I've been bothered quite lately. See, right now, we're just a small group of like-minded friends that want to improve the lives of the people of Westcrown. One such friend, the 'leader' and my superior if you will, was supposed to have arrived by now. You know, to see for himself if you have what it took to be the protectors of Westcrown herself. I just hope he's all right... or worse, with the shadow beasts to arrive soon. Why, he himself sai-"
Janiven stops in mid-sentence, as a sudden excited pounding at the front door disrupts the meeting. Immediately adopting a defensive posture, Janiven peers through a window at whoever’s knocking, then swiftly moves to the door, unlocks it, and opens it. In stumbles an out-of-breath and frightened-looking teenager boy.
Looking quite concerned, Janiven asks "Morosino, what is it? What's wrong?"
“They’ve got Arael!” he calls out, then immediately doubles over in a fit of coughing brought on by his long run. Janiven’s face grows grim as she comforts Morosino and asks him to explain himself.
An almost fearful look crosses Janiven's face. "Go on...who's got Arael?"
In a moment the lad recovers enough to spurt out, “The dottari! The dottari nabbed Arael, and... and the Hellknights of the Rack are trying to get custody of him! There’s a bunch of Hellknights on their way right here now! *Cough* I only just made it in here; they’ve already surrounded us!” At that point, the sound of clanking armor advancing on the tavern becomes apparent.
Alainn, Hertzog:
You glance out the window to see a large group of heavily armed and armored Hellknights (most of which are armigers) advancing down the street
However, Janiven remains calm.
She turns to the heroes, "I'm sorry for getting you invlved in this. No point in backing off now, it seems..."
"So how's this going down? I've never faced a Hellknight, let alone a group of them. If the stories are even half true..are we trapped, or is there another way out of this tavern?"
"If we fight, we should keep them at the door."
As he moves across the floor, Hertzog looks back to his companions. Still unsure of his own strength and that of his friends, he adds:
"If there is another way out though, we should find it, and fast."
"If we run, we'll have to take care of them eventually. Let's just kill them now and be done with it, before they realize we're no easy prey."
William gets to his feet and draws his long sword. Looking around the tavern, he does his best to conceal himself in some shadows near the door.
Alainn reaches beneath her robes, her fingers deftly undoing hidden clasps. The heavy green cloth slips from her shoulders and pools on the floor around her feet. Beneath the robes, she is clad in a set of fine chainmail. The symbol of Erathis is emblazoned in white and navy across brown leather pauldrons on her shoulders. Alainn pulls a leather, broad rimmed hat from her backpack and rests it upon her brow.
"I aim to misbehave."
"Open this door in the name of Her Infernal Majestrix Queen Abrogail II and our Dark Lord, Asmodeus!" he yells out.
Janiven (ignoring the Hellknight's threat) looks around, listening to each one's idea regarding the situation.
"To fight a group of Hellknights in the open, even in our condition, is suicidal. Those zealous bastards would soon turn this entire Rego into a warzone if we fought them head-on. Though it seems that luck is on our side this time: most of them are armigers. They are basically inductees to the Order. However, the Knights are either desperate, or mad, to hunt us at this time of day, when the Shadow beasts are rising from their slumber."
She looks around, and focuses her attention towards the kitchen doors.
"Fret not, for we do have an alternative way out. You see Grokka, I had some of the other members install a back door in the kitchen, during the evenings. It explains why you'd never see it during the day. I have an idea, but you'll have to trust me on this one." Janiven explains as she made her way slowly towards the kitchen.
"Looks like we might have some dissdents in there! Armigers, to arms! Subdue the criminals inside!" the heroes hear the Hellknight outside yell out.
"I'll need some time. You lot will have to keep the Hellknights busy for a few moments. I'll give the signal when I'm ready." Janiven replies, as she now rushed towards the kitchen door. As an added measure, she closed the door, hoping that the Hellknights wouldn't spot her.
Within moments, the door breaks down, and a group of lightly armoured soldiers burst through the entrance.
"Surrender, or perish!" the armigers cry out.
New Quest:
- Hold out the Hellknights for X amount of rounds
This is for you, Barrien.
"Erathis guide me and bless me and mine against this unjust tyranny, a corruption of the civilization you hold dear."
No Action: Battlefront Shift (one ally in a Close Burst 3 from me shifts half their speed when I roll initiative)
"In the name of his most holiest, Lord Asmodeus, prepare to be vanquished!" cry out one of the armigers. Another hellknight (also lightly armoured, but carried a flail in his hand, the symbol of the Order of the Rack) moved into the tavern. He raises his flail above his head.
"It is hopeless to resist the will of the law, the will of House Thrune!"
Map (Round 1):
Initiative:
Hellknight Armigers 17
Armiger Officers 17
Grokka 16
William 15
Alainn 6
Typhor 1
(Since there's going to be a number of identical monsters, I decided to take the average of each monster’s initiative, just to help reduce the complexities of facing off more than 5 enemies in the initiative bar. )
Here's how it goes: Allies/enemies take turns out of order in a group/block.
Stats:
(R7) Grokka HP 28/28
(P6) Hertzog HP 29/29
(H7) Typhor HP 30/30
(I8) William HP 34/34
(L4) Hellknight Armiger #1 HP 40/40
(N4) Hellknight Armiger #2 HP 40/40
(N3) Armiger Officer #1 HP 37/37
Monster Details:
Hellknight Armiger: HP 40/40 AC 19; Fort 18, Reflex 14, Will 14, Speed 6; Vision: Normal
Special:
Hellknights are known and feared for their intimidating suits of armor. Armiger ranks gain a +1 bonus to AC (already added).
Armiger Officer: HP 37/37 AC 17; Fort 14, Reflex 14, Will 14, Speed 5; Vision: Normal
Special:
Hellknights are known and feared for their intimidating suits of armor. Armiger ranks gain a +1 bonus to AC (already added).
Combat Advantage:
Armiger Officers deal 1d6 extra damage on melee and ranged attacks against any creature granting combat advantage to it.
I posted the coordinates of everyone as well, making it easier to plan your attacks (Letter, then number).
Another way to make it easier is to post what monster you hit e.g. Melee Basic attack on Hobgoblin grunt(F5)
Features:
Tables: The tables are all tall enough that a Small creature can move under them and gain cover from doing so. Hopping onto a table costs 1 extra square of movement. A character can use a standard action to tip over a table, which can then grant cover to a standing creature or superior cover to a prone creature.
The Bar: It takes a DC 30 Athletics check to jump up on the bar with a standing high jump and a DC 15 check to do it with a 2-square running start. Standing on top of the Bar grants you a +2 attack bonus, but also grants combat advantage to enemies.
Crunch
Minor: Declare Hunters Quarry on Armiger Officer #1 (N3)
Standard: Twin Strike on Armiger Officer #1 (N3)
-->Attack: ( 1d20 + 9 ) X 2 = 22 (HIT!) 17 (HIT!)
-->Damage: 2d4 + 1 = 6
-->Damage: 2d4 + 1 = 8
No Action: Hunter's Quarry Damage
-->Damage: 1d6 = 2
No Action: Challenge-Seeking Weapon
-->Damage: 1d6 = 3
Free Action: Furious Assault
-->Damage: 2d4 = 6
Total Damage: 25
Stats:
(R7) Grokka HP 28/28
(O3) Hertzog HP 29/29
(H7) Typhor HP 30/30
(I8) William HP 34/34
(L4) Hellknight Armiger #1 HP 40/40
(N4) Hellknight Armiger #2 HP 40/40
(N3) Armiger Officer #1 HP 12/37 (Quarry of Hertzog)
Map (Round 1.1):
COLOR="Red"] Up Next: Hellknights[/COLORCOLOR="Lime"] On Deck: The Bastards[/COLOR
"Heretic! You dare strike Asmodeus's faithful? Then burn in hellfire!"
He swings his flail at the Half-Orc. Though the weapon clattered on Hertzog's armor, the ranger could feel the ungodly pain searing his flesh. One of the nearby hellknights then take this opportunity to circumvect the Half-Orc, and strike him from behind. The knight's blade finds his mark, severely wounding Hertzog.
The officer then orders the other one, "Supress the others!", as he points toward Alainn. The soldier rushes forth, and swings his blade towards the young woman. Alainn tries desperatly to parry the incoming blow, but his blade proved the faster. He neatly skewers her in one of her armor's many weak links, nearly killing the woman outright...
Moves:
Standard Action: Flail on Hertzog
+4 vs AC
1d10+4 damage, and one of the Officer's allies within 5 squares of him can shift 1 square
Attack Roll: 24 vs AC Critical Hit!!!
Damage Roll: 14 damage, and Armiger #2 shifts to O4.
Hellknight Armiger #1:
Move Action: Move to K6
Standard Action: Brutal Cut on Alainn
+7 vs AC
3d6 +5 damage
Attack Roll: 24 vs AC Hit!
Damage Roll: 19 damage.
@Skycaptain: If you want to use your Armor of Wrath power, you can post it during your turn.
Hellknight Armiger #2:
Move Action: Shift to P4
Standard Action: Short Sword on Hertzog
+7 vs AC
1d6 +5 damage, and the target is marked until the end of Armiger #2's next turn
Attack Roll: 23 vs AC Hit!
Damage Roll: 6 damage, and Hertzog is marked.
Stats:
(R7) Grokka HP 28/28
(O3) Hertzog HP 9/29 + 5 Temp HP Bloodied!
Marked!
(H7) Typhor HP 30/30
(I8) William HP 34/34
(K6) Hellknight Armiger #1 HP 40/40
(P4) Hellknight Armiger #2 HP 40/40
(N3) Armiger Officer #1 HP 12/37 Bloodied!
As he closes ground, his longsword arcs gracefully towards the Hellknight. The sword makes contact, followed by a loud boom of thunder which explodes around the Hellknight, rattling both armor and bone. A low rumble echoes, daring the novice Hellknight to disengage.
William then takes up a defensive posture. Whirling petals, glowing a soft red and white, circle around the swordmage's body, preparing to shield him from any assault.
Minor Action: Mark: Aegis of Shielding on Armiger 1(K6)
Standard Action: Booming Blade on Armiger 1(K6)
--->1d20+10 versus 19 AC = 25! A hit!
--->Armiger 1(K6) takes 9 Damage!
--->Effect: If the target is adj to me at the start of his next turn and moves away, he takes 6 Thunder Damage
--->Effect: Rose King's Shield: William gains 10 THP.
No Action: Challenge Seeking Longsword
--->1d6 = Armiger 1 takes an additional 2 Damage!
Immiediate Interrupt: Aegis of Shielding: If Armiger 1 hits a target with an attack that does not include William and is within 10 squares, Aegis activates to reduce the damage by 7.
COLOR="Lime"]Continue the fight, friends![/COLOR][/B][/SIZE