AfterDEVA: Doxxing Deaztor
Log Info
- Title: AfterDEVA: Doxxing Deaztor
- Emitter: Cryosanthia
- Characters: Jinks, Shaletiste, Smuldur, Vaera
- Place: On the Road
- Time: Sunday, August 29, 2021, 2:54 PM
- Summary: Literal Plague Doctor, Doctor Deaztor is being returned to Blar, along with her documents. Adventurers are hired to provide security for the trip to drop her off. Shalethiste, one of the Clerics from the DEVA AF Medical Camp that treated some of the plagues Deaztor created, is along to make sure nothing happens. Something happens. Halfway into the trip they are pursued by a small military force. Composed of mounted Hobgoblins and Goblins, it is likely Blar or Bludgun cavalry, but no insignias are visible. A rolling battle occurs, as people leap in and out of the carriage, and fire is thrown back and forth. Furtunately Vaera is fireproof. Smuldur too. Shalethiste and Deaztor are not, and they get a little singed. Everyone is soht up. Smuldur leaps on a horse from the carriage, and misses. On Hobgoblin leaps in, another tries and fails twice, finally run over. Jinks awakens with a bump on his head, and glitterdusts the remaining goblins who wandre off blind. A better fate than the ones who fell off their spiders and became lunch. Coach, the golem-carriage, gets them the rest of the way to Blar, where Doctor Deaztor is turned over. The officers who receive her don't seem happy that she arrived.
-=-=-=-=-=-=-=-=-=-= Appearing, in Order =-=-=-=-=-=-= Vaera 7'0" 262 Lb Sith-Makar Female A tall, dark red Makari with a wooden leg. Shalethiste 4'6" 96 Lb Shadow Elf Female A copper maned elf maiden, hued in the night sky. Jinks 3'4" 39 Lb Gnome Male A gnomish fellow in fancy garb and jewelry. Smuldur 3'4" 45 Lb Goblin Male A gently used (cut, scraped, burnt, exploded) gobber. -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--= -=-=-=-=-=-=-=-=-=-= NPCs of Note =-=-=-=-=-=-=-=-=-=-=-= Coach the coach Golem Construct A golem built into a luxourious horseless carriage. Doctor Deaztor Hobgoblin Female Blar Army Plague Doctor -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--= -=-=-=-=-=-=-=-=-=-= As the GM -=-=-=-=-=-=-=-=-=-=-=-=-= Cryosanthia 6'9" 267 Lb Sith-Makar Female A dashingly tall, elegant white-scaled lizard woman. -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=
There was a plague that threatened Alexandria a year ago.
Not the Magic Ooze plague, which threatened all of Ea. This was smaller, the result of a rise in tensions between Blar and Bludgun and open hostility. It was four different diseases, all with a strange providence, that seemed deliberately created.
The person potentially responsible, one Doctor Deaztor, an asthmatic hobgoblin who wears Plague Doctor garb and was seemingly attached to the Blar military. It took a coordinated effort of several temples, Daeus, Eluna, Vardama and Althea, with Angoron joining late, to resolve the diseases.
Part of that was capturing Doctor Deaztor, her alchemical works and results, and removing a commanding officer from Blar's forces. That officer was killed in honourable combat, refusing to yield.
After the camp closed, Deaztor's materials were examined by the Temples, she was held, and diplomats worked out what to do. Alexandria had a prisoner-of-war, for a war they didn't want to be involved in, who technically committed all her war-crimes in Bludgun territory on behalf of Blar. Working out what to do with her took some time.
At least, letting her go with all her notes was avoided. She is to be delivered to Blar, safe passage has been arranged through the disputed territory. Adventurers were contracted to provide security.
A lone coach rumbles along the road at a quick pace.
"Seems pretty stupid to me." Vaera notes as she sits in the back of the cart with a bow in her lap. "Ignoring everything someone did just because they did it somewhere else. And what about when it's no longer somewhere else? Doesn't feel right to not hold them accountable."
Still, despite frustrations, she was hired to help guard. And so she would, since apparently having a murderer die in transit would be bad for diplomacy.
Shalethiste, one of the souls on hand to thwart Frau Doktor in her noxious efforts, sits with a leveled glare at the prisoner of unveiled contempt. Her preferred blade being ill-suited for such tight quarters, the dark Silver Guard has her dagger held in her lap in deterrence of any shenanigans as she replies, "Such is the brinkmanship of nations." in a tone the frosty side of serene.
Jinks doesn't seem to mind the rain or (perhaps more likely) he doesn't have a cloak that goes with the rest of his working clothes. His studded, straight-collared doublet is open and the silken shirt beneath is nearly soaked through, sticking to his chest and semi-transparent. A bow sits across the gnome's lap and green glass bottle balances on one knee, tink-tinking rhythmically when beringed fingers tap against it.
"So when the Blud come for her simply offer token resistance to earn your pay and then... let them take her?" Jinks tilts his head, looking towards the transferring prisoner. "And if they don't..." he shrugs, trying to find interest in the moral quandary but settling for a drink from his bottle instead.
Smuldur sits in the wagon, attention on vial of inflammable liquid, and the sparkling reflections off it through the glass as it dangles and wobbles from his fingertips . "Burn them?" he comments absently, not expounding on exactly who 'them' are. The doctor? Blar? Bludgun? The wagon? All of the above?
Doctor Deaztor says nothing, only glaring at Shalethiste through the smokey goggles of her bird-like mask. Her breathing is heavy and laboured, a slow hiss in, a slow hiss out. She turns to look out the right side of the carriage.
The golem driving is more talkative, 'Welcome to my Coach, call me Coach', is built into it. It's an artifice powered conveyance with an engine in the back, and the golem is part of the seat at the front. It's also connected to some kind of speaking tube, allowing it to be heard inside the carriage, and presumably hear what's going on inside as well. Will the marvels of artifice never cease!
"Turn her over to Blar. Don't stop. These are the orders."
The countryside rolls by, largely open fields with grasses and the occasional tree. The road is partially gravel in places and hard packed earth in others.
Jinks is riding shotgun up on the bench by Coach.
"Can't do that, would lose all credibility with the guild, even if the listing was vague." Vaera chuffs. "Then there's no work, and you can not help people who actually need or deserve it."
Jinks twists to look back at Vaera, one eyebrow quirked and water dripping from his nose. He grins but doesn't say anything, turning back to watch the road and drawing a hand down his face to clear the water momentarily. "How long's the trip, construct?"
"No sophistry." the paladin replies without taking her eyes from the prisoner, "If attacked, only kill if you must." Based on the ideologies, religious tenets and documented abiding tendency toward destroying evil where found, one can only imagine the complicated logic, oaths and invocation of 'The Greater Good(the greater good...)' that are keeping the Mul from outright ending the prisoner in the first place.
GAME: Jinks rolls Perception: (16)+7: 23
"No kill." Smuldur nods to Shalethiste's comment. Thrice. While still eyeing his pretty precious. The vial, of course. "Only bonk and burn!"
"Three more days," Coach vodes. "I have several jokes to provide a relaxing interlude and help the time pass. Did I tell you how I lost my legs?"
Coach has one days worth of jokes, which are on repeat, so they have all been heard many times at this stage of the stagecoach ride.
Incidentally, 'it was a squeal.'
The sound of hooves are an unwelcome interruption, and ... a swishing noise which is created by medium sized spiders running their legs through long grass. To the rear of Coach's coach appear some mountain hobgoblins and goblins, with matching military uniforms.
"Y'all better buckle up now," Coach says in a distinctly different voice, one living and not automated, as if it recorded someone else saying that phrase.
The carriage does not increase in speed, despite the implied warning. There is a hiss of steam from the engine to the rear.
The riders are traveling fast.
As soon as the foremost notices Jinks looking back at them, he whistles. All of the spider riders accelerate into a full run, rushing past the carriage and leading it.
The horse riders spur the horses, who move up beside the carriage, each one throwing something at the wheels.
GAME: Cryosanthia rolls 1d20+3: (10)+3: 13 GAME: Cryosanthia rolls 1d20+3: (15)+3: 18 GAME: Cryosanthia rolls 1d20+3: (14)+3: 17 GAME: Cryosanthia rolls 1d20+3: (12)+3: 15
Three of the four hit, exploding into sticky strands of glue.
<OOC> Smuldur will make use of precious and chuck it out the door at one of the horseriders! GAME: Smuldur used a Alchemist's Fire. GAME: Smuldur rolls ranged: (18)+8: 26 GAME: Smuldur rolls 1d6: (4): 4 <OOC> Smuldur says, "Given the angle, #1"
Smuldur looks down as things are thrown at the wagon (wheels) on his side. the other, too, but he's not looking that way. "Can play! Catch!" He tosses his sparkley precious out the door at the trailing horsehob on his side. His expression lights up in glee at the explosion of flame. And, well, from the light from the explosion of flame, too.
GAME: Shalethiste rolls sense motive: (3)+7: 10 GAME: Vaera rolls knowledge/military Theory: (20)+5: 25
This group has a commander, and they move like military, are dressed except all of their insignias are removed. If this is a military operation, the orders are likely 'kill all or don't come back'. The first attack on the wheels is suggestive, and their faces aren't covered,implying they don't care about witnesses. The mounted hobgoblins are close enough to the carriage they are likely to try and lob something inside.
GAME: Shalethiste used a Alchemist's Fire. GAME: Shalethiste rolls ranged: (7)+9: 16 GAME: Shalethiste rolls 1d6: (4): 4
There's something of a blue-knuckle grip of the Mul's hand at one of the cabin fixtures at the Coach's warning, a repolished glare thrown to the Doktor, even as Smuldur is dispensing alchemical deterrents on one of the galloping sets of hoofbeats she can hear outside as the door opens.
Slipping the dagger to her teeth, the dark elf slips a small ampoule from one of her belt pouches and looks out at one of the visible pursuers. Knowing the Hobs fodness for their mounts, with the expectation that a threat to same, particularly of an incendiary nature, might discourage pursuit at least long enough to extinguish the flames without overmuch injury to the hapless animal, she sidearms the vial at the rider, and setting him alight, though the primary burst was not the most impressive.
Perhaps the concoction expires if stored overlong? In any case, hopefully it will prove sufficient for that end...
<OOC> Cryosanthia says, "Vaera there's an AC bonus to #1 & #2 since you're inside and shooting out the opposite windows at them" GAME: Vaera rolls weapon7: (6)+6: 12
"This isn't right." Vaera says as she looks at the group attempting to run them down. "Arvek Nar are proud of themselves. They wouldn't remove their insignias. They do not want to be seen here, and don't want us to see what they're doing here. They will likely kill us to ensure that."
She draws back her bow and looks out the window, but the shot was lead too much, as they slow down to close in.
"The one on the right though, he's leading this." She calls out to the others.
Poor Jinks has been knocked unconscious by a poorly timed pothole which slammed the top of the carriage against his head.
He's caught by Coach, before he falls off the headboard, "Only exit the vehicle once it has come to a full stop," the golem advises.
Herr Doktor hisses and crouches back against the rear wall. "You... musst... protect me." She gasps at Shalethiste, who is already doing something approaching that.
The scenery rolls by at a slower pace because of the gummed up wheels.
The riders maintain their position relative to the coach, making small course corrections to avoid trees and rocks.
The hobgoblin that's been identified by the Redscale as the leader makes a hand signal, he and the one following fall further behind as they stop to put out the fires on themselves and their horses.
All of the Spider Riders take up their short bows and draw an arrow, but hold, waiting for something.
That something might be what the horse riders on the left do. They both throw objects into the Carriage.
Smuldur would be proud! They've returned the favour of two alchemical fires! He just needs to... no... he didn't manage to catch them.
Thank goodness Vaera doesn't have any black powder on her.
<OOC> Cryosanthia says, "ranged touch on Vaera, ranged Touch on Shale with a +4 AC" GAME: Cryosanthia rolls 1d20+3: (17)+3: 20 GAME: Cryosanthia rolls 1d20+3: (3)+3: 6 GAME: Cryosanthia rolls 1d6: (1): 1
One falls behind the carriage, completely missing it. The other hits the redscale, who is fortunately fireproof. Well, a little fire resistant.
Coach and the stagecoach, not so much. How can you sit while the seats are burning?
<OOC> Cryosanthia says, "if you're faster than 30' move you get a +4, it's DC10 for for 10'," <OOC> Cryosanthia says, "you'll have to make a ride check to stay on the horse, DC20 for 'fast mount'" GAME: Smuldur RAGES!, gaining +2 to melee attack/damage/Will saves and 8 temporary HP GAME: Smuldur rolls acrobatics+4: (16)+7+4: 27 GAME: Smuldur rolls ride: (1)+1: 2 (EPIC FAIL) GAME: Cryosanthia rolls 1d6: (4): 4 (Falling Damage) GAME: Falling damaged Smuldur for 4 points. 33 AND 4 TEMP HP remaining. GAME: Cryosanthia rolls 1d20+3: (9)+3: 12 (Spider Riders Ready to shoot any exiting) GAME: Cryosanthia rolls 1d20+3: (13)+3: 16 (Spider Riders Ready to shoot any exiting) GAME: Smuldur rolls melee+2: (17)+7+2: 26 GAME: Smuldur rolls 1d6: (3): 3 <OOC> Smuldur says, "Unhinged Rage. Enemies in 30' DC14 will save r be shaken for the encounter." GAME: Cryosanthia rolls 1d20+2: (7)+2: 9 (Hob 3 Will) GAME: Cryosanthia rolls 1d20+2: (1)+2: 3 (EPIC FAIL) (Hob 4 Will) GAME: Cryosanthia rolls 1d20+2: (3)+2: 5 (Gob 4 Will) GAME: Cryosanthia rolls 1d20+2: (3)+2: 5 (Gob 5 Will) GAME: Cryosanthia rolls 1d20+2: (12)+2: 14 (Gob 6 Will)
"FIREBALL!!" Smuldur screams. In delight. No, he's not a mage. He just seems to like fire. Skittering to the opposite side of the carriage, he doesn't let the door stop him. Nor air, as he leaps at the trailing horsehob. An inflammable vial is retrieved and subsequently smashed into the rider. This, of course, sets all of them ablaze somewhat... which only adds to Smuldur's delight.
He's thrilled beyond belief! He's amazing! He's not an equestrian! It's the last one that has him subsequently bounce off the horse to tumble along the ground.
The rage filled leap of the fiery goblin seems to strike terror into all the hobgoblins and goblins who see him.
Except for one, who is furthest away, who cheers.
We have another fire-fan.
<OOC> Shalethiste says, "use my last alch fire on the cluster of spiders on the right hand side" GAME: Shalethiste used a Alchemist's Fire. GAME: Shalethiste rolls ranged: (11)+9: 20 GAME: Shalethiste rolls 1d6: (4): 4
How do they flee with the wheels slow turning?
Shelly retorts a crisp, "I know my oaths, libertine!" to the Doktor's prescription for the inflammatory scenario.
On the upside, their use of alchemist's fire seems to have briefly had the desired effect.
On the down? Well, they aren't the only ones with bottled >Fwoosh!<, which becomes clear as "Vaera!?" goes up in flames.
Flames which Smuldur dashes through on a rather brave gamble, actually, but she can only guess from the flash beyond the door how it turned out.
With a shake of her head as she draws another ampuoule and a spiteful 'hmph!' as she wings it off toward the central rider in the cluster of spider riding goblins, she apparently landed a particularly biting favor for a children's party.
She's born Mul'niessa... it's best not to ask. Far as questions go, however, she wonders, "Coach, are you alright? Jinks?" since she can't see what's outside.
GAME: Vaera rolls weapon7: (14)+6: 20 GAME: Vaera rolls 1d8+4: (5)+4: 9
Vaera was, perhaps worringly for the Arvek Nar, completely unfazed by the fire that had engulfed her, and was steadily dying down, though she waves the flames away from their weaponry. She props up against the window again, drawing back the bow, this time properly accounting for the movement. And the projectile is loosed, piercing the Arvek nar's armor and embedding deep into his shoulder.
<OOC> Cryosanthia says, "reflex DC15 to see if they put the fires out on themselves before taking damage" GAME: Cryosanthia rolls 1d20+1: (19)+1: 20 (Yes) GAME: Cryosanthia rolls 1d20+1: (12)+1: 13 (No) GAME: Cryosanthia rolls 1d6: (2): 2 GAME: Cryosanthia rolls 1d2: (2): 2 <OOC> Cryosanthia says, "#3 is stopping to put out her flames" <OOC> Cryosanthia says, "Doktor and Shalethiste take 1 point for the seat being on fire and getting worse" GAME: Fire damaged Shalethiste for 1 points. 34 HP remaining.
Vaera says, "This is fine"
"The gnome is within acceptable parameters for unconsciousness." Coach informs through the speaking-tube. "Forward progress is impeded."
The carriage is maintaining its current speed, at least, though that's not fast.
There's some chittering between the goblins and their spiders. Presumably it's some version of goblin-talk or yrch. Perhaps it's spider-talk. It's distant and too difficult to hear over the sounds of travel.
<OOC> Cryosanthia says, "1 & 2 hobs move up and try Alch fire on Shale & Deaztor" <OOC> Cryosanthia says, "hob 4 draws bow, and shoots at Vaera" <OOC> Cryosanthia says, "spider riders, 2 on Vaera, 2 on Shale, 2 on Deaztor, some have the -2 shakens" GAME: Cryosanthia rolls 1d20+3: (20)+3: 23 (THREAT) (Hob 1 on Shale) GAME: Cryosanthia rolls 1d20+3: (8)+3: 11 (Not Confirmed) GAME: Cryosanthia rolls 1d20+3: (2)+3: 5 (Hob 2 on Vaera) GAME: Cryosanthia rolls 1d6: (2): 2 GAME: Fire damaged Shalethiste for 2 points. 32 HP remaining. GAME: Cryosanthia rolls 1d20+3-2: (15)+3+-2: 16 (Gob on Shale) GAME: Cryosanthia rolls 1d20+3: (2)+3: 5 (Gob on Shale) GAME: Cryosanthia rolls 1d20+3-2: (6)+3+-2: 7 (Gob on Vaera) GAME: Cryosanthia rolls 1d20+3: (8)+3: 11 (Gob on Vaera) GAME: Cryosanthia rolls 1d20+3: (6)+3: 9 (Gob on Deaztor) GAME: Cryosanthia rolls 1d20+3-2: (19)+3+-2: 20 (Gob on Deaztor) GAME: Cryosanthia rolls 1d4: (1): 1 GAME: Cryosanthia rolls 1d20+5-2: (1)+5+-2: 4 (EPIC FAIL) (Hob 4 on Vaera)
The leader and his second, presumably, put out their fires although one is not quite as successful as the other. Moving up, two more alchemical mixtures are thrown at Coach.
One hits Shalethiste squarely, so close it nearly smacks her in the eye. Had it exploded then it could have been very painful, instead it simply sets her clothes on fire and more of the coach.
The goblins on the spiders form into a line and fire through the exposed windows, targeting people on the side closest. Enthusiastic, but innaccurate, the arrows stick in around Vaera and Shalethiste.
Only the good Doktor catches one, with a pained, "ssssssss."
<OOC> Smuldur will get up and try to chase down/keep up with horsehob #4. <OOC> Cryosanthia nods, "Standing is a move action, so a second standard as a move to keep up would stop you attacking <OOC> Cryosanthia says, "you can move 8 squares, but you also drop back 4 for the scrolling terrain" <OOC> Smuldur says, "5.10 is fine." <OOC> Cryosanthia says, "4 is holding a ranged as you pass, so no AOO"
Smuldur stops tumbling and hops up so that he can start scrambling. Again. The game isn't over yet! He is frighteningly quick for having such short legs and skitters back to the hob he struck. And the horse he rode in on!
<OOC> Shalethiste says, "have to put out the fire on coach/the doc if i can" <OOC> Shalethiste says, "i have holy water" GAME: Shalethiste used a Holy Water. GAME: Shalethiste rolls 1d6: (4): 4
It's just as well Shelly has her dagger between her teeth as the firepot goes off more or less in her face. It gives her something to bite down on to suppress the urge to scream.
There is probably some goblin take on Karma that decrees after all her dispensation on the matter, she really, really had that coming.
She would disagree on principle, as all of this could have been avoided. In any case, she has more immediate concerns.
Like being on fire.
Not just her, though, but the prisoner they need to deliver, and the coach, bonded to the poor golem who can't escape should the flames spread. Vaera seems to be taking the warmth with aplomb, likely due to her ruby heritage, and so the Mul is forced reluctantly to focus on Frau Doktor. Her stores largely depleted after the journey thus far, she is forced to draw a vial of Eluna's holy water to extinguish the monster's flames. Who knows, perhaps the scientist will sizzle under the application. Perhaps Tarien isn't the only deity with a sense of humor.
Good fire-safety practices are not something goblins learn naturally. One of the spider riders ignores being literally on fire for other more presumably important things.
On fire is pretty important, which she discovers when she falls unconscious, then off the her spider. It's not far to the ground.
Hobgoblins love their horses, and have trained them to watch out for them. A good military horse will stay with a fallen rider. Goblins think spiders are cool, and scary, and almost as good a wolves. It's even possible to train a spider to stay with a fallen rider!
It's not possible to train them not to eat them...
<OOC> Vaera says, "I want to try and sense motive the person we're transporting first" GAME: Vaera rolls sense motive: (3)+4: 7
It's just possible that Doctor Deaztor masterminded a jailbreak while cut off from everyone in Alexandrian cells. One which, in order to be extra convincing, had her getting shot by arrows and set on fire. She just might be faking being hurt by arrows, she's probably a construct under there.
<OOC> Vaera says, "going to move to the right window then and shoot at #1" GAME: Vaera rolls weapon7-1: (8)+6+-1: 13 (-1 Deadly Aim)
Vaera turns to see Shalethiste putting out the fire on her and the prisoner, and the carriage in general. It should be fine, she thought. But they may throw more fire, and the leader was still most likely up. She ducks to the other window, draws an arrow-
And the scorched wood cracks slightly underfoot, throwing the shot wide.
Coach rumbles on, the wheels turning in fits and starts then slowing to a grinding roll. The little lurches aren't helping aim any, but aren't so severe as to throw it off.
The spider riders on the left side maintain formation. An order is barked, and their bows turned on Smulder. The slightly singed hob draws her bow, taking aim as well, while the one about to run him drop drops his bow and draws a scimitar, slashing as he rides by.
On the right side of Coach, hob and gob pair up to shoot at Shalethiste and Vaera.
<OOC> Cryosanthia says, "On Smuldur #3 ranged -2, #4 & 5 gob -2 ranged, #6 ranged -2 tree, #4 melee-2" GAME: Cryosanthia rolls 1d20+3-2: (9)+3+-2: 10 (Hob 3 on Smuldur, -2 Shaken) GAME: Cryosanthia rolls 1d20+3-2: (13)+3+-2: 14 (Gob 4 on Smuldur, -2 Shaken) GAME: Cryosanthia rolls 1d20+3-2: (20)+3+-2: 21 (THREAT) (Gob 5 on Smuldur, -2 Shaken) GAME: Cryosanthia rolls 1d20+3-2: (17)+3+-2: 18 (Confirmed) GAME: Cryosanthia rolls 1d20+3-2: (5)+3+-2: 6 (Gob 6 on Smuldur, -2 Tree) GAME: Cryosanthia rolls 1d20+5-2: (3)+5+-2: 6 (Hob 4 on Smuldur, -2 Tree) GAME: Cryosanthia rolls 1d4+1: (2)+1: 3 GAME: Cryosanthia rolls 1d4+1: (4)+1: 5 GAME: Cryosanthia rolls 1d4+1: (3)+1: 4 GAME: Goblinoids damaged Smuldur for 12 points. 25 HP remaining. <OOC> Cryosanthia says, "2 on Shale, hob then gob, then 2 on Vaera" GAME: Cryosanthia rolls 1d20+3: (8)+3: 11 (Hob on Shale) GAME: Cryosanthia rolls 1d20+3: (13)+3: 16 (Gob on Shale) GAME: Cryosanthia rolls 1d20+3: (20)+3: 23 (Hob on Vaera) (THREAT) GAME: Cryosanthia rolls 1d20+3: (4)+3: 7 (Not Confirmed) GAME: Cryosanthia rolls 1d20+3: (20)+3: 23 (Gob on Vaera) (THREAT) GAME: Cryosanthia rolls 1d20+3: (19)+3: 22 (Confirmed) GAME: Cryosanthia rolls 1d6+3: (2)+3: 5 GAME: Cryosanthia rolls 1d4+1: (3)+1: 4 GAME: Cryosanthia rolls 1d4+1: (4)+1: 5 GAME: Cryosanthia rolls 1d4+1: (4)+1: 5 GAME: Goblinoids damaged Vaera for 14 points. 15 HP remaining.
Arrows rain down around Smuldur, and one is especially stingy, hitting him in the arm and going right through it. Just in time for him to duck a scimitar slash that really wasn't endangering him at all.
On the opposite side of the carriage, the Shalethiste is completely spared, while both the second in command and one of the goblins put accurate arrows into Vaera. They find the weak scales. She might be fireproof, but arrow-proof is another thing.
<OOC> Smuldur will attack the hob. Or probably the horse's knees, as that's what he can reach? GAME: Smuldur rolls melee+2: (13)+7+2: 22 GAME: Smuldur rolls 1d2+strength+2+1: (2)+2+2+1: 7 GAME: Cryosanthia rolls 1d20+1: (6)+6: 12 (Mounted Combat Ride Check - Fail)
Smuldur caught up to the horsehob and now pulls out... Torchie! "Give up! Never win!" Why? Because the hob isn't carrying a large hammer. Otherwise, they'd be playing Gobber Polo and not Fireball, where Smuldur might have a slight disadvantage. He bonks the horse in the shin with Torchie, since the hob is mostly out of reach. Except maybe for hob shins... a thought for next time.
The goblin spiderriders seem a lot weaker than the hobgoblins, but at range they're capable of doing almost as much damage and shoot just as accurately. A good strategy would be to take out the goblins first.
GAME: Shalethiste spends ONE use of LAY ON HANDS. GAME: Shalethiste rolls 2d6: (10): 10 GAME: Shalethiste damaged Vaera for -10 points. 25 HP remaining.
The Silver Guard is met with some small, petty disappointment at the Doctor's lack of sizzle in the wake of her bath, but her attention is quickly diverted by the spread of arrows that whistle past her face and pass through her skirt. This draw Shale's eye toward the door just in time to see Vaera get peppered with pinions of her own. Even as she takes the dagger from her teeth, she moves close to the Sith and reaches out with her other hand, wreathed in the warm golden luminescence of her Divine Matron. On contact, the warmth suffuses the injured warrior, tending to her wounds.
In the name of the Moon.
<OOC> Vaera says, "shoot at hob #1 then 5 foot step into cover" GAME: Vaera rolls weapon7-1: (13)+6+-1: 18
Vaera was watching out the window, only to find her coat and armor pierced by arrows. She ducks behind the side of the cart for some cover after firing another shot which is sent off into the ground from a jolt of pain. Though Shalethiste offers healing, and they nod, pulling out the offending ordinance so the wounds could close properly with a grunt.
<OOC> Cryosanthia says, "smuldur h3 -4, g4 -2, g5 -2, g6, h4 -2" GAME: Cryosanthia rolls 1d20+3-4: (2)+3+-4: 1 GAME: Cryosanthia rolls 1d20+3-2: (1)+3+-2: 2 (EPIC FAIL) GAME: Cryosanthia rolls 1d20+3-2: (3)+3+-2: 4 GAME: Cryosanthia rolls 1d20+3-2: (3)+3+-2: 4 GAME: Cryosanthia rolls 1d20+5-2: (16)+5+-2: 19 GAME: Cryosanthia rolls 1d20+5-2: (2)+5+-2: 5 (Not Confirmed) GAME: Cryosanthia rolls 1d6+3: (5)+3: 8 GAME: You damaged Smuldur for 8 points. 17 HP remaining.
"Progress is right around the corner." Coach says. This doesn't seem very applicable at the moment. Perhaps it randomly selected from its motivational phrases collection.
Jinks is safely unconscious on the headboard.
The three spider riders maintain their line, drawing bows and sending more arrows Smuldur's way. These stick into the ground around his swiftly moving feet, but are no where near him. His singed friend, also missed, but the one on horseback with the scimitar comes very close to taking off his head, "Hit Me! Not my Horse!" <goblin-talk>
Smuldur's head remains where it should be, but his shoulders ache a lot now. They're also bleeding.
<OOC> Cryosanthia says, "2 on Shalethiste, hob, gob, then Vaera" GAME: Cryosanthia rolls 1d20+3: (9)+3: 12 (Hob on Shale) GAME: Cryosanthia rolls 1d20+3: (17)+3: 20 (Gob on Shale) GAME: Cryosanthia rolls 1d20+3: (14)+3: 17 (Hob on Vaera) GAME: Cryosanthia rolls 1d20+3: (7)+3: 10 (Gob on Vaera) GAME: Cryosanthia rolls 1d4+1: (2)+1: 3 GAME: Gob damaged Shalethiste for 3 points. 29 HP remaining.
While on the other side it's Shalethiste's turn to find arrows plunging into her body. One of the gobbo snipers tags her under the sleeve as she's bringing her hand back from healing Vaera.
The redscale is deep inside, and safe.
Well, she has to listen to Doctor Deaztor, "You're... suppossed... to bodyguard...." hisssss, "with... your body."
<OOC> Cryosanthia says, "Smuldur! You're seeing a man about his horse!" <OOC> Smuldur is a polite gobber and will hit the man and not his horse. He has a point. GAME: Smuldur rolls melee+2+1-1: (9)+7+2+1+-1: 18 (-1 attacking elevated)
"Sure!" Smuldur goes for the shins! The other shin. The hob shin. Though there are thins like stirrups and saddle and boots sort of in the way.
<OOC> Shalethiste says, "pull the arrow out and return it, improvised thrown weapon, at gob" GAME: Shalethiste rolls ranged-4: (17)+9+-4: 22 GAME: Shalethiste rolls 1d4+2: (3)+2: 5
"A staggering intellect, Doctor" Shelly retorts as she seizes the offending shaft in her empty hand, "I see now how you were able to-" Yank! "...dress yourself by now."
Bloody arrow in hand, the Mul'niessa leans slightly out of the carriage and calls, "No, you keep it!" before whipping it end over end to stick with a telling >thunk!< in the goblin rider who'd graciously shared his ammunition with her, nearly taking im from the saddle entirely. Though very wobbly, the spited goblin is undeterred and maintains his hostile intent.
<OOC> Vaera says, "stepping back into view and firing another shot, At hob #1" GAME: Vaera rolls weapon7: (8)+6: 14
"Sorry, is two arrows not enough?" The sith-makar growls at the escorted prisoner of war. She ducks back into view, firing another arrow, this one hitting, but deflecting off the hobgoblin's armor.
<OOC> Cryosanthia says, "gob 4 has to make a ride check or hit a tree, DC10" GAME: Cryosanthia rolls 1d20+1: (7)+1: 8 (Gob hits tree)" <OOC> Cryosanthia says, "hob 3, gob 5, 6, hob 4 melee on Smuldur" GAME: Cryosanthia rolls 1d20+3-2: (11)+3+-2: 12 GAME: Cryosanthia rolls 1d20+3-2: (17)+3+-2: 18 GAME: Cryosanthia rolls 1d20+3: (8)+3: 11 GAME: Cryosanthia rolls 1d20+5-2: (8)+5+-2: 11 GAME: Cryosanthia rolls 1d4+1: (3)+1: 4 GAME: Goblinoids damaged Smuldur for 4 points. 13 HP remaining.
"I wass... hit... by two... and burned." Doctor Deaztor complains, wheezing all the way.
On the left side of Coach the coach, one of the spider riders runs straight into a tree. Which the spider then attempts to climb, which it can, and does. Which is exactly the opposite of what the gobbo wanted to do, although the view is nice. He spends his time getting it back on the ground and in the game.
The other two, with his example as a warning, ride around on opposite sites. Bows are drawn, arrows are loosed, and scimitar is swung.
Smuldur feels another arrow, that is unforgiveably not on fire, sink in, shot by a brother gobbo.
<OOC> Cryosanthia says, "okay, +2 AC because of big rock, +4 cover for Vaera," <OOC> Cryosanthia says, "also extra +2 because big rock is in the way of hob 2. Shale then Vaera, hob then gob" GAME: Cryosanthia rolls 1d20+3: (12)+3: 15 GAME: Cryosanthia rolls 1d20+3: (17)+3: 20 GAME: Cryosanthia rolls 1d20+3: (12)+3: 15 GAME: Cryosanthia rolls 1d20+3: (12)+3: 15
There is some unexpected aid from the terrain, as a large rock looms then slides on by as Coach trundles down the road. It provides enough cover and obstruction that all the arrows miss or bounce off it.
<OOC> Smuldur says, "Sorry! Smack the hob again." GAME: Smuldur rolls melee+2+1-1: (17)+7+2+1+-1: 26 GAME: Smuldur rolls 1d2+strength+2+1: (1)+2+2+1: 6
Stupid boots and stirrups and horses! Smuldur aims a little higher this time and goes for the knee! See how well he throws fire or swings things with a broken kneecap! It's connected to throwing and swinging somehow! Right?
<OOC> Shalethiste says, "pul one, improvised, see if i can get goblin 3 to back off" GAME: Shalethiste rolls ranged-4: (14)+9+-4: 19 GAME: Shalethiste rolls 1d4+2: (2)+2: 4
The Silver Guard really should just carry a bow for days like this.
As another goblin arrow buries itself in the side of their transport, she frees it with an almost petulant tug, then twirls it in her fingers, bringing it up like a dart that she hurls into another, trying to spread the discouraging word: This will end badly for you.
She spares Vaera a brief glance back, "Can you see Smuldur?" before returning her attention to the front, as she dare not look away overlong.
<OOC> Vaera says, "shooting at goblin 1 because apparently I can't aim" GAME: Vaera rolls weapon7: (16)+6: 22 GAME: Vaera rolls damage7: aliased to 1d8+0: (2)+0: 2 <OOC> Cryosanthia says, "Gob 1 killed!"
Vaera was having not much luck striking at the hobgoblins. So instead, she sees one of the spider riding goblins instead, drawing another arrow. With another moment to aim, she fires, piercing the goblin's side, just barely. But already battered, the blood loss was enough to knock them out.
She looks to the other window, and nods. "They seem to be keeping up well, for now. But there are still many to deal with." She says to Shalethiste.
<OOC> Cryosanthia says, "hob 1 -2, gob 5 -2, gob 6 -2, gob 4 -5, hob 2 -2 melee" GAME: Cryosanthia rolls 1d20+3-2: (7)+3+-2: 8 GAME: Cryosanthia rolls 1d20+3-2: (18)+3+-2: 19 GAME: Cryosanthia rolls 1d20+3-2: (11)+3+-2: 12 GAME: Cryosanthia rolls 1d20+3-5: (5)+3+-5: 3 GAME: Cryosanthia rolls 1d20+5-2: (13)+5+-2: 16 GAME: Cryosanthia rolls 1d4+1: (1)+1: 2 GAME: Goblinoids damaged Smuldur for 2 points. 11 HP remaining.
There's a pained grunt from the scimitar hob as Smuldur smashes his knee. Well, he somewhat needs it to ride, but he's got a second. It's still enough to throw off his attack, the scimitar slices down and misses. He grunts, "My horse thanks you." <goblin-talk>
Arrows also come his way, but for the moment trees and a rock are helpfully in the way.
"Keep... ssshoooting." Her Doktor gasps helpfully. Coach calls out, "Another one bites the dust," in a strangely catchy way. "Believe in yourself. I believe in you."
A goblin falls, he makes a sound but no one notices. His spider stops to guard him, and have a little drinky.
<OOC> Cryosanthia says, "hob 1 shoots Deaztor, hob 2 shoots Shae and Gob 3 shoots Vaera" GAME: Cryosanthia rolls 1d20+3: (13)+3: 16 GAME: Cryosanthia rolls 1d20+3: (11)+3: 14 GAME: Cryosanthia rolls 1d20+3: (16)+3: 19
Bows are drawn back, arrows loosed. One each for Doctor Deaztor, Shalethiste and Vaera. They stick into the sides of the carriage, one penetrating through the window to stick above the redscale's head, not hit anything significant.
<OOC> Smuldur says, "When in doubt, continue to go for the kneecap. The power of Torchie compels you!" GAME: Smuldur rolls melee+2+1: (12)+7+2+1: 22 GAME: Smuldur rolls 1d2+strength+2+1 fire: (2)+2+2+1 fire: 7 GAME: Cryosanthia rolls 1d20+6-5: (7)+6+-5: 8 (Unconscious Ride Check) <OOC> Cryosanthia says, "okay he falls out of the saddle, horse stops to watch him."
Torchie, the Eternal Flame, cannot be denied. In the quest for kneecaps, it strikes again, and it is enough. That one won't be playing Fireball OR Gobber Polo again. Smuldur cackles gleefully. Maniacally. Pyromanically?
The scimitar falls to the ground, followed by its owner, who slips out of the saddle when Smuldur shatters his femur as well. It's connected to the knee, well, not so much anymore.
There's a solid thump as he hits the ground.
<OOC> Shalethiste says, "the hobs on our side are still reasonably untouched?" <OOC> Shalethiste says, "whip her dagger at number 1" GAME: Shalethiste rolls weapon5: (20)+9: 29 (THREAT) GAME: Shalethiste rolls weapon5: (5)+9: 14 <OOC> Shalethiste says, "i'll take the reroll plz" GAME: Shalethiste rolls weapon5: (9)+9: 18 GAME: Shalethiste rolls 1d4+2: (1)+2: 3
The report from Vaera is somewhat encouraging, though, the fact that they're still firmly ensconced in a target rich environment with diminishing options is a continuing hurdle.
Shelly returns a concice, "Got it!" before she flips her dagger between bounces of the carriage, hand snapping up to pluck it from the air with her fingers about the tip and smoothly whip it into the hob at the front in a single motion. His armour mutes the hit, though clearly the dagger has bitten true and the Mul'niessa calls, "You're running out of partners!" trying to work their nerves.
<OOC> Vaera says, "Alright. Dropping bow on the ground, pulling out thunderbelcher, and shooting at hob #1" GAME: Vaera rolls 1d20+3: (9)+3: 12 GAME: Vaera rolls 1d12: (6): 6
With the goblin down, and the hobgoblin remaining, Vaera decides a different tactic. She tosses the longbow nearby before reaching into her jacket. From inside she pulls a large, rectangular object. It is unfolded and a latch pulled into place, causing a faint whirring of gears and artifice at the wooden stock on one end, and the barrel on the other extend to a full length thunderbelcher. Braced on a shoulder she took aim, hoping the incomplete maitenance would be okay. Already loaded, she takes aim and fires with a loud crack, and a flash of blue energy from the side of the device, sending a particularly jagged projectile gouging through the armor.
<OOC> Cryosanthia says, "3 gobs on Smuldur, 4 -2, 5 -2, 6 ok, hob 3 -2" GAME: Cryosanthia rolls 1d20+3-2: (12)+3+-2: 13 GAME: Cryosanthia rolls 1d20+3-2: (12)+3+-2: 13 GAME: Cryosanthia rolls 1d20+3-2: (2)+3+-2: 3 GAME: Cryosanthia rolls 1d20+3-2: (7)+3+-2: 8
Smuldur's luck holds, as all arrows of outrageous misfortune miss him completely.
<OOC> Cryosanthia says, "hob 2 shoots at Shale," <OOC> Cryosanthia says, "gob 3 & hob 1 try, but she's got a +8 cover so, only crits are likely going to hit" GAME: Cryosanthia rolls 1d20+3: (13)+3: 16 GAME: Cryosanthia rolls 1d20+3-8: (10)+3+-8: 5 GAME: Cryosanthia rolls 1d20+3-8: (10)+3+-8: 5
A truly huge rock completely obscures Coach, the carriage, and the passengers. Only the trailing hobgoblin has a decent shot, which she misses. The leader and the remaining goblin hit the broad side of a boulder.
GAME: Smuldur rolls melee+2+1: (9)+7+2+1: 19 (Gob 5) GAME: Smuldur rolls 1d2+strength+2+1 fire: (2)+2+2+1 fire: 7 <OOC> Cryosanthia says, "kills #5"
One down, one to go! Or thereabouts. Smuldur isn't one for numbers. He whirls around to the spidergobber behind him. That was shooting at him before. "Hey!" He bonks that one with his trusty torch, too; bonking him out. "Ha!" One down, one to go!
<OOC> Shalethiste says, "will move to the other side, take an arrow if i can and see if i can stick hb 3" GAME: Shalethiste rolls ranged-4: (14)+9+-4: 19 GAME: Shalethiste rolls 1d4+2: (4)+2: 6
Shalethiste realizing the influx of terrain will give them a brief respite on that side, she says, "Gonna cover Smulder, watch them a minute!" as she tugs another tiny arrow free. The paladin creeps along to the other side of the wagon with her new favorite weapon and gives that side of the assault a quick once-over. Seeing the hob drawn back from Smulder with the bow, she holds the arrow up 'twixt her fingers, folding her arm to bring it alongside her ear, then casts it forth, managing to land a 16 in the second band. The hobgoblin grunts in surprise as the thrown arrow thunks through his armor, but he maintains his pursuit.
<OOC> Vaera says, "Um, just staying in place and full round to reload the thunderbelcher"
Vaera ducks beside the window, nodding to Shalethiste as she checks the other window. "By the way, it might help you get hit less if you aren't going to fight back, if you take cover on the ground." She suggests to the doctor as she pulls another round out of her jacket, slipping it into the side of the firearm. They hiss slightly as it gets stuck pulling a bolt backwards.
"Overcomplicated Charn crap." The continue to curse in another tongue while she wastes precious seconds fixing the jam. <Draconic>
"I... can't... bend." Doctor Deaztor hisses.
<OOC> Cryosanthia says, "gobs 4 & 6 shoot at Shale, 3 at Vaera" GAME: Cryosanthia rolls 1d20+3-2: (11)+3+-2: 12 (Gob 4 at Shale) GAME: Cryosanthia rolls 1d20+3: (7)+3: 10 (Gob 6 at Shale) GAME: Cryosanthia rolls 1d20+3: (4)+3: 7 (Gob 3 at Vaera)
The goblins chitter and circulate, shooting at Shalethiste, and on the opposite side of the coah, at Vaera. Arrows hit the coach, but miss them.
GAME: Jinks spends ONE use of BARDIC PERFORMANCE. <OOC> Jinks says, "Ready the bow and Inspire Courage +1 while I figger out what's up"
Jinks jumps awake with a start, snatching at the open air to secure the bottle that's long-since fallen away. Shock-white eyebrows press together in consternation befre the gnome looks this way and that to sort through the chaos of battle. He anchors his ankle between the floor and footrest of the bench, standing and holding his bow. The gnome clears his throat and sings a few bars, finding a melody that plays through the weave and bolsters the other mercenaries.
<OOC> Cryosanthia says, "3 -2 melee on shale, 1 melee on Vaera." <OOC> Cryosanthia says, "3 can make an acro roll after, 1 has to make it first, going with DC10" GAME: Cryosanthia rolls 1d20-2: (20)+-2: 18 (Hob 1 Acrobatics - Success) GAME: Cryosanthia rolls 1d20+5-2: (15)+5+-2: 18 (Hob 1 on Shale) GAME: Cryosanthia rolls 1d20+5: (5)+5: 10 (Hob 3 on Vaera) GAME: Cryosanthia rolls 1d20-2: (4)+-2: 2 (Hob 3 Acro - FAIL) GAME: Cryosanthia rolls 1d6: (4): 4 (Falling Damage Hob 3) GAME: Cryosanthia rolls 1d20+3: (6)+3: 9 (Hob 2 on Vaera)
The hobgoblins change their tactics, the two in the lead go for broke, dropping their bows and coming up along side the carrige.
"Mind the gap!" Coach calls out loudly.
The presumed leader leaps expertly off his horse, landing inside to slash at the redscale. His agility is not duplicated in his swing, and the arrow from his second passes very close to his head, but fails to hit anything important.
On the opposite side of the coach, the remaining hobgoblin attempts to duplicate the maneuver. He slahes first with the scimitar, then hops out of the saddle.
And misses the sideboard, and thumps onto the ground. He's narrowly missed by a carriage wheel rolling by.
<OOC> Smuldur will go after 6, then, as next closest. GAME: Smuldur rolls melee+2+1: (5)+7+2+1: 15
Smuldur finds that there are alot of ones to go. There's another gobber on a spider right there. "There you are!" He skitters around a rock to reach that one and swings. Even with like 18 knees to possibly hit, he doesn't catch any. It must've been the rock in the way.
<OOC> Shalethiste says, "ok, will try to move to 10,11 and try to stick 1" GAME: Cryosanthia rolls 1d20+5: (15)+5: 20 (AOO On Shale) GAME: Cryosanthia rolls 1d6+3: (1)+3: 4 GAME: Hob 1 damaged Shalethiste for 4 points. 25 HP remaining. GAME: Shalethiste rolls weapon3: (17)+11: 28 GAME: Shalethiste rolls 1d10+5: (6)+5: 11 <OOC> Cryosanthia says, "kills him"
While not an ideal circumstance, the press of arms so close demands a more practiced solution.
There is a twist at the hilt on her hip, and the mirrored midnight of Valittaa levers out from the long, slender scabbard, gleaming an arc of reflected sunlight over the failed boarder's head. The blade twirls in flourish and the Dark Elf withdraws to back up Vaera against the more competent threat.
Competent enough, that he redirects focus as he reads her intention and the Silver Guard hisses between her teeth as his weapon pierces the links of her chain and it's then, with an almost rapierlike flick back-thrust, she buries the tip of her narrow bastard into the Hob bastard in retort.
As he falls back out of the carriage off the blade, Shelly shakes her head and looks back toward the other side, "There was another. Missed the mark."
<OOC> Vaera says, "Okay, what's still up." <OOC> Cryosanthia says, "hob 2, hob 3, gob 3, 4, 6" <OOC> Vaera says, "Shooting at hob 2 then." GAME: Vaera rolls 1d20+4: (2)+4: 6 <OOC> Vaera says, "Rerolling that" GAME: Vaera rolls 1d20+4: (12)+4: 16 GAME: Vaera rolls 1d12: (7): 7 <OOC> Cryosanthia says, "hits, but doesn't kill her"
Vaera was moving to jump back when the coach was boarded, but Shalethiste quickly dispatches the hobgoblin, leaving her standing beside the fallen body. She nods, and takes aim again out the window, at the remaining rider on the right side. Just before she fires, she notices a strange noise. She moves a bolt on the side forward, and back, letting loose another projectile to dig into and through the hobgoblin's arm with another crack of sound and blue light.
GAME: Cryosanthia rolls 1d20+3: (4)+3: 7 GAME: Cryosanthia rolls 1d20+3-2: (12)+3+-2: 13 GAME: Cryosanthia rolls 1d20+3: (7)+3: 10
The goblin drops his bow to draw his scimitar and exchange blows with Smuldur, and misses.
The other two shoot at Smuldur and the Shalethiste, missing.
<OOC> Jinks says, "Gonna anchor a Glitterdust at 3.5,13.5 (10' radius burst). <OOC> Jinks says, "It'll hit Gobber riders (and mounts) 6 and 4, and the unmanned horsey at 6,14." <OOC> Jinks says, "It'll miss Smuldur. Will to negate blinding." <OOC> Jinks says, "Everyone listed is ultra sparkly. Keep the performance rolling as a Free action. No move this round." GAME: Jinks casts Glitterdust. Caster Level: 4 DC: 17 GAME: Jinks spends ONE use of BARDIC PERFORMANCE. <OOC> Cryosanthia says, "okay, Goblinoid Will Rolls" GAME: Cryosanthia rolls 1d20-1: (7)+-1: 6 GAME: Cryosanthia rolls 1d20-1: (15)+-1: 14 GAME: Cryosanthia rolls 1d20-1: (2)+-1: 1 GAME: Cryosanthia rolls 1d20-1: (12)+-1: 11 <OOC> Cryosanthia says, "all blinded"
"And the merchant man will shake hands and talk in numbers / and the princess wil wake up from her slumber. Then all the knights will step forth with their arm bands..." The song swells, pushing through the air on ethereal stands of the weave to wind through the joined battle. Jinks' tenor carries, dancing playfully up and down through the rapid Gnomish syllables as he surveys the battlefield.
The gnome reaches for a pinch from a pouch, flicking it into the air and the western flank takes on a haze. The raindrops begin to sparkle like a half-rememdered summertime dream before exploding brilliantly over gobbers, spiders, and a horse. Smuldur is spared but 20 stunned eyes are left blinking out of rhythm, blinded. <gnomish>
<OOC> Cryosanthia says, "hob 3 stands and runs after, so stays behind, hob 2 shoots at shale GAME: Cryosanthia rolls 1d20+3: (1)+3: 4 (EPIC FAIL)
The hobgoblin who missed the sideboard stands and runs after the carriage, just missing out on being glittery. The one on the opposite side manages to drop her bow.
<OOC> Shalethiste says, "grab an arrow, try to throw it into spiderrider 3" GAME: Shalethiste rolls ranged-4: (11)+9+-4+1: 17 GAME: Shalethiste rolls 1d4+2: (2)+2++1: 5 <OOC> Shalethiste says, "there are lots of nomming spiders in this chase scene >_>" <OOC> Smuldur says, "This is why the spiders serve as mounts!"
As another arrow thuds into the ceiling by her head, virating like a doorstop that got kicked, Shelly snatches it loose and, alright, a little spitefully at this point, whips it back to sender. To some mild surprise as it kills the goblin outright.
The Sky Dancer's light clearly marks the path of carrying a quiver of the damned things to throw at people.
<OOC> Vaera says, "Okay, After her shot last turn, put the firearm away. Picking up the bow, and shooting at hob#2" GAME: Vaera rolls weapon7 +2: (11)+6+2: 19 GAME: Vaera rolls 1d8+2: (7)+2: 9 <OOC> Cryosanthia says, "kills #2"
The latch on the side of the firearm was undone, and there was another whirring and clinking of artifice as the barrel and stock shrink back, and she folds and locks the device, stowing it away again. She stoops to pick up her bow from before, hopefully more up to the task than before. The string drawn, and she fires, the arrow flying true and hitting between a bottom gap on their armor, into their stomach. "Not many left. holding up alright?" Vaera asks.
The blinded goblins end up letting the spiders, who are also blinded, choose where to go. So they fall behind as they blunder about.
<OOC> Jinks says, "Is Hobber 3 still a viable combatant?" <OOC> Jinks says, "Oh, and then Blinded get a new save at the end of their turns!" <OOC> Cryosanthia says, "yes, barely" GAME: Cryosanthia rolls 1d20-1: (2)+-1: 1 GAME: Cryosanthia rolls 1d20-1: (8)+-1: 7 GAME: Cryosanthia rolls 1d20-1: (8)+-1: 7 GAME: Cryosanthia rolls 1d20-1: (7)+-1: 6 GAME: Jinks spends ONE use of BARDIC PERFORMANCE. GAME: Jinks casts Hideous Laughter. Caster Level: 4 DC: 16 GAME: Cryosanthia rolls 1d20-1: (17)+-1: 16 (Hob 3 will save vs joke)
Jinks continues to sing the next verse in his native tongue. He's trying not to smirk too smugly as he stands so high and revels in the efficacy of his last spells. He notices the last hobgoblin on the western side, struggling to maintain pace and threaten the caravan.
The song breaks and he clears his throat, affecting the rigid, militaristic clip of the Arvek dialect. "Why do the Arvek make such good cobblers? They always have an abundance of hobnails." <goblin-talk>
Again. There's no appreciation for good humor in Alexandros.
<OOC> Cryosanthia says, "3 tries to get on board, DC5 acro, and he stabs at Deaztor, and Vaera gets an AOO" GAME: Cryosanthia rolls 1d20-1: (4)+-1: 3 (Hob 3 Acro - Fail) GAME: Cryosanthia rolls 1d6: (5): 5 (Falling damage on Hob 3)
The goblins and their spiders are well and truly blinded and continue wandering over the countryside.
The last standing hobgoblin growls ferociously, and charges at carriage. The gnome's joke gets little more than an annoyed grunt in response.
However, Coach likes it. "Is it okay if I add that to my repitoire?"
The hobgoblin leaps for the sideboard, grabbing the door to climb on board.
"Mind the Gap," Coach says, jinking the carriage quickly to the right and left.
Just enough for a foot to misplace, and a fall, and a >BUMP< as a carriage wheel finishes the fight.
"I'll keep, friend." Shelly replies, taking a quick gander outside, "How's Smuldur doing?" Then, as she sees her side of the carriage free of hostiles, she calls forward to Coach and Jinks, "Are you alright up there?"
Vaera had another arrow out, glancing between the two windows, but the foes fell further and further back. Vaera chuffs and finally puts away the arrow, and instead she tries to help the friendly goblin back in.
"Everyone okay?" She asks as well. "It should be clear to rest for a moment. I will keep watch."
"Gods below, it's not mine." Jinks laughs at coach, turning to drop back into a seated position as the hostiles fall away behind them. He frowns thoughtfully, leaning back into the shotgun position. "I was spearing a clothier during Whitefoot's war, I think, and she told it to me. Craftsmen's humor." He laughs and shakes his head.
"The construct and I function yet," the gnome calls back, bracing a hand against the bench railing to look towards the carriage interior. His voice carries well enough but still sounds hollow when it's not empowered by the Hymn.
"Ok." Coach says, "Not stopping. Can someone see about freeing up my legs?"
"I'd be wheely grateful."
Okay, that's one you haven't heard yet.
Jinks amends his statement after glancing at Coach's wheels. "I spoke too soon..."
"I have a vial of solvent, but I'm afraid it's just the one." Shelly replies, a slightly amused quirk at her lips as Vaera sees to the brave little gobber, then, more seriously "Is there any wheel that is worse off than the others, my friend, or would be otherwise better to focus on?"
"Try a little on each. That sort of glue won't last long. I've tried using it for repairs. They don't stick. As they're still turning it will break it up and I'll be free-wheeling soon." Coach says.
It seems simple enough.
Smuldur skitter-scampers to keep pace and even close on the carriage before leaping onto it. "Fix wheels! Burn stuff away!" Because there is nothing that can't be solved with the proper application of FIRE!
"Hot Wheels! I like it. Everything is faster with fire." Coach says.
<OOC> Cryosanthia says, "so, either a reflex save or a prof/teamster type of thing" GAME: Vaera rolls craft/carpentry: (20)+5: 25
"Stop for a moment then, and this one will attempt repairs. Or don't, I may be able to manage." Vaera speaks once she gets the goblin on board. She reaches into her jacket, and pulls out a small gaff as she holds out a hand for the solvent. "This one will stretch it as much as I can. The key thing is to free the axle itself, we can clear the rest upon making camp."
"Not stopping until camp," Coach says cheerfully. It can be literal with its orders. "Might get attacked again."
Which camp does coach mean? Repairs will have to be done on the move.
Shalethiste smiles and nods, as the Sith seems more certain of dabbling in machinery than she knows herself to be. The vial is withdrawn from another pouch and handed over with a soft, "May the Sky Dancer guide your hands, my friend."
That done, she turns to Smuldur, checking him for injuries. Then the Doktor, who got scratched a couple times.
Vaera nods and takes the vial in her other hand, while screwing another pole into the hook, making it longer. She leans out the window, investigating the state of the wheels. The tanglefoot was already starting to dry, but it had been pulled against the axle. She reaches to the hook, pulling on the tar and finding it moving little. She pulls it back, and instead she wraps a cloth around it. The vial is partially applied to the cloth and she holds it against the spinning wheel. the mixture flakes and pulls away, falling off, and allowing it to spin much more freely. She repeats the process, clearing it away from each wheel in turn, before she sits back down in the cart.
"Should be good enough for now." Vaera notes, handing back the empty vial. "Hopefully that was the only planned attack.
Smuldur is fine. Just a few dozen new arrow holds to go with everything else. Some even still include the arrows! He sits mostly still for at least two seconds for examination. Mostly due to looking at the other wheels on the other side. "Could chew off rest of the sticky stuff!" He's still offering suggestions, and wondering what it might taste like.
"I'm feeling freer already!" Coach says, as the carriage picks up speed, "Nothing like the open road!"
Doctor Deaztor responds to Jinks, wheezing, "I'm... injured."
Jinks removes his crown long enough to push a hand back through his hair, then down his face again. The gnome takes special care to smooth at his goatee. One long breath and a heavy sigh takes him out of the heat of battle, slowing his heartrate as a hand gropes inside his doublet for the stowed flask. He finalls drops the bow into the space on the bench between he and the construct and takes a few moments to adjust the absurd amount of rings decorating his fingers. He glances at coach, then down to where th construct is molded into the conveyance. "Did you ever have proper legs?" the gnome wonders idly.
Jinks barks a laugh at the hobgoblin plaguemeister but make no move to crawl into the carriage interior.
"In another life, before I had this job, my work ethic was questionned." Coach says, "Not anymore. I was tire-d, now I'm on a roll."
Shalethiste moves to tend to Smulduer's wounds while he's inclined to sit still, "Here, let me at those, friend." she says quietly, an amicable smile at her lips, "That was very bold of you."
She then turns to what results her lay healing skills and the divine touch granted her by the Moon Goddess can for the brave gobber's wounds. Bandaging up the war crimminal can wait for the major bleeding to be stopped.
"Things have certainly taken a turn." she deadpans.
Coach rolls on, eating up the road late into the night. There is no re-appearance of the goblinoids, it seems safe enough to came. The next day, and the next, are tense, but soon the walls of Blar rise on the horizon.
The guards are expecting the travelers, this was arranged diplomatically, but still seem surprised to the carriage roll up. Of course, scowling is standard among hobgoblins, so it's hard to tell. The papers are examined very carefully. Soon the scruitiny switches, different soldiers inspect and question, the attitude goes from hostile and suspicious to bored and Coach, with its passengers are allowed in.
The dropoff is at a military jail, the prisoner and posessions are checked again and signed for. It goes about as smoothly as the carriage ride did.
Doctor Deaztor is in the building, and it seems this delivery is done.
If only everyone didn't stare so.
Combatty
Jinks, waiting for the internet to come back up
https://i.imgur.com/1UwQII7.png
OSHA has entered the chat
https://www.youtube.com/watch?v=B_1bAnLqlMo
inspirational music
https://www.youtube.com/watch?v=Z7z-wXZ-2Ds&list=PLjRCa5CezuLVRvHFVWQ1CZvot9ONY6puh&index=17
https://www.youtube.com/watch?v=juFZh92MUOY
Map
https://www.mipui.net/app/index.html?mid=moz4xnve11u
===================== Current Initiative Order - Round 1 ===================== ---Init--Name------------AOO-Notes-------------------------------------------- 24 Spider Gobs ------------------------------------------------------------------------------ 17 Horse Hobs ------------------------------------------------------------------------------ 17 Smuldur 1 ------------------------------------------------------------------------------ 16 Shalethiste 1 Flat-footed (0 rnds active) ------------------------------------------------------------------------------ 16 Vaera 1 Flat-footed (0 rnds active) ------------------------------------------------------------------------------ ============================================================================== ------------------------------------------------------------------------------ | Name | Race | Class | CHP | HP | AC/FF/T |CMD |For |Ref |Wil | ------------------------------------------------------------------------------ |Shalethist|SHADOW_ELF|Pal/Swb | 35 | 35 |19/15/14 | 21 | 7 | 11 | 8 | |Smuldur |GOBLIN |Brg | 33 | 33 |20/17/14 | 18 | 7 | 4 | 2 | |Vaera |SITH-MAKAR|Rgr | 29 | 29 |18/15/13 | 17 | 6 | 6 | 3 | ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ | Name | Race | Class | CHP | HP | AC/FF/T |CMD |For |Ref |Wil | ------------------------------------------------------------------------------ |Shalethist|SHADOW_ELF|Pal/Swb | 32 | 35 |19/15/14 | 21 | 7 | 11 | 8 | |Smuldur |GOBLIN |Brg | 33 | 33 |18/15/12 | 18 | 7 | 4 | 4 | |Vaera |SITH-MAKAR|Rgr | 29 | 29 |18/15/13 | 17 | 6 | 6 | 3 | ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ | Name | Race | Class | CHP | HP | AC/FF/T |CMD |For |Ref |Wil | ------------------------------------------------------------------------------ |Shalethist|SHADOW_ELF|Pal/Swb | 29 | 35 |19/15/14 | 21 | 7 | 11 | 8 | |Smuldur |GOBLIN |Brg | 17 | 33 |18/15/12 | 18 | 7 | 4 | 4 | |Vaera |SITH-MAKAR|Rgr | 25 | 29 |18/15/13 | 17 | 6 | 6 | 3 | ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ | Name | Race | Class | CHP | HP | AC/FF/T |CMD |For |Ref |Wil | ------------------------------------------------------------------------------ |Shalethist|SHADOW_ELF|Pal/Swb | 29 | 35 |19/15/14 | 21 | 7 | 11 | 8 | |Smuldur |GOBLIN |Brg | 11 | 33 |18/15/12 | 18 | 7 | 4 | 4 | |Vaera |SITH-MAKAR|Rgr | 25 | 29 |18/15/13 | 17 | 6 | 6 | 3 | ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ | Name | Race | Class | CHP | HP | AC/FF/T |CMD |For |Ref |Wil | ------------------------------------------------------------------------------ |Jinks |GNOME |Bard | 28 | 28 |18/15/14 | 16 | 3 | 7 | 4 | |Shalethist|SHADOW_ELF|Pal/Swb | 29 | 35 |19/15/14 | 21 | 7 | 11 | 8 | |Smuldur |GOBLIN |Brg | 11 | 33 |18/15/12 | 18 | 7 | 4 | 4 | |Vaera |SITH-MAKAR|Rgr | 25 | 29 |18/15/13 | 17 | 6 | 6 | 3 | ------------------------------------------------------------------------------