PrP: Rescue the Orphans 2

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Log Info

  • Title: Rescue the Orphans 2
  • Emitter: Benthus
  • Characters: Godwyn (Pal10) Aldean (Bard7)* Corra (Bard1/Rgr6)
  • Place: An underground city - Location: Unknown
  • Time: Dec 29, 2014
  • Summary: Continuation of the 'Rescuing the orphans' plot
  • APL: 8
  • Encounter 1: 6x Thoxel (CR5), CR10

(These events transpired a few minutes after the plot 'Rescue the Orphans)

The group has just discovered a large crack on the side of the sewer wall, which opens up into a long, irregular passageway that has a gradual slope downwards. The visibility in the passageway is pitch-black (you can't even see the front of your own nose without some sort of light), and the stench seems to be even worse than that of the sewer itself. It has an acidic sort of smell to it that is quite irritating to the nose. Aside from that, there is a persistent heat along the passageway that feels like one is entering into a sauna bath. One would arguably say that that is better than the biting cold above, but the heat would become close to unbearable the deeper one would go through the passageway.

As the group gather up at the mouth of the opening, a sound could be heard along the passageway. The group had to be very, very quiet to even hear what it is, and not everyone could actually hear it. It is only those that have exceptionally good hearing that can. When asked what they are hearing, the general answer is that of a faint scream, and a cry for help, followed by the sound of harsh, sadistic laughter.

At that very moment, a very strong sense of acknowledgement is in the minds of each member of the scouting team. They are getting close to where the missing orphans are located.

The united temple factions must be made aware of the situation that is transpiring, and so a few of the original members of the scouting team depart in order to relay the information above. It does not take long before a new set of heroes come up to reinforce the scouting team. Once introduction has been set aside, the group make their way into the ominous passageway.

It takes close to half an hour before the group finally comes upon a large underground cavern. For everyone who can only see things in the normal light spectrum, the cavern is huge. About several hundred meters top to bottom and extending from side to side like a sea of darkness, only broken up by the faint light produced by molten lava that dot the landscape. For those gifted with the ability to see in pitch-black surrounding, the place is not entirely just rocks and stones with stalagmites and stalactites. The place also has some distinct features of smooth, carved surfaces and flat-chiseled patterns suggesting that the area may not be entirely natural. As this pattern seems to pervade from side to side, an impression comes into mind. This is a vast underground city, as big as the city above.

A cry can be heard in the darkness, somewhere in the vast underground city. It is a child's cry, pitiful and weak. At this distance, even those hard of hearing can pick up on it. "Please, please! Stop it! It hurts!" It is followed by a harsh, sadistic laughter.

As the underground cavern is vast, the scouting team is forced to break up into smaller groups so as to cover more area in lesser time.

One group has taken it upon itself to investigate the area where the cries for help can be heard. Caution is urged by the other teams to the one investigating as this is likely a trap of sorts. The main objective of the mission is to gather information and return with the information back to headquarters. Avoiding detection is the second objective, but it can't be stressed that this is just as important as the first objective. Letting the enemies know that their hide-away has been discovered would endanger the succeeding missions, and might result in the death of hostages.

Once that particular discussion has been done away with, the group segregates and heads off towards their objectives.

Godwyn seethes at the sounds of terror. Her hands tighten into fists again, itching for a weapon to be in their grip, but she manages to maintain her composure. For the man causing the fear, punishment is overdue. Still, she restrains herself for the moment, and prepares to make her best attempt to get down there, quietly, in order to better assess the situation. Corra has been moving along with the others. She has her goggles on, using a light spell to see by though she keeps it hidden under her cloak to keep it from being seen too much, "We are just sneaking up to find them yes, no attacking right?" she doesn't like that idea, but if it means saving more lives in the long run.

"Aye." Aldean's low baritone betrays his own agitation, tuned as he is to human sound. "Dunno what he's got down there, 'f it be th'same whoreson." He keeps his own voice down, testing the pull on his own bow. "I'll not be usin' spells 'less I must, can't silence 'em an' any sound'll carry here."

"Oh he is, Aldean. Where we are right now proves it." Godwyn glances toward Corra. "How I wish we could draw blades, but we have no choice in the matter. Aldean and I have been tracking this mongrel for the better part of a month, and he has the cowardice to involve children in this."

Corra nods her head, "Well hopefully I can help." she offers.

"Aye an' ye'd be right welcome. Find out what he's got down there first. Mayhap kill the son of a bitch do we get an openin' ... but don't count on it. I'll not be takin' that wager." Aldean answers Corra first, but continues to check his gear before answering Godwyn. "There be two whoresons, mind ye, an' both of 'em need killin'."

Corra nods as she listens and then shakes her head a bit, "Will do what I can."

"Two?" Godwyn blinks. "Well we know the first one is our man. I mean, think about it." She inches closer to Aldean. "Building something in the slums, with everyone including the criminals out looking for him. The initial killing in the Temple District, plus the second attack, led up to the constructs. It connects." She frowns. "This is Terrence, Aldean."

"Aye. I be meanin' Matthias." Aldean's counter is immediate, terse, and low. Evidently the swim did not endear Matthias to the bard. "Ain't neither one of 'em worth a sack o' horseshit."

Corra nods and just listens to the two since she is new to all this.

Godwyn's face sets into a grimace. "Yes... that little pest. We'll be getting our hands on him soon enough. He can't run forever." Godwyn takes one last look around. "Well if this is everyone..."

As the group draws closer to the location where the cries for help were last heard, movement can be sensed ahead...

<OOC> Benthus says, "Perception checks please." <OOC> Benthus says, "DC18." GAME: Aldean rolls perception: (9)+9: 18 GAME: Godwyn rolls Perception: (17)+8: 25 GAME: Corra rolls perception: (13)+17: 30 GAME: Corra rolls knowledge/arcana+1: (19)+8+1: 28 <OOC> Benthus says, "Oh..." GAME: Aldean rolls karcana: aliased to knowledge/arcana: (12)+12: 24 GAME: Godwyn rolls Intelligence+2: (13)+3+2: 18

You paged Corra with 'The crack in the sewer wall wasn't just a normal crack, but a crack in the dimensional barrier itself. You are actually in a different place, possibly a different dimension. The crack looked stable. But you are not sure if it could be commanded to seal by whoever made the breach. If so, it is possible for you and your group to be stuck somewhere far far away.'

Corra moves along with the others and then thinks, "Something has been bothering me. I think..that crack...wasn't a crack but took us through a barrier, we are elsewhere." she shakes her head a bit, "We will want to be careful, they might be able to seal us here. It would explain why they are so hard to find, if they can close and open it."

The passageway that the group is following slowly funnels into a choke point. At the choke point stands six armoured men, all standing at least six feet in height and wearing full plate armour. They all are carrying what looks like a double-sword in one hand. They appear to have their head bowed, and may be asleep.

A hiss escapes through Godwyn's teeth. "Then if this goes sideways, we're locked in without further reinforcements." Her eyes narrowed as they closed on something ahead. "Guards. Wonderful. There goes the stealth option..."

GAME: Corra rolls initiative: Roll: 7 + Bonus: 4 = Total: 11 GAME: You roll initiative for Fiendish Foes: Roll: 20 + Bonus: +2 = Total: 22 GAME: Godwyn rolls initiative: Roll: 5 + Bonus: 2 = Total: 7 GAME: Aldean rolls initiative: Roll: 5 + Bonus: 2 = Total: 7

Startled, Aldean glances back in the direction of the crack they came through, but he doesn't have time to study it further, to confirm ... not when Godwyn points out the guards ahead. He begins to shake his head at her, silent disagreement written across his features.

GAME: Godwyn rolls Intelligence+2: (13)+3+2: 18 GAME: Corra rolls knowledge/the planes+1: (12)+10+1: 23 <OOC> Corra says, "if are evil outsider I get +4 to my roll, so would be 27 if they are" GAME: Aldean rolls 1d20+4: (10)+4: 14

You paged (Godwyn, Corra) with 'Knowledge/The planes: You have heard something about this creatures. There are many names given to them, Betrayers of Hope, Traitors of light, Friend-slayers, but the one word that most people associate them with is 'Thoxel'. These are the spirits of the deserters and military men who have disobeyed the commands of their commanders and has brought death to all their comrades, because of their vanity and disregard of following orders.'

Godwyn shrugs, her voice still subdued. "If you think that you can somehow sneak past a phalanx of heavily armored evil spirits, deliberately placed at a chokepoint, be my guest Aldean. For me, there's only one way through."

Corra shakes her head, "Spirits of Betrayers, but Godwyn is right, doubt we can sneak through them as much as I would like to try."

GAME: Benthus advances the initiative order.

     Round One - Init 22.
     It is now Fiendish Foes' turn! Corra is next!

<OOC> Benthus says, "Alright, the foes move together in cadence at the mouth of the opening and then begin to cast something...." <OOC> Benthus says, "Corra, roll will save 6 times DC12." GAME: Corra rolls will: (6)+6: 12 GAME: Corra rolls will: (3)+6: 9 GAME: Corra rolls will: (7)+6: 13 GAME: Corra rolls will: (11)+6: 17 GAME: Corra rolls will: (13)+6: 19 GAME: Corra rolls will: (14)+6: 20

You paged Corra with 'You are filled with the murderous urge to slay one of your companions. Attack either Godwyn or Arlean.'

The six armed soldiers raise their heads in unison as the three explorers come into view. They move as one to the mouth of the opening and immediately extend their hands out into the direction of Corra. They begin to murmur words that manage to overwhelm her control over her senses..

GAME: Benthus advances the initiative order.

     Round One - Init 11.
     It is now Corra's turn! Godwyn is next!

GAME: Note Flat-footed on Corra ended.

<OOC> Aldean says, "Benthus ... is this a sonic, mind-affecting effect?" <OOC> Benthus says, "It is." <OOC> Aldean nods. OK. <OOC> Corra hates it but guess it would be full attack, pbs since right there, rapid shot, deadly aim, and many shot in effect since that would be her regular norm...have to do that right? <OOC> Benthus says, "Yes." <OOC> Corra says, "its at godwyn then..rolling"

GAME: Corra rolls ranged+2+1-2-2: (12)+10+2+1+-2+-2: 21 GAME: Corra rolls ranged+2+1-2-2: (14)+10+2+1+-2+-2: 23 GAME: Corra rolls ranged+2+1-2-2-5: (19)+10+2+1+-2+-2+-5: 23 <OOC> Benthus says, "All miss."

Corra is overcome by whatever they did and turns pulling arrows and firing at Godwyn. She looses four arrows, two with the first shot, and then two more in rapid succession, luckily they all miss.

GAME: Benthus advances the initiative order.

     Round One - Init 7.
     It is now Godwyn's turn! Aldean is next!

GAME: Note Flat-footed on Godwyn ended. <OOC> Benthus says, "Roll spellcraft if you have that knowledge Godwyn." GAME: Godwyn rolls Intelligence+2: (2)+3+2: 7 <OOC> Benthus says, "Aldean, you may roll one, but keep whatever you learn to yourself until it is your turn." GAME: Aldean rolls spellcraft: (7)+8: 15 You paged Aldean with 'Close enough. It is murderous command. A level 1 spell.' <OOC> Godwyn says, "Target, the one straight in front of me." GAME: Godwyn rolls Melee+2: (16)+13+2: 31 GAME: Godwyn rolls 2d6+5: (3)+5: 8

Arrows are shot at her from an unexpected location... yet they seem to miss entirely. Well, we can't have that, can we?

"A good try. My turn." Godwyn sets herself, eyes narrowed, and rushes the armored brute just in front of her. She withdraws her weapon as she makes her advance, and rams her blade into the Betrayer.

GAME: Benthus advances the initiative order.

     Round One - Init 7.
     It is now Aldean's turn! Fiendish Foes is next!

GAME: Note Flat-footed on Aldean ended. <OOC> Aldean says, "Okay. Godwyn's charge keeps me from hitting her, but start bardsong (move) and cast haste on myself and Corra (Standard)." GAME: Aldean casts Haste. Caster Level: 7 DC: 18 <OOC> Aldean says, "For myself and Corra: +30' movement, +1 ATK / +1 dex/dodge bonus to AC, extra attack on full attack." GAME: Note Haste added to Godwyn with a duration of 7 rounds. GAME: Note Haste added to Corra with a duration of 7 rounds. GAME: Note Haste added to Aldean with a duration of 7 rounds.

A grunt is Aldean's only response, as things begin to happen before any of them have a chance to even attempt stealth were they so inclined. Instead, his baritone voice rings out against the walls, and there's that weird double-voicing effect again that proves as inspiring as it does odd. Too, there's another effect woven into it, one that seems to speed up time for two of them as he adds a quick, complex gesture to the music.

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Two - Init 22.
     It is now Fiendish Foes' turn! Corra is next!

<OOC> Benthus says, "Again, they murmur towards Corra... Corra, roll will 6x. DC12."

GAME: Corra rolls will: (7)+6: 13 GAME: Corra rolls will: (20)+6: 26 (CRITICAL SUCCESS) GAME: Corra rolls will: (1)+6: 7 (EPIC FAIL) GAME: Corra rolls will: (9)+6: 15 GAME: Corra rolls will: (5)+6: 11 GAME: Corra rolls will: (19)+6: 25

<OOC> Aldean says, "Godwyn gets AoO if any she threaten cast, right?" <OOC> Benthus says, "Of course. Roll it, Godwyn." <OOC> Godwyn says, "Shame I only get to roll it once, but here goes." GAME: Godwyn rolls Melee: (7)+13: 20 GAME: Godwyn rolls 2d6+5: (7)+5: 12 <OOC> Benthus says, "F5 still?" <OOC> Godwyn says, "Yup" <OOC> Benthus says, "Oh, Godwyn, make a will check for me." GAME: Godwyn rolls WIll: (16)+13: 29 <OOC> Benthus says, "Nice. You are immune to the creatures powers for 24 hours." <OOC> Benthus says, "Well, aura. But not their spells." <OOC> Benthus says, "The guy that succeeded in controlling Corra's action was F3. Too far from Godwyn to interrupt."

The soldiers once again raise their hands and murmur something towards Corra, and once again she is under their control.

Godwyn grimaces as she hears the ominous chanting again. "I'm afraid not..." She has no clue of which one will strike, but she does know that they are predictable. A successful strike on a target will be followed up with a secondary. She makes her best attempt to stop at least one of them from doing anything about it, using the trademark method: using the business end of her sword.

GAME: Benthus advances the initiative order.

     Round Two - Init 11.
     It is now Corra's turn! Godwyn is next!

<OOC> Corra says, "it would be probably godwyn logically...rolling arrow shots...full attack...rapid shot, deadly aim, many shot active"

GAME: Corra rolls ranged+2+1-2-2: (10)+10+2+1+-2+-2: 19 GAME: Corra rolls ranged+2+1-2-2: (19)+10+2+1+-2+-2: 28 GAME: Corra rolls ranged+2+1-2-2: (14)+10+2+1+-2+-2: 23 GAME: Corra rolls ranged+2+1-2-2-5: (2)+10+2+1+-2+-2+-5: 6

GAME: Corra rolls 1d8+3+4: (8)+3+4: 15 GAME: You damaged Godwyn for 15 points. 78 remaining.

Corra is still affected by the mind control but she is also moving faster, so five arrows fly at Godwyn though only one isn't deflected by armor and misses, the single shot does sink deep.

GAME: Benthus advances the initiative order.

     Round Two - Init 7.
     It is now Godwyn's turn! Aldean is next!

<OOC> Godwyn says, "Smite!" <OOC> Godwyn says, "I'm going to focus on the target in front of me, because priorities." <OOC> Godwyn says, "Power Attack, Full Round Attack." GAME: Godwyn rolls Melee+3: (18)+13+3: 34 GAME: Godwyn rolls melee+3-5: (2)+13+3+-5: 13 GAME: Godwyn rolls Melee+3: (2)+13+3: 18 GAME: Godwyn rolls 2d6+20: (8)+20+3+9: 40

<OOC> Aldean says, "Benthus, is the spell they're using considered a charm or fear effect?" <OOC> Benthus says, "charm"

Something thunks into and past her armor, yet she holds her ground. Oh yes, it hurts... but she only sports bared teeth. "I'll forgive you for that."

Godwyn fixes her glare on the enemy in front of her. "But not *you* lot. Begone!" She flares a royal blue aura, weapon and all, and lifts her weapon just enough to gain momentum... before cleaving through the target in one stroke. "For the Matron!"

<OOC> Aldean says, "Corra, bardsong grants you a +2 to that save." <OOC> Corra nods

GAME: Benthus advances the initiative order.

     Round Two - Init 7.
     It is now Aldean's turn! Fiendish Foes is next!

<OOC> Aldean says, "Maintain bardsong (free action), swift action to activate arcane strike, and charge F2. Hopefully this doesn't end too too badly." <OOC> Aldean says, "OK. Does the +2 to charm/fear for bardsong apply to this will check?" <OOC> Benthus says, "Yes." <OOC> Benthus says, "I think you will overcome it, but I need to have you roll for it still." <OOC> Aldean says, "OK. Also +1 for Fearless Curiosity: http://tinyurl.com/qh7e56r" GAME: Aldean rolls will+2+1: (20)+9+2+1: 32 (CRITICAL SUCCESS) GAME: Aldean rolls melee+2+1+2: aliased to weapon2+2+1+2: (7)+9+2+1+2: 21 GAME: Aldean rolls 1d8+3+2+2: (2)+3+2+2: 9

As Corra looses another volley at Godwyn, Aldean snarls, but it's the evil armored figures he's focused on. Got to disrupt those spells! His voice still echoes off the walls, bolstering and encouraging over the casting voices of the betrayers as he pulls the morningstar, which begins to glow with an eerie green light. He them charges directly for the unfocused group, aiming blows at first one, and then another as the second starts to cast a spell.

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Three - Init 22.
     It is now Fiendish Foes' turn! Corra is next!

<OOC> Benthus says, "F1 casts something at Corra. Will save, Corra, with +2." GAME: Corra rolls will+2: (6)+6+2: 14 <OOC> Aldean says, "I want AoO, I'm threatening :)" GAME: Aldean rolls melee+2+1: aliased to weapon2+2+1: (18)+9+2+1: 30 GAME: Aldean rolls 1d8+3+2: (8)+3+2: 13 <OOC> Aldean says, "Concentration check or lose the spell, I'd have to find DC's it's in there someplace." <OOC> Benthus says, "It fails, Aldean." <OOC> Benthus says, "The rest take a 5-foot step back and cast a spell at Corra. Corra, roll will+2 4x." GAME: Corra rolls will+2: (5)+6+2: 13 GAME: Corra rolls will+2: (7)+6+2: 15 GAME: Corra rolls will+2: (14)+6+2: 22 GAME: Corra rolls will+2: (2)+6+2: 10

The five remaining soldiers are not deterred from their duty as one of their comrade falls down in a bloody heap. One of them begins to cast which is quickly attacked by Aldean. The spell fizzles. They soldiers understood as a unit that casting in close range is not likely to succeed. They move back and begin casting again. Corra is once again under their control...

GAME: Benthus advances the initiative order.

     Round Three - Init 11.
     It is now Corra's turn! Godwyn is next!

<OOC> Corra says, "godwyn again..rapid and many and deadly aim" GAME: Corra rolls ranged+1+2-2-2: (5)+10+1+2+-2+-2: 14 GAME: Corra rolls ranged+1+2-2-2: (9)+10+1+2+-2+-2: 18 GAME: Corra rolls ranged+1+2-2-2: (18)+10+1+2+-2+-2: 27 GAME: Corra rolls ranged+1+2-2-2-5: (1)+10+1+2+-2+-2+-5: 5 (EPIC FAIL) GAME: Corra rolls 1d8+3+4: (6)+3+4: 13 GAME: You damaged Godwyn for 13 points. 65 remaining.

Corra is a mindless slave and while she manages to shrug off most of the control attempts one does get through and she fires at Godwyn again with a hail of arrows, 1 sinking into Godwyn and doing damage.

GAME: Benthus advances the initiative order.

     Round Three - Init 7.
     It is now Godwyn's turn! Aldean is next!

<OOC> Godwyn says, "Or I could do Lay On Hands." GAME: Godwyn rolls 5d6: (17): 17 GAME: You damaged Godwyn for -17 points. 82 remaining. <OOC> Godwyn says, "Well then, let's just attack then. Full round, with Haste, Power Attack." <OOC> Benthus says, "Roll three attacks." <OOC> Aldean says, "Furious Focus?" GAME: Godwyn rolls Melee: (13)+13: 26 GAME: Godwyn rolls Melee: (10)+13: 23 GAME: Godwyn rolls Melee-5: (5)+13+-5: 13 <OOC> Godwyn says, "That's actually -7 but whatever. Miss." GAME: Godwyn rolls PA Damage: aliased to 2d6+14: (6)+14: 20 GAME: Godwyn rolls PA Damage: aliased to 2d6+14: (7)+14: 21

Godwyn growls and removes the arrows from the back of her armor. "All right, that's enough." She throws the arrows down, lifts her right hand into the air, and mutters a brief prayer before placing the armored hand on her breastplate.

With a gasp of fresh air, energy rushes through her. "I think you see... how much trouble you're in. Now..."

Godwyn advances forward with a flourish of her great-sword. "...get back here!" She swings once, and the slash cracks his armor. The second attack digs even deeper, her full momentum behind the blow.

GAME: Benthus advances the initiative order.

     Round Three - Init 7.
     It is now Aldean's turn! Fiendish Foes is next!

<OOC> Aldean says, "Still standing after that? Yeah I better. Maintain bardsong (free), cast Thunderous Drums." <OOC> Aldean says, "This is a 15' cone emanating from me, should hit F1/F2/F3, fort save for half, failure means being knocked prone. Will take 5' step to close after." GAME: Aldean rolls 5d6: (21): 21 GAME: Aldean casts Thunderous Drums. Caster Level: 7 DC: 18 GAME: Benthus rolls 1d20+8: (12)+8: 20 GAME: Benthus rolls 1d20+8: (5)+8: 13 GAME: Benthus rolls 1d20+8: (3)+8: 11 <OOC> Benthus says, "Two of them fall to the ground."

The snarl remains firmly fixed to Aldean's mobile features, but instead of closing, he gestures again, and the baritone voice deepens ominously. At the end of the gestures, he slams both fists and the morningstar in his hand to the ground, and the stone walls themselves seem to reverberate with the pounding of unearthly drums where he struck. A limited range, but two of them stumble and fall under the sonic onslaught.

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Four - Init 22.
     It is now Fiendish Foes' turn! Corra is next!

<OOC> Benthus says, "Okay, f1 full attacks Aldean..." GAME: Benthus rolls 1d20+10: (17)+10: 27 GAME: Benthus rolls 1d20+10: (15)+10: 25 GAME: Benthus rolls 1d20+7: (17)+7: 24 <OOC> Benthus says, "All three attacks hit Aldean's AC." <OOC> Benthus says, "Make a will save, Aldean. This is a different attack which you are not immune yet." GAME: Aldean rolls will: (18)+9: 27 <OOC> Benthus says, "You saved it. Now for the damages..." GAME: Benthus rolls 3d8+6: (12)+18: 30 GAME: You damaged Aldean for 30 points. 24 remaining. <OOC> Benthus says, "Okay, f2 stands... AoO, Aldean." GAME: Aldean rolls melee+2+1: aliased to weapon2+2+1: (9)+9+2+1: 21 GAME: Aldean rolls 1d8+3+2: (2)+3+2: 7 <OOC> Benthus says, "F3 stands, AoO Godwyn." GAME: Godwyn rolls Melee: (11)+13: 24 GAME: Godwyn rolls PA Damage: aliased to 2d6+14: (8)+14: 22 <OOC> Benthus says, "Not enough."

GAME: Benthus rolls 1d20+10: (14)+10: 24 GAME: Benthus rolls 1d8+6: (5)+6: 11 GAME: You damaged Aldean for 11 points. 13 remaining.

GAME: Benthus rolls 1d20+10: (13)+10: 23 GAME: Benthus rolls 1d8+6: (3)+6: 9 GAME: You damaged Aldean for 9 points. 4 remaining.

<OOC> Benthus says, "Anyhoo, f6 full attacks Godwyn..." GAME: Benthus rolls 1d20+10: (11)+10: 21 GAME: Benthus rolls 1d20+10: (12)+10: 22 GAME: Benthus rolls 1d20+7: (13)+7: 20

One of the fiendish soldiers attacks Aldean and succeeds in its three swing attack. The other soldier rises to his feet and attacks Aldean as well, hurting him more. The third one stands and is slashed badly by Godwyn, but is still able to attack Aldean and nearly toppling him over. The fourth stands up and puts on full defense. The six one attacks Godwyn but misses on all three swings.

GAME: Benthus advances the initiative order.

     Round Four - Init 11.
     It is now Corra's turn! Godwyn is next!

<OOC> Corra says, "start with f3 move to f4 and then f1 if it goes that way. full attack, many shot, deadly aim rapid shot active as well as FE bonus for evil outsider." GAME: Corra rolls ranged+2+1+4+2-2-2: (13)+10+2+1+4+2+-2+-2: 28 GAME: Corra rolls ranged+2+1+4+2-2-2: (5)+10+2+1+4+2+-2+-2: 20 GAME: Corra rolls ranged+2+1+4+2-2-2: (14)+10+2+1+4+2+-2+-2: 29 GAME: Corra rolls ranged+2+1+4+2-2-2: (14)+10+2+1+4+2+-2+-2: 29 <OOC> Corra says, "sorry the last should be 25...okay..damage for first attack, its two arrows due to manyshot" GAME: Corra rolls 1d8+3+4+2+4: (5)+3+4+2+4: 18 GAME: Corra rolls 1d8+3+4+2+4: (2)+3+4+2+4: 15 GAME: Corra rolls 1d8+3+4+2+4: (2)+3+4+2+4: 15 GAME: Corra rolls 1d8+3+4+2+4: (3)+3+4+2+4: 16 GAME: Corra rolls 1d8+3+4+2+4: (8)+3+4+2+4: 21

Corra is freed from the control of the creatures. Their mistake. She knows about evil outsiders and knows just where to hit them, as well as she is now inspired by Aldean's song. She looses her first shot, two arrows flying at one of the creatures. Both arrows sink deeply and drop it. Then three more arrows follow in rapid succession, two more of the arrows dropping their targets and the last wounding its target.

GAME: Benthus advances the initiative order.

     Round Four - Init 7.
     It is now Godwyn's turn! Aldean is next!

<OOC> Godwyn says, "Smite!" GAME: Godwyn rolls Melee+3: (11)+13+3: 27 GAME: Godwyn rolls Melee+3: (11)+13+3: 27 GAME: Godwyn rolls Melee+3-7: (19)+13+3+-7: 28 GAME: Godwyn rolls Melee+3-7: (20)+13+3+-7: 29 (THREAT) GAME: Godwyn rolls Outsider PS Damage: aliased to 2d6+14+20: (6)+14+20: 40 GAME: Godwyn rolls PS Damage: aliased to 2d6+14+Paladin: (7)+14+10: 31 GAME: Godwyn rolls PS Damage: aliased to 2d6+14+Paladin: (7)+14+10: 31

Godwyn whirls her blade toward the armored spirit to her right and... smiles.

Well that's not good.

"Begone."

It's all she says before her armor and weapons flare with the sacred aura again, and she rams her weapon home with authority. The Betrayer is cleaved through in one clean stroke, dispersing into so much dust. "Aldean, you okay?"

GAME: Benthus advances the initiative order.

     Round Four - Init 7.
     It is now Aldean's turn! Fiendish Foes is next!

The song wavers and nearly breaks at multiple hits in succession, but gritting his teeth, Aldean hangs on, dropping back and withdrawing away, bleeding badly from multiple hits. Not far enough, though...


GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Five - Init 22.
     It is now Fiendish Foes' turn! Corra is next!

<OOC> Benthus says, "f1 charges Aldean." GAME: Benthus rolls 1d20+12: (16)+12: 28 GAME: Benthus rolls 1d8+6: (7)+6: 13 GAME: You damaged Aldean for 13 points. -9 remaining. (DYING)

The soldier finds it a matter of pride to take down Aldean by itself. This must have been one of the reasons why it is a fallen soldier, his vanity and action having compromised the safety of its entire squad. It succeeds in taking down Aldean, but it fails at something more important: Informing its master of foes within their perimeter.

GAME: Benthus advances the initiative order.

     Round Five - Init 11.
     It is now Corra's turn! Godwyn is next!

<OOC> Corra says, "full attack it, deadly aim and manyshot active" GAME: Corra rolls ranged+2+1+4-2: (12)+10+2+1+4+-2: 27 GAME: Corra rolls ranged+2+1+4-2: (17)+10+2+1+4+-2: 32 GAME: Corra rolls ranged+2+1+4-2-5: (18)+10+2+1+4+-2+-5: 28 GAME: Corra rolls 1d8+3+4+4: (4)+3+4+4: 15 GAME: Corra rolls 1d8+3+4+4: (3)+3+4+4: 14 GAME: Corra rolls 1d8+3+4+4: (5)+3+4+4: 16 GAME: Corra rolls 1d8+3+4+4: (7)+3+4+4: 18

Corra sees only one standing but watches it take down Aldean. She fires three times thanks to the haste spell still accelerating her actions and four arrows fly at it and each finds its mark taking out the creature.

<OOC> Godwyn says, "and... casting! Cure Moderate Wounds, go." GAME: Godwyn casts Cure Moderate Wounds. Caster Level: 10 DC: 16 GAME: Godwyn rolls 2d8+10: (5)+10: 15

GAME: You damaged Aldean for -15 points. 6 remaining.

"Aldean...?"

Godwyn's gaze shifts over her left shoulder... and with a gasp, she sees the sailor on the ground, bleeding. "Aldean!" Without further delay, Godwyn makes for him at a sprint, falls to her knees once she arrives, and mutters a prayer. With a few repetitions of 'please' thrown in for good measure.

She puts both hands on his chest and presses down. "You're too stubborn to go down like this... now LIVE!"

As the pale blue light of the Matron's healing takes over, Aldean stirs, half-turns, groans, and half-opens his eyes, his entire kit most thoroughly blood-soaked. "There's got ... to be a better way t'get ye t'put yer hands on me," he mutters, starting to push himself up to one elbow. It's a slow and painful process, accompanied by colorful language, but he manages it at least. It takes him longer still and a bit of hunting to put hands on a thin, silver-wrapped length of birchwood.

Godwyn huffs and gives a chuckle before trying to help him up. "Hey... you're gonna be okay, all right? Let me and Corra finish this."

As Aldean recuperates from his wounds, Godwyn and Corra continue their scouting of the area. Their search for the source of the cry for help leads them to an old-looking castle-like structure in the ruins of the underground city. As the castle appears heavily guarded, the scouts observe the castle and the number of guards stationed there. After sufficient information has been gathered, the duo head back to Aldean and appraise him of the situation.

(End of plot)