Lost City DM |
Sleep HD: 2d8 ⇒ (2, 1) = 3 Ouch.
Y save: 1d20 ⇒ 13
P save: 1d20 ⇒ 20
O save: 1d20 ⇒ 3
Two of the Zargonite fanatics (yellow and orange) collapse to the floor, asleep.
Lost City DM |
More howling fanatics rush forwards, eager for blood! Three race forwards to attack, while a fourth emerges from the room to the east. Both fanatics in the front rank hammer uselessly on the shields of Ferrous and Fistep. The third throws a rock which clatters harmlessly to the floor.
vs Fistep: 19 - 1d20 ⇒ 19 - (1) = 18
vs Fistep: 19 - 1d20 ⇒ 19 - (4) = 15
Init. Ana: 2d6 + 3 ⇒ (5, 1) + 3 = 9
Init. Brathas: 2d6 + 1 ⇒ (5, 6) + 1 = 12
Init. Ferrous: 2d6 ⇒ (3, 6) = 9
Init. Fistep: 2d6 ⇒ (2, 6) = 8
Init. Wallia: 2d6 ⇒ (3, 6) = 9
Init. Zynazyr: 2d6 + 3 ⇒ (6, 4) + 3 = 13
Init. RGBT: 2d6 ⇒ (4, 5) = 9
Init. YPOG: 2d6 ⇒ (2, 6) = 8
Init. C: 2d6 ⇒ (1, 4) = 5
The cleric begins to chant, and he raises his symbol in his hand, holding it aloft. With a shout, the lights go out!
The cleric has cast darkness. Ferrous and Ana can still see via infravision, but everyone else is blind. The darkness affects the grey area. Brathas is outside the magical darkness but the darkness blocks his only light source.
Fistep can still attack Red with a -4 penalty to hit because he cannot see. Ferrous is unaffected and may attack normally.
Round 1 Initiative
Block 1: Brathas
Block 2: Enemy group A
Block 3: Zynazyr, Ana, Wallia
Block 4: Enemy Group B
Block 5: Ferrous, Fistep
Round 2 Initiative
Block 1: Ana, Brathas, Ferrous, Wallia, Zynazyr
Block 2: Enemy group B
Block 3: Fistep
Block 4: Enemy Group A
Everyone is up! Ferrous gets to attack twice. Fistep's attack will resolve before everyone in the second round.
Lost City DM |
How does boosting the effect work?
Boosting a spell means using a higher level spell slot to cast it. Since you only have first level spell slots, it doesn't really apply to you.
It does apply to Zynazyr. He could use a second level slot to cast magic missile. Normally at his level the spell allows him to throw two missiles, but casting it as a second level spell would give him one extra missile.
Wallia of Winterbourne Stoke |
Wallia slings at the closest enemy 17 - 1d20 - 1 ⇒ 17 - (7) - 1 = 9 if hits 1d4 + 1 ⇒ (4) + 1 = 5
If I could affect the whole group, that would work but just one does not make much sense.
Ferrous Grimgond |
The sudden darkness and then light again produces a strobe effect that would presumably bother a human but Ferrous pays it no mind as he swings his axe at the foe before him.
Hit: 17 - 1d20 ⇒ 17 - (4) = 13Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Maybe the shifting light affected the dwarf more than he let on as his first swing goes wide of its target.
Hit: 17 - 1d20 ⇒ 17 - (3) = 14Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Fantastic to have Ferrous back again these rolls are true to the nature of this character. RNG hates me.
Lost City DM |
Darkness descends on the group. Fistep swings in the dark, but cannot find his opponent. Ferrous, not wanting to make Fistep feel bad, fumbles his next two attacks.
For only a moment the group is shrouded in darkness. But then, with a word, a flash of light from Wallia's symbol dispels the darkness!
"What?" sputters the priest. "How dare you?! Magi! They must be Magi! Kill the heretics!"
Round 2 Initiative
Block 1: Ana, Brathas, Ferrous, Wallia, Zynazyr
Block 2: Enemy group B
Block 3: Fistep
Block 4: Enemy Group A
Ana, Brathas, and Zynazyr are up.
Brathas |
Brathas lines up a shot at Red and fires.
THAC0 15, 2 cover: 15 - 1d20 + 2 ⇒ 15 - (20) + 2 = -3
Damage: 1d6 ⇒ 6
Bonus Attack!: 15 - 1d20 + 2 ⇒ 15 - (10) + 2 = 7
Didn't know if this is short range so that might actually hit AC 6
Damage: 1d6 ⇒ 2
Zynazyr |
Zynazyr frowns when only 2 fall asleep, then curses under his breath when the cleric starts to cast a spell. "Oh great, now I can't see," he thinks to himself when everything goes dark. Before he can make any adjustments, the light in the hall returns to what it was and he shrugs his shoulders. Hoping to reduce the chance of another spell against them, Zynazyr sends a small bolt of electricity at the Zargonite priest.
Cantrip: 1d6 ⇒ 2
Damage: 1d3 ⇒ 3
Lost City DM |
Brathas's shot takes the enemy in the neck, and the arrow actually exits the other side. The man drops to the floor, dead.
Brathas: Short range for a shortbow is 50 feet. The fanatics have no armor and are AC 9.
Wallia yells back, "You ignorant heathen, we are not Magi. We are from outside. Enjoy your doom!"
"Ha! You can't fool me! Can you speak nothing but lies? Surely a Magi would do the same-Argh!"
Zynazyr sends a spark of electricity that strikes the priest and shuts him up - at least for a moment.
Round 2 Initiative
Block 1: Ana, Brathas, Ferrous, Wallia, Zynazyr
Block 2: Enemy group B
Block 3: Fistep
Block 4: Enemy Group A
Ana is up.
Lost City DM |
morale: 2d6 ⇒ (4, 1) = 5
One of the fanatics rushes in to the gap made in front of Fistep while another comes around the corner.
"Zargon! Zargooonnnnn!" they shout.
They hammer at Fistep and Ferrous with their crude weapons, while a third hurls a stone at Ferrous. One of them actually manages to graze Fistep with the tip of his axe!
Green v Ferrous: 19 - 1d20 ⇒ 19 - (16) = 3
Blue v Fistep: 19 - 1d20 ⇒ 19 - (20) = -11d6 ⇒ 1
Cyan v Ferrous thrown: 19 - 1d20 ⇒ 19 - (2) = 17
Fistep: 1 damage.
Round 2 Initiative
Block 1: Ana, Brathas, Ferrous, Wallia, Zynazyr
Block 2: Enemy group B
Block 3: Fistep
Block 4: Enemy Group A
Fistep is up.
Lost City DM |
Fistep cleanly severs the man's head from his body.
As the man collapses, in a rage, the priest rushes forwards into the gap left by the beheaded fanatic. "Now, feel the power of Zargon!" he shouts. A black cloud seems to surround his hand, and he reaches out to touch Fistep!
Fistep feels the chill of death against his armor, as if his very life were flowing out of him! The priest leans back, and his eyes roll wildly. "Ahhhh yesss!" he whispers.
Fistep: 4 damage.
The fanatic at the back steps forwards and flings a rock at Fistep, but it ricochets off Fistep's shield.
18 - 1d20 - 4 ⇒ 18 - (16) - 4 = -2
1d6 + 1 ⇒ (3) + 1 = 4
20 - 1d20 ⇒ 20 - (14) = 6
Init. Ana: 2d6 + 3 ⇒ (3, 5) + 3 = 11
Init. Brathas: 2d6 + 1 ⇒ (5, 4) + 1 = 10
Init. Ferrous: 2d6 ⇒ (5, 4) = 9
Init. Fistep: 6 = 6 Pre-Rolled
Init. Wallia: 2d6 ⇒ (1, 1) = 2
Init. Zynazyr: 2d6 + 3 ⇒ (5, 2) + 3 = 10
Init. left: 2d6 ⇒ (1, 5) = 6
Init. right: 2d6 ⇒ (2, 4) = 6
Round 3 Initiative
Block 1: Ana, Brathas, Ferrous, Fistep, Zynazyr
Block 2: Zargon Cultists
Block 3: Wallia
Ana, Brathas, Ferrous, Fistep and Zynazyr are up.
Brathas |
Brathas keeps quiet and shoots an arrow at the priest.
I need to go back and count his arrows used; I haven't been as diligent about tracking ammo as I should be.
THAC0 15, 2 Cover: 15 - 1d20 + 2 ⇒ 15 - (3) + 2 = 14
It's a bad shot; Brathas rushed it in his eagerness to make the man shut up.
Anastoria |
Sorry, this dropped off my feed for some reason.
Ana presses the attack, striking at <green> with her halberd!
THAC0 15: 15 - 1d20 ⇒ 15 - (18) = -3 Damage: 1d10 + 4 ⇒ (2) + 4 = 6
Fistep |
Swings at the priest...
THACO: 14 - 1d20 ⇒ 14 - (18) = -4
Damage: 1d10 + 3 ⇒ (5) + 3 = 8
Initiative: 2d6 ⇒ (5, 1) = 6
Grunts as he takes the damage, but the smiles fiercely as his blade cuts into the priest Feel the wrath of the god of steel!
Zynazyr |
Am I able to identify spells as they are cast? Like spellcraft in pathfinder.
Concerned the priest has more powerful spells to use, Zynazyr sends another bolt of energy at him.
Cantrip: 1d6 ⇒ 3
Damage: 1d3 ⇒ 1
Lost City DM |
Brathas' shot goes wide, but Ana cuts down the man in front of Ferrous with her halberd.
Feel the wrath of the god of steel!
By Crom! :)
Fistep lunges, and runs the cleric through with his sword. The cleric's mouth works for a moment, as if he is trying to say something, and then he slumps to the floor, dead.
morale: 2d6 ⇒ (6, 5) = 11
The two remaining cultists stare aghast at their dead leader.
"Zilinos!" one of them breathes. "There will he hell to pay for that," the other says, though you are not sure if he means that you will be punished, or he himself. But they begin to back away, clearly intending to flee.
Am I able to identify spells as they are cast? Like spellcraft in pathfinder.
Since it is a cleric spell, I will say that Wallia can identify it. It is a spell of cause wounds. He wouldn't necessarily know if it is light, moderate, etc., but you could probably figure that out from the damage dealt.
With the priest dead, Zynazyr throws a bolt of energy at one of the other cultists. You can choose which... If I don't hear from you I will go with the one that is closer.
Round 3 Initiative
Block 1: Ana, Brathas, Ferrous, Fistep, Zynazyr
Block 2: Zargon Cultists
Block 3: Wallia
Ferrous is up!
Ferrous Grimgond |
Ferrous rushes over the fallen cultists to strike at one of the remaining two.
attack: 17 - 1d29 ⇒ 17 - (18) = -1
damage: 1d8 + 2 ⇒ (6) + 2 = 8
Zargon can't save you. Death comes for you and all followers of Zargon.
Ferrous spits on the fallen cultist.
Call me a goblin again.
Lost City DM |
With a clean stroke, Ferrous beheads the man standing before him.
Only one enemy remains standing, and he runs in terror down the hallway to the west.
Pursuit: if you wish to give chase, the man has no armor and has a speed of 40', so running he will move 120'. You know that the only thing down this hallway is the stairs down, which means he is already on the stairs at least. Only Brathas and Zynazyr can keep up with that speed, though if you get close you might be able to make ranged attacks. Do you wish to pursue?
If you do not pursue, combat will be over.
Also: do you wish to kill the sleeping fanatics, or take them prisoner?
Wallia of Winterbourne Stoke |
Wallia says,"I will tie these heathens up and then heal Fis. I don't want them waking up and causing trouble. Shall you give chase? We can then grill them for more information on the Zargonese and their evil cult." as he ties up the sleeping ones with his rope.
Ferrous Grimgond |
These Zargonites are hated by the other 3 factions maybe we can interrogate and then turn over to one of the other factions as a gesture of good will. The Gormites might not like us but the Sisters may warm up if we hand them some play things.
Brathas |
It's dark, isn't it? How is the cultist running full speed without tripping?
Brathas will try to give chase with his bow out.
"Come on Zynazyr, I'll need the light."
Lost City DM |
It's dark, isn't it? How is the cultist running full speed without tripping?
How indeed?
Actually you have encountered other groups of Cynidiceans moving around without light.
Brathas calls on Zynazyr to join him in chasing down the cultist.
Zynazyr: Do you join him? If not Brathas will have to go alone.
Init. Brathas: 2d6 + 1 ⇒ (3, 5) + 1 = 9
Init. Zynazyr: 2d6 + 3 ⇒ (4, 5) + 3 = 12
Init. Monster: 2d6 ⇒ (2, 2) = 4
Wallia of Winterbourne Stoke |
After finishing hogtying the cultists, he walks over to Fistep with his holy symbol and casts Lay on Hands 1d4 + 1 ⇒ (3) + 1 = 4 and slaps him on the chest and says, "Be a bit more careful, my son!"
Lost City DM |
Wallia: Why did you add +1 to your lay on hands roll?
Zynazyr |
Zynazyr keeps checking down targets as the fighters down them. Before he can send a bolt at the remaining one, he flees. Concerned the cultist could bring back a bigger force, he follows Brathas when he gives chase.
I assume the light the cultists were moving by is still with the group.
Lost City DM |
I thought because of the +1 holy symbol
It gives +1 to your turn undead rolls. It doesn't affect healing.
Lost City DM |
I assume the light the cultists were moving by is still with the group.
The lantern with the strange greenish light has fallen on the floor.
Ferrous might be able to explain when you return.
I'll post a bit more later tonight.
Lost City DM |
Sorry for the delay, guys.
After some thought, I have decided that the fleeing Zargonite will escape.
* He has an 120-foot lead; Brathas and Zynazyr can never get closer than 80' and still have an action available unless he slows down. You will not be able to see him at that distance.
* Zynazyr's light source will give him away and the Zargonite will know he is being followed, so he won't slow down while you are chasing him.
* Eventually the passage branches off and you won't know where he went.
* I'd rather not split the party.
Lost City DM |
11:50 AM, Day 8
Brathas and Zynazyr give chase around the corner, but the cultist has already disappeared down the stairs. They return to the group after a few moments.
The weapons the Zargonites have are crude, and not worth keeping except perhaps for an emergency backup weapon. But their masks have small amethysts in the eyes and are worth 10 gp each.
The cleric' gear looks much more well made. His mask is inlaid with gold and is worth 25 gp. He has Studded Leather armor of decent quality and a buckler shield. He is armed with a flail.
He also has an unholy symbol, a heavy belt pouch with 80 sp and 20 ep, two vials of some kind of clear liquid, and a prayer book which contains two spells. The group is not able to identify the items in the short time they have taken so far.
1d6 ⇒ 3
Question 1: Do you wish to do anything with the bodies?
Question 2: What do you want to do with the two sleeping Zargonites?
Ferrous Grimgond |
I think someone suggested tying up the sleeping Zargonites.
Ferrous glares at Fistep before realize the best. He then jabs playfully at the man's armor. Best watch your goblin tongue man. Or end up like this one. Ferrous then laughs before stooping to pick up the goblin light. Dwarves call this Goblin light. Let's the greenies still see with their infravision.
Wallia of Winterbourne Stoke |
Wallia says, "I say we get info from them first and then we can give them to whomever, be it the Gormies, the maidens or even them Magi."
He then wraps the unholy symbol in a cloth, trying his best to not touch the filth with his own hands.
I know my holy symbol has the cold spell on it, I was wondering if the unholy one has one too and is there a way I can figure out what is without becoming tainted.
"This piece of heresy must be destroyed." pointing to the unholy symbol.
"This cleric's gear must be identified this evening, there may be something of use among it, as long as it is not too tainted."
Brathas |
"We should go to the Magi. Not only do they have magic to interrogate these cultists, the Zargonites now think the Magi are to blame for this attack. They will come back in force and go after the Magi."