Don Saint -GM |
Nivel senses the threat and quickly retreats around the corner, readying his attack.
As Griswald runs forward, calling out to Nivel, you suddenly hear the unnatural, chilling roar of some kind of wolf like animal coming from the direction of the cultist (see map).
Everybody has a full round to act next round.
Don Saint -GM |
While standing just around the corner, you have total cover against those in the corridor beyond E2, as long as you hug the west wall. If you would strike out in melee into E2 or F2, you only have normal cover (AC+4) for that round against a ranged attack. A diagonal melee attack around the corner gives AC+4 to the defender on either side as for normal cover.
Don Saint -GM |
Morg's attitude somewhat calms Evlar, but still, the strange howling has made him stand up, obviously nervous. He says: "I think we need to get out of here.. I am going to look for a way out.." Still in his cell, he's looking towards the small storage room.
I don't know the reason for the delay in posting at the moment. You may discuss your strategy before finalizing your actions, if you want.
Nivel Klist |
I have a readied action so I'm just waiting to see what happens when the enemy comes after me.
Griswald Maurin |
My fault I didn't see the last few posts so I didn't realize you were waiting for me
Griswald will wait patiently with his axe so when that creatures walks by he'll chop it.
"More wizards... more evidence of their evil..."
Initiative 1d20 + 3 ⇒ (10) + 3 = 13
Readied action: Great axe, power attack 1d20 + 6 ⇒ (9) + 6 = 15
damage1d12 + 7 ⇒ (2) + 7 = 9
Don Saint -GM |
The large 'wolf' moves forward and attacks Nivel (see map), who immediately strikes with his rapier but only scratches the animal. It bites Nivel's arm, but its teeth fail to get through the armor. Nivel senses an exceptional heat coming from its mouth.
Griswald swings around his axe but only cuts off a few pieces of hair.
Attacks missed due to AC+4 from the wall cover.
This 'wolf' is something unlike anything you've seen before. It has reddish-brown fur, white claws, and burning, fiery red eyes and stands 5ft at shoulder height.
wolf init+5 bite+5: 1d20 ⇒ 81d20 ⇒ 9 bite:9+5=14, init:8+5=13
Nivel init+4 rapier+7: 1d20 ⇒ 61d20 ⇒ 9 init:6+4=10, rapier:7+9=16
At the moment, the cultists only seem to watch the battle.
Evlar moves out of his cell and looks into the storage room.
Nivel Klist |
Nivel strikes at the strange creature!
Init: 1d20 + 4 ⇒ (9) + 4 = 13
Attack: 1d20 + 7 - 4 ⇒ (15) + 7 - 4 = 18 for Cold Iron Rapier: 1d6 ⇒ 1
Nivel will then take a 5' step back, forcing the creature to make a choice to come after him or Gris.
Griswald Maurin |
Griswald steps in front of the creature
"if these cultists use monsters like this there is little doubt of their intentions and they must be stopped."
5foot step
Great axe, power attack 1d20 + 6 ⇒ (10) + 6 = 16
initiative 1d20 + 3 ⇒ (8) + 3 = 11
Damage 1d12 + 7 ⇒ (9) + 7 = 16
Kyra Kross |
Initiative: 1d20 ⇒ 8
"Such a foul creature indeed that is meant to do evil. The Bright Lady offers us her blessing in striking it down."
Kyra casts Bless spell.
Alles gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
Don Saint -GM |
Nivel strikes again and pierces the left shoulder of the beast and then steps back. The animal seems to be attempting to follow him but is somehow held back by the chain. It attempts to bite Griswald but he easily dodges away while moving in front of it, bringing down his axe for a mighty blow to the creature's back, making it howl in rage and pain.
The black cultist yells: "Get Krant!" and it looks like he's going to retreat. Flames are appearing from the hellish creature's mouth.
Evlar looks around anxiously inside the storage room. (see map)
AC of the beast is 16. It has lost 17 hp.
Nivel Klist |
Attack: 1d20 + 7 + 1 - 4 ⇒ (14) + 7 + 1 - 4 = 18 for Damage: 1d6 ⇒ 1
Init: 1d20 + 4 ⇒ (8) + 4 = 12
Nivel steps forward and lands a simple strike against the creature again. Gris, we can't let them call for aid!
Don Saint -GM |
With the assistance of Nivel, Griswald puts the beast down with another heavy blow before it can do anything.
The cultist now slams the door shut, but it's not locked yet. (see map)
Griswald could try to push the door open before it's locked by immediately charging forward and putting his weight against it. Your last initiative result still counts as it's technically still the same round. If you want to try this, roll d20+strength modifier.
Evlar closes the door to the storage room while remaining inside.
cultist init+0: 1d20 ⇒ 3
Don Saint -GM |
Yes. I only resolved one standard/move action from this round so far because it envolves an important decision now. Closing (but not locking) the door and killing the creature happened during the first part of the round. Griswald's move action would happen during the second part when the door will be locked. As his initiative is higher, he could manage to push it back open just in time if his strength roll beats the opposition.
Don Saint -GM |
black cultist strength+2: 1d20 + 2 ⇒ (12) + 2 = 14
Unfortunately Griswald doesn't get a firm enough hold on the door and the cultist seems quite strong as well. The door is now locked. You can hear the leader shout: "Don't keep standing there! We are under attack! Yes.. everybody.. get everybody here!"
You can still refer to the same map.
Don Saint -GM |
You saw Evlar going into the storage room, looking around, but you don't know what he's doing there now after he closed the door.
The door Griswald is trying to break is made of iron.
Destroying an iron door is impossible with ordinary weapons. You could hit the lock instead (the hinges are on the other side), but locks have a hardness of 15 and 30 hp. 16 damage means only 1 gets through. There's no rule for this but I think there should be some risk for hitting a strong solid object with a weapon that is not designed for it. If you roll 1 on your attack, the weapon is broken (-2 on attack rolls and damage).
Nivel will be quicker picking the lock (if they didn't remove the key from the door after locking it, it will take additional time).
You still have another unverified door in the area and you didn't actually search the whole prison area carefully yet.
Nivel Klist |
Check on that elf. I don't trust him. Nivel will see if the north door is locked. We might want to go a different way now and see if we can avoid these fellas, or we can try to run them down. What say you?
Nivel Klist |
Ok fine, I'll try the door. Moving quickly, the half-elf attempts to pick the lock. If I can take 10 I will, if not the roll is below.
DD: 1d20 + 12 ⇒ (2) + 12 = 14 Ugh, hope I can take 10
Don Saint -GM |
The door is not locked. It's made of iron like the west door. It does take some strength to pull open towards you, but nothing Nivel can't handle. As Nivel starts to pull, he notices the door will make some noise. It's as if it hasn't been maintained well. The sound could alert anyone on the other side. Looking through the keyhole only reveals that there's no light source on the other side.
Kyra opens the door of the storage room and sees Evlar sitting in the far corner, holding some leather armor. He looks at Kyra with wide open eyes. It's quite clear that he's frightened.
The outworldly wolf suddenly disappears in a fire which consumes its flesh in a matter of seconds. (see map)
Everybody gets another 150xp for the encounter with the cultists and the hell hound.
Nivel Klist |
Oh, thought I said I would attempt to open the door. I'll have my rapier back out as I do so.
Don Saint -GM |
The iron door opens with a screech to reveal a staircase that leads down, curving away to the east. There is a musky odor in the air, like that of a caged animal. (see map)
Nivel Klist |
In case you haven't figured it out, we're not here to join. We're here to find out why they would summon evil creatures in the sacred Crypt of the Everflame. They are up to no good and we mean to stop them.
I think that's right, I might have to go back and read the clues again since its been a while. I play in too many games at once. If I'm wrong, correct poor Nivel. :)
I also feel we have derailed the plot train though. Yep, we might have to let Morg save us all in the end.
Don Saint -GM |
You encountered one member of the cult as an undead mage inside the crypt of the Everflame. From a note he was carrying and the explanation given by the spirit of Kassen, you discovered that the cult stole two amulets, parts of a key leading to a vault containing a powerful artifact. The third amulet is still missing and is supposed to have been in possession of an elf named Iramine, former adventuring partner of Kassen.
Evlar appears somewhat in shock from Nivel's revelation and doesn't say anything, lost in his own thoughts, as if trying to make sense out of this.
Leaving the plot train is more exciting! All those annoying tasks you would have had to do as new members of the cult.. would have been way too boring anyway :)
Kyra Kross |
Kyra kneels before Evlar. "They summon dark and corrupt creatures to do their bidding. These cultist can not be trusted. I have heard that most elves have fought for what is good and just. You have a choice before you. You can dwell here in the dark or come with us and bask in Her light." She shows him her holy symbol and casts Light upon it, drawing emphasis on the light.
Kyra Kross |
"You can come with us and stay in the back and don't get in our way. We will be doing all the work here." Kyra rises and dismisses the Light up her holy symbol. She then offers her hand and says, "well....let's get out of here."
Nivel Klist |
Now that all that has been settled, do we go down there or do we head toward the other door, toward the man in the black robes?