Drusellia Malacore |
Drusellia keeps watch outside the fog, with a magic missile at the ready, should one or more of the outlaws show themselves.
Drusellia Malacore |
In that case, one missile on each thug, please.
Damage (thug 1): 1d4 + 1 ⇒ (4) + 1 = 5
Damage (thug 2): 1d4 + 1 ⇒ (4) + 1 = 5
Conner Kordson |
Stepping to the side, Conner tries from a different angle..
Dropping his longsword, he draws his Greatsword and swings again.
attack with flank: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
damage: 2d6 + 4 ⇒ (2, 3) + 4 = 9
20% miss chance: 1d100 ⇒ 95
Pick that up! He directs the Unseen servant.
GM Zed |
Drusellia, who is able to make out the outlines of the outlaws within the mist, releases two arcane bolts…they unerringly find their targets and the fog cloud momentarily lights up like a lightning cloud…when the bright flash subsides, one of the outlaws lies dead. With but one shadowy figure remaining, Conner steps up and uses an over-sized blade to bisect the cloud, catching and slaying the last of the defenders…
Finally getting the opportunity to look around the room that you stormed, it appears to be some kind of mess hall. The north and south walls are fitted with shelves containing mismatched goblets, platters and bowls. Noticeably, a number are made of fine porcelain emblazoned with crests of noble families. A raised table with three lavish chairs stands at the east end...looming over the more mundane tables within the room.
Searching the bodies, you find:
- 4 potions of cure light wounds
- 7 vials of a green viscous liquid
- 4 light crossbows (and 34 bolts)
- 4 short swords
There are several doors leading from this room, one to the south and two to the north.
Luther Lightblade |
Luther quickly channels, making sure to exclude all bandits.
healing: 2d6 ⇒ (6, 6) = 12
5/6 channels left everyone full
Luther then checks the green liquids to see what they are with a sniff and taste.
Take 10 for 24 perception to ID
"We can divide up the healing potions, leaving me out, in case something happens and you need one. Remind me we need to come back and get the dishes and maybe even some of these chairs to bring back with us. I am sure they are valuable."
After the group is ready, Luther points to the North doors.
"Symon, let us continue while Dez has strength and wooden skin."
Conner Kordson |
Taking his longsword back, Conner sheathes it and continues with the Greatsword.
He commands the Unseen Servant to carry one of the shortswords, in an upright guard position.
"Once the door is open let my unseen guard go through first. It might get them to attack it and give us an edge."
With that he rests the Greatsword point down on the floor and casts light on the floating shortsword.
Unseen servant cant be hurt save for AOE attacks, but it also cannot attack, just make a distraction.
GM Zed |
Cautiously entering the next room through the open doors to the north, you see that this this room serves as a kitchen. A large hearth takes up most of the south wall, and there’s a basin for washing up against the west wall. Dry goods, provisions, and cooking gear clutter the space.
A door to the north leads from the kitchen into the main corridor that you had previously discovered (but at the northern end beyond where it turns east)...three further doors provide exits from this part of the corridor. To the north, there is a single door and, just to the right of it, a set of double doors whilst, to the east, a sturdy wooden door stands at the end of the corridor. There are a multitude of animal noises coming from this eastern door...
Symon |
Symon creeps up to the double doors and checks them for locks or traps. He also listens at the door to see if he can hear anything from within.
Perception (Listen): 1d20 + 6 ⇒ (20) + 6 = 26
Perception (Traps): 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
GM Zed |
Moving through the double doors, you move from the ordered structure of architectural tunnels into the open space of a large natural cave albeit, a cave that has been widened by excavation. Masonry walls enclose structures within the cave, including what looks to be a temple to the north and some way to the west, a crypt. In the eastern end, a low stone wall encloses a large pool of water.
At the northern end of the widened cave, a low tunnel heads off into darkness. Even from fifty, sixty feet away, you can feel the cool breeze that is moving the fabric hanging above its entrance.
Luther Lightblade |
"Well, we have the nest of rooms to clean out first. We can come back. Still need to find our escapee too."
Luther leads them on a systematic search counterclockwise from the double doors north (single door north then single door west then single door south at end of west corridor).
Luther Lightblade |
"I think we need to crash this party." Luther readies his flail and checks the doors four times.
perception: 1d20 + 14 ⇒ (2) + 14 = 161d20 + 14 ⇒ (20) + 14 = 341d20 + 14 ⇒ (13) + 14 = 271d20 + 14 ⇒ (5) + 14 = 19
GM Zed |
Listening for longer, you still don't get much of a sense of what is being said although one phrase is repeated several times, "With One Hand I Give...."
GM Zed |
First checking and then pushing the door open, Symon reveals a room of clearly religious significance. Rows of pews and a stone altar on a low dais show that this room is a shrine. A large statue of a mysterious, hooded figure stands solemn vigil at the east end whilst paintings on the walls depict a gray-hooded man in a variety of exploits and triumphs.
At the far end of the room, three robed figures stop their liturgy and, clearly trained to be combat ready, reach for weapons...a female voice calls out from beneath a cowl, "How dare you interrupt our worship!!! This is our place...and you have received no invite!!!
Initiative for Party / Enemy
Symon, Initiative: 1d20 + 5 ⇒ (7) + 5 = 12
Luther, Initiative: 1d20 + 3 ⇒ (5) + 3 = 8
Dezco, Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Conner, Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Drusellia, Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Splinters, Initiative: 1d20 + 7 ⇒ (3) + 7 = 10
Initiative Order
Luther, Dezco, Conner and Drusellia may take a Surprise Action, then normal combat:
Drusellia, Symon then
Splinters then
Luther, Conner and Dezco
Luther, Dezco and Conner may take a Surprise Action
Drusellia may take a Surprise Action plus her normal turn
Symon may take his normal turn
Drusellia Malacore |
Drusellia moves into the room proper, then launches two magic missiles at the woman.
2d4 + 2 ⇒ (3, 1) + 2 = 6
Spells Remaining: 2
Tremors Remaining: 5
Symon |
Symon moves into the room and slides along the back wall. Once clear, he fires his bow at one of the waiting cowled figures (#1)
Attack-Ranged: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 ⇒ 7
Conner Kordson |
Conner rushes into the room and straight at one of the splinters.
" Raarg!"
He screams incoherently as he slashes overhand with the Greatsword.
attack: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 2d6 + 4 ⇒ (1, 2) + 4 = 7
Move. Attack. Unseen servant follows.
GM Zed |
Rushing into the room, a number of attacks are unleashed upon the robed figures at the altar end of the temple. Each of those attacks, Drusellia’s missiles, Symon’s crossbow bolt and Conner’s charge, are successful…with the two men staggering the most under the sudden assault.
Drawing his short sword, Conner’s opponent stabs at him before stepping back towards the altar…he keeps one eye on the woman at all times..
Splinter 2, Short Sword vs Conner: 1d20 + 4 ⇒ (16) + 4 = 20, hitting for 1d6 + 2 ⇒ (3) + 2 = 5
Wordlessly, the woman picks a small chime from the altar and, with eyes narrowed upon the intruders, lightly rings it…
…the light ringing echoes back once from the statue of the hooded figure and then, in retort, echoes back a second time with cacophonous dissonance and volume - the volume is so loud that it causes you physical pain.
Tarrin Dars, Sound Burst: 1d8 ⇒ 2 damage and all creatures in burst must make a DC15 Fortitude Save or be Stunned for 1 round
Drusellia takes 0HP damage from the burst due to her SR
I will roll your Fortitude Saves for you now as it affects how the remaining Splinters act
Luther, Fortitude Save: 1d20 + 5 ⇒ (14) + 5 = 19, Fortitude Save Made
Symon, Fortitude Save: 1d20 + 2 ⇒ (15) + 2 = 17, Fortitude Save Made
Dezco, Fortitude Save: 1d20 + 7 ⇒ (2) + 7 = 9, Fortitude Save Failed, Stunned for 1 round
Drusellia, Fortitude Save: 1d20 ⇒ 10, Fortitude Save Failed, Stunned for 1 round
Seeing Dezco clutching his ears, the other man draws his sword and charges at the dwarf.
Splinter 1, Short Sword vs Dezco (charging): 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26, Critical Threat
Confirming Critical: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17, Critical Confirmed for 2d6 + 4 ⇒ (4, 5) + 4 = 13 and Sneak Attack 1d6 ⇒ 2
Luther, Conner and Symon may take their turn now (Drusellia and Dezco are both stunned)
Luther Lightblade |
Luther issues a word of command grasping his holy symbol targeting the woman.
"Come!"
Will save DC15 or she uses next action to approach Luther.
"Symon, help Dez, that bell magiced him!"
Luther retreats back to the wall (Square down from Symon)
Move between Luther and woman and you may get aoo
Conner Kordson |
Conner charges his blade with arcane power then steps forward and swings at the splinter again.
Swift action charge bald with arcane point, 5' step attack.
attack: 1d20 + 6 ⇒ (2) + 6 = 8
damage: 2d6 + 5 ⇒ (2, 5) + 5 = 12
"Wasted my servant spell, Hag!"
He growls as the soundburst dissipates his unseen servant and the shorts word falls to the floor with a clang...
His anger making him swing wide...
GM Zed |
Symon, there is a further -4 penalty to your attack roll for firing into melee
Symon’s bolt almost nicks Dezco’s neck as the outlaw ducks behind the dwarf…the bolt instead clattering harmlessly to the floor after bouncing of the altar.
The woman at the rear of the temple, placing the bell back on the altar, ignores Luther’s invitation to come forwards…instead she fixes Conner with a stern look and commands him to hold his ground…a crushing weight saps all of the strength from Conner’s muscles and it is all he can do to stand…
Tarrin Dars, Will Save vs Command: 1d20 + 7 ⇒ (11) + 7 = 18, Will Save Made
Tarrin Dars, Hold Person vs Conner
Conner, Will Save vs Hold Person: 1d20 + 3 ⇒ (4) + 3 = 7, Will Save Failed, Conner is Paralysed
Seeing his opportunity, the outlaw who had ducked Conner’s great sword stabs forwards…and then, smiling at the crimson staining Conner’s clothing, steps backwards…
Splinter 2, Short Sword vs Conner: 1d20 + 4 ⇒ (19) + 4 = 23, Critical Threat
Confirming Critical: 1d20 + 4 ⇒ (1) + 4 = 5, Critical Not Confirmed, hitting for 1d6 + 2 ⇒ (3) + 2 = 5 and Sneak Attack 1d6 ⇒ 3
Meanwhile, the other outlaw slashes fruitlessly at Dezco.
Splinter 1, Short Sword vs Dezco: 1d20 + 4 ⇒ (4) + 4 = 8, Missing
Everyone may take their turn now, Conner – you cannot act this turn however you may roll a Will Save to see whether you are Paralysed for a further turn (DC16)
Drusellia Malacore |
Drusellia snarls an unladylike oath and sends another pair of magic missiles at the woman. She then ducks behind some pews so as to have cover.
Damage (magic missile): 2d4 + 2 ⇒ (3, 3) + 2 = 8
Spells Remaining: 1
Tremors Remaining: 5
Conner Kordson |
will: 1d20 + 3 ⇒ (13) + 3 = 16
woot!
Conner's face turns red as he struggles to move.....
"You filthy,kobold loving, piece of troll dung! HAH!!"
He screams in triumph as the spell starts to give....
GM Zed |
Dezco’s fury is immense, his sword striking the outlaw in the midriff even as he stands from picking it up…slicing upwards, the outlaw lets out one final shriek of pain before dropping to the floor.
Drusellia lets off another barrage of missiles…each one slamming into the woman as she starts to move against Conner.
GMPC for Symon
Safe at the eastern end of the temple, Symon continues to shoot at the outlaw fighting with Conner – this time managing to land a glancing blow.
Symon, Crossbow vs Splinter 2 (shooting into combat): 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21, Critical Threat
Confirming Critical: 1d20 + 5 - 4 ⇒ (5) + 5 - 4 = 6, Critical Not Confirmed, Hitting for 1d8 ⇒ 1
Seeing the tide of battle turning away from them, the woman shouts to the remaining outlaw, ”Take him down…the Grey Master will judge him!!!”. The outlaw grimaces and ducks around Conner…slicing at him as he goes…
Splinter 2, Short Sword vs Conner; 1d20 + 4 ⇒ (11) + 4 = 15, hitting for 1d6 + 2 ⇒ (4) + 2 = 6
The woman raises her rapier, it crackles with black energy before she moves in on Conner…hissing, ”This is OUR place”
Tarrin Dars, Rapier vs Conner (Flanking / Channel Smite): 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22, hitting for 1d6 ⇒ 1 plus sneak damage 1d6 ⇒ 5 plus channel negative energy 2d6 ⇒ (6, 5) = 11
Conner may make a Will Save, DC12 to reduce the channel damage to 5; failure will result in Conner being at -5 HP (dying), making the save will put Conner at 0HP (disabled).
Everyone may take their turn now
Drusellia Malacore |
Coming up briefly from behind the row of pews, Drusellia concentrates on the woman, unleashing a tremor beneath her feet.
Drusellia vs. Woman: 1d20 + 7 ⇒ (2) + 7 = 9
Spells Remaining: 1
Tremors Remaining: 4
Luther Lightblade |
Luther completes his ritual and a creature of earth forms and charges the last bandit.
small earth elemental
Luther channels posting energy excluding their three enemies after advancing to engage the last one.
+ve: 2d6 ⇒ (5, 6) = 11
Stoney smashes and misses.
att damage: 1d20 + 4 + 2 + 1 ⇒ (1) + 4 + 2 + 1 = 81d6 + 4 ⇒ (5) + 4 = 9
Luther advises the last bandit to surrender. Stoney is angry.
Conner Kordson |
will save: 1d20 + 3 ⇒ (10) + 3 = 13
"Crap!"
Conner manages to spit out before crumpling to the floor....
con check for next round to stabilize DC10: 1d20 + 2 - 5 ⇒ (9) + 2 - 5 = 6
soo, losing another point next turn...XD
Symon |
Sorry...thread was not updating!!
Dropping his crossbow, Symon draws his short sword and moves to strike the already beleaguered bandit.
Attack-melee: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19 (Flanking)
Damage: 1d6 ⇒ 6
Sneak damage: 1d6 ⇒ 1
GM Zed |
Conner, you made your Will Save against the negative channel so only went down to 0HP - followed by Luther's heal to 11HP
Symon's blade strikes hard on the remaining outlaw...yet, surrounded and outnumbered he doesn't give in - at the top of his voice he shouts, "IN HERE!!! QUICK, TARRIN IS DOWN!!!", before stabbing at Symon
Splinter 2, Short Sword vs Symon: 1d20 + 4 ⇒ (10) + 4 = 14, missing
Everyone may take their turn now
Luther Lightblade |
Luther channels again.
+ve: 2d6 ⇒ (2, 4) = 6 but no enemies heal. 3/6 channels left
Hoping more bandits come in while the elemental is active and Dezco is strong, Luther hopes they can be mobile soon.
"Conner and Symon, search the bodies and get anything useful. We need to loot this place before we have to leave. When Dezco's armor and strength wear off, we want to be out of this lair if the Splinters are actively hunting us. Dru get that bell."
Luther sends his stone servant out looking for trouble he moves to open the double doors south. Wielding the horn with his shield, Luther seems ready to cover their escape with fog.