Dante d'Apcher
|
"Probably some powerful wizard," Dante suggests. "It would also explain the strange stairwells."
"I'd say the question here would be 'Why this village?' What was here that was so valuable?"
| Pirate GM |
Noe that the local trouble is over the immediate passages away no longer loop in on themselves.
Assuming you eventually explore further, what are you seeking?
Trying to follow the Vampire? Looking for Lady Smallwood? Maybe your way back out? The heart of the place? etc?
Feel free to discuss as you go, or during the exploration montage.
This will be a nice friendly one, you describe an obstacle that your party overcame, the next person gets to describe how they were awesome and got the party past it. No rolls required.
| Arayas |
Alright, back and caught up. Rob what's my HP at now? Guess we should also figure out where we're going before we start describing things.
"Well we're not going to figure anything out waiting here. Whatever or whoever is running this is probably going to send someone or something to stop us." Arayas says looking around at everyone else.
"I say we track down the undead beast that fled. Something's responsible for the cold, attacking the village and the Lady's disappearance. And I say we kill it, before it kills us." She says bluntly.
Dante d'Apcher
|
Hmm, what sorts of obstacles would we face in the Hut...
As the group heads downwards to search for the vampire and for Lady Smallwood, they come across a strange room. The floor seems to gradually tilt, until it is entirely vertical, as if direction was continuously twisting. Walking through this area turns out to be very disorienting, and it proves difficult to avoid tricking oneself into falling an incredible distance while navigating what turns out to be a maze of perception.
| Dernaras Mihadorien |
Eventually, the group realizes that if they close their eyes the real path through the room ceases to move about, and only the false ways continue to present a danger. By crawling along on hands and knees and feeling their way with eyes shut, the group is able to warn one another when the floor begins to slope away from the real path. There are a few close calls, but they're soon through it.
Farther on, Dernaras holds up one hand for a halt. The patch of hallway ahead is a tiled floor, and she's noticed a slight depression of one of the tiles: a pressure trap! Each of the tiles has a different pattern on it, and the group quickly determines that almost all the tiles are traps!
| Arayas |
Arayas squats down, picking up a rock and tossing it into the room. She smiles as it hits a tile and is immediately engulfed in flame.
"Well then..."she mutters with a smile.
As the group discusses how best to identify the tiles and possible clues that may be around, Arayas stares out across the room. Without warning she leaps forward onto one tile, then the next, and the next till she's across the room.
"Look for the tiles without any dust on them!" she calls from across the room, the rest of the party just noticing she's across the tiles. She smiles smugly, as the rest of the group makes their way across. "Come on, try and keep up!" she says with a tone reserved only for overconfident youth.
She follows the group down a twisting hall until they reach an area with a series of spike pits filled with skeletons and a wall with a series of glyphs that flash and seemingly random intervals.
"Er... this one might be a bit out of my league..."
Dante d'Apcher
|
Dante watches the runes, wondering if there are any clues to be discovered. After a couple of minutes, he realizes something.
"There's a pattern to them," he says. "Look at that one, then look at that one over there." He points at a rune just as it lights up. "Note the similarity, as if... as if we are looking at numbers."
"Arayas, hand me your coin pouch," he asks. "I'd use my own, but I'm afraid I don't carry coppers these days."
After a moment of thought, the first rune lights up, and Dante hops to a particular spot as it fades, and looks toward another rune, just in time for it to light up as he predicted. He drops a copper piece from Arayas's pouch where he is standing. As the rune fades, he leaps to another spot, and watches another predicted rune light up while he drops another copper piece. Over the next minute, Dante hops and jumps his way through the course of traps, leaving a copper trail as he does.
"All right, on my mark..."
-Posted with Wayfinder
| Pirate GM |
Dante leads the party past the glowing runes. Numerous other dangers and mazes block the party's way but after overcoming them they come to a set of double doors. Beyond which eerie piano music and some sort of dirge come from beyond.
Feel free to take a round to buff if desired before heroically bursting in.
Opening the doors reveals a grand theater. The vampire from before stands over Lady Smallwood (or at least another look-alike) while haunting spirits sing a dirge and play the piano.
As you bust in they solidify a bit, their pale white flesh pierced by burning red eyes.
InitiativeDante: 1d20 + 12 ⇒ (6) + 12 = 18
InitiativeDante: 1d20 + 12 ⇒ (2) + 12 = 14
ArayasInit: 1d20 + 8 ⇒ (5) + 8 = 13
Dernaras Init: 1d20 + 7 ⇒ (9) + 7 = 16
Henrick: 1d20 + 3 ⇒ (6) + 3 = 9
Vampire: 1d20 + 10 ⇒ (17) + 10 = 27
Wight: 1d20 + 7 ⇒ (6) + 7 = 13
The Vampire glares at Dernaras... "You again..."
before baring its fangs and staring down Dernaras.
vsPD: 1d20 + 10 ⇒ (15) + 10 = 25
Dealing 10 cold damage and causing Dernaras to be vulnerable until the end of the vampire's next turn.
The Vampire then steps partway behind the curtain. No game effect, but wrapping part of the curtain around him makes him feel more awesome.
Initiative:
Dante
Dernaras
Wights
Arayas
Henrick
END OF ROUND
Vampire
Dante and Dernaras are up!
Up on the stage or up to the balconies is far away, down here, even all the way to the wights is nearby.
PD 17
MD 15
HP 90
PD 17
MD 13
HP 48
| Dernaras Mihadorien |
Recovery+Heal: 4d10 + 5 + 6 ⇒ (10, 7, 3, 9) + 5 + 6 = 40
Oh wow. HP: 76/76...
Brooch Recharge: 1d20 ⇒ 14
HP: 66/76, vulnerable
Dernaras grimaces and tries to shake off the unpleasant feeling emanating from the vampire. Raising her bow and affixing a magical emblem to her armor, she sends an arrow flying at the evil creature. Gonna use an armor rune.
Rune: 1d100 ⇒ 60
Attack vs Vampire AC: 1d20 + 7 ⇒ (9) + 7 = 16
Surprising to lower that to 8, which triggers Make 'em Flinch.
Miss Damage: 4 + 5 = 9
Dante d'Apcher
|
With Dernaras keeping the vampire occupied, Dante dashes toward the stage, his eyes set on the wight in his way...
Slick Feint vs MD: 1d20 + 8 ⇒ (3) + 8 = 11 - NOOOOooooo!
His attempt to distract the wight having failed, Dante slides towards the piano and readies himself with the instrument at his back.
"Elizabeth?" he calls towards the stage. "All you all right?"
And here comes the pain...
| Pirate GM |
Dernaras powers her armor up while Dante boldly charges into trouble.
The woman on the couch seems week but Dante can almost hear her whisper back. Don...?"
3 of the wights pounce onto Dante
Claw: 1d20 + 9 ⇒ (14) + 9 = 23
Claw: 1d20 + 9 ⇒ (5) + 9 = 14
Claw: 1d20 + 9 ⇒ (12) + 9 = 21
The first once claws at Dante, hitting for 10 damage and Dante begins to feel his strength sap away. 8 Ongoing negative energy damage.
The other two seem somehow empowered by the energy coming off of Dante. While you're taking ongoing negative energy damage, they get to attack your PD instead of your AC, oh and they crit more often.
The second wight misses completely, while the 3rd gets in an attack for 10 more, plus 8 more ongoing negative energy damage. The ongoing damage stacks and they each have an independent save to end.
One of the wights climbs up to the balcony, while the final one charges Dernaras.
Claw: 1d20 + 9 ⇒ (12) + 9 = 21
Dernaras's armor blocks the blow, but she still feels her life force being sapped away. 8 ongoing negative energy damage. Yup, any even, hit or miss.
Henrick does recognize these foul undead and knows that they are strongest when fresh, and once staggered can no longer sap the lifeforce of the living.
Initiative:
Arayas
Henrick
END OF ROUND
Vampire
Dante
Dernaras
Wights
Arayas and Henrick are up!
AC 20
PD 17
MD 15
HP 90
AC 21
PD 17
MD 13
HP 48
| Henrick the Priest |
Sorry, been recovering finishing my project. If I could "retro" a recovery that would be great too. 4d8 + 3 ⇒ (3, 7, 1, 3) + 3 = 17
"Ach! More vampires! Begone creatures of the dark!" Holding up his hammer, he channels the wisdom of his ancient ancestors towards the undead.
Are the undead in the back considered "close range"?
| Pirate GM |
Yup, feel free to take a recovery. Also welcome back, I was worried we had lost you.
I assume you're asking about Turn Undead "Close-quarters spell" means that it doesn't provoke casting it while in melee. The target is 1d4 "Nearby" undead.
Nearby: Generally, all the heroes and their enemies in a battle are nearby. That means they can reach each other with a single move action. Sometimes, as an exception, heroes or enemies can be far away.
Currently all the wights down in the audience are nearby, while the vampire and the one in the balcony are "far away."
| Henrick the Priest |
Henrick steps forward before intoning a short spell. "Here goes nothing." He heaves his hammer at the wight in front of him, trying to weaken it a bit, but only catches the corner of an arm. Attack: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10 Damage = level = 4
Henrick casts combat boon, but since he didn't hit, the spell fizzles.
Dante d'Apcher
|
However, what I don't know is whether this is actually the battle to save Elizabeth, or if we looking at another lookalike. If this really is Elizabeth, Dante has her handkerchief, which would raise his defenses by +2 and make the second hit not connect.
So he's either at 21/54 or 31/54, depending on whether we are looking at the Real Lady Smallwood.
| Pirate GM |
ESCALATION 1
Arayas fires an arrow at the vampire
Arrowed: 1d20 + 8 ⇒ (11) + 8 = 19
but misses for 4 damage.
The Vampire spreads its arms and glides down, gracefully landing on the Piano behind Dante clawing at his back.
Claw: 1d20 + 10 ⇒ (20) + 10 = 30
Critting for 36 damage!
and exposing Dante's Neck to a bite.
Bite: 1d20 + 14 ⇒ (3) + 14 = 17
Dante somehow manages to avoid the Vampire's deadly bite!
Initiative:
Dante
Dernaras
Wights 4 (0|0|0) 0
Arayas
Henrick
END OF ROUND
Vampire 13
Dante and Dernaras are up!
AC 20
PD 17
MD 15
HP 90
AC 21
PD 17
MD 13
HP 48
ESCALATION 1
| Pirate GM |
The following rules might be handy:
Down at 0 hp: When you drop to 0 hp or below, you fall unconscious and can’t take any actions. But you do get to make death saves (see below).
Dead at negative half: Keep track of how far below 0 hp you go. You also die when you reach negative hit points equal to half your maximum hit points.
Healing while you’re down: If you’re able to use one of your recoveries (or otherwise get healed) while you are dying, ignore your current negative hit points. Start from 0 and add the hit points you’ve regained.
Make death saves while down: At the start of your turn, roll a death save on a d20. Death saves are hard saves (16+).
If you roll 16+, use a recovery to return to consciousness and heal up to the number of hit points you rolled with your recovery. Tell everyone what form of courage, willpower, stubbornness, or quest brought you back from the brink. But that is all you can do on your turn.
If you roll 15 or less, you take one step toward the grave. After the fourth failed death save in a single battle, you die.
If you roll a natural 20, you get to take actions normally that turn after telling everyone what inspired or caused your heroic return.
| Dernaras Mihadorien |
Henrick, can we get some healing for Dante?
HP: 66/76, 8 ongoing damage
Dernaras' eyes widen as the undead converge on Dante. Slinging her bow quickly across her shoulder, she grabs her spear and charges toward the vampire with deadly intent. I'll also go ahead and use my last weapon rune on my spear.
Weapon Rune: 1d100 ⇒ 25
Attack vs Vampire (escalation): 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30
Damage: 4d10 + 5 + 1 + 2d6 ⇒ (8, 3, 10, 8) + 5 + 1 + (6, 3) = 44
And Carve an Opening procs; melee crit range now 19+.
HP: 58/76
Save vs Ongoing: 1d20 ⇒ 16
Woo!
| Pirate GM |
Dernaras: unfortunately you need to use your quick action to swap to the spear and can't also apply the rune this round.
The wight claws at Dernaras
Wight Claw AoO: 1d20 + 9 ⇒ (15) + 9 = 24
hitting for 10 damage as she bravely charges forward to save Dante.
Dernaras does land a telling blow on the Vampire, staggering it.
The wight up on the balcony, scrambles around, double moving into melee with Arayas.
The one that Dernaras left behind turns to Henrick and claws him.
Claw: 1d20 + 9 ⇒ (1) + 9 = 10
but stumbles on a chair, allowing Henrick to pop-free if he wants.
Seeing Dante go down, the other three wights converge on Dernaras.
Claw: 1d20 + 9 ⇒ (2) + 9 = 11
Claw: 1d20 + 9 ⇒ (10) + 9 = 19
Claw: 1d20 + 9 ⇒ (19) + 9 = 28
Dernaras only gets hit directly once for 10 points of damage but also feel her life force being further sapped away by a pair of 8 ongoing negative energy damage effects.
Initiative:
Arayas
Henrick
END OF ROUND
Vampire 57
Dante
Dernaras
Wights 4 (0|0|0) 0
Arayas and Henrick are up!
AC 20
PD 17
MD 15
HP 90
AC 21
PD 17
MD 13
HP 48
| Henrick the Priest |
"I think we might be in a little over our heads, lads and lasses." Henrick concentrates momentarily, then calls out, "Mother Maghda, save this human's tuchus!"
Henrick casts Mighty Healing for power on Dante. He may use a recovery to regain DOUBLE the usual hp. Remember that because I cast it, each recovery gets a +4.
Dante d'Apcher
|
Mighty Healing: 4d8 + 4 + 4 ⇒ (2, 2, 3, 5) + 4 + 4 = 20 - so 40hp.
With a deep sharp inhale followed by a coughing fit into a lavender-colored handkerchief, Dante sits up underneath the piano. Once he is conscious enough to realize what he's holding, he looks at it and frowns, as if he has just made a terrible mistake.
| Pirate GM |
ESCALATION 2
Escape: 1d20 ⇒ 13
Arayas tumbles away from the wight and fires at the vampire some more.
1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
4 Miss
1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
4d6 + 4 ⇒ (6, 1, 4, 3) + 4 = 18
The Vampire looks down from atop the piano and claws at Dernaras.
Claw: 1d20 + 10 ⇒ (7) + 10 = 17 Missing.
Initiative:
Dante
Dernaras
Wights 4 (0|0|0) 0
Arayas
Henrick
END OF ROUND
Vampire 79
Dante and Dernaras are up!
AC 20
PD 17
MD 15
HP 90
AC 21
PD 17
MD 13
HP 48
ESCALATION 2
| Dernaras Mihadorien |
HP: 38/76, 8+8 ongoing damage
Dernaras continues to stab at the vampire as she knocks its claw away with her spear. "Back!" she cries, driving the tip and part of the wooden haft deep into the creature's heart. Unable to pull the weapon out all the way immediately, she turns and kicks one of the wights in the face. I'll go ahead and use that weapon rune now. 25 or reroll? Hopefully you don't mind me reflavoring the second attack. :)
Attack vs AC (escalation): 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
Damage: 4d10 + 5 + 1 ⇒ (4, 8, 8, 5) + 5 + 1 = 31
And her broach activates, granting 10 temporary HP.
Hack & Slash vs AC (escalation): 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
Miss Damage (Grim Intent): 1d10 + 4 + 1 ⇒ (3) + 4 + 1 = 8
HP: 32/76, 8+8 ongoing damage, 0 temporary HP
Save vs Ongoing: 1d20 ⇒ 12
Save vs Ongoing: 1d20 ⇒ 8
HP: 32/76, 8 ongoing damage.
Hey Henrick, how about a free recovery? :)
Dante d'Apcher
|
Dante shakes off his the remainder of his daze and kicks at the ankle of one of the wights...
Slick Feint vs MD: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30 - Oh nice!
Then spins into a rapier-thrust at the wight on the other side of Dernaras...
Slick Feint extra attack: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32 for damage: 4d6 + 4 + 2d6 ⇒ (3, 2, 3, 6) + 4 + (2, 4) = 24 doubles for 48.
And then slides out from under the piano while the wights are distracted. No game effect there.
Double-20s on waking up, hot damn this is my jam!
| Pirate GM |
Dante dazes one wight before causing another to collapse.
The dazed wight clumsily tries to retaliate against Dante.
Claw: 1d20 + 10 - 4 ⇒ (16) + 10 - 4 = 22
Hitting for 10 damage and causing 8 ongoing negative energy damage. If you use your thingy to halve the damage from the attack, it will also halve the fist instance of ongoing.
The other wight at the piano desperatly claws at Dernaras.
Claw: 1d20 + 10 ⇒ (17) + 10 = 27
Hitting for 10 damage.
Finally the 2 wights in the back scramble after Henrick and Arayas
Arayas: 1d20 + 10 ⇒ (20) + 10 = 30
Arayas takes 20 damage and 8 ongoing negative (16 for the first tick)
Henrick: 1d20 + 10 ⇒ (12) + 10 = 22
Henrick takes 10 damage and 8 ongoing negative.
Initiative:
Arayas (-20 + 8* Ongoing)
Henrick
END OF ROUND
Vampire 79
Dante
Dernaras
Wights 4 (0|0 Dazed) 0
Arayas and Henrick are up!
AC 21
PD 17
MD 13
HP 48