Count of the March (Inactive)

Game Master djdust

The fate of the world pivots around a trading post in the Verduran Forest

Date: Sunday, Gozran 8, 4718 AR
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Túrante, hope you don't mind, but moved you into the doorway so you could have line of sight for the spell.

Túrante Poicellë wrote:
If this is a "swarm," though, it may be resistant or immune to individual damage like this.

Indeed, also immune to crits!

Túrante obliterates a single floating skull, but the swarm as a whole seems unharmed.


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

"Look out--those swarms are trouble!"
Does Selja know anything about them?
K. Religion: 1d20 + 5 ⇒ (16) + 5 = 21

Unless she somehow knows they are NOT evil, Selja calls forth magical light against the swarms! Burst of Radiance.
Damage vs Evil (no save): 4d4 ⇒ (4, 3, 2, 2) = 11 +50% vs swarms
Reflex DC 16 or blinded for 1d4 ⇒ 3 rounds, otherwise dazzled.

She also pulls out a flask of Alchemist's Fire. "Anyone wanna try?" If Fench or Moira wants to grab and chuck it, by all means.


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Selja recalls that Beheaded are mindless undead typically created as sentries and guardians for crypts or villainous hideouts. Individually, they are a nuisance for adventurers, but as a swarm they may pose more of a threat.

Fortunately, Selja has the right tools for the job. In a blinding flash of light, the swarms of chattering skulls crash to the ground. However, the sound of more chattering emanates down the hall around the corner.

The red and blue swarms are down, but more await out of sight!


dirge bard 5 | hp 48/48 | ac 18 (t 12 ff 16) | ini 7 | per 5| f 4 r 6 w 5 | spells 1/5 0/3 | perform 9/16| clw 3|

Moira takes the alchemist's fire.

"I could try telling them a joke, but I don't normally work such big crowds..."


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Would y’all rather Fench run down the hall and keep the swarm occupied? Or stay put and draw the swarm out?


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

Oh! I think I should've been able to blast both swarms? Fine if you disagree though. I think Fench spreading out makes sense, doesn't have to be forward.


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You did blast both swarms, but wait, there's more!


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Fenchurch steps in front of Túrante and prepares to swing at anything coming down the hallway.
Readied Greataxe PA+IC: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
PA dmg+IC: 1d12 + 11 + 1 ⇒ (3) + 11 + 1 = 15

Liamae is up!


Female Elf Occultist (Silksworn) 4 | HP 24/24| AC 18 (flat-footed 14, touch 14) | CMD 15| Fort +5, Ref +7, Will +4 | Init +4; Perc +9 (low-light vision), Sense Motive +6 | Spells 2/2, 4/4

Liamae readies to blast any swarms that get too close with a spray of fire, courtesy of burning hands!

Burning Hands (Reflex DC 15): 3d4 + 2 ⇒ (3, 1, 4) + 2 = 10


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Beheaded Ref: 1d20 + 2 ⇒ (5) + 2 = 7
Túrante Ref: 1d20 + 6 ⇒ (13) + 6 = 19

A third swarm of chattering skulls appears from around the corner and moves up the hallway to consume Fench and Túrante. Fench wipes out a majority of them with a mighty swing as they surround her. Liamae finishes the rest off with a blast of fire from her hands, but not without singing her lover.

Combat Over before it even began!

Results:
Moira (3 Str dmg)
Túrante (Mage Armor, 5dmg)
Fenchurch
Liamae
Selja (Barkskin, Shield, 3dmg)

Skull fragments litter the halls, but the way is now clear.


dirge bard 5 | hp 48/48 | ac 18 (t 12 ff 16) | ini 7 | per 5| f 4 r 6 w 5 | spells 1/5 0/3 | perform 9/16| clw 3|

"Well, well. That was terrifying, but not terrible."


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

Selja waits for a moment, waiting to see if more swarms will arrive. When the creatures are finally confirmed slain or dispersed, Selja lets her guard down--a little. "Glad there aren't more of them," she concludes, and begins walking forward and looking around, wanting to explore the next part of this level. Perception: 1d20 + 4 ⇒ (10) + 4 = 14


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Not much to see here other than the debris of hundreds of human skulls lying about. Some tree roots break through the eastern wall, and a stairwell in the southeastern corner leads down again. Another hallway extends to the west, terminating at another door.


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So, options from here are:
A) Go down the southeastern stairs.
B) Go through the door to the west.
C) Go back and head down the western hall, which you can presume leads to the same place as option B.
D) Return back down the northwestern stairs and to the level below.
E) I don't know, surprise me!


dirge bard 5 | hp 48/48 | ac 18 (t 12 ff 16) | ini 7 | per 5| f 4 r 6 w 5 | spells 1/5 0/3 | perform 9/16| clw 3|

"Doors before stairs when clearing a building, ma always said. Anyone get significantly different parental advice?"


Female Elf Ranger (Guide, Trapper) 1/Wizard (Exploiter) 4 | HP 11/35 | AC 16 (20 mage armor) T 13 FF 13 | Fort +4 Ref +6 Will +4 | Initiative +5 | Perception +11 (+12 vs. traps or in forests) | Arcane Reservoir 5/7

"My mother did not exactly give advice about dungeoneering."


campaign info | maps

GM Screen:

2d6 ⇒ (3, 3) = 6

Selja opens the door to the west to reveal a sunken chamber. Two short sets of stairs lead down into an open space. Random bones and rubble are scattered across the floor, and again, tree roots intrude through the crumbling walls. Small stone sets of shelving sit along the walls in the lower area.


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

"Go where your heart takes you, my mama said," responds Selja. "Crazy thing for a slave to say, but I guess it worked?"

Selja finds herself attracted to the shelving and takes a look around.


dirge bard 5 | hp 48/48 | ac 18 (t 12 ff 16) | ini 7 | per 5| f 4 r 6 w 5 | spells 1/5 0/3 | perform 9/16| clw 3|

"Did I know your mom was a slave? We've got quite the social spectrum represented here. My mom was a peasant farmer who liked aphorisms and sayings--not sure where she picked up all her dungeoneering lore, but it's been useful."

Moira peers down the stairs. "We'll take steps later."


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Selja pokes around and finds a few items of interest:
A small stone coffer with 7d6 ⇒ (1, 3, 1, 4, 6, 2, 2) = 19 gold coins with the mark of Ydersius on them, along with a set of ivory dice.
A heavily patinated bronze scroll case with 1d3 ⇒ 1 scrolls within.
A wand carved from human bone.

Liamae auto-identify:

The scroll is Summon Monster I.

The wand is Corrosive Touch and has 5d10 ⇒ (1, 3, 10, 3, 3) = 20 charges left.


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Loot has been added to Group Inventory. Speak up if you want to keep something for yourself!

This level has been (mostly) explored. You can go back down the Northwestern Stairs or go down the unexplored Southeastern Stairs.

Let's say Shield has run its course, but Barkskin and Mage Armor are still in effect.


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

What's the way West lead to? Seems natural to check out that last unexplored spot on this level.


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Leaving no stone unturned, the group takes the hall north to complete the loop back to the stairs. Along the way they pass an alcove in the wall with a stone sacrificial altar. Atop the altar lie a heavily tarnished silver sacramental set; a pitcher, basin, and candelabra. Behind the altar there is a rusted iron bar, perhaps it once held a magnificent tapestry, long fallen into tatters.


dirge bard 5 | hp 48/48 | ac 18 (t 12 ff 16) | ini 7 | per 5| f 4 r 6 w 5 | spells 1/5 0/3 | perform 9/16| clw 3|

"Anyone got Detect Magic? That stuff looks suspicious."


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

Selja looks suspiciously at the sacrificial altar. "Not an expert here, but I'll try to figure out what it is," she says. She casts a spell to search for magic and looks around. [ooc]Detect Magic]; Spellcraft: 1d20 + 5 ⇒ (7) + 5 = 12


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There is an aura of foul necromancy about the place, not surprising. Selja gets a chill run through her spine as she recalls the images from her dream.


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

Selja gasps. "I saw this! In a dream. This was a place for blood sacrifice." And she recounts the story of her dream to the others.

Selja's Dream:
You stand outside a stone temple deep in the woods. It is the temple from your painting brought to life. Statues of great serpents coil along the stairs leading up to the topmost edifice. You enter into darkened doors and are overwhelmed by the tortured screams within. Then, darkness. Damp darkness. There is the sound of water dripping, the muffled moans and cries of others in the room with you. You try to move but are held in place by chains and manacles. A heavy stone door opens and a figure stands in the doorway with torch. It is a monstrous figure, with the neck and head of a vicious serpent, red and black scales glisten over a sinuous frame. A black tongue flickers from its mouth as it lashes a few people closest to the door with a barbed whip. Their cries of agony only seem to please the torturer. He steps into the room and comes for you, grabbing you by the wrists. As you are torn away, you turn to see a child, your child, screaming and crying in fear. You are brought to the uppermost sacrificial chamber. You are tied down to a large stone altar under a domed ceiling, open to the sky in the center. The sun blinds you as it shines through in direct alignment with the central hole. But, then a shadow moves across the golden disk of the sun, and Serpentfolk priests begin gathering around. One steps forward, with a golden helm, and wields an obsidian dagger. As the moon completely obscures the light of the sun and the world falls dark, he plunges the dagger deep into your chest.

"We oughta come back and consecrate this place when we're done. That oughta please Shelyn." She considers whether there was anything she could do right now to bring restoration to this evil shrine.
Spellcraft: 1d20 + 5 ⇒ (16) + 5 = 21


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A Consecrate spell would sever the ties to Ydersius, for sure. A little redecorating in Shelyn’s taste and a second Consecrate spell would further help negate the necromantic forces flowing through these halls. However, Selja gets a sense more powerful divine magic is needed to cleanse the objects in question. Fenchurch suggests a thorough eradication of undead from the ruins is the proper solution.


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So, next steps?


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

"Better keep movin' then--see if we can take out the undead." Selja leads the way toward the stairs to the Southeast.


Female Elf Ranger (Guide, Trapper) 1/Wizard (Exploiter) 4 | HP 11/35 | AC 16 (20 mage armor) T 13 FF 13 | Fort +4 Ref +6 Will +4 | Initiative +5 | Perception +11 (+12 vs. traps or in forests) | Arcane Reservoir 5/7

Túrante nods and keeps her sword sheathed. "Fortunately I can keep calling upon the magical energies that are inimical to the undead."


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May I please bring your attention back to Slide 35.

The stairs descend into a tight stairwell to the floor below. Peeking out of the stairwell, Selja sees a door immediately to the west, and an opening into a room immediately to the east.


dirge bard 5 | hp 48/48 | ac 18 (t 12 ff 16) | ini 7 | per 5| f 4 r 6 w 5 | spells 1/5 0/3 | perform 9/16| clw 3|

"Right behind you."


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

Seeing one path without a door, Selja visibly points to the East, then starts heading there!

Heading East.


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Selja Perception: 1d20 + 4 ⇒ (14) + 4 = 18
Selja steps to the east and the rest begin shuffling out of the tight stairwell behind her. Selja sees she is at the south end of a long room extending north. Tree roots encroach through the eastern wall, but most significantly, there is a narrow 5ft wide channel running down the middle of the floor, its walls blackened and partially filled with charred material. A set of stairs descends into the channel at either end. A chest sits in an alcove near the northern end of the room.

Selja feels a slight draft which raises the hair on her neck, as if the air is being drawn into this room. There is the faintest lingering smell of burnt flesh in the air.


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

"Weird, looks like some sort of fire pit," says the half orc. Not trusting this space, Selja begins searching for signs of magic, as well as the source of the draft--perhaps a chimney or the like for this fire pit?

Detect Magic and look around.


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If there was a chimney it has long been collapsed and filled in.

Selja detects the presence of a moderate magic aura emanating from the chest just at the edge of her detection.

DC 20 Kn. Arcana:
The aura is of moderate evocation.

DC 20 Spellcraft:
There is an item with the Corrosive property in that chest.


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

K. Arcana: 1d20 + 5 ⇒ (12) + 5 = 17
Spellcraft: 1d20 + 5 ⇒ (3) + 5 = 8

"The chest is magical, not really sure what it is though." She looks to the much smarter folks on her team.

Selja proceeds to enter the room and starts studying the weird channel to figure out its purpose and what was burned inside.


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Fench is on Selja's heels.

Anyone else enter the room?


Female Elf Ranger (Guide, Trapper) 1/Wizard (Exploiter) 4 | HP 11/35 | AC 16 (20 mage armor) T 13 FF 13 | Fort +4 Ref +6 Will +4 | Initiative +5 | Perception +11 (+12 vs. traps or in forests) | Arcane Reservoir 5/7

Túrante checks to make sure that Liamae is still close, then heads in as well.


dirge bard 5 | hp 48/48 | ac 18 (t 12 ff 16) | ini 7 | per 5| f 4 r 6 w 5 | spells 1/5 0/3 | perform 9/16| clw 3|

Moira follows suit.


campaign info | maps

Perceptions:

Fenchurch: 1d20 ⇒ 17
Liamae: 1d20 + 8 ⇒ (17) + 8 = 25
Moira: 1d20 + 3 ⇒ (20) + 3 = 23
Selja: 1d20 + 4 ⇒ (12) + 4 = 16
Túrante: 1d20 + 9 ⇒ (16) + 9 = 25

Initiatives:

Fenchurch: 1d20 + 5 ⇒ (12) + 5 = 17
Liamae: 1d20 + 4 ⇒ (9) + 4 = 13
Moira: 1d20 + 7 ⇒ (12) + 7 = 19
Selja: 1d20 + 1 ⇒ (13) + 1 = 14
Túrante: 1d20 + 5 ⇒ (18) + 5 = 23

Selja may be horrified to find the bottom of the pit filled with charred and blackened human skeletal remains. As she and the others walk along the edge of the pit and peer in, they notice the smell of burning flesh growing stronger and the rush of air whipping round the center of the room. From an imperceptible distance can be heard the sound of a thousand souls screaming in agony.

All can act in a surprise round. Either a Standard or Move Action, but not both.


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

Selja wasn't sure what was coming, but she didn't like it. She steps up and prays for the favor of Shelyn in battle!
5-foot step, Divine Favor.


Female Elf Occultist (Silksworn) 4 | HP 24/24| AC 18 (flat-footed 14, touch 14) | CMD 15| Fort +5, Ref +7, Will +4 | Init +4; Perc +9 (low-light vision), Sense Motive +6 | Spells 2/2, 4/4

Liamae reaches out to Selja, causing her to swell in size!

Use size alteration, granting the effects of enlarge person for 4 rounds.


dirge bard 5 | hp 48/48 | ac 18 (t 12 ff 16) | ini 7 | per 5| f 4 r 6 w 5 | spells 1/5 0/3 | perform 9/16| clw 3|

Moira starts singing!

Inspire Courage, everyone!


campaign info | maps

Liamae, a couple notes:
1)You'd have to move to reach Selja, meaning you wouldn't also be able to get the spell off. You could enlarge Turante, which is fine, however...
2)You are all on a 5ft walkway between the wall and pit. There is space to enlarge a person, but they would need to make a reflex save vs falling prone.


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Female Elf Occultist (Silksworn) 4 | HP 24/24| AC 18 (flat-footed 14, touch 14) | CMD 15| Fort +5, Ref +7, Will +4 | Init +4; Perc +9 (low-light vision), Sense Motive +6 | Spells 2/2, 4/4

Okay, never mind. I'll cast blur on Turante instead, then.


Female Elf Ranger (Guide, Trapper) 1/Wizard (Exploiter) 4 | HP 11/35 | AC 16 (20 mage armor) T 13 FF 13 | Fort +4 Ref +6 Will +4 | Initiative +5 | Perception +11 (+12 vs. traps or in forests) | Arcane Reservoir 5/7

Túrante gladly accepts the blur spell and keeps her sword-hand free for casting more spells against the undead.

Which map slide are we on now?


campaign info | maps

Slide 35, lower right corner.

Having no other options, Fenchurch braces for combat.

The air in the room whips itself into a whirlwind, which then ignites into a spectral ball of ectoplasmic fire, emitting the agonizing screams of thousands of tormented souls. The flaming ball appears before Selja and rolls over her.
Selja Ref: 1d20 + 5 ⇒ (17) + 5 = 22
Selja deftly dances out of the way.

Round 1: Bold May Act
Túrante (Mage Armor, Blur, 5dmg)
Moira (Inspiring Courage, 3 Str dmg)
Fenchurch
Selja (Barkskin, Divine Favor, 3dmg)
Liamae

Screaming spectral ball of ectoplasmic fire

All may act!


Female Elf Ranger (Guide, Trapper) 1/Wizard (Exploiter) 4 | HP 11/35 | AC 16 (20 mage armor) T 13 FF 13 | Fort +4 Ref +6 Will +4 | Initiative +5 | Perception +11 (+12 vs. traps or in forests) | Arcane Reservoir 5/7

Túrante isn't sure if the screaming ball of spectral fire is an undead creature in itself, or some kind of magical apparition; regardless, she tries to blast it with her cantrip!

Disrupt undead ranged touch attack, into melee: 1d20 + 5 - 4 ⇒ (2) + 5 - 4 = 3

..completely missing.

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