DM CD's Unrest in Atlus

Game Master Vethcyr


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Male Human Witch 9

Alaric turns to the priests, "Now that you mention it, I would appreciate some healing. But we are actually here to see our friend Martin."

Alaric turns to Martin "Let's get healed and head out. Twohey has been keeping tabs on the glowing man. We should go to his location if we wish to catch him."


The healers see to Alaric and Hascya's injuries (both are now at full HP).


What do you do now? Everyone has gotten new information about what's going on, and you have a glowing man to catch.


HP 81/87 (95 max w rage) Rage 18/18

Unless anyone objects, Hascya will lead the party (and as many Mithril/Silver/Whatever guards as we can round up in a hurry) to the house Twohey has been watching.

When we get close (like, within a block or two), Twohey will fly to Hascya and Hascya will ask him what he has seen.


No guards are available from the keep. Many were lost during the recent war with Goldcrest, and the city hasn't been able to replenish its ranks yet. Half of those sent to aid you in escorting the prisoners were killed, and four of the six survivors were wounded (three of them severely). A squad just left to recover the bodies of the slain, but word of the casualties from that ambush has gotten around. None of the few off-duty guards want to rush into a potentially deadly fight, and the officers are sufficiently understaffed that they cannot spare any more troops.

Assuming you guys go after the Warlock (Luca Greywater, a.k.a. "the glowing man")...

You set off once more into the night. A light rain began while you were inside the keep, and it continues as you trek through the streets. You walk for about twenty minutes, eventually reaching the neighborhood that Twohey has staked out. A strong odor of sewage greets your nose as you near it. Twohey flies to Hascya and hoots energetically.

Hascya:
"Glowing man entered that house," indicating a large, two story, expensive-looking house down the street. "I haven't seen him since he went inside. Not long after, the street started to stink. No one has entered or left the building other than the glowing man."

Knowledge (Dungeoneering or Engineering) DC 15 or Survival DC 15:
Something is blocking the flow of sewage through the underground sewer system. The system flows downhill from the keep and uplying districts towards the harbor.

Anyone may attempt the survival check.


M Human Paladin 2, Ranger 6

Maybe I just dont want them to hear anything I say

Any luck in your pursuit?


That's fair. I was mostly just trying to spur posting.


M Human Paladin 2, Ranger 6

Apparently my feed wasn't updating even on refresh, so i didn't see many of these new posts, until I just posted

Surv: 1d20 + 6 ⇒ (20) + 6 = 26
Knw. Dung: 1d20 + 3 ⇒ (20) + 3 = 23

Ah yes, this is clearly when I need all my nat 20s, rather then my string of 15 billion natural ones in combat

"Man, this place reeks. There must be something blocking up the sewer system. I hope it's not related to these young rebel rousers"


Male Human Witch 9

Survival: 1d20 + 11 ⇒ (2) + 11 = 13

Alaric looks confused for a moment, " Oooooh! Rabble rousers! Okay now I understand. Let's find out later. With the luck we have been having it is a giant lying in wait for us that's clogging it. Let's see if we can find the man Twohey has been tracking first. What does Twohey have to say?"


HP 81/87 (95 max w rage) Rage 18/18

Hascya Survival Assist 1d20 + 7 ⇒ (18) + 7 = 25
Twohey Survival 1d20 + 10 ⇒ (17) + 10 = 27

Previously: Oh, yes, I was very lucky. I met a woman named Clara, who has one of the halfling arms, and is also a sorceress. She was very kind, and knew of my people! And Alaric found us too, with his crown.

Now: The glowing man went into this house here. Perhaps he has gone into the sewers? Are we ready? He draws his sword and moves towards the house. If no alarm is raised or he doesn't come under attack, he'll prepare to kick in the door on Martin's signal.


Male Human Witch 9

"I'm ready." Alaric stays behind Hascya and Martin. (As spellcasters should)


All is quiet as you approach the house. No obvious alarms have been raised.

Perception DC 15:
DC 10 to hear people walking about, +5 to DC due to closed door.

You hear people moving about within the house. There are at least three people inside, if the creaking floorboards are anything to go by. There's no sign that they are aware of your presence, however.


M Human Paladin 2, Ranger 6

Percp:1d20 + 4 ⇒ (13) + 4 = 17

Martin whispers, "I think they're three people inside. They don't seem to notice us yet."

Martin looks around, are there any windows/ a backdoor into the building. Does it look like there might be another way in besides the front door.


HP 81/87 (95 max w rage) Rage 18/18

Are we going to form some kind of plan, or should we just go Leeroooooooy Shaaanliss?


Well, that's up to you guys. You have full HP, but are low on spells.

The house is two stories tall and made of stone. It was built on a large mound/small hill and a wooden staircase leads up to the wooden porch and front door. The front door has two small windows built into its frame, and six large windows can be found around the corners of the house. There are no windows on the northwest corner of the house. There are windows all around the second floor of the house (not pictured). The windows appear dark, as though there were no lit candles or other light sources within the building.

Two stone statues of armored knights flank the staircase leading to the front door. Each statue is about eight feet tall. This house obviously belongs to someone wealthy.

House Exterior

Ankou and addendum to earlier perception check:
You also smell lantern oil (lots of it) from within the building.


Male Human Witch 9

Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Area of effect spells are all used up except for Black Tentacles, and I would prefer not to potentially kill everyone in there without knowing who the heck they are.
"Castiel, transform into a dove, get over to one of those windows. Then come back and let us know what you see."
At this Castiel transforms into a dove and flies over and past the window, not sticking around to get shot at if it comes to that.


Alaric:
Disappointed, perplexed.

Castiel cannot see anything within the building, despite his darkvision. It's as though something is blocking his vision.

Detect Magic reveals a moderate aura of illusion.


Martin:
Forgot the amulet gave you darkvision, so you get additional information:

Despite the amulet's effects, you still cannot see anything within the house. It's as though something is blocking your sight.


HP 81/87 (95 max w rage) Rage 18/18

As quietly as possible, Hascya tries the door handle.

Stealth 1d20 + 2 ⇒ (11) + 2 = 13


Hascya gently turns the handle, and opens the door ever-so-slightly. The resultant gap is too narrow for you to see much though, but light spilling out indicates that the interior of the house is comfortably lit (despite the impression given by the windows, oddly enough).

Now that it is unlatched, the door can be pushed open as part of a move action.

Perception DC 7:
You hear someone move away from the door as Hascya opens it. It is impossible to tell where they moved, but the timing of the move suggests it is in response to the door being opened.

DM Rolls:
Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Stealth: 1d20 - 1 + 2 ⇒ (6) - 1 + 2 = 7


M Human Paladin 2, Ranger 6

percp:1d20 + 4 ⇒ (17) + 4 = 21

DC 17 percp check:

15 for whisper + 2 for wall. distance
Martin curses under his breathe, "Dammit Hascya"

With that Martin stands up erect from next to the window, and moves to the door, shouting " It's the Silver Keep Guard! Your under arrest for suspicion of treason, come out peacefully and no one will be hurt!"

Diplomacy: 1d20 + 10 ⇒ (11) + 10 = 21


Male Human Witch 9

Alaric stares in mixed incredulity and horror at the complete and sudden loss of their element of surprise. "Of course he is. Because that is going to work out so well." Alaric readies a slumber hex for anyone who comes out of that door that look like they are attempting to harm someone.


We are on initiative!

Initiative Order:
DM: 24
Martin: 15+
Alaric: 15-
Hascya: 5

Secret:
Oracle and skeletons ready themselves for combat. Oracle casts cloud of knives on himself. The skeletons drop their pitchers of lamp oil and draw axes and shields as they move to defend the oracle.

No response comes, and no one emerges. You hear movement from within, along with the shattering of glass.

DM is done! Martin is up!

If you open the door:
Inside, the house is well-lit. The interior is expensively decorated, with a large, intricate rug in the entrance hallway and artwork lining the walls. From what you can see now, the rest of the house is similarly decorated, but that's not what commands your attention right now.

In the entry corridor, you see two skeletal soldiers, each armored and wielding a battleaxe and a shield, ahead of a blackened, robed skeleton surrounded by shadows and floating daggers. Broken pitchers lie at the soldier skeletons' feet, and a pungent, oily substance spills from the shattered glassware. The oil has been spread around the interior of the house, and it looks like they were preparing to gut the building with flames when you arrived.

Map


Initiative Rolls:
DM: 1d20 + 5 ⇒ (19) + 5 = 24
Alaric: 1d20 + 2 ⇒ (13) + 2 = 15
Hascya: 1d20 + 2 ⇒ (3) + 2 = 5
Martin: 1d20 + 3 ⇒ (12) + 3 = 15


M Human Paladin 2, Ranger 6

They noticed Hascya at the door


Male Human Witch 9

Edit: I will post after Martin.


I know they did, but these aren't readied actions. The creatures within are preparing for combat, nothing more.


M Human Paladin 2, Ranger 6

Does Martin see/hear any response from the house to his shout?


DM CD wrote:
No response comes, and no one emerges. You hear movement from within, along with the shattering of glass.

That's all you hear from outside the house. Visually, things are unchanged.


M Human Paladin 2, Ranger 6

Well, with that Martin will burst through the door, entering the house

Gulp


As the door is open, everyone can see inside the house. The following information is a repost from the spoiler above:

Inside, the house is well-lit. The interior is expensively decorated, with a large, intricate rug in the entrance hallway and artwork lining the walls. From what you can see now, the rest of the house is similarly decorated, but that's not what commands your attention right now.

In the entry corridor, you see two skeletal soldiers, each armored and wielding a battleaxe and a shield, ahead of a blackened, robed skeleton surrounded by shadows and floating daggers. Broken pitchers lie at the soldier skeletons' feet, and a pungent, oily substance spills from the shattered glassware. The oil has been spread around the interior of the house, and it looks like they were preparing to gut the building with flames when you arrived.

Map


Male Human Witch 9

"Try to avoid a fire! Whatever else they want the house to burn!" With that Alaric moves to be alongside Hascya but just out of the door frame and uses cackle choosing to employ the evil eye effect and to target the attack rolls of those effected.


M Human Paladin 2, Ranger 6
DM CD wrote:
DM CD wrote:
No response comes, and no one emerges. You hear movement from within, along with the shattering of glass.
That's all you hear from outside the house. Visually, things are unchanged.

Ah, sry. My browser was not updating properly after the page went down a couple of days ago. So I missed the original initiative post. All makes sense now.


Alaric needs to select a specific creature to target with the hex. Evil eye does not affect multiple targets with a single casting.


Male Human Witch 9

You are right that Evil Eye does not. But I was just rereading some of my hexes and I noticed this:

Cackle Hex wrote:
A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

So while Evil Eye only works one at a time, unless I am reading this wrong, Cackle effects multiple targets in a 30 ft radius.


You are and you aren't. Cackle affects all targets within a 30-foot radius who are already affected by a witch's hex. Its only purpose is to extend the duration of a hex already upon a target by 1 round per move action spent cackling. It does not spread the effect of a hex around. You still need to pick a target to affect with your evil eye, and you may only affect one target per round with that hex unless you take the split hex feat, which you are not yet eligible for.


Male Human Witch 9

Okay now I understand. Thank you for the clarification.
In that case, Alaric does not move he instead targets the skeletal soldier on the right with an Evil Eye hex that will lower his attack rolls.


HP 81/87 (95 max w rage) Rage 18/18

They've gone into the sewers! Go after them!

With that, Hascya charges the skeleton directly in front of him.

Attack 1d20 + 9 ⇒ (18) + 9 = 27
Damge 2d6 + 4 ⇒ (4, 3) + 4 = 11

Are the stairs on the left going up or down?


The stairs lead up to the building's second floor, but a panel stands open beneath them, revealing a ladder that leads downwards.

Martin opens the door, revealing the interior of the building for all to see. Alaric curses one of the skeletons, but the creature effortlessly shrugs off the hex (Undead are immune to mind-affecting effects). Hascya draws his sword and charges the nearest skeleton, striking it with his sword. The creature's sturdy bones deflect some of the blow, though it is definitely injured (DR/bludgeoning applies).

The robed, enshadowed skeleton waves its hands, and a wave of darkness spreads along the corridor for a moment (Hascya, Martin and Ankou need to roll DC 15 will saves or suffer a -3 penalty to attack rolls, saving throws, ability checks, and skill checks for 7 rounds. This is an evil, mind-affecting effect). Additionally, one of the daggers floating around the skeleton launches itself at Hascya, grazing the ashlander (6 damage).

The two skeletal soldiers attack Hascya, and one of them manages to wound him with its axe (8 damage).

Map

Knowledge (Religion) DC 13:
These undead are no normal skeletons - they hold their ground, and act with discipline. They are intelligent, and retain their combat training from when they lived.

Spellcraft DC 17:
The floating daggers are likely the result of the Cloud of Knives spell (PHB 2, p. 107).

Spellcraft DC 17:
The skeleton used the Wave of Grief spell (SpC, p. 236) to weaken your resolve.

DM Rolls:
Free action dagger strike vs Hascya: 1d20 + 11 - 4 ⇒ (16) + 11 - 4 = 23
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Skeleton 1 vs Hascya: 1d20 + 7 ⇒ (4) + 7 = 11
Skeleton 2 vs Hascya: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d8 + 3 ⇒ (5) + 3 = 8


M Human Paladin 2, Ranger 6

Knw Relg: 1d20 + 6 ⇒ (13) + 6 = 19

Will Save:1d20 + 8 ⇒ (5) + 8 = 13 Clearly I needed that 3rd level in paladin for aura of courage

Martin Charges the Skeleton in front, striking with his shield (Bldg)

1d20 + 11 + 2 - 3 ⇒ (20) + 11 + 2 - 3 = 30 This is also my shield bash roll

Conf Crit: 1d20 + 11 + 2 - 3 ⇒ (12) + 11 + 2 - 3 = 22

Dmg (non-crit):1d4 + 4 ⇒ (3) + 4 = 7

You'll have to tell me what the crit looks like

Ankou delays, looking uncertainly at the skeletal being before him.


Crit deck: 1d52 ⇒ 14 Surprise Opening - Double damage and free attack on target at -5 penalty.

Additional crit damage: 1d4 + 4 ⇒ (2) + 4 = 6
Bull rush 2: 1d20 + 11 - 4 ⇒ (4) + 11 - 4 = 11 First skeleton was knocked back up to 15 feet. This pushes it into the caster, and prompts another bull rush check, which fails. Both are upright, and share the caster's space

Martin slams his shield into the skeleton, sending it stumbling backwards into the caster. The caster remains standing, and the bashed skeleton recovers, although it is seriously damaged from Martin's blow. It is not knocked prone.

Martin can move with the bashed skeleton and direct the free attack at it or at the caster. Doing so will provoke an AoO from the skeleton fighting Hascya. Alternately, Martin can elect not to follow the bashed skeleton, and may direct the free attack at the skeleton fighting against Hascya. In either case, you may choose whether the free attack comes from your sword or your shield. Just remember that the attack comes with a -5 penalty to hit.


Male Human Witch 9

Yeahhhhhhh. Alaric doesn't have a lot left to fight with. I burned through almost all my spells in healing.
Alaric delays his turn.


M Human Paladin 2, Ranger 6

Slamming the skeleton into the caster, and sending it sprawling, Martin turns to the skeleton directly next to him, and directs another blow of the shield.

Atk:1d20 + 11 + 2 - 3 ⇒ (10) + 11 + 2 - 3 = 20 (also bashing)
Dmg:1d4 + 4 ⇒ (1) + 4 = 5


Martin's followup swing at the skeleton engaging Hascya fails to connect.


Male Human Witch 9

Alaric changes his mind and decides to examine the building in case it becomes lit on fire. He wants to keep the information from being lost and for this reason has Castiel fly up and search the top floor while Alaric (sigh) I can't believe I am writing this considering what happened the last time I surrounded a character with flamable substances double moves to the ladder that leads down and goes down into the earth.


HP 81/87 (95 max w rage) Rage 18/18

Will Save 1d20 + 4 ⇒ (1) + 4 = 5

Spellcraft (before failing save) 1d20 + 7 ⇒ (19) + 7 = 26
Spellcraft (after) 1d20 + 4 ⇒ (6) + 4 = 10

Hascya swings once more at the skeleton, turning his blade sideways to strike with the flat of the blade. I'm going to treat this as an improvised weapon, I suppose.

Hitting things! 1d20 + 0 ⇒ (10) + 0 = 10


Martin bashes one skeleton hard enough to send it stumbling backwards a ways, but fails to strike the other skeletal combatant. Alaric runs to the hatch under the stairs and clambers down, while his familiar zips upstairs. Hascya turns his blade sideways and tries to smack the nearest foe with the flat of the blade (sounds fair, causes greatclub damage if striking with flat of blade (1d10)).

The spellcasting skeleton steps to one side and directs another floating dagger to fly at Martin, but this one glances harmlessly off his shield. The skeleton waves his hand, causing a pair of fiery rays to strike forth. One ray scorches Martin through his armor (19 damage), while the other narrowly misses a skeleton's head to burn Hascya (10 damage). The skeleton fighting Hascya swings at the ashlander with his axe, but Hascya easily avoids the blow. The skeleton sent staggering back by Martin moments ago charges back into the fray, swinging its axe at Martin, who deflects the blow with his shield.

Map

Alaric:
The ladder leads down to a cellar. Broken barrels lie splintered about the area, and mud has been tracked everywhere down here. The pungent odor of sewage permeates this place. A crude tunnel has been dug from one area of the cellar. It is not illuminated, however, and the darkness prevents you from seeing into the tunnel (it's not magical darkness - you just need a light source to see by).

Additionally, you sense a feeling of annoyance from Castiel (closed doors are tricky for floating crowns).

Map


DM Rolls:
Free action dagger strike vs Martin: 1d20 + 11 ⇒ (16) + 11 = 27
Ray 1 vs Martin: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 4d6 + 1 ⇒ (6, 2, 6, 4) + 1 = 19
Ray 2 vs Hascya: 1d20 + 7 - 4 ⇒ (12) + 7 - 4 = 15
Damage: 4d6 + 1 ⇒ (3, 1, 3, 2) + 1 = 10
Skeleton 1 vs Hascya: 1d20 + 7 ⇒ (4) + 7 = 11
Skeleton 2 charge vs Martin: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12


Male Human Witch 9

{ooc]He transforms into a little boy wearing a crown to open the doors[/ooc]

Alaric casts dancing lights.


Male Human Witch 9

Castiel I mean


M Human Paladin 2, Ranger 6

Snarling at the ray's blow, Martin will rear up, continuing to fight the skeleton in front of him.

Shield Atk1: 1d20 + 11 - 3 ⇒ (4) + 11 - 3 = 12
Shield Atk2: 1d20 + 6 - 3 ⇒ (14) + 6 - 3 = 17

Dmg1:1d4 + 4 ⇒ (4) + 4 = 8
Dmg2:1d4 + 4 ⇒ (3) + 4 = 7

After attacking, Martin will 5ft step one to the right, gaining the cover of the doorway.


HP 81/87 (95 max w rage) Rage 18/18

Let's try that again.

Attack 1d20 + 0 ⇒ (14) + 0 = 14
Damage 1d10 + 4 ⇒ (9) + 4 = 13


Martin's strikes, energetic though they are, miss their target. Hascya, swinging his blade in an unfamiliar fashion, also fails to connect with his foe.

The shadow-wreathed skeleton launches another dagger, grazing Hascya's leg (6 damage). It waves a hand as it starts moving out of the hallway towards the ladder (mobile spellcasting feat), conjuring a ball of fire in the front doorway of the house. The fire ignites the spilled lamp oil, and the entryway quickly ignites. The skeleton dashes to and slides down the ladder, following Alaric into a lower chamber. The ball of fire, however, rolls across the floor to Hascya (13 fire damage, Reflex DC 15 negates).

The two soldier skeletons continue their attacks against Martin and Hascya. One swings its axe at Hascya, but misses. The other steps forward to pursue Martin, and manages to draw blood against him with its axe (8 damage).

Map

Alaric:
Your link with Castiel seems fairly humdrum at the moment. He has no strong reactions to anything he sees right now.

You move through the room, illuminating the tunnel ahead of you via Dancing Lights. The tunnel has been dug to lead a winding path downward, although you see a rounded chamber with crates lining the walls. Some of the crates lie open, while others remain closed.

As you peer into the tunnel, you hear someone sliding down the ladder. The blackened, shadow-wreathed skeleton has descended, and it turns its vacant eye sockets to look straight at you.

Map


DM Rolls:
Free action dagger vs Hascya: 1d20 + 11 - 4 ⇒ (15) + 11 - 4 = 22
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Concentration to use mobile spellcasting feat (DC 22): 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 3d6 ⇒ (4, 3, 6) = 13
Skeleton 1 vs Hascya: 1d20 + 7 ⇒ (6) + 7 = 13
Skeleton 2 vs Martin: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

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