Derek Keegan |
Derek chuckles a little.
"Well, when one has as much muscle as big brother, few things can scare you in the long run." His voice grows quiet and serious, "Besides, we're about to avenge his lady love here, *I* for one would NOT like to be standing between big brother and the being responsible."
Fingering the points of the mithril trident clasped tightly in one hand, Derek frowns.
I got a score to settle myself here...
Maddok |
Maddok puts a meaty hand on Derek's shoulder.
"My time with the Gardeners has taught me that there is little that can stop strong spirits bound together in purpose."
"And that strength is useless without a heart to show it the way."
Derek Keegan |
That comment draws a laugh from Derek.
"Well spoken big brother, I should ask my grandfather to put you on retainer for when the Keegan Company writes its next play.
Shall we say half a crown per page?"
Grinning, Derek prepares to face what lies beyond the door of obvious doooom.
That calmed my nerves, let's find and defeat the fool who dared mess with the gardeners. I'll trim him down to size and make mulch out of him.
DM Are |
Another four vampire spawn stand guard in the chamber beyond, all of whom attempt a failed domination against the intruding party.
Two sets of double doors lead further from this chamber, one set to the west and one to the east. The stench of sewage seeps in from the western doors, while the stench of death and decay seeps in from the eastern doors.
***
There are two lantern archons around as well; I'll simply assume they always fly above Maddok unless otherwise specified.
Up next: The PCs.
Maddok |
The archons spin and whirl firing off rays of brilliant energy.
They would have Aided themselves too.
#1 Ray I: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 ⇒ 3
#1 Ray II: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 ⇒ 5
#2 Ray I: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 ⇒ 3
#2 Ray II: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 ⇒ 4
Maddok closes on one that was wounded by the archons' assault and smashes into it with his hammer.
Hammer: 1d20 + 13 + 1 ⇒ (8) + 13 + 1 = 22
Damage: 1d6 + 18 ⇒ (2) + 18 = 20
Appario Lind |
Hmmm....Maddok, would you be sure to name targets in the future? Hard to either engage the same target (or not).
Round 2
Appario is nervous about having an barely tamed Shadow at his back and show it by quickly taking the opportunity to dance away from it to attack he spawn.
Spring Attack to E33, attacking #1, ending in D33.
1d20 + 15 + 1 ⇒ (14) + 15 + 1 = 30 to hit;
1d10 + 6 ⇒ (7) + 6 = 13 damage;
(+2 to hit and +1d6 ⇒ 5 damage if they are FF).
Maddok |
Sorry, I generally leave it to Are to pick targets for me if it's not tactically relevant but as a rogue, I guess it matters for Appario.
Maddok would like to tie up as many enemies as possible so assume he moved to -E36 and attacked #4.
Maddok |
I remember running into a similar problem in 3.5 Living Greyhawk where I had a ranger with an animal companion I often shared spells with. DMs thought that was a bit silly (or at least not within the spirit of the rule) and usually ruled that we were more or less moving in sync as long as we were in the same spot in initiative. Afterall, combat isn't actually turn-based.
Would it be out of the question to assume the same thing as long as we're grouped up in initiative as we usually are?
DM Are |
Xerath |
Xerath will move forward and strikes at #1.
Power Attack: 120 + 9 - 2 = 127
1d8 + 3 + 6 + 2 ⇒ (6) + 3 + 6 + 2 = 17
Yahirma |
More thralls? These do not require me to expend any favors.
Yahirma moves to -D-36 and prepares to guard Xerath or Maddok's flank against canny foes' attacks.
Readied aid another to AC against anything within reach that attacks: 1d20 + 5 ⇒ (16) + 5 = 21
DM Are |
I'll just clarify that characters naturally won't be protected by the magic circle while they're more than 10 ft away from Appario, even though they'll have full protection once they re-enter the circle. Currently, that means Derek, Maddok, and Yahirma aren't protected.
***
Xerath's spear hits, while Derek misses with the trident.
Almost as one, the four spawn step back and attempt to dominate again. The attempts against Appario and Xerath fail due to the magic circle, while Derek and Maddok feel the assault upon their minds.
Will vs domination (Derek): 1d20 + 5 ⇒ (10) + 5 = 15
Will vs domination (Maddok): 1d20 + 8 ⇒ (15) + 8 = 23
Both brothers fight away the attempt, but Derek senses that this was a close call.
***
Up next: The PCs.
Maddok |
The archons let loose another volley of light beams at the retreating vampires.
Starting with the most injured (#4?) and working their way left.
#1 Ray I: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 ⇒ 3
#1 Ray II: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d6 ⇒ 3
#2 Ray I: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 ⇒ 5
#2 Ray II: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 ⇒ 1
Maddok advances and continues to pound and smash his foes.
Primary: 1d20 + 13 + 1 ⇒ (5) + 13 + 1 = 19
Damage: 1d6 + 18 ⇒ (5) + 18 = 23
Iterative: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Damage: 1d6 + 18 ⇒ (4) + 18 = 22
If the archons finished off #4 already Maddok will step to -F35. If not, he'll step to -F36. Starting with #4 if applicable and working his way left.
DM Are |
DM Are |
Xerath |
Xerath steps into E34 and strikes at spawn #1
1d20 + 9 + 2 - 2 ⇒ (4) + 9 + 2 - 2 = 13
1d8 + 3 + 6 + 2 ⇒ (6) + 3 + 6 + 2 = 17
DM Are |
Xerath's strike misses the spawn.
By the way, note that attacking from that position actually meant the spawn received cover; in this case it didn't matter as the attack would have missed anyway, but it's something to consider for future encounters :)
***
The two misty spawn drift south into the hallway, past the commanded greater shadow.
Having had no success with their attempts at domination, the two remaining spawn elect to attack instead.
Slam attack #1 (vs Appario): 1d20 + 4 ⇒ (4) + 4 = 8
Slam attack #2 (vs Maddok): 1d20 + 4 ⇒ (12) + 4 = 16
Slam damage #1: 1d4 + 1 ⇒ (2) + 1 = 3
Slam damage #2: 1d4 + 1 ⇒ (3) + 1 = 4
Both spawn appear to have no chance at hitting their formidable opponents.
***
Up next: The PCs.
Maddok |
The archons try to fire their glowing rays through the frantic melee.
#1 Ray I: 1d20 ⇒ 2
Damage: 1d6 ⇒ 4
#1 Ray II: 1d20 ⇒ 12
Damage: 1d6 ⇒ 6
#2 Ray I: 1d20 ⇒ 12
Damage: 1d6 ⇒ 3
#2 Ray II: 1d20 ⇒ 4
Damage: 1d6 ⇒ 6
And Maddok brings his hammer to bear, eager to be done with these distractions.
Primary: 1d20 + 13 + 1 ⇒ (2) + 13 + 1 = 16
Damage: 1d6 + 18 ⇒ (1) + 18 = 19
Iterative: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Damage: 1d6 + 18 ⇒ (6) + 18 = 24
Starting everything on #2 and stepping over as necessary to attack #1.
Appario Lind |
Appario swings Extortion twice in an effort to finish off #1.
1d20 + 15 + 1 ⇒ (14) + 15 + 1 = 30 to hit;
1d10 + 6 ⇒ (4) + 6 = 10 damage.
1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31 to hit;
1d10 + 6 ⇒ (7) + 6 = 13 damage.
Edit, pot crit:
1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30 to hit;
1d10 + 6 ⇒ (2) + 6 = 8 damage
DM Are |
With more time to enjoy the room's scenery, the group notices a large, but very grimy window next to the western doors. There's some sort of winch-system underneath the window, and another winch-system on the adjoining wall. Both systems are placed to be easily operated while looking through the window.
(it's currently impossible to look through the window due to the grime on the outside of it; cleaning it on this side won't help)
Derek Keegan |
"Hmmm...yes, probably. But I can't help but wonder if the grime is meant to block sunlight or something? Probably not right? If it had a function like that, the vampires would have borded it up don't you think?"
"Ah, never mind, just thinking out loud, besides, we are still pressed for time."
Derek Keegan |
Derek watches Appario fiddle with the winches and levers, a little unsure of what he is trying to accomplish.
"What's up Appario? Whatever you do, don't take too long, we have only a little time to spare."
He is so unlike the holy warriors in most stories I've heard...but the great irony is that he is VERY much like Tybian...
DM Are |
Okay.
***
After a few moments spent fiddling with the winches, Appario figures he has made it difficult for anyone else to operate them without spending time undoing his changes. He also notices that these winches appear to not having been used for a good amount of time; perhaps a couple of months, if not more.
***
Upon opening the door, the group is bathed in the strong smell of sewage, while supernatural darkness battles the daylight emanating from the Morrowfall. In the resulting dim light, another large natural cavern opens before them. Unlike the previous cavern's dirty water, the floor of this one is filled with rank sewage. The fetid muck has splashed onto the window, causing the grime there, as well as onto the stone landing built along the cavern's eastern wall.
The ceiling soars to a height of 30 ft. A wide hole in the ceiling at one area (above L23-I26) provides a few occasional wafts of fresh air (which is quickly swallowed up by the stench of the sewage), as well as allowing a few strands of sunlight to hit the sewage directly beneath the hole.
Some kind of crane, fitted with a block-and-tackle system, is placed on the northern half of the stone landing. The wires from it are drawn along the ceiling towards the room you just came out of, coming down across the center of the window and into the wall, likely attached to one of the two winches.
Another set of wires (likely attached to the other winch) are drawn along the ceiling near the cavern's southern wall, leading somewhere into the darkness to the west.
***
Before anyone can do more than get a glimpse of the cavern, however, a cone of fire, as from a dragon's breath, rages over the group from somewhere above.
***
Reflex (Appario): 1d20 + 12 ⇒ (11) + 12 = 23
Reflex (Derek): 1d20 + 10 ⇒ (15) + 10 = 25
Reflex (Maddok): 1d20 + 7 ⇒ (14) + 7 = 21
Reflex (Xerath): 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20 (+2: heroism)
Reflex (Yahirma): 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17 (+2: heroism)
Reflex (archon #1): 1d20 + 3 ⇒ (18) + 3 = 21
Reflex (archon #2): 1d20 + 3 ⇒ (3) + 3 = 6
Reflex (greater shadow): 1d20 + 8 ⇒ (17) + 8 = 25
Will (Appario): 1d20 + 9 ⇒ (14) + 9 = 23
Will (Derek): 1d20 + 5 ⇒ (3) + 5 = 8
Will (Maddok): 1d20 + 8 ⇒ (2) + 8 = 10
Will (Xerath): 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30 (+2: heroism)
Will (Yahirma): 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30 (+2: heroism)
Will (archon #1): 1d20 ⇒ 2
Will (archon #2): 1d20 ⇒ 12
Will (greater shadow): 1d20 + 7 ⇒ (12) + 7 = 19
Fire damage: 10d6 ⇒ (1, 3, 6, 5, 5, 3, 4, 1, 1, 6) = 35
Appario takes no damage, not only realizing that this is an illusion, but also easily able to evade the fire.
Derek and Maddok are also able to partly dodge the fire, but they still take 17 damage (9 damage for Derek and 13 damage for Maddok once aid is taken into account).
Xerath and Yahirma both realize that the fire is an illusion, but they're unable to evade the fire. Xerath takes no damage due to his fire resistance, but Yahirma takes 7 damage (no damage once aid is taken into account).
The two archons are both destroyed by the fire, while the greater shadow takes 8 damage.
***
In the wake of the fire, a vague, shifting humanoid creature is seen in the air 10 ft above the sewage. A mass of black, bramble-like tentacles writhe from its back, appearing to function as wings. Numerous tendrils of wispy shadow sprout from its inky black skin in an umbral haze surrounding the creature to a range of 10 ft, while ebon claws curve long and thin from the tips of its fingers. Clearly, this is the nihiloi Rizzardo and Amaya spoke of.
***
Map coming up shortly.
DM Are |
Maddok |
I forgot to actually roll the archon's temps even though I mentioned it earlier. The second archon can't be helped but the first one could survive if she rolled well on the temps.
Archon #1 Aid: 1d8 + 3 ⇒ (3) + 3 = 6
So Archon #1 survived with 2/13 hp.
When you say 10 ft in the air do you mean it has 10 feet of clearance or 5 feet? Can Maddok attack it with his hammer from the ground if he moves up?
Xerath |
"Time to fight fire with fire. Except this is real, foul creature."
Empowered Scorching Rays.
1d20 + 6 + 2 + 3 + 1 ⇒ (1) + 6 + 2 + 3 + 1 = 13
4d6 + 3 + 2 ⇒ (5, 2, 6, 1) + 3 + 2 = 19
1d20 + 6 + 2 + 3 + 1d4d6 + 3 + 2 ⇒ (1) + 6 + 2 + 3 + (1, 1, 4, 4) + 3 + 2 = 27
Maddok |
Noticing Maddok suffered the brunt of the magical attack, the remaining spirit drifts down and touches the Shoanti with a new blessing, filling him with hope despite her weakened state.
Maddok reAid: 1d8 + 3 ⇒ (1) + 3 = 4
Maddok grips his hammer tightly and glares up at the creature, "Where is Tarvi? What have you done with her?!"
Holding off on Maddok's actions until Xerath posts.
Maddok |
Maddok recoils in discomfort as the voice intrudes on his thoughts.
"The woman you snatched off the street at the behest of your master", the big man snarls aloud.