GM Dak - Curse of the Crimson Throne

Game Master karlprosek

Chapter 2: Seven Days to the Grave
Part 2: Outbreak

Korvosa (OLD Korvosa) | Combat Map | Loot & Notes

Starting Day: Wealday, 6th of Pharast 4708 AR
Current Day: Oathday, 18th of Gozren 4708 AR


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Cleric 3/Wizard 3/MyTh Hp (54/54) | AC 14 T10/F14| FRW 7/3/10 (+2 vs enchantments)| Init: 0| Percep: 8

Although the doctor's mask hid the look of disgust that crossed Twilght's face, her feeling still came through in her words as muffled as they were.

"Considering this place is dedicated to the Pallid Princess the display doesn't surprise me. What does though is how well established this is. How long do you suppose this place has been here for? Panes of fine glass this size aren't something you can just get from the local marketplace."

She regarded the abhorrent installation for a moment before continuing "This can't be something that the Queen just recently thought up, the whole plague and everything. This has to have been in the works long before even the King's untimely demise I would think."

She looked skeptically across the room encased in glass. "You don't suppose there is a trap that will shatter the glass and release the zombie hoard on us, do you?" A quick incantation and she cast her eyes about the place searching for glimpses of magic that might betray the presence of a magical glyph or ward.

Cast detect magic and peer about for traps perception: 1d20 + 7 ⇒ (8) + 7 = 15 and then follow the group staying next to Mirella.


Cleric of Erastil 8 (HP 59/59 | AC:21 | T:13 | FF:18 | Fort:+9 | Ref:+8 | Will:+10 | Init:+7 (+9 Surprise) | Perc +15) Whisper - Large Wolf (HP 66/66 | AC:20 (24 v AoO)| T:12 | FF:17 | Fort: +10 | Ref:+7 | Will:+3 | Perc +5)
Spells Remaining:
1: (AA, B, D:CA, DE, PFE, SoF) , 2: (D:AW, BS, CE, LR, SW), 3: (DM, D:F, P, RD), 4:(DP, D:HS, GMW) Channel Energy: 3/3, Touch of Good 5/5, Harrow points: 3/3

I totally forgot I am also wearing a mask.

Mirela slowly moves up so she can cover her companions/shoot through the door if they choose to open the door.

But it is a slow move so if Twilight sees anything they can stop.

Why would she be planing this? It just ‘urts ‘er city!.


Male Dwarf Barbarian (Invulnerable Rager) 8 Init +1 HP 109/109 DR 4/ AC 17 T12 FF 16 Fort+11 Ref+3 Will +4 Per +9 Spd 30 RAGE! Used 0/29

To cull the poor so the rich and powerful can reap all the rewards, maybe? A good way to destroy your foes and intimidate your allies so they don't break ranks, I guess. Or maybe she just plain mad and twisted. Or her foolish plans are slowly but surely getting out of her control, who knows? Who cares? She must be stopped, to avenge those who died by her cruelty.


M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 6 | AC 25 (T12, FF24, CMD22) | HP 62/62 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +20/+23 | Insp 6/6 | Spirits 9/9 | Active: None

Artegall is pretty rich himself, certainly compared to the poor of the city. 16,000 GP is a lot. But he assumes he is not the people Nargun is talking about.

"That's a thought, Nargun.
Normally the rich and powerful don't want to cull the poor; there is more to be gained by exploiting them. Why kill them when you can have them as cheap labor? Of what use to anyone is a city full of dead people?
So a plague killing the poor wouldn't serve the interests of the wealthy.
But maybe that's where Rolth comes in. If the plague somehow makes it easier or cheaper to animate the bodies as undead, then this is all a ploy to get a large slave labor force.
That's the only way I can see the plague actually benefiting the wealthy. Of course, necromancy on such a vast scale would bring down the wrath of Pharasma, and Iomedae, and many others. Not to mention people like us."

He moves on to the double door and listens at it.
"They went through here."

He gets his automatic Trap Spotter check, of course, which is either your roll or a Take 10. This active check is for listening for anything on the other side.
Perception: 1d20 + 17 ⇒ (17) + 17 = 34


Artegall doesn't hear anything through the doors.


Cleric of Erastil 8 (HP 59/59 | AC:21 | T:13 | FF:18 | Fort:+9 | Ref:+8 | Will:+10 | Init:+7 (+9 Surprise) | Perc +15) Whisper - Large Wolf (HP 66/66 | AC:20 (24 v AoO)| T:12 | FF:17 | Fort: +10 | Ref:+7 | Will:+3 | Perc +5)
Spells Remaining:
1: (AA, B, D:CA, DE, PFE, SoF) , 2: (D:AW, BS, CE, LR, SW), 3: (DM, D:F, P, RD), 4:(DP, D:HS, GMW) Channel Energy: 3/3, Touch of Good 5/5, Harrow points: 3/3

But if it does be going by coins, the Bankers of Abadar would be hit early, and they do be rich.... It do be making no sense.

Mirela sounds confused and muffled as she tries to whisper through her strange mask.

As Artegall listens at the door she plants herself in the middle of the room, and readies to shoot at the first thing that threatens any of her companions.

I updated the map with where I think people are, if you don't like where I put you, please move yourself.


Male Dwarf Barbarian (Invulnerable Rager) 8 Init +1 HP 109/109 DR 4/ AC 17 T12 FF 16 Fort+11 Ref+3 Will +4 Per +9 Spd 30 RAGE! Used 0/29

Why don't know the "Why", and it doesn't matter that much, for me. What matters is the "How" we can stop that.

He briefly turns to the Calistrian
The more things go, Princess, the more I think I should join your temple.


M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 6 | AC 25 (T12, FF24, CMD22) | HP 62/62 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +20/+23 | Insp 6/6 | Spirits 9/9 | Active: None

"Some 'Bankers' of Abadar are powerful clerics... not easy prey."

Artegall opens the double doors.


The stinging scent of harsh chemicals floods out of the doors as soon as Artegall pulls them open. A huge metal vat, taller than a man, stands just inside the doors, blocking passage and the sight of anything other than the ceiling. The group will have to squeeze through on either side to proceed into further into the room.


M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 6 | AC 25 (T12, FF24, CMD22) | HP 62/62 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +20/+23 | Insp 6/6 | Spirits 9/9 | Active: None

Artegall shuts the doors.

"That looks a death-trap.
They could tip over the vat with whatever is in it; or attack us as we are trying to squeeze through, splitting us up; or use the vat to crush us as we squeeze past.
Unless we can get scrolls of Gaseous Form or something like that to bypass that obstacle, I would suggest we look for another way. Maybe South?"

Artegall will listen if everyone else want to push on through, but it seems like an extremely bad idea to do so.


Cleric of Erastil 8 (HP 59/59 | AC:21 | T:13 | FF:18 | Fort:+9 | Ref:+8 | Will:+10 | Init:+7 (+9 Surprise) | Perc +15) Whisper - Large Wolf (HP 66/66 | AC:20 (24 v AoO)| T:12 | FF:17 | Fort: +10 | Ref:+7 | Will:+3 | Perc +5)
Spells Remaining:
1: (AA, B, D:CA, DE, PFE, SoF) , 2: (D:AW, BS, CE, LR, SW), 3: (DM, D:F, P, RD), 4:(DP, D:HS, GMW) Channel Energy: 3/3, Touch of Good 5/5, Harrow points: 3/3

Less Death Traps is good for me.


Cleric 3/Wizard 3/MyTh Hp (54/54) | AC 14 T10/F14| FRW 7/3/10 (+2 vs enchantments)| Init: 0| Percep: 8

Resources:
Cleric 0: Detect magic, Light, Spark. 1:Diagnose disease, Shield of faith, Bless (D)True strike. | Channel 1d6 0/3. Touch of chaos 4/5. Bit of luck 4/5.

Wizard 0: Acid splash, Mage hand, prestidigitation, read magic. 1:Mage armour, Vanish, Magic weapon, (S)Colour spray.2:Spectral hand, Spectral hand, (S)Blur | Subtle misdirection 3/6.

Bonded item A:0/1, D: 0/1. Pearl Lv1 0/1, Lv2 1/1

Harrow points 3/4. Choosing card: The teamster. Con damage 4, Cha damage 1.

"This is a very peculiar place to put a giant vat. I agree, it does look suspicious. I don't object to looking for a safer way through, but we should start thinking about how we are going to deal with this in case we don't find any other way around."

Twilight scanned the gruesome display room. "Perhaps to the North then" she said, heading to the nearest door.

As an afterthought, she cast a minor divination and examined the door for any traces of magic.

Move to the North door nearest to us and cast a detect magic on it


This is the South door.

Twilight finds no magic on the door and Artegall finds it unlocked. Inside, eight unpleasant-looking beds were arranged around this large room. Their sharp iron frames are threaded with worn manacles and stained leather straps. Half a dozen are occupied by obviously unwilling patients; all are bound hand and foot and every one of them is dead. Two have slit throats and were clearly killed very recently. One looks to have died of blood veil, but the other three are zombies that moan and pull against their restraints but have so far been unable to free themselves.

Between them stand several small tables strewn with gore-soaked pans, flasks of mysterious fluids, and all manner of cruel-looking cutting instruments. A sizable brown-crimson stain covers much of the eastern wall, as if all the blood from a body once held there had exploded forth in a single violent eruption.


Cleric of Erastil 8 (HP 59/59 | AC:21 | T:13 | FF:18 | Fort:+9 | Ref:+8 | Will:+10 | Init:+7 (+9 Surprise) | Perc +15) Whisper - Large Wolf (HP 66/66 | AC:20 (24 v AoO)| T:12 | FF:17 | Fort: +10 | Ref:+7 | Will:+3 | Perc +5)
Spells Remaining:
1: (AA, B, D:CA, DE, PFE, SoF) , 2: (D:AW, BS, CE, LR, SW), 3: (DM, D:F, P, RD), 4:(DP, D:HS, GMW) Channel Energy: 3/3, Touch of Good 5/5, Harrow points: 3/3

This do not be looking good. Watch for traps, since they clearly knew we were coming.

Mirela and Whisper continue to stand watch over the others with her bow knocked but not drawn, letting the others explore, but making sure nobody sneaks up behind.

Perception: 1d20 + 11 ⇒ (6) + 11 = 17


M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 6 | AC 25 (T12, FF24, CMD22) | HP 62/62 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +20/+23 | Insp 6/6 | Spirits 9/9 | Active: None

"They all are dead. Or undead.
I see no doors out of here, and don't want to take too long around the Blood Veil and the undead. Let's check the North door."


Cleric of Erastil 8 (HP 59/59 | AC:21 | T:13 | FF:18 | Fort:+9 | Ref:+8 | Will:+10 | Init:+7 (+9 Surprise) | Perc +15) Whisper - Large Wolf (HP 66/66 | AC:20 (24 v AoO)| T:12 | FF:17 | Fort: +10 | Ref:+7 | Will:+3 | Perc +5)
Spells Remaining:
1: (AA, B, D:CA, DE, PFE, SoF) , 2: (D:AW, BS, CE, LR, SW), 3: (DM, D:F, P, RD), 4:(DP, D:HS, GMW) Channel Energy: 3/3, Touch of Good 5/5, Harrow points: 3/3

Do we want to destoy them so they can’t get out and ‘urt someone?

Mirela points her bow at the general direction of the zombies.


Cleric 3/Wizard 3/MyTh Hp (54/54) | AC 14 T10/F14| FRW 7/3/10 (+2 vs enchantments)| Init: 0| Percep: 8

"Nargun should be able to dispatch a pair of chained zombies in short order." Twilght nodded towards his hefty axe.

"I will examine the North door for magic while he does that."
Twilght once again cast a spell to reveal magical auras.

I can examine the door for magic from this side of the room so that I am not separated from the party.


Male Dwarf Barbarian (Invulnerable Rager) 8 Init +1 HP 109/109 DR 4/ AC 17 T12 FF 16 Fort+11 Ref+3 Will +4 Per +9 Spd 30 RAGE! Used 0/29

Say what you want to be killed. I'll kill it.

answers the dwarf, with grim purpose


Cleric 3/Wizard 3/MyTh Hp (54/54) | AC 14 T10/F14| FRW 7/3/10 (+2 vs enchantments)| Init: 0| Percep: 8

Twilight nodded towards the restrained zombies. "Those need to be put out of their misery."

She moved to the North door while Nargun was taking care of the messy business of returning the dead to their rest. She examined the doors, scanning for both magical or mundane traps.

perception: 1d20 + 7 ⇒ (7) + 7 = 14


M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 6 | AC 25 (T12, FF24, CMD22) | HP 62/62 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +20/+23 | Insp 6/6 | Spirits 9/9 | Active: None

Artegall will open the North door once we are ready to move on.

He has a passive check from Trap Spotter at +19.


Nargun, 3 DC 12 Fort saves since these zombies explode like the ones in the first room do.

Nargun goes about the grim business while the others prepare to move on. Each zombie snaps and strains to get to Nargun's not-so-vulnerable flesh but he easily puts all three out of their misery. At the cost of being drenched with even more stinking fluids and barely recognizable viscera as they all burst like overripe fruit when he brings his axe to bear.


Male Dwarf Barbarian (Invulnerable Rager) 8 Init +1 HP 109/109 DR 4/ AC 17 T12 FF 16 Fort+11 Ref+3 Will +4 Per +9 Spd 30 RAGE! Used 0/29

Fort save: 1d20 + 9 ⇒ (13) + 9 = 22
Fort save: 1d20 + 9 ⇒ (16) + 9 = 25
Fort save: 1d20 + 9 ⇒ (10) + 9 = 19

With cold-blooded, nearly frightening efficiency, Nargun dispatches the trio of zombies, and then comes back, even more covered in gore than before, but unharmed. He nods at Twilight

Done, Princess.


To the north, the group finds what appears to be living quarters. Black-sheeted cots fill this room; their satin coverings and overstuffed pillows seem more akin to funerary trappings than the resting places of the living. Numerous skulls are set evenly within the room’s stone walls. Candles inside them cause them to glow like morbid jack-o’-lanterns and cast dim light across the room.

Footlockers and shelves near each cot attest to the presence of cultists in the facility but none are present in this room.


Cleric of Erastil 8 (HP 59/59 | AC:21 | T:13 | FF:18 | Fort:+9 | Ref:+8 | Will:+10 | Init:+7 (+9 Surprise) | Perc +15) Whisper - Large Wolf (HP 66/66 | AC:20 (24 v AoO)| T:12 | FF:17 | Fort: +10 | Ref:+7 | Will:+3 | Perc +5)
Spells Remaining:
1: (AA, B, D:CA, DE, PFE, SoF) , 2: (D:AW, BS, CE, LR, SW), 3: (DM, D:F, P, RD), 4:(DP, D:HS, GMW) Channel Energy: 3/3, Touch of Good 5/5, Harrow points: 3/3

'ow many beds do there be? That's probably do be at least 'ow many cultists there are down 'ere.

Mirela calls while still mainly focused on making sure nobody is sneaking up behind the group thorough the big doors.


Male Dwarf Barbarian (Invulnerable Rager) 8 Init +1 HP 109/109 DR 4/ AC 17 T12 FF 16 Fort+11 Ref+3 Will +4 Per +9 Spd 30 RAGE! Used 0/29

Can't your wolf sniff and hunt them, Huntress?


M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 6 | AC 25 (T12, FF24, CMD22) | HP 62/62 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +20/+23 | Insp 6/6 | Spirits 9/9 | Active: None

"Well, it seems like there is no path around.
Does anybody have an idea how to get past that vat that blocks our way, without getting splashed or crushed by it or having it be used against us as a bottleneck?"

I'm stumped. Got no good ideas here.


Cleric of Erastil 8 (HP 59/59 | AC:21 | T:13 | FF:18 | Fort:+9 | Ref:+8 | Will:+10 | Init:+7 (+9 Surprise) | Perc +15) Whisper - Large Wolf (HP 66/66 | AC:20 (24 v AoO)| T:12 | FF:17 | Fort: +10 | Ref:+7 | Will:+3 | Perc +5)
Spells Remaining:
1: (AA, B, D:CA, DE, PFE, SoF) , 2: (D:AW, BS, CE, LR, SW), 3: (DM, D:F, P, RD), 4:(DP, D:HS, GMW) Channel Energy: 3/3, Touch of Good 5/5, Harrow points: 3/3

I have a scroll that can be creating Mist. They will be knowing we are coming, but might not know where we are.

[ooc]I can offer a Scroll of Obscuring Mist if anyone wants to make a plan with that.[/occ]


M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 6 | AC 25 (T12, FF24, CMD22) | HP 62/62 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +20/+23 | Insp 6/6 | Spirits 9/9 | Active: None

"That's a very good idea, Mirela.
If we can sneak around the vat under cover of fog, we would be much safer. If you read the scroll on this side of the doors, and then we open the door, would the fog billow out to cover its usual radius?"

Suggesting to center the cloud on the grid intersection between the double doors.

"I can then try to get past one corner or the other. I'd take any other protections you have available to give."

Not liking this situation, where they can force us through a bottleneck. Evil and clever encounter design. But the fog could help a lot.


Cleric 3/Wizard 3/MyTh Hp (54/54) | AC 14 T10/F14| FRW 7/3/10 (+2 vs enchantments)| Init: 0| Percep: 8

Resources:
Cleric 0: Detect magic, Light, Spark. 1:Diagnose disease, Shield of faith, Bless (D)True strike. | Channel 1d6 0/3. Touch of chaos 4/5. Bit of luck 4/5.

Wizard 0: Acid splash, Mage hand, prestidigitation, read magic. 1:Mage armour, Vanish, Magic weapon, (S)Colour spray.2:Spectral hand, Spectral hand, (S)Blur | Subtle misdirection 3/6.

Bonded item A:0/1, D: 0/1. Pearl Lv1 0/1, Lv2 1/1

Harrow points 3/4. Choosing card: The teamster. Con damage 1, Cha damage 1.

Twilight nodded in agreement about the obscuring mist. "Before we charge in, I can provide a little extra protection for a short time, just let me know when everyone is ready"

She took one of her wands from within the folds of her cloak and made ready to cast a protective ward on the two men.

Getting out the wand of protection from evil and just before we are ready to go I will tap both Nargun and Artegal with it. Protection from evil will last 1 min. +2 deflection to AC and resistance to saves from evil creatures.


Cleric of Erastil 8 (HP 59/59 | AC:21 | T:13 | FF:18 | Fort:+9 | Ref:+8 | Will:+10 | Init:+7 (+9 Surprise) | Perc +15) Whisper - Large Wolf (HP 66/66 | AC:20 (24 v AoO)| T:12 | FF:17 | Fort: +10 | Ref:+7 | Will:+3 | Perc +5)
Spells Remaining:
1: (AA, B, D:CA, DE, PFE, SoF) , 2: (D:AW, BS, CE, LR, SW), 3: (DM, D:F, P, RD), 4:(DP, D:HS, GMW) Channel Energy: 3/3, Touch of Good 5/5, Harrow points: 3/3

I'm not sure on the spell and the door... Let's be opening the door right as I finish the scroll, and then we don't be 'aving to be worrying about this.


OK, I'm good on the casting plan, just let me know who goes first and which direction.


M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 6 | AC 25 (T12, FF24, CMD22) | HP 62/62 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +20/+23 | Insp 6/6 | Spirits 9/9 | Active: None

Artegall will call on the spirits again for greater protection.
Whispering Spirits use 4 of 6, to gain +2 to AC and saves for 1 minute. AC is now 25, or 27 vs evil foes.

He will squeeze through to the south as carefully and quietly as he can.

Stealth, ACP, Free Inspiration: 1d20 + 10 - 4 + 1d6 + 1 ⇒ (16) + 10 - 4 + (3) + 1 = 26


Cleric of Erastil 8 (HP 59/59 | AC:21 | T:13 | FF:18 | Fort:+9 | Ref:+8 | Will:+10 | Init:+7 (+9 Surprise) | Perc +15) Whisper - Large Wolf (HP 66/66 | AC:20 (24 v AoO)| T:12 | FF:17 | Fort: +10 | Ref:+7 | Will:+3 | Perc +5)
Spells Remaining:
1: (AA, B, D:CA, DE, PFE, SoF) , 2: (D:AW, BS, CE, LR, SW), 3: (DM, D:F, P, RD), 4:(DP, D:HS, GMW) Channel Energy: 3/3, Touch of Good 5/5, Harrow points: 3/3

Mirela pulls out her scroll and at the given signal casts it right at the opened door.


Mirela fills the doorway and both rooms for several feet with an obscuring mist.

Artegall squeezes past the vat and runs right into a pair of zombies. In the mist he manages to see them without them spotting him, but because of the mist he also can't see if there's any more behind them.

DM rolls:
Group Z init: 1d20 ⇒ 10

Go ahead and roll initiative, please.


M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 6 | AC 25 (T12, FF24, CMD22) | HP 62/62 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +20/+23 | Insp 6/6 | Spirits 9/9 | Active: None

Initiative: 1d20 + 1 ⇒ (19) + 1 = 20


Artegall is before zombies, so go ahead. He's also the only PC who knows about the zombies.


M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 6 | AC 25 (T12, FF24, CMD22) | HP 62/62 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +20/+23 | Insp 6/6 | Spirits 9/9 | Active: None

Artegall will study and strike at the nearest zombie.
Attack, Studied Target: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
01-20 miss from fog: 1d100 ⇒ 40
Damage: 1d8 + 5 ⇒ (5) + 5 = 10
I believe that concealment negates precision damage, so Artegall does not get the +2 damage from Studied Combat.

He will 5' step past the zombies to get away from the vat a bit. Artegall isn't going to shout, but he will say in a low voice, "Nargun, got zombies here."


Cleric of Erastil 8 (HP 59/59 | AC:21 | T:13 | FF:18 | Fort:+9 | Ref:+8 | Will:+10 | Init:+7 (+9 Surprise) | Perc +15) Whisper - Large Wolf (HP 66/66 | AC:20 (24 v AoO)| T:12 | FF:17 | Fort: +10 | Ref:+7 | Will:+3 | Perc +5)
Spells Remaining:
1: (AA, B, D:CA, DE, PFE, SoF) , 2: (D:AW, BS, CE, LR, SW), 3: (DM, D:F, P, RD), 4:(DP, D:HS, GMW) Channel Energy: 3/3, Touch of Good 5/5, Harrow points: 3/3

Initiative: 1d20 + 6 ⇒ (9) + 6 = 15 + 2 more if this is a surprise round


Cleric 3/Wizard 3/MyTh Hp (54/54) | AC 14 T10/F14| FRW 7/3/10 (+2 vs enchantments)| Init: 0| Percep: 8

initiative: 1d20 + 0 ⇒ (19) + 0 = 19


Male Dwarf Barbarian (Invulnerable Rager) 8 Init +1 HP 109/109 DR 4/ AC 17 T12 FF 16 Fort+11 Ref+3 Will +4 Per +9 Spd 30 RAGE! Used 0/29

Init: 1d20 + 1 ⇒ (16) + 1 = 17

I'm coming.

Nargun gets into the room, his axe ready to strike


As the group starts to enter the room, they can all feel the dark energy in the air. This is a bad, bad place- you can practically taste the unnatural, twisted magic that has taken place here. It is like a greasy mist that settles over everything, coating your skin and filling your nostrils with the scent of evil.

Artegall cuts hard into the zombie on his left as he flows past the two mindless undead. The pair of walking corpses both start to moan as they realized what happened, but the zombie he'd cut barely seems to notice the new wound across its stomach.

DM rolls:
QP1 vs AC 5: 1d20 + 6 ⇒ (13) + 6 = 19
Miss? low is good: 1d100 ⇒ 59
Miss direction: 1d8 ⇒ 8

QP2 vs AC 5: 1d20 + 6 ⇒ (12) + 6 = 18
Miss? low is good: 1d100 ⇒ 20

Moments later, a pair of vials arced in through the mist, crashing into the floor and exploding into blood red clouds that quickly dispersed into the mist.

Nargun, are you going the same direction as Artegall? If/when you get to melee range do you attack?

Twilight and Mirela, does the map reflect your PCs position at the start of combat?

Artegall and Nargun (if you followed Artegall), give me 2x DC 16 Fort saves or contract Blood Veil with immediate onset (any Blood Veil immunities or resistances apply)

Twilight, Nargun, Mirela are up!

Init:
Artegall- acted
?1- acted
?2- acted
Twilight-
Nargun-
Mirela-
?
?
?
ZRed- moderate dmg
ZOrange-
?

DM rolls:
L: 1d20 + 2 ⇒ (9) + 2 = 11
D: 1d20 + 2 ⇒ (17) + 2 = 19
C: 1d20 ⇒ 8
Q: 1d20 + 7 ⇒ (14) + 7 = 21
S: 1d20 + 6 ⇒ (17) + 6 = 23


Cleric of Erastil 8 (HP 59/59 | AC:21 | T:13 | FF:18 | Fort:+9 | Ref:+8 | Will:+10 | Init:+7 (+9 Surprise) | Perc +15) Whisper - Large Wolf (HP 66/66 | AC:20 (24 v AoO)| T:12 | FF:17 | Fort: +10 | Ref:+7 | Will:+3 | Perc +5)
Spells Remaining:
1: (AA, B, D:CA, DE, PFE, SoF) , 2: (D:AW, BS, CE, LR, SW), 3: (DM, D:F, P, RD), 4:(DP, D:HS, GMW) Channel Energy: 3/3, Touch of Good 5/5, Harrow points: 3/3

Obscuring mist is centered on me so I had to be at the corner of the doors at the start of combat. Also given she cast a scroll, I assume she would have have to have her bow put away, so I need to draw a weapon.

Mirela moves forward, pulling out her morning star as she moves. Whisper follows on her heels. Seeing the zombies slowly reacting near Atticus, she moves past Atticus to get behind the group and as close to the center of the room while staying in the fog.
As she she moves past the zombies she barks.
Attack
Goal is to get as much of the room in range as possible before I pop a channel divinity in case there are more Zombies anywhere here. I move 30 feet so I think this is valid, but if you want to move me back adjust me as needed

Channel Harm Undead 30' Radius (Will 13 for half): 3d6 ⇒ (2, 5, 3) = 10

Behind her Whisper snaps at the the zombie before her.
If the Red zombie is still up, snap at it, if not snap at Orange.
Bite + Bless: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Trip: 1d20 + 6 ⇒ (18) + 6 = 24

Note since I'm not using my bow, my buckler applies so for this round my AC is 19


M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 6 | AC 25 (T12, FF24, CMD22) | HP 62/62 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +20/+23 | Insp 6/6 | Spirits 9/9 | Active: None

Fort #1: 1d20 + 9 ⇒ (11) + 9 = 20
Fort #2: 1d20 + 9 ⇒ (10) + 9 = 19

Artegall resists the disease for now.

If the Blood Veil counts as evil, there would be another +1 on the saves; he has a Cloak of Resistance +1, but the Prot Evil spell gives a +2.


Male Dwarf Barbarian (Invulnerable Rager) 8 Init +1 HP 109/109 DR 4/ AC 17 T12 FF 16 Fort+11 Ref+3 Will +4 Per +9 Spd 30 RAGE! Used 0/29

Fort save: 1d20 + 9 ⇒ (2) + 9 = 11
Fort save: 1d20 + 9 ⇒ (4) + 9 = 13

Caught off guard by the thrown vials-or maybe over estimating his resilience- Nargun starts to cough violently.

He keeps is axe ready to strike, if a zombie- or a foe-comes too close


Nargun Con dmg: 1d4 ⇒ 4
Nargun Cha dmg: 1d4 ⇒ 2

Nargun suddenly feels tired, run down, and irritable- more so than usual.

Mirela slips through the mist past Nargun and Artegall, dodging zombies as she does.

Z1 AoO Slam: 1d20 + 6 ⇒ (18) + 6 = 24
Dmg, if any: 1d6 + 3 ⇒ (3) + 3 = 6

Z2 AoO Slam: 1d20 + 6 ⇒ (5) + 6 = 11
Dmg, if any: 1d6 + 3 ⇒ (4) + 3 = 7

One catches her as she tries to move away but she's able to get to the far side of the vat, where she finds a row of skeletons lined up like toy soldiers. As she calls out to Erastil she can feel that he seems distant, further away than usual. The room feels close and oppressive, like someone is watching her every move.

DM rolls:
Z1 Will save, DC 13: 1d20 + 4 + 2 + 4 ⇒ (5) + 4 + 2 + 4 = 15
Z2 Will save, DC 13: 1d20 + 4 + 2 + 4 ⇒ (4) + 4 + 2 + 4 = 14
Z3 Will save, DC 13: 1d20 + 4 + 2 + 4 ⇒ (6) + 4 + 2 + 4 = 16
Z4 Will save, DC 13: 1d20 + 4 + 2 + 4 ⇒ (15) + 4 + 2 + 4 = 25
S1 Will save, DC 13: 1d20 + 2 + 2 + 4 ⇒ (5) + 2 + 2 + 4 = 13
S2 Will save, DC 13: 1d20 + 2 + 2 + 4 ⇒ (12) + 2 + 2 + 4 = 20
S3 Will save, DC 13: 1d20 + 2 + 2 + 4 ⇒ (1) + 2 + 2 + 4 = 9
S4 Will save, DC 13: 1d20 + 2 + 2 + 4 ⇒ (5) + 2 + 2 + 4 = 13

Instead of the burst of power she expects, Erastil's grace feels anemic and weak. Only one of the skeletons truly seems affected the way she had envisioned it, while all four sets of eyes turn to her and the skeletons raise their swords to Mirela almost as one.

Behind her in the scrum, Whisper bites one of the zombies hard and pulls it down to the ground.

Twilight is up!

Mirela takes 6hp dmg, Nargun takes 4 Con and 2 Cha dmg

Init:
Artegall- acted
?1- acted
?2- acted
Twilight-
Nargun- acted, 4 Con/2 Cha
Mirela- acted, 6hp
?
?
SYellow- moderate dmg (5)
SGreen- moderate dmg (5)
STeal- major dmg (10)
SBlue- moderate dmg (5)
ZRed- major dmg (21), Prone
ZOrange- minor dmg (5)
?- minor dmg (5)
?- minor dmg (5)
?


Cleric 3/Wizard 3/MyTh Hp (54/54) | AC 14 T10/F14| FRW 7/3/10 (+2 vs enchantments)| Init: 0| Percep: 8

Resources:
Cleric 0: Detect magic, Light, Spark. 1:Diagnose disease, Shield of faith, Bless (D)True strike. | Channel 1d6 0/3. Touch of chaos 4/5. Bit of luck 4/5.

Wizard 0: Acid splash, Mage hand, prestidigitation, read magic. 1:Mage armour, Vanish, Magic weapon, (S)Colour spray.2:Spectral hand, Spectral hand, (S)Blur | Subtle misdirection 3/6.

Bonded item A:0/1, D: 0/1. Pearl Lv1 0/1, Lv2 1/1

Harrow points 3/4. Choosing card: The teamster. Con damage 1, Cha damage 1.

Hearing the sounds of battle erupt in the fog, Twilight carefully made her way forward towards the door until she spotted Nargun in the mist. "The lady guide your strike" she whispered as she bestowed a temporary blessing upon him.

Move forward to beside Nargun and use blessing of the faithful giving him a +2 sacred bonus on attack rolls for a round


The same voice from the stair fight upstairs yelled out "They're squeezing in around the left! Move them left! Focus on the left!"

The skeleton squad attacks Mirela, each swinging a scary looking scythe.

DM rolls:
S1 scythe: 1d20 + 2 + 1 + 1 ⇒ (14) + 2 + 1 + 1 = 18
Dmg, if any: 2d4 + 3 + 1 ⇒ (1, 4) + 3 + 1 = 9

S2 scythe: 1d20 + 2 + 1 + 1 ⇒ (19) + 2 + 1 + 1 = 23
Dmg, if any: 2d4 + 3 + 1 ⇒ (4, 4) + 3 + 1 = 12

S3 scythe: 1d20 + 2 + 1 + 1 ⇒ (1) + 2 + 1 + 1 = 5
Dmg, if any: 2d4 + 3 + 1 ⇒ (2, 3) + 3 + 1 = 9

S4 scythe: 1d20 + 2 + 1 + 1 ⇒ (18) + 2 + 1 + 1 = 22
Dmg, if any: 2d4 + 3 + 1 ⇒ (1, 1) + 3 + 1 = 6

Two slice through Mirela's defenses while the other two miss.

While one of the zombies pushes up to its feet, heedless of the danger from Whisper or Artegall, more zombies shamble in from around the curve of the vat, pushing past the skeletons to attack Mirela and Artegall.

DM rolls:
Z1 Bite: 1d20 + 6 + 1 + 1 ⇒ (5) + 6 + 1 + 1 = 13
Dmg, if any: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5

Z2 Bite: 1d20 + 6 + 1 + 1 ⇒ (17) + 6 + 1 + 1 = 25
Dmg, if any: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Z2 Slam 1: 1d20 + 6 + 1 + 1 ⇒ (14) + 6 + 1 + 1 = 22
Dmg, if any: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Z2 Slam 2: 1d20 + 6 + 1 + 1 ⇒ (17) + 6 + 1 + 1 = 25
Dmg, if any: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Grapple check, Bite: 1d20 + 10 + 1 + 1 ⇒ (8) + 10 + 1 + 1 = 20
Grapple check, Slam 2: 1d20 + 10 + 1 + 1 ⇒ (7) + 10 + 1 + 1 = 19

Z3 Bite vs Mirela, flank: 1d20 + 6 + 1 + 1 + 2 ⇒ (20) + 6 + 1 + 1 + 2 = 30
Dmg, if any: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Crit confirm?: 1d20 + 6 + 1 + 1 + 2 ⇒ (18) + 6 + 1 + 1 + 2 = 28

Z4 Bite vs Artegall, flank: 1d20 + 6 + 1 + 1 + 2 ⇒ (16) + 6 + 1 + 1 + 2 = 26
Dmg, if any: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Two zombies are able to connect with Artegall and one with Mirela, one trying to grab the investigator and bite his throat out and the one flanking Mirela nearly biting off her ear.

Beyond the mist, the group can hear a droning prayer calling on Urgathoa for assistance coming from a number of different voices.

Artegall takes 21hp dmg, Mirela takes 34.

Whisper and Artegall both get an AoO as ZRed stands up after Whisper's trip. Artegall is up!

Init:
Artegall- 21hp dmg
?1-
?2-
Twilight-
Nargun- 4 Con/2 Cha
Mirela- 6+34hp
?-
?- 6/13
SYellow- moderate dmg (5)
SGreen- moderate dmg (5)
STeal- major dmg (10)
SBlue- moderate dmg (5)
ZRed- major dmg (21), Prone
ZOrange- minor dmg (5)
ZPink- minor dmg (5)
ZPurple- minor dmg (5)
?-


M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 6 | AC 25 (T12, FF24, CMD22) | HP 62/62 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +20/+23 | Insp 6/6 | Spirits 9/9 | Active: None

Artegall is AC 27 against evil foes, and undead are normally evil. So I believe all of those attacks missed, meaning no damage to Artegall?

Z-red was the Studied Target last round. Artegall strikes as it stands.

AOO on Red, Studied, vs Prone, Bless: 1d20 + 10 + 2 + 4 + 1 ⇒ (9) + 10 + 2 + 4 + 1 = 26
Damage: 1d8 + 5 ⇒ (7) + 5 = 12

He will then attack Orange Zombie, fighting cautiously.

Attack, Bless, CE: 1d20 + 10 + 1 - 2 ⇒ (10) + 10 + 1 - 2 = 19
Damage: 1d8 + 5 ⇒ (8) + 5 = 13

Now AC 29 against evil foes.


Cleric of Erastil 8 (HP 59/59 | AC:21 | T:13 | FF:18 | Fort:+9 | Ref:+8 | Will:+10 | Init:+7 (+9 Surprise) | Perc +15) Whisper - Large Wolf (HP 66/66 | AC:20 (24 v AoO)| T:12 | FF:17 | Fort: +10 | Ref:+7 | Will:+3 | Perc +5)
Spells Remaining:
1: (AA, B, D:CA, DE, PFE, SoF) , 2: (D:AW, BS, CE, LR, SW), 3: (DM, D:F, P, RD), 4:(DP, D:HS, GMW) Channel Energy: 3/3, Touch of Good 5/5, Harrow points: 3/3

Whisper tries to Snap at the zombie that stands up.

Bite + Bless: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Trip: 1d20 + 6 ⇒ (18) + 6 = 24
<21 Miss From Fog: 1d100 ⇒ 49
Blind Fight <21 Miss: 1d100 ⇒ 72


You're right I forgot about the miss chance and AoO. Go ahead and roll your AoO, Mirela.

S2 Miss chance, low is bad: 1d100 ⇒ 49
S4 Miss chance, low is bad: 1d100 ⇒ 97
Z3 Miss chance, low is bad: 1d100 ⇒ 29

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