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


4,101 to 4,150 of 4,918 << first < prev | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | next > last >>

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

I'm guessing we didn't quite drop the fleeing Physician?

"I know it might take much of our wands and potions, but we should heal up and pursue.
If we rest to regain spells, then that enemy caster will be able to as well. We have made him expend some powerful spells. We might not stand a chance if he is at full power, so best to not let him rest.
I believe an effect in this room was strengthening the enemy; by forcing them out of this room, we have weakened them."

How are we on healing potions? The Loot Sheet shows a potion of Lesser Restoration (could be good for Nargun) plus five potions of CMW. We found 2 CLW potions on the Physicians we defeated earlier, and the one we just beat now might have one or not.

Artegall will search the fallen Physician.


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 wand of Cure Moderate Wounds.
She touches herself with it three times and Whisper once before looking at the others….
Who do still be ‘urt?. She asks curtly.

CMW Mirela: 2d8 + 3 ⇒ (5, 6) + 3 = 14
CMW Mirela: 2d8 + 3 ⇒ (8, 5) + 3 = 16
CMW Mirela: 2d8 + 3 ⇒ (1, 5) + 3 = 9
CMW Whisper: 2d8 + 3 ⇒ (2, 3) + 3 = 8

13 charges left, we can easily heal and chase them. Twilight I also have a scroll of spirital weapon if you want to use it, or you can take this wand and keep us up. Finally if we decide to go farther, I’ll take a second to pull out my scroll of magic weapon and enchant my bow. That would be 5 rounds for me.


Let's say that any fallen physician or cultist in here- already defeated or in the future- is carrying a CLW potion to loot.


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 finds a healing potion on the recently defeated Physician and drinks it.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9

"I am ready to continue whenever you are, but Nargun needs healing."

"I do want to catch up to Davaulus and that other caster. But we probably could rest in here if we find a safe place we can fortify. I do worry about them having an escape route, though."


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

As Mirela uses her wand she comments:
I am not spending one moment longer then I do be ‘aving to. If we rest we should be going back up to Kroft to let them know what is down ‘ere. The more that do be knowing, the less chance that someone can cover this up.


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

Lets kill them all. They have made enough victims here. Do we want to give the opportunity to make more widows, more orphans? The folk of Korvosa has suffered more than enough already. Patch me up with your magic, and I'll follow them to Hell if I need.


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. Wand cure light (21). Wand daze monster (8). Wand prot.evil. (48). Wand magic missile (18)

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

"Just give me a couple of moments and I will have Nargun as good as new"

Twilight proceeded to repeatedly tap Nargun with the wand of healing.

As she was healing Nargun, she agonized over the question of pressing forward of leaving. Suddenly she had an epiphany and realized that Callistria's teachings already provided the simple answer Don't think about the future, deal with what comes when it comes. At this very moment what did she want to do?

"We should continue, this has to be stopped now and we don't want to let them get away"

Unless you would prefer I roll it out, assuming an average of 5 healing per charge, 13 charges and 13 rounds later Nargun will have +65 hp. I added wands and charges to the Resources spoiler


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

While Twilight heals Nargun, Mirela climbs up on the Catwalk to get a better view of the far door and to make sure nobody sneaks in to surprise the party. While up there she glances down in the big tanks to see if she can tell what they hold.

Head up to the middle catwalk where the spell casters were standing. She will watch the door. I’m ready to go forward to the next room they escaped to when you all are.


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 go to the door that the enemies went through and listen carefully, hoping to catch some discussion of their tactics and if there are reinforcements in there.
Do not yet have free Inspiration on Perception checks, but I will spend a point of Inspiration on this check.

Perception, Inspiration: 1d20 + 17 + 1d6 + 1 ⇒ (12) + 17 + (2) + 1 = 32


Artegall doesn't hear anything through the doors. Either there's no one in there or they're not moving around- likely waiting in ambush for the adventurers to come through the door.

Looking down into the vats, Twilight sees that each is topped with a foul green-brown mist through which she can barely make out a disgusting brownish-red slurry of blood and chemicals and other, less wholesome ingredients.

The doors leading north and south out of the room are on the lower level, below the catwalks, and like the doors leading east are firmly shut.

OK, 13 rounds to heal Nargun and then go east? That the plan?


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 aren't moving or giving orders. They must already be regrouped and set in place.
We just walked into one ambush of theirs and barely made it out with our lives. That Obscuring Mist was a big help, of course.
Anybody have any great ideas here?

I could open the door and try to draw their fire, to see what forces they have inside."

Open the door and use Total Defense, hopefully tank some attacks and make them expend some spells, then close the door.

@Twilight, do you have 2nd-level cleric spells? Your Resources spoiler doesn't show any, but you are Clr3. It also looks like you have a 2nd-level Pearl of Power to use if needed.


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 can be staying back and shooting….. not much else, I can do…. Twilight, do you be ‘aving an Illusion we can use to draw fire?

Hmmm. Maybe go through both doors at once? You stand at the door and The Dwarf and Whisper do be charging into the room to get behind them?

Mirela is clearly as unsure as you are here…


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 moves away from the door and speaks to his allies quietly.

"Every time we defeat them, they have fallen back and very quickly regrouped into a well-established defensive position with more allies. It takes remarkable training to do that and not have a retreat turn into a rout or panic. I heard nobody arguing in there. Nobody questioning orders, or shrieking that they were going to die. Nobody moving around unsure of where they are supposed to be. We have been carving through them like a hot knife through butter and they are still maintaining their discipline and morale.

I suggest making them come to us. If I make a hasty attack and then retreat, they may pursue.

Let's have Whisper, Mirela, and Twilight north of the northern door, and Nargun in between the doors. I will open a door, see the forces, and retreat to the south. If they come out in pursuit of me, Nargun and I can flank them. If they come out the northern door, Whisper and Nargun can flank them, with Whisper blocking for Twilight and Mirela. We can bottle them up so that only a couple can get out at a time, while any casters in the room will not have line of sight to us."

"If they don't take the bait, we can try other options. Maybe throwing Alchemists' Fire into the room from around the side of the door."

Depending on Twilight's spell situation, we may have other options if they don't pursue.

"If that all sounds good to you, let's protect ourselves as best as we can with spells, wands, and potions before we start."


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

That do make more sense then anything I can come up with...

I'm good to go with this plan.


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. 2:Bull's strength, Status, (D)Aid| Channel 1d6 0/3. Touch of chaos 4/5. Bit of luck 4/5.

Wizard 0: Acid splash, Mage hand, prestidigitation, read magic. 1:[s]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. Wand cure light (21). Wand daze monster (8). Wand prot.evil. (48). Wand magic missile (18)

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

While healing Nargun, Twilight glanced at Artegall with a raised eyebrow "I think they have a pretty hot knife of their own. Depending on what's behind the door, I do have a tanglefoot bag. If they look like they are going to fall back again maybe Mirella can toss one at that Lamm soundalike to make sure he doesn't go anywhere. It might mess up his spellcasting as well."

She put the final touches on Nargun's wounds before continuing "Unfortunately I don't have any illusions prepared. Just a protective ward and a spell to amplify one's strength. I cold apply the blur effect to afford a little protection to whoever is going to open the door if they would like. But other than that, as long as there aren't any more lightning bolts, they can cower in the back of the room for as long as they want while I pester them with magical darts and Mirella whittles their numbers with her bow. That might encourage them to come out."


OK, re: "let's protect ourselves as best we can," what do you prep?


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 borrows the pearl of power (level 2) from Twilight and uses it to recall a minor blessing of healing. Then she casts lesser restoration on Nargun to fix his Health.
LR Con: 1d4 ⇒ 2
When complete she hands the pearl back to Twilight along with her wand of Cure Moderate and scroll of Spirital weapon.

She looks the others over and when they are ready she casts Shield of Faith on Whisper and moves them both next to the door they will not be opening. Finally she pulls out the scroll of magic weapon and enchants her bow before nodding to the others that she is set.


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

I placed Nargun and Whisper on the map, but I don't know where Twilight and Mirela want to be. I'm guessing Mirela wants to be on the catwalk in the middle?

Artegall will not use Whispering Spirits at this time; I think it better to save it for a reroll on a save if needed.

With Protection from Evil, his AC is still 25 against evil foes, so that's pretty good.

Once everyone else is in place, he will open the south door. What does he see?


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. 2:Bull's strength, Status, (D)Aid| Channel 1d6 0/3. Touch of chaos 4/5. Bit of luck 4/5.

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

Bonded item A:0/1, D: 0/1. Pearl Lv1 0/1, Lv2 1/1. Wand cure light (21). Wand daze monster (8). Wand prot.evil. (46). Wand magic missile (18)

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

Twilight drew her wand of protection and granted Nargun and Artegall a simple ward against malevolent spells and creatures. Then she wove a simple illusion about Artegall which would provide him at least a little extra safety should he be attacked.

Finally, just as the doors were about to be opened, she graced Artegall with a blessing of protection from Callistria.

Protection from evil on Nargun and Artegall (+2 deflection to AC, +2 resistance to saves), subtle misdirection on Artegall (20% miss chance, dissipates when it stops 1 attack from hitting), Blessing of the faithful on Artegall (+2 sacred bonus to AC). Durations at the moment of opening the door will be Nargun: Prot evil 6 rounds, Argtegall:Prot evil 7 rounds, misdirection 8 rounds, Blessing 1 round


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

That's exactly where I want to be....


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

@Twilight, I'll take that Blessing of the Faithful on skill checks if I can, and also a Guidance; I might need to make a Bluff check to get them to think I am fleeing in panic and pursue.


Go ahead and post when you're ready, Artegall.


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 wrote:
Once everyone else is in place, he will open the south door. What does he see?

That was my post. What he sees may influence what he does.


The reek of burning wax wafts through this morbid chamber, with several tall, misshapen candles being the apparent source. Workspaces strewn with tall beakers of foul-colored liquids, parchments covered in insidious symbols, and cages of whimpering rodents fill large alcoves in both the northern and southern walls. A closed pair of huge stone doors dominate the eastern wall.

At the room’s center stand four large, cylindrical glass vats, each filled with a bubbling emerald fluid that tints the chamber’s light a noxious green. Within each suspension floats a malformed abomination—something part human, part angel, and part horse—things of half-formed muscle with dead, fleshless equine skulls. Three of the forms are motionless, but the fourth twitches now and then.

Immediately in front of him, Artegall sees several figures in dark robes wielding scythes arranged to defend 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 is very nervous about what that twitching thing in the glass vat might be. Does he have any idea about it?

Knowledge, Free Inspiration, Blessing of the Faithful: 1d20 + 7 + 1d6 + 1 + 2 ⇒ (7) + 7 + (3) + 1 + 2 = 20
Same value for Religion, Arcana, Planes, Dungeoneering, and Nature.

And that is quite a lot of foes. It is hardly an act for Artegall to display fear here.

"Fall back! There are too many! We have to escape and get the Guard!"
Bluff, Free Inspiration, Blessing of the Faithful, Guidance: 1d20 + 4 + 1d6 + 1 + 2 + 1 ⇒ (18) + 4 + (1) + 1 + 2 + 1 = 27

Artegall moves south, trying to be out of sight from anyone in the room.


Kn:Planes for Artegall:
The horse skull head and legs on a 14-foot tall human body with the wings of a decaying angel is pretty distinctive- these are leukodaemons. Deacons of the Horseman of Pestilence, leukodaemons serve their lord in Abaddon as well as across the planes by spreading plagues and pandemics.

A single one would be a challenge for the party, much less 4 of them (CR 9). Luckily 3 of the 4 already seem dead but the fourth is clearly alive, if in some sort of stasis.

As with nearly all evil outsiders, darkness is no bar to their sight (darksight), and these daemons in particular can sense the presence of good creatures (Sense Good) and can tell how close to death a living being is (Deathwatch SA).

They typically attack with bites and claws but are also known to use massive longbows when at range.

They are immune to normal weapons (DR 10/good or silver) as well as acid, death effects, disease, and poison. They also have supernatural resistance to the elements (resist cold 10, electricity 10, fire 10) and magic (SR 20).

If it gets loose and turned on the group, they will certainly be in serious trouble.

The cultists in the room don't immediately stream out after Artegall.

If no one does anything after a round:

The doors slam back shut, probably closed by someone inside.


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

Really, I think it was a great plan, Artegal. Honestly. But sometimes the simplest strategies are the best. Or at least the most impactful.

Big axe in hands, and ready to give in to the bloodlust, Nargun pushes the door open again.

He grins.

Ready to die a violent and painful death, folks? I don't expect you to surrender anyway.


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

Twilight saw Artegall's disappointment that the cultists had not fallen for their ruse. "Trickery and deception are divine endeavours, even if they don't succeed. They didn't take the bait but it wasn't for nothing. We know that there is someone just behind the door and given how they like to surround their foes it isn't unreasonable that there is another one on the other side of the doorway as well. They might have even been trying to bait us into their own ambush.

With this knowledge, Nargun can push left of the door while you push right to deny them the opportunity to flank either of you while Mirella and I deal with any that hang back. If we act quickly there is even a little time left on the enchantments that we prepared."


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

Since Nargun seems to have charged in, Mirela moves up close to try to support the assault.


OK, let's do initiative. Nargun, if you beat the below you can do your action after kicking in the door before they react. They're still in the positions shown on the map.

Cultist Init: 1d20 ⇒ 12


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 ⇒ (11) + 1 = 12

Of course, a tie.^^


PCs win ties so go ahead.


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

Moves in and power attack. That's how we do tactic things the barbarian way.

PA+Bless: 1d20 + 11 + 1 - 2 ⇒ (6) + 11 + 1 - 2 = 16 Hopefully vs flat footed
PA 2H dmg: 1d12 + 7 + 6 ⇒ (8) + 7 + 6 = 21

Nargun pushes his way in and tries to cut the closest foe, who was probably hiding near the door


Nargun charges in and slices at the closest waiting cultist. His powerful swing scrapes off the cultist's breastplate concealed under their robes.

While those farther away proclaim calls to their goddess, the nearest cultist and the next closest one both fall on Nargun with their scythes ready.

Orange scythe, flank: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
O dmg: 2d4 + 3 ⇒ (3, 4) + 3 = 10

Yellow scythe, flank: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
O dmg: 2d4 + 3 ⇒ (1, 1) + 3 = 5

The one Nargun tried to hit actually connects with a heavy blow of his own.

Nargun take 10 dmg minus your DR.

Everbody roll initiative, please. If you beat 12, go ahead.

Init:
Nargun
Cultist Red
COrange
CYellow
CBlue
CGreen
CTurquoise
CDarkBlue
CPurple


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 + 2 ⇒ (17) + 2 = 19
Artegall moves back up to the south door and kicks it open again.


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 ⇒ 6


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

Init: 1d20 + 6 ⇒ (19) + 6 = 25
Mirela moves up to be by the door. Would move to square Artegall is in if he moved or else stop here
As she approaches she commands Whisper to attack.
HA + Bond: 1d20 + 6 + 4 ⇒ (18) + 6 + 4 = 28

Twilight given we previously established there are a bunch of guys in there can I assume you cast Bulls strength on Whisper?

Whisper moves in seeing she can’t get past Nargun instead moves in through the door Artegall opened and snaps at the first thing she finds.
Bite+Bless: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22 + 2 if Bulls Strength
Damage: 1d6 + 3 ⇒ (3) + 3 = 6 + 2 if Bulls Strength
Trip: 1d20 + 6 ⇒ (19) + 6 = 25 + 2 if Bulls Strength


Whisper moves in and pulls down the first cultist she sees.

Artegall, that can be part of your Move action, go ahead and finish your round if you want.

Nargun, you're up too.

Init:
Artegall
Mirela/Whisper (had to delay for Whisper to get through the door)- acted
Nargun
Cultist Red
COrange
CYellow
CBlue
CGreen
CTurquoise
CDarkBlue- moderate dmg (8), prone
CPurple
Twiligh


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 moves through the door and attacks the cultist that is flanked by Nargun (Yellow).

Attack, CE, Flanking: 1d20 + 10 - 2 + 2 ⇒ (13) + 10 - 2 + 2 = 23
Damage: 1d8 + 5 ⇒ (4) + 5 = 9

AC is 27 with Combat Expertise and Prot Evil.


Artegall stabs one of Nargun's opponents squarely in the back.

Nargun, you're up.

Init:
Artegall- acted
Mirela/Whisper (had to delay for Whisper to get through the door)- acted
Nargun
Cultist Red
COrange
CYellow- moderate dmg (9)
CBlue
CGreen
CTurquoise
CDarkBlue- moderate dmg (8), prone
CPurple
Twilight


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

Attack Yellow first, if dropped second attack on orange

Power attack, Flank: 1d20 + 11 - 2 + 2 ⇒ (5) + 11 - 2 + 2 = 16
Dmg: 1d12 + 7 + 6 ⇒ (4) + 7 + 6 = 17

Power attack, Flank: 1d20 + 6 - 2 + 2 ⇒ (1) + 6 - 2 + 2 = 7
PA dmg: 1d12 + 7 + 6 ⇒ (5) + 7 + 6 = 18

Sorry for the bad rolls..;*sighs*

Nargun has an hard time focusing on the multiples foes, and his axe swings wildly


Cultists chant and ghostly scythes appear hovering in the air over Nargun and Artegall's heads even while some of the cultists rush in to attack with the scythes in their hands.

Red spiritual weapon Nargun: 1d20 + 7 ⇒ (7) + 7 = 14
R dmg: 1d8 + 1 ⇒ (6) + 1 = 7 No DR

Orange scythe, flank Nargun: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
O dmg: 2d4 + 3 ⇒ (3, 2) + 3 = 8

Yellow scythe, flank Nargun: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Y dmg: 2d4 + 3 ⇒ (2, 1) + 3 = 6

Blue scythe Artegall: 1d20 + 6 ⇒ (15) + 6 = 21
B dmg: 2d4 + 3 ⇒ (2, 4) + 3 = 9

Green spiritual weapon Artegall: 1d20 + 7 ⇒ (8) + 7 = 15
G dmg: 1d8 + 1 ⇒ (7) + 1 = 8

Turquoise spiritual weapon Artegall: 1d20 + 7 ⇒ (19) + 7 = 26
T dmg: 1d8 + 1 ⇒ (6) + 1 = 7

DBlue scythe Whisper: 1d20 + 6 ⇒ (8) + 6 = 14
DB dmg: 2d4 + 3 ⇒ (4, 3) + 3 = 10

Purple scythe Whisper: 1d20 + 6 ⇒ (3) + 6 = 9
P dmg: 2d4 + 3 ⇒ (1, 1) + 3 = 5

Nargun's flankers get in their hits but Artegall is untouchable and Whisper's opponents seem spooked at having to fight a wolf.

Twilight is up to end the round then all other PCs can go. Whisper gets an AoO on DB as he stands from prone.

Nargun take 8 and 6 dmg, minus your DR.

Init:
Artegall
Mirela/Whisper (had to delay for Whisper to get through the door)- acted
Nargun
Cultist Red
COrange
CYellow- moderate dmg (9)
CBlue
CGreen
CTurquoise
CDarkBlue- moderate dmg (8), prone
CPurple
Twilight


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

Nargun, I believe you have a Pro Evil on you, which would raise your AC to 18 and prevents the 6 Damage Hit. someone Correct me if I'm wrong.

Whisper bites at the Cultist as they stand up:
Bite + B + BS vs Prone: 1d20 + 6 + 1 + 2 ⇒ (6) + 6 + 1 + 2 = 15
Damage + BS: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Trip + BS: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11

Mirela steps over to the open door and starts firing.
Shoot Dark blue if they are not prone, and Blue if Dark Blue if Prone or Down
Longbow + Bless + Magic Weapon - Rapid Shot + Point Blank: 1d20 + 8 + 1 + 1 - 2 + 1 ⇒ (16) + 8 + 1 + 1 - 2 + 1 = 25
Damage + MW + PB: 1d8 + 2 + 1 + 1 ⇒ (7) + 2 + 1 + 1 = 11

Longbow + B + MW - RS + PB: 1d20 + 8 + 1 + 1 - 2 + 1 ⇒ (18) + 8 + 1 + 1 - 2 + 1 = 27
Damage + MW + PB: 1d8 + 2 + 1 + 1 ⇒ (6) + 2 + 1 + 1 = 10

Then Whisper Bites again at the cultist Threating her.
Dark Blue if they are still alive else Purple
Bite + B + BS: 1d20 + 6 + 1 + 2 ⇒ (19) + 6 + 1 + 2 = 28
Damage + BS: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Trip + BS: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24


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 studies and attacks the injured one between him and Nargun.

Attack, Studied, Flanking, CE: 1d20 + 10 + 2 + 2 - 2 ⇒ (8) + 10 + 2 + 2 - 2 = 20
Damage, Studied: 1d8 + 5 + 2 ⇒ (4) + 5 + 2 = 11

AC is again 27 this round with Combat Expertise and Prot Evil.


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. 2:[s]Bull's strength, Status, (D)Aid| 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 2/6.

Bonded item A:0/1, D: 0/1. Pearl Lv1 0/1, Lv2 0/1. Wand cure light (21). Wand daze monster (8). Wand prot.evil. (46). Wand magic missile (18)

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

Twilight watched as Nargun charged through the door and struggle against two unseen adversaries. Although they managed to land their strikes against the dwarf, she had seen him shrug off worse.

"Callistria, lend us your favour as we overcome those that would stand between us and righteous vengeance on those who wish harm on the citizens of this city."

Nargun was very briefly bathed in a faint yellow light.

Blessing of the faithful on Nargun, +2 to hit. Move to new position


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

Yes, AC 19 for the next 5 rounds from protection from Evil (+2 AC/Saves), thanks to Twilight

Power attack, Blessing of Calistria on Yellow, Flank: 1d20 + 11 + 2 - 2 + 2 ⇒ (6) + 11 + 2 - 2 + 2 = 19
PA 2H dmg: 1d12 + 7 + 6 ⇒ (8) + 7 + 6 = 21

Power attack, Blessing of Calistria on Yellow, Flank: 1d20 + 6 + 2 - 2 + 2 ⇒ (16) + 6 + 2 - 2 + 2 = 24 If Yellow down, attack Orange, without Flank, hit AC 22
PA 2H dmg: 1d12 + 7 + 6 ⇒ (1) + 7 + 6 = 14

Nargun continues his wild swings, hoping to kill his foes, and make them suffer


Artegall continues to cut into the back of the cultist who is stubbornly trying to bring down Nargun with his companion.

Mirela snaps at the cultist as he rises but can't get through the man's armor. Mirela sinks a pair of arrows into the same target, staggering him, and then Whisper brings the cultist down.

Nargun spins and swipes him with a powerful slashes, neatly chopping down the man between him and Artegall before turning and cutting hard through the armor of his other opponent.

The cultist to the north casts another spell, as do the casters to the east and south, while the two remaining cultists in melee range chop at Nargun and Artegall.

Red spiritual weapon Nargun: 1d20 + 7 ⇒ (17) + 7 = 24
R dmg: 1d8 + 1 ⇒ (4) + 1 = 5 No DR

Orange scythe Nargun: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
O dmg: 2d4 + 3 ⇒ (2, 4) + 3 = 9

Blue scythe Artegall: 1d20 + 6 ⇒ (8) + 6 = 14
B dmg: 2d4 + 3 ⇒ (4, 3) + 3 = 10

Green spiritual weapon Artegall: 1d20 + 7 ⇒ (18) + 7 = 25
G dmg: 1d8 + 1 ⇒ (8) + 1 = 9

Turquoise spiritual weapon Artegall: 1d20 + 7 ⇒ (12) + 7 = 19
T dmg: 1d8 + 1 ⇒ (4) + 1 = 5

Purple spiritual weapon Whisper: 1d20 + 7 ⇒ (14) + 7 = 21
R dmg: 1d8 + 1 ⇒ (8) + 1 = 9

Artegall continues his cunning defense and evades every attack while one of the spectral scythes cuts hard through Nargun's defenses.

Another spectral weapon, suddenly appearing over Whisper, does the same to the wolf.

Nargun, give me a DC 15 Will save or freeze in place. Artegall, give me 2 saves or same.

Nargun takes 5hp dmg and Whisper takes 9hp, no DR.

Twilight is up to end the round then everybody can go again.

Init:
Artegall- acted
Mirela/Whisper (had to delay for Whisper to get through the door)- acted
Nargun
Cultist Red
COrange- moderate dmg (14)
CYellow- DOWN (41)
CBlue
CGreen
CTurquoise
CDarkBlue- DOWN (38)
CPurple
Twilight


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

It was a fair guess that they might be clerics, since they were all carrying the sacred weapon of Urgathoa.
Combine Hold Person with a x4 crit weapon for the CdG, and you can see why I really wanted to not have all eight be able to target us.

Will #1 vs enchantment: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
Will use my last 2 uses of Inspiration for +1d6+1 to the save there.
Inspiration: 1d6 + 1 ⇒ (3) + 1 = 4 makes it a 17, which passes.

Artegall barely resists the enchantment, though it takes a lot out of him to do so.

Will #2 vs enchantment: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19

He studies and strikes at the nearest cultist (Blue).
Attack, CE, Studied: 1d20 + 10 - 2 + 2 ⇒ (13) + 10 - 2 + 2 = 23
Damage: 1d8 + 5 + 2 ⇒ (3) + 5 + 2 = 10


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 continues to rapidly Fire into the room this time targeting the other cultist who is near the door.
Fire at blue
Longbow + B + MW - RS + PB: 1d20 + 8 + 1 + 1 - 2 + 1 ⇒ (5) + 8 + 1 + 1 - 2 + 1 = 14
Damage + MW + PB: 1d8 + 2 + 1 + 1 ⇒ (5) + 2 + 1 + 1 = 9

Longbow + B + MW - RS + PB: 1d20 + 8 + 1 + 1 - 2 + 1 ⇒ (2) + 8 + 1 + 1 - 2 + 1 = 11
Damage + MW + PB: 1d8 + 2 + 1 + 1 ⇒ (4) + 2 + 1 + 1 = 8

Then Whisper Steps up and bites at the cultist who just stepped away from her.
Target Purple
Bite + B + BS: 1d20 + 6 + 1 + 2 ⇒ (8) + 6 + 1 + 2 = 17
Damage + BS: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Trip + BS: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22


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. 2:[s]Bull's strength, Status, (D)Aid| 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 2/6.

Bonded item A:0/1, D: 0/1. Pearl Lv1 0/1, Lv2 0/1. Wand cure light (21). Wand daze monster (8). Wand prot.evil. (46). Wand magic missile (18)

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

Twilight stepped up beside Mirella, drawing the scroll that the priestess of Erastil has given her. Reading the prayer inscribed upon the vellum, Twilight conjured a weapon of pure magic similar to those summoned by the cultists, however this magic was filtered through Twilight's own faith. Instead of scythes, the weapon of force took the form of a yellow whip, the favoured weapon of Callistria.

With a loud crack, the divine whip lashed out at one of the priests in the back of the room.

Spiritual weapon: 1d20 + 5 ⇒ (14) + 5 = 19
Force damage: 1d8 + 1 ⇒ (7) + 1 = 8

Will trust that Nargun succeeds at his save and just take my turn. Move up, draw scroll, cast spiritual weapon on green (the only one I can see from my position I believe)

4,101 to 4,150 of 4,918 << first < prev | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Curse of the Crimson Throne by DM DoctorEvil - Gameplay All Messageboards

Want to post a reply? Sign in.