Jocasta Riverwood |
"This invasion has all of us doing things harder than we thought we could ever do," says Jocasta. "These cultists thought they could take advantage of this situation for their own gain, at the cost of the lives of others. Their continued existence is a threat of violence against the remaining community."
She draws her cold iron sword and says, "I can give them a quick, clean demise."
Khaz Cloudbreaker |
Khaz nodded. ”Duty be done.”
Once the deed was done he prayed to Bolka to steel his soul and cure his wounds.
Channel, also heals the party of any injury: 2d6 ⇒ (6, 6) = 12
DM Raltus |
did you end them first? haha
With the cultist dispatched and their gear stored safely for pick up later the group continues towards their destination. Arriving just outside of the tower, the streets are empty as the sun begins to get closer to high noon. From what you can see the top portion of the tower has been ripped away by something enormous.
Khaz Cloudbreaker |
”There are dwarves at the docks. Might be my clan. If we go there, we can rally them. Some support when we go to the tower...”
It was clear from his voice that Khaz was worried and was trying to justify making a detour to see if his family lived.
Lorena. |
perception, cultist torture dungeon: 1d20 + 2 ⇒ (6) + 2 = 8
Lorena doesn't react as the more zealous members of the group execute the cultists. They got what they deserved, anyways, and it doesn't seem like there's anything else interesting here, so she's ready to move on.
As they walk, Khaz keeps hemming and hawing about some dwarves somewhere else in the city, all the way until they can see their destination. A bit annoyed, she says as she looks around, "Well, we're near the tower now. If you want to check the docks for your friends, we can go after we're done here."
perception, tower remains: 1d20 + 2 ⇒ (19) + 2 = 21
Terry the thief |
"How big do you think the thing was that ripped the tower off like that?" Terry ignores the conversation about the pier, as he already pointed out there's no reason to trust the source of that claim. "So, let's get started finding what we can, here, right?"
perception: 1d20 + 8 ⇒ (2) + 8 = 10 (+Trapfinding1)(+DangerSense1)
<sigh> I love the dice bot. I love the dice bot. I love the dice bot . . ..
Jocasta Riverwood |
"Must've been massive. And very tough - it didn't die when it impacted twenty feet of solid stone," opines Jocasta.
"Once we're done here we should check out those stories on the docks. It may just be rumors, but any survivor could need our help - we have a moral obligation to investigate."
She draws her dueling sword and advances slowly toward the front door of the tower.
"Clear for me to open the door, Terry?" she says, glancing back over her shoulder at the rogue.
Khaz Cloudbreaker |
Khaz breathed a sigh of relief. He didn’t want to say it, but he was glad that Jocasta was on his side for this. The thought of his parents being in danger was like a dagger in his heart. But duty. Duty always came first.
”Let’s do this. Lorena, heal me wounds if ye please? Better than dragging me out later.”
Khaz Cloudbreaker |
Kick down the door!: 1d20 + 4 ⇒ (14) + 4 = 18
On cue Khaz walked forward and gave the door a solid kick.
http://www.d20pfsrd.com/equipment/damaging-objects#table-dcs-break-burst-it ems
The DC for a simple door is 13, a good door is 18 and a strong door is 23.
If that doesn’t work he will kick it again while asking for assistance.
Kick down the door! Second attempt: 1d20 + 4 ⇒ (18) + 4 = 22
DM Raltus |
Sorry rough day yesterday
Khaz's boot connects with the door solidly but the door is more solidly built than the Dwarf it seems, his second kick again stikes hard but with someone holding the door it still doesn't pop open.
"Attackers, Tell the boss!" The man shouts.
Initiative Khaz: 1d20 + 1 ⇒ (7) + 1 = 8
Initiative Terry: 1d20 + 3 ⇒ (17) + 3 = 20
Initiative Lorena: 1d20 + 1 ⇒ (13) + 1 = 14
Initiative Firinn: 1d20 + 4 ⇒ (15) + 4 = 19
Initiative Jocasta: 1d20 + 3 ⇒ (15) + 3 = 18
Cultist 1: 1d20 + 1 ⇒ (8) + 1 = 9
Cultist 2: 1d20 + 1 ⇒ (18) + 1 = 19
????: 1d20 + 5 ⇒ (2) + 5 = 7
Tower of Estrod - Round 1
Map 2 - Place yourselves on the step, Khaz and Firinn at the door.
Terry, Firinn <---
Jocasta, Cultist Green
Lorena
Cultist, Khaz
????
Khaz Cloudbreaker |
With the door open, Khaz surged through and attacked the cultist.
Hit Green: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d6 + 10 ⇒ (6) + 10 = 16
Confirm Green: 1d20 + 7 ⇒ (11) + 7 = 18
Crit?: 1d6 + 10 ⇒ (1) + 10 = 11
It was a solid blow! Proof that Firinn was not lying.
Terry the thief |
I put Firinn on the map at a best guess spot given that he was helping with the doors. He should certainly feel free to move himself to something he finds more likely. I dropped Terry on the map where I thought he would have been standing next to Firinn ready to loose through the doors, and then moved diagonally ("NE") to try to get a shot through the open door at the only visible target.
"Not quite the kind of knock I had in mind, but . . .." Terry shifts, trying to create a line of sight to the man trying to hold the doors against the group. Assuming he moves far enough to see him, he looses, as much to make the man reconsider his position as to actually try to stop him.
Bow w/ PBS & Precise - Not adjusted for cover: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
Damage w/ PBS: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Sneak dice, if applicable: 2d6 ⇒ (3, 2) = 5 Hit w/ Sneak for 9
Confirm threat: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
Crit damage: 2d6 + 2 + 2 ⇒ (2, 6) + 2 + 2 = 12 Crit for 16, w/ Sneak for 21
So, I'm failing at the thief stuff, but doing pretty good at the combat stuff? At least, for now. Interesting.
DM Raltus |
Khaz bullies his way into the room, dropping the cultist who isn't quite ready for the sturdy dwarf to push his way in. With the door open Terry's shot lands catching the flat footed other cultist unawares and kills the man on the spot as the arrow pierces his throat.
The ground floor is now open to you.
"The ground floor of the tower is now open to the air—a tangle of
wooden supports above being all that remains of the building’s
upper stories. Two rubble-filled pools flank a central walkway
that crosses to an open area with a few shelves, a desk and chair,
and a flight of stairs leading down."
Khaz Cloudbreaker |
”Because the demons destroyed everything above. Look on the bright side, least now we won’t be caught between two forces.” Khaz took the lead moving below.
Lorena. |
Lorena prepares to fight, but before she can move in, the cultists are gone. "Well, that was fast. Hopefully this place isn't as much a deathtrap as that alchemist shop was." As they enter the ruined tower, she stays behind the more seasoned trap-spotters.
Khaz Cloudbreaker |
”By my side. Archers and spear in the back. We’re their shield.”
DM Raltus |
Making your way to the back of the tower you see many bed rolls laying on the floor, most are dirty and unkept. There is a couple crates of food but again that is either old and withered or in some stage of decay. The staircase leading up is all but destroyed and unsurpassable to all but the most brave or fool hardy, the staircase leading down is just wide enough for a single traveller to go down.
Marching Order?
Khaz Cloudbreaker |
”We go down single file. I’ll go first. Then Lorena with her spear. Followed by Terry and Firinn. Jocasta defends the rear. If we get ambushed we need front and back covered.”
Terry the thief |
As they pass through the space, Terry remains quiet, but gives the area a quick look-over, hoping to come back for a more thorough search.
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
He files into his assigned position, and tries to be more ready than the people they are about to meet.
DM Raltus |
Jocasta can cast the light spells and place it where the floor covers the stairs prior to going down. It will stay there till she can move down to see more. so the party order is K, L, T, F, J?
Khaz heads down the stairs into the dark basement level, Jocasta's spell provides light to the bottom of the stairs. As Khaz makes his way down he can see that there are slats preventing someone from falling into the basement via the stair well, as he does note this he feels a slight prick on his leg.
Bad Touch: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 181d4 - 2 ⇒ (4) - 2 = 2
The Prick brings on a feeling of something entering his body and strength draining out of his body all at the same time. DC 10 Fort save and DC 17 Will save
Initiative Khaz: 1d20 + 1 ⇒ (8) + 1 = 9
Initiative Terry: 1d20 + 3 ⇒ (5) + 3 = 8
Initiative Lorena: 1d20 + 1 ⇒ (8) + 1 = 9
Initiative Firinn: 1d20 + 4 ⇒ (11) + 4 = 15
Initiative Jocasta: 1d20 + 3 ⇒ (9) + 3 = 12
Faxon: 1d20 + 3 ⇒ (2) + 3 = 5
Estrod Basement - Conditions=Everyone DC 17 Will save - Round 1
Firinn
Jocasta
Khaz (-2 dmg from prick), Lorena
Terry
BBEG
Khaz Cloudbreaker |
Fort: 1d20 + 8 ⇒ (15) + 8 = 23
Will: 1d20 + 6 ⇒ (2) + 6 = 8
Khaz gritted his teeth at the sudden pain. Whatever poison or magic was on the trap failed to effect him. But he was not ready for what assailed his mind...
Khaz Cloudbreaker |
Will: 1d20 + 6 ⇒ (7) + 6 = 13
I don't suppose spell resistance would help at all...?