
| Morghrim Maestros | 
 
	
 
                
                
              
            
            Morghrim Maestros wrote:DM Talomyr wrote:Have you gather the information you were looking for? Is there something in particular that you are looking for that you have not found yet? When ever you all are ready with your plan, just let me know.What points of entry do we see? Morghrim is also up for scouting the sewers to see if the Bastards have a hidden entrance to their base, but only Kevorin gets an invite to go into the sewers with him because he won't be using a light source and he wants to remain stealthy down there...Why, Morghrim, you flatterer. Do you take all your half-orcs down to the sewers, or is it just Kevorin whom you're going to show such a good time?
Kevorin agrees to both the principle of searching the sewers and the necessity of only those able to see in the dark going in. However, he refuses to go unless they are able to go back and retrieve their main armour and weapons. They can bring them wrapped up in canvas and don them only once they're down below, if necessary.
Sorry should have said- yeah we're not going down there unless we're fully equipped.
Appropiate Rolls-
Perception (Guidance boosted)- 1d20 + 10 ⇒ (6) + 10 = 16
Stealth- 1d20 + 4 ⇒ (11) + 4 = 15

| Morghrim Maestros | 
 
	
 
                
                
              
            
            Is this a certain plan of action then? Morghrim and Kevorin down into the sewers?
Well Morghrim's going regardless, he'd just rather have a burly half-orc down in the dark with him ;). No racial stereotypes here... (Watch it buddy I have +1 to hit you ;))

| Morghrim Maestros | 
 
	
 
                
                
              
            
            Ok, sounds like I have some work to do.
Sorry :(. Just wanted to consider the chance they might have a sewer entrance in their building, it seems like a sneaky Tiefling thing to do. Also i'll say this now, Morghrim is plodding through the sewer with Shelyn's Kiss out and ready; he's been down here before and it wasn't an easy ride...

|  DM Talomyr | 
 
	
 
                
                
              
            
            DM Talomyr wrote:Ok, sounds like I have some work to do.Sorry :(. Just wanted to consider the chance they might have a sewer entrance in their building, it seems like a sneaky Tiefling thing to do. Also i'll say this now, Morghrim is plodding through the sewer with Shelyn's Kiss out and ready; he's been down here before and it wasn't an easy ride...
It's not a problem...I actually enjoy the bits that I have to make up as I go along. The mention of Whitechin in the book is a one paragraph blurb in a sidebar, so that was a bit of work too.

|  DM Talomyr | 
 
	
 
                
                
              
            
            Kevorin and Morghrim descend down in the ruined sewers.
Their travels are uneventful for the first half hour or so of their search, going through twists and turns, climbing over rubble of collapsed tunnels, and slogging through long stagnant waters until they reach an area that appears to have been reshaped.
The chamber you have reached appears to be re-purposed as a living quarters, or perhaps a center of worship.
In the room you see two robed tieflings, one of which is taking orders from a tiny red-skinned, winged creature with a scorpion's tail.
There is at least one other exit from the room, and the inhabitants haven't seemed to take notice of you as of yet.
Here is the MAP of the area described.

| Morghrim Maestros | 
 
	
 
                
                
              
            
            Morghrim immediately leaps back around the corner, praying that he manages to conceal himself before being seen. He motions with his hand to his ear, hoping Kevorin realises the intent of his silent message. Going over what he saw in his mind's eye, he tries to remember anything significant...
Adding Monster Lore to both checks, particularily interested in the weaknesses of the winged creature should I make/exceed the DC's.
1d20 + 8 ⇒ (12) + 8 = 20 (Religion)
1d20 + 8 ⇒ (13) + 8 = 21 (Planes)
Stealth check if necessary-
1d20 + 4 ⇒ (20) + 4 = 24
Editing in now i've seen the spoilers. In case theres any doubt, italics + bold is Morghrims thoughts.
That symbol they wear... Dammit Morghrim ye ale-addled sorry excuse of a Dwarf... Aha! Mammon, of course! I wonder what his followers could be doing down here... Nothing good i'm sure... And an Imp with them too, foul creatures...
I'm hoping with that Stealth check i'll be able to take this action without being detected, let me know if I can do it or not, i'm not sure if you run auto-detection upon spellcasting or not.
Muttering a spell to Shelyn as quietly as he can from behind the corner, Morghrim puts a Shield of Faith around himself and then around Kevorin. As he is casting, he is keeping his ears peeled for any conversation the Tieflings and Imp are having.
1d20 + 9 ⇒ (6) + 9 = 15 Perception check.

| Kevorin | 
 
	
 
                
                
              
            
            "Do you want to try to take them out?" Kevorin breathes directly into Morghrim's ear.
If so, Kev will attempt to slip into the room and take refuge behind a bench. Each time the three of them are looking away, he'll make a silent dash for the next bench, working his way into the room that way.
Stealth check: 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25

| Valeron Legis | 
 
	
 
                
                
              
            
            After having shaken both Morghrim and Kev's hands and wishing the two luck, Valeron debates whether the two will be alright during their scouting mission.
I wouldn't be surprised if the two return telling us the Bastards have been completely eliminated.
After sharpening his blade for the third time of the day, his impatience begins to wear on him and he approaches the others, wondering outloud what they could and should do in the meanwhile.
Back from vacation, and got my APG! I know what I'm reading tonight!

| Morghrim Maestros | 
 
	
 
                
                
              
            
            "Do you want to try to take them out?" Kevorin breathes directly into Morghrim's ear.
If so, Kev will attempt to slip into the room and take refuge behind a bench. Each time the three of them are looking away, he'll make a silent dash for the next bench, working his way into the room that way.
Stealth check: 1d20+6-1
Morghrim nods, after casting a Shield of Faith on both he and Kevorin he prays to Shelyn for Guidance and quiet feet and attempts to sneak into the room, Shelyn's Kiss drawn and closely following Kevorin.
I'm hoping my previous stealth check still covers me...

|  DM Talomyr | 
 
	
 
                
                
              
            
            Map has been updated.
Kevorin and Morghrim slowly move towards the alter, ducking behind benches when possible. All was proceeding slowly when suddenly the imp disappears. The next thing you hear is a high pitched, growling scream.
Initiative:
Kevorin:1d20 + 2 ⇒ (5) + 2 = 7
Morghrim:1d20 + 5 ⇒ (6) + 5 = 11
Tiefling 1: 12
Tiefling 2: 11
Imp: 20
Initiative Order:
Imp
Tiefling 1
Morghrim
Tiefling 2
Kevorin
The sound of wings echos through the chamber as you assume the imp is on the move. One of the tiefling priests moves forward as waves of dark energy wash over you.
Morghrim and Kevorin: Will Save DC14, 4 damage if you succeed, 9 if you fail. Morghrim is up.

| Black Addie | 
 
	
 
                
                
              
            
            What are Wart, Addie, Bron, and Valeron doing while the other two are on their "expedition"?
Since Addie spent the day scribing scrolls, she will rest for the evening in anticipation of striking out against the Bastards the next day - unless Valeron, Wart, and Bron have a better idea.
If Addie, Valeron, Wart, and Bron are staying in for the evening, do we want to assume that Morghrim took the party's Wand of Cure Light Wounds with him? If so, it has 47 charges remaining.

|  DM Talomyr | 
 
	
 
                
                
              
            
            Valeron Legis wrote:Back from vacation, and got my APG! I know what I'm reading tonight!Welcome back! I'm jealous - any big changes to the Witch that you can share?
Biggest changes to the witch that I've noticed are the inclusion of extra spells in the spell lists and now your bonus spells are tied to your patron and not what type of familiar you have.

| Valeron Legis | 
 
	
 
                
                
              
            
            Welcome back! I'm jealous - any big changes to the Witch that you can share?
So much stuff... I can't even process it all. Off the top of my head, there's a Witch-only 1st level spell I definitely remember (it's like the Pugwampis from Legacy of Fire) - forces enemy to roll twice on attacks/skills. Gets worse at higher levels for enemies. Roll 3x and take worst roll, etc. Spell is called Ill Omen, lasts 1 rd/level.

| Morghrim Maestros | 
 
	
 
                
                
              
            
            Talomyr I have no access to the APG as yet as i'm not a subscriber. Can you either detail the changes to me, or can I continue to use the playtest rules for this fight? I'm aware of the new (and crappier :S) judgement mechanic, but thats about it.
It's an Imp Kevorin! No idea!
Also DM, no insights into Imps weaknesses for Morghrims successful checks?

|  DM Talomyr | 
 
	
 
                
                
              
            
            Talomyr I have no access to the APG as yet as i'm not a subscriber. Can you either detail the changes to me, or can I continue to use the playtest rules for this fight? I'm aware of the new (and crappier :S) judgement mechanic, but thats about it.
It's an Imp Kevorin! No idea!
Also DM, no insights into Imps weaknesses for Morghrims successful checks?
We stick with the playtest rules for the remainder of this battle, and as far a insights about the imp, you can get one question. What would you like to know? Attacks, Defenses, Special Qualities, Saves?

| Morghrim Maestros | 
 
	
 
                
                
              
            
            Morghrim Maestros wrote:We stick with the playtest rules for the remainder of this battle, and as far a insights about the imp, you can get one question. What would you like to know? Attacks, Defenses, Special Qualities, Saves?Talomyr I have no access to the APG as yet as i'm not a subscriber. Can you either detail the changes to me, or can I continue to use the playtest rules for this fight? I'm aware of the new (and crappier :S) judgement mechanic, but thats about it.
It's an Imp Kevorin! No idea!
Also DM, no insights into Imps weaknesses for Morghrims successful checks?
Morghrim's always interested in knowing the enemies weaknesses, so anything that might punch through any damage reduction the Imp have might seems appropiate. This is pretty much what monster lore is all about. Will edit my action into this post, 5 mins tops.
1d20 + 7 ⇒ (2) + 7 = 9
Morghrim attempts to resist the dark energy washing over him, but to his surprise the Tiefling's negative energy does quite a bit of harm to him. Growling in pain, the Dwarf utters a quick prayer to Shelyn and his wounds begin to seal up. Morghrim quickly moves to L11 and readies Shelyn's Kiss to strike the moment Kevorin moves into a flanking position.
Actions- Activate Healing judgement, heal 1HP. Move action to L11, readied action to strike when Kevorin moves in to flank. Attack roll assumes flanking for when Kevorin moves into position. AC is 21.
1d20 + 8 ⇒ (13) + 8 = 21
1d10 + 4 ⇒ (8) + 4 = 12

|  DM Talomyr | 
 
	
 
                
                
              
            
            Morghrim your Knowledge (Planes) check tells you that you are facing an Imp. Special Defenses are: DR/5 good or silver, Immune to fire and poison, Resist Acid 10, Resist Cold 10.
Morghrim moves into position an awaits Kevorin to move into place before attacking.
The second tiefling points at Morghrim and a bolt of acid leaves the tieflings fingertips, strikind Morghrim solidly in the side.
Morghrim take 5 acid damage, Kevorin is up.

| Kevorin | 
 
	
 
                
                
              
            
            Kevorin rages and moves into position I11 and attacks t1.
Great Axe attack (raging): 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
Great Axe damage (raging): 1d12 + 9 + 1d6 ⇒ (1) + 9 + (1) = 11
Acrobatics check: 1d20 + 6 - 1 ⇒ (17) + 6 - 1 = 22 to avoid AoO

| Morghrim Maestros | 
 
	
 
                
                
              
            
            Can't make that check so i'll assume not worth rolling.
The speed at which Morghrim's wounds are healing slowly increases as he moves to block off the Tieflings escape, and swings Shelyn's Kiss in a mighty arc aimed to disembowel the Tiefling.
Healed 2HP. Charge, and attack.
1d20 + 6 ⇒ (13) + 6 = 19
1d10 + 4 ⇒ (6) + 4 = 10

| Morghrim Maestros | 
 
	
 
                
                
              
            
            Kev listens for a moment. "You still hear wings?" he calls to Morghrim. "Where is it?"
1d20 + 9 ⇒ (12) + 9 = 21
Morghrim shrugs as he calls upon the last of his magic to close up his wounds. Don't hear nothing. Keep watch on the two entrances while I search this place? Wonder if these are the Bastards, or just an unlucky cult...
1d8 + 2 ⇒ (8) + 2 = 10 CLW
1d20 + 10 ⇒ (6) + 10 = 16 Guidance assisted perception check to search the tieflings and the room. And yeah, Detect Magic while searching of course.
Leave these symbols alone or destroy them Kev... They are the symbols of an arch-devil. Help me stow this stuff into my backpack eh?
Morghrim doesn't directly touch the ring, but carefully wraps it up in his bedroll, stowing it away. He's worried of any evil it might have inside it and doesn't have the training in spellcraft to attempt to identify it himself.

| Kevorin | 
 
	
 
                
                
              
            
            Kev allows his rage to expire once it's clear that the imp has fled. He assists Morghrim in looting the bodies. "Let's fall back," he says through his gasps. "We've already blown our cover and tipped them off. More will be coming soon and pressing on is just going to get us killed."

| Morghrim Maestros | 
 
	
 
                
                
              
            
            Kev allows his rage to expire once it's clear that the imp has fled. He assists Morghrim in looting the bodies. "Let's fall back," he says through his gasps. "We've already blown our cover and tipped them off. More will be coming soon and pressing on is just going to get us killed."
Morghrim looks longingly at the east passage and the promise of bloodshed within... Then nods.
Aye... Although we've now found another way into their stronghold and slain two worthy foes. A good day. Lets move.

| Valeron Legis | 
 
	
 
                
                
              
            
            After his usual morning regimen is complete, Valeron will head about town shopping and socializing with the town's citizens. In passing conversation, he'll mention things like did you hear those Westcrown Defenders nabbed another shadow beast? or did you hear about that WMD group that took out that goblin band led by the nefarious Whitechin?
With their legacy continuing to bloom, he'll meet up with Addie (and the others should they desire) and return to scope out other entertainment venues in town - unless Elopement is the only performance available at the moment?

| Kevorin | 
 
	
 
                
                
              
            
            Kevorin's plan now is to get out of the sewers and report back to the others, pausing once they first get out of the sewers to criss-cross their trail to throw off any pursuers.
"With any luck, we'll have convinced the Bastards to divide their forces by guarding that shrine. It will make an above-ground assault a little easier. Or, of course, we could try to get the others through this way. I'm just worried that that temple would be very easy for them to defend. If they situate people behind those benches for cover, and we'd have to come in one at a time, it would be very rough indeed."

|  DM Talomyr | 
 
	
 
                
                
              
            
            Since Addie spent the day scribing scrolls, she will rest for the evening in anticipation of striking out against the Bastards the next day - unless Valeron, Wart, and Bron have a better idea.
I would like to shop for the accouterments for a riding dog, as well as a scroll of identify & detect secret doors. Now, I just need to sit down and figure out what I can afford. ;) I would like to go out with Black Addie, as she shops to make this less conspicuous.
After his usual morning regimen is complete, Valeron will head about town shopping and socializing with the town's citizens. In passing conversation, he'll mention things like did you hear those Westcrown Defenders nabbed another shadow beast? or did you hear about that WMD group that took out that goblin band led by the nefarious Whitechin?
With their legacy continuing to bloom, he'll meet up with Addie (and the others should they desire) and return to scope out other entertainment venues in town - unless Elopement is the only performance available at the moment?
Addie and Wart go out into the Merchant's Quarter and purchase the items they were looking for. After returning to the shrine, Addie finishes scribbing her scrolls shortly before Valeron suggests going to see another show. A quick trip down to the theater district, finds a number of shows other than The Elopement of the Dowager Princess, but mostly short sketch shows of various qualities. While traveling through the Theater district you see a poster, calling for open auditions for a performance of the legendary Sixfold Trial of Larozod.

|  DM Talomyr | 
 
	
 
                
                
              
            
            After returning from the Theater district, Addie, Wart, and Valeron meet back up with Bron, Kevorin, and Morghrim.
Kevorin and Morghrim relay their story of the underground shrine to Mammon and what they believe to its connection to the Bastards of Erebus.
You are all back at the shrine of Aroden and it is nearly nightfall. What are your plans for what to do next?

| Morghrim Maestros | 
 
	
 
                
                
              
            
            Addie, Wart, Valeron, take a look at this ring. It glows with magic but i'll be damned if I can puzzle it out...
Nazard the loot we took's on my charsheet in a spoiler below equipment.

| Kevorin | 
 
	
 
                
                
              
            
            Addie, Wart, Valeron, take a look at this ring. It glows with magic but i'll be damned if I can puzzle it out...
Nazard the loot we took's on my charsheet in a spoiler below equipment.
Oh, are we sharing?<wink, wink>
Either way, Kev will definitely take a suit of that masterwork studded leather.

| Morghrim Maestros | 
 
	
 
                
                
              
            
            Morghrim Maestros wrote:Addie, Wart, Valeron, take a look at this ring. It glows with magic but i'll be damned if I can puzzle it out...
Nazard the loot we took's on my charsheet in a spoiler below equipment.
Oh, are we sharing?<wink, wink>
Either way, Kev will definitely take a suit of that masterwork studded leather.
Sounds good. Valeron maybe you take some studded leather to wear at night? Just in case ;)

| Black Addie | 
 
	
 
                
                
              
            
            While traveling through the Theater district you see a poster, calling for open auditions for a performance of the legendary Sixfold Trial of Larozed.
"Hmm. Maybe there's something to this acting business. It was rather fun pretending to be a well-born lady..." Addie muses to herself, thinking back on her interactions with that odious actor, Thesing Umbero.
"Do either of you know anything about the Sixfold Trial of Larozed?" Addie asks Valeron and Wart as the trio heads back to the shrine of Aroden.

| Black Addie | 
 
	
 
                
                
              
            
            Addie, Wart, Valeron, take a look at this ring. It glows with magic but i'll be damned if I can puzzle it out...
"Here, let me take a look at it," Addie says as Morghrim holds out the ring. The young witch casts a minor spell to detect magical auras, and studies the ring carefully.
Cast detect magic, Spellcraft check: 1d20 + 9 ⇒ (15) + 9 = 24

|  DM Talomyr | 
 
	
 
                
                
              
            
            For information about The Six Trials of Larazod: I remembered it wrong the first time.
 
	
 
     
     
     
	
 