Samildanach The Dread
|
Joining Spencer, Samildanach raises the wooden leaf around his neck and holds it aloft with a praying chant to the Stormfather.
"Aye, return to your graves!"
channel, dc 12: 1d6 ⇒ 3
| Dungeon Master S |
A pair of pathfinders flood the room with divine power!
Will White 1: 1d20 + 3 ⇒ (3) + 3 = 6 FAIL
Will Black 1: 1d20 + 3 ⇒ (20) + 3 = 23 PASS
Will Red 1: 1d20 + 3 ⇒ (18) + 3 = 21 PASS
Will White 2: 1d20 + 3 ⇒ (7) + 3 = 10FAIL
Will Black 2: 1d20 + 3 ⇒ (16) + 3 = 19 PASS
Will Red 2: 1d20 + 3 ⇒ (5) + 3 = 8 FAIL
The injured zombie under Finn is undone! The other two continue to advance.
Round 1:
Lod: Go
Finn: Hit
Spencer: Channel
Samildanach: Channel
Bullwhip: Kill
Baddies: TBD
Nelphaell: TBD
Map is up to date. Enemies are all prone.
Black: 4
Red: 6
Lōd Flaxseed
|
Lod flicks out his claws again and hacks at the zombie next to him.
claw: 1d20 + 5 ⇒ (4) + 5 = 9
damage: 1d3 + 2 ⇒ (1) + 2 = 3
claw: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d3 + 2 ⇒ (3) + 2 = 5
| Dungeon Master S |
Lod tears into a zombie, but the creature fights on. It tries to break Lod's knees with a fist ATK: 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20 Confirm: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11 and gets a solid hit DMG: 1d6 + 4 ⇒ (5) + 4 = 9. The other goes for Spencer: ATK: 1d20 + 4 - 4 ⇒ (12) + 4 - 4 = 12 but can't connect.
Round 1:
Lod: Hit
Finn: Hit
Spencer: Channel
Samildanach: Channel
Bullwhip: Kill
Baddies: ATK
Nelphaell: Go
Round 2:
Lod: Go
Finn: Go
Spencer: Go
Samildanach: Go
Bullwhip: Go
Map is up to date. Enemies are all prone.
Black: 9
Red: 6
| Dungeon Master S |
GM mistake, Lod's first attack hit due to the prone condition of the zombie, as does Finn's.
Lod and Finn quickly reach down and end the zombies for all time. Despite the combat, the room doesn't look any worse. The carnage is rampant....
Out of combat.
Bullwhip
|
"Oi 'av ter say, dis 'ere opera business 'as turned oyt ter be lashings more craic than Oi 'ad originally tart ti wud be."
| Dungeon Master S |
The party moves about the rest of the main floor, but all that remain are corpses. What nobles have survived has now fled to the entrances, where they constantly check the doors for release.
They do not find it.
Behind the stage curtain is a pair of stairs down. There is little doubt that the carnage continues downstairs as the path of wound-slurry continues. at the bottom of the stairs is a well lit room with all manner of half-forgotten sets and costumes. Various parts of a dozen corpses lie strewn about the floor. Blood and gore stain everything, making the floor slick and filling the room with a metallic aroma. Bodies lie askew, mouths hanging open in silent screams, faces contorted in fear.
Map updated.
Samildanach The Dread
|
Samildanach surveys the scene of death and carnage with a detached air and shrug before looking over the corpses and seeing if he can locate anything of interest.
perception: 1d20 + 2 ⇒ (20) + 2 = 22
| Dungeon Master S |
Samildanach spends some time looking about the various shadows in this storage room, but finds nothing of note. There are lights in the room beyond, but no sound at the moment.
Lōd Flaxseed
|
Lod retracts his claws as the zombie falls. He dusts off his fancy new outfit and then takes out his wand. "Well I've just about had enough of these undead, haven't you?" Later on he adds, "We must be going down I suppose."
clw: 1d8 + 1 ⇒ (8) + 1 = 9 Perfect!
"Hm, doesn't look like anyone has been down here in a while."
Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Spencer Sparrowsong
|
Spencer nearly pukes many times after the chaos of combat has stopped. "This is horrible who or what would do such a thing?" He grabs his holy symbol and follows the group down the stairs.
Samildanach The Dread
|
Samildanach pats Spencer reassuringly on the shoulder, still seemingly uncaring at the carnage at their feet and chafing at the unfamiliar garb they find themselves wearing. The half orc speaks gruffly.
"Let's stop the whoresons before they do it to us eh? We can pray over the dead later, they will keep. I can see nothing around here, shall we press on?"
Samildanach waits for everyone to compose themself and then starts moving into the room, Trident and looted equipment at the ready.
| Dungeon Master S |
As the party moves cautiously forward, every shadow feels like it hides danger.
Finn catches a glimpse in the room beyond, but only for a moment before returning to the shadows:
Glistening with water, the slick walls and floor of these tunnels were recently carved from the thick bedrock beneath Oppara. Well lit by standing lamps, the tunnels stretch into an adjacent chamber, seemingly carved from the bedrock as well. However, the adjacent chamber is made of smooth walls, covered in strange glyphs, and also lit by the same standing lamps. At the center of that chamber stands a tall stone dais. In the middle of the dais is a huge boulder which, by all appearances, fell a great distance before crashing here. The boulder glows with an eerie green light. You catch sight of a man in bone armor standing atop by the boulder. For now he doesn't seem to notice you.
1d20 ⇒ 9
Finn Olthaleen
|
Finn whispers to the others. "Scary dude, bone armor. Probably the necromancer behind all this. And an eerie glowing rock. So... plan accordingly, I guess."
| Dungeon Master S |
Since they don't seem to notice you, you have the chance to sneak up on them and get the drop... with a successful Stealth check. Go ahead and roll it...
Nelphaell Drakaer
|
Nelphaell will attempt to sneak closer ...
Stealth: 1d20 + 4 ⇒ (14) + 4 = 18
... and will throw a spear at Mr. Bones as soon as the party is discovered (or is in position to attack)
| Dungeon Master S |
Well that didn't go as planned... I'm going to go in post order. Nelphaell threw his spear just as Finn sneezed.
As the party creeps forward, the magistrate bravely offers to guard the stairs up, "just as the famous General Hark did during the first Battle of Pezzack centuries ago!"
Leaving him behind, the group creeps ever forward...
A spear comes rushing out of the darkness and hits cultist man on the dias, spinning him a bit and causing his shoulder to begin bleeding freely. Upon seeing the intruders, he snarls orders, "ATTACK THE HEATHENS!" A zombie turns to face you, as does a very living warrior armed with a pick made to look like a femur.
Baddies: 1d20 ⇒ 16
Nelphaell: 1d20 + 3 ⇒ (7) + 3 = 10
Samildanach: 1d20 + 1 ⇒ (8) + 1 = 9
Finn: 1d20 + 4 ⇒ (14) + 4 = 18
Spencer: 1d20 + 2 ⇒ (1) + 2 = 3
Lod: 1d20 + 1 ⇒ (9) + 1 = 10
Bullwhip: 1d20 + 2 ⇒ (17) + 2 = 19
Fel: 3
Zombie: 0
Cultist: 0
| Dungeon Master S |
Round 1:
Bullwhip: Go
Finn: Go
Baddies: TBD
Nelphaell: TBD
Lod: TBD
Samildanach: TBD
Spencer: TBD
| Dungeon Master S |
The minis are small, but Finn is adjacent to the zombie ATM.
The fighter tries to connect to the slow moving zombie, but he's still seeing stars after that huge sneeze!
Round 1:
Bullwhip: Go
Finn: Miss
Baddies: TBD
Nelphaell: TBD
Lod: TBD
Samildanach: TBD
Spencer: TBD
Fel: 3
Zombie: 0
Cultist: 0
| Dungeon Master S |
Sorry guys, this got away from me yesterday.
Bullwhip rushes into the kerfuffle. The zombie ignores the dwarf and tries to slam its fist into Finn's face Slam: 1d20 + 4 ⇒ (6) + 4 = 10, but the man is ready for it.
The cultists take a more tactical approach. The base cultist moves up to block others and swings his pick at Bullwhip: ATK: 1d20 + 2 ⇒ (3) + 2 = 5, but his swing is even worse.
The leader tries something totally different, "YOU ARE NOTHING COMPARED TO ZEPHUS!" He weaves an unholy spell looking to strike FEAR into Finn's heart. Will DC 14. PAss and you're shaken for 1 round. Fail and you're frightened for 1d4 ⇒ 2 rounds.
Round 1:
Bullwhip: Go
Finn: Miss
Baddies: ATK
Nelphaell: Go
Lod: Go
Samildanach: Go
Spencer: Go
Fel: 3
Zombie: 0
Cultist: 0
Lōd Flaxseed
|
Lod moves up and sends an icicle hurling form his hand at the cultist.
ray of frost
ranged touch: 1d20 + 4 ⇒ (6) + 4 = 10
cold damage: 1d3 ⇒ 3
| Dungeon Master S |
Lod's aim isn't great, but it's enough to tag the slow moving cultist atop the dias!
Round 1:
Bullwhip: Move
Finn: Miss Will Save
Baddies: ATK
Nelphaell: Go
Lod: Hit
Samildanach: Go
Spencer: Go
Fel: 6
Zombie: 0
Cultist: 0
| Dungeon Master S |
Finn's stomach turns and knots, but he stands his ground! Shaken for 1 round.
Spencer Sparrowsong
|
Spencer steps out from behind the cave wall as he draws a scroll from his belt. He then begins to chant while holding his holy symbol forward at the enemy warrior. "Flee!!"
Cast Command DC 11
| Dungeon Master S |
Spencer's words carry power, Will: 1d20 + 0 ⇒ (20) + 0 = 20 but the cultist's will is strong. He stands resolute!
Round 1:
Bullwhip: Move
Finn: Miss Will Save
Baddies: ATK
Nelphaell: Go
Lod: Hit
Samildanach: Go
Spencer: Command
Fel: 6
Zombie: 0
Cultist: 0
Nelphaell Drakaer
|
Round 1
Nelphaell moves into melee with the warrior and waves his Great Sword in his general direction ...
Great Sword: 1d20 + 1 ⇒ (4) + 1 = 5 for Slashing: 2d6 ⇒ (3, 5) = 8
| Dungeon Master S |
The swing is not a good one, and the cultists laugh. Obviously Zyphus is protecting them!
Round 1:
Bullwhip: Move
Finn: Miss Will Save
Baddies: ATK
Nelphaell: Miss
Lod: Hit
Samildanach: Go
Spencer: Command
Fel: 6
Zombie: 0
Cultist: 0
Samildanach The Dread
|
Out of casting,Samildanach decides to take the fight to his foes, with a loud warcry ringing across the theatre's basement, the ex-pirate steps into the fray, slipping ahead of Lod and stabbing out at the warrior fighting Finn.
trident: 1d20 + 3 ⇒ (20) + 3 = 23 for damage: 1d8 + 3 ⇒ (2) + 3 = 5
His strike is true and maybe telling.
confirm: 1d20 + 3 ⇒ (3) + 3 = 6 for damage extra: 1d8 + 3 ⇒ (6) + 3 = 9
cant move my token right now if younwould be so kind? Infront of Lod
| Dungeon Master S |
Moved
Samildanach's thrust is on target and penetrates the armor handedly. Another thrust like that might do it.
Round 2:
Bullwhip: Go
Finn: Go
Baddies: TBD
Nelphaell: TBD
Lod: TBD
Samildanach: TBD
Spencer: TBD
Fel: 6
Zombie: 0
Cultist: 5
Finn Olthaleen
|
Finn hesitantly attacks the enemy in front of him.
Attack: 1d20 + 4 - 2 ⇒ (3) + 4 - 2 = 5
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Attack: 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Confirm: 1d20 + 4 - 2 ⇒ (10) + 4 - 2 = 12
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
| Dungeon Master S |
After a poor attempt, Finn follows up with a solid hit. The cultist seems bloodied, but doesn't go down. With no retreat from here, it's obvious that this is a fight to the death.
Round 2:
Bullwhip: Go
Finn: Hit
Baddies: TBD
Nelphaell: TBD
Lod: TBD
Samildanach: TBD
Spencer: TBD
Fel: 6
Zombie: 0
Cultist: 8
Bullwhip
|
Bullwhip sweeps his waraxe in the general direction of the cultist.
+1 waraxe (power attack): 1d20 + 7 ⇒ (15) + 7 = 22 damage: 1d10 + 6 ⇒ (9) + 6 = 15
| Dungeon Master S |
Bullwhip's axe meets the man's chest and keeps going. The amount of blood is shocking. He drops without so much as a gurgle. It has no effect on the zombie, who continues to swing a rotten fist at Finn Slam: 1d20 + 4 ⇒ (2) + 4 = 6. It continues to be useless. Having seen the damage Bullwhip put out, the main cultist tries again, this time targeting Bullwhip. Will DC 14. Fail and you're frightened for 1d4 ⇒ 1 rounds. Pass and you're shaken for 1.
Round 2:
Bullwhip: Kill
Finn: Hit
Baddies: ATK
Nelphaell: Go
Lod: Go
Samildanach: Go
Spencer: Go
Fel: 6
Zombie: 0
Cultist: 8
Nelphaell Drakaer
|
Round 2 Charging; Flanking
Nelphaell charges in on the Zombie ...
Great Sword: 1d20 + 5 ⇒ (7) + 5 = 12 for Slashing: 2d6 ⇒ (5, 2) = 7
wildly swinging his Great Sword
| Dungeon Master S |
Nelphaell cuts a large chunk of the zombie's fetid flank off, but the creature continues to fight!
Round 2:
Bullwhip: Kill Will DC 14
Finn: Hit
Baddies: ATK
Nelphaell: Hit
Lod: Go
Samildanach: Go
Spencer: Go
Fel: 6
Zombie: 7
Bullwhip
|
Will save (bravery +1, +2 v spells): 1d20 + 2 + 1 + 2 ⇒ (4) + 2 + 1 + 2 = 9
Bullwhip screams like a gnome, aghast at all the blood on his royal attire. "Ack! Oi tart he wus a dead wan! Dis blud 'ill never cum oyt!"
| Dungeon Master S |
Bullwhip's bloodied axe clangs on the ground, "I FEL BUSTRANI AM YOUR MASTER! KNEEL!"
Round 2:
Bullwhip: Kill
Finn: Hit
Baddies: ATK
Nelphaell: Hit
Lod: Go
Samildanach: Go
Spencer: Go
Round 3:
Bullwhip: RUN AWAY
Finn: Go
Baddies: TBD
Nelphaell: TBD
Lod: TBD
Samildanach: TBD
Spencer: TBD
Fel: 6
Zombie: 7
Samildanach The Dread
|
Samildanach, taking advantage of the distraction caused by Neph as he stands on the other side of the Zombie, strikes out with his trident, cursing his lack of more appropriate weaponry at a time of zombie infestation.
trident, flank: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17 for piercing: 1d8 + 3 ⇒ (6) + 3 = 9
Spencer Sparrowsong
|
Spencer steps forward as he pulls another scroll from his belt and begins to chant holding his holy symbol to his chest. "Deadeye please protect your faithful follower!"
Cast Protection From Evil on Himself
Lōd Flaxseed
|
It is getting a bit tight so Lod simply calls on a more powerful evocation to fling a much larger icicle, this time at the leader.
magic missile
force: 1d4 + 1 ⇒ (3) + 1 = 4
| Dungeon Master S |
The trident nearly drops the zombie, but it fights on, trying to pull itself closer to keep fighting! Meanwhile Lod's missile nails the cultist. It doesn't stop his mad laughter though! Spencer's spell prepares him for the worst.
Bullwhip takes off as fast as his dwarf legs allow.
Round 3:
Bullwhip: RUN AWAY
Finn: Go
Baddies: TBD
Nelphaell: TBD
Lod: TBD
Samildanach: TBD
Spencer: TBD
Fel: 10
Zombie: 11
Finn Olthaleen
|
Finn tries to finish off the zombie.
Attack: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Attack: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Bullwhip
|
Bullwhip's bloodied axe clangs on the ground, "I FEL BUSTRANI AM YOUR MASTER! KNEEL!"
Bullwhip: frightened or panicked?