Dungeon Master S |
Morkeleb is on his way!
Round 3:
Grym: ATK
Sandor: ATK
Odric: Kill
Ferox: Kill
Baddies: ATK
Morkeleb: MOVE
Gaius: Go
Black: 67
Odric the Stout |
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Round the Third (Continued)
Will: 1d20 + 7 ⇒ (7) + 7 = 14 <- Correction: Won't
Odric feels the evil miasma deep in his bones. He has always fought for right and tried to champion the little guy. His moral compass has been unwavering since he was a small boy, even through his drunken lout days, where his willpower was not pointing towards true north in alignment with his morality.
The good instincts he grew up with and learned from his folks have served him well, until now. With a queasy feeling, Odric begins to doubt himself. His intentions seemed blameless at the time, but maybe he was only in it for the money... maybe the good deeds, which so often had some unforeseen consequence, weren't all that good at all. With doubt gnawing at his psyche, and the wretchedness of his moral failings undermining his usually stalwart confidence, Odric feels depressed to the point of physical illness.
The great warrior, who fought Otyughs without quailing, who was swallowed by a giant worm and spent long minutes in its unspeakable digestive system, who slept face down in the gutters of the most wretched alleys of Korvosa night after night, feels sick. He begins to dry-heave a bit in utter disgust for his failings and the sanctimonious bullsh!t he has believed about himself for so long.
Round the Fourth
Odric struggles through the waves of self doubt, and moves towards the devil with lackluster enthusiasm. He swings the Kegerator toward it, but knows in his bones he has no right to sit in judgement of the creature.
Attack: Power Attack (Furious Focus): 1d20 + 28 - 2 ⇒ (20) + 28 - 2 = 46 for 1d10 + 16 + 9 - 2 ⇒ (6) + 16 + 9 - 2 = 29 damage and Intimidate DC 10+Target HD+Target Wis Mod: 1d20 + 25 ⇒ (9) + 25 = 34.
Confirm: 1d20 + 28 + 4 - 2 ⇒ (16) + 28 + 4 - 2 = 46 for 1d10 + 16 + 9 - 2 + 2 ⇒ (4) + 16 + 9 - 2 + 2 = 29 additional damage
If the crit is confirmed: Opponent staggered for 1d4+1 rounds. DC 23 Fortitude save reduces to 1 round. Additional hits add to the duration.
Reminders:
- Odric is Sickened throughRound 7
- Odric has Penetrating Strike. Benefit: Your attacks made with weapons selected with Weapon Focus ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR 10/—).
- Align Weapon GOOD is in effect. Align weapon makes a weapon chaotic, evil, good, or lawful, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures.
Dungeon Master S |
Spell is neither fear nor negative energy.
Dungeon Master S |
No. It lasts only a second. Unholy Blight.
Thorgrym the Tracker |
Round 4 Team Ranger
Both Grym and Bucho rush toward the final devil. Bucho (only having to 5' step) gets there first and viciously bites at the spikey hellspawn. The ranger runs down to flank with Odric.
Grym's attack (flanking) 1d20 + 21 + 2 + 2 ⇒ (5) + 21 + 2 + 2 = 30
Serethial 1d8 + 15 + 2 + 4d6 ⇒ (5) + 15 + 2 + (1, 4, 4, 3) = 34
Bucho's main attack 1d20 + 18 ⇒ (4) + 18 = 22
Jaws of devil killing 1d8 + 15 ⇒ (8) + 15 = 23
2nd attack 1d20 + 13 ⇒ (15) + 13 = 28
Jaws 1d8 + 15 ⇒ (4) + 15 = 19
Dungeon Master S |
Odric and Grym gang up on the remaining devil before he can mount any kind of defense.
And like that the horror in the room begins to vanish. In fact while the rotting food remains, the visions of hell fade away, nothing more than illusions!
XP: 8,555 each
Sandor Stouthammer |
Sandor looks around taking in the post battle sights. Where's our Wizard? Sandor says, his gravely voice booming out a bit with his increased size.
Setting down his axe and shield, the dwarf starts to pick the bone fragments from the joints in his armor. Now I know what wrestling with a porcupine would feel like. Damn annoying they are.
He reaches bends over and squats his head down the forehead almost touching the floor.
I know that position. Gaius says with a small chuckle, but then winces a bit when the dwarf pulls out 2 fragments that slipped between the lower inside hip joint.
With a grumble Quite literally a pain in my arse and sack. He then straightens back up realizing what he said. No I don't need any bone jokes. as he pulls one one from his arm pit this one came out with a tangle of coarse hair, and those close to him could hear them ripping out.
Gaius if you could be so kind. This dwarf is in need of some healing. So nobody's answered me yet. Where's our wizard?
Dungeon Master S |
Post was eaten. Both Grym and Odric took damage when they finished off the devil:
Odric DMG: 2d8 + 12 ⇒ (2, 7) + 12 = 21
Grym DMG: 2d8 + 12 ⇒ (4, 5) + 12 = 21
Thorgrym the Tracker |
The ranger starts pulling pulling quills out of Bucho's face and muzzle as the dog gives a light whining sound. Then Grym starts in a several he had stuck in himself. He responds to Odric No, I remember him using his magic to escape. That same spell Ferox sometimes uses. Lets give him a few minutes.
Quills plucked out, the ranger pulls out his CLWs wand. He starts smacking Odric and Sandor with it.
Odric's healing
1d8 + 2 ⇒ (8) + 2 = 10
1d8 + 2 ⇒ (4) + 2 = 6
1d8 + 2 ⇒ (5) + 2 = 7
1d8 + 2 ⇒ (3) + 2 = 5
1d8 + 2 ⇒ (5) + 2 = 7
1d8 + 2 ⇒ (7) + 2 = 9
1d8 + 2 ⇒ (4) + 2 = 6
1d8 + 2 ⇒ (2) + 2 = 4
1d8 + 2 ⇒ (8) + 2 = 10
1d8 + 2 ⇒ (6) + 2 = 8
1d8 + 2 ⇒ (3) + 2 = 5
1d8 + 2 ⇒ (7) + 2 = 9
1d8 + 2 ⇒ (2) + 2 = 4
1d8 + 2 ⇒ (5) + 2 = 7
Then the ranger looks over his work and takes a moment to decide...
Then hits him one last time w/ the wand.
1d8 + 2 ⇒ (4) + 2 = 6
15 charges spent, 103 hps total
Thorgrym the Tracker |
The ranger then turns his "whack'em stick of healing" toward the dwarf. Though first he stops and extracts a difficult to reach quill that somehow was sticking out of a crease under the dwarf's shoulder plate. Then he started smacking him.
1d8 + 2 ⇒ (6) + 2 = 8
1d8 + 2 ⇒ (3) + 2 = 5
1d8 + 2 ⇒ (2) + 2 = 4
1d8 + 2 ⇒ (6) + 2 = 8
1d8 + 2 ⇒ (2) + 2 = 4
1d8 + 2 ⇒ (3) + 2 = 5
1d8 + 2 ⇒ (5) + 2 = 7
1d8 + 2 ⇒ (8) + 2 = 10
1d8 + 2 ⇒ (1) + 2 = 3
1d8 + 2 ⇒ (1) + 2 = 3
10 charges spent, 57 hitpoints
Thorgrym the Tracker |
Now its Bucho's turn. However, the dog thinks it some sort of game and keeps trying to bite the wand. The ranger keep expertly disengaging from the huge jaws and smacking the dog.
1d8 + 2 ⇒ (3) + 2 = 5
1d8 + 2 ⇒ (4) + 2 = 6
1d8 + 2 ⇒ (1) + 2 = 3
1d8 + 2 ⇒ (7) + 2 = 9
4 charges, 23 hps
Now Grym looks terribly silly striking himself w/ the wand.
1d8 + 2 ⇒ (3) + 2 = 5
1d8 + 2 ⇒ (4) + 2 = 6
1d8 + 2 ⇒ (2) + 2 = 4
1d8 + 2 ⇒ (3) + 2 = 5
1d8 + 2 ⇒ (1) + 2 = 3
1d8 + 2 ⇒ (7) + 2 = 9
1d8 + 2 ⇒ (1) + 2 = 3
1d8 + 2 ⇒ (3) + 2 = 5
1d8 + 2 ⇒ (7) + 2 = 9
1d8 + 2 ⇒ (6) + 2 = 8
On this last healing charge the ranger actually snaps the wand over his head. The pieces fall broken, brittle, and even smoking a little to the floor. Its tough to hear, but anyone close enough can hear his whisper Coin well spent . He pulls a second CLW's wand and keeps hitting himself.
1d8 + 2 ⇒ (2) + 2 = 4
1d8 + 2 ⇒ (4) + 2 = 6
1d8 + 2 ⇒ (4) + 2 = 6
1d8 + 2 ⇒ (2) + 2 = 4
1d8 + 2 ⇒ (4) + 2 = 6
15 charges spent, 72 hps
minor book keeping error, first wand used up. Second wand has 5 charges expended
Dungeon Master S |
Now its Bucho's turn. However, the dog thinks it some sort of game and keeps trying to bite the wand. The ranger keep expertly disengaging from the huge jaws and smacking the dog.
This is definitely how Gunther handles getting his teeth cleaned...
So that's 44 of 50 charges on that wand used in rapid succession. I picture the wand smoking from use. Healing takes about 5 minutes, so anyone with a minute+ buff per level should be adjusted.
Where to?
Dungeon Master S |
M an be back, and someone can roll for Ferox.
I don't mind if, instead of rolling for a wand of CLW you just assume each charge heals 4.5 HP.
Odric the Stout |
While the healing goes on (and on and on) Odric starts searching the remains for loot. Perhaps a magic ring was left on a finger somewhere?
Whack'em Stick of Healing on Ferox: 1d8 + 2 ⇒ (8) + 2 = 10 51/111
Whack'em Stick of Healing on Ferox: 1d8 + 2 ⇒ (5) + 2 = 7 58/111
Whack'em Stick of Healing on Ferox: 1d8 + 2 ⇒ (7) + 2 = 9 67/111
Whack'em Stick of Healing on Ferox: 1d8 + 2 ⇒ (1) + 2 = 3 70/111
Whack'em Stick of Healing on Ferox: 1d8 + 2 ⇒ (5) + 2 = 7 77/111
Whack'em Stick of Healing on Ferox: 1d8 + 2 ⇒ (4) + 2 = 6 83/111
Whack'em Stick of Healing on Ferox: 1d8 + 2 ⇒ (4) + 2 = 6 89/111
Whack'em Stick of Healing on Ferox: 1d8 + 2 ⇒ (1) + 2 = 3 92/111
Whack'em Stick of Healing on Ferox: 1d8 + 2 ⇒ (8) + 2 = 10 102/111
Whack'em Stick of Healing on Ferox: 1d8 + 2 ⇒ (4) + 2 = 6 108/111
(10 more, so 15 charges used on the Wand)
Grym begins to start tapping Ferox on the chest with the wand, but Bucho's exuberance soon dictates a more sedate and surreptitious method. Eventually, Grym carefully stows the wand in his pack and gives Bucho a delicious slice of cured meat.
Odric takes stock of the situation, and upon receiving an affirmative nod from his companions, starts looking at the crude map he has drawn and looking up at the features of the room with a cocked head.
He settles on the southern door, and gestures mutely to Gaius, Ferox, Grym and Bucho for them to look over the door.
Ferox, Grym, Gaius, and Bucho listen
Perception, Ferox: 1d20 + 25 ⇒ (1) + 25 = 26
Perception, Grym: 1d20 + 25 ⇒ (11) + 25 = 36 (Includes Favored)
Perception, Bucho: 1d20 + 11 ⇒ (14) + 11 = 25 Add Favored Enemies
Perception, Gaius: 1d20 + 18 ⇒ (6) + 18 = 24
Gaius then checks for traps
Perception, Traps: 1d20 + 20 ⇒ (19) + 20 = 39
Once the familiar ritual of the Door Protocol wraps up, Odric moves forward and gently opens the door, advancing into the hallway, intent upon turning left after about 15 feet.
Once he gets to the T intersection, Odric looks down the hall, trying to spot any danger... Perception: 1d20 ⇒ 18
Morkeleb the Mighty |
I require 9 charges of CLW. We got that?
Morkeleb enters the room the rest of the Cup are in without ceremony or preamble, the sounds of healing & looting clear that the threat is over.
My apologies if I startled anyone. That thrice-damned magical fear forced me to flee, and Dimension Door was the fastest, safest route for me. He says this conversationally, with no hint of shame or remorse. He then stands in line behind whomever is last to get healed by the smoking wands. :-)
Ferox Kerr |
Looks like there are 10 charges left to the wand.
Great investment by Grym. We'll need to compensate him for them, I think.
Thorgrym the Tracker |
I require 9 charges of CLW. We got that?
Morkeleb enters the room the rest of the Cup are in without ceremony or preamble, the sounds of healing & looting clear that the threat is over.
My apologies if I startled anyone. That thrice-damned magical fear forced me to flee, and Dimension Door was the fastest, safest route for me. He says this conversationally, with no hint of shame or remorse. He then stands in line behind whomever is last to get healed by the smoking wands. :-)
No, problem at all Morkeleb. Good job not dying I always say.
Grym then begins to smack him about the head and shoulders with the CLW's stick.
9 more charges expended, 26 remaining
The party all properly healed, we head on with Odric's post about the South door...
Dungeon Master S |
Gaius confirms that there are no traps on the door, but both he and Grym hear people talking well beyond the door. From Sabina's description, you know that down the hall is a barracks... It sounds like a party of female voices with an occasional make voice chiming in.
Odric the Stout |
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Thinking quickly, Odric uses his hat of disguise to assume the form of a plain looking orderly, leaning on a crutch due to a bum leg, holding a potion of cure light wounds at eye level. The potion is in fact the Kegerator.
He gestures to others to hide and tries to mimic the voice Ferox just used, "I was told someone had been hurt? I brought a curative potion..."
Bluff: 1d20 + 15 ⇒ (9) + 15 = 24
Odric plans to viciously attack anyone who gets close enough.
Dungeon Master S |
ummmm place yourselves on the map? Heading into class. Will post door opening scene as soon as able.
Dungeon Master S |
The door flies open, but there's no one on the other side. You hear a single word from down the hall, but can't see the source "Pathetic Odric."
Baddies: 1d20 + 3 ⇒ (9) + 3 = 12
Ferox: 1d20 + 10 ⇒ (9) + 10 = 19
Gaius: 1d20 + 3 ⇒ (20) + 3 = 23
Grym*: 1d20 + 13 ⇒ (13) + 13 = 26 (Includes Favored)
Morkeleb: 1d20 + 5 ⇒ (11) + 5 = 16
Odric: 1d20 + 4 ⇒ (4) + 4 = 8
Sandor: 1d20 + 8 ⇒ (10) + 8 = 18
Dungeon Master S |
As of yet, there are no enemies that you can see, but the tone of voice makes it clear that SOMETHING isn't buying it and they're intent is violent.
Apparently Odric believed his own ruse...
Round 1:
Grym: Go
Gaius: Go
Ferox: Go
Sandor Go
Morkeleb: Go
Baddies: TBD
Odric: TBD
Thorgrym the Tracker |
Round One
still at work and wont be at my computer for a while, someone feel free to move Team Ranger
Perhaps having died once before has made the ranger a bit more fearless or perhaps the experience has given him a touch of madness. Without hesitation the man and his dog rush through the doorway yelling Meat Shield!!!
If they make the first junction Grym has Bucho stay guarding 5' into the hall.
The ranger continues down the hallway and breaks right hugging the wall. Blades out he evaluates any possible threats.
Dungeon Master S |
Grym advances down the hall with Bucho. At the first intersection he finds two guards hiding around the corner! [ooc]Both Grym and Bucho are updated on the map, but they've only taken move actions, so I'm leaving them bolded to take turns.
Round 1:
Grym: Standard Action
Gaius: Go
Ferox: Go
Sandor Go
Morkeleb: Go
Baddies: TBD
Odric: TBD
Sandor Stouthammer |
The dwarf still fleet from Grym, and hearing the drums of heroism from Morkelb flys down the hallway to the southern opening to it. Leaving the chosen of Serinthal and his faithful hound to protect the east flank.
Expecting invisible foes since they have been common the dwarf makes a concentrated effort to perceive his surroundings.
Perception: 1d20 + 19 + 4 ⇒ (4) + 19 + 4 = 27
Thorgrym the Tracker |
Round One continued...
Bucho told to guard the hallway immediately starts tearing into the guard there.
attack 1d20 + 18 + 6 ⇒ (14) + 18 + 6 = 38
jaws 1d8 + 15 + 6 ⇒ (2) + 15 + 6 = 23
Ferox! Sandor!, Bucho needs missle fire support
Grym trusts in his dog and the other party members. The ranger moves up to make sure no enemy (especially bugger invisible mantis dicks) come attacking their unprotected flank.
Perception 1d20 + 25 ⇒ (14) + 25 = 39
Dungeon Master S |
Sandor looks about, but doesn't see, hear, or smell any foes. [ooc]Sandor can still move or take a standard action.
Grym keeps moving down the hall while Bucho takes a bite out of the ambusher's leg.
Round 1:
Grym: Advance
Gaius: Go
Ferox: Go
Sandor Standard
Morkeleb: Go
Baddies: TBD
Odric: TBD
Black: 23
Morkeleb the Mighty |
Oh, Bucho will get support...
Morkeleb moves to get a clear view down the hallway. Quickly gauging the distances, he mutters a spell, and a tiny snowflake shoots out of his staff, landing softly in the room to the south, a bit in front of the stairs. instantly, the room is filled with sleet, hail, and driving snow!!
Cast Ice Storm. Should be able to get the entire room, and only that room.
bludgeoning damage: 3d6 ⇒ (2, 5, 6) = 13
cold damage: 2d6 ⇒ (6, 6) = 12
the entire room is difficult terrain as long as the hail/snow remains (14 rounds or until I dismiss it), and everyone in that room is -4 to perception
Dungeon Master S |
I'll need to know more about your turn Morkeleb (where you are standing and where the center of the spell is.
Dungeon Master S |
Morkeleb's spell brings a blizzard into the castle. From the party's vantage point it doesn't look like anyone is caught in it.
Round 1:
Grym: Advance
Gaius: Go
Ferox: Go
Sandor Standard
Morkeleb: Ice Storm
Baddies: TBD
Odric: TBD
Black: 23
Sandor Stouthammer |
Sandor did move on his turn. "flys down the hallway to the southern opening to it".
I can't place until I get to my computer, I have placed him now. I have no doubt that my perception is low, but does that change anything?
Dungeon Master S |
Gotcha. Nope, you don't see anything new from your vantage point.
Round 1:
Grym: Advance
Gaius: Go
Ferox: Go
Sandor Double Move
Morkeleb: Ice Storm
Baddies: TBD
Odric: TBD
Black: 23
Ferox Kerr |
Ferox runs over to back up Bucho and lets loose an arrow at the rear maiden.
Arrow: 1d20 + 19 + 2 - 3 ⇒ (9) + 19 + 2 - 3 = 27
Damage: 1d8 + 5 + 1 + 6 ⇒ (6) + 5 + 1 + 6 = 18
Dungeon Master S |
Ferox's arrow flies right over Bucho and right into and through the grey maiden's chestplate.
Round 1:
Grym: Advance
Gaius: Go
Ferox: Hit
Sandor Double Move
Morkeleb: Ice Storm
Baddies: TBD
Odric: TBD
Black: 41
Morkeleb the Mighty |
it's looking like there's nothing in that southern room, unfortunately. Might have just wasted a 4th level spell...but at least anything coming through there will have to deal w/difficult terrain.
that's a lotta stealth