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Orryn pulls out his wand to heal Stellah...just as Evan channels energy.
Thank'ee kindly, good sir! Stellah and I are both much obliged.
Orryn will try calling for the mites to stop a moment using Common, Halfling, and Druidic.

Dungeon Master S |

Thank'ee kindly
I kennit this phrase. I know it very well.
The smiling mite turns and meets Fel. A look passes between them. The mite nods.... and scurries off. Fel is sure his mission is accomplished.

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Freedom and mission success. How can ya beat it? :-D
Well, lads, we've doors on either side of us. Which way to go, hmm?

Dungeon Master S |

From the West. A survival check may help too...

Dungeon Master S |

The passages to the East and South seem decrepit and unused. There's been a fair amount of traffic to the West... you take the path, and it's rather easy to follow, as if the ones using it did not expect what you're doing right now. Eventually it opens... An enormous room lies ahead, filled with dozens of family crypts decorated with family names, heraldic crests, and a variety of death-themed statuary. The walls, floor, and ceiling are made of smooth, polished stone, and the crypts are made of thick, square blocks of granite. A handful of statues stand throughout the room, though they don’t seem to be placed with any plan—some face the wall, some lie on their sides, and others are damaged beyond repair. The northwest quarter of the room is dominated almost entirely by a single large crypt. The name “Ismacco” is displayed across the front of the crypt.

Dungeon Master S |

Nothing leads you to believe they are anything more than memorials.

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Sumac readies a bullet for his slingstaff and heads into the room to check things out. He slowly meanders looking at the statues and makes his way to the large north west crypt.
The big wolf follows after.
perception 1d20 + 11 ⇒ (18) + 11 = 29

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Knowledge: Dungeoneering: 1d20 + 9 ⇒ (9) + 9 = 18
Knowledge: History: 1d20 + 9 ⇒ (8) + 9 = 17
Knowledge: Local: 1d20 + 9 ⇒ (20) + 9 = 29
Knowledge: Nobility: 1d20 + 9 ⇒ (13) + 9 = 22
Knowledge: Religion: 1d20 + 9 ⇒ (2) + 9 = 11
Fel consults his encyclopedic knowledge, hoping to find something recognizable or useful in the cluttered crypt room. Were there famous families buried here? Is there historical significance to the crypt? Is there anything dangerous in this room that Fel recognizes from lore he has heard or read on dungeons? Perhaps some religious significance to the layout or decoration of the room, including the statuary might provide some insight.
Knowledge: Planes: 1d20 + 9 ⇒ (8) + 9 = 17
Finally, what would Fel make of a malformed abomination— something part man, part angel, and part horse—things of half-formed muscle with dead, fleshless equine skulls?

Dungeon Master S |

Nice try on the phone-a-friend for Odric. Depending on your mode of calculation, the module we're playing now was written to take place in the year 4710 AR. Curse of the Crimson Throne is 4708 AR.
Fel, your mind doesn't fail you: Everyone in here belongs to either the Ismacco or Teppish families. There is one thing a bit disturbing, and it's the statue of Groetus that stands before the Ismacco crypt. Sumac stops you from further investigation, because he hears a bit of movement beyond the door.

Dungeon Master S |

Ornate carvings decorate the walls inside the Ismacco crypt, creating several stylized burial niches. Tall, marbled pillars stretch to the 20-foot-high ceiling, creating three alcoves that hold massive oak sarcophagi. At the rear of the chamber, stairs ascend into a basilica-like dome. A musty smell permeates the chamber, and several dozen torches burn brightly in wall sconces throughout the crypt. Inside the room are a trio of slaves bound and gagged. Standing over them are three thugs being shouted at by a fourth, fiercer looking thug. The look up immediately as the door opens rather loudly.
INITIATIVE!

Dungeon Master S |

Thugs: 1d20 + 0 ⇒ (10) + 0 = 10
Big Thug: 1d20 + 5 ⇒ (9) + 5 = 14

Dungeon Master S |

Azdak: 1d20 + 2 ⇒ (14) + 2 = 16
Evan: 1d20 + 1 ⇒ (18) + 1 = 19

Dungeon Master S |

Initiative Repost:
Evan: 1d20 + 1 ⇒ (18) + 1 = 19
Azdak: 1d20 + 2 ⇒ (14) + 2 = 16
Big Thug: 1d20 + 5 ⇒ (9) + 5 = 14
Thugs: 1d20 + 0 ⇒ (10) + 0 = 10
Sumac 1d20 + 3 ⇒ (5) + 3 = 8
Gripper ⇒ Delay
Orryn 1d20 + 2 ⇒ (5) + 2 = 7
Stellah
Fel 1d20 ⇒ 3
Evan, start us off!

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I recommend Sumac, Gripper, Orryn and Stellah delay until after Fel in order to get the +1 to attack and damage from his chant. ALSO - DM - Please feel free to autopilot Fel immediately after Thugs - Begin chant.

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I recommend Sumac, Gripper, Orryn and Stellah delay until after Fel in order to get the +1 to attack and damage from his chant. ALSO - DM - Please feel free to autopilot Fel immediately after Thugs - Begin chant.
Make it so

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Hérwë Felthanilal "Fel" wrote:I recommend Sumac, Gripper, Orryn and Stellah delay until after Fel in order to get the +1 to attack and damage from his chant. ALSO - DM - Please feel free to autopilot Fel immediately after Thugs - Begin chant.Make it so
Orryn will agree to this since no one's hurt Stellah yet. ;-)

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wow... step away for a few minutes... and Evan is first?
Round 1
Four bad guys total? Evan starts in on Summon Monster II after moving in so he can see the bad guys.

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Initiative Repost:
Evan: 1d20 + 1 ⇒ (18) + 1 = 19
Azdak: 1d20 + 2 ⇒ (14) + 2 = 16
Big Thug: 1d20 + 5 ⇒ (9) + 5 = 14
Thugs: 1d20 + 0 ⇒ (10) + 0 = 10
Sumac 1d20 + 3 ⇒ (5) + 3 = 8
Gripper ⇒ Delay
Orryn 1d20 + 2 ⇒ (5) + 2 = 7
Stellah
Fel 1d20 ⇒ 3Evan, start us off!
Initiative re-repost: now with more Harnac!! (seriously, dude, how can I not think you're actively ignoring me now?!?!)
Evan: 1d20 + 1 ⇒ (18) + 1 = 19
Azdak: 1d20 + 2 ⇒ (14) + 2 = 16
Harnac Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Big Thug: 1d20 + 5 ⇒ (9) + 5 = 14
Thugs: 1d20 + 0 ⇒ (10) + 0 = 10
Sumac 1d20 + 3 ⇒ (5) + 3 = 8
Gripper ⇒ Delay
Orryn 1d20 + 2 ⇒ (5) + 2 = 7
Stellah
Fel 1d20 ⇒ 3
ROUND 1
Hack moves into the room, and gets ready to smash the first guy who comes into his reach.
C'mere, ye dogs, and bring yer mugs to my axe!! I'll remove ten pounds o' ugly fat offa the first of ye curs!!
Move action to move, then ready to strike first villain who comes in reach

Dungeon Master S |

Sorry Mike. I counted up the number of initiatives. I mistook you for the BIG thug at least.
The big thug, ignoring his heavy flail for now, takes aim at Evan with his bow. 1d20 + 4 ⇒ (9) + 4 = 13, but the arrow goes wide. The others advance. Harnac is READY. Readied attack: 1d20 + 8 ⇒ (14) + 8 = 22 and solidly lays the axe into the thug. DMG: 1d10 + 5 ⇒ (3) + 5 = 8. He's barely holding on, and he hasn't even attacked yet. Moving everyone behind Fel, Fel begins his bardic oration.
Sumac!
Thug 1: 0
Thug 2: 8
Thug 3: 0
Big Thug: 0

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Round 1 Sumac and Grip
The small druid sends Grip forward to attack the thug in front of Evan.
The big wolf lunges forward jaws flashing... 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
bite 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Sumac aims his sling and lets fly a bullet at the bow weilding thug.
Sling Staff 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
bullet 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4
I often get a good attack roll and a good damage roll, but generally not together

Dungeon Master S |

Gripper bites down, but can't find purchase. Sumac has no problems however, and the big half-orc takes a sling stone to the face. Team Orryn
Thug 1: 0
Thug 2: 8
Thug 3: 0
Big Thug: 4

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Orryn and Stellah move up behind Hack and try to finish what the mighty dwarf started.
attack: 1d20 + 8 ⇒ (17) + 8 = 25
damage: 1d6 + 4 ⇒ (1) + 4 = 5

Dungeon Master S |

And finish they do! The thug goes down with a final grunt.
Round 2
Evan:
Azdak: 1
Harnac
Big Thug:
Thugs:
Fel
Sumac
Gripper
Orryn
Stellah
Azdak:
Azdak can finish off round 1 and Evan take us into Round 2.

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round 2
is the map up to date on positions? I'm finishing a summon... just want to know where to put things. I'll take a stab at it based on what's there.
Summon Monster II completes...
Number of Riding Dogs: 1d3 ⇒ 1 (f|_|c|< you dice)
If the bad guy in front of Evan is still there, the dog appears flanking with Evan. We have Fel chanting right?
Dog attacks...
attack roll: 1d20 + 6 ⇒ (5) + 6 = 11 (flank & chant bonus)
damage: 1d6 + 4 ⇒ (3) + 4 = 7 (chant bonus)
trip attempt: 1d20 + 3 ⇒ (11) + 3 = 14
Evan tries to hit the baddy with his staff...
attack roll: 1d20 + 6 ⇒ (14) + 6 = 20 (flank & chant bonus)
Attack roll is 4 higher if trip succeeded
damage: 1d4 ⇒ 2 (chant bonus)

Dungeon Master S |

Azdak spell slams into the thug. Meanwhile Evan's summoned monster appears. The dog doesn't make the hit, but Evan's staff lands clean.
Harnac!
Thug 1: 0
Thug 2: DEAD
Thug 3: 6
Big Thug: 4

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ROUND 2
Hack shifts over, and lays into the nearest thug.
Attack: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d10 + 5 ⇒ (9) + 5 = 14
Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d10 + 5 ⇒ (10) + 5 = 15
With rolls like that, smart money's on him being dropped like a toilet seat

Dungeon Master S |

Harnac evenly trifurcates the thugs

Dungeon Master S |

Shoot. Its me. I'll post shortly.

Dungeon Master S |

The lead thug curses the ineptitude and fragility of his comrades. Keeping his distance he fires an arrow at Harnac 1d20 + 4 ⇒ (18) + 4 = 22, and hits the dwarf for 1d8 ⇒ 7 damage. The final thug gives a cry to Groetus and moves in for a powerful swing on Harnac as well 1d20 + 3 ⇒ (8) + 3 = 11, but can't beat through the fighter's defenses.

Dungeon Master S |

Thug 1: 0
Thug 2: DEAD
Thug 3: DEAD
Big Thug: 4

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Fel continues to chant and tries to make the big thug laugh hysterically with his magic.
Cast Tasha

Dungeon Master S |

The spell seizes the big thug: SAVE: 1d20 + 0 ⇒ (3) + 0 = 3, and the massive half-orc drops to the ground, giggling like child. Twisting and writhing uncontrollably with laughter.

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Hmmm...I'd do my round 3 action, but Evan might affect it. You know what? He might not get the chance!! muahahahaha
ROUND 3
Hack shifts over, and decrapitates the last standing bad guy.
Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d10 + 4 ⇒ (9) + 4 = 13
Attack: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d10 + 5 ⇒ (2) + 5 = 7
A little lackluster, but it may be enough...

Dungeon Master S |

Technically it's Evan and Azdak