GM BPChocobo TK2 |
Heh, nice bit of RP there :) Since no one has made an opinion on which door... I'll assume the first one as that's your typical behavior.
The party approaches the first door, which is unusual compared to the others they have seen It is made of thin iron plates riveted together and the audible sound of clanging metal can be heard on the other side.
Any preparations?
Faeros89 |
Just trying to hear what's going on the other side of the door, or notice any additional details.
perception: 1d20 + 20 ⇒ (15) + 20 = 35
Otherwise Faeros stands back and waits for Thunderstealer or Nilfyr to open it.
GM BPChocobo TK2 |
Faeros determines that the sound is that of a hammer striking steel repeatedly, methodically. The door is also warm to the touch, but not painful. There must be an intense heat on the other side.
GM BPChocobo TK2 |
I'll assume either Nilfyr or Thunderstealer will don the ring.
Thunderstealer kicks open the door!
A wave of heat floods out as the door opens. Inside, the scorching hot room are a gerat anvil, a pool of magma, and a stack of barrels along the north wall. A serpentine creature with fiery red scales places a long, curved blade into a barrel that must be filled with water as the hiss of cooled steel fills the room. The creature looks at the party, yelling at them, "You do not belong in this place. Leave or the Awakener will strike you down!"
GM BPChocobo TK2 |
Fair enough :) Usually you do, if nothing else but to keep things moving forward :P
Thunderstealer tries to remember what he heard about an Awakener. He then recalls Artemus' lecture earlier.
Kro'akoth, the Awaker, is a nascent demon lord also known as the Fire Serpent. He was a fierce general in the armies of the Abyss, but turned into a mild deific power after seeing her gnoll followers charge towards certain death in the name of Lamashtu. First worshiped by the troglodyte legions under his command, he has since south out forgotten mortal cults and those who lost or never had gods in the first place. He reigns over a network of such cults with few of them ever realizing that their particular worship is all going to the same demon lord.
His domains are Chaos, Evil, Fire, and Trickery, favored weapon is the falchion, alignment CE, and his unholy symbol is the flaming head of a serpent, usually made out of copper or red clay.
"You dare interrupt my work? I shall use your skull for my next pommel!", the serpentine man angrily pulling grabbing a nearby spear.
This is a salamander, an evil creature hailing from the Plane of Fire. They are capable in melee, using the reach of their tails to grab opponents. Magic weapons are required to harm them fully, but cold effects are especially effective. It's heat is so intense that it is immune to fire and can burn people with its touch or through weapons it carries.
Gamil: 1d20 + 1 ⇒ (18) + 1 = 19
Artemus: 1d20 + 3 ⇒ (3) + 3 = 6
Faeros: 1d20 + 10 ⇒ (6) + 10 = 16
Nilfyr: 1d20 + 3 ⇒ (17) + 3 = 20
Thunderstealer: 1d20 ⇒ 11
Init Order (bold = up)
Nilfyr
Fire snake man
Faeros
Thunderstealer
Artemus
GM BPChocobo TK2 |
The creature's fire seems to almost turn white as it hisses back in anger. "I'll thoqqua you, you miserable, uncouth unbeliever!"
Nilfyr Starshadow |
Nilfyr charges into the room, calls down the favor of Desna, and swings his fauchard at the creature.
Move action: As indicated on map
Swift action: Cast divine favor (fervor)
Standard action: Attack Salamander
Attack (+1 Adamantine Fauchard (2H), Power Attack (Furious Focus), Divine Favor): 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17
Damage (+1 Adamantine Fauchard (2H), Power Attack, Divine Favor): 1d10 + 7 + 6 + 2 ⇒ (3) + 7 + 6 + 2 = 18
GM BPChocobo TK2 |
Nilfyr only glances the creature's scales, causing no harm. It then steps closer and trades blows.
??? Spear at Nilfyr: 1d20 + 11 ⇒ (17) + 11 = 28
Damage on hit: 1d8 + 4 ⇒ (4) + 4 = 8
Fire damage on hit: 1d6 ⇒ 5
??? Spear at Nilfyr: 1d20 + 6 ⇒ (2) + 6 = 8
Damage on hit: 1d8 + 4 ⇒ (3) + 4 = 7
Fire damage on hit: 1d6 ⇒ 6
??? Tailslap at Nilfyr: 1d20 + 6 ⇒ (3) + 6 = 9 Damage on hit: 2d6 + 1 ⇒ (1, 6) + 1 = 8
Fire damage on hit: 1d6 ⇒ 2
Grab on hit: 1d20 + 15 ⇒ (4) + 15 = 19
Constrict damage on success: 2d6 + 4 ⇒ (1, 2) + 4 = 7
Fire damage on success: 1d6 ⇒ 3
Nilfyr is pierced once, avoiding the other two attacks.
Party up!
Artemus Jarm |
Art moves to where he has a reasonable shot, and knowing that the creature is a fire based creature casts Snowball.
Ranged Touch: 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 195d6 ⇒ (6, 4, 2, 6, 3) = 21 Cold Damage. DC 17 Fort or the enemy is Staggered next round.
Nilfyr Starshadow |
Nilfyr enchances his fauchard with frost, then swings the weapon at the creature again, this time with more success.
Swift action: Sacred Weapon (frost, 6 rounds remaining)
Standard action: Attack Salamander
Attack (+1 Adamantine Fauchard (2H), Power Attack (Furious Focus), Divine Favor): 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Damage (+1 Adamantine Fauchard (2H), Power Attack, Divine Favor, Sacred Weapon (frost)): 1d10 + 7 + 6 + 2 + 1d6 ⇒ (6) + 7 + 6 + 2 + (2) = 23
Faeros89 |
Faeros studies the creature before shooting twice.
assuming haste has ended
(heroism, rapid, deadly, divine favor, point blank, coordinated+flank, studied target)
Arrow: 1d20 + 9 + 2 - 2 - 2 + 3 + 1 + 2 + 2 ⇒ (13) + 9 + 2 - 2 - 2 + 3 + 1 + 2 + 2 = 281d8 + 3 + 4 + 3 + 1 + 2 ⇒ (3) + 3 + 4 + 3 + 1 + 2 = 16
Arrow: 1d20 + 15 ⇒ (7) + 15 = 221d8 + 13 ⇒ (2) + 13 = 15
GM BPChocobo TK2 |
Bah, Thunderstealer's comment reminded me that I was looking at the wrong statblock (had a monster up for another PbP). My fault for being quick when checking out on mobile. Nilfyr's first attack is good!
Lulled into a false sense of security, Nilfyr's first swing shows its true power as the creature's movement causes the wound to open up, fiery hot blood oozing out.
Thunderstealer's blade strikes without any false premise, more blood oozing out. Belcher tries to get into a supporting position, but the wounded fire serpent-man lashes out with tail.
Tailslap AoO @ Belcher: 1d20 + 6 ⇒ (4) + 6 = 10
Damage on hit: 2d6 + 1 ⇒ (5, 5) + 1 = 11
Fire damage on hit: 1d6 ⇒ 3
Grab on hit: 1d20 + 15 ⇒ (10) + 15 = 25
Constrict damage on success: 2d6 + 4 ⇒ (3, 4) + 4 = 11
Fire damage on success: 1d6 ⇒ 2
Belcher's small form easily leaps over the tail, and then proceeds to lash out in return.
Artemus' then ends it all with snowball that causes the monster to shudder violently before falling to the ground unconscious!
Combat over!
Inspecting the room for magical auras, Artemus finds 3 things.
First, there is a breastplate, finely finished and engraved with flaming serpents. Artemus can tell that its magical auras are incomplete, but it is still a +1 breastplate.
Second, there is another spire transport token, tucked in a flame-resistant sack on the creature.
Finally, the barrel filled with water is magical, too!
The barrel is enchanted to automatically cool any liquid placed in there. This would have some value either as a curiosity or to an inn or shopkeep for around 200 gold crowns.
GM BPChocobo TK2 |
I'll assume Thunderstealer will carry the barrel, emptying if necessary for carrying it without being too heavy.
Next door then!
Chains dangle from four iron rings set into the stone of this room's eastern wall, and small knives and hooks hang from pegs nearby. Blood stains the floor beneath the chains. There are four doors to the north and four more to the south, each with a small, barred window.
Two large, stupid scaled brutes lug around the main portion of the room. In one of the cells, a humanoid snake-man sits in a cell wearing tattered robes and rocks back and forth on a stone seat.
The two brutes turn their attention to you, drawing maces and snarling evilly at the party.
The large lizardmen are actually degenerate serpentfolk; unlike their enlightened kin, they have no magical ability but can still use telepathy. Only barely more intelligent than smart animals, they rely on their poisonous bites and strong physique to get by. They are also like their brethren and are immune to poison, paralysis, mind-affecting effects, and naturally resist magic.
The prisoner is standard serpentfolk, humanoids from before the age of humanity that were eventually overthrown from their power millennia ago. Although they are weak physically, they all bear some natural magical talent and make for exceptionally good sorcerors, wizard, and clerics. They are immune to poison, paralysis, mind-affecting effects, and naturally resist magic.
Degen Blue: 1d20 + 5 ⇒ (13) + 5 = 18
Degen Red: 1d20 + 5 ⇒ (9) + 5 = 14
Serpent Yellow: 1d20 + 9 ⇒ (6) + 9 = 15
Artemus: 1d20 + 3 ⇒ (3) + 3 = 6
Faeros: 1d20 + 10 ⇒ (6) + 10 = 16
Nilfyr: 1d20 + 3 ⇒ (11) + 3 = 14
Thunderstealer: 1d20 ⇒ 18
One of the large lizardmen charges immediately towards Nilfyr in a near feral roar!
Nilfyr, no AoO this time only because of cover from its path to you.
Blue brute mace @ Nilfyr: 1d20 + 11 ⇒ (18) + 11 = 29
Damamge on hit: 1d8 + 5 ⇒ (1) + 5 = 6
Nilfyr's armor crumples from the powerful blow, but the damage could have been worse.
Init Order: bold = up!
Blue brute
Thunderstealer
Faeros
Red brute
Nilfyr (8 damage)
Artemus
Belcher. |
Belcher will join the attack on the brute!
power attack, cover
bite: 1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19 for damage: 1d4 + 9 ⇒ (3) + 9 = 12
claw1: 1d20 + 8 - 4 ⇒ (20) + 8 - 4 = 24 for damage: 1d3 + 9 ⇒ (1) + 9 = 10
claw2: 1d20 + 8 - 4 ⇒ (7) + 8 - 4 = 11 for damage: 1d3 + 9 ⇒ (2) + 9 = 11
talon1: 1d20 + 9 - 4 ⇒ (4) + 9 - 4 = 9 for damage: 1d6 + 9 ⇒ (3) + 9 = 12
talon2: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24 for damage: 1d6 + 9 ⇒ (6) + 9 = 15
GM BPChocobo TK2 |
Even with the door in the way, Thunderstealer manages to bite the large brute!
Faeros89 |
Faeros will study and shoot at the creature despite the cover from the corner.
(heroism, divine favor, study, point blank, rapid, deadly, coordinated, cover)
arrow: 1d20 + 9 + 2 + 3 + 2 + 1 - 2 - 2 + 1 - 4 ⇒ (4) + 9 + 2 + 3 + 2 + 1 - 2 - 2 + 1 - 4 = 141d8 + 3 + 3 + 2 + 1 + 4 ⇒ (3) + 3 + 3 + 2 + 1 + 4 = 16
arrow: 1d20 + 10 ⇒ (12) + 10 = 221d8 + 13 ⇒ (5) + 13 = 18
GM BPChocobo TK2 |
@Faeros: At that harsh angle, I'm giving him improved cover (effectively a -8 penalty instead of -4) against you. The second attack still hits, but letting you know for any future shots like that :)
After Thunderstealer and Belcher rip into the large brute, it still stands... until an arrow from Faeros strikes it in the chest, the beast of a serpent man falling to the ground unconscious!
The other lizard brute charges towards Nilfyr who will get his AoO against this one!
Rolling this just in case Nilfyr misses
Red brute mace @ Nilfyr: 1d20 + 11 ⇒ (16) + 11 = 27
Damage on hit: 1d8 + 5 ⇒ (6) + 5 = 11
Init Order: bold = up!
Thunderstealer
Faeros
Red brute
Nilfyr (8 damage) + AoO Against Red, possible 11 damage
Artemus
Thunderstealer |
Thunderstealer moves forward, tells Belcher to go and flank and readies an attack.
Belcher moves into flank, trying to tumble past Red
Acrobatics: 1d20 + 8 ⇒ (7) + 8 = 15
Thunderstealer bites
Bite: 1d20 + 5 + 7 - 2 + 2 + 4 ⇒ (8) + 5 + 7 - 2 + 2 + 4 = 24 for Damage: 1d6 + 7 + 4 ⇒ (5) + 7 + 4 = 16
Belcher attacks
Talon: 1d20 + 9 + 2 + 4 ⇒ (16) + 9 + 2 + 4 = 31 for Damage: 1d6 + 9 ⇒ (2) + 9 = 11
Thunderstealer attacks
Bite: 1d20 + 5 + 7 - 2 - 4 ⇒ (16) + 5 + 7 - 2 - 4 = 22 for Damage: 1d6 + 7 + 4 ⇒ (2) + 7 + 4 = 13
Claw1: 1d20 + 5 + 7 - 2 - 4 ⇒ (18) + 5 + 7 - 2 - 4 = 24 for Damage: 1d4 + 7 + 4 ⇒ (3) + 7 + 4 = 14
Claw2: 1d20 + 5 + 7 - 2 - 4 ⇒ (9) + 5 + 7 - 2 - 4 = 15 for Damage: 1d4 + 7 + 4 ⇒ (1) + 7 + 4 = 12
Belcher attacks bites
Bite: 1d20 + 8 - 4 ⇒ (10) + 8 - 4 = 14 for Damage: 1d4 + 9 ⇒ (3) + 9 = 12
Claw1: 1d20 + 8 - 4 ⇒ (4) + 8 - 4 = 8 for Damage: 1d3 + 9 ⇒ (2) + 9 = 11
Claw2: 1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 23 for Damage: 1d3 + 9 ⇒ (1) + 9 = 10
Talon1: 1d20 + 9 - 4 ⇒ (11) + 9 - 4 = 16 for Damage: 1d6 + 9 ⇒ (3) + 9 = 12
Talon2: 1d20 + 9 - 4 ⇒ (20) + 9 - 4 = 25 for Damage: 1d6 + 9 ⇒ (2) + 9 = 11
Talon2 Confirm: 1d20 + 9 - 4 ⇒ (2) + 9 - 4 = 7 for Damage: 1d6 + 9 ⇒ (5) + 9 = 14
Faeros89 |
If Artemis doesn't kill red, Faeros studies and fires 2 more arrows (same as before but accounting for improved cover)
Arrow: 1d20 + 6 ⇒ (5) + 6 = 111d8 + 13 ⇒ (5) + 13 = 18
Arrow: 1d20 + 6 ⇒ (5) + 6 = 111d8 + 13 ⇒ (8) + 13 = 21
Before a slightly frustrated sigh at the congested state of the hallway.
GM BPChocobo TK2 |
Botting Nilfyr, sorry for the delay
Nilfyr trip AoO: 1d20 + 15 ⇒ (7) + 15 = 22
AoO attack on success: 1d20 + 11 ⇒ (16) + 11 = 27
Damage on hit: 1d10 + 7 ⇒ (1) + 7 = 8
Nilfyr trips the beast and slams his blade down upon the fallen foe!
Belcher does get swung at as he crosses over, though!
Red AoO @ Belcher (aka is it a 20?): 1d20 ⇒ 6
Damage on miracle: 1d8 + 5 ⇒ (7) + 5 = 12
Its futility is noted as Thunderstealer and Belcher rip into the beast. It is still alive even after Artemus blasts it with magic and Faeros fails to draw a bead, but it can't handle the oncoming fury of Thunderstealer and his trusty pet.
Combat over!
The remaining serpent humanoid rocks back and forth, looking at the party, but not saying anything.
Artemus Jarm |
Art enters the room and observes the prisoners and their guards before speaking to the prisoners. He is not really sure what these creatures are but seeing their reptilian nature starts with Draconic.
Knowledge (Nature), Guards: 1d20 + 10 ⇒ (7) + 10 = 17
Knowledge (Nature), Prisoners: 1d20 + 10 ⇒ (2) + 10 = 12
He tries Aklo, Aquan, Auran, Common, Draconic, Goblin, Ignan, Infernal, Orc, Sylvan, Terran
GM BPChocobo TK2 |
Only 1 prisoner!
The reptilian man cocks its head, tilting it sideways when Thunderstealer greets it. "Me? I am nothing! No one! Once this was Draa, but now it is Kro'akoth's slave!"
It seems to respond to Common well enough.
GM BPChocobo TK2 |
"Kro'akoth, the Fire Serpent, is the true god of my kind! Ydersius is dead! Kro'akoth is all!"
GM BPChocobo TK2 |
"No, I am nothing! We fought Kro'akoth's holy priest and were defeated. The others are dead, but not Draa! Kro'akoth has saved Draa!"
The snake man has received massive mental trauma and abuse and he will need powerful restorative magic to return his sanity.
Artemus Jarm |
He sounds slightly deranged. Art says quietly. Best leave him locked up for now. Addressing the snake man he first offer food and water and then asks Can you tell us what lies through the door to the south?
Diplomacy: 1d20 + 9 ⇒ (8) + 9 = 17