GM Giuseppe's Price of Immortality (Inactive)

Game Master Giuseppe Capriati

Link to the Campaign's Gallery: [+]

Link to the Loot Tracking Sheet: [+]

Link to Legal Sources Document: [+]

Link to Isle of Terror Map: [+]

Link to Xin-Grafar Map: [+]

XP tracking: 18,435/23,000


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Council of Thieves Maps

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ROUND 1
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Calden and Shirzon hit the frog and wound it deeply, but the creature is still standing, and as soon as it gets the opportunity it strikes back at Calden, biting his arm*.

---

Suddenly the two more frogs mentioned by Korech emerge from the waters and attack: one of them misses Merephel, while the other fails to bite Calden.

-------------------------------
---- INITIATIVE ORDER ----
--------------------------------

  • Shirzon
  • Merephel
  • Calden
  • Giant frogs
  • Korech

______________________________________
* Calden takes 5 points of damage.

Roll20 Map updated.

I'll be posting again at 10:00 a.m. GMT+1 (02:00 a.m. for Korech, 01:00 a.m. for Shirzon and Merephel), botting everyone who hasn't acted yet.

GM Rolls:

-------- FROGS' ATTACKS --------

#1 Bite Attack: 1d20 + 3 ⇒ (18) + 3 = 21
#2 Bite Attack: 1d20 + 3 ⇒ (7) + 3 = 10
#3 Bite Attack: 1d20 + 3 ⇒ (3) + 3 = 6

#1 Bite Damage: 1d6 + 2 ⇒ (3) + 2 = 5
#2 Bite Damage: 1d6 + 2 ⇒ (5) + 2 = 7
#3 Bite Damage: 1d4 + 2 ⇒ (4) + 2 = 6

GM Stats:

-------- GIANT FROGS --------

Giant frog #1 - 1/15
Giant frog #2 - 15/15
Giant frog#3 - 15/15


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

===================
Round 2
===================

Shirzon sloshes forward again, unleashing more quick strikes at their amphibian foes.

+1 Dagger: 1d20 + 4 ⇒ (3) + 4 = 7

Swortsword: 1d20 + 4 ⇒ (20) + 4 = 24
Swortsword confirm: 1d20 + 4 ⇒ (16) + 4 = 20

Damage: 1d6 - 1 ⇒ (3) - 1 = 2
Crit Damage: 1d6 - 1 ⇒ (1) - 1 = 0


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

========
Round 1[
========

Korech's bow thrums as he fires off an arrow at the injured frog.

Attack: 1d20 + 6 ⇒ (12) + 6 = 18 Damage: 1d8 ⇒ 2

Standard to attack #1.


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

==========================
Round One
==========================

Merephel lunges forward to try and stab the frog in front of her.

Melee Attack: 1d20 + 1 ⇒ (15) + 1 = 16

Damage: 1d6 ⇒ 6


Male LG Human (Nirmathi) Monk 6

=======
Round 2
=======

Calden grunt in pain as the frog latches on to his arm, and Korech's warning flashes through his mind. Eat you whole...? He boldly steps forward, in between the two frogs on the coffins, trying to make eye contact with Shirzon. "I'll distract it!"

He sweeps his quarterstaff forward while extending his leg backward, trying to hit the newly emerged creature right between the eyes to stall it for a moment.

5 foot step to provide flanking for Shirzon, then a Flurry of Blows. First attack at #1, second attack with Stunning Fist on #2.

Attack 1, on #1 with flanking: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19
Damage 1: 1d6 + 2 ⇒ (5) + 2 = 7

Attack 2, on #2 with Stunning Fist: 1d20 + 2 ⇒ (5) + 2 = 7
Damage 2: 1d6 + 2 ⇒ (5) + 2 = 7
Fort save DC 13 or stunned for one round.


Council of Thieves Maps

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ROUND 1
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Korech fires the bow Arnama gave him for the first time: his arrow hits the frog in the face and instantly kills it.

▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 2
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Shirzon moves and tries to attack another frog, but her quick strike is inaccurate and the frog avoids it. Merephel, who had missed the frog while it was nearing her, is able to hit the creature in her second attempt, her shortspear piercing through the frog's belly.

In the meantime, Calden hits the frog on the sarcophagus with a kick.

---

The two remaining frogs attacks Merephel and Calden respectively. Merephel gets bitten on her left arm, the frog trying to keep her hold on her. The girl is able to pull back her arms before it's too late, but gets a bad wound as a result. Calden gets bitten on his right shoulder, and with a punch distance himself from the frog to avoid worse consequences*.

______________________________________
* Both Calden and Merephel take 6 points of damage each.

Roll20 Map updated.

I'll be posting again at 08:00 p.m. GMT+1 (12:00 a.m. for Korech, 11:00 a.m. for Shirzon and Merephel), botting everyone who hasn't acted yet.

GM Rolls:

-------- MEREPHEL'S ATTACK --------

Shortspear Attack: 1d20 + 1 ⇒ (8) + 1 = 9

Shortspear Damage: 1d6 ⇒ 2

-------- FROGS' ATTACKS --------

#2 Bite Attack: 1d20 + 3 ⇒ (19) + 3 = 22
#3 Bite Attack: 1d20 + 3 ⇒ (12) + 3 = 15

#2 Bite Damage: 1d6 + 2 ⇒ (4) + 2 = 6
#3 Bite Damage: 1d4 + 2 ⇒ (4) + 2 = 6

#2 Grab: 1d6 + 2 ⇒ (6) + 2 = 8
#3 Grab: 1d4 + 2 ⇒ (1) + 2 = 3

GM Stats:

-------- GIANT FROGS --------

Giant frog #1 - -1/15
Giant frog #2 - 9/15
Giant frog#3 - 8/15


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

=========
Round 2
=========

Planting his feet, Korech once again orients on the most injured frog, firing his bow once more. Unfortunately his aim his off and his arrow just plonks into the water.

Attack: 1d20 + 7 ⇒ (3) + 7 = 10 Damage: 1d8 ⇒ 8


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

===================
Round 3
===================

Shirzon tries to move as nimbly as she can through the water, ducking and weaving as she moves around to the other side of the frog on the sarcophagus.

Acrobatics to avoid AoO: 1d20 + 8 ⇒ (19) + 8 = 27

Then, she lashes out with her dagger, trying to catch the frog in an already injured spot.

+1 Dagger, flanking: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Damage, sneak attack: 1d4 + 1d6 ⇒ (3) + (3) = 6

Moving 2 squares left and 1 down into flanking with Calden, using Acrobatics to avoid an AoO. Then attack from flanking.


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

=============
Round Two
=============

Merphel leapt up straight in the air, and thrust her spear down at the frog in front of her.

Melee Attack: 1d20 + 1 ⇒ (17) + 1 = 18

Damage: 1d8 ⇒ 2


Male LG Human (Nirmathi) Monk 6

=======
Round 2
=======

Calden nearly faints from the pain. Feeling lightheaded, he realizes he has to get away from the toad. Trying to take advantage of the attention that Shirzon is drawing, Calden stumbles away from the coffin and sloshes though the water, away from the animals.

Disabled, so limited to a single move or standard action, and movement is at half speed. I'll move away, using Acrobatics to avoid the AoO.

Acrobatics: 1d2 + 7 - 2 ⇒ (1) + 7 - 2 = 6

Ouch.


Council of Thieves Maps

▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 2
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Unfortunately, after the first successful hit with his new bow, Korech experiences also his first miss, and his arrows plonks into the water flying over the giant frog he was aiming for.

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ROUND 3
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Shirzon successfully avoids to get hit while she moves around the frog. While the water slightly impede her and her heavy backpack hinders her movement, she’s nimble enough to avoid lowering her defenses as she moves through the chamber to get in a flanking position with a series of jumps and ducks. When she reaches the giant frog, she can easily stab the creature while Calden keeps it busy.

---

Merephel thrusts her shortspear in the frog’s flesh again. The water splashes on her face as she strikes.

---

In the meantime, the remaining frogs fight desperately to their death: they must be hungry, after all. The frog before Merephel dives in the water and for a moment it seems like it’s going to withdraw. Unfortunately, the frog has no intention of retreating. Emerging from the water again, the frog whips out its adhesive tongue and directs it towards Merephel, wrapping the girl in its disgusting tongue. Retracting its tongue, the frog is finally able to pull Merephel closer*.

The frog standing between Shirzon and Calden attempts to give the final stroke to Calden while the Kassenite lad tries to move away from it. Unfortunately, the frog bites Calden on the back of his neck, causing him a bloody wound with its dangerous bite**. Calden loses consciousness and violently falls in the water, the blood flowing out of his neck quickly turning the surrounding waters red.

Without having to worry about Calden anymore, the frog tries to bite Shirzon, catching her by suprise while the half-orc’s eyes are still widened from Calden’s fall***. The giant frog teeth lodge deeply in Shirzon’s right arm and the frog also manage to hold the half-orc’s arm tight in its mouth.

-------------------------------
---- INITIATIVE ORDER ----
--------------------------------

  • Shirzon
  • Merephel
  • Calden
  • Giant frogs
  • Korech

______________________________________
* Merephel is grappled (see below). A giant frog’s tongue may be attacked and has AC 15. Damage inflicted to the tongue is deducted from the frog’s hit points as normal. If the tongue takes any amount of piercing or slashing damage, the frog drops whatever it has grabbed with its tongue and cannot use its tongue attack again until it heals to its full hit points.

** Calden takes 6 points of damage.

*** Shirzon takes 3 points of damage and is grappled (see below).

Grappled Condition:
“PRD” wrote:
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.

Roll20 Map updated.

I'll be posting again at 12:00 p.m. GMT+1 (04:00 p.m. for Korech, 03:00 p.m. for Shirzon and Merephel), botting everyone who hasn't acted yet.

GM Rolls:

-------- FROGS' ATTACKS --------

#2 Tongue Attack: 1d20 + 3 ⇒ (13) + 3 = 16
#3 Bite Attack of Opportunity: 1d20 + 3 ⇒ (12) + 3 = 15

#2 Grab Combat Maneuver: 1d20 + 7 ⇒ (18) + 7 = 25
#2 Pull Combat Maneuver: 1d20 + 7 ⇒ (6) + 7 = 13
#3 Bite Damage (AoO): 1d4 + 2 ⇒ (4) + 2 = 6

#3 Bite Attack: 1d20 + 3 ⇒ (18) + 3 = 21
#3 Bite Damage : 1d4 + 2 ⇒ (1) + 2 = 3
#3 Grab Combat Maneuver: 1d20 + 3 ⇒ (20) + 3 = 23

GM Stats:

-------- GIANT FROGS --------

Giant frog #2 - 7/15
Giant frog#3 - 2/15


Male LG Human (Nirmathi) Monk 6

========
Round 3
========

Calden barely manages to make out a cry before he stumbles and hits the water. All that's seen is some air bubbles on the surface.

Stabilize: 1d20 + 1 - 6 ⇒ (19) + 1 - 6 = 14


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

===================
Round 4
===================

"Get off!" Shirzon orders, stabbing at the frog awkwardly while it tries to hold on.

Dagger, TWF, grappled: 1d20 + 4 - 2 - 2 ⇒ (18) + 4 - 2 - 2 = 18
Shortsword, TWF, grappled: 1d20 + 4 - 2 - 2 ⇒ (14) + 4 - 2 - 2 = 14

Dagger Damage: 1d4 ⇒ 3
Shortsword Damage: 1d6 - 1 ⇒ (4) - 1 = 3


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

========
Round 3
========

I've been missing my point blank bonus. It wouldn't have affected prior rolls anyways.

Attack: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18 Damage: 1d8 + 1 ⇒ (2) + 1 = 3

Korech fires off an arrow at the frog grappling Shirzon before he throws his bow to the side and dives in after Calden.

Standard to attack Frog #3. If Shirzon killed it, Korech attacks frog #2. Move action to get to Calden.


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

===========
Round 3
===========
Merephel cried out as she was grabbed by the sticky tongue.

"Calden, hold on! I'm trying!"

She tried to wiggle herself around, and stab the Giant Frog.

Melee Attack: 1d20 - 1 ⇒ (20) - 1 = 19
Critical Hit Confirmation Roll: 1d20 - 1 ⇒ (6) - 1 = 5
Damage Roll: 1d8 ⇒ 6


Council of Thieves Maps

▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 3
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Korech hits the frog grabbing Shirzon and then rushes to Calden.

▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 4
▔▔▔▔▔▔▔▔▔▔▔▔

Shirzon and Merephel manage to kill the last frog still alive.

---

Combat is over!

---

While Korech holds Calden into his arms, Merephel tries to stabilize him* and after a few seconds the painful wound on Calden's neck stops bleeding.

Now that you have put your companion out of death danger, you decide to go back to the first room of the Crypt's lower level and then head south to the chamber where rest is promised.

---

The short passageway takes a bend before ending in a small chamber dominated on the far side by a silver fountain quietly burbling perfectly clear water. An inscription above the fountain reads “Kassen’s legacy lives on with his people. Drink and be refreshed.”

---

Analyze the water ⇒ Detect magic and DC 25 Spellcraft check:
Anyone who drinks from the fountain receives the effects of a cure moderate wounds spell, healing 2d8+10 points of damage. In addition, drinking from the fountain removes the fatigued, sickened, and shaken conditions, and heals the character of 1d4 points of ability damage from one ability score. .

______________________________________
* Assuming Merephel takes 10 on this check, she automatically stabilize Calden. Calden takes only 1 more point of damage.

Roll20 Map updated.

You gain 300 XP!

In your next post I want you to describe how your character interacts with the fountain. If you could also describe where you plan to go next, it would be very helpful for me!

I'll be posting again at 10:00 a.m. GMT+1 (02:00 a.m. for Korech, 01:00 a.m. for Shirzon and Merephel), botting everyone who hasn't acted yet.


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Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

Spellcraft: 1d20 + 5 ⇒ (20) + 5 = 25

OOOOOOOOOOOOOOOOOOOOOOOOOO! I needed a natural 20! There is all that luck I've been missing!

Merephel examines the water, and takes a long sip.

"This water...it's magic! It has healing properties, even stronger than my magics! Drink everyone, drink!"

Merephel cups her hands, and pours some of the water into Calden's mouth, and kisses his forehead gently.

Seriously though, that was amazing.


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

YAAY! GO MEREPHEL!

After stabilizing Calden, Korech sloshes over to retrieve his precious new bow from laying in the water. He groans from the exhaustion of the day, the six hour stay waiting for Merephel to awaken, and his many injuries. He then grunts incredulously as he hears Merephel speak up.

"Magic... water? Huh?!"

Cautiously, he takes a sip before he drinks greedily.


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

Wooooo! Perfect timing! :D

Shirzon drinks deeply from the fountain, enjoying the cool water as it knits closed her wounds and restores her strength.

Healing: 2d8 + 10 ⇒ (3, 3) + 10 = 16
Ability Damage healing: 1d4 ⇒ 2

She lets her bags slide off her shoulders and stretches, excited to have more of the shadow's taint removed.

"You're a life saver, Merephel! Well, and Kassen I guess. Nice of him to have this fountain after a floor full of deadly traps, huh?" She looks around at the small room appreciatively. "We could probably leave all of our camping gear in here while we check out the western passageway..."


Male LG Human (Nirmathi) Monk 6

Sweet!

Calden drinks in reflex when the water is poured into his mouth. His eye open a fraction when Merephel kisses him on the forehead and he speaks weakly. "...thought I saw an... angel." When he realizes it's Merephel before he, he quickly closes his eye again, pretending not to remember. When he stirs and opens his eye again after a short while, he actually feels quite a lot better.

Healing: 2d8 + 10 ⇒ (7, 2) + 10 = 19
Strength healing: 1d4 ⇒ 4

"Are we all still OK? I tried to get away from the frogs, that's the last I remember." He tries to stand, stretching and feeling at his wounds. "I guess we could check out that last passage way, Shirzon. I feel pretty beat, but now is probably not the time to rest." Dimi has to be out there, somewhere...


Council of Thieves Maps

After the miraculous water from this fountain has partially restored your health, you enjoy a bit of rest before leaving this room. When you're ready, you return to the pillar chamber and head west.

---

The corridor opens up into a winding catacomb. The walls are skillfully carved with deep recesses where bodies might have once lain. All that remains now are cobwebs, dust, and the tattered remains of ancient clothing. The stench of rotting flesh is overpowering here, but the source is not evident.

---

Suddenly, the room gets filled by distorted wailings as four horrible and foul smelling creatures, their decaying body covered with pustules, move towards you with slow and clumsy steps.

---

Identify the creatures ⇒ DC 10 Knowledge (religion) check:
These creatures are zombies. Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. While the most commonly encountered zombies are slow and tough, others possess a variety of traits, allowing them to spread disease or move with increased speed.

Zombies are unthinking automatons, and can do little more than follow orders. When left unattended, zombies tend to mill about in search of living creatures to slaughter and devour. Zombies attack until destroyed, having no regard for their own safety.

Although capable of following orders, zombies are more often unleashed into an area with no command other than to kill living creatures. As a result, zombies are often encountered in packs, wandering around places the living frequent, looking for victims. Most zombies are created using animate dead. Such zombies are always of the standard type, unless the creator also casts haste or remove paralysis to create fast zombies, or contagion to create plague zombies.

Identify the creatures ⇒ DC 12 Knowledge (religion) check:
These zombies are likely plague zombies, judging by the pustules covering their bodies. These zombies carry a terrible disease that perpetuates their undead lineage—those infected by a plague zombie's contagion rise as zombies themselves when they perish.

Identify the creatures ⇒ DC 15 Knowledge (religion) check:
You need slashing weapons to harm zombies. Furthermore, zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.

Identify the creatures ⇒ DC 20 Knowledge (religion) check:
When a plague zombie dies, it explodes in a burst of decay. All creatures adjacent to the plague zombie are exposed to its plague, unless their organism is strong enough to resist the disease.

--------------------------------
---- INITIATIVE ORDER ----
--------------------------------

  • Shirzon
  • Merephel
  • Korech
  • Calden
  • Foes

______________________________________
Roll20 Map updated.

Pinterest gallery updated!

I'll be posting again at 7:00 p.m. GMT+1 (11:00 a.m. for Korech, 10:00 a.m. for Shirzon and Merephel), botting everyone who hasn't acted yet.

GM Rolls:

------------- INITIATIVE -------------
Calden: 1d20 + 2 ⇒ (11) + 2 = 13
Korech: 1d20 + 3 ⇒ (16) + 3 = 19
Merephel: 1d20 + 1 ⇒ (19) + 1 = 20
Shirzon: 1d20 + 4 ⇒ (16) + 4 = 20

Zombies: 1d20 + 0 ⇒ (5) + 0 = 5


Male LG Human (Nirmathi) Monk 6

======
Round 1

Feeling a lot better, Calden leads the group west. He tries to breath in through his mouth to avoid the stench, but it does little good. "There's a door over here. Let's hope the stench is less in there." Just at that moment, the undead burst out of their hiding places.

Knowledge Religion: 1d20 + 4 ⇒ (1) + 4 = 5

"Yuck!" We'd better not let them surround us, though. Calden leaps forward, hefting his quarterstaff in both hands and pouncing on the creature in the corner.

Charge attack with Quarterstaff at #3. AC 13 this round.

Attack: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Calden looks behind him. "Any ideas, Merephel?"


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

I didn't roll for Merephel's healing from the water, because she had less damage than the minimum.

Knowledge (Religion): 1d20 + 5 ⇒ (5) + 5 = 10

Nuts. Well, I know something at least.

"These are zombies! They're usually slow, and fight until they are destroyed! But don't let their speed fool you, they're tough!"

She advances to a zombie, drawing her spear as she moves, and stabs at one of the zombies.

Going after #1.

Melee Attack: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 1d6 ⇒ 5


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

==========
Round 1
==========

Knowledge Religion + Favored Enemy: 1d20 + 2 ⇒ (6) + 2 = 8

Korech's eyes go wide as he spies more undead. A low snarl emerges as he sets his bow against the wall and grabs his axe, knowing there's no good lines for shooting in this room.

"Move in tight, no fight all at once!"

Looking around wildly, he decides to rush in besides Calden to prevent the monk from being overwhelmed.

Roaring, he chops at hard to the zombie in front of him with an accurate, but weak slice.

Attack+FE: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20 Damage: 1d12 + 4 + 2 ⇒ (1) + 4 + 2 = 7

Free to drop bow, move 30' to fight #2, standard to attack. Drawing axe while moving.


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

==========
Round 1
==========

Shirzon sneaks around to the side out of the corpses' view, holding her pair of maces at the ready for when she can get in to attack.

Double move to behind the eastern most corpse shelf in the middle square on the eastern wall. From where I am now, that's two squares north, three squares east, and one more square north.


Council of Thieves Maps

▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 1
▔▔▔▔▔▔▔▔▔▔▔▔

While Shirzon sneaks out of the zombies' view, Merephel attacks one of the zombies, her spear piercing though the undead's decaying flesh.

In the meantime, Calden charges another zombie: his renewed strenght helps him to damage the creature.

Korech is able to slice through another zombie's rotten flesh with his greataxe.

---

All of the zombies, except one of them who's still trying to reach Korech, manage to hit their opponents with their slams*. As they strike, the pustules on their decaying bodies begin exploding, releasing a foul smelling green and brown slime.

--------------------------------
---- INITIATIVE ORDER ----
--------------------------------

  • Shirzon
  • Merephel
  • Korech
  • Calden
  • Zombies

______________________________________

* Merephel takes 8 points of damage. Korech and Calden take 5 points of damage each.

Roll20 Map updated.

I'll be posting again at 12:00 p.m. GMT+1 (04:00 p.m. for Korech, 03:00 a.m. for Shirzon and Merephel), botting everyone who hasn't acted yet.

GM Rolls:

------- ZOMBIES' ATTACKS -------

#1 Slam Attack: 1d20 + 4 ⇒ (17) + 4 = 21
#2 Slam Attack: 1d20 + 4 ⇒ (17) + 4 = 21
#3 Slam Attack: 1d20 + 4 ⇒ (9) + 4 = 13

#1 Slam Damage: 1d6 + 4 ⇒ (4) + 4 = 8
#2 Slam Damage: 1d6 + 4 ⇒ (1) + 4 = 5
#3 Slam Damage: 1d6 + 4 ⇒ (1) + 4 = 5

------- FORTITUDE SAVES -------

Calden: 1d20 + 4 ⇒ (10) + 4 = 14
Korech: 1d20 + 4 ⇒ (19) + 4 = 23
Merephel: 1d20 + 4 ⇒ (17) + 4 = 21

GM Stats:

-------- ZOMBIES --------

Zombie #1 - 7/12
Zombie #2 - 5/12
Zombie #3 - 5/12
Zombie #4 - 12/12


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

==========
Round 2
==========

Shirzon darts out of her hiding place and tries to smack the zombie with her mace.

Light mace: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d6 ⇒ 3


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

==================
Round 2
==================

Merephel crys out, and rubs slime out of her eyes.

She lashes out with her spear again, aiming for the zombies head.

Melee Attack: 1d20 + 1 ⇒ (14) + 1 = 15
Damage: 1d6 ⇒ 1

"This is disgusting. I will have to burn these clothes after the Quest!"


Male LG Human (Nirmathi) Monk 6

======
Round 2
======

Calden shields his face with an arm, to prevent puss from getting in his eyes. "Thanks, Korech," he says in a small voice, still coming to grips with the hideous nature of these undead. He strikes twice with his quarterstaff, staying low to hopefully avoid more of the slime. I'm sure Ilimara would forgive me for sticking with the staff in this case...

Flurry of Blows with Quarterstaff.

Attack 1: 1d20 + 3 ⇒ (5) + 3 = 8
Damage 1: 1d6 + 3 ⇒ (5) + 3 = 8

Attack 2: 1d20 + 3 ⇒ (20) + 3 = 23
Damage 2: 1d6 + 3 ⇒ (6) + 3 = 9

Confirm attack 2: 1d20 + 3 ⇒ (7) + 3 = 10
Critical damage 2: 1d6 + 3 ⇒ (2) + 3 = 5


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

=========
Round 2
=========

Pleased that two zombies are stacked up against each other, Korech swings his axe down once more.

Attack: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17 Damage: 1d12 + 4 + 2 ⇒ (9) + 4 + 2 = 15


Council of Thieves Maps

▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 2
▔▔▔▔▔▔▔▔▔▔▔▔

Shirzon stabs one of the zombies in the back while Merephel hits it again. Despite their efforts, they can't knock down the zombie yet.

In the meantime, Korech cuts off the head of the zombie before him. When he does so, the zombie explodes in a disgusting burst of rotting, infected flesh covering Korech's entire body. The same thing happens once Calden smashes the rotten head of the zombie he's facing.

---

One of the zombies lashes out against Korech, while the other focus its attentions on Merephel. The girl is able to parry the slam with her shield, while Korech gets painfully hit again*. A splash of disgusting green and brown putrid fluid ends up in his mouth.

--------------------------------
---- INITIATIVE ORDER ----
--------------------------------

  • Shirzon
  • Merephel
  • Korech
  • Calden
  • Zombies

______________________________________
* Korech takes 9 points of damage.

Roll20 Map updated.

I'll be posting again at 10:00 a.m. GMT+1 (02:00 a.m. for Korech, 01:00 a.m. for Shirzon and Merephel), botting everyone who hasn't acted yet.

GM Rolls:

------- ZOMBIES' ATTACKS -------

#1 Slam Attack: 1d20 + 4 ⇒ (9) + 4 = 13
#4 Slam Attack: 1d20 + 4 ⇒ (17) + 4 = 21

#1 Slam Damage: 1d6 + 4 ⇒ (1) + 4 = 5
#4 Slam Damage: 1d6 + 4 ⇒ (5) + 4 = 9

------- FORTITUDE SAVES -------

Calden: 1d20 + 4 ⇒ (9) + 4 = 13
Korech: 1d20 + 4 ⇒ (19) + 4 = 23

Korech: 1d20 + 4 ⇒ (1) + 4 = 5
Onset: 1d4 ⇒ 1

GM Stats:

-------- ZOMBIES --------

Zombie #1 - 4/12
Zombie #2 - 0/12
Zombie #3 - 0/12
Zombie #4 - 12/12

GM Notes:

Korech has contracted zombie rot. The disease will begin to take effect in 1 day.


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

=================
Round 3
=================
Merephel stabs at the zombie again, aiming for it's neck.

1d20 + 1 ⇒ (7) + 1 = 8

The stab goes wide, shooting past the zombie's head.

Merephel muttered darkly under her breathe."Blast....cursed undead..."


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

=========
Round 3
=========

Korech turns green..er as the zombie explodes upon contact, and another comes charging through to grievously wound him. Resolute, he simply keeps attacking, jabbing out with the top of his axe for space before swinging down again.

Attack: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 Damage: 1d12 + 4 + 2 ⇒ (4) + 4 + 2 = 10


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

==========
Round 3
==========

Finding these abominations slower than the skeletons, Shirzon speeds up her attacks, wailing on the putrid flesh in a flash of steel.

Light mace, TWF: 1d20 + 5 ⇒ (1) + 5 = 6
Light mace, TWF: 1d20 + 5 ⇒ (17) + 5 = 22

Damage: 1d6 ⇒ 1

She then hops back, not wanting to be too close to the spewing pustules. "These things are sick..."

TWF as a full round, 5-foot step back


Male LG Human (Nirmathi) Monk 6

======
Round 3
======

Calden has to swallow down some bile when the undead explodes right in his face. "Gods, this is... foul. The word sounds like nothing he's ever considering this gross. [b]"If we get through this, would Kassen forgive us if we cleaned up in the pool?"

Wiping ickor from his eyes, Calden moves forward around one of the crypts. At the corner he's faced with a choice. The girl are already with the two of them, and Korech doesn't look well. He turns right to aid Korech.

Move action, standard attack with Quarterstaff at #4. If that one dies before my turn, I will attack #1 instead. In that case, I probably lose the flanking bonus.

Attack: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Damage: 1d6 + 4 ⇒ (2) + 4 = 6


Council of Thieves Maps

▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 3
▔▔▔▔▔▔▔▔▔▔▔▔

Shirzon is able to stab the zombie once again, but the undead proves surprisingly resilient. Neither Merephel nor Korech are able to hit the creature before them. Calden does hit the zombie attacking Korech instead: his quartestaff smashes the zombie's head, but somehow the undead keeps fighting.

---

One of the zombie tries to attack Korech again, but its moves are too slow and Korech easily avoid the slam. In the meantime, Merephel was able to avoid the other zombie's attack too.

--------------------------------
---- INITIATIVE ORDER ----
--------------------------------

  • Shirzon
  • Merephel
  • Korech
  • Calden
  • Zombies

______________________________________
Roll20 Map updated.

I'll be posting again at 08:00 p.m. GMT+1 (12:00 a.m. for Korech, 11:00 a.m. for Shirzon and Merephel), botting everyone who hasn't acted yet.

GM Rolls:

------- ZOMBIES' ATTACKS -------

#1 Slam Attack: 1d20 + 4 ⇒ (7) + 4 = 11
#4 Slam Attack: 1d20 + 4 ⇒ (10) + 4 = 14

#1 Slam Damage: 1d6 + 4 ⇒ (5) + 4 = 9
#4 Slam Damage: 1d6 + 4 ⇒ (5) + 4 = 9

------- FORTITUDE SAVES -------

Calden: 1d20 + 4 ⇒ (16) + 4 = 20
Korech: 1d20 + 4 ⇒ (13) + 4 = 17

GM Stats:

-------- ZOMBIES --------

Zombie #1 - 3/12
Zombie #2 - 0/12
Zombie #3 - 0/12
Zombie #4 - 6/12

GM Notes:

Korech has contracted zombie rot. The disease will begin to take effect in 1 day.


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

========
Round 5
========

Wounded and miserable, Korech snarls, hacking down with his huge axe once more.

"Careful! This not be nice!"

Attack+FE+Flank: 1d20 + 4 + 2 + 2 ⇒ (10) + 4 + 2 + 2 = 18 Damage+FE: 1d12 + 4 + 2 ⇒ (8) + 4 + 2 = 14


Male LG Human (Nirmathi) Monk 6

======
Round 4
======

Seeing how the zombie in front of him was dealt with, Calden moves to the last one and strikes it with his quarterstaff.

I'm assuming Korech's attack is enough to kill the one Calden was engaged with.

Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Sorry for the hasty post. I don't have access to Roll20 at the moment. Please move my token to the zombie near Shirzon and Merephel.

-Posted with Wayfinder


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

==========
Round 4
==========

Shirzon steps forward and continues her assault, trying her best to not hit any of the nasty pustules while Calden helps flank.

Light mace, TWF, flanking: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
Crit confirm: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22

Damage, crit, sneak attack: 3d6 ⇒ (3, 1, 5) = 9

Light mace, TWF, flanking: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23

Damage, sneak attack: 2d6 ⇒ (6, 4) = 10


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

=============
Round 4
=============
Merephel stabbed again, aiming for the zombie's shoulder, hoping to push it back with a fierce thrust.

Melee Attack: 1d20 + 1 ⇒ (12) + 1 = 13

Damage: 1d6 ⇒ 3


Council of Thieves Maps

You were able to defeat the two remaining zombies thanks to Shirzon's perfect swings, Calden's accurate blows and Korech powerful ferocity.

When you kill the creatures, they explode in a burst of putrid rotten flesh.

---

When you've enjoyed enough rest*, Calden opens the door to the south.

---

A shallow reflecting pool divides this long chamber, running from one end to the other. The water looks cloudy and stagnant. What must have once been marvelous murals covering both walls are now scorched and ruined, the original subject lost in the destruction.

---

When you pass near the pool, you get a strange sensation, like a shiver running through your spine. Suddenly, begins screaming aloud and tries to flee far away, as if she was terrified by the sight of something dreadful.

Shirzon:
[ooc]You feel compelled to flee toward the entrance of the dungeon

You can hear hundreds of creatures, maybe bats, stirring from their sleep and suddenly beginning swarming around.

---

Shirzon flees in the catacomb where you've just fought the zombies, but once she's there she suddenly stops. Suddenly, she feels normal again, fear and terror now faded away as distant memories.

______________________________________
* Feel free to use any healing in this rest time.

Roll20 Map updated.

You gain 200 XP for the zombies fight and 100 XP for the pool of fear.

I need to know where would you like to go next guys.

I'll be posting again at 10:00 a.m. GMT+1 (02:00 a.m. for Korech, 01:00 a.m. for Shirzon and Merephel), botting everyone who hasn't acted yet.

GM Rolls:

------ FORTITUDE SAVE ------

Calden: 1d20 + 4 ⇒ (12) + 4 = 16
Korech: 1d20 + 4 ⇒ (10) + 4 = 14
Merephel: 1d20 + 4 ⇒ (17) + 4 = 21
Shirzon: 1d20 + 2 ⇒ (19) + 2 = 21

----- WILL SAVE ------

Calden: 1d20 + 5 ⇒ (12) + 5 = 17
Korech: 1d20 + 2 ⇒ (11) + 2 = 13
Merephel: 1d20 + 7 ⇒ (19) + 7 = 26
Shirzon: 1d20 + 2 ⇒ (6) + 2 = 8

----- FRIGHTENED ------

1d4 ⇒ 1


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

I am willing rest as long as you guys need.

After they enter the southern room, Merephel sees Shirzon run off.

"Shirzon! Come back! What was it?"


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

Healing!: 2d8 + 10 ⇒ (5, 6) + 10 = 21

Miserable and sickened by the corpses exploding over him, Korech does his best to clean himself off outside of the healing waters, and then drinks deeply.

"Not want fight those anymore," he mumbles.

When Shirzon freaks out and bolts from the room Korech is nonplussed, particularly since its over just as soon as it started.

"Uh, you okay? I hear bats... bats not scary. Not too bitey. Maybe a little."

Looks like south is the only direction to go unless I missed something. So thattaway!


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

Shirzon feels her heart rate slow down back to normal as she stands in the stinking corpse room. She realizes that she's stepped in a pile of zombie muck, and shivers with disgust as she wipes her boot on one of the corpse shelves. Heading back into the reflecting pool room, she scratches the back of her neck and avoids direct eye contact. "Uh, sorry. Guess I'm just a little jumpy in here? I feel all right now... We should keep going."

She does pick up on the sound of the bats, and frowns nervously. "Well, let's hope they're not too bitey. I probably freaked them out when I yelled... We should be careful when we go in there. I once fell on an ant hill - not a great experience, let me tell you. And it's not like you can fight, if they decide to attack. I've got something that should help..." Shirzon retrieves the two acid flasks from her pack, and offers one to the others. "Just chuck one of these, and it should do the trick."


Male LG Human (Nirmathi) Monk 6

Calden tries to clean himself up as well as possible. "Those things were vile! And resilient too. I heard their skulls crack, but they still kept going on." He takes a swig from his waterskin to clear the memory away.

"They were pretty strong too, I suffered some painful bruises. Want to try and head back to the fountain room, for healing?" *

--

As they pass along the pool and Shirzon bolts off, Calden sprints after her. He tries to aid her in regaining her calm. "It's ok, there's enough nasty stuff down here to make anyone twitchy. Take some deep breaths and you should be fine." He looks thoughtful of her explanation about the ants. "Maybe we should just scare them off? Merephel, you had torches in your backpack, right?" **

Calden props his staff against a wall and move to the door with torch in hand. He then opens the door.

--

* As a player, I have my doubts whether the healing fountain will work again. Still, Calden wouldn't know anything about that. He'll drink to heal up.
Healing spring: 2d8 + 10 ⇒ (3, 5) + 10 = 18

** Merephel, I assume you're fine with handing me a torch. Can you cross it off from your equipment list?


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

Sure enough. I still have four more torches, so go right ahead. As for the healing pool, if it works, I am back to full.

"Sure Calden, you can have one. I'll recast Light on my shield while I am thinking of it too."


Council of Thieves Maps

When you head back to the chamber containing the magical fountain, you soon discover that you are not able to heal your wounds again. Seems like each of you can benefit from the healing waters just once.

Rest:
If you decide to rest, you need at least 16 hours for Merephel to recover her spells. You heal 2 hp and 1 point of ability damage. After you've rested, see the options below.

Continue without resting:
If you decide to go on without resting, you have to decide how to overcome the hundreds of bats swarming in the catacomb before you (see below).

---

Wait for the bats to calm down and try to move stealthily through the chamber:
To stick to this plan, you need to wait at least for an hour until the bats calm down (if you've decided to rest, you don't need to wait of course). You can then try to move silently through the chamber. Each PC needs to attempt two Stealth checks or only one Stealth check taking a -10 penalty for moving up to his maximum speed through the chamber using Stealth.

Rush through the chamber and close the door behind you:
To stick to this plan, you only need to move through this chamber with a double move action. This will likely disturb the bats. When you reach the door, one of you must open it (this may take several rounds to accomplish, depending on whether the door is open, locked or stucked.

Fight the bats!:
If you decide to fight the bats, you have a surprise round!

______________________________________
Roll20 Map updated.

So guys, I will give you this whole day to solve this matter. Try to discuss in game on what solution is the best. You can propose a new idea of course. At the end of today (for me) I need to know what decision you've made. My post presents different options: feel free to conceive better plans if you want. Otherwise, just discuss about which one is the best and then (but only then) read the matching spoiler, attempting any check eventually required in order to stick to that plan.

I'll be posting again at 11:00 p.m. GMT+1 (03:00 p.m. for Korech, 02:00 p.m. for Shirzon and Merephel). If you won't have reached a shared decision by that time, I will assume you follow options ② and then ③.


Male LG Human (Nirmathi) Monk 6

Calden stands staring at the fountain for a moment, disappointment clear on his face. "That was to be suspected, I suppose. If this truely was a well that healed you whenever you pleased, Kassen would have placed it in the village instead of this Crypt." He turns away from the fountain. "That's a problem with magic. You can never really count on it," he continues with a sour face. He's silent for a while, then seems to draw a conclusion. "I think we have to rest here. As much as I want to dash off to save Dimira, it'll do her no good if we make mistakes from exhaustion." Or get killed by more of these undead. "We have no idea how much further it is, so we can't afford stupid mistakes. Agree? I'll take first watch, in that case."

--

"I've also been thinking about the bats. With a couple of torches, we might scare them away. If they won't harass us we can just leave them be, and get through to wherever we have to go."

--

I'd favor option 1 and 2.


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

Badly injured, Korech stares out unhappily at the bats.

"I think we wait, rest, get heal. No good for Dimira if dead. With bats - no fight. Arrows not good against lots of bats. I say we try sneak - if not work, can still run."


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

"I hate leaving poor dear Dimira in whoever is behind this' clutches. However, " She looked at her companions, " you are correct. We need to take care of ourselves first. You cannot pour from an empty cup."

She looks extremely worried.

1 and then 2 are fine with me.

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