Adoril Carter |
"I've got a couple of sunrods on hand. I'll light one and toss it out of a window if I need help." Adoril shakes his head and looks slightly embarrassed. "Hopefully I won't require back up after I settle down and wed..."
Ugly Kidd |
"And we've got yer back!"
And after he realizes what that could mean...
"... but not like that!"
GM Jakuri |
The mayor is disheartened to learn that the PC's will not stay in his manor, but is receptive to your desires (after all, the whole village just conducted a festival to Desna).
The party wanders around the surrounding farmlands until they come across a weathered sign pointing them to the Chenowitz farm. Corn left to grow high surrounds road and farmhouse, where the subtle glow of candlelight can be seen from within as it shines through the partially boarded up windows of a rickety old farmhouse. A cool breeze blows leaves through the air, rustling the patchwork clothing of a wicker-and-gourd scarecrow of a moth-winged woman that leans against a rickety frame in the front yard, interrupting the constant hum of insects you've grown accustomed to in the Ravenmoor hinterlands.
The combination of the stars and full moon provide dim light.
After a final, hushed congratulations from his colleagues, Adoril saunters off to the barn while the others take refuge in some of the nearby corn. Although part of the siding has been broken off, the structure appears solid and resolute.
Information and tactical has been updated.
Adoril Carter |
Adoril cautiously looks around, "Let's just be certain we are alone. Wouldn't want any nasty surprises."
GM Jakuri |
"I'm sorry...it was going to be one of you or else it was going to be me....I'm so sorry..."
2 figures rise from the hay (there's no way you could spot them with your perception). They are dressed in patchwork clothing and carry sickles, but most interesting about them are their strange, insectoid masks (complete with antennae and proboscis).
Corrin: 1d20 + 3 ⇒ (17) + 3 = 20
Dejat: 1d20 + 4 ⇒ (9) + 4 = 13
Ugly Kidd: 1d20 + 4 ⇒ (5) + 4 = 9
GM1: 1d20 + 1 ⇒ (1) + 1 = 2
Adoril
Dejat
Ugly Kidd
????
ADORIL IS UP!
Until the rest of you are aware that Adoril is in danger, I will place you in delay.
Information and tactical are updated w/ large pics of the cultists and a new map.
Adoril Carter |
Adoril pulls out the sunrod, activates it, and tries to throw it near the closest opening.
Throw the rod? Maybe unnecessary: 1d20 + 3 ⇒ (1) + 3 = 4 <--standard Adoril rolls...
Adoril sighs and considers the merits of celibacy as a free action.
GM Jakuri |
Corrin
Dejat
Ugly Kidd
????
So drawing and activating is going to take a full round, but you could totally drop it down the ladder you just climbed up (dropping something is a free action). The others will be able to see the sunrod through the barn's damaged siding.
The ladder is 10'. The only entrances to the hayloft are the ladder and a window on the southwest side of the barn (above the doors).
Corrin, Dejat, and Ugly Kidd are up!
Ugly Kidd |
"Maybe he's bad at throwing, but Ugly Kidd thinks that's a little bright for mood lighting!"
'I would have thought that Adoril would have had a little more athletic aptitude... or maybe he's in more danger than we thought!' Ugly Kidd thinks to himself while rushing (double move) towards the barn door.
Corrin Justicebringer |
Corrin sighs loudly and dashes forward, heading for a break in the wall with all of his halfling might.
He dives and rolls into the barn, his bastard sword out.
"You idiot! Your armor is down here, where are you?!" Corrin begins shouting, swinging his sword to and fro in the light.
Squeezing as I move, counting some difficult terrain, full 60ft movement.
Dejat |
"You've already had a wish today, Adoril. It's ok I will defend you anyways...?"
Dejat trails off as he can't seem to find Adoril.
GM Jakuri |
Dejat I've moved you outside the barn, near Ugly Kidd. Corrin was only able to get through the broken side of the barn because he is small.
GM: 1d20 ⇒ 4
As Dejat and Ugly Kidd run across the cornfield, a scarecrow leaning against the farmhouse (crudely in effigy of desna) springs to life. As it shambles onto its feet, its head turns eerily towards Ugly Kidd.
UK Will: 1d20 + 1 ⇒ (10) + 1 = 11
Ugly Kidd can't look away!
Fascinated, see below
Meanwhile, inside the barn, the two masked figures advance on Adoril, coordinating attacks with their sickles. Shel reaches under a blanket and produces her own sickle, stands up, and 5' steps towards Adoril.
Green: 1d20 + 2 ⇒ (16) + 2 = 18
dmg: 1d6 - 1 ⇒ (4) - 1 = 3
Adoril Fort: 1d20 + 8 ⇒ (7) + 8 = 15
Pink: 1d20 + 2 ⇒ (13) + 2 = 15
dmg: 1d6 - 1 ⇒ (3) - 1 = 2
Adoril Fort: 1d20 + 8 ⇒ (13) + 8 = 21
Without his armor to protect him, the paladin takes some minor cuts from the sickles. Their blades sting as if coated with something, but it doesn't affect Adoril.
Adoril
Corrin
Dejat
Ugly Kidd
????
Cultists
Adoril, Corrin, Dejat, and Ugly Kidd are up!
Dejat |
Dejat takes a five foot step and unleashes a flaming hand.
Burn, baby, burn!: 1d4 ⇒ 2
DC is 16
Adoril Carter |
Adoril will attempt to leap down from the upper floor towards his sword and armor.
I dunno what types of rolls I gotta make here, athletics or something? Probably a bunch of AOPs too.
GM Jakuri |
Inside the barn
adoril acrobatics, no armor penalty: 1d20 + 1 ⇒ (16) + 1 = 17
Adoril tucks and rolls to soften the fall, but not before his enemies take AoO's with their sickles.
dmg: 1d6 - 1 ⇒ (6) - 1 = 5
green: 1d20 + 2 ⇒ (8) + 2 = 10
dmg: 1d6 - 1 ⇒ (2) - 1 = 1
pink: 1d20 + 2 ⇒ (2) + 2 = 4
dmg: 1d6 - 1 ⇒ (4) - 1 = 3
Adoril Fort: 1d20 + 8 ⇒ (10) + 8 = 18
Shel's sickle strikes true! Adoril take 5 dmg and update the 5 damage from the prior round. No poison.
Botting Corrin--player is at Convergence.
Corrin draws his wand of mage armor and uses it on himself.
"DON'T LET THEM GET AWAY!" yells one of the cultists. That voice...it sounds familiar...
Corrin wis: 1d20 - 2 ⇒ (6) - 2 = 4
UK wis: 1d20 ⇒ 11
Dejat: 1d20 ⇒ 7
Holy s$@* no wis party
The cultists pull out rags and begin rubbing them on their weapons.
Outside the barn
Dejat--Burning Hands does 1d4 per CL, up to 5d4. I got you covered--> blam: 1d4 ⇒ 2
Scarecrow ref: 1d20 + 1 ⇒ (12) + 1 = 13
The straw on the scarecrow appears to be flammable--it takes extra damage!
Total 6 dmg from BH
The scarecrow bounces towards Dejat, swinging one of its sickle-fingered hands at the ifrit.
slam: 1d20 + 8 ⇒ (6) + 8 = 14
dmg: 1d8 + 3 ⇒ (3) + 3 = 6
Dejat Will: 1d20 + 4 ⇒ (4) + 4 = 8
Do you want to keep that roll? You may use your reroll before I resolve the effect. Let me know what you want in your next post.
Ugly Kidd is still fascinated
Corrin
Dejat
Ugly Kidd
Scarecrow
Cultists
Adoril, Corrin, Dejat (pending reroll), and Ugly Kidd are up!
Dejat |
Yeah I'll reroll
Will Save Reroll: 1d20 + 4 ⇒ (17) + 4 = 21
"No no no no no noooo!"
5' step
Burning handses.
Oh man I'm level 2?!: 2d4 ⇒ (3, 4) = 7
GM Jakuri |
Dejat: You succeed, but are still shaken for one round.
enemy ref: 1d20 + 1 ⇒ (10) + 1 = 11
Failed! 10 total damage!
The straw and dried gourds roar in flames, but the scarecrow continues to shudder and shamble while Ugly Kidd remains transfixed in fear, the flames reflecting in his eyes. Dejat begins to panic, his mind wrestling with doubts of surviving.
Botting Corrin, Convergence
"Worry about your armor later," Corrin says as he uses his Wand of Mage Armor on Adoril, "we can deal with them first!"
Adoril +4 Armor to your AC, doesn't stack with other armor bonuses to AC
Adoril is up!
Ugly Kidd |
FYI: I consent to an AoE PvP to get me out of this fascination... *whistles innocently*
Adoril Carter |
Adoril will move to and draw his greatsword. Then cast lay on hands on himself.
LoH: 1d6 ⇒ 4
Adoril growls "Oh, the mistakes you've made."
Half talking to himself and the cultists.
GM Jakuri |
Inside the barn.
green acro: 1d20 + 1 ⇒ (1) + 1 = 2
green dmg: 1d6 ⇒ 2
pink acro: 1d20 + 1 ⇒ (20) + 1 = 21
The cultists try to jump down from the loft, but one of them does not stick the landing at all. Luckily, the cultist's butt breaks their fall. The prone cultist lets out a groan and tries to get up.
Corrin AoO: 1d20 + 6 ⇒ (3) + 6 = 9
dmg: 1d8 + 4 ⇒ (3) + 4 = 7
Corrin delivers a quick, upward slice as the cultist stands up. The cultist is bloodied but still has some fight in them! Pink makes an attack at Corrin in retaliation, but misses.
pink attack: 1d20 ⇒ 14
dmg: 1d6 - 1 ⇒ (5) - 1 = 4
Shel begins to descend the ladder and makes it to the bottom.
Outside
The scarecrow bounces and smolders like some nightmarish creature. It's eyes glow with frightening intensity. It swings once at Dejat and once at Ugly Kidd.
UK slam: 1d20 + 8 ⇒ (7) + 8 = 15
dmg: 1d8 + 3 ⇒ (6) + 3 = 9
Miss. Fascination broken.
dejatslam: 1d20 + 8 ⇒ (7) + 8 = 15
dmg: 1d8 + 3 ⇒ (5) + 3 = 8
Hit--8 dmg plz.
Next round, botting Corrin
Stepping back 5', extended false life.
temp hp: 1d10 + 3 ⇒ (10) + 3 = 13
AYYYYYY!
Adoril, Dejat, and Ugly Kid are up!
Adoril Carter |
Adoril will strike at the closest cultist. pink
Power attacking: 1d20 + 7 ⇒ (11) + 7 = 182d6 + 4 + 2 ⇒ (3, 1) + 4 + 2 = 10
And top himself off with another use of Lay on Hands: 1d6 ⇒ 2
Ugly Kidd |
Ugly Kidd shakes his head as he regains focus. He then gets into a stance to beat the crap out of some scarecrow Swift Action: Pummeling Style (Clustered Shots for fists) and then proceeds to unleash a flurry of punches!
unarmed strike, flurry of blows: 1d20 + 4 ⇒ (4) + 4 = 8
damage: 1d6 + 4 ⇒ (3) + 4 = 7
unarmed strike, flurry of blows: 1d20 + 4 ⇒ (11) + 4 = 15
damage: 1d6 + 4 ⇒ (4) + 4 = 8
GM Jakuri |
The gravely wounded cultists drop their weapons (Shel does too). They throw up their hands and cry out "Mercy!"
Ugly Kidd lets out a pair of punches, but, unfortunately, they both miss.
Dejat is up.
Dejat |
"WHY WON'T YOU DIE!?"
Another one.
Shplurning Shplands: 2d4 ⇒ (3, 1) = 4
GM Jakuri |
scarecrow ref: 1d20 + 1 ⇒ (3) + 1 = 4
6 more fire damage--it's still kicking!
Inisde the barn, Shel and the cultists grovel for mercy.
Outside the barn, the scarecrow continues its mad dance.
slam1 at dejat: 1d20 + 8 ⇒ (1) + 8 = 9
dmg: 1d8 + 3 ⇒ (8) + 3 = 11
slam2 at dejat: 1d20 + 8 ⇒ (7) + 8 = 15
dmg: 1d8 + 3 ⇒ (5) + 3 = 8
One of its sickle-fingered hands catches Dejat in his flank, sending the Ifrit unconscious.
Dejat stabilize DC16: 1d20 + 1 ⇒ (8) + 1 = 9
Dejat is bleeding out!
Adoril, Corrin, and Ugly Kidd are up!
Ugly Kidd |
"NO! DEJAAAAT!"
And Ugly Kidd flies into a rage with no mechanical effect, as he doesnt have a Rage class feature and attacks the scarecrow!
"Maybe if it's killed quick, we can save Dejat!"
Unarmed Strike, Flurry: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Unarmed Strike, Flurry: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
or, y'know, if I could *roll* maybe I can save Dejat...
GM Jakuri |
Botting Corrin and Adoril to speed things up.
Corrin double moves outside, squeezing through the broken siding of the barn.
Adoril will also double-move through the helpless, groveling cultists, and join the fight outside.
The scarecrow whirls at its new combatants.
Confirmation: 1d20 + 8 ⇒ (15) + 8 = 23
dmg: 2d8 + 6 ⇒ (5, 8) + 6 = 19
ugly kidd will: 1d20 + 1 ⇒ (12) + 1 = 13
Corrin slam: 1d20 + 8 ⇒ (11) + 8 = 19
dmg: 1d8 + 3 ⇒ (6) + 3 = 9
corrin will: 1d20 + 3 ⇒ (11) + 3 = 14
Ugly Kidd takes 19 dmg, Corrin takes 9 and becomes shaken.
The scarecrow swings one of its talons and catches Ugly Kidd square in the chest. Reminded of his mortality, the half-orc cowers in fear.
dejat stabilize: 1d20 + 2 ⇒ (17) + 2 = 19
Dejat stops bleeding out!
Botting Corrin/Adoril's next round.
Adoril refuses to give the forces of evil quarter.
power attack/furious focus: 1d20 + 7 ⇒ (13) + 7 = 20
dmg: 2d6 + 4 + 3 ⇒ (2, 5) + 4 + 3 = 14
bastard sword: 1d20 + 6 ⇒ (17) + 6 = 23
dmg: 1d8 + 4 ⇒ (3) + 4 = 7
The pairing of sword attacks is enough to drop the scarecrow. Its remains smolder in a heap.
Combat is suspended, as are the fear effects currently on the party
When you get everyone healed up and back inside the barn, Adoril can put his armor back on. Once conscious, Dejat will say "I wish I had bought items!" and a magical cache will appear for his personal use.
Assuming you unmask and interrogate the cultists/Shel
You are surprised to discover that the two masked figures are Shel's parents. Saul Lupescu bemoans their situation:
"We're so sorry we had to do this! Every year's harvest queen is sacrificed to the Dreamtender on the night of the harvest moon! They were going to make me give up my daughter! Never! The mayor told us we'd need to use one of you as a replacement! You don't know what he's capable of!"
Corrin know religion: 1d20 + 8 ⇒ (12) + 8 = 20
Corrin know religion: 1d20 + 6 ⇒ (15) + 6 = 21
Neither Corrin nor Adoril can confirm what deity these robes are dedicated to. The Lupescus only know the object of their worship as "the Dreamtender".
The Lupescus are otherwise unwilling to share any other info about a possible cult in Ravenmoor. When pressed for more information, each of them states they'd prefer a clean death rather than risk the punishment of those who betray the Dreamtender. Paging Mr. Justicebringer
Corrin: 1d20 + 0 ⇒ (2) + 0 = 2
Dejat: 1d20 ⇒ 19
Ugly Kidd: 1d20 + 4 ⇒ (2) + 4 = 6
1337 investigators, these ones.
Dejat |
To our captives:
"Who or what is in the house? And why is the moon wrong?"
Ugly Kidd |
Then we dismember the scarecrow (thoroughly) and tie up the Lupescos.
Ugly Kidd looks to the others in his team for direction further.
GM Jakuri |
After repeatedly saying that their desire is a clean death, when you say you're going to tie them up the Lupescus pick up their weapons and stand up.
Keeping same initiative
dmg: 2d6 + 4 + 3 ⇒ (3, 3) + 4 + 3 = 13
Corrin: 1d20 + 6 ⇒ (16) + 6 = 22
dmg: 1d8 + 4 ⇒ (5) + 4 = 9
Ugly Kidd: 1d20 + 9 ⇒ (4) + 9 = 13I will say Ugly Kidd grapples
Adoril and Corrin quickly dispatch the robed cultists, while Ugly Kidd grapples the sobbing Shel.
Saul and Ana have left the building.
Ugly Kidd moves to pin, ties her up.
pin: 1d20 + 9 ⇒ (7) + 9 = 16
"KILL ME! KILL MEEE!" Shel screams as she struggles against her bindings.
Corrin: 1d20 + 0 ⇒ (5) + 0 = 5
Dejat: 1d20 ⇒ 14
Ugly Kidd: 1d20 + 4 ⇒ (7) + 4 = 11
Ugly Kidd |
"Ugly Kidd sawed sumthin' moving in the farmhouse! Dere's sumthin' in dere!"
Ugly Kidd reactively tells his companions in a hushed whisper.
"Uh, also, could someone use this make-better stick on Ugly Kidd? Dat scarecrow hitt'd hard."
GM Jakuri |
Ugly Kidd feel free to roll your own charges. Adoril is able to cast that on you without UMD.
Dejat |
Heals.
3 charges: 3d8 + 3 ⇒ (1, 6, 4) + 3 = 14
6
Another one.
1 charge: 1d8 + 1 ⇒ (8) + 1 = 9
15
Topping off.
1d8 + 1 ⇒ (3) + 1 = 4
Ugly Kidd |
Wand CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Wand CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Wand CLW: 1d8 + 1 ⇒ (7) + 1 = 8
"Ugly Kidd feels better, thanks Adoril!"
GM Jakuri |
What are you doing with Shel? What are you doing with Saul and Ana's bodies? I am stating the following to limit potential metagaming--you know the following: 1) there is some kind of cult in Ravenmoor; 2) The cult plans to sacrifice Shel; 3) something is going on in the farmhouse.
There's not much in the way of loot, just some homespun robes, strange masks, 3 broken sickles, 3 antitoxins, and 12 gp.
Shel continues to scream at you until she is gagged, the sound piercing the otherwise quiet night.
The moon is just the harvest moon, Dejat. Autumnal equinox, gave more light into the evening for festivals or so farmers could labor into the night to finish the harvest (hence, the name). Completely mundane.
Ugly Kidd |
To Shel, "Chut up!" and then gag her.
"Should we bring her with us? They might kill her otherwise... (assuming Adoril informed us about that) And Ugly Kidd wants to investigate that house with the movey stuff."
GM Jakuri |
After being successfully treated like Cherita, Shel's screams are now muffled.
Full plate takes some time to put on.
You start moving hay around inside the barn to hide Saul and Ana's bodies under. Furthermore, the state of the barn, farmhouse, and corn left to grow wild, it's fairly obvious this hay must have been carted in recently. Underneath the hay is a grisly surprise. Scattered about the barn are various human bones. The bones are scattered, but there are enough hands and feet to identify that the bones belonged to at least 10 people. Even more strange, there are no skulls among the littered bones.
There's a broken but serviceable pitchfork leaning against a wall you can pick up to clear away the hay. It should only take a few minutes and Adoril's armor will take 4 minutes (with help).
Scattered about the remains you find the following items: a gold necklace (worth 120gp!), a Masterwork light mace emblazoned with the symbol of Magnimar, a pearl, and a mummified hand fashioned into a necklace.
Detect magics
Corrin can identify that the pearl is a Pearl of Power, 1st lvl. The mummified hand is a Hand of Glory.
Corrin: 1d20 - 2 ⇒ (9) - 2 = 7
Dejat: 1d20 ⇒ 15
Ugly Kidd: 1d20 + 5 ⇒ (20) + 5 = 25
Adoril Carter |
Adoril paces back and forth, mostly upset with himself. At Ugly Kidd's question, he shoots a glance at Shel, "We should probably get her somewhere safe." his words dripping with anger. He shakes his head trying to calm himself down. Assuming we are sharing all of our info and knowledge rolls "The mace that Corrin found confirms that these people are, at best, lying about not knowing much about the taxman. At worst, and now the most likely outcome, they are the reason he disappeared. I'm keen on finding out why and never allowing it to happen again."
GM Jakuri |
Assuming you are going to storm the farmhouse.
Twisted and entwined vines of dead ivy drape the rotting columns and broken boards of this rickety porch, creating a thick curtain of vegetation. Now that you are closer, you see a skeleton overgrown by vines. Insects scatter as the floorboards creak under the weight of your steps, and the night sky is abuzz with the dull hum of mosquitos. Peeling the vines away from the wall reveals a door.
Also assuming Adoril will detect evil on the skeleton.
Like any mundane, non-animate skeleton, it does not detect as evil.
Dejat plz update your gear, after that's updated we can continue.
GM Jakuri |
To deal with Shel--I will say that Ugly Kidd is carrying her over the shoulder. We can say she weighs 110 lbs for the purposes of encumberance. Ugly Kidd has a strength of 18, which means his medium load is 101–200 lbs. While carrying Shel, please account for the following penalties: +3 max dex (to armor), –3 check penalty, 20 ft speed. Shel can be dropped as a free action.
You open the door to the farmhouse. A cold hearth dominates this large room. Between the mostly collapsed internal walls and separate jumbles of crumbled furniture, it seems that this large room may have once been several smaller rooms. A rickety ladder leads to what looks like an upper loft above, visible through several large holes in the overhanging ceiling above. A large wooden cage sits in the southwest corner of the room.
Also inside the room are four cultists, alerted by the large amount of noise from outside.
Corrin: 1d20 + 3 ⇒ (13) + 3 = 16
Dejat: 1d20 + 4 ⇒ (18) + 4 = 22
Ugly Kidd: 1d20 + 4 ⇒ (19) + 4 = 23
GM1: 1d20 ⇒ 18
GM2: 1d20 + 7 ⇒ (14) + 7 = 21
Dejat
???
Adoril
Cultists
Corrin
Ugly Kidd and Dejat are up!
Ugly Kidd |
Ugly Kidd will drop Shel on the porch.
"You dun' move! uh'kay?"
Then Ugly Kidd will move into the room, take a step to the left, and swing at the first cultist he sees green.
unarmed strike: 1d20 + 6 ⇒ (1) + 6 = 7
damage: 1d6 + 4 ⇒ (1) + 4 = 5
well, hopefully the dice got that out of their system now...
GM Jakuri |
The disembodied voice of an old woman rings out from the darkness. Insectoid clicks and chittering intersperse her words.
"Meddlers, you will not interfere!"
You hear what sounds like spellcasting, but you can't make out what the spell is without seeing its somatic components.
what could it be?: 1d4 + 1 ⇒ (3) + 1 = 4
Dejat
???
Adoril
Cultists
Corrin
Adoril is up!