Aurora Fallowarc |
Aurora looks disgusted. "If I had some powdered silver, I could try consecrating this area... unfortunately, the dragon took our things as tribute."
Head cocked to the side, she seems lost in thought.
Talathel Rhuiren |
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Talathel looks at Vael, looks at the ragged and ravaged party, and makes his decision.
"Everyone who is leaving, needs to leave *now*. Vael, gods watch you for I can not right now."
And he moves to the far door, ready to be the moving rearguard of those who wish to withdraw. If no others will move, he will flee by himself.
Aurora Fallowarc |
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Aurora side-eyes Talathel, moves to center herself among the group, and pulses out another wave of channeling.
Channel Positive Energy (Heal): 3d6 ⇒ (2, 6, 4) = 12
"We may need to be ready to withdraw, but let us see the threat first. It might be our good friend Yaza."
Talathel Rhuiren |
"I stand by my assessment of the situation. But I will hold here a little longer.", Talathel replies, stubbornness clear in his voice.
Bedlam Bottomland |
Bedlam--quickly--runs to his blasting jelly square; applies alchemical grease to the floor just before it and runs back to his 20' spot.
He gives the group a thumps up!
Anzath |
“Sh!t.”
Tal and Aurora really know how to pull on Anzath’s strings. She affords one longing look at Talathel and the path of least resistance, then draws her weapons, standing ready to defend the squishies.
“Dis time, ve all die togeder.”
“Vait, vagonz kan not klimb stairz, yez?”
GM Parrot |
Indeed, the wagon comes to an abrupt halt in the stable room. You hear a voice yelling, "OI, whar ya goin? I needs my pay, now!"
But the protestations of the stiffed whomever seem to make no impression on his passengers. There's a lot of milling about in the stables, barked commands, clearly you're in for a visit.
Still time for another action or two before I start initiative!
Adelie |
Adelie nudges Tal and says quietly, "That nausea you were feeling earlier is going to come back in less than an hour. The delay lasts 50 minutes."
If anyone else flees, Adelie and Mone will follow them. Otherwise, they will stay.
Tragershen |
"I have never seen a stair-climbing wagon. Whoever is coming will almost certainly have to leave the wagon to enter this room."
That's what I was thinking. If we could still hear the hooves when Tragershen got the spy eye down, he'd take an action to look through it. I agree that there should still be two eyes out there from this set: the one Yaza's minion was monitoring and one overlooking a stable. If that was the stable and if the timing was right that he happened to have a spy eye in hand, he'd look through the stable eye to see if he could see who is coming for them.
Anzath |
Quick note, Anzath has a potion of Hide From Undead in her inner jacket pocket, for quick access.
Readied Crossbow: 1d20 + 8 ⇒ (3) + 8 = 11
dmg+SA: 1d8 + 1d6 ⇒ (5) + (3) = 8
GM Parrot |
Tragershen peers into the spy eye and sees a stagecoach covered in ghouls who quickly dismount from the roof and the running boards. The doors have already popped open, and four black-robed figures emerge. One of them sports the turban of Yaza Mongro. One of her undead servitors also emerges, wearing armor and holding a Spy Eye--it calls to Yaza, who then looks directly at the Spy Eye in the wall, and waves to Tragershen.
They head to the stairs. The demonic Grease has worn away by now, so no hilarious banana peel scenes for Yaza (yet).
She points the undead to form a line in front of the staircase. Then she and the three other non-undead humanoids begin to cast spells.
After two rounds of casting, Yaza sends in the first two acolytes and two ghouls.
Anyone may take those two rounds to prepare, it's only fair. Or run around the corner and interrupt, if you'd rather. Initiative inbound!
GM Parrot |
Initiative
Init Adelie: 1d20 + 1 ⇒ (20) + 1 = 21
Init Anzath underground: 1d20 + 6 ⇒ (13) + 6 = 19
Init Aurora: 1d20 + 1 ⇒ (2) + 1 = 3
Init Bedlam: 1d20 + 6 ⇒ (7) + 6 = 13
Init Moneduloides: 1d20 + 2 ⇒ (6) + 2 = 8
Init Vael: 1d20 + 2 ⇒ (20) + 2 = 22
Init Talathel: 1d20 + 6 ⇒ (7) + 6 = 13
Init Tragershen: 1d20 + 10 ⇒ (1) + 10 = 11
Init Yaza: 1d20 + 0 ⇒ (14) + 0 = 14
Init Acolyte: 1d20 - 1 ⇒ (15) - 1 = 14
Init Acolyte: 1d20 - 1 ⇒ (3) - 1 = 2
Init Acolyte: 1d20 - 1 ⇒ (2) - 1 = 1
Init Ghoul: 1d20 + 2 ⇒ (19) + 2 = 21
Init Ghoul: 1d20 + 2 ⇒ (12) + 2 = 14
Init Ghoul: 1d20 + 2 ⇒ (7) + 2 = 9
Init Ghoul: 1d20 + 2 ⇒ (13) + 2 = 15
Vael
Ghoul
Anzath
Skeletal Champ
Yaza t6
Acolyte
Ghoul
Ghoul
Bedlam
Talathel
Ghoul
Tragershen
Adelie and Mone
Aurora
Acolyte
Acolyte
Vael draws her scimitar and holds it in front of her as a symbol of Sarenrae. As footsteps rush up the stairs, she chants a Blessing upon all of you!
Casts Bless, +1 to attacks and saves vs fear!
The first ghoul rushes into the room.
Anzath |
looks like i have an oil of Bless Weapon left. If I can apply that to kritfisher while the baddies are buffing, then take that readied shot, which is likely a miss, then...
Anzath drops her crossbow and chugs a potion of Hide from Undead.
Tragershen |
In preparation, Tragershen draws for a scroll and chants from its content. When he is done, he gestures at the handsome wolf amongst them.
Casting mage armor on Moneduloides. It is CL1 from a scroll, so it will only last an hour.
He will also ready his whip and make sure he is behind several stout adventurers before the undead burst into the room.
GM Parrot |
Anzath: you have Bless Weapon and Hide from Undead active! Tragershen: by ready your whip, do you mean ready an action or simply that it is in hand?
Two more ghouls run into the room, positioning themselves adjacent to our front-line fighters.
Ghoul Will to spot Anzy: 1d20 + 5 ⇒ (8) + 5 = 131d20 + 5 ⇒ (6) + 5 = 111d20 + 5 ⇒ (18) + 5 = 23
I think that means they see you... DC 11? And because Tal is hesitant, I am placing him towards the rear with Adelie,
One ghoul each for Anzath, Bedlam, and Vael.
The acolyte enters the room and lets a pulse of negative energy rip through the living:
damage: 2d6 ⇒ (6, 3) = 9
Will Save Adelie: 1d20 + 8 ⇒ (17) + 8 = 25
Will Save Anzath: 1d20 + 2 ⇒ (5) + 2 = 7
Will Save Aurora: 1d20 + 9 ⇒ (12) + 9 = 21
Will Save Bedlam: 1d20 + 2 ⇒ (16) + 2 = 18
Will Save Mone: 1d20 + 5 ⇒ (15) + 5 = 20
Will Save Talathel: 1d20 + 3 ⇒ (7) + 3 = 10
Will Save Tragershen: 1d20 + 5 ⇒ (7) + 5 = 12
Will Save Vael: 1d20 + 5 ⇒ (18) + 5 = 23
Anzath and Tal take full damage. Everyone else feels some of their life force sapped away by the powers of the abyss.
Bedlam may act! Talathel may act, too! Bedlam, if you would have readied some kind of explosive to blow up the first monster that comes through the door or something, feel free to narrate that and we'll add it in. If you'd prefer to save that blasting jelly trap for your regularly scheduled turn (now), the acolyte is standing in the doorway near your stuff, but a ghoul is standing in your face (you may step back and throw, of course).
Anzath |
I think there was a greasy spot next to the jelly?
Also yeah, I’m not sure what the DC should be, because that’s dependent on the Wisdom score of the cleric who brewed the potion? At minimum it’s 11.
GM Parrot |
I think the default assumption is minimum caster level on purchased potions. If you paid for a higher CL, I'd be ok with that. I also am trying to figure out how much leeway to give Bedlam on Alchemical Grease, which only has one stated use (fending off grapples) and isn't a mundane-Grease-spell-in-a-can.
Talathel Rhuiren |
I'm not sure if current HP take the recent damage into account or not.
Perhaps it is best that I perish here than risk bringing the plague out., Talathel thinks gloomily.
At least I shall show them how an elf warrior dies.
Assuming there's no blast or the blast has gone off already:
Talathel leaps forward and down, branched spear glinting as he powers it towards the first surviving monster to enter!
CHAAARGE!: 1d20 + 10 + 1 + 2 ⇒ (20) + 10 + 1 + 2 = 33
CRITICAAAL!?: 1d20 + 10 + 1 + 2 ⇒ (18) + 10 + 1 + 2 = 31
Damage? LOTS: 3d8 + 12 ⇒ (3, 3, 2) + 12 = 20
Trip: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24
Trip: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
Trip: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12
Trip: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
Trip: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
Trip: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
Tragershen |
The comment about readying the whip was just to draw it; he doesn't have a readied action with it. Sorry about the ambiguity of the language.
Current hit points 26/30. Current AC: 19. Active effects: Bless, Mage Armor, Extended See Invisible, Vermin Repellent, Antiplague.
Bedlam Bottomland |
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The intent of the blasting jelly is to toss a bomb at it once the wagon crossed it. The alchemical grease was placed to the back of wagon for when anyone stepped off. I suppose either an Acrobatics or an extra 1d6 fire once ignited. I am just trying to be creative...lol.
Aurora Fallowarc |
Prep period: As the group forms up its lines Aurora focuses on her magic, quickly preparing another spell. Her stance shifts into a more defensive position.
Using Magical Epiphany to prepare another Prayer.
GM Parrot |
Ah, I see, Bedlam! I imagined you doing that at the hallway into the fountain room, not the stable. And yeah, I figured you'd explain--I do like to encourage creativity! What would you prefer: the bomb trap is at the doorway of this room as I imagined and is ready to be triggered by your bomb throw (you'd catch an acolyte for sure now, plus a ghoul or two), or I'll let you have rigged up a time bomb down below that will catch a random number of the bad guys who haven't come up the stairs yet.
I'll get everything back on track once I hear back from Bedlam!
GM Parrot |
how many hits? d6: 1d6 ⇒ 1
Bedlam casually drops a match into the alchemical grease he'd dripped trailing into the other room. The makeshift fuse sparks and sizzles. Moments later, BOOM!
bomba: 4d6 + 3 ⇒ (3, 1, 4, 2) + 3 = 13
ref save acolyte: 1d20 ⇒ 3
One of the acolytes is suddenly engulfed by flames!
Talathel's furious charge hurls one of the ghouls to the ground. It's even deader than it was before.
Tragershen |
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That acolyte looks like he's suffering. Let's see if we can do something about that.
Tragershen hurls a minor spell at the acolyte, hoping it might be enough to take him down.
Acid splash. To hit (touch attack), 1d20 + 6 + 1 + 1 ⇒ (13) + 6 + 1 + 1 = 21. Damage 1d3 + 0 ⇒ (2) + 0 = 2.
Adelie |
The lack of plants would make Adelie's thorny entanglement rather ineffective. He channels the energy instead into summon nature's ally III and, waving his bit of plant around again, summons as many small elementals as he can. He aims near to the door into the hallway.
Number of elementals: 1d3 ⇒ 3
If he gets to choose what type of elementals he summons, he'll summon positive energy elementals or earth elementals if positive energy elementals aren't available.
Aurora Fallowarc |
Lofting the black-and-white symbol hung around her neck, Aurora utters a clarion prayer threaded with divine power — repositioning herself elsewhere in the room beforehand if necessary for the best effect.
Prayer! — Aurora and all of her allies in a 40ft. radius burst gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of their foes takes a -1 penalty on such rolls. 5 round duration.
Moneduloides |
Mone jumps at the acolyte. She spent most of the last fight incapacitated, and she's ready to bite something. Something that isn't a pestilenzi demon.
Bite: 1d20 + 3 + 1 + 1 ⇒ (4) + 3 + 1 + 1 = 9
Bite damage: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Acid damage: 1d4 ⇒ 4
Trip: 1d20 + 6 ⇒ (7) + 6 = 13
GM Parrot |
Tragershen's acid hits the acolyte in the fountain room. Mone's bite fails to latch on to the acolyte. Aurora's happy magic fills the crew with hope. And Adelie starts chanting.
Yaza orders her skeletal champion and ghoul into the room, before callously demanding that the healthiest acolyte precede her in order to unleash a negative channel that will surely catch the other acolyte in the blast. "Let him feel the power of Orcus, it's good for the bad, and bad for the good Ha! Even if it hurts!"
number of Tal AOOs: 1d3 ⇒ 3
As the acolyte and ghoul enter the room, they are swiftly knocked prone by the elven hero!
The skeletal champion enters the fountain room in a fighting stance and leaps nimbly over the branched spear.
From the ground, the most recently arrived acolyte sends out his pulse of malevolence, disregarding the agony of his colleague...
Channel Negative DC 10: 2d6 ⇒ (4, 6) = 10
Will Saves
Will Save Adelie: 1d20 + 8 ⇒ (19) + 8 = 27
Will Save Anzath: 1d20 + 2 ⇒ (10) + 2 = 12
Will Save Aurora: 1d20 + 9 ⇒ (14) + 9 = 23
Will Save Bedlam: 1d20 + 2 ⇒ (17) + 2 = 19
Will Save Mone: 1d20 + 5 ⇒ (19) + 5 = 24
Will Save Talathel: 1d20 + 3 ⇒ (19) + 3 = 22
Will Save Tragershen: 1d20 + 5 ⇒ (15) + 5 = 20
Will Save Vael: 1d20 + 5 ⇒ (14) + 5 = 19
Will Save Acolyte of Orcus 1: 1d20 + 6 ⇒ (5) + 6 = 11
Everyone in the room, save the undead and this most recent arrival, takes five damage.
Adelie Concentration Check DC 17 or lose the spell: 1d20 + 4 + 5 ⇒ (6) + 4 + 5 = 15
Summon Nature's Ally--the long casting time leaves the caster vulnerable, and Adelie's sudden, sharp pain causes him to stutter and lose the threads of earth magic!
Back in the stable, Yaza gives the wounded acolyte a Death's Kiss and orders him to Inflict himself until he feels a little better.
Inflict Light Wounds: 1d8 + 3 ⇒ (6) + 3 = 9
Summary: you now see three ghouls, one skeletal champion, and two acolytes of Orcus in the fountain room with you. One ghoul and one acolyte are prone.
GM Parrot |
Vael
Anzath
Acolyte d7
Ghoul
Ghoul
Bedlam
Talathel
Tragershen
Adelie and Mone
Aurora
Acolyte d4
Acolyte
Skeletal Champ d11
Yaza t6
Ghoul
Vael triggers SMITE EVIL against the skeletal champion, gripping her scimitar in both hands and charging!
2h scimitar swing!: 1d20 + 12 ⇒ (9) + 12 = 211d6 + 6 ⇒ (5) + 6 = 11
Her velocity and faith carry her through the long-dead champion's guard, and the edge of her scimitar slices his bone as if it were mere flesh!
Anzath may act!
Anzath |
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Anzath draws her blade and mace and closes with the nearest ghoul.
Ghouls... I frackin hate these things. So terrifying, and so NOT CR1.
Ok, so if Anzy doesn’t need to expend a Move to get to the Ghoul, then...
Bluff to Feint: 1d20 + 12 ⇒ (14) + 12 = 26
Blessed Kritfisher+Bless+Prayer: 1d20 + 9 + 1 + 1 ⇒ (8) + 9 + 1 + 1 = 19
please kill it: 1d6 + 4 + 1d6 ⇒ (6) + 4 + (3) = 13
GM Parrot |
Vael
Anzath
Acolyte d7
Ghoul
Bedlam
Talathel
Tragershen
Adelie and Mone
Aurora
Acolyte d2
Acolyte d4 (downstairs)
Skeletal Champ d11
Yaza t6
Ghoul
Nailed it, Anz!
Anzath jinks to the left, to the right, then brings Kritfisher straight down and through the skull of a ghoul. The Dungeon Master hopes that she and Talathel make brief eye contact over their respective reestablished cadavers.
The acolyte in the room grimaces at the other acolyte. He says, "That stung! Let's see what the Dark One has for you!"
Channel Negative Energy: 2d6 ⇒ (3, 2) = 5
Will Saves
Will Save Adelie: 1d20 + 8 ⇒ (5) + 8 = 13
Will Save Anzath: 1d20 + 2 ⇒ (12) + 2 = 14
Will Save Aurora: 1d20 + 9 ⇒ (11) + 9 = 20
Will Save Bedlam: 1d20 + 2 ⇒ (12) + 2 = 14
Will Save Mone: 1d20 + 5 ⇒ (16) + 5 = 21
Will Save Talathel: 1d20 + 3 ⇒ (2) + 3 = 5
Will Save Tragershen: 1d20 + 5 ⇒ (5) + 5 = 10
Will Save Vael: 1d20 + 5 ⇒ (2) + 5 = 7
Will Save Acolyte no. 2: 1d20 + 6 ⇒ (14) + 6 = 20
The Dark One isn't paying much attention. Most people take two damage, but Tal and Vael take five.
"You know what's really evil? When your evil god undermines your evil against your evil comrades." the acolyte sighs. "I love the boss."
The ghoul's raspy, exasperated voice says, "Shut up and work evil." It attempts to murder Vael. It also ought to have gotten an AOO last turn, so I'll throw that on the pile (sorry V!).
bite: 1d20 + 3 ⇒ (9) + 3 = 121d6 + 1 ⇒ (2) + 1 = 3
claw: 1d20 + 3 ⇒ (15) + 3 = 181d6 + 1 ⇒ (1) + 1 = 2
claw: 1d20 + 3 ⇒ (19) + 3 = 221d6 + 1 ⇒ (4) + 1 = 5
Fort Save Paralysis: 1d20 + 8 ⇒ (5) + 8 = 13
Fort Save Paralysis: 1d20 + 8 ⇒ (1) + 8 = 9
Vael freezes like a statue.
how long: 1d4 + 1 ⇒ (2) + 1 = 3
All good folk except Anzath (and V) may act!
Tragershen |
How is the skeletal champion armed?
Edit: Knowledge (religion) 1d20 + 11 ⇒ (8) + 11 = 19. What does he know about the skeletal champion? Would he know if it has a particularly dangerous touch attack like a lich does?
Tragershen |
Then let's see if we can't buy Vael some time to snap out of it.
When the daunting skeletal champion enters, Tragershen narrows his eyes. He dips a hand into his pouch and comes out with a smear on the tip of his gloved finger. He points at the undead warrior and watches to see if one of his last spells works.
Casting grease on the skeleal champion's sword. DC 15 reflex check or the weapon is coated in grease and dropped.
Talathel Rhuiren |
Talathel switches to a cold iron warhammer and aims to break a leg - of the skeletal champion.
Mwk pounding: 1d20 + 9 + 1 + 1 ⇒ (1) + 9 + 1 + 1 = 12
Damage: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Bedlam Bottomland |
Bedlam steps back 5'. The dwarf tosses a bomb where it does the most damage.
Range bomb touch, Tanglefoot Ref DC 15, splash weapon mastery, precise bombs, splash 6: 1d20 + 5 ⇒ (19) + 5 = 243d6 + 3 ⇒ (5, 5, 1) + 3 = 14