Masks of the Living God (sequel to Crypt of the Everflame) (Inactive)

Game Master Darius Silvermere

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If the speed of the charging cultist is 30 ft, he can attack anyone in the hallway up until b6/7. The best way to avoid this is to withdraw into one of the rooms, because there he can't charge in a straight line anymore.

Merkava will continue the attack. Unless you tell me to do otherwise, I will let Firyin follow Nivel's example. Shooting and retreating.


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

If he's injured then yeah, but I think Firyin is better at melee with those claws.


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

init: 1d20 ⇒ 5

"Nivel, come here for come healing."
Cure Moderate Wounds on Nivel: 2d8 + 3 ⇒ (5, 5) + 3 = 13
Spontaneous Casting - Converting Protection to Cure Mod Wounds.

Everyone, get your healing potions ready. We are about to have a real fight.
Morg, you got any fancy spells to throw at the charging bull?"


I need to clarify again my houserules I think for combat. You can find the full text under campaign info. I divide the round in two parts. Each is one move or standard action. All actions from the first part happen before all actions from the second half of the round. This is to make it more like real time. Movement is again split in two parts, but that is not so important in the current situation.

In this case: if Nivel goes first with initiative, he shoots as a standard action. But then the cultist can do a move as part of his charge, moving 30ft. This means that if Nivel does shoot, even if he has higher initiative, he will still be attacked before he can run away, because his move action will happen in the second half of the round, after all actions in the first half have been completed.

Kyra, you did cast cure moderate wounds a few posts ago on Griswald. I don't think you can cast it twice?


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

I keep forgetting how you do that. I'll move first, then I'll shoot the guy. Should be the same difference in the end, just a different order.


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

Spontaneous Casting Definition

A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

In this case she is converting Protection from Evil to a Cure Moderate Wounds, both level 2 spells.


Sorry Kyra, I didn't think about that.

Ok, if Nivel moves first, we could let Firyin stay on the front of the group, assume his bear form (strength +8) and attack with melee. His bleeding attack is always very useful.


rolls:
gray cultist H4 fighting defensive rapier+4-4 init+2: 1d20 ⇒ 31d20 ⇒ 4

gray cultist I10 fighting defensive rapier+4-4 init+2: 1d20 ⇒ 161d20 ⇒ 14 rapier=16 init:14+2=16
dmg: 1d6 + 3 ⇒ (2) + 3 = 5

Merkava battleaxe+8 init+2: 1d20 ⇒ 191d20 ⇒ 12
dmg: 1d8 + 4 ⇒ (8) + 4 = 12

Firyin unarmed+7 init+4: 1d20 ⇒ 101d20 ⇒ 6
dmg: 1d3 + 3 + 1d4 ⇒ (3) + 3 + (4) = 10

gray cultist O6 greatclub+11+2 init+4: 1d20 ⇒ 171d20 ⇒ 14
dmg: 1d10 + 6 ⇒ (2) + 6 = 8

Merkava and Griswald deal the finishing blow to their opponents almost at the same time. Griswald does take another hit from the cultist's rapier. (Griswald takes 5 dmg. Currently 34/55 hp. I let Griswald make a 5ft step towards the hallway and Merkava do a move action to join Firyin at the front of the battle.)

Nivel and Morg fire at the big charging cultist with well placed arrows. The cultist yells in rage and keeps running forward wildly swinging his greatclub at Firyin, bruising his left arm. (Firyin takes 8 dmg. Currently 16/27(30) hp. I thought about letting Firyin take a 5ft step back, but maybe it's not necessary yet.)

Firyin hits back with a clawed hand, creating a bleeding wound near the cultist's ribs. (gray cultist I6 takes 27 dmg this round, total 32 dmg.)

The large cultist shouts: "You will pay with your blood for desecrating our temple! You will know the wrath of Razmir!"

Next round he starts raging and will attack twice with his greatclub. (His AC while raging is 12)

Behind him several cultists in white robe, armed with rapier and shield run forward. Those who can will enter melee next round. (see map)

Nivel's hp is now 19/21.


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

Despite the cover his friends provide, Nivel fires another arrow at the raging cultist!

Init: 1d20 + 4 ⇒ (19) + 4 = 23
Bow: 1d20 + 10 - 4 ⇒ (8) + 10 - 4 = 14 for Damage: 1d6 + 1 ⇒ (4) + 1 = 5


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Fall back, use your wits... And, you! Shut your Raz-Hole!

atk big ugly, xbow: 1d20 + 4 ⇒ (20) + 4 = 24
dmg xbow: 1d8 ⇒ 2

Init: 1d20 + 3 ⇒ (17) + 3 = 20

crit big ugly, xbow: 1d20 + 4 ⇒ (15) + 4 = 19
dmg xbow: 1d8 ⇒ 8

C7


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

Init: 1d20 ⇒ 17

Kyra loads a bolt and fires from her position at grey cultist at I6.
Xbow Attack on Cultist on grey cultist I6: 1d20 + 2 ⇒ (11) + 2 = 13
Xbow damage: 1d8 ⇒ 8


Half-Orc Barbarian 3, HP: 43/43, Initiative +3, Perception+8 Senses Darkvision, Scent

can Griswald move in front of Firyin to attack the cultist?.

"Move! I want a challenge...."
Rage count 5/12
Initiative 1d20 + 3 ⇒ (14) + 3 = 17
Bite 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Damage 1d6 + 7 ⇒ (3) + 7 = 10


I see two possibilities. Griswald can do a move action to I7 with Firyin remaining in the same spot. Or Firyin could attack and retreat with a 5ft step back to G6/7 so that Griswald can do a 5ft step to H7 and do a full round attack.


Half-Orc Barbarian 3, HP: 43/43, Initiative +3, Perception+8 Senses Darkvision, Scent

Option 2 works. When Firyin attacks and moves Friswald 5' and takes the spot.

claw 1 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Damage 1d4 + 7 ⇒ (3) + 7 = 10
Claw 2 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Damage 1d4 + 7 ⇒ (1) + 7 = 8


rolls:
gray cultist I6 greatclub+13/+8 init+4: 1d20 ⇒ 171d20 ⇒ 191d20 ⇒ 19
dmg: 1d10 + 8 ⇒ (2) + 8 = 10
dmg: 1d10 + 8 ⇒ (8) + 8 = 16

Merkava battleaxe+8 init+2 critical: 1d20 ⇒ 81d20 ⇒ 201d20 ⇒ 12
dmg: 1d8 + 4 ⇒ (2) + 4 = 61d8 + 4 ⇒ (6) + 4 = 101d8 + 4 ⇒ (1) + 4 = 5

Firyin unarmed+7 init+4: 1d20 ⇒ 181d20 ⇒ 17
dmg: 1d3 + 3 + 1d4 ⇒ (1) + 3 + (1) = 5

white cultist I7 sword+5 init+0: 1d20 ⇒ 91d20 ⇒ 7

The gray cultist brings down his club heavily on Merkava's shield and the force of the blow damages his arm. Two more arrows hit the cultist, Firyin launches a quick punch before retreating and Griswald steps in to strike twice with his claws, making the enemy drop to one knee and finally Merkava delivers a perfectly placed blow with his axe near the neck. The large cultist falls down, blood flowing from multiple wounds and barely breathing. (gray cultist I6 is knocked out and very close to death. Merkava takes 10 dmg. Currently 21/31 hp.)

As in shock, one of the white cultists shouts: "KRANT!!"

Another one steps forward to attack Griswald, but his sword fails to penetrate the armor. Griswald immediately retaliates, tearing flesh from his opponent's right arm with his teeth, making him scream in pain. (white cultist I7 takes 10 dmg and is heavily wounded.)

All the white cultists in the hallway switch to defensive fighting and will retreat with a 5ft step. (see map)


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

Nivel fires at the cultist as E6, wishing this battle would just end somehow.

Init: 1d20 + 4 ⇒ (4) + 4 = 8
Bow: 1d20 + 10 - 4 ⇒ (16) + 10 - 4 = 22 for Arrow: 1d6 + 1 ⇒ (4) + 1 = 5


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Merkava! Attack and fall back!


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

Kyra moves to position F5 and readies her attack action.


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Why must it always come to... DARKNESS?

Frustrated, Morg moves to the southwest door.

Init: 1d20 + 3 ⇒ (6) + 3 = 9
ranged touch, binding darkness: 1d20 + 4 ⇒ (1) + 4 = 5

Yeah...


Half-Orc Barbarian 3, HP: 43/43, Initiative +3, Perception+8 Senses Darkvision, Scent

I'm losing control... I can't hold on much longer. There are still enemies to fight

The beast continues to attack the cultist in front of him and takes a 5' if he falls and attacks the nearest.

Rage Count 4/12
initative 1d20 + 3 ⇒ (19) + 3 = 22
claw 1 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Damage 1d4 + 7 ⇒ (1) + 7 = 8
Claw 2 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Damage 1d4 + 7 ⇒ (4) + 7 = 11
bite 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
damage 1d6 + 7 ⇒ (5) + 7 = 12


Merkava battleaxe+8 init+2: 1d20 ⇒ 171d20 ⇒ 15

Griswald is quicker than Merkava to put down the white cultist in front of them (white cultist I7 is knocked out).

Hearing Morg, Merkava hesitates about what to do and decides to let Griswald continue the assault by letting him step in front of him, while he backs down into the south doorway.

I7 is now difficult terrain due to two dying bodies lying there.

Nivel's arrow hits one of the retreating cultists. (white cultist K6 takes 5 dmg)

Morg sends forth a weave of shadows towards the enemy group. Although it fails to catch any of them, it still has an intimidating effect, as you can notice from their defensive reactions.

One of the cultists shouts: "Retreat! We can't win this!"

All the cultists will do a withdraw into the corridors, running up the stairs, and one of them towards the prison cells. (see map)


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

"We are going to need a place to rest. I have very little divine energy left as I need some time to commune with the Bright Lady."


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Merkava, clear that room! Fiyrin with him.. Morg opens the door.

Kyra, Nivel... Clear the room!.


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

Nivel will move to H9 and shoot the cultist at B9!

Init: 1d20 + 4 ⇒ (5) + 4 = 9
Bow: 1d20 + 10 ⇒ (15) + 10 = 25 for Arrow: 1d6 + 1 ⇒ (3) + 1 = 4


Half-Orc Barbarian 3, HP: 43/43, Initiative +3, Perception+8 Senses Darkvision, Scent

"I love when they run...

Rage Count 3/14
initiative 1d20 + 3 ⇒ (3) + 3 = 6
bite, powerattack, charge 1d20 + 7 + 1 + 2 ⇒ (20) + 7 + 1 + 2 = 30
crit confirm 1d20 + 7 + 1 + 2 ⇒ (5) + 7 + 1 + 2 = 15
damage 1d6 + 7 ⇒ (5) + 7 = 12
potential additional crit damage 1d6 + 7 ⇒ (2) + 7 = 9


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

Kyra prepares a bolt and fires towards the cultist on K6.
Attack, Crossbow, Bless: 1d20 + 1 ⇒ (18) + 1 = 19
Damage: 1d8 ⇒ 8


rolls:
init white cultist K4, K5, K6, K8, K9, M6: 6d20 ⇒ (14, 7, 19, 13, 9, 15) = 77

white cultist B9 rapier+5 init+0: 1d20 ⇒ 91d20 ⇒ 15 init:15 att:9+5=14
white cultist B10 rapier+5 init+0: 1d20 ⇒ 11d20 ⇒ 8 init:8 att:1+5=6

Merkava battleaxe+8 init+2: 1d20 ⇒ 111d20 ⇒ 9 init:11+2=13 att:9+8=17
Firyin unarmed+7 init+4: 1d20 ⇒ 51d20 ⇒ 14 init:5+4=9 att:14+7=21

Kyra had her attack readied and manages to hit the closest retreating cultist, who falls down. (white cultist K6 is knocked out)

The others quickly flee through the corridors, north, south and east. Griswald realizes he won't be able to catch up with them right away.

Nivel manages to hit one of the cultists in the south room before he moves out of sight. The cornered acolytes try to head for the other door but are stopped by Merkava and Firyin. (white cultist D10 and F9 are knocked out)

(see map)

This ends the current battle. All enemies have either fled or are knocked out. Congratulations :) That's 8x white cultist (1600xp), 3x gray cultist (1800xp), 1x black cultist (1200xp) and Krant (1600xp, the gray cultist with greatclub). Rounding up that's 1040 xp for each player!


Male Half-Orc Barbarian 4; HP: 45/39, AC: 18, Init+3, Perception+9 (Darkvision, Scent)

Griswald collapses with fatigue, the beast has fled. After a moment he struggles back to his feet but is visibly spent.

"That was the longest I've let the beast take over.." he mutters to himself. He scrounges up his axe and sword that he dropped over the course of the battle and checks on the others.


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Check them for anyrhing useful, weapons, armor, magic... gather the ammunition. This is a war of attrition.

Morg then begins to do exactly as he's suggested. He checks the black first the Krant, then the greys.

Perception: 1d20 + 6 ⇒ (6) + 6 = 12


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

Nivel searches for arrows, potions, anything the party could use. He also takes in his surroundings. [b]We need to be quick, they'll probably regroup and come for us again. Perception: 1d20 + 12 ⇒ (7) + 12 = 19


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

And, what's that other door?. Morg indicates the door at the end of the hall. Then he tries to listen at it.

Perception: 1d20 + 6 ⇒ (18) + 6 = 24


Aside from a bunch of ordinary weapons, masks, robes and armor, you gather the following loot from all the bodies:

234 gp
1x potion of cure moderate wounds
4x potion of cure light wounds
1x potion of invisibility

4x masterwork rapier
1x masterwork light crossbow
1x +1 greatclub

4x +1 studded leather armor
1x +1 light steel shield
3x masterwork light steel shield

3x smokestick
8x sunrod
4x thieves tools

No need to calculate ammunition. You may assume you always have enough arrows.

Listening at the west door (A5), you hear nothing.

The hallway where you are standing contains a simple carpet, stained and worn, running down the center. At the west end is the symbol of Razmir, crudely painted on the wall.

The south room contains six wooden double bunks, each outfitted with simple straw mattresses and a thin blanket. A communal table sits in the center of the room, flanked by four chairs. An everburning torch rests in a cloth-draped frame hanging from the ceiling above the table.

The north room contains two long, wooden tables, with chairs arrayed on either side. Scraps of the morning meal litter the floor and the smell of stale wine hangs heavy in the room. A green everburning torch provides light.

At the moment you don't notice anything special about this whole area.


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Seems quiet.. Morg shrugs, opening the door.


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

Nivel will take a set of the +1 studded leather. He'll lose some dexterity and movement but he'll gain enough AC from it to make the tradeoff. He does not have shield proficiency and as sniper archetype he wouldn't use it anyway. Since he's encumbered anyway, Nivel will grab an extra rapier and a potion of CLW as well.


Morg opens the door and sees what looks like some kind of kitchen.

Sacks, barrels, crates, and other cooking supplies and utensils dominate much of this room, and the stench of dirty pots is almost overwhelming. In the corner, a few dying coals smolder in a simple cooking hearth. There's a locked cabinet under the table. (see map)

The effects from raging and temporary hit points (Kyra's aid spell) wearing off on Griswald, means that he now has 14/35 hp.

Hp from others: Nivel 19/21, Firyin 16/27(30), Merkava 21/31, Kyra and Morg are unharmed.


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

Seeing the locked cabinet, Nivel tries to open it. Take 10 on detecting for traps and all that. Perception is 22, DD is 22.


Nivel manages to unlock the cabinet. There are no traps.

It contains a variety of meats, cheeses, fresh bread, fruits and vegetables.


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

Nivel will take a few of the food stuffs with him, just in case. He looks inside for anything hidden, since he wonders why simple food would be locked.


You notice that the food is of good quality. Aside from that, there seems to be nothing special about this cabinet.


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

"Guys....everyone grab a set of cultist robes and tie up the survivors. Lets see if we can hide among them."

Also, I hate to be a killjoy but I need some rest if I am going to continue to heal you all. I need about 1 hour to replenish my divine magics. We need to find a spot to rest temporarily."

Kyra casts Detect Magic on the food of good quality.

Kyra can use the +1 steel shield and the MW light crossbow. Any objections?


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

Well, we were supposed to be initiated. I guess we can just skip orientation and take a few robes... if they don't have too much blood on them, that is.

Hmm, I'm not sure we are in a position to rest... unless we hide where the snake was?


Detect magic reveals nothing on the food.

All of the robes are more or less damaged and have some blood on them but not much, because the bleeding affected mostly the armor and clothing worn underneath. You can still wear them, but a perception check from others could reveal that they are damaged.

Four cultists are still alive and unconscious. The others have died.


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

@Morg - Can you use Prestidigitation and clean up the robes?

Kyra begins to remove the robes from the fallen cultists and asks Morg Do you have the magical means to clean up these robes?"


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Morg gives a gruff "no". Should tie those up, I ain't no murderer. We going offensive?


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

Kyra gets the gray robes, the one wielding the club, and handd it over to Griswald. "Here take this. You should try to impersonate their big guy."

"Let's see if we can impersonate these cultists. We can were the masks and hopefully persuade them that the intruders have been dealt with."


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Push me in front like a prisoner. I'll cast a spell to knock them out... If we bring two wounded, they will pick them up. Everyone saw the grey guy fall so give back his club.


Male Half-Orc Barbarian 4; HP: 45/39, AC: 18, Init+3, Perception+9 (Darkvision, Scent)

Griswald shrugs and puts on the robes. "I am not a very good actor.. but I'll do my best." he hold the club the cultist uses in both hands.


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

OK now....I guess we will tie up any survivors and place them in the cells. Also, we are going to put on the robes. Anythin else we need to do?


Merkava wonders where the second group with the big cultist suddenly came from. "We didn't see more than one way out of the prisons area right?" He also asks if there shouldn't be any more healing before confronting the opposition again. Current hp: Griswald 14/35, Nivel 19/21, Firyin 16/27(30), Merkava 21/31.

The white cultists that fled the battle have seen all the bodies lying around and they saw Krant being defeated. They fled up the stairs L2, L10 and one of them fled towards the prison cells. There's little doubt they will have informed the other cultists in the temple about this. The black cultist mage who launched a spell at Nivel had already left the scene earlier.


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Brace yourselves! (heal yourselves, npc/pc, use up potions, whatever) If there is still an arcanist or priest among them, they are the primary target. Punch a hole and get to them.

This nonsense tactics and loss of control will get us killed and I didn't survive decades in drow slave pits to die for stupidity's sake. Let archers have a lane, don't stopper the front line.

Morg doesn't wait for a response, his criticisms were as evident as day in the previous scrum. He seems to cast a spell upon himself, ethereal armor appears to wrap itself around him... and seeming fades, its outline barely visible and only if you're looking for it.

We're not sacrificing the npc's so they have fair share of healing potions, everyone heal up. Morg casts Mage Armor.

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