| DoubleGold |
these things are now dead. Lets see if silver has the disease as he has to save twice
save: 7 + 1d20 ⇒ 7 + (11) = 18
save: 7 + 1d2 ⇒ 7 + (2) = 9
Later the heroes land in the Taker of the Eyes. Heroes see dead bodies. The see "The old Eye-Taker Sontenre." He is a undead judge with baliffs.
The heroes have been accused of causing this undead uproar.
Use the following skill checks: bluff, diplomacy, intimidate, local, perform, and sense motive to defeat this judge. To get a +2 bonus on those checks use heal and an addition local or history and pass with a 15 or higher. Each check can only be done once and aids can be used. 4 out of 6 successes will win. the bonus ones do not count as success or failure.
Or heroes can just straight up fight. This decision effects nothing, not storyline, not experience, not panic level.
If heroes choose to fight, we will just assume they are in melee if they want to be or far away using ranged if they want to be and I'll assume they are first. and I'll redraw the map when actions are posted.
| Kaylor Traice |
So SB is now diseased. Not that that will show up for a while.
Also, I'm confused about what's going on right now. Are we in some underworld or something? How did we get here? And what evidence is being presented to us that indicates we were involved in the dead rising?
Local: 1d20 + 6 ⇒ (19) + 6 = 25
Religion: 1d20 + 10 ⇒ (19) + 10 = 29 ...damn, I am kicking ass with my knowledge checks.
And I don't know about everyone else, but I would appreciate it if you put information about how our actions will affect things in spoiler tags, so I can skip them. I'd really rather not know that kind of meta-information, and I'm not good enough of a role player to be able to completely ignore it and act like I don't know it already.
| Zuberu |
Heal: 10 + 6 = 16
History: 10 + 5 = 15
Zuberu clears his throat loudly and gestures, willing all those assembled to direct their eyes toward him.
”Friends and neighbors!” the brawny bare-chested priest shouts. ”I ask that you hear our defense.”
”We are not responsible for the undead horrors that stalk Wati’s streets but rather fought, heroically, to end the threat. We were at the grand auction when it started and were quick to act, saving dozens of lives. We battled our way through the city, vanquishing more of the walking dead and striking down would-be looters and thieves. The question you should be asking is, who is to be more trusted, a undead judge – impotent and rotting – or Zuberu, Speaker for the Raging Torrent, Sharer of Blessings, and Favored of the Silken Row?”
He finishes with a wink at one of the prostitutes he recognizes near the front row.
”Let any that would call me false step forward and test their strength against mine!” he challenges loudly.
I assume I can't take 10 on these because they're opposed rolls. All rolls include the +2.
Diplomacy: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
Intimidate: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
Perform (Boast): 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Sense Motive: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
| Elmar Thonsson |
Yeah, what is the deal with this undead judge? He's just walking around talking? We didn't have any way to see a trap shaped like a giant courtroom and avoid it? Why would an undead be opposed to whoever caused the uprising anyway?
Meanwhile, Elmar can certainly throw some supporting rolls. He also gets a +2 for most of these things against undead
Knowledge (local) (for bonus): 1d20 + 6 ⇒ (9) + 6 = 15
Heal (for bonus): 1d20 + 7 ⇒ (6) + 7 = 13
| Kaylor Traice |
"Besides, most of us couldn't cause an undead uprising even if we wanted." Kaylor indicates himself, Elmar, Zuberu, and Avelloran. "Our last member, while skilled at slaying, has only recently gained the power to raise the dead." Here he indicates Nahoçe. "And even now lack the power to do so on such a scale." In his attempt to point out how stupid the judge's argument is, Kaylor completely overlooks the fact that this could conceivably be taken as an insult to his fellow party member.
Not super knowledgeable about necromancy stuff, but Animate Dead is a 3rd level cleric, 4th level wizard spell, and the other dead-related spells I looked up were even higher level.
I'm also not really clear on all the checks being made. But I will aid Zuberu's challenge by looking scary and competent. And I guess there's something about a local check for some bonus? So I guess I'll do that too.
Intimidate (Aid): 1d20 + 2 ⇒ (4) + 2 = 6
Local: 1d20 + 6 ⇒ (3) + 6 = 9
Seeing that despite his martial prowess, the audience is not impressed, Kaylor draws his blade, giving a physical demonstration of his skill to back up Zuberu's boasts.
Perform Dance (aid): 1d20 + 0 ⇒ (15) + 0 = 15
| Elmar Thonsson |
Damn, Zuberu, that was pretty impressive.
Elmar isn't about to make a show of things at the trial, but he'll back up Zuberu however he can, since he does get some nice bonuses to dealing with undead.
Diplomacy (aid another): 1d20 + 1 ⇒ (9) + 1 = 10
Intimidate (aid another): 1d20 + 1 ⇒ (2) + 1 = 3
Sense Motive (aid another): 1d20 + 3 ⇒ (2) + 3 = 5
And Zuberu's diplomacy check goes up by another 2. He'll also make a local knowledge check.
Knowledge Local (against judge): 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
| Kaylor Traice |
Eh, I guess I may as well attempt to aid on the diplomacy and sense motive while I'm at it.
Diplomacy (Aid): 1d20 - 2 ⇒ (4) - 2 = 2
Sense Motive (Aid): 1d20 + 2 ⇒ (6) + 2 = 8
Haha, nooooope. I guess my failed diplomacy means I managed to offend Nahoçe by saying she's not powerful enough. :-P
Nahoçe Sijed
|
Nahoce tries to help Zuberu as well.
Diplomacy, Aid Another: 1d20 + 7 ⇒ (10) + 7 = 17
Sense Motive, Aid Another: 1d20 + 7 ⇒ (15) + 7 = 22
Knowledge Local: 1d20 + 5 ⇒ (4) + 5 = 9
| DoubleGold |
At Kaylor, you are in a court room. You had to stop here as part of the quest, but the judge is corrupt
with the skill checks, you know the judge is corrupt and that he knows you are not guilty but is framing you for this stuff.
bluff: 9 + 1d20 ⇒ 9 + (18) = 27
diplomacy: 9 + 1d20 ⇒ 9 + (1) = 10
intimidate: 10 + 1d20 ⇒ 10 + (13) = 23
local: 5 + 1d20 ⇒ 5 + (17) = 22
perform: 9 + 1d20 ⇒ 9 + (18) = 27
motive: 8 + 1d20 ⇒ 8 + (10) = 18
Okay the judge is dead. I did have something written up but as I went to submit, the site took me to an advertisement, so will update in the storyline in the morning, meanwhile there is another combat as your about to enter the dungeon
init: 5 + 1d20 ⇒ 5 + (4) = 9 dinosaur, nature to ID. DC 17
init: 7 + 1d20 ⇒ 7 + (13) = 20 Silver Chains, 3 of these guys, local to id
You can roll your init if you want and go before these guys if you are higher.
| Kaylor Traice |
Your missing the +2 on the sense motive, so it should be a 20, to beat his 18.
| DoubleGold |
At Kaylor, you are in a court room. You had to stop here as part of the quest, but the judge is corrupt
with the skill checks, you know the judge is corrupt and that he knows you are not guilty but is framing you for this stuff.
[dice=bluff]9+1d20
[dice=diplomacy]9+1d20
[dice=intimidate]10+1d20
[dice=local]5+1d20
[dice=perform]9+1d20
[dice=motive]8+1d20Okay the judge is dead. I did have something written up but as I went to submit, the site took me to an advertisement, so will update in the storyline in the morning, meanwhile there is another combat as your about to enter the dungeon
[dice=init]5+1d20 dinosaur, nature to ID. DC 17 ** spoiler omitted **
[dice=init]7+1d20 Silver Chains, 3 of these guys, local to idYou can roll your init if you want and go before these guys if you are higher.
this was probably missed, because I was updating but here it is.
| Elmar Thonsson |
What is this dungeon, and why are we going into it? And if it's a guarded entrance, I'll roll stealth and perception to see if Elmar gets a surprise round in (if that's not an option here, let me know, but if it is I'll retroactively take a surprise action).
Perception: 1d20 + 13 ⇒ (6) + 13 = 19
Stealth: 1d20 + 12 ⇒ (17) + 12 = 29
Initiative: 1d20 + 6 ⇒ (9) + 6 = 15
Knowledge (nature): 1d20 + 4 ⇒ (12) + 4 = 16
| Kaylor Traice |
Nature: 1d20 + 6 ⇒ (18) + 6 = 24
Local: 1d20 + 6 ⇒ (18) + 6 = 24
Init: 1d20 + 5 ⇒ (11) + 5 = 16
I'm confused about these guys SB apparently chained up. Are they, like, masters of the dino? Or are they trying to capture it?
"Careful of the allosaurus. It likes to pounce on its prey, grabbing it with its long reach and powerful jaws. It has a thick skin, and its sharp vision and sense of smell makes it an excellent predator."
| Kaylor Traice |
Kaylor spends focuses on his sword, turning it into a gleaming +1 keen scimitar. He then casts brow gasher and moves to attack the allosaurus before it has a chance to react.
To Hit: 1d20 + 10 + 1 - 2 ⇒ (16) + 10 + 1 - 2 = 25
Damage: 1d6 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Confirm Crit: 1d20 + 10 + 1 - 2 ⇒ (9) + 10 + 1 - 2 = 18
Crit Damage: 1d6 + 5 + 1 ⇒ (5) + 5 + 1 = 11
At the beginning of its turn, the allosaurus takes 2 points bleed damage and gets a -1 on all of its attacks.
| DoubleGold |
That dinosaur is their pet, and you have to fight all of them. No silver bullet didn't chain these guys up.
Rolling the rest of the inits
init: 1 + 1d20 ⇒ 1 + (11) = 12 zub
init: 12 + 1d20 ⇒ 12 + (19) = 31 silver bullet
init: 11 + 1d20 ⇒ 11 + (6) = 17 Avelloran
init: 3 + 1d20 ⇒ 3 + (4) = 7 nahoce
Storytime
Chains of Silver
Not long ago, the Bright River Brickworks produced a steady supply of mud bricks for Wati's less glorious homes and businesses, but one setback after another eventually led to a cracked kiln and a fire that raged through the building and the surrounding shanties in the Veins. In the 2 years since, the hovels have quickly grown back, but the brickworks remains uncannily silent and empty for a structure in Wati's crowded harbor district. In truth, the criminal gangs known as the Silver Chain moved into the brickworks almost before the ashes cooled. The isoloation shielded them from prying eyes, and the brickworks' supply tunnels provided easy access beneath the walls of the necropolis, ideal for smuggling tomb robbers in and valuables out.
More recently, the Silver Chain has been thoroughly infiltrated by Cult of the Forgotten Pharaoh, which is using the gang's expertise to search the necropolis for the Mask of the Forgotten Pharaoh. Through intimidation and blackmail, the cult seized control of the gang, placing it under the leadership of a cultist named Ekram Iffek. Since the cult's takeover, the original members of the Silver Chain have grown less and less loyal to its new leader, and now that the ravenous dead are prowling Wati, many gang members not affiliated with the cult have run off.
The heroes found this place because of the bird. During the auction at the Canny Jackal, Ptemenib recognized one of the attendes as an agent of the Silver Chain. Wati's grave-robbing gangs are a personal interest of Ptemenib's, so when the agent abrupty left the auction, Ptemenib followed him into the Veins. Petemenib had planned only on gathering intelligence about the group;s hideout, but he was discovered by cultists of the Forgotten Pharaoh masquerading as Silver Chain memember and was captured. Not wanting to draw undue attention to themselves, and perhaps hoping the priest might be of some later use, the gang has kept Ptemenib alive for now.
| DoubleGold |
Final Inits
31 Silver Bullet
20 Silver Chains (3 enemies)
17 Avelloran
16 Kaylor (went)
15 Elmar
12 Zuberu
9 Dinosaur
7 Nahoce
Silver bullet sidesteps so that he has a clear shot. bullet: 7 + 1d20 ⇒ 7 + (19) = 26 vs touch, fixed since he now has 15 dex
damage: 1d8 + 2 ⇒ (6) + 2 = 8 fixed, since he now has 15 dex since he now adds his dex to damage.
Oh, right forgot about diseas str and dex damage: 1d3 ⇒ 3
how long: 1d3 ⇒ 1 days
two silver chains go after silver attack: 2d20 ⇒ (15, 1) = 16 add 5 to each attack damage: 1d4 + 2 ⇒ (3) + 2 = 5
one chain went before Kaylor and went straight to elmar attack: 1d20 + 5 ⇒ (5) + 5 = 10
Power of the chains
init: 7 Perception: 6 speed 30
AC 16, t 13 ff 13
20 HP
Fort 2 ref 6 will 2
punching dagger 5+1d20 (1d4+2, crit X3)
Sneak attack: +2d6
hand crossbow: +5 (1d4 19=crit)
Avelloran, Zub and Elmar are up
| Kaylor Traice |
Ohh, Silver Chains is their name. I thought you were saying that SB was chaining them up. Oops. Guess that means I shouldn't have gone yet. Sorry about that.
| Elmar Thonsson |
Elmar will fire twice at the nearest Chain.
Rapid Shot: -2/0
Point Blank Shot: +1/+1
Deadly Aim: -2/+4
Arrow 1: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d8 + 10 ⇒ (8) + 10 = 18
Arrow 2: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d8 + 10 ⇒ (3) + 10 = 13
| Kaylor Traice |
It doesn't really matter, but most likely the thug is now grappled by Zuberu, so he can't make attacks of opportunity. Source
On the bright side, this means when I am most likely grappled next round, anybody will be able to move closer without worrying about AoO from the allosaurus.
| Kaylor Traice |
Ok, once again, the grab ability does not mean you automatically grapple the person you hit. It means you get a free grapple check to do so. So even though there's a really good chance that I'm grappled, you still do actually have to roll a grapple check.
| Zuberu |
Laughing at his victim's struggles, Zuberu channels the technique of Sobek's children. He twists, knocking his opponent off his feet and piledriving him into Wati's streets with a crunch.
Deathroll: 1d20 + 14 + 5 + 2 - 2 ⇒ (10) + 14 + 5 + 2 - 2 = 29
Damage: 1d6 + 1d8 + 5 + 4 ⇒ (6) + (2) + 5 + 4 = 17
If he's still conscious, he's also prone.
| Elmar Thonsson |
Unfortunately, the Allosaurus' CMB to grapple is +22 (+21 after brow gasher), so he'd need to roll a natural 1 to not grab Kaylor
Meanwhile, Kaylor and I both rolled pretty well on Knowledge (nature), which might be enough to learn quite a bit about Allosaurs. IRL Allosaurus was a territorial, social hunter that often hunted in packs, which means it would likely respond the way wolves and lions do to status/territorial challenges: violently, but primarily with nonlethal shows of strength.
Also, injuries to existing Allosaurus skulls suggest they fought for dominance primarily by biting each others' heads.
So, Elmar will cast Speak with Animals, then attempt to persuade the Allosaurus to leave.
"We are mighty hunters, and we claim this territory! You can already feel the terrible sting of our teeth, and see your weak allies thrown aside by our might. Release the one you are biting and leave this place, and we will spare your life!"
Wild Empathy (if it helps): 1d20 + 3 ⇒ (4) + 3 = 7
(well, worth a shot)
| Kaylor Traice |
I'm not sure where you're getting the +22 from. I'm only seeing a +18. And I don't think brow gasher affects it. But whatever, I'll go ahead and roll its grapple check.
1d20 + 18 ⇒ (7) + 18 = 25
Kaylor grunts at the beast bites him, flicks his wrist to launch his wand into his hand, and taps himself with it. Wand of infernal healing. This does not provoke an AoO
At the beginning of its next turn, the allosaurus takes another 2 bleed damage and now has -2 to all attack rolls. It will also need to make another grapple check to maintain the grapple.
Nahoçe Sijed
|
I've always wondered what dinosaur meat tastes like.
Morningstar smash!: 1d20 + 7 ⇒ (15) + 7 = 22 Damage: 1d8 + 4 ⇒ (8) + 4 = 12
I like it tenderized, personally.
| DoubleGold |
after many attacks the dino is bleeding and hurting.
reflex: 8 + 1d20 ⇒ 8 + (12) = 20
cmb: 18 + 1d20 ⇒ 18 + (5) = 23 but as an action it willingly drop Kaylor as it is getting ready to claw him next.
Nahoce now has round 2 action
okay so the thug will hit Silver on round 3. But he sucks at doing so, he needs training.
hit: 5 + 1d20 ⇒ 5 + (5) = 10
| DoubleGold |
Well, that's everyone's turn. Are all the thieves down, or is there one left?
One is prone and one is still standing. The thug just went and missed, so Everyone is up for round 3, while Nahoce can still take her round 2 as she just took her round 1 after all, she is after the dino so she had to wait for it.