Grimm Sharpest |
Grimm tugs on Desmond's cloak to call him back through the door, they pull out and he gathers his allies close to relay the scenario.
There's a congression of some sort. We can pre cast defensive spells and go it hard. I got me a spell called Blistering Invective which is a chance ta set a whole bunch on fire and sap their will to fight.
But I reckon the best bet is to drop a blast to get their attention and pull back to the choke point here. You can only come through the door one or two at a time and that'll negate their numbers.
Desmond Aeros |
Desmond contemplates quietly. "I like the first part, but not the second. If we go offense, we need to go all out. Blast them with some spells, then run around and eliminate them before they can recover. Who knows what tricks or back doors they have in there? Shock and awe them."
DM, does it look like the cauldron or anything else can be knocked over to create a mess?
Karnog Kegmeister |
"I have several blessings which will strengthen offense and defense. Not to mention my stone shape spell, that could prove handy for manipulating and confounding the cultists. Would non-magical fire be useful? A little ready-made bonfire to really disturb their chants?"
Desmond Aeros |
"Use the buffs on somebody other than me, all I need is a good spot. Separating them with stone could be very useful...or you could tip over the cauldron with it."
Grimm Sharpest |
Fine. I got a wand o shield o faith fer me self or anyone that can USE the wand, since it's self only. I'll cast divine favor then we burst in with Blistering Invective, but it only works on LIVING things I can scare. Won't do sh!t fer undead. Let's go. Someone strong with gauntlets follow me in and try to push over the hot cauldron
(Gauntlets are included for anyone wearing heavy armor)
Grimm takes two rounds (when everyone is ready) to cast SHIELD OF FAITH first, handing off the Wand or putting it away if no one wants it, then DIVINE FAVOR.losing 2 rounds from SoF and 1 from DF
He heads in a steps out from the statue, Greatsword in hand.....
If he sees at least 2 viable targets (things that look alive with a mind) he will cast BLISTERING INVECTIVE. DC14 to avoid catching fire. If he sees nothing but undead, he willattempt to up end the cauldron
Oi! Ye weak willed whores! Come be Gorum's b!tchesIntimidate: 1d20 + 8 ⇒ (15) + 8 = 23
You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.
The foes successfully Demoralized take 1d10 Fire damage, -2 to Attack and saves, reflex 14 or they also catch fire
Karnog Kegmeister |
Karnog casts barkskin, bulls strength, shield, divine favor, and then shield of faith on himself (in that order, SoF from Grimms wand.)
Buffs: +6 ac, +2 touch, +3 attack, + 3 damage
9 rds Divine favor, 10 rds SoF, 5 mins shield & bulls strength, 50 mins barkskin
"Let's go kick some cultist butt!"
baldwin the merciful |
Squat columns support the ceiling, while heavy smells of burning tallow and boiling fat mingle as candles burn in wrought-iron sockets and a grotesquely large cauldron bubbles with foul steam. The peering gemstone eyes of a gross idol—the demon-lord Tsathogga—gaze at the scene with morbid indifference. Stairs of slick olive stone climb to
the altar and the cauldron, then the idol.
The altar is a simple soapstone block, vile and venomous. Upon its surface are several carved eyes that resemble warts. Yet the worst is the cauldron behind. Enchanted fire burns constantly, heating the vile broth it contains. The stew is viscous, smelling of molten fat and waste. Occasionally, a cooked limb or head bounces up to the surface before sinking back. Just above the cauldron is an iron hook connected to a pulley system by the side… used for lowering hapless sacrificial victims, bit by bit, into their most unpleasant demise. There is dead human mostly lowered into the bubbling cauldron, the look of terror and pain, etched on his face.
Desmond, from the rear of the idol you can see a lever hidden behind the statue.
Within the large chamber, there are three zombies (yellow) on either side of the idol and cauldron. Two additional zombies at the far end of the room. There are two priest (red) visible one at the altar and the other between the altar and the seats. There are four warrior type acolytes in the seats (purple). It is clear that everyone is armed and in some sort of frenzy as they chant.
Desmond Aeros |
Primary targets are priests, secondary are acolytes, tertiary are the zombies. Let the channeling do some damage to the zombies while we go after the magic users.
Grimm Sharpest |
The living targets are too far for BLISTERING INVECTIVE to reach them. Grimm would see this and use his Move action in the surprise round to Move to I5. He will cast BLISTERING INVECTIVE in round one.
SURPRISE ROUND: Grimm sees the undead as he enters the room but the target's HE wants are the humans at the back. He activates his PROTECTION JUDGEMENT and moves to I5.
ROUND 1:
Grimm 5ft steps to I4 and casts his spell as previously stated.
Cast BLISTERING INVECTIVE defensively dc19: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Grimms AC is 23 with SOF (7 rounds) and Protection Judgement
baldwin the merciful |
RA:
Karnog: 1d20 + 1 ⇒ (5) + 1 = 6
Kalim: 1d20 + 2 ⇒ (16) + 2 = 18
Malcolm: 1d20 + 2 ⇒ (12) + 2 = 14
Grimm: 1d20 + 4 ⇒ (4) + 4 = 8
Vatilda: 1d20 + 2 ⇒ (10) + 2 = 12
Desmond: 1d20 + 5 ⇒ (16) + 5 = 21
abbot: 1d20 + 2 ⇒ (2) + 2 = 4
Acolytes: 1d20 + 1 ⇒ (14) + 1 = 15
zombies: 1d20 + 0 ⇒ (18) + 0 = 18
Initiative:
Desmond
Kalim
zombies
Acolytes
Malcolm
Vatilda
Grimm
Karnog
Abbot
Desmond Aeros |
Desmond ignores the zombies, charging the priest with his back to them.
Charge Attack: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
Damage: 1d6 + 1 + 3d6 ⇒ (4) + 1 + (2, 4, 2) = 13
baldwin the merciful |
The two zombies will take their AOO on the charging Desmond,
slam 1: 1d20 + 5 ⇒ (17) + 5 = 22;damge: 1d6 + 5 ⇒ (5) + 5 = 10
slam 1: 1d20 + 5 ⇒ (4) + 5 = 9;damge: 1d6 + 5 ⇒ (6) + 5 = 11
The charging rogue takes one brutal hit but he continues forward and strikes the flat footed priest in the back.
Malcolm Cavendish |
Round 1: Divine Bond 1/50 Rounds
Malcolm calls upon Abadar to form a Divine bond with his Bastard Sword giving it the Holy property. He then moves forward to R7 and puts a shoulder to the cauldron.
baldwin the merciful |
RD 1: zombies
The zombies that Des rushed by do the following:
One will 5ft step up to stop further intruders and attacks Vatilda, while the second has to moves up the steps to defend. The third 5 foot steps and attacks Des.
Vatilda:
slam: 1d20 + 5 ⇒ (15) + 5 = 20;dam: 1d6 + 5 ⇒ (3) + 5 = 8
*forgot to add 1 to hit, 1 damage
Des:
slam: 1d20 + 5 ⇒ (12) + 5 = 17;dam: 1d6 + 5 ⇒ (6) + 5 = 11
*forgot to add 1 to hit, 1 damage
the zombies on the other side of the room:
One attacks Grimm
slam: 1d20 + 5 ⇒ (15) + 5 = 20;dam: 1d6 + 5 ⇒ (1) + 5 = 6
*forgot to add 1 to hit, 1 damage
The other two move to defend the stairs.
The two zombies at the rear of the room move forward.
baldwin the merciful |
RD 1: Acolytes
The acolytes all draw their morning stars and rush to the defense of the priests.
RD1 Map after Acolytes move drawing their weapons
The stairs cost 10feet of movement.
Vatilda Lateef |
Round 1
Vatilda points at the acolyte out front.
"Droba vor Narlin..." She attempts to reach the part of his mind which commands primal rage.
cast defensively to avoid Zombie AoO DC17: 1d20 + 10 ⇒ (11) + 10 = 21
step to LoS within 35' (R,8?), cast Murderous Command vs S,4 WillDC15
baldwin the merciful |
baldwin the merciful |
Map with 30 foot radius Template from Grimm's spell
Grimm's spell:
six zombies reflex saves:
P4,bless, desecrate: 1d20 + 2 ⇒ (10) + 2 = 12
O7, bless, desecrate: 1d20 + 2 ⇒ (16) + 2 = 18
P,9,bless, desecrate: 1d20 + 2 ⇒ (19) + 2 = 21
T8,bless, desecrate: 1d20 + 2 ⇒ (18) + 2 = 20
S8,bless, desecrate: 1d20 + 2 ⇒ (6) + 2 = 8
S7,bless, desecrate: 1d20 + 2 ⇒ (1) + 2 = 3
one Acolyte:
S4: 1d20 + 4 ⇒ (13) + 4 = 17
Priest:
Q4: 1d20 + 13 ⇒ (12) + 13 = 25
Grimm - What was the will save and roll out the damage.
Karnog Kegmeister |
Karnog moves forward, practically daring thw undead to touch him.
"Begone, foul creatures of evil!"
3d6 ⇒ (5, 2, 4) = 11 chanel, dc15 for half, 6 remaining
8 rds divine favor, 9 rds SoF
baldwin the merciful |
baldwin the merciful |
Zombies save against the positive channel:
P4,desecrate: 1d20 + 2 ⇒ (16) + 2 = 18
O7,desecrate: 1d20 + 2 ⇒ (10) + 2 = 12
P,9,desecrate: 1d20 + 2 ⇒ (9) + 2 = 11
T8,desecrate: 1d20 + 2 ⇒ (9) + 2 = 11
S8,desecrate: 1d20 + 2 ⇒ (18) + 2 = 20
S7,desecrate: 1d20 + 2 ⇒ (1) + 2 = 3
I moved you Karnog to maximize the area of effect for your channel.
Grimm Sharpest |
Grimm - What was the will save and roll out the damage.
Grimm rolled a 28. I would need to know the acolytes, priests HD and wis mod if you want me to do it. The Reflex only negates CATCHING FIRE
Those who are Intimidated are Skaken+ auto fire damage: 1d10 ⇒ 9
Those who are Intimidated are Skaken+ auto fire damage: 1d10 ⇒ 9
baldwin the merciful |
Karnog I screwed up with the will save each one has an additional +3 on the save. I used their reflex modifier instead of the Will save.
Grimm I rolled out reflex saves but misspoke when I mentioned Will saves. Let me check to see if they are intimidated.
You've demoralized everyone caught in the spell.
baldwin the merciful |
DMPC kalim's action.
Kalim steps up behind Karnog to lend him an ally to guard his flank, he releases an acid ray at the zombie in P,9. acid ray, TA: 1d20 + 4 ⇒ (14) + 4 = 18;damage: 1d6 + 2 ⇒ (6) + 2 = 8 the zombie is destroyed, offering a wedge to filter through.
Several zombies were destroyed between the Grimm's fire and Karnog's channel.