Cairo. |
Fort with forgotten Heroism: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
Channel: 4d6 ⇒ (4, 5, 6, 4) = 19
Cairo resists the necromantic energies and keeps channeling to keep his friends in fighting shape.
And I'm out of channels. We need to kill him now..
Henry Flaxseed |
[ooc]Ok, so instead of 15 damage I should have taken 7 and Xeno took 8? Not sure which way the rounding goes. Feel free to shut it off any time you want though.[/ooc
Sen Tarlpan |
Sen will try to go 3/3 on Curing the Lady Who Keeps Getting Hurt Somehow.
UMD (Activated before): 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
CLW for Xen: 1d8 + 1 ⇒ (2) + 1 = 3
3 charges off this wand
Sior |
Henry swings at the beast after repositioning to a spot he could reach?
Flinders wands the beast.
Cairo channels to heal.
Xenobia connects with her Cure spell to hurt the minotaur.
Sen manages to heal her again with the wand.
Intent on taking out the one who keeps healing his foes, the minotaur swings at Cairo again.
Hammertime: 1d20 + 8 ⇒ (9) + 8 = 17 vs Touch AC on Cairo
9d6 ⇒ (4, 4, 5, 2, 1, 6, 2, 5, 4) = 33 DC 18 Fortitude save to halve
Party up!
You're actually very close.
Sen Tarlpan |
Sen will try to poke Cairo this time!
UMD: 1d20 + 8 ⇒ (6) + 8 = 14
CLW if success: 1d8 + 1 ⇒ (7) + 1 = 8
-Posted with Wayfinder
Henry Flaxseed |
Henry continues to jab with his lance! Yeah, adjust me wherever I need to be. I couldn't get to the map earlier.
"What? Ho! Let's take this beast down!" Henry riles his companions on.
+1 Greenwood Lance power attack: 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9
damage, challenge: 1d6 + 4 + 4 + 4 ⇒ (4) + 4 + 4 + 4 = 16
Sior |
Will!: 1d20 + 11 ⇒ (18) + 11 = 29
In a last ditch effort, the minotaur tries to take the other cleric to the depths. "If I go, you go. But I. Will. Return!"
Hammertime: 1d20 + 8 ⇒ (9) + 8 = 17 vs Touch AC on Cairo
9d6 ⇒ (6, 1, 5, 4, 3, 5, 1, 4, 5) = 34 DC 18 Fortitude save to halve
Party up! Finish Him!
Flinders Offendurr |
One more poke!: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
Big Money!: 1d8 + 1 + 2 ⇒ (6) + 1 + 2 = 9
Flinders pokes again, mentally reminding himself to get a new wand if they make it out of this....
Sior |
As Flinders reaches out with the wand, the magical energy overcomes what's left of Karsos' ethereal form. He parts with a line that you feel you have heard before. "I don't know who you are. But I will find you. And I will kill you........."
Out of Combat!
At this point, the illusion of the maze fades away, bringing back the rubble you remember so fondly.
Valais guides you back to the room you originally found her in, the library beneath Thurl's Lodge. She wishes you adieu as you head above the surface. If asked to come with, she seems to ponder the idea, but would need convincing to do so. "If I go up there, what will become of me? They won't accept me for... this," she says indicating her patchwork face.
Sior |
With no great amount of effort, you convince her that there is still a place for her within the walls of the Society's Lodges.
Several days after escaping to the surface, the you are finally able to present your findings to Venture-Captain Jorsal, who looks over the evidence and confirms that Thurl is traitor to the Society. Particularly, he takes great interest in the notes from the surgery chamber, the titles and notes in the library, the fact that Thurl was buying larvae from some unknown seller, and Thurl's apparent research concerning the Sky Citadel. Apparently the dwarf ’s knowledge of the Sky Citadel Jormurdun predates the Society’s by years, which disturbs Jorsal, but he is even more perturbed and disgusted by Thurl’s experiments and regular dealings with fiends.
This is exacerbated by Valais' presence. Her testimony all but seals Thurl's doom in the eyes of Jorsal. Indeed, the esteemed Venture-Captain takes it upon himself to oversee her restoration — or at least her acceptance and treatment. Your act of humanity and nobility in saving her and bringing her to the light impresses him, and he offers you his heartfelt thanks.
Finally, the night before you depart the Starrise Spire, you are troubled by dreams. All through the night, no matter what landscape you may be in, words seep from the walls as blood through the cracks forming familiar handwriting. Always it says the same thing: Turn back and abandon Jormurdun to others. Relent, and you shall know peace. Continue, and you shall open yourself to the same darkness you fight against.
It seems that whoever Aslynn is, they know where you are and, perhaps more disturbing, where you're going...
And thus concludes #5-09, The Traitor's Lodge!
Congratulations on overcoming the scenario!
I shall report this and get Chronicle sheets done up tomorrow as I need to get some rest for a change, hahaha.
In the meantime, it is my pleasure to announce you have obtained both prestige points for this scenario!
If you are level 3-5, you receive 2,280 gp
If you are level 6-7, you receive 3,268 gp
Thank you all for playing and putting up with my first attempt at GMing PbP. I realize I have a lot to learn still, hahaha.
Henry Flaxseed |
"What? Ho! Hey! Well done, laddies and lassies! Quite the valiance in all of you, what?"
Excellent job! Couldn't even tell it was your first time GMing a PbP. Had a lot of fun everyone!
Sen Tarlpan |
Later, Sen approaches Xenobia, having taken time to get cleaned up and get his chest-waxed. "Hey, babe," he says, taking a stance to augment his unarmored (as before) abs through his open vest, "You were awesome at touching that ghost thing to death. Maybe you want to touch something real?"
-Posted with Wayfinder
Henry Flaxseed |
Henry comes up and slaps Sen on the back. "Who? Hey! That's a pretty chest you got there, sonny! Didn't realize you Tien folks aged differently than the rest of us, what? Still not of age yet according to your customs, then?"
;)
My gnome totally got cock-blocked in another game so I'm passing it along.
Sen Tarlpan |
"The hell I'm not!", Sen responds, unhappily. "I'm 100% man, but I keep smooth and accessible for the ladies." He turns back to Xenobia, "I know I'm right, right?"
-Posted with Wayfinder
Sior |
** spoiler omitted **
At the first slightest pressure, the body of the elf man explodes outwards, letting out a putrescent scent and a nauseating wave of negative energy.
Almost everyone manages to shake off some of the effects of the blast (taking 4 negative energy damage) while Henry and Sen are not so lucky (taking 8 negative energy damage instead).
After the initial burst, there is an eerie calm in the room. Whatever was inhabiting the corpse is no more. Despite your best efforts, however, everyone except Xenobia and Cairo feel like they breathed some of the acrid stuff in as it exploded into atomized bits.
I will allow rerolls for those who failed if you have one and want to use it.
Shortly after you leave the dungeon, I need Fortitude saves from everyone except Cairo and Xenobia as the parasite within them matures. This, of course, happens before your return to Starrise Spire.
frequency 1/hour for 6 hours; effect 1d3 Con damage; cure 2 consecutive saves
The second save can be made after your return and any spell-casting services may be purchased if you like.
EDIT : Forgot to say, DC 19.
Xenobia Vikhail |
Every 6 hours...I can't prep remove disease until tomorrow. It may be better to hit Cairo up for the heal skill. If you want Xen's.
Heal 1d20 + 3 ⇒ (10) + 3 = 13
Heal 1d20 + 3 ⇒ (11) + 3 = 14
"You should probably talk to Valais Sen. She could probably use the boost right now. I don't have any way of magically removing the disease right now, but if you can wait until tomorrow morning I can try." Xenobia responds to the pair in front of her.
Henry Flaxseed |
Take as many as you need. I didn't add any bonuses from Heal.
Henry Fort: 1d20 + 9 ⇒ (19) + 9 = 28
Henry Fort: 1d20 + 9 ⇒ (11) + 9 = 20 Look's like Henry is ok.
Henry Fort: 1d20 + 9 ⇒ (9) + 9 = 18
Henry Fort: 1d20 + 9 ⇒ (18) + 9 = 27
Henry Fort: 1d20 + 9 ⇒ (4) + 9 = 13
Indy Fort: 1d20 + 5 ⇒ (7) + 5 = 12
Indy Fort: 1d20 + 5 ⇒ (4) + 5 = 9
Indy Fort: 1d20 + 5 ⇒ (12) + 5 = 17
Indy Fort: 1d20 + 5 ⇒ (17) + 5 = 22
Indy Fort: 1d20 + 5 ⇒ (19) + 5 = 24
Indy not so much.
Sen Tarlpan |
Fort: 1d20 + 3 ⇒ (20) + 3 = 23
Fort: 1d20 + 3 ⇒ (5) + 3 = 8
Fort: 1d20 + 3 ⇒ (20) + 3 = 23
Fort: 1d20 + 3 ⇒ (7) + 3 = 10
Fort: 1d20 + 3 ⇒ (18) + 3 = 21
Fort: 1d20 + 3 ⇒ (10) + 3 = 13
Fort: 1d20 + 3 ⇒ (16) + 3 = 19
Fort: 1d20 + 3 ⇒ (18) + 3 = 21
Fort: 1d20 + 3 ⇒ (6) + 3 = 9
Fort: 1d20 + 3 ⇒ (15) + 3 = 18
More staggered than a mountain range. Chances are that Sen will get Rem Dis spam before he gets better, especially with Con Damage.
Henry Flaxseed |
As long as it's just damage and not drain we'll heal naturally anyways. And someone can hit us with Remove Disease eventually.