[Table Fez] ScorchedOne's Insane 5-6 Run

Game Master Nathan Hartshorn

Map

Drandle Dreng

Ambrus Valsin


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Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

Kelris keeps watch as Aura does her work.

"What do you think we will find down there?" Kelris Directs his question to James

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

Ignoring the fact the inquiry was not for him, the mage still feels compelled to respond. With the patience of an adult reminding a child of an oft visited lesson, "Cultists? One of whom must be a wielder of magic. As to the rest, I would have thought your study of dwarven language would have provided you more insight to how a mine works."

Grand Lodge

Male Human
Raging:
HP 74/89 AC/Touch/Flat 21/11/19| Fort/Ref/Will +5/+5/+8 +2 vs. charm and compulsion
Barbarian 6| AC 23 T 13 FF 21 | HP 62/77 | F +9 R +5 W +6 +2 vs. charm and compulsion| Init +8 | Perc +10

James starts to speak but as he is cut off he looks at Fethril. When he finishes James says "A trap. I think at least one of these ways down is a trap, if not both. We need to be careful. After the trap the cultists will attack I think."

Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

Round 2: 1d20 + 13 ⇒ (16) + 13 = 29

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

"I know about the cultists and the mage is yours to handle Fethril. Because I know the language doesn't mean I know about mines. I was taught young by a dwarf who lived in our village." Kelris casually responds. "I agree with the Trap, I would think tactically that both would be trapped and they would have a third way down."


With a few more pushes and some gear replacement Aura has the elevator working perfectly once more. The horses continue to neigh, wicker, and kick out at anyone getting close to them. Take two carts down or take the single elevator down?

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

Technical question for you Fez. Could we figure out a way to send both the carts and elevator down at the same time, but have one or the other unmanned? The logic being that if there is an ambush, it may split their defenses if they have to try and cover both cart tracks and shaft simultaneously.


Yes you can. The carts are heading down on a chain and pulley system deeper into the earth. If you use the elevator the issue comes from the carts gathering speed and ending up at the base of the tracks faster than the elevator can safely carry you, which may negate your desired effects if the cult sees the carts are empty. If you use the carts the noise (they're still ungreased) is liable to draw all of the cultists to your position anyway, again negating your desired effects.

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

Would a Grease spell cast on the cart wheels work?


Yes, that will actually. Excellent outside the box thinking.

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

I will do that after we decide our plan of attack. I will also cast Mage Armor before we go in.

Grand Lodge

Male Human
Raging:
HP 74/89 AC/Touch/Flat 21/11/19| Fort/Ref/Will +5/+5/+8 +2 vs. charm and compulsion
Barbarian 6| AC 23 T 13 FF 21 | HP 62/77 | F +9 R +5 W +6 +2 vs. charm and compulsion| Init +8 | Perc +10

James thinks for a moment and then says, "I say we take the elevator down since they thing it's broken and send the carts down on their own as a distraction. What do you think?"

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

"A sound plan." Kelris says going to the elevator.


All good with the plan then?


Fethril greases the wheels of the mine carts, allowing them to glide smoothly without squeaking. Everyone steps into the elevator but the fastest person, Aura, who is sent to start the mine carts on their journey before rushing back.

As the elevator touches down on the floor below everyone begins sweating heavily. This is some of the worst heat you've experienced since the environmental training back at the Lodge. In severe heat (above 110° F), a character must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. DC 15 Survival: Gain a +2 bonus on all Fortitude saves against severe weather while moving up to half your overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15.

I need a DC 15 Fortitude save for the extreme heat or you take 1d4 ⇒ 3 nonlethal damage and become fatigued.

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

Fort Save: 1d20 + 6 ⇒ (11) + 6 = 17

"I am getting cooked alive in here." Kelris says quietly as the heat starts to rise

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

Reacting quickly, the elf craws a wand and starts tapping his companions.

Wand of Endure Elements. One, would this work? Two, would I have been able to protect everyone before it became too hot (avoiding rolls and fatigue)?

Fort: 1d20 + 5 ⇒ (11) + 5 = 16


Yes and yes.

The sound of rattling chains and a resounding crash echo through the caverns. You figure that was the mine carts, but you're not sure why they crashed so forcefully. You start following the only path from the elevator, heading east and looking for a way back west when you stumble upon a large chamber. This would be an unremarkable cavern were it not for the metal tower that occupies most of the space and pushes against the fractured ceiling.

DC 28 Spellcraft:
Looking at this enormous tower you realize it is a powerful magic item called an instant fortress. The fact that it is active right now means that someone is inside it.

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

Spellcraft: 1d20 + 8 ⇒ (1) + 8 = 9

Very much the opposite of the 20 I needed to make the roll.


Keep heading west toward the crash or investigate the area?

Grand Lodge

Male Human
Raging:
HP 74/89 AC/Touch/Flat 21/11/19| Fort/Ref/Will +5/+5/+8 +2 vs. charm and compulsion
Barbarian 6| AC 23 T 13 FF 21 | HP 62/77 | F +9 R +5 W +6 +2 vs. charm and compulsion| Init +8 | Perc +10

James points at the tower and says "Be careful. As strange as it seems that looks like a watchtower down here." He then looks carefully around this area to see if an ambush is set up.

Perception: 1d20 + 7 ⇒ (18) + 7 = 25

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

Kelris keeps close to James, ready for anything.

"Aura do you want to scout a head?" Kelris whispers


James notices that the way the tower is pushing against the ceiling is the only reason for preventing the caverns complete collapse.

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

"Well, that is quite fortunate then. Mayhaps these cultists are more than just zealots."

Grand Lodge

Male Human
Raging:
HP 74/89 AC/Touch/Flat 21/11/19| Fort/Ref/Will +5/+5/+8 +2 vs. charm and compulsion
Barbarian 6| AC 23 T 13 FF 21 | HP 62/77 | F +9 R +5 W +6 +2 vs. charm and compulsion| Init +8 | Perc +10

James points to the top of the tower "The only reason the roof doesn't collapse is the tower. If our enemy is in there we can't destroy it or we all die."


So, exploring the tower or moving south and west?

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

Tower I think

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

"It does seem a rather obvious place for sentries. Best to be certain."

Perception: 1d20 + 13 ⇒ (17) + 13 = 30

I'm good with the tower.


As you approach the tower with caution the door opens up. Inside you see a dwarf in the garb of an Ourat monk, waving for you to come in. "Hurry, hurry!" he hisses. The dwarf introduces himself as Bertrag and explains his story regardless of whether it is inside the tower or outside of it.

A week ago, Bertrag was patrolling the mountains when he was ambushed by the Doomsday Knights. Rather than escape, he offered to accompany the knights willingly, proclaiming he would rather be sacrificed properly than slaughtered like a desert animal. The knights believed Bertrag would make a most fitting tribute to Rovagug and agreed.

In truth, Bertrag hoped to pinpoint the cultists’ lair, study the group, and escape—a simple task for him. However, once he discovered that there were other prisoners being periodically sacrificed to some monster, he instead elected to stay and defend the captives as best he could. Unable to sneak the prisoners out, he instead activated his instant fortress and has kept everyone safe but ultimately trapped. The cultists have tried to breach the fortress ever since, while Bertrag guides his fellows through fasting and meditation exercises while awaiting a rescue party. Among his other abilities, Bertrag is capable of casting create water, and has used that to keep everyone hydrated and cool, albeit hungry.

He explains the basic layout of the mines the map, points out that there are three regular Doomsday Knights left, and that their leader is down below with some monstrous beast.

Grand Lodge

Male Human
Raging:
HP 74/89 AC/Touch/Flat 21/11/19| Fort/Ref/Will +5/+5/+8 +2 vs. charm and compulsion
Barbarian 6| AC 23 T 13 FF 21 | HP 62/77 | F +9 R +5 W +6 +2 vs. charm and compulsion| Init +8 | Perc +10

James moves inside with the dwarf. Once he hears his tale he says, "We will take care of this "knights" Which do you think is the best way to approach them?"


"They will be trapped in the cavern where they reside. If that big crash from outside was you they may even be investigating that still. They are fanatics, and have no chance of being rehabilitated. I know, my order has tried."

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

Kelris pulls out whatever rations he has on him and passes them out to those that have survived with no food. Listening to the tale, Kelris' blood starts to boil at the thought of people being kidnapped and sacrificed.

"Almost like back home." Kelris thinks.

"We will slay them and free these people, thank you for doing all you could to keep them save."


The five of them pass the rations around and eat ravenously. Surviving for days on water and meditation has not been good to them. Bertrag nods gratefully and says they will wait for you here.

Leaving the monk and the people under his care you continue south and find what you expect is the Knight's camp. The southern walls of this messy campsite are covered in shaggy brown filaments.

DC 17 Kn. (Dungeoneering):
The filaments are actually a type of fungus called Brown Mold. It feeds on heat, which is presumably why there are no lit torches in this area. Setting fire to it causes it to expand, while chilling it will freeze and eventually destroy it.

You continue on east and look into a large cavern where three people in scale mail with shields and axes are inspecting a rather banged up looking mine cart, presumably the one you sent on its journey from above.

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

K. Dungeon: 1d20 + 6 ⇒ (17) + 6 = 23

"Brown mold, if you light it on fire it will get much larger, if we ice it, then it will shrink." Kelris says

"We should just attack now while they are distracted." Kelris whispers.

I cannot charge from a surprise round, as I can then only go 20'

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

Fethril begins to cast a familiar spell.

Enlarge on James.

Grand Lodge

Male Human
Raging:
HP 74/89 AC/Touch/Flat 21/11/19| Fort/Ref/Will +5/+5/+8 +2 vs. charm and compulsion
Barbarian 6| AC 23 T 13 FF 21 | HP 62/77 | F +9 R +5 W +6 +2 vs. charm and compulsion| Init +8 | Perc +10

James nods to Kelris and whispers "Let's go!"


Initiatives:
James: 1d20 + 8 ⇒ (5) + 8 = 13
Fethril: 1d20 + 7 ⇒ (3) + 7 = 10
Kelris: 1d20 + 5 ⇒ (9) + 5 = 14
Aura: 1d20 + 5 ⇒ (16) + 5 = 21
Doomsday Knights: 1d20 + 1 ⇒ (17) + 1 = 18

Order 1st Round
(Surprise Everyone)
Aura

Doomsday Knights [R: 0, B: 0, G: 0]
Kelris, James, Fethril

Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

Aura moves forward, drawing a dagger and flinging it at Red Knight.

Attack Roll vs. Flat-Footed AC?: 1d20 + 5 ⇒ (19) + 5 = 24
Damage Roll+Sneak Attack: 1d4 + 2d6 + 1 ⇒ (3) + (3, 3) + 1 = 10

Confirmation: 1d20 + 5 ⇒ (12) + 5 = 17
Crit Damage: 1d4 + 1 ⇒ (2) + 1 = 3


Aura's dagger finds a seam in the Knight's scales, sinking deep into his kidney.

Order 1st Round
(Surprise Everyone)
Aura
Doomsday Knights [R: -13, B: 0, G: 0]
Kelris, James, Fethril

Grand Lodge

Male Human
Raging:
HP 74/89 AC/Touch/Flat 21/11/19| Fort/Ref/Will +5/+5/+8 +2 vs. charm and compulsion
Barbarian 6| AC 23 T 13 FF 21 | HP 62/77 | F +9 R +5 W +6 +2 vs. charm and compulsion| Init +8 | Perc +10

James moves forward in order to charge the knights.

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

Kelris Charges forward with James, his mind ready for combat


Order 1st Round
(Surprise Fethril)
Aura
Doomsday Knights [R: -13, B: 0, G: 0]
Kelris, James, Fethril

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

I guess I will catch up to James before I can cast ENLARGE PERSON. It's a full round action. I had hoped to get it off before we closed.


These guys aren't necessarily push-overs, but there is still one more encounter left - the boss.

The Knight that Aura injured stays back and begins concentrating intensely on the group. "No good," he says, "I ain't detecting anything here." Afterwards he pulls out a potion, and prepares to drink it.

DC 17 Spellcraft:
The Knight was using a detection spell, specifically detect good. The fact that he didn't detect anything from your group is either reassuring or incredibly insulting, though you're not sure which.

The other two shrug and charge forth, aiming at Aura and James respectively.

Slash (A)!: 1d20 + 7 ⇒ (12) + 7 = 19
Slash (J)!: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d10 + 3 ⇒ (7) + 3 = 10

James manages to dodge the large axe heading his way, but Aura is not so lucky.

Order 1st Round
Aura
Doomsday Knights [R: -13, B: 0, G: 0]
Kelris, James, Fethril

Grand Lodge

Male Human
Raging:
HP 74/89 AC/Touch/Flat 21/11/19| Fort/Ref/Will +5/+5/+8 +2 vs. charm and compulsion
Barbarian 6| AC 23 T 13 FF 21 | HP 62/77 | F +9 R +5 W +6 +2 vs. charm and compulsion| Init +8 | Perc +10

James loses his cool and attacks the Knight on him.

Scythe Raging PA: 1d20 + 7 + 2 - 1 ⇒ (7) + 7 + 2 - 1 = 15 Damage: 2d4 + 9 + 3 ⇒ (4, 4) + 9 + 3 = 20

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

Kelris Steps forward to hold the line with James and Aura. Bringing his weapon to bear Kelris aims for the Man attacking Aura.

Halberd: 1d20 + 8 ⇒ (14) + 8 = 221d10 + 4 ⇒ (6) + 4 = 10

"we will not sit idly by and allow you to sacrifice people to your perverted God" Kelris growls


The Knights get their shields up and manage to ward off both James and Kelris. They growl like animals and begin repeating, "The Rough Beast will consume your souls!"

Order 1st Round
Aura
Doomsday Knights [R: -13, B: 0, G: 0]
Kelris, James, Fethril

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

Realizing there is no more time to waste, Fethril takes a step away from the pack of combatants and calls for a blessing.

Casting Bless. +1 to hit and saves vs FEAR

Spellcraft: 1d20 + 8 ⇒ (17) + 8 = 25
Hmm..they were planning for zealots from the other side of the spectrum.


Yeah. Their tactics say they use Detect Good for reasons and...none of you are strong enough (in most cases) or Good enough (in Fethril's case) to ping.

Order 2nd Round
Aura
Doomsday Knights [R: -13, B: 0, G: 0]
Kelris, James, Fethril

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