The Crucible of Freya (Inactive)

Game Master Grimmy

Ground Floor Donjon

Basement

Undercrypt

Equipment Sheet | Adventure Map | Fairhill Map | Obsidian Portal | Campaign Journal


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Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

message - not sure we can use message like we have without line of sight to point. Its a bit woolly though but it is a cantrip. DMG?

Jerrid moves over to the skeletal creature with the book open. "Mhavoul, is that the answer?"


Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10

Kevezyat shares a look with Vhillish, as the cultists enter the room.

Unceremonioulsy dropping Vortigern's corpse, she pulls her sword from her back as the Sergeant let's fly with his crossbow.

The cultists move fast, one enscorcelling her friend into immobility, as she faces the priest.

DM Grimmy wrote:

"I will have to best this one in combat."

"Indeed, face your doom like a man..." Kevezyat snarls, bringing her gleaming sword to bear on the apostate.

Attack, Smite Evil, Power Attack: 1d20 + 8 + 4 - 1 ⇒ (12) + 8 + 4 - 1 = 23
Damage: 2d6 + 4 + 4 + 3 ⇒ (5, 3) + 4 + 4 + 3 = 19

Current Effects: Smite Evil vs priest...+4 AC = 23 AC


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in the library:

Jerrid speaks the name of the 666th son of Orcus correctly and the crypt thing finally stirs.

"Eralion leaves you this message. He swears fealty to prince Orcus. He looks forward to an eternity of unlife for his service. The Shard of Corruption is installed. It was smelted from the Heart of Innocence on the Brass Anvil. The water is spoiled. The dead drink, and soar in the shadows. Let no one living or dead disturb this great work."

Having spoken, the crypt thing is still once more, looming before the little deep gnome.

----------

above in the keep:

The evil priest raises his shield fast, and warding magic leaves him traced in wicked light. Kevezyat fears her strike will not find purchase, but Valkyria guides her hand past the armor and unholy magical protections of her foe. The sword cuts a swathe across his chest, sparks flying off his mail.

AC 22 buffed!

The blow should have killed a mortal man, but it only enrages this priest. His face shows surprise and maybe a trace of fear.

21 damage recorded against evil priest


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Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Nice shot Kev!

Round 1

The collection of Damien's curse loudly from the hall, "Vortigern's down but Kev and Vhillish alerted the cultists on the ground floor. Upstairs, quickly!, with that the veteran hefts his hammer and the group of him hustle down the hall.

Double Move, Looks like we'll be doing this for a couple rounds.


I don't see what's stopping you running x4?


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

Jerrid files that away for another day. And waits until the undead creature goes still again.

"After all this time is that it? Huh."


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

Leoven just follow damien.

I had the feeling that the run action required movement in a straight line, but looking at it it seems we can indeed move x4 until we find Kev and villish


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

Jerrid runs after the pair as soon as he is hit by Damien's words. As he moves the gnome flicks his arm behind his back and comes up with the duergar sickle.


Ok, Jerrid I moved your token for you. Did a x4 move. Everyone, please stay in the habit of posting the round number in bold when you take your turn. Helps me manage the initiative table.

Sam and Janna still up this round.


Sambot, Jannabot - Round 1

Sam and Janna hustle along to catch up with Damien and Leo.


Round 2 - Cultists

The acolyte in the back steps wearily back through the stairwell door, hastening to fetch the orcs at his superiors behest.

The priest raises his mace, but remembering the sting of Valkyria he adopts a defensive pose, steps out of range. Gesturing and chanting ominously, he clutches his holy symbol.

Kevezyat feels something squeezing her eyeballs, and her vision is extinguished. She blinks and still there is nothing. All she sees is black.

Reaching deep inside to the limits of her faith, she fights the curse, blinks and... sees again.

The cultist is smirking but the smirk disappears when he realizes his foe can still see him.

In the other room, the acolyte is shouting up the spiral stairs.

"You! Filthy tuskers! Down off that roof, the enemy is already inside!"

Edit: forgot SR

vs SR: 1d20 + 5 ⇒ (1) + 5 = 6


Kev Will Save: 1d20 + 8 ⇒ (10) + 8 = 18


Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10

He what ? ??? :) sorry, my stat line wasnt' updated...Will save is +8 Plus she's got Spell resistance 10


sorry was still editing post. 16 was going to make it anyway, on the nose.

Round 2 - Everyone GO


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

Round 2
Where I am? if still too far from Kev and villish I just keep moving


Check out the basement map I moved your token for you.

Leoven goes up the first stairs from the basement and finds the room with the wet floor and the zombies eating the dead orcs. Kev is not there. He remembers Damien said they were upstairs in the keep.

This is if you used the run x4 in round one. Kev is on the next stairs going up.


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Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10

Round 2

Kevezyat smiles as the priest's foul curse falls away from her like so much fluff, "My faith is stronger...my blade is stronger..." she says almost conversationally as she closes the distance , Valyria flashing throught the air....

Attack, Smite Evil, Power Attack: 1d20 + 8 + 4 - 3 ⇒ (20) + 8 + 4 - 3 = 29 Crit Threat !!
Crit Confirm: 1d20 + 8 + 4 - 3 ⇒ (2) + 8 + 4 - 3 = 11 Poop!

Damage: 2d6 + 4 + 4 + 6 ⇒ (2, 2) + 4 + 4 + 6 = 18


The sword Valkyria rends through the defenses of the evil priest again, this time a mortal wound across his abdomen.

bloodied


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

Round Two

Jerrid runs after the rest of them, but his little legs soon begin to tire. He sees Sam's back disappear around the corner stairs and follows as best he can.

I need to prepare that winged feet spell. Knew it would come in handy.

Protection from evil 3+4+2=9/10 used up.


Male Gnome Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2

Round 2 - Conditions: Hold Person (DC14 Will Save to overcome)

Held immobile by the cultist's fell magicks, Vhillish internally grimaces as he attempts to shake off the enchantment;

DC14 Will Save (Full Round Action): 1d20 + 3 ⇒ (1) + 3 = 4

... but remains under its thrall...

Balderdash and Brimstone!


Earthquake?: 1d100 ⇒ 80 no

Hey J, I think we both moved your token. You shouldn't be past the others, you started in the library (U3)

Leo, Damien, Janna, Samduc are up


Jerrid, Sam and Damien ascend the stairs leading out of the damp hall. Cracks in the stone steps are still full of water from the flood that came down these stairs during the earthquake. Ahead of them around a bend Leoven peers into the basement landing. Even from here, the sound of zombies rending orc flesh can be heard, and from further up on the next flight of stairs the clash of Kevezyat facing the evil priest resounds through the hall.

Everyone, if you are having trouble figuring out how the different floors on the maps line up, I can move your token for you. Roughly speaking, a double move will get you within view of the zombies, run will get you adjacent to Vhillish.

Damien you can amend your round one double move to run if you want and place your token accordingly.


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

Round 2

Leoven moves to give way to Damien. The young priest drop his shield and draw his crossbow.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Thanks DMG, I will amend my move to a run. Like Leo I'd been thinking you had to move in a straight line. Perhaps it's a 3.5 thing?

Round 1 - Amended

With the initial sounds of conflict still far ahead, Damien pushes his legs faster, taking the steps 3 at a time and barrelling past the zombies to reach a vantage point on the others.

Round 2

Unable to press forward due to the narrow stairs, Damien contents himself to wait for the moment, directing others where he can, "Keep driving the bastards back! Make room behind Kev and I'll bring the hammer to bear. Those behind, clean up those shamblers. Don't need the rotting pricks biting us in the ass."

Planting his feet on the stairs, six Damiens roar at the pair of zombies, "Here you rotters! Fresh meat!"

Standard Action : Begin Inspire Courage (3/12 Remaining)
Swift Action : Arcane Strike

Buffs: Inspire Courage : +1 Atk/Dam, +1 vs fear
Arcane Strike : +1 Dam, magic


The zombies look up from their feast of flesh, ready to amble towards Damien. Up on the ground floor, the tramp of orc boots stampedes down the spiral stair from the roof.

They will appear in D10


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

Round 2

Janna looks to Leo, you go on I will keep with Jerrid to be sure he does not fall behind.

Janna tries to usher Leo past her as she waits for Jerrid to catch up.


Don't forget, Leo is up ahead of you. That's Sam behind you ;)


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male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

Round 2 Sam and Knotty

Sam rushes forward and waves for Knotty and Janna to follow. "Keep up Knotty, we have evil to fight!!"

Knotty follows, his roots and branches scraping along the floors and walls as the treeling tries desperately to keep up.

Sam manages to pull his cloak tight and almost disappear in shadow and his footsteps become like the feet of a cat as he manages to keep quite and shaded throughout 40' of corridor.

fast stealth: 1d20 + 19 - 5 ⇒ (20) + 19 - 5 = 34

Full move for Sam -- Run or full move for Knotty if a run is not possible (straight line and no difficult terrain and los over the entire route are prerequisites I think for Pathfinder run). Please move our tokens as far as we can. Old school had declarations of intent-- Sam is intending to get as close to Vhillish as possible.


Got it Sam moved the tokens up for you. You can see the room with zombies now. You're right behind Leo on the stairs up to the basement. I'm cool with the running, these stairs are in good shape. So Knotty is right behind you.


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Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

Btw, I forgot to roll for the things the crypt thing said

Rolls:
Kn planes/religion -shard of corruption: 1d20 + 11 ⇒ (18) + 11 = 29
Kn planes/religion - Brass anvil : 1d20 + 11 ⇒ (6) + 11 = 17
Kn planes/religion -heart of innocence : 1d20 + 11 ⇒ (13) + 11 = 24


nice! but we should wait til Jerrid has a chance to tell Leo what the crypt thing said. leo was way out of earshot to hear that.


Bad Guys

Sam and Knotty climb the stairs on time to see past Leo into the room as the zombies are drawn towards Damien's challenge and leave their orc feast to harass the mirror-imaged soldier.

The evil priest realizes he can't best Kevezyat in one on one combat and carefully withdraws, hearing his reinforcements on the way. As he backs around the corner towards the room with the stairs up to the roof, his orcs arrive, passing him in the hall.

"Draw them out!" he commands. "Make a chokepoint!"

The orcs grunt in acknowledgement.

Behind him, the lesser acolyte cultist falls in line, readying a spell.

Zomby vs Damien: 1d20 + 4 ⇒ (16) + 4 = 20 if AoO doesn't kill him
Damage?: 1d6 + 4 ⇒ (6) + 4 = 10

Round 3 Go!!


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Round 3

I'll roll both just in case.

The six of Damien's hammers lash out to smash the slow-moving zombies.

"Keep on their heels! If they get dug in we'll have to pull back! Remember to leave space!"

I'm going to delay my actual turn till I see how things stand. If the zombies are still going hopefully the others can take them from behind before I advance.

Lucern Hammer AoO 1 - IC, H: 1d20 + 7 + 1 + 2 ⇒ (2) + 7 + 1 + 2 = 12 Bah!
Damage: 1d12 + 6 + 1 + 1 ⇒ (12) + 6 + 1 + 1 = 20
Lucern Hammer AoO 2 - IC, H: 1d20 + 7 + 1 + 2 ⇒ (17) + 7 + 1 + 2 = 27
Damage: 1d12 + 6 + 1 + 1 ⇒ (4) + 6 + 1 + 1 = 12

Buffs: Inspire Courage : +1 Atk/Dam, +1 vs fear
Arcane Strike : +1 Dam, magic


Male Gnome Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2

Round 3 - Conditions: Hold Person (DC14 Will Save to overcome)

Still immobilized, Vhillish senses the situation becoming grimmer and once again attempts to shake off the spells effect;

DC14 Will Save Attempt (full round action): 1d20 + 3 ⇒ (8) + 3 = 11

... but to no avail!


The first zombie gets past Damiens hammer but the next one is crushed. Vhillish feels the paralysis loosening. last round


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Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

Round Three

Jerrid continues up as best he can with little gnome legs.

Double move pls.


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

Round 3

Leoven moves alittle to not block te pass for the others, reload and shot to the remaining zombie

shot: 1d20 - 1 ⇒ (16) - 1 = 151d8 ⇒ 3


Jerrid passes Sam and Knotty, splashing into the water logged room on time to see Leoven tag a zombie with a crossbow bolt.

ill move j's token when I get home can't do on mobile


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

end of round 2

As Jerrid catches up with Janna she continues to move with him to make sure he keeps up with the group.

Round 3

Seeing the group starting to get together Janna moves into the water logged room, hoping to see the others.

considering the stairs I think its a double move to get where she is on the basement map


I count the same.


Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10

Round 3

Kevezyat watches as the foul priest scuttles away, calling out orders to his lackeys. Looking over her shoulder at hearing Damien's shout, "Glad you could make it, Lieutenant, there is sinister goings-on. Come, let us take the battle to them!" she cries, surging up the remains of the stairs...

...but she isn't stupid, she pauses at the door way and takes a quick look out to see the disposition of the enemy..


Peering out, Kevezyat can see the orcs already spilling into the room where Vortigern was slain. The priest himself is out of view but she can tell from his voice he has rounded the bend into the hall towards the room with the stairs that spiral up towards the roof.

groundfloor donjon is the map level to look at to see the action upstairs. I have a copy of Kev's & Vhillish's tokens on the stairs for that map too.


male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

Round 3 Sam
Sam takes cover behind Vhillish and tosses a smoke stick into the room so he can advance to take out one of the leaders.

Smokestick::
This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute.

Knobby closes as Sam hopes his trick buys some time for the good guys to consolidate their forces. They had been caught strung out in trail so to say, and many a good mercenary company tried to avoid being caught in a marching versus fighting formation.

"Don't advance until everyone is together!!

Smoke just ahead of Vhillish -- move + deploy a smokestick. In hands now = one dagger magic


rolling Damien's delay over to next round

Bad Guys

The orcs advance down the hall a bit and see the smoke seeping out of the door past Kev.

"Smoke. Perbly magix." The brutes shout back to their commander.

"One of you, get in there anyway," the priest commands. "Find out if they're retreating. The rest, stay here with me, wait for them to come to us."

The lead orc grunts his acquiescence and tries to step through the doorway into the smoke filled stairwell, bumping smack into Kevezyat Faen.

Round 4 Go!


Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10

Sam I don't think you're reading the map correctly. Vhillish is halfway up those stairs from the basement level to the donjon ground floor. From your description you're tossing the smokestick down into the room with the zombies...and everyone else :) Anyhoo...

round 4

Kevezyat blinks as Sam's ill-advised trick obscures the stairway, but her eyes grow wide as an orc lackey looms in the doorway...

Her sword comes up in a flash , causing swirling eddies in the alchemical smoke...

Attack: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14

....but the smoke gets in her eyes, causing her blow to go awry.


Sam I put your token and Kotty's token in M1 with LOS to throw your smokestack past Vhillish. You can't move adjacent to Vhillish without getting past one zombie.

Everyone. I will place Sam's smokestick so it fills the stairwell but does not give the zombie a mischance. As Kevezyat says, I think that was more his intention.


Male Gnome Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2

DMG - Do I need to save this round or is the spell effect over?


Jerrid feels the paralysis leave his body as Sam's hurled alchemical stick passes him and begins filling the stairwell with sooty smoke.

Spell effect over! You're free.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Sorry guys, not feeling well yesterday.

Round 3

As the others gather, the Damiens nimbly retreat up the steps and bring their hammers down in an over head sweep to crush the remaining zombie.

Hearing the sounds of struggle and shouted orders upstairs, Damien attempts to peer through the thick smoke. Unable to make anything out he lowers his usual bellow so it's unlikely to travel all the way back to the cultists, "Kev still with us? Fall back behind the smoke when you can. It's a blind ambush."

Seeing the others have all arrived, "Don't know who heard? These cultist picks are worried we'll disrupt something called the "Shard of Corruption"? It's tied to the quakes. Anyone know what the hell is going on?"

5ft-Step : Move up stairs
Swift Action : Arcane Strike
Standard Action : Attack Zombie

Lucern Hammer: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Damage: 1d12 + 6 + 1 ⇒ (7) + 6 + 1 = 14

Buffs: Arcane Strike : +1 Dam, magic


Damien's hammer smashes the zombies skull.

Leoven:
A Shard of Corruption is an item from legends and lore about demons and their cults. It is said that this shard can contaminate water supplies. The corrupted water causes the dead to rise as undead. These Shard of Corruption can not be created by demons and priests alone. They need the help of a mortal arcane spellcaster to create the shard. Some kind of sacrifice has to be made. After the Shard is created, a ritual can be done by the cults, to spread the corruption into the environment.

You will need Jerrid's help in the library for info about the Brass Anvil and the Heart of Innocence.

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