The Righteous Shall Rise...

Game Master verdigris

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Defender's Heart Map


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Grand Lodge

female

boom!

Eli, perhaps tired of all the chitchat, shoves past the cowed men to crack some sense into the mouthy leader. The man blinks and sways but doesn't quite fall. B2 and B1 immediately drop prone.

"We're waiting, I swear we're not cultists!"

I would say that Cole could hear the crack of the hammer and choose to come out of delay if you want.


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Round: 1, Initiative: 7

Status:
AC: 15 (f13/t12)
HP: 28/28
Weapon Equipped = Long Bow
Cold Iron Arrows = 28/30 (1 miss)
Silver Blunt Arrows = 10/10
Conditions = None
Ranger Focus = 2/2 (+2 attack/damage)
Child of the Crusade = 1/1 (reroll failed save to be demonically possessed or incapacitated)
Silver Dragon Scale = 3/3
Bow Attack Mods: BAB +4, Dex +3, MW Bow +1, (Deadly Aim -1), (Rapid Shot -2)
Bow Damage Mods: Composite Bow +3, (Deadly Aim +2)
Spells (caster level 1, concentration +3)
Level 1 (DC 13) Aspect of the Falcon

Cole does indeed come out of delay. As I'm after Eli, I think my init goes to 7.

Cole raises his bow and takes a bead on B3.
Bow (cold iron): 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20 (point blank) damage: 1d8 + 5 + 1 ⇒ (6) + 5 + 1 = 12 (point blank)
Bow (cold iron): 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7 (point blank) damage: 1d8 + 5 + 1 ⇒ (6) + 5 + 1 = 12 (point blank)

Cole then 5' steps closer to the door (sorry Serra - Cole has no melee weapon so does not provide flank).

"Drop your weapon and stand down to be inspected. You'll not be warned again."


Male Human [HP 29/29] AC 21 (Flat 21 / Touch 10/ CMD 14) [F +6, R +1, W+10] Perception +13

Grasker's readied round 2 nonlethal, if it goes off:

Radiance Nonlethal: 1d20 + 8 - 4 ⇒ (1) + 8 - 4 = 51d8 + 2 ⇒ (2) + 2 = 4

Nope!


Map

Sorry, small typo. B3 and B2 are the non aggressive leaving peacefully, now prone and waiting to be searched guys. I've moved Cole to make his shot work, now on B1, and reoriented the numbers to make sense in the initiative order.

Grasker's readied action goes off, but so stunned is he by how Radiance fits in his hand that he over compensates and swings wide.

Cole's arrow slides through the melee, piercing B1 in the chest. B2 and B3 put their hands over their heads where they lay prone on the ground. B2 begins to pray, though from the way he stumbles, it may have been awhile since he's tried it.

"Take it. Just don't kill me. I lived through the demons, just let me get out of this forsaken land!"

B4 and B1 end their hesitation, joining B5 in his stand against the long arm of the Kenabrean law.

Eli gets an attack of opportunity on the bloody B1, but unless he drops him.... B1 rushes Eli, hoping to knock out the old man with his masterful hammer.

B1 on Eli: 1d20 + 3 ⇒ (1) + 3 = 41d8 + 1 ⇒ (3) + 1 = 4

Meanwhile, B4 rushes Beagan and Xanthos, hoping to knock out the wee knight in one blow. How tough could that be, anyway?

B4 on Beagan: 1d20 + 3 ⇒ (19) + 3 = 221d8 + 1 ⇒ (1) + 1 = 2
B4 on Beagan, possible crit: 1d20 + 3 ⇒ (3) + 3 = 61d8 + 1 ⇒ (7) + 1 = 8

Round 3
Beagan Berelcar: 1d20 + 3 ⇒ (16) + 3 = 19
B5: 1d20 + 1 ⇒ (19) + 1 = 19-
Serra Iondri Phaer: 1d20 + 2 ⇒ (16) + 2 = 18
Grasker: 1d20 + 0 ⇒ (17) + 0 = 17
Elyanius Myoch: 1d20 + 0 ⇒ (8) + 0 = 8
Cole Zeff: 1d20 + 3 ⇒ (13) + 3 = 23
B2: 1d20 + 1 ⇒ (5) + 1 = 6
B3: 1d20 + 1 ⇒ (3) + 1 = 4
B4: 1d20 + 1 ⇒ (14) + 1 = 15
B1: 1d20 + 1 ⇒ (12) + 1 = 13

Beagan is up.


Male Gnome Fallen Paladin 7 / AC 22

Round 3, Init 19

Status:

HP: 37/37
AC: 18 (ff 16, t 13)
CMD: 13

Init: +3
Fort: +5 | Ref: +3 | Will: +2
Per: +0 | Know nature: +6 | Know planes: +7

Equipped: Shield & Sword

Calistria's Presto-Changeo Trick: 1/1
Dancing Holy Flames: 1/1
Flare Holy Flames: 1/1
Big R's Holy Flameball:1/1
Call upon Big R to protect/rejuvenate mount/protect from evil, shield: 3/4
Call upon Big R to send assistance: 6/6
Scale = 3/3

At will: Read Holy Writing, Detect Blessings, Guide the Faithful, Resist the Enemy, See the Faithful

Xanthos Status:

Xanthos’ full stats

HP: 25/25
AC: 22 ( touch 12, flat-footed 20) (+2 Dex, +6 natural, +4 mage armor)

Fort +4, Ref +5, Will +1

Init +2; Senses darkvision 60 ft.

Acrobatics +8 (+12 jump), Climb +6, Intimidate +5, Knowledge Planes +3, Perception +6, Sense Motive +4, Stealth +2

The Gnome is still upset, his hands shaking from neither being able to convince them to surrender nor to find evidence they are cultists.

"PALADIN WANNABE?" Or perhaps he is shaking with rage. "You shall NOT insult the Lady of Valor like that! Or the Big R'!"

Beagan(sword): 1d20 + 5 - 2 ⇒ (6) + 5 - 2 = 91d8 + 1 ⇒ (1) + 1 = 2

Xanthos simply snarls. And then Power Attacks.

Bite: 1d20 + 5 - 1 ⇒ (9) + 5 - 1 = 131d8 + 3 + 3 ⇒ (3) + 3 + 3 = 9
Claw: 1d20 + 5 - 1 ⇒ (11) + 5 - 1 = 151d4 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Claw: 1d20 + 5 - 1 ⇒ (17) + 5 - 1 = 211d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8


Map

Beagan swings on one of the looters, but misses in his rage.

Xanthos seems to have his emotions more under control. He strikes out at B4, his powerful bite ripping into B4, before his claws shred the man in front of him. The looter slumps down to the ground with a gurgle, his life's blood slowly seeping out onto the ground. -22hp to B4

B5 sways on his feet then raises his hands. "Alright, we give up. Just let us go."

Serra, Grasker, and Eli are up


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Serra delays and keeps his ranseur ready and his eyes on all 4 of them.

"Don't worry about your friend, we'll get him back on his feet so he can walk back the 'Heart on his own."


Serra:
" Do they seem like cultists to you? What about this one over here, should I, uhhh, you know?" the young boy's face turns a little green at the thought, but he is a good squire, and will likely do as he is told.


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Round 3, Init 8

Eli doesn't think as the Raven attacks him, only reacts out of self-preservation. There is no intent to subdue the man.

AoO, B1: 1d20 + 7 ⇒ (10) + 7 = 17 for 1d12 + 3 ⇒ (5) + 3 = 8 damage

Eli readies a second swing on B5 should he show poor character in his attempt to exit the building. "Your words brought about this bloodshed, Ash Raven. You could have negotiated much better for your men." Eli looks down on the fallen Ravens, and shakes his head.

Readied Action on B5: 1d20 + 7 ⇒ (7) + 7 = 14 for 1d12 + 3 ⇒ (11) + 3 = 14 subdual damage


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Male Human [HP 29/29] AC 21 (Flat 21 / Touch 10/ CMD 14) [F +6, R +1, W+10] Perception +13

Round 3

Grasker will stabilize the person shredded by Xanthos.

"He will live. Now lets get this search underway. No point in running, Sir Beagan's mount is faster than us all."

If the looters surrender Grasker will cast detect magic and concentrate to detect evil on the people, while searching them and their loot sack for cultist clues.

Perception take 10 = 22

"You are brave, to face all of us down, and resourceful. If you are going to stay in this town head to Defender's Heart and promote yourselves as ... as gleaners. Then you can officially scavenge while bringing supplies to those in need. Having a safe place to sleep is important, when there are far more dangerous things than our rabbit prowling around at night."

diplomacy: 1d20 + 8 ⇒ (14) + 8 = 22


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Serra smiles at his squire, ever dutiful and helpful.

"No, not yet...at least not these. These are good men who just needed to be reminded of that fact. They are resourceful and somewhat brave. We'll need them when we rebuild Kenabres," Serra answers Kastor.


Map

None of the men radiate as evil. Those that are still conscious are more than ready to head out as soon as they're allowed, with or without their sack of stuff and their companions.

The sack contains: 122 gp, 418 sp
a set of silver cutlery
a brass goblet
a portrait of a young man in fancy dress cut from its frame and rolled up
a flask of yellow liquid
a flask of orange liquid
two vials of pink liquid
three vials of crystal clear liquid
three arrows with flames carved swirling around the shaft
a sparkling elixir
and a dark potion with bits of wood floating in it.

The men are each wearing/carrying:
A potion of cure light wounds
masterwork arrows (5)
tanglefoot bags (2)
thunderstone (2)
leather armor
longbow with 20 arrows
longsword
sap
48 gp

Do you let them leave under their recognizance, and if so, what, if any of their stuff do you let them keep?


Male Human [HP 29/29] AC 21 (Flat 21 / Touch 10/ CMD 14) [F +6, R +1, W+10] Perception +13

Grasker will put away his weapon and shield and assist the unconscious brigand by pouring his potion of cure light wounds down the fellows throat.

1d8 + 1 ⇒ (4) + 1 = 5

If that is not enough Grasker will volunteer CLW potions from B4's companions to bring wake the fellow.

To Grasker's companions:
"Lets send them on their way and continue our search for the cultists. We should confiscate these sack of spoils and turn it over for the use of Defender's Heart, at least anything not immediately helpful in slaying the demon followers."

To the non-evil looters:
"Remember my words about Defender's Heart! Help reclaim the city and once peace returns the rewards will be far greater than silver tea spoons and random potions. Even thieves are needed when exploring trap filled ruins and caves, so call yourselves adventurers and maybe we will fight side by side someday against the demons.

And remember those great diplomacy rolls! :)
diplomacy: 1d20 + 8 ⇒ (12) + 8 = 20


Male Human [HP 29/29] AC 21 (Flat 21 / Touch 10/ CMD 14) [F +6, R +1, W+10] Perception +13
GM_Verdigris wrote:


a set of silver cutlery
a brass goblet
a portrait of a young man in fancy dress cut from its frame and rolled up
a flask of yellow liquid
a flask of orange liquid
two vials of pink liquid
three vials of crystal clear liquid
three arrows with flames carved swirling around the shaft
a sparkling elixir
and a dark potion with bits of wood floating in it.

Detect Magic on all items.

Knowledge roll for id the painter or subject of the portrait?

Can I cast purify food & drink on the potions to avoid accidental poisonings? Spell description says it has no effect on magical potions.

perception Flask yellow: 1d20 + 12 ⇒ (6) + 12 = 18
perception Flask orange: 1d20 + 12 ⇒ (7) + 12 = 19
perception Vial Pink: 1d20 + 12 ⇒ (18) + 12 = 30
spellcraft arrows: 1d20 + 5 ⇒ (17) + 5 = 22
perception Vial Crystal Clear: 1d20 + 12 ⇒ (14) + 12 = 26
perception Sparkling Elixir: 1d20 + 12 ⇒ (17) + 12 = 29
perception Dark Potion: 1d20 + 12 ⇒ (9) + 12 = 21


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Serra moves to back up Grasker.

"Yeah, you should do what he says," Serra says while letting loose with an accidental fart.

1d20 + 1 ⇒ (1) + 1 = 2 vs. DC 10 (15?) to aid Grasker Diplomancy

Just IDing what Grasker may have missed.

1d20 + 11 ⇒ (6) + 11 = 17 Spellcraft Yellow Flask
1d20 + 11 ⇒ (3) + 11 = 14 Spellcraft Orange Flask
1d20 + 11 ⇒ (20) + 11 = 31 Spellcraft Arrows
1d20 + 11 ⇒ (1) + 11 = 12 Spellcraft Dark Potion


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Almost as soon as the fighting is over, Eli begins to search the shop. Cultist safehouse? Then, where do they hide if the regular customers come to call?

Take 20 Search, 28

As he studies the building, he listens as Grasker advises. "Yes, send them on their way, but don't feel too disappointed when you fail to see them among the refugees of the Heart. They favor opportunity without honor." Eli keeps looking at the walls and counters. "What exactly is an Ash Raven, by the way?" Eli directs the question at a Raven, should one still be present to hear the question.


Map

Yes, you can cast that on the liquids, though it doesn't do anything to any of them.

a flask of yellow liquid= acid
a flask of orange liquid= achemist fire
two vials of pink liquid= Antitoxin
three vials of crystal clear liquid= holy water
three arrows with flames carved swirling around the shaft= +1 flaming arrows
a sparkling elixir= elixir of vision
and a dark potion with bits of wood floating in it= barkskin +2.

knowledge nobility+24:
Fabyr Ooostergarde, 3rd son of a third son of a minor noble out of Vigil. He came with his father to fight in the 1st crusade. The boy is said to have disappeared during an expedition into the 'Wound with his idealistic but witless father. Still, the painting is well done, and worth some money to the right person.

The Ash Ravens are, err, were a mercenary group that sometimes worked for hire for people naive enough to want to head into the World Wound to hunt demons. Though not evil, they had no illusions as to their reason to be in the area. With the latest explosion of horror in the area, main group has been wiped out. These men, even the leader, lack real motive or desire in any direction, though with Grasker's push, at least a few seem ready to head to Defenders' Heart.

While searching, Eli finds a secret door behind some shelves in the North West Corner.


Serra Iondri Phaer wrote:

"No, not yet...at least not these. " Serra answers Kastor.

Serra:
Kastor sits down with relieved *flmph!* "Thank you, Sir. I like it better this way.I... I really don't like it when we have to... you know."

Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Serra looks at Kastor.

"And that's why you'll be a great knight, Kastor. You seem to know when is the time for mercy, and when is the time for the sword. Others would do well to follow your example."


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Perception, Sounds behind the Door: 1d20 + 8 ⇒ (20) + 8 = 28

If nothing rattles, Eli tries to open the secret door, and draws the others' attention. "Looks like we have a... closet... this looks like a decent place to tucks someone away..." If the door manages to open, Eli steps back, expecting company.


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Serra stands about 15' back from Ely, ready to help should the man need knightly aid.


Male Gnome Fallen Paladin 7 / AC 22

Beagan regains his wits and his calm, extremely gratified when the Ash Ravens yield. "Even when you're in the wrong place at the wrong time, you still need to make right decisions." He keeps Xanthos away from the defeated as Grasker tries to convince them to follow a more helpful path.

When Eli investigates the closet, the Gnome and his mount join Serra in wary preparation.


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Cole lowers his bow and wonders who is looting from whom as Serra and Grasker pour over the loot. "Are we going to donate that to the 'Heart - or are these more spoils of war?"

He watches the secret door being opened and raises his bow back into a combat stance.

That's where they are I bet. Hiding in the earth.


Male Human [HP 29/29] AC 21 (Flat 21 / Touch 10/ CMD 14) [F +6, R +1, W+10] Perception +13

"Yes. Still it is good to know what we carry in case it is immediately helpful."

Grasker re-equips his relic sword and magical shield, thenheads to the secret door Eli found. He'll detect magic for alarm spells and check for non-magical traps.

1d20 + 12 ⇒ (2) + 12 = 14

"Looks safe. Lets open it." He can open it once everyone is ready.


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Eli steps back, and lets Grasker take point. More cramped quarters. This won't do with my hammer. Might need to look into something more suitable when we return to the Heart.

"Yes, I don't think there is anything directly waiting for us, to pounce once the door is open. Let's be done with Topaz. There are two more waiting for us this day."


Map

The secret door leads down into the basement. The air is damp and musty-smelling. The walls and floor are packed earth, while dozens of gourds hang from the ceiling beams. A sludge of rotting plant matter covers the floor. Against one wall, a wooden table holds a strange apparatus that looks like a clockwork toy of a snake-bodied, six-armed woman holding a sword in each hand. A tightly corked bottle, filled with what looks like water, sits before the statue.

A wooden chest covered with engraved runes stands under the table, and a sinister image of a star surrounding a goat’s face is painted on the wall above the table.

knowl religion: 20:
the image above the chest as one of Baphomet’s symbols — one favored by his human worshipers rather than his demonic and monstrous ones.

map has been updated. So far, everyone is coming down the stairs, Grasker is the furthest down.


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

"One moment. It occurs to me that we might confuse any cultists with a disguise; getting them to admit to their guilt rather than trusting them to be honest."

Serra draws his scale, the gift of the dragon, and puts it to it's intended use. Serra becomes Serraling, the mighty humpbacked tielfing with incongruous feets.

"If you would have me talk, I would," Serraling utters while going down the stairs. His body wobbles as it waddles as he adjusts to his new form.

1d20 + 12 ⇒ (11) + 12 = 23 Know (Rel)

"Baphomet's symbol!" Serraling points with the ranseur.


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Knowledge, Religion: 1d20 + 5 ⇒ (11) + 5 = 16

Looking around the basement, and seeing no clear opponents to engage, Eli grows paranoid of close quarters, Eli retreats to the top of the stairs. Evil-looking altar, and a rune-covered chest? I think not.

Eli stands guard on the entrance of Topaz Solutions, and waits for the looters to be done dealing with the chest.


Male Human [HP 29/29] AC 21 (Flat 21 / Touch 10/ CMD 14) [F +6, R +1, W+10] Perception +13

"Eli, you don't want to stick around to disrupt this evil alter? It could be trapped to summon forth some foul demon, where your mighty hammer would be most devastating."

"It would also be good for smashing these things at a distance..."

religion: 1d20 + 5 ⇒ (5) + 5 = 10
Perception for traps: 1d20 + 12 ⇒ (11) + 12 = 23

Grasker will look for traps and cast Detect Magic all from a distance.

"Does anyone have a tool I could use to deface that demonic sign above the table? I'll need to buy a crowbar when we next make Defender's Heart, though I suppose my old non-magical sword could see use for sundering cultist trinkets."


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16
Grasker wrote:
"Does anyone have a tool I could use to deface that demonic sign above the table? I'll need to buy a crowbar when we next make Defender's Heart, though I suppose my old non-magical sword could see use for sundering cultist trinkets."

"If someone has a rope, I can tie it around the chest with minimal risk. We can pull it to us. If there is fell traps, they are surely tied to the chest."

Serraling looks around.

"Or we can just burn this place to the ground. Cleanse it with fire."


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W
Grasker wrote:
"Eli, you don't want to stick around to disrupt this evil alter? It could be trapped to summon forth some foul demon, where your mighty hammer would be most devastating. It would also be good for smashing these things at a distance..."

"By all means, Grasker, call me down if a demon appears, and you'll have my hammer. As for the altar, you're a better man for the job, should you be able to consecrate it. I'm not interested in the Ravens experiencing second thoughts and closing us in."


Map

I'm afraid you guys can't see much from where you're at. You'll have to actually come around the bend in the stairs to be able to see into the room. Sorry. Please be sure to move your token on the map so I can tell what you can see.


Male Human [HP 29/29] AC 21 (Flat 21 / Touch 10/ CMD 14) [F +6, R +1, W+10] Perception +13

Grasker moves in, weaponry ready.

Think I moved 30 feet into the room, avoiding stepping on the lumpy green mold on the map

Perception 23 on the room and traps at a distance

"Good thinking Ely, very wise, very tactical. Sir Serra, would you assist me in smashing up this demonic bric-a-brac?"

Assuming nothing attacks Grasker will sheath Radiance and draw his normal sword, then will methodically smash up the place the best he can - sundering the statue, the bottle, scraping the engraving off the wall, and opening the chest to examine the contents for potential destruction.

He will first poke it with the normal sword in case it is a Mimic.

Check the chest for traps up close:

checking the chest: 1d20 + 12 ⇒ (2) + 12 = 14


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16
Grasker wrote:
Grasker moves in, weaponry ready.

"One moment, Grasker," Serra says, bodyblocking Grasker for his own safety. "Lemme see something first." You can acrobatics over me if you want.

Serra moves to the bottom of the stairs, enters his ferocious humpbacked soldier's stance waddle and explores, delves, identifies the mold.

1d20 + 8 ⇒ (20) + 8 = 28 Dungeoneering


Map

Serra insists that he would go in first to poke at the mold before letting Grasker go in. Discuss. ;)

Serraling dances deftly into the room on his incongruously small feet and prods at the mold. He studies it carefully, finally straightening.

"I think it used to be herbs. Different kinds. At least this kind. That kind over there looks different. If I didn't know better, I'd think..." As Serraling drones on in a professorial monotone (that one might suspect sounds suspiciously like his father...just sayin') Another voice interrupts.

“Ahh...I hope you are among Iomedae’s slaves... I would hate to think of mere peasants wasting such a personal greeting from Lord Baphomet!”

Grasker moves a little bit more into the room (but no where near close enough for poking the chest) There is some magical glow from the area of the room containing the bric a brac, the chest, and the unholy symbol on the wall, which conveniently enough, is where the voice emanates from.

Beagan Berelcar: 1d20 + 3 ⇒ (17) + 3 = 20
Elyanius Myoch: 1d20 + 0 ⇒ (19) + 0 = 19
Serra Iondri Phaer: 1d20 + 2 ⇒ (10) + 2 = 12
Cole Zeff: 1d20 + 3 ⇒ (8) + 3 = 11
mandragora: 1d20 + 4 ⇒ (5) + 4 = 9
Grasker: 1d20 + 0 ⇒ (4) + 0 = 4

The little marilith statue activates at the word "Baphomet", it's swings its swords down upon the glass bottle, breaking it open even as the far pile of mold and refuse begins to move.

{mis rolls}:
bilious bottle: 1d8 ⇒ 3[/dice]

initiative:
Cole Zeff: 1d20 + 3 ⇒ (8) + 3 = 11
Elyanius Myoch: 1d20 + 0 ⇒ (6) + 0 = 6
Beagan Berelcar: 1d20 + 3 ⇒ (17) + 3 = 20
Serra Iondri Phaer: 1d20 + 2 ⇒ (10) + 2 = 12
Grasker: 1d20 + 0 ⇒ (4) + 0 = 4
Elyanius Myoch: 1d20 + 0 ⇒ (19) + 0 = 19
Cole Zeff: 1d20 + 3 ⇒ (4) + 3 = 7
mandragora: 1d20 + 4 ⇒ (5) + 4 = 9

A filthy creature resembling a small, wide-mouthed fat child made from leaves, vines, tree bark, dirt, and pallid tubers clambers from the furthest mold pile, confirming Serraling's prediction, "Yep, a Mandragora"

Due to Serraling's excellent roll, no surprise round for the Mandragora. I'll take knowl arcana checks on the statuette, though it's already activated.

Beagan, Ely, and Serraling are up

answers to Serraling's questions about the Mandragora:
No DR, No resistences, vulnerable to supernatural darkness.


Male Gnome Fallen Paladin 7 / AC 22

Round 1, Init 20

Status:

HP: 37/37
AC: 18 (ff 16, t 13)
CMD: 13

Init: +3
Fort: +5 | Ref: +3 | Will: +2
Per: +0 | Know nature: +6 | Know planes: +7

Equipped: Shield & Sword

Calistria's Presto-Changeo Trick: 1/1
Dancing Holy Flames: 1/1
Flare Holy Flames: 1/1
Big R's Holy Flameball:1/1
Call upon Big R to protect/rejuvenate mount/protect from evil, shield: 3/4
Call upon Big R to send assistance: 6/6
Scale = 3/3

At will: Read Holy Writing, Detect Blessings, Guide the Faithful, Resist the Enemy, See the Faithful

Xanthos Status:

Xanthos’ full stats

HP: 25/25
AC: 22 /24 vs. evil ( touch 12 {14}, flat-footed 20 {22}) (+2 Dex, +6 natural, +4 mage armor, +2 deflection vs. evil)

Fort +4, Ref +5, Will +1

Init +2; Senses darkvision 60 ft.

Acrobatics +8 (+12 jump), Climb +6, Intimidate +5, Knowledge Planes +3, Perception +6, Sense Motive +4, Stealth +2

"Iomedae has slaves? Grasker, is that true?!?" Hearing that other, profane name, he realizes whoever is speaking is probably lying. "Don't worry, I'll set them free!"

He says a prayer (sheathes sword and casts Protection from Evil on Xanthos) before spurring Xanthos forward.

Arcane Armor Failure(15%): 1d100 ⇒ 61 (Low is bad.)

He attempts to ignore the strange plant creature, spurring his mount forward towards the foul altar.

Trying to avoid AoO's
Acrobatics(Xanthos): 1d20 + 8 ⇒ (14) + 8 = 22
Beagan is out of actions so he automatically provokes?


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Round 1, Init 12

Serraling stares at the statue with interest.

1d20 + 11 ⇒ (1) + 11 = 12 Know (Arcana)

Serra activates the power of the ranseur (1/5) while attacking defensively from his soldier's waddle.

1d20 + 2 - 4 ⇒ (9) + 2 - 4 = 7 to hit;
2d4 + 4 ⇒ (4, 2) + 4 = 10 damage.

"Beagan, Kill the Plant thing!" If Beagan provoked or it's flatfooted, Serra moves so he can flank next turn.


Male Human [HP 29/29] AC 21 (Flat 21 / Touch 10/ CMD 14) [F +6, R +1, W+10] Perception +13

"Eh that is just how demons talk Sir Beagan."

"Hey that name sounds familiar... oh yeah we just killed some follows of Baphomet and stole their unholy book."


Map

Beagan did indeed provoke... and unfortunately, nifty little bric-a-brac like the statuette are not part of Serra's well of knowledge.

The ugly little plant opens up a mouth full of thorns and prickly things and tries to bite brave Ser Beagan!

Mandragora bite at Beagan: 1d20 + 8 ⇒ (10) + 8 = 181d4 + 2 ⇒ (3) + 2 = 5 plus fort save(DC 15), please or poisoned

{Beagan, if failed fort}:
confused: 1d100 ⇒ 31 babbles incoherently

{Beagan, Serra}:
I also need a save from Serraling and another from Beagan, DC14, or take 2 points cold damage from the colorless, but bilious vapors in the air.

bottle trap vapors: 1d8 ⇒ 5

cold damage: 1d6 ⇒ 2


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Round: 1, Initiative: 11

Status:
AC: 15 (f13/t12)
HP: 28/28
Weapon Equipped = Long Bow
Cold Iron Arrows = 28/30
Silver Blunt Arrows = 10/10
Conditions = None
Ranger Focus = 2/2 (+2 attack/damage)
Child of the Crusade = 1/1 (reroll failed save to be demonically possessed or incapacitated)
Silver Dragon Scale = 3/3
Bow Attack Mods: BAB +4, Dex +3, MW Bow +1, (Deadly Aim -1), (Rapid Shot -2)
Bow Damage Mods: Composite Bow +3, (Deadly Aim +2)
Spells (caster level 1, concentration +3)
Level 1 (DC 13) Aspect of the Falcon

Hearing the clear sounds of combat, Cole rushes into the room, but being so far back, it’s all he can do to reach a good shooting position (double move to get into the room).


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Round 1, Init 19

Status:

AC = 16
HP = 31/31
Weapon Equipped = MW Cold Iron Lucerne Hammer
Condition(s) = Vexed by gnome

Hearing the gnome once again rush head-long into obvious danger, Eli rousts himself to investigate talk of mandragora.

"Master Beagan, you should really keep your distance until Grasker can sort out the altar's magical tinges."

Upon seeing the creature, Eli keeps his distance, and levels a blow against it. The blow, however strong, feels... wrong. Smashing plant matter... it's not like skulls, is it, William?

Maxwell's Silver Hammer: 1d20 + 7 ⇒ (16) + 7 = 23 for 1d12 + 3 ⇒ (11) + 3 = 14 damage


Map

Both Cole and Ely rush into the room, following the impetuous gnome. Ely wallops the poor mandragora with his hammer, but it is made of sterner stuff. It stands defiantly against the intruders! (-14 to the poor mandragora *ouch*)

{Cole, Ely}:
I also need a save from Cole and ELy, DC14 Fort, or take 3 points nonlethal bleed damage as their noses begin to bleed from the colorless, but bilious vapors in the air.

bottle trap vapors: 1d8 ⇒ 6

nose bleed: 1d4 ⇒ 3


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Fortitude Save v DC 14: 1d20 + 2 ⇒ (7) + 2 = 9

Eli's mustache turns a dark crimson against the white hair. Searching for a cause, his eyes slowly take in the vapors in the air. "Something's been leaked into the air!! We need to leave quickly!!"


Map

Round 1, Init 9

The tuberous attacker closes on Beagan, then tries to bite him. Aoo for Ely. If he doesn't shmoosh the poor thing, then....

mandragora bite: 1d20 + 8 ⇒ (9) + 8 = 171d6 + 2 ⇒ (4) + 2 = 6 plus grab
grab: 1d20 + 4 ⇒ (5) + 4 = 9


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

AoO: 1d20 + 7 ⇒ (2) + 7 = 9 for 1d12 + 3 ⇒ (10) + 3 = 13 damage

Eli swings distractedly at the vegetal aberration, barely bringing his second bloodstained hand to bear on the swing of the hammer.

"I've never had a nosebleed before, but this, this is far too much blood..."


Map

Grasker is up, followed by Beagan, Ely, and Serra. Still need a save from Cole and Serra.

Round 1

Grasker: 1d20 + 0 ⇒ (4) + 0 = 4
____________
Round 2
Beagan Berelcar: 1d20 + 3 ⇒ (17) + 3 = 20
Elyanius Myoch: 1d20 + 0 ⇒ (19) + 0 = 19
Serra Iondri Phaer: 1d20 + 2 ⇒ (10) + 2 = 12
Cole Zeff: 1d20 + 3 ⇒ (8) + 3 = 11
mandragora: 1d20 + 4 ⇒ (5) + 4 = 9


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Round 2, Init 12

1d20 + 2 ⇒ (10) + 2 = 12 Fort Save

Serraling chokes on the cold air. Even so, he swings at the babyplant as it crosses in front of him and gargolye'd ranseur.

1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 10 to hit; (AoO)
2d4 + 4 ⇒ (2, 3) + 4 = 9 damage.

Serraling strikes again, then 5' steps back.

1d20 + 2 ⇒ (18) + 2 = 20 to hit;
2d4 + 4 ⇒ (3, 3) + 4 = 10 damage.

Next round save: 1d20 + 2 ⇒ (5) + 2 = 7 Fort Save


Map

Serra:
what was it?: 1d8 ⇒ 8The subject experiences a persistent adrenaline rush.
For the next 2 hours, subject receives a +2 bonus on Initiative checks but takes a –2 penalty on Dexterity- based skill checks due to uncontrollable trembling.

Ely:
Ely= "1"The subject takes 1d6 points of acid damage. acid damage: 1d6 ⇒ 2


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Round 2, Init 19

Save:

AC = 16
HP = 28/31
Weapon Equipped = MW Cold Iron Lucerne Hammer
Condition(s) = Wet upper lip

Eli moves into flank with Beagan.

Eli's Cold Iron Hammer: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26 for 1d12 + 3 ⇒ (2) + 3 = 5 damage

The fumes continue to punish Eli for remaining in the basement.

Fortitude Save v DC 14: 1d20 + 2 ⇒ (8) + 2 = 10
??: 1d8 ⇒ 1


Male Human [HP 29/29] AC 21 (Flat 21 / Touch 10/ CMD 14) [F +6, R +1, W+10] Perception +13

Round 1

Grasker moves around the edge of the room and strikes at the angry root vegetable, while setting up flanking potential for Sir Serra. (Assuming this is a magical thing that can be flanked).

Radiance: 1d20 + 8 ⇒ (6) + 8 = 141d8 + 2 ⇒ (4) + 2 = 6

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