Hinkle Mikrinkleberry
|
Fort: 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 10
Non lethal: 1d4 ⇒ 3
Dripping sweat Hinkle raises his holy symbol sending a wave of healing energy to himself and his allies.
1d6 ⇒ 5 Remember this takes 5 off both lethal and non lethal so Ēoswulf should only be at 1 lethal now.
| DMRhino |
Another arrow whizzes past as she calls out to hold Zarmina back. Neither Eoswulf nor Geo are able to land a blow, but Geo is edging his way into a flanking position.
Hinkle, feeling the effects of the hot wind, lets off some healing. Eoswulf and Hinkle feel much relieved.
Eoswulf is able to block more slamming fists from Carmina.
Slam: 1d20 + 8 ⇒ (2) + 8 = 10
The room is full of dust and debris as the hot winds continue their assault. Hinkle, DC 17 or 1d4 damage.
Bold, go!
Round 4
Zarmina (17)
Fillia
Eoswulf (fatigued, 1 Lethal)
Geo
Hinkle (Exhausted, 3 Non-Lethal)
Ēoswulf Gērmwynson
|
Ēoswulf swings at the mummy again.
longsword, attack, fatigued: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20 for slashing: 1d8 + 4 ⇒ (6) + 4 = 10
-Posted with Wayfinder
Fillia Bloodstone
|
Fillia's keen eyes spots that gash and takes the opening!
Shoot 1d20 + 5 ⇒ (9) + 5 = 141d8 ⇒ 4 Oh come one!
Once more an arrow whizzes over!
Geoclunicus
|
Geo finishes moving into position, and attacks again.
Attack, flanking: 1d20 + 0 + 2 ⇒ (17) + 0 + 2 = 19
Damage: 1d6 + 1d6 ⇒ (5) + (6) = 11
| DMRhino |
Geo slides behind Zarmina thrusting his rapier. It slides up through her back, exiting out her face, and she instantly goes limp, falling to the floor.
Combat over!
There is much relief as the gathering calms down. Horrified guests look upon the woman they came to honor, whispering many questions, and concerns.
Geoclunicus
|
"I had to stop her screaming..."
Geo looks around, very uncomfortable at being the center of attention, and then turns to the people she was clearly trying to attack.
"Does anyone know what she meant by 'Betrayer'?"
Fillia Bloodstone
|
"By the blessed trees," breathes out Fillia.
"I sure hope that this didn't cause too much of a big commotion." even as she looks around.
Perception 1d20 + 10 ⇒ (1) + 10 = 11
Hinkle Mikrinkleberry
|
Hinkle looks around for the priest of Phrasma. "This should not have happened if the burial rights were done correctly," Hinkle says.
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Ēoswulf Gērmwynson
|
Ēoswulf sighs and sits down. This is a very distressing turn of events. He turns first to the party and then to the gathered merchants as he asks "Do any of you understand how this happened?"
-Posted with Wayfinder
| DMRhino |
"Thank you for keeping this horrid situation from getting much worse than it could have.", As a token of thanks, Aaqir al’Hakam gives the the party several scrolls, including a scroll of cure moderate wounds, a scroll of endure elements, and a scroll of see invisibility. He also hands over a bead of force.
No one seems to know who, the "Betrayer" may have been, nor does anyone offer up any understanding of what happened.
Aaqir al’Hakam requests the guests return to their rooms while the household staff cleans up the temple. He pulls the the party aside and requests that they assist him in checking the manor for any other suspicious activity.
Fillia Bloodstone
|
Fillia nods in agreement as she is the first to act as their scout finally freed from her earlier constraints.
Perception 1d20 + 10 ⇒ (12) + 10 = 22
Ēoswulf Gērmwynson
|
| DMRhino |
As the group patrols the manor they find little evidence and the guests only offer the same questions already on everyones' mind.
Do you wish to perform any specific actions while you patrol?
While you are patrolling you receive two notes, one from Doritannia Raffaella and another from Jakti Al'war.
See handouts on google site Slides 3 & 4
Fatigue and Exhaustion still active
Ēoswulf Gērmwynson
|
Ēoswulf nods at the first letter. "I think we have an in with her. We will have to discuss it with the trade Prince when we have a quiet moment. For now, let us go meet Jakti."
-Posted with Wayfinder
Fillia Bloodstone
|
"To the temple we go then." Fillia agrees as she begins to move off.
Before that though she tries to see if she can observe where the rest of the notable guests are right now.
| DMRhino |
Hinkle, casting Detect Magic as he walks through the rooms discovers magic emanating from under the shroud where Zarmina originally lay. Investigating, Hinkle discovers a bag with a handful of dust within. The dust eminates magic.... Moderate Transmutation.
The other guests of note are out of site. The party notices some heading to their respective rooms. Temel’s and Metella on opposite sides of the manor.
When you reenter the temple to meet Jakti, he and his two bodyguards are waiting for the party.
The servants have since cleaned up the mess from the earlier combat, and Jakti is now wearing a scimitar at his side. He regards the the party with a smile and waves for his guards to stand outside the door to ensure a measure of privacy.
It's been maybe an hour. Eoswulf is no longer Fatigued, and Hinkle is now improved to just fatigued.
“I was uncertain if you were trustworthy enough to share this information with, but now I see that you are most competent individuals and I believe you can help."
“Some days ago I received information from... a trusted source... that a someone has hired several assassins in Katheer for a job this very night. This manor has one of the greatest gatherings of powerful people in the entire city, so I can only conclude that these assassins are meant to strike here. With that knowledge, I hired a few bodyguards for myself, but it would allay my fears if I were to have your protection as well. Of course, you may seek to protect everyone in the manor, and I would applaud you for such commitment to righteousness! I will be satisfied if no harm comes to my person before this night is over, whatever the circumstances. Do this for me, and I would greatly consider dealing with such competent individuals in the near future.”
Just as he finishes speaking, a series of loud crashes echoes through the house, followed by screaming. Jakti’s eyes widen in alarm as he rushes to the temple’s doors only to discover that the entry hall teeming with the walking dead!
Jakti and his guards begin fending off the zombies.
Aaqir al’Hakam emerges from one of the upstairs hallways and calls to the PCs to “protect the guests,” though he stresses the last word as if to imply one of the other critical guests. The breaking of glass elsewhere in the manor suggests there are far more zombies than just those in the entry hall.
Unfortunately, Temel’s and Metella’s animosity toward each other led them to take rooms at opposite ends of the manor’s ground floor, and Aaqir discourages your from splitting up "it’s very unlikely that the party could save a guest unless they go in full force."
You are in the temple, the guests are on the first floor ... what is your main course of action?
| DMRhino |
To get to Metella with the utmost haste the party can't stand and fight every zombie, there's just too many. The party is at the temple, and she's downstairs and across the manor. The group must first fight their way down the stairs to the ground floor.
Dozens of zombies are on the ground floor and filling the steps, pouring onto the second floor. Jakti and his bodyguards are making short work of the zombies near them. Other guests are screaming as they flee, some are being torn apart by the mass of undead.
Round 1
You may either
1) Try to push your way through the zombies (Combat Maneuver Roll)
2) Or try to jump it! (Acrobatics roll)
Everyone must roll one or the other
You may cast a spell or use a class ability that deals damage to multiple targets to destroy some of the zombies in the party's path.
Fillia Bloodstone
|
Acrobatics 1d20 + 4 ⇒ (8) + 4 = 12
Fillia too decides to try and jump for it.
| DMRhino |
It's group success, so we're good with what has been rolled...
Hinkle channels the energy of Torag causing a couple zombies to fall, and slowing more. Geo uses the moment to dodge through the first couple, leaping to stair railing he slides for a few feet before leaping to the ground at the bottom of the stairs. With a few zombies reaching after Geo, one even toppling over the railing, Fillia takes a couple of giant strides before leaping off the stairs landing on and toppling a couple of zombies at the base of the stairs.
In the confusion, Hinkle and Eoswulf are able to plow their way down the stairs, pushing a couple more zombies over the railing as they go. Both narrowly miss being grabbed as zombies reach for them as they pass.
The party glances at each other, proud of themselves for getting down the stairs so quickly, then they realize they have a sea of zombies and chaos to get through to get to the merchants room. A few zombies notice the party... moaning, they approach. More zombies turn and see the group.
Round 2
You may either
1) Slash your way through (Attack roll)
2) Push through the zombies (Combat Maneuver)
Again, you may cast a spell or use a class ability that deals damage to multiple targets to destroy some of the zombies in the party's path.
Ēoswulf Gērmwynson
|
my +4 sense motive is not enough to beat that first roll. :(
attack roll: 1d20 + 6 ⇒ (12) + 6 = 18
Ēoswulf hacks his way through the zombies. "To Metella!"
-Posted with Wayfinder
Geoclunicus
|
Not really much of a choice... for most, that's the same roll!
Geo casts burning hands in front of the gorup, and then follows Ēoswulf's lead.
Damage: 1d4 ⇒ 4
Attack: 1d20 + 0 ⇒ (5) + 0 = 5
| DMRhino |
Eoswulf plows into the zombies cutting them down left and right, others topple over as dead-again zombies fall into them. Geo blasts a wave of flames over more, some fall, all others stumble around burning. It looks as if some zombies will squeeze behind Eoswulf and Geo, but Hinkle deftly hacks at one, pushing it into a group of approaching zombies, Fillia follows Hinkle and the party makes it safely to Metella's door.
Upon arriving at the door, Geo calls out that he sees a trap!
Round 3
ONE of you must either
1) Trigger the trap and evade it (Acrobatics)
2) Disable the trap (Disable Device)
Ēoswulf Gērmwynson
|
Geo?
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Fillia Bloodstone
|
Acrobatics 1d20 + 4 ⇒ (5) + 4 = 9 Wow I failed everything I tried so far.
Fillia tries to vault it over but fails.
| DMRhino |
Fillia triggers the trap, which releases a tanglefoot bag. Unable to evade it, some time is spent freeing her and clearing the door.
Trying the door, the party finds it must be barred from the inside. You may...
1. Batter it down... uh... Swim... let's override that and say they meant STRENGTH.
2. Take it off its hinges... Knowledge Engineering.
Ēoswulf Gērmwynson
|
if no one has the knowledge then Ēoswulf can try to batter it down
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Fillia Bloodstone
|
Lol I remember this one. Swim. to open a door. I mean Seriously...Strength 1d20 + 3 ⇒ (17) + 3 = 20
Fillia attempts to plant her foot on the door and force it open!
Geoclunicus
|
Sorry - I was on the road this weekend, so missed the trap. If it helps any, I'll retro it...
Disable Trap: 1d20 + 11 ⇒ (9) + 11 = 20
Glad Fillia is strong, because Geo doesn't have engineering knowledge (yet).
| DMRhino |
Geoclunicus Init: 1d20 + 4 ⇒ (3) + 4 = 7
Ēoswulf Init: 1d20 + 3 ⇒ (1) + 3 = 4
Fillia Init: 1d20 + 7 ⇒ (1) + 7 = 8
Hinkle Init: 1d20 + 2 ⇒ (6) + 2 = 8
Zombies: 1d20 + 0 ⇒ (7) + 0 = 7
Assassin: 1d20 + 6 ⇒ (17) + 6 = 23
Metella: 1d20 + 0 ⇒ (19) + 0 = 19
As the party enters the room they find several pieces of furniture overturned. A chair that had been propping the door closed is overturned to and covered in broken door bits.
The party sees Metella being attacked by what you assume to be an assassin. Metella has been injured and looks terrified.
Just as the group is about to act a zombie clambers through an open window, while another smashes through the other window, scattering glass onto the floor.
The assassin takes a swing at Metella with a scimitar, but clearly surprised by the party crashing through the door, and zombies from behind the assassin, she was distracted and Metella is able to evade the swing.
Scimitar: 1d20 + 5 ⇒ (4) + 5 = 9
Metella flees to hide behind some furniture.
Bold is up!
Assassin (Green)
Metella (4)
Fillia
Hinkle
Geo
Zombie (Blue)
Zombie (Red)
Eoswulf
Geoclunicus
|
Geo steps in, drawing his rapier and casting an acid splash at the (red) zombie.
Ranged Touch: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d3 ⇒ 3
Fillia Bloodstone
|
Fire with Bow, +2 to Dmg if human 1d20 + 5 ⇒ (18) + 5 = 231d8 ⇒ 2
A Soft Swish can be heard as Fillia has an arrow nocked and released upon entry.
"Step away from her." she warns.
Hinkle Mikrinkleberry
|
Hinkle will follow up Geo's attack on the zombie with his own magic.
Disrupt undead: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d6 ⇒ 4
Which just seems to fizzle and spark. "Ugggh I hate it when that happens."
| DMRhino |
Howling with a wretched moan, both zombies charge their targets. It passes through your mines that zombies ARE fast, unlike many think.
Red charges Geo, but is hampered by the large chair that Geo was using for cover.
Red Slam vs Geo w/charge: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19 +4 for cover, I don't see mage armor cast, so AC 18?
Slam: 1d6 + 4 ⇒ (6) + 4 = 10
Blue charges up behind the assassin an slams her.
Red Slam vs Assassin w/charge: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
slam: 1d6 + 4 ⇒ (1) + 4 = 5
Assassin (Green - 9)
Metella (4)
Fillia
Hinkle
Geo (10)
Zombie (Blue)
Zombie (Red - 3)
Eoswulf
Ēoswulf Gērmwynson
|
Ēoswulf moves into the room and around the assassin to flank it with the zombie
-Posted with Wayfinder
| DMRhino |
The Assassin attacks Metella!
The zombie takes a wild swing, his claws tearing at her clothes.
Zombie AOO w/flank: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
While somewhat rushed and ungraceful the assassin's sword finds its target.
Attack Vs Metella: 1d20 + 5 ⇒ (5) + 5 = 10
damage: 1d6 + 2 ⇒ (1) + 2 = 3
Metella grabs the little end table next to her and uses it to defend herself Full Defense
Assassin (Green - 9)
Metella (7)
Fillia
Hinkle
Geo (10)
Zombie (Blue)
Zombie (Red - 3)
Eoswulf