| Friar Ferez |
Friar is ready to be teleported. He has no other spells to cast. Alie has the 3 Wish Scrolls.
| The Worm That Walks |
You teleport into a city that does not resemble the city you left behind. You hear distant shouts, clangs, and screams that are indications of the chaos running rampant through the streets. The muted flicker of light from buildings burning can be seen across the city. Worse, plumes of foul green fog boil and churn throughout the city, obscuring entire blocks of buildings. There is no sign in the skies above of the ubiquitous Blessed Angles - it would seem the erinyes guardians of the city have abandoned it. Yet, despite these tragedies, the most impressive site is Midas' Great Project. The last time you saw this structure it was little more than a squat ziggurat. Now, an immense tower rises from the ziggurat, stretching well over 750 feet into the sky. Dozens of strange pods and balconies line the edges of the tower, many of which are crumbled and ruined, and in the sky above the clouds spiral and churn like muddy water around a drain. Even the light seems wrong - gray and muted, as if Sarenrae's sun itself were loath to look upon this corner of the world.
Mistwall Manor stands in front of you dark and seemingly abandoned. The guards you became familiar with are gone. Behind you across the Street of a Dozen Smiles and over the wall of Maskholm's boneyard roils one of those plumes of sickening green fog. It pours over the graveyard wall obscuring a fifty foot section of it.
Celeste, who brought you here, gives you a very concerned look before saying, "Good Luck" and teleporting away.
| Valgrim Twin-Axe |
Actually, Valgrim has 3 Death Ward scrolls, so we're not totally unprepared.
"Well, let's get to work. I am sure the Manor holds some secrets as to Lashonna's whereabouts." Valgrim moves to the door, checks for traps (Perception 42 if you take 10 or 44 if it involved stone). No traps, he breaks in and heads to underground, looking for cellar or basement.
| The Worm That Walks |
The entrance gates swing open easily on well-oiled hinges. You cross the grounds through Mistwall Manor's elaborate garden, passing under the watchful eyes of an impressive wyvern statue and circling a fountain with water pouring from various cherubic angels holding pots. The manor's elegantly carved doors are locked up tight, and the windows are all barred and shuttered. No magic emanates from them.
| Valgrim Twin-Axe |
Hmmmm.....wonder what is so impressive about the statue? Valgrim takes a brief look around the wyvern statue to see if there is anything odd or hidden about it.
Perception: 1d20 + 32 ⇒ (16) + 32 = 48...+2 if stone
If there is nothing special about the statue, he tries to force open the front door with his crowbar (he asks for help): Strength check: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
| The Worm That Walks |
Taking a closer look at the wyvern statue, Valgrim at first finds nothing but frowns as he notices the statue has been made from several cleverly put together pieces of stone. Too cleverly put together for a garden in the ranger's opinion, it's the way the stone pieces have been cut. Climbing up and investigating further reveals the reason for the subtly odd seams in the stone - they were carved to disguise a secret door on the wyverns flank that must have taken a dwarven hand, because it is so well hidden. But if Valgrim recognizes anything, it is well constructed stonework...
DC 40 to find the door.
| Valgrim Twin-Axe |
Damn, that was high!
"Clever girl...guys, I found a door here." Valgrim checks for traps: 1d20 + 32 ⇒ (15) + 32 = 47. If not trapped, he tries to open the door. If it's locked, he asks Alie to cast Knock on it as it maybe arcane locked.
Alie Saechell
|
Im going to have to use a third level slot if it's locked. I have burned through all my level 2's so far!
| Valgrim Twin-Axe |
To keep things moving along and not spend 3 days in RL with this door:
Alie casts Knock using a 3rd level spell.
CL check: 1d20 + 20 + 10 ⇒ (18) + 20 + 10 = 48
Then Bubba uses his wand of unseen servant to summon one who he commands to open the door, while we stand 35' back and watch what happens.
If trap goes off, Valgrim will proceed to open door, hoping trap does not reset.
| Valgrim Twin-Axe |
Valgrim has the Unseen Servant pass the barrier of the door, just to see what happens to it. Then, he speaks quietly, "We have to conserve our resources so I will go down invisibly and scout the area to see what awaits us. I'll be back soon, hopefully." He asks for Death Ward (from scroll) and Shield of Faith for Friar to cast on him. Then he walks past the door bracing bracing himself for a trap then turns invisible with his ring and proceeds using Stealth and Camouflage in Favored Terrain (underground), examining any tracks/traps he may find.
3 Scroll of Death Ward left and I think Bubba has two also.
I know dungeons can be time-consuming so here are Valgrim's modifiers:
+28 Stealth (+48 invisible) underground
+36 Perception (+38 vs stone) (+46 vs undead)
+42 track (+50 vs. undead)
AC: 42/46 vs. undead
You can roll for me "off camera" or just add average of 10.
| Friar Ferez |
We have a piece of the Rod of Seven Parts, right? It can cast Heal 1/day, correct?
Friar casts the requested spells on Valgrim and also adds Protection from Evil to the list. "Can't have you getting dominated, Valgrim? Now go kick a$$ and come back quick."
| The Worm That Walks |
As Valgrim passes through the secret door the sigils flare to life and the ranger has powerful necromantic magics create wounds across the surface of his body. After recovering Valgrim heads down the steps and into the darkness carefully searching for traps as he goes. After a descent of around a hundred feet the spiraling staircase ends in a hallway that goes both left and right from the stairs. The rangers intuition tells him that going right heads toward the manor.
Valgrim fort save versus Harm spell: 1d20 ⇒ 12 Success with bonuses. 75 damage. Alie thinks it is a Greater Glyph of Warding after she sees the effect go off and that it is now discharged and will not "harm" you further ;)
Yes, the Rod of Seven Parts gives you a Heal 1/day.
| Valgrim Twin-Axe |
Ouch......the result of no rogue in the group.
I see we found a wand of cure critical wounds in the Mahuudril treasure. He passes wand on to Friar.
Charge 1: 4d8 + 7 ⇒ (8, 8, 8, 8) + 7 = 39
Charge 2: 4d8 + 7 ⇒ (4, 8, 3, 2) + 7 = 24
Charge 3: 4d8 + 7 ⇒ (8, 2, 2, 2) + 7 = 21
Valgrim is at full hit points and he also grabs the speed ghost touch dagger and puts it on his boot sheath.
He heads toward the manor and continues scouting as he has not yet found anything to report on.
| The Worm That Walks |
The hallway slopes up slightly for a bit before ending in a smooth wall. After some more careful searching Valgrim determines it is another secret door that has some more of those sigils carved in the walls around it. He also thinks he is somewhere directly under the mansion at this point.
Perception: 1d20 + 34 ⇒ (19) + 34 = 53
Another DC 40 secret door.
| Valgrim Twin-Axe |
+38 perception against stone
Valgrim opens door and grins and bears damage while maintaining stealth
Fort save: 1d20 ⇒ 18
75 damage correct?
| The Worm That Walks |
Indeed, 75 damage.
Valgrim eases open the door as quietly as he can but the low grinding of the door sounds like an avalanch to his sensitive ears. The magic also makes a low hum as it is triggered but after pausing to see if there is any reaction to his intrusion, he hears none. The secret door opens into the back of a large wine cask laying on its side. Opening a second wooden door that makes up the front cask, the ranger finds himself in a vast cool dark wineceller. All is quiet and he can just make out a large door on the other side of the chamber. Lashonna's expensive tastes are reflected here as dusty aged bottles of wine from seemingly every kingdom and every nationality lie in neat racks upon rows of shelves.
| Valgrim Twin-Axe |
Valgtim has 120 DV so he approaches the door invisible and in stealth, listens at it for enemies, checks for traps, and then opens it as quietly as possible. Same stealth modifiers.
| Valgrim Twin-Axe |
Not wanting to cause a ruckus, Valgrim heads back to the statue and takes the other path away from the manor.
| The Worm That Walks |
This path goes some distance and under the street above until Valgrim is certain he must be underneath the closest section of the Boneyard to Mistwall Manor. It ends abruptly in a solid wooden door reinforced with steel that the ranger detects neither trap on nor noise beyond. However, he does notice a dim light coming from the crack underneath the door.
Valgrim: 288/213
Ferez: 185/185+15
Bublaka: 215/215+15
Alie: 185/185+15
Party Buffs:
Life Bubble - party - 42 hours
Status - party - 24 hours
Heroes' Feast - party - 1d8 + 10 ⇒ (5) + 10 = 15 temporary hit points, +4 morale vs. poison and fear, +1 morale bonus attack and Will saves
Valgrim:
Magic Vestment - Valgrim armor - 21 hours
Sacred Bond - Valgrim/Friar - 150 minutes
Prot from Fire - 140 minutes
Stoneskin - 140 minutes
Barkskin (100 minutes)
Freedom of Movement (self, 100 minutes)
Greater Darkvision (self, 120', 15 hours)
Death Ward 2 mins
Shield of Faith 17 mins
Ferez:
Magic Vestment (x2) - Friar's armor and shield - 20 hours
Sacred Bond - Valgrim/Friar - 150 minutes
Prot from Fire - 150 minutes
Barkskin (100 minutes)
Stoneskin - 140 mins
Alie:
Protection from Cold - 140 minutes
Freedom of Movement - 140 minutes
Stoneskin - 140 minutes
Bublaka:
Prot from Fire - 140 minutes
Barkskin (100 minutes)
Freedom of Movement - 140 minutes
| The Worm That Walks |
Actually, I take it back, you do hear something before opening the door. I was thinking listening through a door made things more difficult than just a +5 DC.
The faint crackle of a fire within? The slight creaking of leather...armor or glove tightening on a hilt? the faintest sound of a foot shifting on the stone floor? There is another...more than one in there then.
| Valgrim Twin-Axe |
Valgrim stealths away and goes back and gets the party and brings them down to this room, staying 50' ahead of the party. He also gets healed by the wand:
4d8 + 7 ⇒ (8, 2, 3, 5) + 7 = 25
4d8 + 7 ⇒ (4, 6, 7, 2) + 7 = 26
4d8 + 7 ⇒ (1, 6, 3, 6) + 7 = 23
4 charges left in wand
When party in position, he opens the door.
| The Worm That Walks |
Ok, new map is up.
Valgrim opens the door upon a chamber that looks like a well furnished guardroom , with a long wooden table and several weapon racks. A large, lit fireplace stands in the east wall, A set of closed double doors looms in the middle of the north wall, and a narrow stairway leads up to the west. Lying bound in middle of the room are about a dozen townfolk, bound with ropes and gagged. At the table sit four rough looking men that turn with surprised looks at the suddenly opening door.
Valgrim's perception roll: 1d20 ⇒ 2
Valgrim: You have a PM.
Roll initiatives and state your surprise round actions.
Alie Saechell
|
Initiative 1d20 + 9 ⇒ (8) + 9 = 17
Alie delays to see how her friends do against these apparent humans, wanting to conserve magic if possible.
| Valgrim Twin-Axe |
Initiative: 1d20 + 12 ⇒ (6) + 12 = 18
Modifiers to hit:
+20 Base
+8 favored enemy
+4 weapon
+7 Str
+1 Heroes Feast
+2 charge
+2 invisible
-5 Dazing Assault
Modifiers to damage:
+10 Str 2-handed
+4 weapon
+8 favored enemy
+24 power attack
If I go first, while invisible partial charge/Dazing Assault with power attack and Furious Focus at the figure behind the pillar with cover modifiers if possible: 1d20 + 20 + 7 + 4 + 1 + 2 + 8 - 5 + 2 ⇒ (2) + 20 + 7 + 4 + 1 + 2 + 8 - 5 + 2 = 41 vs. FF AC
Damage: 2d4 + 4d6 + 46 ⇒ (4, 4) + (6, 2, 2, 1) + 46 = 65
Fort DC 30 or be Dazed for 1 round
If not possible, direct attack against one of the other rough looking men (subtract -8 to hit and -8 damage if not undead).
After the attack, Valgrim turns visible, and curses, "Damn vampires!"
Did not move token as I do not know if my opponent is on map.
| Friar Ferez |
Initiative: 1d20 + 7 ⇒ (11) + 7 = 18
Friar uses his standard action to invoke his Nimbus of Light in case any undead enemies rush past Valgrim down the hall - 30' aura of daylight deals 19 dam to undead each round and dispels [Darkness] spells.
| Bublaka |
Initiative: 1d20 + 5 ⇒ (6) + 5 = 11
"Gentlemen, if you know what's good for you, you will throw down your weapons and repent of consorting with the evil that invades this town."
Intimidate: 1d20 + 33 ⇒ (13) + 33 = 46
Thinking Valgrim's appearance should lend credence to my statement. DC to cause them to be shaken is 10 + their HD + their WIS mod; success makes them shaken for one round +1 for every 5 I beat the DC by.
| The Worm That Walks |
Hello to those in Roll20. Sorry I missed ya. Wasn't actually there, left myself online :/
Valgrim dashes up to the vampire and lays a slash across his face causing him to reel from the unseen attack.
Fort save: 1d20 + 13 ⇒ (15) + 13 = 28 Fail. Dazed.
The door slams shut again. Meanwhile, inside the room from out of the shadows strike a couple of figures wrapped in shadows that the ranger missed on his first assessment. The first attempts to knock the trangers weapon away while the second comes up behind to try and grab the warrior from behind while baring his fangs in anticipation. Both spring back into the shadows after both successful disarm and failed grapple. The third remains dazed in front of the ranger.
Unarmed strike to disarm (does not provoke AOO): 1d20 + 30 ⇒ (20) + 30 = 50 Success, falchion falls to hang on its lanyard.
Unarmed strike to grapple (does not provoke AOO): 1d20 + 30 ⇒ (17) + 30 = 47 Success, but Freedom of Movement allows Valgrim to escape.
Meanwhile, a man you recognize from Midas' party flies down from the wall and slams closed the door. Valgrim remembers trading pointers with him on the finer ways to bring giants down. His name is Captain Vulras who commands a band of rangers to the north. He weeps openly as he yells out, "Lashonna! Hear me, I will honor you with this man's death."
Your actions.
| Valgrim Twin-Axe |
GM, bonus on damage from mythic power attack is +27 not +24, so add +3 damage to prior damage for a total of 68.
Valgrim stares at Vulras and the vampires. "Impressive to disarm me, just makes me kill you all more slowly. And you Vulras, you discussed hunting orcs with us at Midas' feast. And here you are, one of Lashonna's lapdogs. Sad. I'll get about to ending your existence in a second."
Valgrim uses a move action to get a grip on his weapon again and strikes out with another Dazing Assault against the dazed vampire next to him.
Power attack, Dazing assault, fighting defensively: 1d20 + 31 ⇒ (17) + 31 = 48...threat
Confirmation: 1d20 + 31 ⇒ (1) + 31 = 32...no
Damage: 2d4 + 2d6 + 49 ⇒ (1, 2) + (3, 2) + 49 = 57
DC 30 Fort save or be Dazed
A little confused where I am on the map and as to where the vampires and Vulras are so please point them out.
| The Worm That Walks |
Yeah, sorry hadn't fully updated the map before getting dragged off to holiday stuff. The new vampires that appeared couldn't jump away afterward (forgot for a moment it was just partial actions), so they are still there if you want to do something else. One additional thing is the illusions disappear. Map is updated now. Labeled the bad guys now so you can tell them apart. You've been attacking Vampire #2.
The vampires concentration now broken, the prisoners and thugs at the table disappear into thin air.
| Friar Ferez |
Realizing the dwarf is outnumbered, Friar uncharacteristically starts barking orders: "Alie, use your magic to open the door (cantrip), Bublaka inspire us and Valgrim to battle, and I will bathe the undead in the holy light of Sarenrae." Friar double moves down the hallway, drawing his +3 disruption morningstar, until he can catch all the undead in his Nimbus of Light aura. He also wants to be 15' away from the assailant in the hall.
GM, I was moving my token and misplaced it in the darkness and I could not find him. Please place him correctly. Sorry. Undead take 20 damage per round from Nimbus.
| Friar Ferez |
Ferez: I found him and moved him to where I think you intended.
Perfect, GM! Merry Christmas to all!
| Valgrim Twin-Axe |
I do not see numbers on the vampires but now I would modify my action as follows after Bubba's inspire courage: attack vampire #2 as before (add +4 hit and damage) and then assuming it hits, cleave into the vampire who disarmed me.
Power attack, cleave, Dazing assault: 1d20 + 20 + 7 + 4 + 8 + 1 + 4 - 5 ⇒ (17) + 20 + 7 + 4 + 8 + 1 + 4 - 5 = 56...threat
Confirmation: 1d20 + 20 + 7 + 4 + 8 + 1 + 4 - 5 ⇒ (5) + 20 + 7 + 4 + 8 + 1 + 4 - 5 = 44
Mythic power attack Damage: 6d4 + 2d6 + 78 + 162 ⇒ (2, 3, 2, 4, 3, 3) + (3, 6) + 78 + 162 = 266
+26 damage (+10 Str +4 weapon +8 favored enemy + 4IC)x3= 78
Power attack extra damage =+27; doubled =+54; tripled =162... seems super OP, if you want I can swap out feat.
Without Mythic= 158 damage
Fort save DC 30 or be Dazed
| The Worm That Walks |
We'll keep the mythic power attack for this battle while I ponder and we discuss it. It is pretty crazy.
Vampire #2 fort save: 1d20 + 13 ⇒ (15) + 13 = 28 Fail again. Still dazed.
Valgrim slashes the staggered vampire across the face, keeping him reeling but then follows through with a powerful blow that cuts across embeds itself deeply in a second assailants chest, severing the stricken vampire's spine. The vampire looks stupidly down at the blade for a moment before disolving into a mist...
| The Worm That Walks |
Was waiting for confirmation and anything else Bub wanted to do this round but we'll assume he just Inspires.
Valgrim's remaining able foe steps around him to get out of the burning light and lashes out at the dwarven warrior with a blinding series of blows.
Vampire flurrly of blows:
Strike #1: 1d20 + 27 ⇒ (10) + 27 = 37
Strike #2: 1d20 + 27 ⇒ (19) + 27 = 46
Strike #3: 1d20 + 27 ⇒ (3) + 27 = 30
Strike #4: 1d20 + 27 ⇒ (6) + 27 = 33
Strike #5: 1d20 + 27 ⇒ (4) + 27 = 31
Valgrim: Think all those missed because you are fighting defensively but curious as to why your initial strike was at +31 while your cleave strike was at +39, not that it would change the outcome at all.
Meanwhile Captain Vulras floats a foot above the floor and turns toward the blazing sun that is Ferez. He opens his arm as if welcoming the light. As he flies forward with, now smoking, bloody tears streaming down his face, he says toward the heavens, "See my mistress. I would embrace and strike down the very sun for you!" He brings down his bastard sword in a deadly arc as he arrives in front of the priest of Sarenrae. As the blade cuts Ferez he feels a creeping cold emptiness as his very life energies get pulled into the blade.
Captain Vulras bastard sword strike: 1d20 + 27 ⇒ (15) + 27 = 42
Damage: 1d10 + 12 ⇒ (10) + 12 = 22 and two negative levels.
| Valgrim Twin-Axe |
Oops, sorry about that - forgot to factor in the -6 for power attack and -4 for fighting defensively - so the confirmation roll was a 34. Don't know if that was enough to crit so it may change the number of enemies on me. My apologies.
| The Worm That Walks |
No worries, I missed that the confirmation roll was so low, was just looking at the natural 17 roll before that. Yes, that would fail to confirm, the ones around you all have an AC of 37 for future reference. Since he is still around and kicking, let's see if he makes his fort save...
Fort save: 1d20 + 13 ⇒ (1) + 13 = 14 Lol, nope! So while he is still there, he is dazed also. Didn't change too much.
And....it's all your actions again.
| Valgrim Twin-Axe |
Valgrim asks for Haste from Bubba.
Valgrim then full-attacks the vampires, starting with the one he has Dazed twice (#2) and then moving to the one he just Dazed.
Hasted Power attack: 1d20 + 20 + 7 + 4 + 8 + 4 + 1 + 1 ⇒ (4) + 20 + 7 + 4 + 8 + 4 + 1 + 1 = 49
Damage: 2d4 + 4d6 + 49 ⇒ (1, 1) + (6, 6, 4, 1) + 49 = 68
Power attack: 1d20 + 20 + 7 + 4 + 8 + 4 - 6 + 1 + 1 ⇒ (5) + 20 + 7 + 4 + 8 + 4 - 6 + 1 + 1 = 44
Damage: 2d4 + 4d6 + 49 ⇒ (2, 2) + (3, 3, 4, 1) + 49 = 64
Power attack: 1d20 + 15 + 7 + 4 + 8 + 4 - 6 + 1 ⇒ (1) + 15 + 7 + 4 + 8 + 4 - 6 + 1 = 34...miss
Power attack: 1d20 + 10 + 7 + 4 + 8 + 4 - 6 + 1 + 1 ⇒ (13) + 10 + 7 + 4 + 8 + 4 - 6 + 1 + 1 = 42
Damage: 2d4 + 4d6 + 49 ⇒ (1, 4) + (6, 3, 5, 4) + 49 = 72
Power attack: 1d20 + 5 + 7 + 4 + 8 + 4 - 6 + 1 + 1 ⇒ (11) + 5 + 7 + 4 + 8 + 4 - 6 + 1 + 1 = 35...miss
| Friar Ferez |
With haste, Friar strikes at the vampire with his Morningstar.
Attack: 1d20 + 23 - 2 ⇒ (12) + 23 - 2 = 33
Attack: 1d20 - 2 + 23 ⇒ (16) - 2 + 23 = 37
Attack: 1d20 - 2 + 18 ⇒ (7) - 2 + 18 = 23
Attack: 1d20 - 2 + 13 ⇒ (8) - 2 + 13 = 19
20 more damage from Nimbus
If any attack hits, DC 14 Will save or be destroyed- you could roll a natural 1
Damage: 1d8 + 1 + 3 + 4 ⇒ (6) + 1 + 3 + 4 = 14