Saint Gudule
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haha I love it xD
Saint Gudule, happy to have been useful for once, follows happily the group, whistling a cheerful tone.
000dafi03
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This chamber has been extensively excavated into a giant, amorphously shaped cavern.
The Emerald Spire runs through the center of this chamber. Numerous holes scar its surface, spiraling about the entire column. The damage appears superficial—no more than an inch or two deep in the surface—but a stronger glow from within the pillar leaks through the holes and cracks, casting emerald-colored beams about the room. Several of the holes appear to have been recently patched with brighter chips of emerald crystal.
A humanish creature resides in this room. From the tip of its lashing tail to the serrated features of its fang-filled visage, this fiery-eyed sentinel bristles with barbs.
She congratulates you for finding her, “Ah, this is an interesting development! Few humans manage to find their way to this place. You must be heroes to reckon with! Well, I certainly have no quarrel with you. In fact, I hope we might help each other.”
The nephilim retorts, "Liar! Tortuerer! I have been set free and I will exact my righteous vengeance!"
Saint Gudule: 1d20 + 1 ⇒ (17) + 1 = 18
Barm: 1d20 + 6 ⇒ (12) + 6 = 18
Trutzburg: 1d20 + 2 ⇒ (19) + 2 = 21
Baied: 1d20 + 1 ⇒ (9) + 1 = 10
Regnum: 1d20 + 11 ⇒ (3) + 11 = 14
enemies: 1d20 + 6 ⇒ (16) + 6 = 22
The creature tries to preform some kind of magic! She swirls with black and red energy!
Initiative Order, Bold May Go!
Map Slide
Enemy Creature, casting a spell
Trutzburg
Barm
Saint Gudule
Rengum
Baied
Nephilim
Barm
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Barm moves closer to the enemy and strikes.
Vital strike, Devastating Strike - Furious Focus (power attack) +3 adamantine Greatsword: 1d20 + 20 ⇒ (6) + 20 = 26
damage: 4d6 + 17 + 9 + 2 ⇒ (3, 1, 1, 4) + 17 + 9 + 2 = 37
Regnum Blastface
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Regnum shoots Red, and then again, after a quick reload.
Musket: 1d20 + 17 + 1 - 2 ⇒ (19) + 17 + 1 - 2 = 35
Damage: 1d12 + 8 + 1 ⇒ (9) + 8 + 1 = 18
Musket: 1d20 + 17 + 1 - 2 ⇒ (17) + 17 + 1 - 2 = 33
Damage: 1d12 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Saint Gudule
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Saint Gudule focuses his mind on the spirit of battle that lives in him and unleashes its energy on the group!
Allies within 30 feet of the shaman (including the shaman) receive a +2 morale bonus on attack rolls and weapon damage rolls.
000dafi03
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The spiky creature gets absolutely bombarded by your various attacks, and although you can tell that her tough skin helps absorb the damage from a lot of your attacks, you're still dealing massive damage to her. (DR)
As Barm swings his sword, the spikes extend from the creatures body and stab him at the same time. piercing damage: 1d8 + 6 ⇒ (2) + 6 = 8
The Nephilim moves to do battle, even in his extremely wounded state, and swings with his reclaimed longsword.
longsword: 1d20 + 18 + 2 ⇒ (18) + 18 + 2 = 38
damage: 2d6 + 11 + 2 ⇒ (6, 6) + 11 + 2 = 25
concentration checks: 2d20 ⇒ (5, 17) = 22+16 to each
With Trutzburg's critical hit, there isn't a chance that the creature can concentrate on her spell. She steps back from Barm and Regnum and tries to cast a different spell.
cast defensively: 1d20 + 16 ⇒ (18) + 16 = 34
She vanishes and as she goes, you hear her growling with anger, "Annoying flies! Come find me if you wish to die!"
Combat Over! for now.
Trutzburg
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It passed a DC 60+ concentration check. I am impressed. Or did the 32 not confirm the crit? Otherwise it was hit for 60 damage from my side
Trutzburg attacks again.
Attack: 1d20 + 18 + 2 ⇒ (7) + 18 + 2 = 271d10 + 23 + 2 ⇒ (4) + 23 + 2 = 29
Attack: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 291d10 + 23 + 2 ⇒ (2) + 23 + 2 = 27
000dafi03
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Oh shoot, I read those as two separate attacks, my bad. Yeah, even with DR, its not going to pass that concentration check. Good thing we posted so close together so I can still edit it.
Regnum Blastface
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OMG something that we can't auto kill!
Regnum reloads his musket and stands there defiant and stoic, ready for the next attack.
000dafi03
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Yeah, but you hurt her pretty bad and if Trutzburg hadn't crit, Saint Gudule was in for a beating, but I managed to edit it out when Trutzburg informed me that he had crit, not swung twice, ruining the creature's concentration on summoning another one of her kind.
The nephilim looks quite frustrated, "Don't worry, we will come find you and kill you! You spiked little she-devil!"
Other than the spire itself, there isn't much of interest in this room.
000dafi03
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You head east and open the door in that direction. From this simple, square room, a long passage leads north until it is blocked by rubble. There is a door in the western wall (the one you came from).
A hideous monstrosity crafted from body parts stitched together with thick string, wire, and metal staples lurches to horrific life. It immediately goes into a frenzy, but is partially chained to the wall, causing it to stop just short of the doorway, but its desperate to get at you and crush you.
This thing has -1 initiative and Regnum can shot it without putting anyone in danger so I'm not even going to put a combat order.
DC 17 knowledge Arcana to identify it.
Kill the creature or close the door and leave it alone to its rage?
000dafi03
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You kill the flesh golem and search the room. Other than the decaying bodies of, now, two flesh golems, you don't find anything interesting in here.
Returning to the long hallway, as it remains the last set of choices.
This short passage leads to a closed door. The walkway is littered with piles of stone bowls, skulls, crudely carved idols, and large chunks of quartzite, hematite, and other semi-precious minerals. A yellowish light leaks from the crack at the bottom of the door.
You can move through the rubble to the left/west, but medium creatures have to squeeze and large creatures won't be able to fit (Nephilium). However there is a door at the end of the hallway that also goes left/west.
Regnum Blastface
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Regnum follows Barm - who is either crazy enough to split the part up leaving Nephilium and those that want to follow him on one side of the rubble, or is smart enough to go to the doorway at the end of the hall.
000dafi03
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The big man has to squeeze in his shoulders to slide down the narrow hallway. Once there, you walk into the room.
The passage ascends into a dark antechamber covered with plates of brass and porcelain. Its tiled walls have been bashed to splinters and smeared with filth. Most of the rubble has been pushed up along the north wall in small piles. To the west lie the shattered remains of a smaller side room, its walls broken to the foundation. Along the east wall, a wooden door hangs half open.
In this room is a sleeping creature like the first ones you fought. DC 16 stealth to not wake it up...or Barm can just hit it when it does wake up.
When you search this room, you find a secret passage that heads north, underneath the rubble. Medium creatures are fine, large need to squeeze.
000dafi03
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No traps here.
This room retains its original shape, though the walls are covered with crude pictographic graffiti depicting humanoids committing obscene and violent acts. Piles of rubble form several makeshift bunkers—a defensive barricade facing a single door set into north wall.
As Barm enters, he sees a creature like the previous ones, but this one looks angry and is violently racing towards him, screaming while swinging a huge club!
Saint Gudule: 1d20 + 1 ⇒ (13) + 1 = 14
Barm: 1d20 + 6 ⇒ (19) + 6 = 25
Trutzburg: 1d20 + 2 ⇒ (5) + 2 = 7
Baied: 1d20 + 1 ⇒ (1) + 1 = 2
Regnum: 1d20 + 11 ⇒ (1) + 11 = 12
enemies: 1d20 + 10 ⇒ (16) + 10 = 26
The creature charges barm, swinging like crazy, while his two followers join him.
greatclub vs Barm flatfooted, charge, power attack: 1d20 + 18 - 3 ⇒ (4) + 18 - 3 = 19
The two other creatures share a space together (swarming) to throw Barm off while they attack at him with their clubs and teeth.
club 1, flank, flatfooted: 1d20 + 7 ⇒ (9) + 7 = 16
club 3, flank, flatfooted: 1d20 + 7 ⇒ (8) + 7 = 15
Initiative Order, Bold May Go!
Map Slide
Enemies
Barm
Saint Gudule
Regnum
Trutzburg
Baied
Barm
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Barm steps to the side 5ft and strikes the big one.
Melee- Furious Focus (power attack) +1 adamantine Greatsword: 1d20 + 20 ⇒ (2) + 20 = 22
damage: 2d6 + 17 + 9 ⇒ (5, 3) + 17 + 9 = 34
Melee- Furious Focus (power attack) +1 adamantine Greatsword: 1d20 + 12 ⇒ (8) + 12 = 20
damage: 2d6 + 17 + 9 ⇒ (5, 6) + 17 + 9 = 37
Regnum Blastface
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Regnum, seeing a somewhat clear shot, does what he does best. Shoots, reloads, and shoots again for good measure.
Musket: 1d20 + 17 + 1 - 2 ⇒ (17) + 17 + 1 - 2 = 33
Damage: 1d12 + 8 ⇒ (9) + 8 = 17
Musket: 1d20 + 17 + 1 - 2 ⇒ (10) + 17 + 1 - 2 = 26
Damage: 1d12 + 8 ⇒ (6) + 8 = 14
Saint Gudule
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Shaken by the sudden disappearance of the previous enemy and the augur of an unholy beating of his ass, Saint Gudule chooses once more to focus his mind on the spirit of battle that lives in him and unleashes its energy on the group!
Allies within 30 feet receive a +2 morale bonus on attack rolls and weapon damage rolls.
000dafi03
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Without going into the next room through the downward, then upward curved tunnel, the creatures will have improved cover from ranged attacks, Regnum. However, you're hitting the touch AC of a barbarian type creature, so, yeah, you still hit, even with that +8 AC.
Barm just barely lands his first hit on the club swinger, but the creature seems unfazed, or possibly even angrier that someone could hit him.
Regnum makes two miracle shots work and lands two bullets into the feet of the lead creature.
Trutzburg moves through the tunnel and slices into the leader as well.
The club swinger looks massively injured, but continues to seeth with rage and fight on!
Initiative Order, Bold May Go!
Map Slide
Enemies, Leader -100hp
Barm
Saint Gudule
Regnum
Trutzburg
Baied
000dafi03
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Baied's bolt misses while the frenzied creature continues to swing at Barm.
power attack club, barm: 1d20 + 16 - 3 ⇒ (7) + 16 - 3 = 20
power attack club, barm: 1d20 + 11 - 3 ⇒ (12) + 11 - 3 = 20
But luck isn't on the creature's side as both his attacks miss once again.
The other two creatures try to attack, but don't have much of a chance of hitting these skilled combatants.
Initiative Order, Bold May Go!
Map Slide
Enemies, Leader -100hp
Barm
Saint Gudule
Regnum
Trutzburg
Baied
Regnum Blastface
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Free Action to reload, move, shoot.
Regnum, shooting into near darkness, reloads his weapon quickly and moves to a position to where he can more easily see his adversary. Aiming quickly, he fires.
Musket: 1d20 + 17 + 1 + 2 ⇒ (14) + 17 + 1 + 2 = 34
Damage: 1d12 + 8 + 1 + 2 ⇒ (9) + 8 + 1 + 2 = 20
Barm
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Barm continues to attack the creature.
Furious Focus (power attack) +1 adamantine Greatsword: 1d20 + 20 ⇒ (5) + 20 = 25
damage: 2d6 + 17 + 9 ⇒ (3, 5) + 17 + 9 = 34
Furious Focus (power attack) +1 adamantine Greatsword: 1d20 + 12 ⇒ (3) + 12 = 15
damage: 2d6 + 17 + 9 ⇒ (4, 5) + 17 + 9 = 35
000dafi03
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The creatures fall to your combined martial prowess!
Combat Over!
You find a potion of barkskin, 2 potions? of darkness, a +1 greatclub, and +2 bracers of armor on the lead creature.
@Barm, the creature might have tried to sunder your adamantine greatsword, but it would take 2 attacks for him to actually break it and it didn't really make much sense for him to do that while being stabbed and shot and nearly dead. Regardless, I was going to say it was only broken for your current floor because a GM sundering someone's gear kind of sucks, but its part of his tactics.
Regnum Blastface
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Regnum checks the door to the north.
PER: 1d20 + 21 ⇒ (7) + 21 = 28
If Needed
Disable: 1d20 + 25 ⇒ (5) + 25 = 30
000dafi03
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There are no traps on the door, but when you open it, you almost immediately spot another pit trap like the one before, as well as more of the creatures hiding in the rubble. Due to the lack of surprise, the creatures scramble away done holes far too tiny to seemingly fit them.
In addition, you see the next door standing wide open with stairs leading to the next floor down.
000dafi03
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"I still want revenge on the mistress of thorns we fought earlier, that she-demon, but I am still greatly wounded and free to leave. With your help I can defeat her, but alone, I will need time to recover." he says, not leaning one way or the other since he enjoys the idea of defeating her in single combat, but not in his current state.
Baied Eldourha
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I can heal you. Maybe it would be better to defeat this foe, before she becomes.. a thorn in our side. If we meet her on our way back to the top of the Spire, already wounded, that could be a bigger trouble. Now she is already wounded, and we might be able to defeat her more easily perhaps, without taxing our ressources too much. It could be a good investment.
Regnum Blastface
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"So lets go find this foe. Sounds like we are all in agreement. Barm, lead us off as normal."
PER: 1d20 + 21 ⇒ (11) + 21 = 32
Disable: 1d20 + 25 ⇒ (19) + 25 = 44
000dafi03
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The nephiliam has 17hp out of 104
You head south and discover an alcove. In the center of this alcove stand the vandalized remains of what is barely recognizable as a statue of bird-headed being with serpents for legs. Long, bronze tubes line an alcove behind the statue.
This statue once depicted the demon lord Abraxas
There are 2 doors to the east here, one more north than the other.
Baied Eldourha
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Know religion: 1d20 + 9 ⇒ (13) + 9 = 22
That was the demon-Lord Abraxas. Only the statue depicts it on a more favorable angle. Now let me heal you
CCW: 3d8 + 5 ⇒ (2, 7, 4) + 5 = 18
CMW wand: 2d8 + 3 ⇒ (2, 1) + 3 = 6
CMW wand: 2d8 + 3 ⇒ (8, 8) + 3 = 19
Swap Magic Vestment for CCW, use 2 charges of my CMW Wand (6/50 left), Nephilim 17+18+6+19=60HP
Saint Gudule
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Saint Gudule follows, eager to discover where the mistress of thorns is hidden.
"Sneaky sneaky! Are you there?"