Janeesa |
Janeesa continuedsher climb, though she is seriously shaken by this development. She continues the arduous process of securing her grapple and before she climbed upward. A fall from this height...she didn't relish the idea.
1d20 + 0 ⇒ (3) + 0 = 3
rando1000 |
Janeesa continuedsher climb, though she is seriously shaken by this development. She continues the arduous process of securing her grapple and before she climbed upward. A fall from this height...she didn't relish the idea.
1d20+0
Okay, that's two 3's and an 8. This is getting silly.
DM_DM |
Woo climbing!
Okay, advance team: there's some shrubs growing out of the cliff above you. Until you reached them, they somewhat obscured your view of the cliff's edge. But now that you've passed them, you can see... there's another display.
Two bodies are hanging on chains over the edge of the cliff. (The chains are parallel to the rope but about 20' off to the right.) One is human and is obviously dead. Several sea birds are flapping around the body, pecking at it; they've already removed the eyes and some of the softer bits. The other is a halfling. She may or may not be dead; she's not moving but the birds haven't been at her yet.
There's a ledge that goes just below the bodies -- in fact, it looks like they were deliberately hung just above it. So, if you want to approach them, there's easy access. However, as noted, it's hard to do stealth on a naked cliff face on a clear sunny day.
Brother Attero Dominatus |
Attero waits for Grinceroy to deal with...whatever that was, in the best way hedeems possible, then follows up.
Climb!: 1d20 + 8 ⇒ (15) + 8 = 23
The top gained, the Warpriest again grasps the rope and hauls Janeesa upwards.
Climb Assist!: 1d20 + 8 ⇒ (13) + 8 = 21 That's +2 to her climb check, which makes it a success.
As the party observes the gruesome display, Attero shakes his head. "Such exhibitions are unseemly. An enemy deserves to be crushed, of course, but the body should be given all rights due, so long as they fought honorably. Look there, the halfling is mostly unmarred. If you do not mind, I'd like to take them down and give the body proper rights. Even if they are reclaimed by the sea, 'tis a better end then the fate they have here."
Heedless of being spotted, Brother Dominatus gains the ledge and examines the halfling for the best way to take them down without causing the corpse too much more damage.
Perception!: 1d20 + 5 ⇒ (8) + 5 = 13
Callinda Swan |
these new bodies / ledge are just below the top, right?
Noting the gruesome sight, Callinda focuses on making the top of the cliff to ensure the scene is safe for the rest of the party, rather than pausing to investigate.
Grinceroy |
Grinceroy looks to Callinda at the sight of the bodies, but then back up. Now is not the time for investigation. He quickly finishes the climb then looks around for the danger.
DM_DM |
[dice=Climb Assist!]d20+8 That's +2 to her climb check, which makes it a success.
Nice! Okay, Janeesa is pulled up.
Heedless of being spotted, Brother Dominatus gains the ledge and examines the halfling for the best way to take them down without causing the corpse too much more damage.
Dang, it's the CLERIC who went there. Unexpected, but... okay!
Brother Dominatus, please roll a Will save.
DM_DM |
Meanwhile: a dark bit of stone near the top of the cliff suddenly... unfolds. A woman was hiding there, waiting. And her Stealth roll was the natural 20 I rolled a while back. She's been lurking and nobody spotted her. So -- surprise round for her!
She's tall and slender and very pale. Her wings are vast and black. She lifts a black sword. She speaks and her voice is harsh but very clear, like the ringing of a dark bell.
"Who would help the condemned, is condemned." With a single swift motion she cuts the rope.
DM_DM |
Janeesa was the only party member who mentioned taking safety precautions (grappling hook). So she's fine. Grinceroy wasn't using the rope, so he's fine. Brother Dominatus needs to make his Will save first.
The other two, please make DC 12 Reflex saves. Note that this is happening on the surprise round, when she gets to act and you don't.
DM_DM |
I'll be a little bit sorry if someone falls, takes 20d6 of damage, and dies -- but we did open with a 300' climb up a cliff, and everyone did have the chance to stock up on potions of Spider Climb or whatnot, or at least to take basic safety precautions. Only Janeesa did. So, let's see those Reflex saves.
DM_DM |
[dice=Will Save]d20+9
Do I still have to make the Reflex save since I was on the ledge?
Yes you do, and here's why: the Will save was to spot that the ledge was an illusion. (And so is the halfling.) A failed Will save would have meant you let go of the rope and confidently stepped off into empty space.
Morvius Zaan |
Agreed - very well played, DMDM!
Reflex save: 1d20 + 8 ⇒ (19) + 8 = 27
"Sink me," is Morvius' only reaction to seeing the rope being cut. With reflexes born of long training, he jumps to one side, securing himself on the cliff, watching as the rope falls into the sea below him. With his free hand, he carefully adjusts his cravat so that it doesn't brush against the filth of the rocks he is now clinging to. (Figure that a 27 lets him make the save with some style)
DM_DM |
I would agree; Morvius' cravat is adjusted. He may briefly consider reaching into his tunic for his embossed silver case of cigarillos, but upon consideration, perhaps not now.
Waiting on Callinda's Reflex save, and then it's Round 1. So, you can roll Init if you like -- and I guess Callinda also should roll /if/ she makes her Reflex save -- but you may want to hold off declaring Round 1 actions until you know where you stand in Init order.
Morvius Zaan |
Please - it's brandy or nothing: only a complete philistine would smoke a cigarillo half-way up a cliff. Besides, he'd need two hands to light the thing...
which brings me to the issue of how much trouble we're in - even assuming everyone makes their reflex save. According to RAW, if you're climbing you only have one hand free (so no two-hand weapons, or missile weapons); you can't use a shield; AND you lose your Dex bonus to AC.
As if that weren't bad enough, if you take any damage at all while climbing you have to make an immediate Climb check - or fall
Even leaving aside the fact that creature (if it's what I think it is) is at least 2 CR above our level - and that's before giving it class levels, or other mods - this is going to be a ridiculously challenging fight.
tl;dr - I strongly suggest we at least TRY talking our way out, if that's at all possible (and I accept it may not be)
@DMDM - apologies for the metagaming, I do try to keep it to a minimum, but in this instance I thought it was needed
Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Grinceroy |
Init: 1d20 + 5 ⇒ (12) + 5 = 17
I don't know about y'all, but I am a pure melee fighter. I depend on being able to be next to my enemy. I've got two potions of fly.
DM_DM |
Please - it's brandy or nothing: only a complete philistine would smoke a cigarillo half-way up a cliff. Besides, he'd need two hands to light the thing...
Good thing you have the silver brandy flask in the next pocket, then.
which brings me to the issue of how much trouble we're in - even assuming everyone makes their reflex save. According to RAW, if you're climbing you only have one hand free (so no two-hand weapons, or missile weapons); you can't use a shield; AND you lose your Dex bonus to AC.
As if that weren't bad enough, if you take any damage at all while climbing you have to make an immediate Climb check - or fall
[nods gravely] All correct.
You're all experienced gamers, so -- in terms of metagaming -- I don't feel obliged to pull punches and start you with a gentle warm-up encounter. Also, when you have some idea what you're encountering, I expect that as experienced players you'll make reasonable preparations. So, in metagame terms, if the setup is "you're entering the Hellweb Spider Pits, home to countless spiders of all sizes" and then it turns out that nobody bothered to take Slow Poison, antitoxin, or anti-vermin or anti-swarm spells? Welp, looks like someone's going to be eating some Con damage, and I will dish it out with a light heart and a song on my lips.
Pulling back from metagaming, note that your in-game briefing told you that you were facing a cunning, intelligent enemy. Would that enemy literally leave his back door unwatched and unguarded? So going forward, please do think intelligent enemy. He's not Dr. Moriarty -- he isn't superhuman, he won't think of every trick, his resources are not limitless, he can make mistakes. But he's not stupid and he'll cover the obvious bases.
Even leaving aside the fact that creature (if it's what I think it is) is at least 2 CR above our level - and that's before giving it class levels, or other mods - this is going to be a ridiculously challenging fight.
We try.
Callinda Swan |
reflex: 1d20 + 9 ⇒ (9) + 9 = 18
init: 1d20 + 5 ⇒ (5) + 5 = 10
Callinda manages to get a hand on the rock face as the rope comes loose, flattening herself against the wall for a beat as she evaluates the situation.
DM_DM |
Okay, a tactical tip.
As Morvius correctly noted, if you take ANY damage it's a DC 10 Climb check. So if the enemy has an AOE attack, they can force the whole party to make the check, with failure = you fall, take 20d6 damage and almost certainly die. Even without an AOE, a tactically competent opponent should concentrate attacks on the clumsiest-looking party member, hoping to score an easy kill by knocking that person off the cliff. Note that under RAW, multiple attacks can force multiple checks.
If you can automake that DC 10 Climb check, super. But if you can't, you probably want to either fasten yourself to the cliff (you did bring a rope and spikes, right?), or get off the cliff (which will take at least a couple of rounds if you can't fast-climb, and then of course who knows what's waiting for you over the cliff edge), or beg one of those Fly potions off Grinceroy (which is fine, but it's a move action for him to pass or toss a potion, and a standard for you to drink it).
Mind, that's assuming combat. You can also try talking. You can always try talking.
Brother Attero Dominatus |
Init: 1d20 + 4 ⇒ (8) + 4 = 12
I fully assumed that the DM would be rolling all initiative, less we always wait a day just for combat to start.
Also, re: talking. Opposing side has already CUT THE ROPE AND TRIED TO KILL US ALL. I would take that as an impediment to reasonable compromise. >.<
DM_DM |
All right. I think I know how to procced.
She launches herself away from the cliff's edge, soaring 50' out into the air. Then for a moment she hovers, great black wings beating the air.
"I am the sword and the arm of Judgement," she says in that harsh clear voice. "Had you not sinned greatly, Judgement would not have sent a punishment like me upon you." And she sweeps out one arm in a broad gesture of invocation.
DM_DM |
Okay, so the bad news is, this is an Area of Effect Attack. The good news is, she can only hit three out of five party members with it. So she's choosing to hit Father Dominatus, Morvius, and Janeesa. Grinceroy and Callinda have climbed a little higher and are out of range of whatever it is.
But Father Dominatus, Morvius, Janeesa: Suddenly the air around you grows cold and dark. The woman speaks again, her voice tolling like a bell. "Your sins drag you down," she says. "And when you fall, you will find that Hell is cold. Cold." The darkness closes in. The blue air fades. There is no sunlight, only the cold choking dark that goes on forever.
Please make a DC 19 Will save.
If you're Morvius or Father Dominatus, you must now also make a DC 10 Climb check... at -2 because you're Sickened. If you're Janeesa, you still take the damage and are Sickened, but you don't have to make the Climb check because you took the precaution of fastening with her grappling hook.
Morvius Zaan |
Will save: 1d20 + 6 ⇒ (17) + 6 = 23
Climb: 1d20 + 10 - 4 ⇒ (13) + 10 - 4 = 19
Morvius shivers briefly as the chill hits him, but remains hanging from his perch on the cliff (at a jaunty angle, natch) with a certain insouciance (dare one say sang-froid?).
He fixes her with a Look: "Young lady, when you have experienced the chill that comes with having loudly broken wind in the presence of all your maiden aunts, then you may speak to me regarding the chill depths of Hell... Speaking of which, what brings you here? If you are bound here and wish to return, then perhaps we might reach some sort of-" he chokes on the word 'deal' "some sort of... arrangement?"
Not rolling Diplomacy as it takes a full minute of conversation. Also I'm assuming it's fairly common knowledge that the Chels bind devils, and that the devils don't tend to appreciate being bound by mortals.
Aware that the flying she-thing is out of range of his immediate weapons (save the cutting edge of his wit), he continues climbing towards higher ground.
Janeesa |
Will Save:1d20 + 8 ⇒ (11) + 8 = 19
Janeesa staggers from the pain, but manages to hold strong. She invokes her connection with the divine to gain Bulls Strength (which will give her a +2 on climb checks due to the increased Strength, should she need them) and holds steady.
Ranged ain't my thang, so unless it comes close so I can smack it, I'm gonna hang tight. I'll throw a Channel Positive Energy once we take a little more damage.
DM_DM |
I don't know if people mind if I also occasionally roll saves or checks? I generally prefer that you guys do it, but I may if there's a period when I only have a short window to post and I'd like to move things along. If you don't like it, let me know and I won't do it.
So Brother Dominatus' Will save: 1d20 + 9 ⇒ (6) + 9 = 15. Not quite good enough. 17 points of damage and Sickened (-2 to everything) for 3 rounds.
Okay then, big roll here: make a DC 10 Climb check or (probably) die: 1d20 + 4 - 2 ⇒ (16) + 4 - 2 = 18 Woo, made it! Your faith is strong, and so is your grip on the cliff.
Over to Morvius. Will save: 1d20 + 6 ⇒ (3) + 6 = 9. Ouch, not even close. 17 points of damage and Sickened for 3 rounds. Climb check: 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 13 Makes it without difficulty.
DM_DM |
Okay then, we're still in Round 1. Callinda has climbed up to the cliff edge, Janeesa cast Bull's Strength on herself. Still to act: Brother Dominatus (sickened), Morvius (sickened), and Grinceroy.
Note that at the moment, the enemy's obvious strategy is "keep blasting away until somebody fails a Climb check."
Morvius Zaan |
@DMDM, I did post my saves (see my post a few above yours) - unless this is a new round? I used both my actions to keep climbing and also tried for some diplomacy too
Brother Attero Dominatus |
"COWARD!" Brother Attero roars from his cliff-side. "HERETIC! Your attacks are meaningless! Better crippled in body than corrupt in mind."
He closes his eyes and focuses his thoughts. "Excuses are the refuge of the weak," he intones solemnly as energy flows through him like a volcano of power.
"Purge the unclean," he states, forcing his gauntlets of STEEL to find purchase and carry him upwards.
Swift Action for Bull's Strength. Climb up.
Climb!: 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18
DM_DM |
Damn you are just fearless with these Climb checks! Okay, you're halfway to the top.
-- Huh: as it happens, this brings you close to the dead man on a chain-and-hook. (He was real. The not-quite-dead halfling next to him, and the ledge under them, were illusions.) So you could grab the chain. This would reduce your Climb DC from 10 to 5. Of course, there's a dead body hanging from the chain so it's (1) gross, and (2) disturbing the peace of the dead. But Gorum is not usually a god for the squeamish or delicate, and have the impression that the Brother fits that bill. Correct?
Brother Attero Dominatus |
You are correct, sir! Since life is a prison, death a release. And as Heresy grows from idleness, Attero Dominatus will not let such minor things get between him and GLORIOUS COMBAT. (although the whole 'flying' thing might be a bit more an impediment. ^_^)
Grinceroy |
Grinceroy reaches back into his pack, grabbing a vial from within with a quick motion. He pulls the cork out with his teeth and spits it into the wind. Downing the potion, Grinceroy begins to push away from the wall.
Move: Retrieve potion from handy haversack; Standard: Drink potion of fly. The moving away from the wall will happen next turn, it just seemed like a good part of the description.
DM_DM |
Okay, over to me.
"The fool persists in his folly, and is not made wise." She makes that invoking gesture again.
Cold dark cold dark cold. It's not a physical cold. It's the absence of all spiritual warmth and light, the certain knowledge that the universe is an empty hostile mechanism, all hope abandon, ye who enter here.
Boom, DC 19 Will saves for Grinceroy, Morvius and Callinda. Once again, she can only get three members of the party. It's Morvius' good luck to be the man in the middle, so he gets hit twice in a row.
Morvius Zaan |
Will save: 1d20 + 6 ⇒ (6) + 6 = 12
Welp. It was only a matter of time before Morvius' ego started writing checks his dice rolls couldn't cash
Climb: 1d20 + 10 - 4 - 2 ⇒ (10) + 10 - 4 - 2 = 14
This time, Morvius does feel it - he clamps his jaws together as a hiss of pain betrays him. Nevertheless, he remains clinging to the side of the cliff, and as long as life endures then so will he.
As he continues the climb, he chances the occasional look at their opponent, trying to gauge from either her manner or her words some way in which to try and open a dialogue.
Sense Motive: 1d20 + 13 ⇒ (16) + 13 = 29
Basically, is there any way this can be de-escalated? Or is it do and die?
Grinceroy |
Oh, I was just about to post, but I'll wait to hear if Morvius has a better plan for us, since mine is to start punching things, and that kind of ends that possibility. I mean, Grinceroy's not waiting, but if Morvius can speak up before Grinceroy goes . . .
Callinda Swan |
will save: 1d20 + 5 ⇒ (3) + 5 = 8 nope!
Letting out a whimper of despair, Callinda tries to focus on the only point of hope she can--at least she's on solid ground.
Drawing her bow, she takes aim at the creature through the fuzz of doom, hoping she can interrupt any further magic on its part.
ready action triggered on spellcasting:
shortbow attack / shaken: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25 for: 1d6 + 4 ⇒ (6) + 4 = 10