GM Worg
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Round 2: FIGHT!
Dim Light, Party is Blessed +1 to Hit
Rondolpho Keene(-15,Fine)
Prakriti(-11,Will Save DC16 for Half(4))
Kasumi the Vexatious(-11,Will Save DC16 for Half(4))
Father Urzaia Conflict(-12,Will Save DC16 for Half(4))
Strange Man: Wormgnash(-2,Frightened)
Mivvy Hetherington(-6,Fine)
Fen Vion(-13,Fine)
Drochtac(-0,Fine)
Dretch Red(-0,Fine)
Dretch Blue(-0,Fine)
Dretch Green(-37,Dead)
@Kasumi: Rolling it on their turn to help me keep track of everything.
@Prakriti: Because I misread the spell. Since he has nowhere to run, he is going all out to kill you all.
Things may seem chaotic at the moment, but that is because there is a little bit of drama happening right now. I plan on at least getting these tables finished up.
Affected Targets: Dretch 1&2, Drochtac 3, Wormgnash 4
2d4 ⇒ (2, 1) = 3
Dretch Will Saves +5 DC18: 2d20 ⇒ (11, 6) = 17
Both the of the Dretch Demons stop what they are doing and focus intently on Kasumi.
The Drochtac lashes out again at Urzaia!
Attacks +4: 3d20 ⇒ (8, 13, 7) = 28
Bite Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Claw Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Claw Damage: 1d4 + 2 ⇒ (3) + 2 = 5
All of its attacks miss the Half-Orc Warpriest.
GM Worg
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Round 3: FIGHT!
Dim Light, Party is Blessed +1 to Hit
Rondolpho Keene(-15,Fine)
Prakriti(-11,Will Save DC16 for Half(4))
Kasumi the Vexatious(-11,Will Save DC16 for Half(4))
Father Urzaia Conflict(-12,Will Save DC16 for Half(4))
Strange Man: Wormgnash(-2,Frightened)
Mivvy Hetherington(-6,Fine)
Fen Vion(-13,Fine)
Drochtac(-0,Fine)
Dretch Red(-0,Hypnotized)
Dretch Blue(-0,Hypnotized)
Dretch Green(-37,Dead)
Father Urzaia Conflict
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Will Save: 1d20 + 8 ⇒ (7) + 8 = 15
Urzaia steps up to the drochtac to return the favor...
Attack, Bless, Divine Favor, Power Attack: 1d20 + 8 + 1 + 2 - 1 ⇒ (20) + 8 + 1 + 2 - 1 = 30
Damage, Divine Favor, Power Attack, Cold Iron: 1d6 + 6 + 2 + 3 ⇒ (5) + 6 + 2 + 3 = 16
and buries a spike into the creature. Pulling back he channels divine energy through himself again.
Fervor, CLW: 1d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Converting Bless
GM Worg
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Ouch.
The Drochtac drops like a brick, all of its limbs twitching slightly as the weapon cracks its skull.
Kasumi the Vexatious
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Will: 1d20 + 4 ⇒ (9) + 4 = 13
That's how all my saves have been going this week!
Kasumi snarls at the damage, grabbing a fistful of light and throwing it perhaps more forcefully and less elegantly than she normally does, right at the weird dude.
Daze DC17 vs. Weird Dude.
Fen Vion
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11/18 HP remaining
Fen bloodied and almost broken, Stabs out a the demon in front of him.
Cold Iron Rapier+Bless: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 191d6 + 1 ⇒ (6) + 1 = 7
Activating Judgement of Sacred Healing +2, so Fast Healing 2
Holy power infuses Fen, "Calistra Heal my wounds, I am not done seeking your Vengeance just yet!"
Father Urzaia Conflict
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Heh, I missed the crit threat. Oh well, dead is dead.
Prakriti Neela Yaadu
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WILL DC16: 1d20 + 3 ⇒ (10) + 3 = 13
Prakriti moves to take a swing at the blue dretch.
+1 Morningstar, Bless: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19 Damage: 1d8 + 3 ⇒ (7) + 3 = 10
GM Worg
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Round 3: FIGHT!
Dim Light, Party is Blessed +1 to Hit
Rondolpho Keene(-15,Fine)
Prakriti(-19,Fine)
Kasumi the Vexatious(-19,Fine)
Father Urzaia Conflict(-13,Fine)
Strange Man: Wormgnash(-2,Frightened)
Mivvy Hetherington(-6,Fine)
Fen Vion(-11,Fine)
Drochtac(-16,Dead)
Dretch Red(-0,Hypnotized)
Dretch Blue(-12,Fine)
Dretch Green(-37,Dead)
Kasumi SR Check DC14: 1d20 + 3 ⇒ (19) + 3 = 22
Wormgnash Will Save: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21
Wormgnash does not seem to be affected by Kasumi's spell.
Suddenly, Wormgnash seems to slump heavily, and then his body begins to fold away to the ground, leaving only a pile of skin.
The worm creature, the true Wormgnash, begins to burrow through the floorboards and is making his escape!
Recovery: 2d6 + 3 ⇒ (1, 6) + 3 = 10
GM Worg
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Round 3: FIGHT!
Dim Light, Party is Blessed +1 to Hit, Wormgnash is gone!
Rondolpho Keene(-15,Fine)
Prakriti(-19,Fine)
Kasumi the Vexatious(-19,Fine)
Father Urzaia Conflict(-13,Fine)
Strange Man: Wormgnash(-0,Frightened, Escaping)
Mivvy Hetherington(-6,Fine)
Fen Vion(-11,Fine)
Drochtac(-16,Dead)
Dretch Red(-0,Hypnotized)
Dretch Blue(-12,Fine)
Dretch Green(-37,Dead)
Mivvy Hetherington
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MIvvy strikes out at the dretch before her.
cold-iron rapier and bless: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
damage: 1d6 + 4 ⇒ (2) + 4 = 6
GM Worg
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Round 3: FIGHT!
Dim Light, Party is Blessed +1 to Hit, Wormgnash is gone!
Rondolpho Keene(-15,Fine)
Prakriti(-19,Fine)
Kasumi the Vexatious(-19,Fine)
Father Urzaia Conflict(-13,Fine)
Strange Man: Wormgnash(-0,Frightened, Escaping)
Mivvy Hetherington(-6,Fine)
Fen Vion(-11,Fine)
Drochtac(-16,Dead)
Dretch Red(-0,Hypnotized)
Dretch Blue(-18,Fine)
Dretch Green(-37,Dead)
Will Save Dretch: 1d20 + 3 ⇒ (20) + 3 = 23
The red Dretch finally snaps out of its hypnotism and attacks Urzaia!
The blue Dretch swings once at Mivvy, and then collapses!
Red Dretch +4: 3d20 ⇒ (15, 9, 15) = 39
Red Dretch +1: 3d4 ⇒ (3, 2, 4) = 9
Blue Dretch +4: 1d20 ⇒ 19
Blue Dretch +1: 1d4 ⇒ 2
Blue Dretch Confirm?: 1d20 + 4 ⇒ (13) + 4 = 17
Confirm Damage: 1d4 + 1 ⇒ (1) + 1 = 2
The red dretch lands two blows on Urzaia and the blue dretch lands it's dying blow on Mivvy!
Urzaia takes 9 damage from two attacks, and Mivvy takes 3 damage.
GM Worg
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Round 3: FIGHT!
Dim Light, Party is Blessed +1 to Hit, Wormgnash is gone!
Rondolpho Keene(-15,Fine)
Prakriti(-19,Fine)
Kasumi the Vexatious(-19,Fine)
Father Urzaia Conflict(-14,Fine)
Strange Man: Wormgnash(-0,Frightened, Escaping)
Mivvy Hetherington(-9,Fine)
Fen Vion(-11,Fine)
Drochtac(-16,Dead)
Dretch Red(-0,Fine)
Dretch Blue(-19,Dead)
Dretch Green(-37,Dead)
Had to double check and see if Urzaia did any healing I missed. Got it added in.
GM Worg
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Unfortunately, Kasumi's Daze won't affect it anymore since it shed its humanoid form!
GM Worg
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You are a smart Sorcerer who knows what her spells do, so you knew better than to cast it. Try another tactic :D
Kasumi the Vexatious
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Yay!
Kasumi ACTUALLY whips her wand around. ”Have I mentioned I hate bugs?” she asks, arcing a Missile at the retreating worm.
Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5
”DIRECT HIT! HA!”
Father Urzaia Conflict
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If he can still get to Wormgnash Urzaia will move past the dretch to reach him. Otherwise he'll stand his ground and try to knock down the minion.
Attack, Bless, Divine Favor, Power Attack: 1d20 + 8 + 1 + 2 - 1 ⇒ (16) + 8 + 1 + 2 - 1 = 26
Damage, Divine Favor, Power Attack, Cold Iron: 1d6 + 6 + 2 + 3 ⇒ (2) + 6 + 2 + 3 = 13
"Ha!
Urzaia pauses to utter a prayer, though his zeal seems to wane.
CLW: 1d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Converting Divine Favor
Father Urzaia Conflict
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War Mind for +1 AC again.
GM Worg
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Round 4: FIGHT!
Dim Light, Party is Blessed +1 to Hit, Wormgnash is gone!
Rondolpho Keene(-15,Fine)
Prakriti(-19,Fine)
Kasumi the Vexatious(-19,Fine)
Father Urzaia Conflict(-7,Fine)
Strange Man: Wormgnash(-0,Fine)
Mivvy Hetherington(-9,Fine)
Fen Vion(-11,Fine)
Drochtac(-16,Dead)
Dretch Red(-0,Fine)
Dretch Blue(-19,Dead)
Dretch Green(-37,Dead)
Delaying Keene
Kasumi uses Magic Missile to blast Wormgnash.
Urzaia realizes that Wormgnash is too deep into his pit, and decides to hit the Dretch instead.
Mivvy, unfortunately, fails to parry the attack.
Wormgnash suddenly bursts from the floor in a different spot, and casts a spell!
Will Save DC16/Half: 1d8 + 3 ⇒ (2) + 3 = 5
Only need the Save from Mivvy, Urzaia, and Fen as everyone else is out of its range.
GM Worg
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Round 4: FIGHT!
Dim Light, Party is Blessed +1 to Hit
Rondolpho Keene(-15,Fine)
Prakriti(-19,Fine)
Kasumi the Vexatious(-19,Fine)
Father Urzaia Conflict(-14,Will Save DC16 for 2)
Strange Man: Wormgnash(-5,Fine)
Mivvy Hetherington(-9,Will Save DC16 for 2)
Fen Vion(-11,Will Save DC16 for 2)
Drochtac(-16,Dead)
Dretch Red(-13,Fine)
Dretch Blue(-19,Dead)
Dretch Green(-37,Dead)
Mivvy Hetherington
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Mivvy comes around the table and strikes at the remaining dretch.
cold iron rapier, bless, flanking
attack: 1d20 + 11 ⇒ (7) + 11 = 18
damage: 1d6 + 4 ⇒ (4) + 4 = 8
Mivvy Hetherington
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Fen: The worm is back - see the map - and I suspect that Mivvy finished off the dretch (if it had similar AC and HP to the others) so you might want to post alternative actions.
GM Worg
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Round 5: FIGHT!
Dim Light, Party is Blessed +1 to Hit
Rondolpho Keene(-20,Fine)
Prakriti(-19,Fine)
Kasumi the Vexatious(-19,Fine)
Father Urzaia Conflict(-14,Fine)
Wormgnash(-5,Fine)
Mivvy Hetherington(-14,Fine)
Fen Vion(-13,Fine)
Drochtac(-16,Dead)
Dretch Red(-21,Dead)
Dretch Blue(-19,Dead)
Dretch Green(-37,Dead)
The last dretch dies.
Fen makes his way to Wormgnash.
Father Urzaia Conflict
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"Is your god still with you?
Attack, Bless, Divine Favor, Power Attack: 1d20 + 8 + 1 + 2 - 1 ⇒ (14) + 8 + 1 + 2 - 1 = 24
Damage, Divine Favor, Power Attack, Cold Iron: 1d6 + 6 + 2 + 3 ⇒ (6) + 6 + 2 + 3 = 17
GM Worg
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Round 5: FIGHT!
Dim Light, Party is Blessed +1 to Hit
Rondolpho Keene(-15,Fine)
Prakriti(-19,Fine)
Kasumi the Vexatious(-19,Fine)
Father Urzaia Conflict(-14,Fine)
Strange Man: Wormgnash(-28,Fine)
Mivvy Hetherington(-14,Fine)
Fen Vion(-13,Fine)
Drochtac(-16,Dead)
Dretch Red(-21,Dead)
Dretch Blue(-19,Dead)
Dretch Green(-37,Dead)
Typos :D
Also, seriously, the guy has less HP than I have fingers. Finish him!
GM Worg
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Round 5: FIGHT!
Dim Light, Party is Blessed +1 to Hit
Rondolpho Keene(-6,Fine)
Prakriti(-19,Fine)
Kasumi the Vexatious(-19,Fine)
Father Urzaia Conflict(-14,Fine)
Wormgnash(-28,Fine)
Mivvy Hetherington(-14,Fine)
Fen Vion(-13,Fine)
Wormgnash took too much damage after coming back up! He will fight to the death!
Target Keene 1 Urzaia 2: 1d2 ⇒ 2
Attack Roll: 1d20 + 7 ⇒ (6) + 7 = 13
Damage Roll: 1d6 + 1 ⇒ (5) + 1 = 6
Wormgnash misses Urzaia!
GM Worg
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Round 5&6: FIGHT!
Dim Light, Party is Blessed +1 to Hit
Rondolpho Keene(-6,Fine)
Prakriti(-19,Fine)
Kasumi the Vexatious(-19,Fine)
Father Urzaia Conflict(-14,Fine)
Wormgnash(-28,Fine)
Mivvy Hetherington(-14,Fine)
Fen Vion(-13,Fine)
GM Worg
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Keene swings his blade at Wormgnash, and the sword bites true into the demon's flesh. As the slice crosses through the midsection of the wormy monster, it flops over its wound a black bile bellows from its belly.
The demon flops onto the floor, and lies still.
This room contains many records, with information about the Sarinis victims, rituals, and experiments.
On the table lies a diagram of some sort of portal, showing a vermlek stepping through what looks like the sacrificial pit in the adjactent room.
The notes suggest that Wormgnash believed he was very close to a breakthrough that would have ripped a tiny interdimensional hole to this location, and allowed several more of his vermlek brethren to join him on the material plane.
A map of Saringallow with arrows and drawings of mites has scribbles all over it. The map indicates that the fiendish fey were soon to attack the town in order to obtain bodies.
Six cabinets in the room are full of documents. Neatly labeled and organized, it takes no time to find the missing records.
There is time for 1 round of healing before below happens.
-----------------------------------------------------------------------
Suddenly the house begins shaking violently! You have enough time to quickly loot the records, but now you must flee for your lives!
Portions of the ceiling begin to crumble, and small tremors start to ripple throughout the basement!
GM Worg
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Every PC has to roll for these 5 obstacles. If all the rolls are not done by tomorrow night, I will bot the missing rolls.
1) Falling Cabinet
A powerful tremor shakes the basement, causing cabinets to topple!
DC 10 Reflex to dodge it, or DC 12 Strength to shove it aside.
2) Grasping Hands
The dying and panicking mites trapped in the demon’s bile web blindly grab at anything they can!
DC 10 Acrobatics to avoid them, or DC 12 Escape Artist to break free.
3) Rolling Barrels
Rolling barrels make movement in the flooded cellar difficult!
DC 12 Constitution to dive under, or DC 12 Swim to slip past them.
4) Crumbling Stairs
The precarious stairs leading out of the basement are falling apart!
DC 13 Climb to scramble up the steps, or DC 14 preception to tread carefully.
5) Panic in the Kitchen
A stream of frenzied rats blocks the way out!
DC 10 Knowledge Nature or Handle Animal to Herd them away, or DC 11 Fortitude to wade through the rats.
Regardless of the check results, each PC proceeds to the next obstacle, but any PCs who failed the check take 1d3 points of damage each. In between navigating the obstacles, it is possible to quickly quaff a potion, cast a single spell, or use an ability that takes no more than a full-round action to function.
A PC can drag an ally who falls unconscious through these obstacles, but that PC takes a –4 penalty on checks and saving throws while doing so. This penalty is only –2 if two PCs drag a single unconscious ally.
Any PC who has chosen the same check type as another PC can voluntarily take a –2 penalty on her check to give a +2 bonus on the other PC’s check. Multiple PCs can help the same character.
Rondolpho Keene
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Keene drinks the healing potion he’d been given earlier before he started running for his life.
Clw 1d8 + 1 ⇒ (6) + 1 = 7
1 Reflex 1d20 + 4 ⇒ (1) + 4 = 5
Keene tries to dodge the falling cabinet to no avail.
2. Acrobatics 1d20 + 2 ⇒ (19) + 2 = 21
He tries to avoid the grasping hands of the mites andsucceeds.
3. Swim 1d20 + 5 ⇒ (8) + 5 = 13
Keene tries to swim underneath those red hot barrels, barely missing them.
4. Perception 1d20 + 7 ⇒ (1) + 7 = 8
Despite his best effort, Keene slips on the stairway!
5. Know. Nature 1d20 + 7 ⇒ (10) + 7 = 17
Keene thinks back and his school, trying to remember how to scare off the rats.
Failed two check so Keene takes 2d3 ⇒ (2, 2) = 4 points of damage and successfully lives!
Father Urzaia Conflict
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Urzaia uses his final spell to heal himself.
CLW: 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Father Urzaia Conflict
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Falling Cabinet, Str: 1d20 + 4 ⇒ (18) + 4 = 22
Urzaia slams the cabinet aside
Grasping mites, acrobatics: 1d20 ⇒ 13
and twists past the mites
Rolling Barrel, Con: 1d20 + 1 ⇒ (2) + 1 = 3
but gets battered by barrels.
damage: 1d3 ⇒ 3
Crumbling Stairs, perception: 1d20 + 10 ⇒ (15) + 10 = 25
He spots an easy way up
Panic at the Disco in the Kitchen, Fort: 1d20 + 6 ⇒ (16) + 6 = 22
and keeps a song at the front of his mind as he stomps through the rats.
Mivvy Hetherington
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clw: 1d8 + 1 ⇒ (1) + 1 = 2
reflex: 1d20 + 9 ⇒ (4) + 9 = 13
acrobatics: 1d20 + 9 ⇒ (17) + 9 = 26
con/swim: 1d20 ⇒ 20
perception: 1d20 + 6 ⇒ (8) + 6 = 14
knowledge (nature): 1d20 + 6 ⇒ (18) + 6 = 24
Mivvy’s healing magic is not very effective but she dances past the obstacles with relative ease.
”I always enjoyed assault courses. Such fun!”
I will help allies where possible (healing and checks) when we are all done.
Father Urzaia Conflict
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Urzaia will also wand people as we go along and share bonuses.
Kasumi the Vexatious
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As they feel the house quaking around them, Kasumi swears under her breath in Sylvan. ”We need to get out—NOW!”
With that, she points the rest o the group forward, clapping Riti’s back as she goes. Take a +1 on that first Reflex save, Prakriti!
She ducks out of the room behind the rest, just as the cabinet nearest the door starts to tip.
Reflex: 1d20 + 4 ⇒ (12) + 4 = 16
Ducking through it, she deftly twirls and dips past the mites, not even feeling their grip upon her—and notices her side stitching, in both senses of the word, as Mivvy’s considerate hand throws a spell of healing over her.
Kasumi has a +9, so that Acrobatics check is an autopass.
She stops only briefly as she sees the churning mass of barrels; taking one to the head at this point would be... not so good.
Taking a deep breath, she slips forward at an almost flat angle, hoping to cover as much ground with her jump as she can before going under.
Constitution: 1d20 + 2 ⇒ (16) + 2 = 18
She manages to stay deep enough under, lungs proving capable of seeing her all the way to the other side before she breeches, sopping wet and panting.
”Almost out, almost out,” she begins chanting as she moves, groaning as she sees the stairs in a crumbling state.
Climb: 1d20 - 1 ⇒ (1) - 1 = 0
She isn’t particularly deft, nor observant of how the architecture weakens her footfalls; when she lowers herself to all fours, she gets a brick fallen from the ceiling across her back for her troubles, and lets out a help of pain.
Damage: 1d3 ⇒ 3
Making it to the top of the stairs just before the whole thing collapses to useless rubble behind her, she turns to the rats.
”We don’t have time!” she snarls, hurriedly mumbling some hypnotic words and hoping it stops the vermin tide.
If Hypnotism doesn’t work, I’ll roll the 1d3.
She dives out of the exit, panting as she coughs into the grass.