GM ShadowLord's Tyrant's Grasp

Game Master The Rising Phoenix

Chapter 3: Last Watch
Roll 20

LOOT!


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F Halfling Rog4/Ftr4 | HP 55/55 | AC 26, T 18, FF 21, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +10 R +13 W +6, +4 vs fear, Shake it Off | Init +5 | Per +21 (+23 traps) | Active: None

Coral nods to Lola.
"Let's escort Brunna to Ranton Gandry, then head to the Dyeworks."

Coral has 1/2 uses of Warrior Spirit, 1/1 uses of Barroom Brawler, 0/1 uses of Lay on Hands, and is at full HP.


TG1 | GW | FF | RH

The party, along with Brunna, make their way back to meet Ranton Gandry, slowly unfolding the Whispering Way conspiracy that exists within Vigil.

Upon their arrival, they find Ranton in a somber mood, reflective of the gravity of the information they are about to deliver. You explain Doeswen is missing, the guardhouse was slaughtered and Brunna's shop has been burnt down. You explain the connections of the Whispering Way and the elusive Kilibrandt who seems central to the plot.

When the party presents the evidence to Ranton Gandry detailing the connection between Kilibrandt, the forged shield, and the subsequent attacks, Ranton's initial reaction is shock, which quickly morphs into deep despair. He visibly ages as the weight of his past decisions, made in a moment of personal crisis, now looms large, revealing a lapse in judgment that had severe repercussions.

"I... I cannot believe it has come to this." Ranton murmurs, his voice barely above a whisper. He turns to the assembled Watchknights drawn to the commotion of his visible agony. Solemnly, he declares, "I must be held accountable for my part in this. I allowed my circumstances to cloud my judgment, and it has endangered our city and the lives of many, including that of Doeswen Aubry, a dedicated guard."

Ranton steps forward, presenting himself to the Watchknights. "I insist that I be arrested and detained. It is only right. I must face the consequences of my actions, as any citizen of Vigil would. My position should not exempt me from justice."

The Watchknights, accustomed to following orders rather than arresting one of their own, especially someone as respected as Ranton, hesitate.


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F Halfling Rog4/Ftr4 | HP 55/55 | AC 26, T 18, FF 21, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +10 R +13 W +6, +4 vs fear, Shake it Off | Init +5 | Per +21 (+23 traps) | Active: None

Coral tries to frame her argument in terms that might appeal to a Vigilant, emphasizing duty and responsibility rather than mercy and leniency.

"We are in the midst of a crisis, Sir Ranton.
A time for trial and examination can come later. For now, we need your knowledge, your access, and perhaps your sword-arm.
Is there a risk of you fleeing justice? No, there is not.
Is a past error in judgment cause to deny Lastwall your service now? Not, it is not.
Correct your errors. Rectify any mistakes you have made.
Do not rest in the cold comfort of a cell and leave us to clean up the mess.
I ask that, if you cannot accompany us, you use your position to investigate this conspiracy further. Follow up on other leads you may have discarded."

Diplomacy (to aid for +4): 1d20 + 5 ⇒ (14) + 5 = 19


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F Duskwalker Bard (Dirge Bard) 6/Mortal Usher 2| HP 42/59 | Defenses: AC 19, T 13, FF 17, CMD 20 | F:+9, R:+12, W:+11| Per: +13, SM: +9, Init: +2

Lola narrows her eyes at Ranton, and echoes Coral, ”Ranton Gandry. A lapse in judgement does not doom your soul to eternal perdition, but more importantly, we know we can trust your intentions. ¿Bien? We do not have time for this. You have a duty to warn the other leaders and protect Brunna and any other witnesses. We have a duty to get to the dyeworks, now. ¿Lo entiendes?”

diplomancy, heroism, aiding Kendren (add +3 more to Kendren): 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23

She gestures broadly, exasperated, ”if you wish to punish yourself - do so after Lastwall is safe. Until then, for the sake of all of those who have lived died to keep the whispering way at bay, do your job.”


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Male Human Paladin (Warrior of the Holy Light) 8 | AC 26, T 11, FF 25 | HP 68/68| Fort +12, Ref +6, Will +12 Immune charm, disease, fear| Init +0 | Perception +10 | Lay on Hands 9/9 | Smite Evil 3/day | Auras: courage (+5 vs fear), resolve (+4 vs charm)

Kendren spoke, "You had no way of knowing of Killibrandt's duplicity when approached - after all, who could have suspected the gnome would attempt to steal the Shield? As you said, at the time, you thought it was a generous act of philanthropy, and the Shield was clearly still there when the viewing was finished. In my eyes, you have committed no crime. That they used your mother's ailing health as a method of manipulating you shows the depravity these criminals will turn to. You have made a mistake, but that mistake need not define your role in this. If you wish to atone for this mistake, then the best thing you can do is act. We need to get to the dyeworks as quickly as possible, but we also need to make sure that Killibrandt and her co-conspirators do not escape. You have command of the Watchknights. Have them set a perimeter around the dyeworks. Use your position within the city to alert the Knights of Ozem, and set them to doing the work of finding other agents of the Whispering Way. Lastwall shall continue to stand as it always has - by standing shoulder to shoulder against the darkness. In these actions, you will find redemption, and if you wish punishment for yourself, you may face it after we have ensured Lastwall is safe from this threat."

Diplomacy, Aid: 1d20 + 14 + 7 ⇒ (8) + 14 + 7 = 29


TG1 | GW | FF | RH

As Coral, Lola, and Kendren lay out their arguments, the Watchknights surrounding them exchange uncertain glances, their resolve shaken by the powerful arguments presented. They look to Ranton for his decision, their loyalty to him evident.

Ranton, visibly moved by the appeals of the party, hesitates. His face shows a man torn between the immediate relief of accepting guilt and the daunting task of stepping back into the fray to combat a dire threat. After a long moment of silence, he nods slowly, his decision made.

"You are right." Ranton finally speaks, his voice steadier than before. "My place is not behind bars, not while Lastwall faces such peril. I will not flee from this, nor will I ignore the duty I owe to my home and its people. I will mobilize the Watchknights and alert the Knights of Ozem. We will set a perimeter around the Erstwhile Dyeworks and ensure that no stone is left unturned in rooting out this conspiracy."

Ranton turns to issue commands to the Watchknights. His orders are crisp and authoritative, a clear indication that he is back in the command he was born to wield. After Ranton organizes the Watchknights, he turns back to the party with a sense of resolve. He reaches for his halberd, marked with the sigils of his rank and the history of his service, is more than just a weapon; it's a symbol of his commitment and his past glories.

"Take this." Ranton says, offering the halberd to the party. "It has served me well in battle, and I believe it will do the same for you. This is not just a tool of war, but a symbol of my trust in you and your mission. Use it to protect Lastwall as I have tried to do, and may it bring you the strength to overcome our enemies."

+2 Halberd.


female human sorceress 8 | HP 42/42 (32/32; THP 0/0; N/L 0/10 | AC 17, TAC 13, FF 15 | F +5, R +6, W +8 | CMB +3, CMD 16 | Init +2 | Per +8 Immolation Aura 8/8rnds | Spells: 1st 7/8; 2nd8/8; 3rd 4/6; 4th 3/4 | Activ Effects: mage armor, 2 neglvls -2 all rolls and lvl based things

Feena was terrified when the others didn't make it out of the burning building right away and stood a safe distance away, pale and quiet, as she waited for the flames to die down so survivors could be looked for. She had little hope they made it out alive and started to wish that she had gone in with them, at least they could have all died together.

It was to her great shock that they came out alive once the flames had subsided and Feena, still very pale, relaxed a lot at their presence. Never the best at expressing her feelings Feena kept her peace and went with them to escort Brunna to give his report.

As the man confessed every thing and tried to turn himself in to atone for his crimes Feena felt great respect for him. That he was convinced not to remove himself and sit in a jail cell brought Feena a great deal of relief. He may have done bad things but he was needed and staying in his position to root out the evil truly was the better course to redemption. Feena finally spoke and said, "I believe that is a wise decision sir, I am glad you have chosen it."


M Human Paladin of Sarenrae 4/Oracle of Life 3/ Medium 1 | HP 63/76 | AC 19/13/16 | F +13, R +10, W +15 | CMB +6, CMD 19 | Scimitar +6/+1 (1d6) | Longbow +11/+6 (1d8+2) | Init +1 | Perception +4 (Deaf)

Keenly aware of the urgency of their mission and the inexorable passage of time, Damian watches tensely the exchange between Ranton and the others, breathing out in relief as the man accepts his immediate responsibility.

"Let us hurry to the dyeworks, then. Which way?"


TG1 | GW | FF | RH

A pair of Watchknights leads the way, clearing a path and ensuring your trip to the Dyeworks is as quick as possible. Once you arrive, they setup on opposite sides of the street to ensure you are not disturbed.

As the party approaches the Erstwhile Dyeworks, they find the area eerily quiet and deserted. The once bustling dye factory, known for its vibrant colors and bustling activity, stands closed and lifeless. The sprawling garden, usually full of exotic plants used in the dye-making process, is overgrown and neglected.

The silence around the dyeworks is oppressive, broken only by the occasional rustle of leaves or the distant sound of the harbor. The tall iron fence that surrounds the property, though ornate and theoretically climbable, casts long shadows across the ground as the sun begins to set.


F Halfling Rog4/Ftr4 | HP 55/55 | AC 26, T 18, FF 21, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +10 R +13 W +6, +4 vs fear, Shake it Off | Init +5 | Per +21 (+23 traps) | Active: None

Coral looks for any tracks or other evidence of recent passage.
"I suspect the right way in may not to be going through the front door. We'll see."

Perception: 1d20 + 21 ⇒ (6) + 21 = 27


TG1 | GW | FF | RH

Coral studies the area and finds there are three wooden buildings that surround a sprawling garden. An 8-foot high iron fence surrounds the garden, although this fence is ornately decorated and easy to climb (Climb DC 12). Doors on all three buildings are all solid wood. If she had to guess at the purpose of the buildings, she'd surmise they are a barn, a warehouse and a storefront. All three exterior entrance doors appear to be locked.


M Human Paladin of Sarenrae 4/Oracle of Life 3/ Medium 1 | HP 63/76 | AC 19/13/16 | F +13, R +10, W +15 | CMB +6, CMD 19 | Scimitar +6/+1 (1d6) | Longbow +11/+6 (1d8+2) | Init +1 | Perception +4 (Deaf)

"What happened here? This looks deserted." Damian approaches one of the Watchknights, pointing at the dyeworks. "When was the last time this place was in business? It seems like it was abandoned months ago."


F Duskwalker Bard (Dirge Bard) 6/Mortal Usher 2| HP 42/59 | Defenses: AC 19, T 13, FF 17, CMD 20 | F:+9, R:+12, W:+11| Per: +13, SM: +9, Init: +2

Lola’s brow furrows as she looks around for tracks for a bit, humming to herself. Survival: 1d20 + 10 ⇒ (12) + 10 = 22

She muses, ”we should sneak in, certainly, but I suspect if we have enemies - we’re going to struggle to take anyone by surprise.”


F Halfling Rog4/Ftr4 | HP 55/55 | AC 26, T 18, FF 21, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +10 R +13 W +6, +4 vs fear, Shake it Off | Init +5 | Per +21 (+23 traps) | Active: None

"If there are no tracks here, then perhaps they Teleport in or have a hidden tunnel entrance.
Do we have any ability to see at a distance?"

Anybody have Clairvoyance?

"Otherwise I can start scouting. I'll take any protections you can give me."


Male Human Paladin (Warrior of the Holy Light) 8 | AC 26, T 11, FF 25 | HP 68/68| Fort +12, Ref +6, Will +12 Immune charm, disease, fear| Init +0 | Perception +10 | Lay on Hands 9/9 | Smite Evil 3/day | Auras: courage (+5 vs fear), resolve (+4 vs charm)

Kendren frowns at the apparently-abandoned dyeworks. "If they have been engaging in illegal activity, it wouldn't surprise me if they did have an alternate means of entry. I can't offer much in the way of magical support, and I'm not particularly good at taking an enemy by surprise. However, I could try to draw their attention to me while the rest of you attempt a more stealthy entry."


TG1 | GW | FF | RH

The guards shrug at Damian's question, clearly unaware of the comings and goings of this particular business.


F Halfling Rog4/Ftr4 | HP 55/55 | AC 26, T 18, FF 21, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +10 R +13 W +6, +4 vs fear, Shake it Off | Init +5 | Per +21 (+23 traps) | Active: None

Coral shakes her head at Kendren's confession of his lack of stealth.
"Paladins..."

"You know, armies do use scouts. Even those armies dedicated to Iomedae or Sarenrae. You don't have to do everything in the bright light of the sun.

Well, I'll go ahead quietly and check the nearest door."

We don't need to hop the fence, do we? We can just go up to the doors of one of the buildings?

"Lola, can I ask you for a spell of Heroism?"


TG1 | GW | FF | RH

Without a time constraint, there is no reason you can't eventually make it over the fence. So, no, it's fine. All three doors are locked, let me know which of the three buildings you are checking out: barn, a warehouse and a storefront.


F Duskwalker Bard (Dirge Bard) 6/Mortal Usher 2| HP 42/59 | Defenses: AC 19, T 13, FF 17, CMD 20 | F:+9, R:+12, W:+11| Per: +13, SM: +9, Init: +2

Lola focuses and casts a spell on Coral, nodding, "go ahead, but run back if you get spotted. We can charge in, armed to the teeth." She smiles slightly. "And you and I, Coral, are simpatico, but then again - there is a reason I am not a crusader, right?"

Heroism on Coral - running low on spells, FYI. This has been a productive day.


F Halfling Rog4/Ftr4 | HP 55/55 | AC 26, T 18, FF 21, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +10 R +13 W +6, +4 vs fear, Shake it Off | Init +5 | Per +21 (+23 traps) | Active: None

Coral sneaks up to the storefront door. She listens at the door for sounds, checks it for traps, and (if she finds no traps) unlocks it.

With Heroism, Stealth is +17, Perception is +23 (+25 vs traps), and Disable Device is +20. She will Take 10 on all checks if possible, but feel free to roll for her if not.


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TG1 | GW | FF | RH

Behind glass show windows, dramatically posed wire mannequins wear suits and dresses in vibrant colors. Yards of cloth in a dizzying array of colors and patterns adorn the mannequins and pool around the stands supporting them. Although the fabric colors are vivid, the clothing and cloth in the display are dusty. Between the window displays, a few short stairs lead to a wooden door stained mint green. Above the door, a sign suspended on thick, rusting chains reads, “Erstwhile Dyeworks.”

Relaxed, Coral settles into opening the lock. She takes her time, but this lock is complex enough that a casual attempt at it is unsuccessful. Whoever locked this door really didn't want some casual thieves to open it. Getting serious, she tries again and just finds the right angle to pop it open.

Opening the door, she finds the inner shop has an astonishing array of cloth and leather spread out upon tables and hung on ornate hooks. At the south end of the shop stands a large wooden counter, just visible above several heaps of fabric swatches and samples. Velvet curtains hang in front of several small changing rooms east and west and two display areas to the north. Double doors open to the north and south.

At first glance, nothing seems out of order with this shop. As she stands there studying it for a moment, she sees a couple of areas of interest that will require closer inspection, such as a huge heap of fabric in front of the counter, what appears to be a smashed safe with items scattered all over the floor, and closed dressing room curtains.

GM:

1d20 ⇒ 15
1d20 ⇒ 10
1d20 ⇒ 19


Male Human Paladin (Warrior of the Holy Light) 8 | AC 26, T 11, FF 25 | HP 68/68| Fort +12, Ref +6, Will +12 Immune charm, disease, fear| Init +0 | Perception +10 | Lay on Hands 9/9 | Smite Evil 3/day | Auras: courage (+5 vs fear), resolve (+4 vs charm)

Kendren frowns at Coral. "Of course armies use scouts. They're a vital part of any robust military force. I am not trained as one, however. My teacher taught me that it was always best to confront your foes head on, and offer them the chance to change their ways. It's harder to do that when you are attacking from ambush, as they are less receptive to your words."


F Halfling Rog4/Ftr4 | HP 55/55 | AC 26, T 18, FF 21, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +10 R +13 W +6, +4 vs fear, Shake it Off | Init +5 | Per +21 (+23 traps) | Active: None

Coral falls back to the group and reports.

"A very high-quality lock, but I got it open. I did see a few areas where there could be enemies hiding. I did not explore these yet, as I would rather have your assistance.
Can we proceed together?"


M Human Paladin of Sarenrae 4/Oracle of Life 3/ Medium 1 | HP 63/76 | AC 19/13/16 | F +13, R +10, W +15 | CMB +6, CMD 19 | Scimitar +6/+1 (1d6) | Longbow +11/+6 (1d8+2) | Init +1 | Perception +4 (Deaf)

Damian steps away from the guard, ready to accompany Coral. "Have you seen any signs that anyone has been in the building recently?"


Don't Forget to Gather Info! Combat Map - Korvosa | Corruption +2; Crime +0; Economy +4; Law +5; Lore +4; Society +0; Danger +10

Lola nods, ”Let’s go, I have your back, Coral.”


TG1 | GW | FF | RH

The group heads back to the shop and begins to inspect the room.

The heaps of fabric in front of the counter conceal four corpses—three humans in fine clothing and a female half-elf in blackened full plate armor. None of them bear the mark of justice that would identify them as citizens in Vigil. They were all killed with slashing weapons. The half-elf is badly scarred, as from a hard life of battle, and wears a cloth over her mouth beneath her helmet. Several pieces of her full plate have been removed, including the chest plate on which identifying heraldry or markings might have appeared. She was killed with piercing weapons. No weapons remain here.

You spend some time reconstructing what happened here by examining the corpses and clues around the room. You eventually surmise that these individuals were all in a fight here in this shop recently, along with four other people wearing heavy boots. Additionally, the half-elf ’s boots and greaves carry a faint odor of sewage. Furthermore, the humans were fighting against the half-elf and the four other people; the half-elf ’s side won and stashed the bodies underneath the fabric.

Other by the counter, a safe underneath the wooden counter is broken open, its contents scattered on the floor. An empty lockbox with a smashed lid lies discarded amid the safe’s contents. While examining the area, you spot a false bottom that eluded the previous thieves attention. A sheaf of parchment in this compartment details plans to steal the Shattered Shield of Arnisant from the Crusader War College and replace all but one of the fragments with magical replicas. The plans include dates that are almost 2 years old and reference Count Jomah Gildais paying 40,000 gold pieces to a gang of thieves
called the Six Wise Crows for performing the heist.

The safe’s contents on the floor include 257 sp, 33 gp, a red velvet bag containing a silver wand of identify (8 charges), and a gilded pipe in the shape of a preening crow worth 250 gp. The +1 full plate is functional despite having several plates and symbols removed. The bolts of quality fabric are worth 580 gp, but weigh 300 pounds in all.

There is a door out to the gardens and dressing rooms left unexplored from this area.


female human sorceress 8 | HP 42/42 (32/32; THP 0/0; N/L 0/10 | AC 17, TAC 13, FF 15 | F +5, R +6, W +8 | CMB +3, CMD 16 | Init +2 | Per +8 Immolation Aura 8/8rnds | Spells: 1st 7/8; 2nd8/8; 3rd 4/6; 4th 3/4 | Activ Effects: mage armor, 2 neglvls -2 all rolls and lvl based things

Feena found the dyeworks to be very earie and silent, too silent really, and had a really bad feeling about what they would find in the place. While they discussed Coral going ahead alone to scout Feena thought it might be a bad idea, but they were not far away and could rush in if needed and they might find something easier than if they all tromped in at once. As far as the discussion about not being sneaky she decided it was best to keep out of that one as she was bad at it to begin with and had little to offer in way of assistance.

Once Coral returned and told them what she had found, or hadn't really, and said they should all enter, Feena nodded in agreement. "That was the right choice Coral, and of course I will go in with you."

When they entered and examined it was a sad thing to find the bodies and Feena said a brief prayer for the departed while the others worked on the safe. When she joined them again it seemed they had found plans for the heist and several items of value. She looked in the direction of the dressing rooms and pointed at them with a raised eyebrow while saying nothing.


F Halfling Rog4/Ftr4 | HP 55/55 | AC 26, T 18, FF 21, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +10 R +13 W +6, +4 vs fear, Shake it Off | Init +5 | Per +21 (+23 traps) | Active: None

Coral reads the parchment.
"Gildais again. Likely Valthazar's superior, as Damian surmised. And, as we heard, once Tar-Baphon’s seneschal. Likely involved with the Radiant Fire's destruction of Roslar's Coffer, and reported to be part of a larger scheme to free the Whispering Tyrant.
But what would the Shield of Arnisant have to do with that? Why steal it and replace its fragments with copies?"

I don't believe we have any information on such a connection, do we?

"Back me up."

Sword in hand, Coral moves aside the dressing room curtain.


M Human Paladin of Sarenrae 4/Oracle of Life 3/ Medium 1 | HP 63/76 | AC 19/13/16 | F +13, R +10, W +15 | CMB +6, CMD 19 | Scimitar +6/+1 (1d6) | Longbow +11/+6 (1d8+2) | Init +1 | Perception +4 (Deaf)

Heal: 1d20 + 6 ⇒ (19) + 6 = 25

Handling the bodies gingerly, Damian tries to determine how long ago they were killed.


TG1 | GW | FF | RH

As Damian studies the bodies, he can't help but feel that these killings happened within the last few hours.

As Coral pulls back the curtain of the dressing room, a chilling surge immediately breaks the stillness of the air. The mirror at the back of the small, cluttered space flickers strangely, as if reflecting light from a source that isn't there. A low, mournful wail fills the room, emanating from the mirror itself. The sound chills each of you to your core.

Suddenly, the image in the mirror shifts, revealing not Coral's reflection but that of a spectral figure, twisted with rage and despair. Its eyes, hollow and burning with a malevolent light, lock onto Coral's. In a flash, the undead creature lunges forward, phasing through the mirror and into the dressing room with an ethereal screech.

Almost simultaneously, two other curtains in the room flutter ominously as additional creatures, similarly enraged and bound to their reflections, emerge to join the attack.

The one in front of Coral slashes through her, ripping away her life essence in the process. Coral Damage: 1d8 ⇒ 2 + 2 negative levels.

Lola and Feena suffer the same fate as two more horrors emerge from dressing rooms around the shop, raking their claws through them.

Feena Damage: 1d8 ⇒ 6 + 2 negative levels.
Lola Damage: 1d8 ⇒ 8 + 2 negative levels.

Everyone up!

GM:

Damian: 1d20 - 1 ⇒ (11) - 1 = 10
Feena: 1d20 + 2 ⇒ (12) + 2 = 14
Coral: 1d20 + 4 ⇒ (8) + 4 = 12
Kendren: 1d20 + 0 ⇒ (15) + 0 = 15
Lola: 1d20 + 2 ⇒ (16) + 2 = 18
Baddies: 1d20 + 7 ⇒ (18) + 7 = 25

Attack: 1d20 + 10 ⇒ (17) + 10 = 27
Attack: 1d20 + 10 ⇒ (6) + 10 = 16
Attack: 1d20 + 10 ⇒ (20) + 10 = 30
Attack: 1d20 + 10 ⇒ (11) + 10 = 21


F Duskwalker Bard (Dirge Bard) 6/Mortal Usher 2| HP 42/59 | Defenses: AC 19, T 13, FF 17, CMD 20 | F:+9, R:+12, W:+11| Per: +13, SM: +9, Init: +2

knowledge (religion): 1d20 + 23 - 2 ⇒ (19) + 23 - 2 = 40

Lola hisses, "mierda, these pendejos are going to kill us quickly if we aren't careful. Focus on Coral's target!" and she steps away slightly. 5' step. She then waggles her feet and shimmies, to inspire everyone, humming a rhythmic tune, and waves her fingers to cast a spell. Inspire courage + fear on the two on the left, white and purple.

IC is in effect: Inspire Courage Provides a +2 competence bonus to attack/weapon damage rolls, and an equivalent morale bonus to saves against fear. The ability, as a reminder, stacks with bless, other than the bonus to saves (which is larger than bless’ bonus).

An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round. Will Save DC 17, and they take a -2 penalty to their save (effectively DC 19).


F Halfling Rog4/Ftr4 | HP 55/55 | AC 26, T 18, FF 21, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +10 R +13 W +6, +4 vs fear, Shake it Off | Init +5 | Per +21 (+23 traps) | Active: None

In dire straits, Coral calls upon her faith in Iomedae, upon her memories of Salcas and rage at his fate at the hands of the living dead, and upon the determination that helped her fight her way back from the Boneyard.

Warrior Spirit to add Undead-Bane to her sword.

She tries to recall everything she knows about fighting spectral undead, and the prayers needed to channel one's soul into one's weapon.

Barroom Brawler to pick up Ghostslayer.

She also prepares to defend Kendren, should the spectre strike at him.
Bodyguard AOOs, miss on a 1: 6d20 ⇒ (15, 14, 12, 8, 12, 10) = 71


Male Human Paladin (Warrior of the Holy Light) 8 | AC 26, T 11, FF 25 | HP 68/68| Fort +12, Ref +6, Will +12 Immune charm, disease, fear| Init +0 | Perception +10 | Lay on Hands 9/9 | Smite Evil 3/day | Auras: courage (+5 vs fear), resolve (+4 vs charm)

Prior to the undeads' appearances.

Kendren looked over the shop and considered the information they gleaned from the fight. "It's possible that this half-elven woman is one of the Six Crows, and her armor was taken to hide their involvement. I wonder if there is a sewer hideout to investigate somewhere."

After the undeads' appearance.

Kendren cried out in shock as the undead suddenly appeared. Quickly considering his options, he called out, "Sarenrae, empower me to take this undead spirit to rest!"

Swift action to Smite Evil, then full attack on Yellow.

Attack 1, Smite Evil, IC, Power Attack: 1d20 + 15 + 3 + 2 - 2 ⇒ (5) + 15 + 3 + 2 - 2 = 23
Damage, Smite Evil, IC, Power Attack, Fire: 1d6 + 5 + 16 + 2 + 4 + 1d6 ⇒ (6) + 5 + 16 + 2 + 4 + (5) = 38

Attack 2, Smite Evil, IC, Power Attack: 1d20 + 10 + 3 + 2 - 2 ⇒ (15) + 10 + 3 + 2 - 2 = 28
Damage, Smite Evil, IC, Power Attack, Fire: 1d6 + 5 + 8 + 2 + 4 + 1d6 ⇒ (2) + 5 + 8 + 2 + 4 + (5) = 26

With Smite, AC is 29 (Touch AC 14) before Bodyguard.


M Human Paladin of Sarenrae 4/Oracle of Life 3/ Medium 1 | HP 63/76 | AC 19/13/16 | F +13, R +10, W +15 | CMB +6, CMD 19 | Scimitar +6/+1 (1d6) | Longbow +11/+6 (1d8+2) | Init +1 | Perception +4 (Deaf)

"These people haven't been dead for long! Wh-" He feels the chill in the room as the specters burst from behind the curtains.

Knowledge religion: 1d20 + 11 ⇒ (10) + 11 = 21

Damian shivers involuntarily at the malice in these ethereal figures, wincing in sympathy as they attack his companions. He unshoulders his strung bow, quickly nocking an arrow, pulling back the string and releasing with practiced motions.

Attack yellow, IC, smite: 1d20 + 14 ⇒ (20) + 14 = 34 Damage: 1d8 + 16 ⇒ (8) + 16 = 24
Attack: 1d20 + 9 ⇒ (11) + 9 = 20 Damage: 1d8 + 16 ⇒ (6) + 16 = 22
Confirm?: 1d20 + 14 ⇒ (13) + 14 = 27 Crit damage?: 1d8 + 16 ⇒ (1) + 16 = 17


female human sorceress 8 | HP 42/42 (32/32; THP 0/0; N/L 0/10 | AC 17, TAC 13, FF 15 | F +5, R +6, W +8 | CMB +3, CMD 16 | Init +2 | Per +8 Immolation Aura 8/8rnds | Spells: 1st 7/8; 2nd8/8; 3rd 4/6; 4th 3/4 | Activ Effects: mage armor, 2 neglvls -2 all rolls and lvl based things

Feena screamed when the phantom claws raked through her body and felt the weakness that they left in their wake. She knew this could be very bad and stepped back from her attacker to cast a spell. She took her time in casting as she modified the energies involved. If the claws left non physical wounds then she felt sure they were hard to harm with most spells. Fortunately she had practiced a means to bypass that resistance. When she finished she unleashed her spell at the thing they had been focusing on and unleashed a beam of brilliant fire that seemed to have some kind of goo mixed into it.

ectoplasmic scorching ray @ yellow: 1d20 + 6 - 2 - 4 ⇒ (19) + 6 - 2 - 4 = 194d6 ⇒ (4, 6, 3, 4) = 17


female human sorceress 8 | HP 42/42 (32/32; THP 0/0; N/L 0/10 | AC 17, TAC 13, FF 15 | F +5, R +6, W +8 | CMB +3, CMD 16 | Init +2 | Per +8 Immolation Aura 8/8rnds | Spells: 1st 7/8; 2nd8/8; 3rd 4/6; 4th 3/4 | Activ Effects: mage armor, 2 neglvls -2 all rolls and lvl based things

There is another +2 to hit and damage from IC, missed that before.


TG1 | GW | FF | RH

Though the spectres are brutal, the party quickly demonstrates they won't be taken so easily. A wildly successful offensive quickly eradicates the yellow-tinged creature, leaving the two.

One of the two resists Lola's attempt to scare it, though it appears slightly shaken afterward (Red). The other wants nothing to do with the bard and flees back into the closed-curtained area it emerged from (white).

The red-colored spectre also flees behind the closed curain area, but before it goes it reaches out and touches Damian, sapping some of his life 1d8 ⇒ 4 + 2 negative levels.

Everyone up! One down, two remain. No enemies are visible now; both went behind the closed curtain areas on the left.

GM:

Will: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
Will: 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14
Will: 1d20 + 10 - 2 ⇒ (14) + 10 - 2 = 22


F Duskwalker Bard (Dirge Bard) 6/Mortal Usher 2| HP 42/59 | Defenses: AC 19, T 13, FF 17, CMD 20 | F:+9, R:+12, W:+11| Per: +13, SM: +9, Init: +2

Adding my earlier half-damage AOO that I didn't realize I should get due to ghost hunter: In a duskwalker’s hands, any weapon can strike true against spectral beings. A duskwalker’s non-magical weapons deal half damage to incorporeal creatures, as if they were magic weapons, and her magic weapons can deal critical hits and precision damage, even if they do not have the ghost touch property. Once per day as a standard action, a duskwalker can focus her natural revulsion toward undead. If she does so, she treats all weapons she wields as if they had the ghost touch property for 1 minute.

AOO: 1d20 + 10 ⇒ (18) + 10 = 28
damage, halved: 1d8 + 2 ⇒ (1) + 2 = 3 Lol

Possible AOO for it leaving, negative levels, IC: 1d20 + 10 - 2 + 2 ⇒ (4) + 10 - 2 + 2 = 14
Lol
damage, halved: 1d8 + 2 ⇒ (8) + 2 = 10

She moves over towards Coral, and grimly says to Feena, "Feena, get over here, behind us. I know it hurts, but there's not much time,"

Move action to get next to Coral, standard to ready an action to disrupt undead on the first one that appears.

disrupt touch attack, IC, NL: 1d20 + 10 + 2 - 2 ⇒ (10) + 10 + 2 - 2 = 20
disrupt damage, disrupting strike, IC: 3d6 + 1d6 + 2 ⇒ (2, 6, 4) + (5) + 2 = 19


F Halfling Rog4/Ftr4 | HP 55/55 | AC 26, T 18, FF 21, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +10 R +13 W +6, +4 vs fear, Shake it Off | Init +5 | Per +21 (+23 traps) | Active: None

"Feena, can you move the curtains with your magic? Or just burn the curtains up?"


Male Human Paladin (Warrior of the Holy Light) 8 | AC 26, T 11, FF 25 | HP 68/68| Fort +12, Ref +6, Will +12 Immune charm, disease, fear| Init +0 | Perception +10 | Lay on Hands 9/9 | Smite Evil 3/day | Auras: courage (+5 vs fear), resolve (+4 vs charm)

"If not, I will use my blade to do so." Positioning himself with shield up, Kendren suddenly began radiating an aura of light over the group.

Standard action: Power of Faith (30 ft. aura, 1 min. duration): +1 morale bonus to attack, damage, AC, and all saving throws. Once per day, you may heal 1d4 ability damage, as per the spell lesser restoration, while within the aura.


M Human Paladin of Sarenrae 4/Oracle of Life 3/ Medium 1 | HP 63/76 | AC 19/13/16 | F +13, R +10, W +15 | CMB +6, CMD 19 | Scimitar +6/+1 (1d6) | Longbow +11/+6 (1d8+2) | Init +1 | Perception +4 (Deaf)

"Allow me," interjects Damian, knowing that his capabilities were greatly diminished after channeling the power of light to smite the specter earlier.

Ghost Hand to draw the curtain aside and reveal red.


F Halfling Rog4/Ftr4 | HP 55/55 | AC 26, T 18, FF 21, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +10 R +13 W +6, +4 vs fear, Shake it Off | Init +5 | Per +21 (+23 traps) | Active: None

Coral prepares to strike the first spectre that comes within 10' (so the readied action is 5' step and strike).

She will combine Combat Expertise and Fighting Defensively for +5 AC, then Power of Faith for another +1. Total AC 24 against incorporeal touch.

Readied Attack:
Attack, Heroism, IC +2, Bane, PA, CE, Defensively, -2 levels: 1d20 + 16 + 2 + 2 + 2 - 2 - 2 - 4 - 2 ⇒ (12) + 16 + 2 + 2 + 2 - 2 - 2 - 4 - 2 = 24
Damage, IC, PA, Bane, PoF: 1d4 + 7 + 2 + 4 + 2 + 2d6 + 1 ⇒ (1) + 7 + 2 + 4 + 2 + (4, 1) + 1 = 22
She deals full damage to undead with Ghostslayer since her sword is effectively +3.

Bodyguard AOOs, fail on a 1: 6d20 ⇒ (13, 12, 19, 11, 6, 15) = 76


female human sorceress 8 | HP 42/42 (32/32; THP 0/0; N/L 0/10 | AC 17, TAC 13, FF 15 | F +5, R +6, W +8 | CMB +3, CMD 16 | Init +2 | Per +8 Immolation Aura 8/8rnds | Spells: 1st 7/8; 2nd8/8; 3rd 4/6; 4th 3/4 | Activ Effects: mage armor, 2 neglvls -2 all rolls and lvl based things

Feena was not about to stay near where the spectral things were and quickly made her way over by her allies hoping to avoid being attacked like that again.


TG1 | GW | FF | RH

Damian's ghosthand pulls back the curtain to reveal the creature they are expecting.

Lola's disrupt fires as soon as the spectre is visible, injuring it. The incorporeal creature surges forward and closes the distance to Coral. She damages the creature with her readied strike, but it also connects with its life-sapping claws that rake through her body. Coral Damage: 1d8 ⇒ 8 + [ooc]2 Negative Levels.

The other spectre who fled in fear does not emerge from behind the other closed curtain.

Everyone up.

GM:

1d20 + 10 ⇒ (16) + 10 = 26


F Halfling Rog4/Ftr4 | HP 55/55 | AC 26, T 18, FF 21, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +10 R +13 W +6, +4 vs fear, Shake it Off | Init +5 | Per +21 (+23 traps) | Active: None

Coral's life force is slipping away with the spectre's attacks, but she continues to fight. She throws caution to the wind, hoping to finish the foe.

Attack, Heroism, IC +2, Bane, PA, -4 levels: 1d20 + 16 + 2 + 2 + 2 - 2 - 4 ⇒ (8) + 16 + 2 + 2 + 2 - 2 - 4 = 24
Damage: 1d4 + 7 + 2 + 4 + 2 + 2d6 + 1 ⇒ (1) + 7 + 2 + 4 + 2 + (2, 6) + 1 = 25

Iterative: 1d20 + 11 + 2 + 2 + 2 - 2 - 4 ⇒ (7) + 11 + 2 + 2 + 2 - 2 - 4 = 18
Damage: 1d4 + 7 + 2 + 4 + 2 + 2d6 + 1 ⇒ (2) + 7 + 2 + 4 + 2 + (2, 6) + 1 = 26


M Human Paladin of Sarenrae 4/Oracle of Life 3/ Medium 1 | HP 63/76 | AC 19/13/16 | F +13, R +10, W +15 | CMB +6, CMD 19 | Scimitar +6/+1 (1d6) | Longbow +11/+6 (1d8+2) | Init +1 | Perception +4 (Deaf)

Damian channels Sarenrae's power in a bid to further damage the spectre.

Channel: 2d6 ⇒ (1, 6) = 7 1 reroll: 1d6 ⇒ 2 9 damage

DC 14 Will


F Duskwalker Bard (Dirge Bard) 6/Mortal Usher 2| HP 42/59 | Defenses: AC 19, T 13, FF 17, CMD 20 | F:+9, R:+12, W:+11| Per: +13, SM: +9, Init: +2

Lola keeps inspiring and keeps blasting.

disrupt touch attack, IC, NL: 1d20 + 10 + 2 - 2 ⇒ (8) + 10 + 2 - 2 = 18
disrupt damage, disrupting strike, IC: 3d6 + 1d6 + 2 ⇒ (1, 3, 3) + (1) + 2 = 10


female human sorceress 8 | HP 42/42 (32/32; THP 0/0; N/L 0/10 | AC 17, TAC 13, FF 15 | F +5, R +6, W +8 | CMB +3, CMD 16 | Init +2 | Per +8 Immolation Aura 8/8rnds | Spells: 1st 7/8; 2nd8/8; 3rd 4/6; 4th 3/4 | Activ Effects: mage armor, 2 neglvls -2 all rolls and lvl based things

With a clear view of the spectral undead once more Feena stepped to the side to see it clearly and wove together her ectoplasm infused spell once again.

ectoplasmic scorching ray w/IC/into melee/neg drain: 1d20 + 6 + 2 - 4 - 2 ⇒ (9) + 6 + 2 - 4 - 2 = 114d6 + 2 ⇒ (5, 1, 6, 2) + 2 = 16


TG1 | GW | FF | RH

With another fantastic offensive round, the second undead creature is dispatched.

Pulling the curtain for the third, you find it is gone.

Out of initiative.


F Halfling Rog4/Ftr4 | HP 55/55 | AC 26, T 18, FF 21, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +10 R +13 W +6, +4 vs fear, Shake it Off | Init +5 | Per +21 (+23 traps) | Active: None

"I don't think we can get the remaining one to come fight us. If it is hiding in a wall, what are we going to do?
There may be magic that can help, but we lack it.
Should we tell the Watchknights outside what happened? Maybe send one back to bring clerical assistance?
I feel so weak. I don't know if I could handle another such foe.
I can't see as well, I can't move as well, I can't fight as well...
Is there magic that we can ask the Watchknights to bring back?"

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