| Dungeon Master S - 2e |
Haldan finds it relatively easy to shim something through the side in order to unlock the door. Don't forget, when doing something like that the map needs to be up to date.
This wide hall leads into the cliff face at an angle. A double door at the west end of the room is carved from blue and green marble and depicts a magnificent abstract pattern that evokes both the wind of a tornado and the water of a whirlpool. The handles are green-enameled metal leaves, each bearing a drop of water. Smaller doors lead out of this hall to the north and south directions. The door to the north has several planks nailed across it.
Inside are another pair of guards similar to the ones you killed. They seem oblivious to the previous violence, and don't immediately attack. "Stop! Who are you and what are you doing here?"
| Dendillion |
"Who are we? Asmodeus' sweaty balls, are you a clueless one. Nemmia didn't tell you?" Dendillion seems to admonish the guard who spoke.
If I can, I'd like to use Bon Mot. If successful, -2 status penalty to Perception and Will saves for 1 minute. If that's a no no, disregard this roll.
Diplomacy vs Will DC: 1d20 + 9 ⇒ (7) + 9 = 16
"I'm sorry, it's been a day. Don't you remember me? We just got in and it looks like there's something wrong with the mayor. Can one of you come and have a look?"
Dendillion asks, weaving magic into each honeyed word.
Cast Charm. DC 19 Will save. I'm using a 2nd level slot for this.
| Dungeon Master S - 2e |
The quip doesn't seem to make an impact.
Will Black: 1d20 + 7 ⇒ (17) + 7 = 24
Will Red: 1d20 + 7 ⇒ (13) + 7 = 20
Both men look at Dendillion quizzically, though they don't seem to think his intent was duplicitous. "Ummmm No, don't remember. Also, we can't leave our post. So no. If he dies, he dies."
+1 Hero Point to Dendillion for a slick attempt and creative use of an underused spell, and for giving me a chance to quote Rocky eye vee.
| Dendillion |
Dendillion shakes his head, clearly frustrated but not for the reasons the guards likely realize. He turns his attention to the other guard. "He dies, he dies? You think he's been left alive so far for no good reason? Are you a boxer? Because it's the only way I can explain how little sense you're making."
Another attempt at Bon Mot, switching to the other guard.
Diplomacy vs Will DC: 1d6d20 + 9 ⇒ (16) + 9 = 25
"Look, I'm trying to do you a favour here. I'm clearly being a really good friend to you. So just take a second and one of you help me please?"
He once more weaves magic into his words, hoping his words have the influence he's after.
Charm again. DC 19, but using a level 1 spell slot.
| Dungeon Master S - 2e |
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Will: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23 "Look bub, the answer is no. Besides, we're ehhhhh still stuck here to make sure no one gets out. So why don't you just walk away before I let Slurpy the slurk make a meal outa you."
| "-Tiny-" |
Tiny shakes his head at the dim witted guards, waiting to see if Dendillion has another angle up his sleeve or if he should come rushing forward crossbow firing.
| Dendillion |
Dendillion sighs at clearly getting nowhere. He looks to the others and says, "I tried. I really did."
| Haldan Hadonstar |
”I’m uncomfortable when Dendillion uses language like Asmodeus’ sweaty balls. And the smack talk game... needs work. Listen guys, we tried this the easy way but you are clearly shaking off the Charm spells that Dendillion is slinging your way. So either listen to him or attempt this meal thing, because we’re not walking away.”
+1 Hero Point to the GM for quoting the best Rocky.
| Dungeon Master S - 2e |
The men look at each other and then shrug. The immediately raise their tridents and drop their weight to fight it out.
No one mentioned hiding despite some by default. I'm going with Perception for everyone.
Round 1:
Tiny: Go
Haldan: Go
Charlie: Go
Dendillion: Go
Enemy: TBD
Chark: TBD
Retainers and Slurk: 1d20 + 6 ⇒ (9) + 6 = 15
Chark: 1d20 + 9 ⇒ (3) + 9 = 12 (T, LLV)
Charlie: 1d20 + 7 ⇒ (15) + 7 = 22 (T)
Dendillion: 1d20 + 7 ⇒ (14) + 7 = 21 (E)
Tiny: 1d20 + 7 ⇒ (19) + 7 = 26 (T)
Haldan: 1d20 + 6 ⇒ (19) + 6 = 25 (T)
| "-Tiny-" |
Tiny takes advantage of his fast speed as he drops into tiger style before charging into the room and clawings at the front red goon.
claw vs Red FF: 1d20 + 9 ⇒ (18) + 9 = 27
slashing damage: 1d8 + 2 ⇒ (2) + 2 = 4
Flurry vs Red FF: 1d20 + 9 - 4 ⇒ (6) + 9 - 4 = 11
slashing damage: 1d8 + 2 ⇒ (3) + 2 = 5
Fort DC 19 stunning fist if at least one does damage, also d4 bleed on a crit
Style, Stride(35), Flurry
| Dungeon Master S - 2e |
Tiny's hands work fast. The first shot is hard, and nearly opens an artery. FORT: 1d20 + 9 ⇒ (3) + 9 = 12 Nevertheless, he's stunned a bit by the shot! The follow up hits his armor, not harming him.
Round 1:
Tiny: Hit
Haldan: Go
Charlie: Go
Dendillion: Go
Enemy: TBD
Chark: TBD
Red: 4 (Stunned 1)
| Mumbling Charlie |
Goliath pushes through the door as Charlie gets behind the bear for protection. Goliath growls deep as he snaps his jaws at the man's legs.
Goliath Jaws; Inspire: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Hunter's Edge Precision Damage: 1d8 ⇒ 4
◆ Charlie Hunt Prey (Red)
◆ Charlie Command Goliath
◆ Goliath Step
◆ Goliath Attack
◆ Charlie Step
HP 36/41
AC 20 (22 w/ shield)
Wooden Shield 12/12; [AC Bonus +2: [Hardness 3] [HP/BT 12(6)]
Focus 0/1
Hero Points 0/3
Goliath
HP 31/32)
AC 17
| Dungeon Master S - 2e |
Goliath's jaws snap shut a hair's breadth off target, ricocheting off the retainer's armor!
Round 1:
Tiny: Hit
Haldan: Go
Charlie: Miss
Dendillion: Go
Enemy: TBD
Chark: TBD
Red: 4 (Stunned 1)
| Chark Torrefi |
Chark curses quietly under her breath. Why do we always wind up doing things the hard way...?
I blame the GM's dice rolls for this, myself.
She moves in to assess, and notes with alarm the various points of entry. They could quickly have a LOT of company. Let's make this quick, if we can.
A ball of white-yellow flame appears in her hand, which she hurls at Red.
produce flame: 1d20 + 8 ⇒ (7) + 8 = 15
fire: 2d4 + 3 ⇒ (1, 1) + 3 = 5
Stride, verbal & somatic components for produce flame.
| Haldan Hadonstar |
Haldan positions his joy buzzer and moves in place to deliver the Shocking Grasp.
SG: 1d20 + 9 ⇒ (20) + 9 = 292d12 ⇒ (3, 4) = 7
Woot, crit!
crit damage: 2d12 ⇒ (9, 7) = 16
If he’s wearing metal, take 1d4 ⇒ 4 persistent damage.
| Dungeon Master S - 2e |
Yeah, I REALLY wanted the gambit to work.
Haldan's spell strikes the main near the heart, giving him a serious jolt. The hide of his armor begins to smell like burnt meat, though some might be his own fried flesh.
Round 1:
Tiny: Hit
Haldan: CRIT
Charlie: Miss
Dendillion: Go
Enemy: TBD
Chark: Holding
Red: 27 (Stunned 1)
| Dendillion |
FWIW, as GM you can just allow cool things to happen :)
Action 1: Inspire Courage
Action 2-3: Ghost Sound
Dendillion strums his lute, releasing an inspirational tune. The sweet, sweet sounds carry a magic the group has grown to love.
Performance vs DC 18: 1d20 + 12 ⇒ (6) + 12 = 18
Inspire Courage for 3 rounds. +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
He lets the music linger before switching to a single note that he plays with a series of hammer-ons and pull-offs to make it ring out.
Behind the two guards comes the distant sounds of stomping feet, as if reinforcements are on the way!
Ghost Sound right behind the furthest guard.
| Dungeon Master S - 2e |
True, but if it occurs in direct opposition to the rule, and not the space between them, the feeling of accomplishment diminishes when they do work. Remember, I'm not just a grognard, and I'm an Aristotelian leisure seeking grognard.
"Ha! hear that? We've got more coming. Prepare to meet your doom!"
Dendillion's diddy inspires the party!
The two guards press an attack. The lone guard thinks the slurk is under his control, but it's not at all.
The stunned man fights back against Tiny as best he can.
ATK: 1d20 + 11 ⇒ (8) + 11 = 19 Unless Tiny isn't flatfooted... for DMG: 2d8 + 2 ⇒ (4, 5) + 2 = 11
Raise shield.
Black v. Tiny
ATK 1: 1d20 + 11 ⇒ (20) + 11 = 31 for DOUBLE: 2d8 + 2 ⇒ (2, 2) + 2 = 6
ATK 2: 1d20 + 6 ⇒ (7) + 6 = 13
Raise Shield
The slurk releases a putrid slime covering much of the area! Uneven ground, The DC to Balance across the slime is 18.
Chark's flame misses!
Round 2:
Tiny: Go
Haldan: Go
Charlie: Go
Dendillion: Go
Enemy: TBD
Chark: TBD
Red: 27
| "-Tiny-" |
Tiny starts by trying to finish off the red thug.
inspired fist vs Red: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
slashing damage: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Flurry fist vs Red: 1d20 + 9 + 1 - 4 ⇒ (6) + 9 + 1 - 4 = 12
slashing damage: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7
fort 19 stunning fist if at least one does damage, 1d4 bleed on a crit
Tiny then strikes the froggy before moving into the alcove.
slurk: 1d20 + 9 + 1 - 8 ⇒ (5) + 9 + 1 - 8 = 7
slashing: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
acrobatics: 1d20 + 11 ⇒ (10) + 11 = 21
| Dendillion |
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Action 1: Sustain a Spell
Action 2-3: Soothe
Dendillion continues to perform hammer-ons and pull-offs, then weaves a soothing melody into the music. The music blankets Tiny, providing a comforting warmth that closes his wounds.
Soothe: 1d10 + 4 ⇒ (2) + 4 = 6
| Mumbling Charlie |
Charlie cracks his whip out in an attempt to trip the man. Goliath pounces on him, biting and clawing, through his thin layers of clothing, as Charlie gives the whip another resounding crack.
Whip Athletics (Trip) vs Reflex DC: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Goliath Jaws; Inspire: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
Damage: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Hunter's Edge Precision Damage: 1d8 ⇒ 1
Goliath Claws; Inspire: 1d20 + 8 + 1 - 4 ⇒ (20) + 8 + 1 - 4 = 25
Damage: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Whip Attack: 1d20 + 9 + 1 - 5 ⇒ (16) + 9 + 1 - 5 = 21
Damage: 1d4 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Hunter's Edge Precision Damage: 1d8 ⇒ 3
◆ Charlie Trip
◆ Charlie Command Goliath
◆ Goliath Attack
◆ Goliath Attack
◆ Charlie Attack
HP 36/41
AC 20 (22 w/ shield)
Wooden Shield 12/12; [AC Bonus +2: [Hardness 3] [HP/BT 12(6)]
Focus 0/1
Hero Points 0/3
Goliath
HP 31/32)
AC 17
| Dungeon Master S - 2e |
Tiny's opening blow proves too much for the retainer, who falls into the slime! He can't connect with the slurk, but does manage to buy some space.
Dendillion heals some of the dwarf's wounds, keeping in in the fight.
Round 2:
Tiny: Kill
Haldan: Go
Charlie: Go
Dendillion: Soothe
Enemy: TBD
Chark: TBD
Red: 27
| Haldan Hadonstar |
Extending his hand forward, he launches 3 arrows from his fingers towards black.
MM: 3d4 + 3 ⇒ (1, 1, 2) + 3 = 7
| Dungeon Master S - 2e |
Haldan's missiles take the retainer by surprise. IT's obvious that he really hopes those reinforcements get here soon.
Charlie and Goliath team up to potent effect. The whip yanks him off his feet. When Goliath moves in, there's nothing the man can do as he's mauled to death.
The slurk moves in, going toe to toe with Goliath: Tusks: 1d20 + 11 ⇒ (15) + 11 = 26 for DMG: 1d8 + 4 ⇒ (4) + 4 = 8
Round 2:
Tiny: Kill
Haldan: MM
Charlie: Crit kill
Dendillion: Soothe
Enemy: ATK
Chark: Go
| Chark Torrefi |
Aiming over Haldan's head, Chark lets a blazing band of orange-white fire erupt at the slurk.
inspired spell attack for fire ray: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11 oh, for $^&!#(&)&*)@$ sake
She then gently touches Charlie's arm, bestowing the guidance of Sarenrae on him.
Verbal & somatic components for fire ray, verbal component for guidance.
| Dungeon Master S - 2e |
Chark struggles to keep her aim up as two foes are quickly dispatched.
Round 2:
Tiny: Go
Haldan: Go
Charlie: Go
Dendillion: Go
Enemy: TBD
Chark: TBD
| Mumbling Charlie |
Charlie and Goliath continue to press the hero point pooping giant toad, though Goliath is the only one willing to get in halfway close to the dark slick.
Goliath Jaws; Inspire: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
Damage: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Hunter's Edge Precision Damage: 1d8 ⇒ 3
Goliath Claws; Inspire: 1d20 + 8 + 1 - 4 ⇒ (4) + 8 + 1 - 4 = 9
Damage: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Whip Attack: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
Damage: 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Hunter's Edge Precision Damage: 1d8 ⇒ 5
◆ Charlie Hunt Prey (Toad)
◆ Charlie Command Goliath
◆ Goliath Attack
◆ Goliath Attack
◆ Charlie Attack
HP 36/41
AC 20 (22 w/ shield)
Wooden Shield 12/12; [AC Bonus +2: [Hardness 3] [HP/BT 12(6)]
Focus 0/1
Hero Points 0/3
Goliath
HP 31/32)
AC 17
| Dungeon Master S - 2e |
Charlie and Goliath team up on the slurk. Only one attack gets through, but it's a good bite from Goliath!
Round 2:
Tiny: Go
Haldan: Go
Charlie: Hit
Dendillion: Go
Enemy: TBD
Chark: TBD
Slurk: 10
| "-Tiny-" |
acrobatics: 1d20 + 11 ⇒ (16) + 11 = 27
Tiny slides into place behind the slurk and claws it it a whole bunch.
claw vs FF: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24
slashing: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4
claw vs FF: 1d20 + 9 - 4 ⇒ (16) + 9 - 4 = 21
slashing: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
claw vs FF: 1d20 + 9 - 8 ⇒ (12) + 9 - 8 = 13
slashing: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Fort 19 stunning fist if either of the first 2 attacks deals damage.
| Dendillion |
Action 1: Step
Action 2-3: Telekinetic Projectile
Dendillion lets the illusory sounds disappear, then steps closer to the door for a better view. Spying the discarded weapon of one of guards, he plays the chords necessary to fling the weapon at the slurk!
Telekinetic Projectile: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
Damage (S): 2d6 + 4 ⇒ (3, 5) + 4 = 12
| Dungeon Master S - 2e |
Tiny literally slides into position and labels the slurk with a quick pair of hits. The killing blow is a bit off target. Unfortunately, Dendillion's attack is also off target.
FORT 1: 1d20 + 10 ⇒ (12) + 10 = 22
FORT 1: 1d20 + 10 ⇒ (3) + 10 = 13 Stunned 1
Round 2:
Tiny: Two hits
Haldan: Go
Charlie: Hit
Dendillion: Miss
Enemy: TBD
Chark: TBD
Slurk: 25 (Stunned 1)
| Haldan Hadonstar |
”One more card should do it...”
As he speaks, he pulls a card as if from nowhere, charges it and launches!
PF: 1d20 + 9 ⇒ (10) + 9 = 192d4 + 4 ⇒ (2, 3) + 4 = 9
| Dungeon Master S - 2e |
Haldan missed his bonus from Inspire Courage. Adding it in as it matters:
Haldan's inspired card is just what the doctor ordered. It strikes the slurk who crumples and falls to the ground.
For defeating the pair of retainers and their untrained slurk pet each hero earns 90 XP.
The retainers seem to have a standard issue load out, carrying only their shields and tridents.
| Haldan Hadonstar |
”Why are so many of the people who attack us without gold or valuables? I didn’t think this possible but there’s more money is the circus than there is in adventuring.”
| Chark Torrefi |
Are you investigating Thunder's murder solely for financial gain, then? Chark asks pointedly. This isn't our regular job, to be sure, so I wouldn't expect it to pay as well as the Circus does.
| Mumbling Charlie |
"The dead won't n..n..n..need their coin, and it could help the circus." Charlie moves around the oil slick to the southern door and slides it open.
| Haldan Hadonstar |
”Exactly. We pilfer the dead to honour Thunder.”
| Dungeon Master S - 2e |
This small room contains a wall-mounted basin with water, a few hooks bearing gray robes, and rough soap. The hermits were likely expected to stop here to wash themselves before passing further into the hermitage.
| Mumbling Charlie |
Shutting the door on the small washroom Charlie heads to investigate the northern doorway.
| Dungeon Master S - 2e |
The northern door is boarded over on your side...
| Mumbling Charlie |
Athletics: 1d20 + 8 ⇒ (13) + 8 = 21
Charlie directs Goliath at the boarded up door. "Get those off their pal." Goliath rears up and puts a lot of his weight into the boards as he begins to claw at them.
| Dungeon Master S - 2e |
Charlie walks up to the boards and gives them a quick look before deciding that they can be yanked down. Not pausing long enough to wonder why the door is boarded over, he sets to work.
Before he starts, he catches a a glass jar wedged between two boards. Inside the jar is a silvery paste...
He hands the paste off while getting to work on the boards. In just under a minute, he's got them off. The door beyond doesn't have a lock on it.
| Mumbling Charlie |
Charlie raises his shield and opens the door north. "Why would this door be boarded up in the hermitage?"
| Dungeon Master S - 2e |
The stone steps from the secure chamber lead down into darkness. While torch sconces are mounted on the walls, the torches all burnt out long ago. A chance to change your exploration tactic, and tell me how you're going to see. Map slightly updated.
| Haldan Hadonstar |
Casts Light on Hermann’s crown.
| Dungeon Master S - 2e |
With Hermann now a source of illumination, the party can see that this section of the Hermitage is old, very old. The stairs lead to a narrow series of corridors containing a large number of burial niches.
While most followers of Gozreh prefer sky burial or burial at sea, residents of an hermitage often establish a tradition of being interred within the hermitage they occupied for so long.
The horizontal niches are each large enough for a human body and are vertically arranged in groups of three: one niche at knee level, one at waist level, and another at eye level. Most niches hold a single corpse. The remains seem to be in chronological order, with the oldest corpses near the bottom of the stairs and more recent corpses further out.
There are options for exploration, just update the map and I'll reveal more.
| Chark Torrefi |
Before descending, Chark would take time to refocus/heal up. Tiny and she need a bit.
Tiny: DC 15 Medicine: 1d20 + 11 ⇒ (18) + 11 = 29 crit success & refocus
healing: 4d8 ⇒ (6, 6, 8, 4) = 24
Chark: DC 15 Medicine: 1d20 + 11 ⇒ (14) + 11 = 25 crit success
healing: 4d8 ⇒ (3, 8, 7, 6) = 24
The symmetry of those rolls is...remarkable.
★ ---- ★ ---- ★ ---- ★
Religion: 1d20 + 9 ⇒ (14) + 9 = 23
In Gozreh's faith, Chark says, it's customary to be buried at sea, or occasionally have one's ashes scattered to the winds. At a hermitage, however, a tradition of burial at the hermitage itself often develops. Hmm.
Chark's default Exploration mode is Seek.
| "-Tiny-" |
With the cramped corridors Tiny puts away his crossbow and pulls out his clan dagger. Once his companions are ready Tiny leads the way, checking the floors and walls for danger as they prgoress.
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