| Madame Papillon |
Haha, GM, it apears that when you roll saving throws agasint my spells, same things happens when I roll agasint Flik's saves...!
"...maybe spells really aren't my thing, guys?" She grumbles moving forward and behind the south-east pillar around to hit yellow.
Move, activate potency crystal, strike.
Starkife: 1d20 + 9 + 1 + 1 ⇒ (18) + 9 + 1 + 1 = 292d6 + 1 ⇒ (1, 3) + 1 = 5
| Orm Blueleaf |
Orm flurries on yellow, then will trip yellow again, followed by moving to his other side. assuming that i can do that on diags between him prone and the pillars, if not I'll revise my 3rd action
Attack 1 w/ Inspire: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
dmg 1? w/ Inspire: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Attack 2 w/ Inspire: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
dmg 2? w/ Inspire: 1d8 + 5 + 1 ⇒ (2) + 5 + 1 = 8 extra dmg due to forceful property
| GM MattMorris |
Working together, Madame P and Orm take down Yellow with impressive hits.
Orm would have taken him down after the flurry, so feel free to revise.
~+~Round 2~+~
Orm (-20)(2 Actions)
Papillon
Derrikk
--Celery (-9)
Junebug
Blue
Yellow
Red (-7)
Derrikk
|
I think inspire is still up, right?
Derrikk fires into red and continues to encourage Celery to do the same.
HuntedShot1: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19 for damage: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Huntedshot2: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17 for damage: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4
attack: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22 for damage: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
CeleryAttack1: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29 for a crit of damage: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7 x2=14
CeleryAttack2: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24 yowza! for a crit of Damage: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4 x2 = 8
| GM MattMorris |
Derrikk and Celery take down the final enemy, and the mayor sits up, rubbing his head.
"Thank you once again! I came looking for Harlock and was immediately imprisoned! A few priests came to see me—but all they were as cruel and
pitiless as my captors." Mayor Abber shudders, "They were accompanied by small flying demons! How could the hermits deal so openly with fiends?"
"They shouted questions and abuse at me, but they let slip that Harlock is also a prisoner in the hermitage. I'm glad my old friend isn't behind all of this. Would you be so kind as to try to free him, as well?"
The mayor finds his feet, a bit unsteadily, but he is resolute. "I'm going to head back to town. Come to my house when you return. There's nothing I can do here."
The guards each have hide armor, gray robes, tridents, and wooden shields.
| Madame Papillon |
Papillon swiftly moves to tend to Orms wounds, "Look at you Orm, always getting into the ruff of things!" She applies some simple bandages.
Medicine: 1d20 + 11 ⇒ (3) + 11 = 142d8 ⇒ (1, 3) = 4 ... ouch
She turns her attention to the mayor, "Something is definitely going on here mayor. Your holy house was also tainted with fiends, and priests falsely dressed as pastors who were indeed something of the vile nature." The halfling is concerned, not really sure what to take of the situation.
"Harlock, who is that? And which way to the Hermitage, we will go straight there! Did you need someone to accompany you back, sir, what if you are attacked again?"
| Orm Blueleaf |
"Papillon, perhaps since mundane methods failed, you'd be willing to grace me with some of Desna's healing power? We are in the hermitage, Harlock is the abbot here."
"Mayor, you said you have been here before. Would you be able to sketch us a map of the parts you are familiar with?"
once healed, we should check these doors and look beyond the curtain.
| GM MattMorris |
"I have only really been to Harlock's rooms. Between this entrance way and his rooms there is a a wide hallway that leads into the Grand Hall. Harlock's suite is through a door just inside on the north wall of the room. I think the hermitage's inner sanctum is past the Great Hall, and I know Harlock has mentioned that the miatge has a series of catacombs, but only the priests and hermits are allowed elsewhere in the bulding."
The mayor says to Madame P. "I should be quite safe on my way home. I didn't run into any trouble on my way here until I was inside. Uunlike most people in Abberton, I am used to traveling this road."
I've revealed some areas on the map based on what he told you.
The rooms closest to the door appear to be waiting rooms. They are simply furnished with a table and chairs, and its stone walls are bare. The furniture isn’t particularly comfortable, and the only nod to courtesy is a copper vessel filled with water on the table.
Near the curtain that divides the room are two storerooms. The stores apear to be mostly empty. A few wooden casks half-full of salted pork and mead are all that remain, along with a crate of parchment paper and a
few boxes of ink and goose quills. You do find a jar labeled: "lesser salamander elixir" on one off the shelves.
Finally, the last four rooms appear to be guest rooms. Each room
has a single uncomfortable bed, a desk with a candle and writing supplies, a chamber pot, and a copy of the Gozren holy book, Hymns to the Wind and the Waves.
| Madame Papillon |
The cleric frowns, "You are right, Orm, as always. Desna will heal your wounds this day." She plants her small hands on the giant monk's chest, and channels her spiritual energy.
Heal: 2d8 + 16 ⇒ (5, 7) + 16 = 28
2/3 Font!
She waves the mayor off, "Stay safe!"
Turning to the room, she looks a little spooked, "Did he say catacombs? Can we maybe go there last, they don't sound all that safe?" She pauses for a moment, "Do you think Harlock is involved somehow? We should definately find him first."
| Orm Blueleaf |
As Papillon's healing magic washes over him, and the ropy vines on his arms and torso knit together, Orm stretches and says, "My thanks. Now, let us get to the bottom of this foul taint. And I agree, no need to enter tombs if we don't have to."
Orm moves to the door, ready to open it and move forward when others are.
took the liberty of moving everyone, but of course feel free to edit
| GM MattMorris |
The door is a large and imposing granite slab broken only by a small viewing slot at eye level. It appears to be barred from the opposite side and you can hear the noise of footsteps in the corridor beyond.
I know it says it's barred, but you can attempt to lift the bar with Thievery, force open the door, or use some other tactic.
| Madame Papillon |
"Haha, what a great catch name - we should use that in our performance! What do you think, Derrikk?" She laughs at the joke, but only to cover up the fact that there is nothing she can do to help get through this obstacle.
| GM MattMorris |
I think it would actually be craft, since it's a mundane item. lesser salamander elixir
Quickly and quietly, Derrikk lists the bar to the door and eases it open.
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.
Two acolytes (similar in appearance to those your just defeated stand in the hallway with a seemingly-tame frog beast. There attention is focused on the boarded-over door and they seem not to have noticed you. You hear one say, "Faldinor, do you think this will hold back the ghouls? I'm not so sure."
Thelonious Junebug
|
Afternoon, gentlemen/ladies. I take it you've run into some problems here at the hermitage. If you're on the right side of this thing, we can help. If you're not, we can hurt. Your call.
Intimidate
1d20 + 9 ⇒ (8) + 9 = 17
| GM MattMorris |
One of the humans stutters a response, "Oh, we don't want any trouble. In fact, we are just trying to fix of the hermitage, with has a tiny ghoul problem." Taking in the rough and ready look of the crew, he continues, "You look like you're pretty capable. Would you help us."
You all detect tell-tale tremors in their voices. They are obviously lying to you about their friendliness, but they do seem legitimately worried about whatever is behind the boarded up door to the north.
Thelonious Junebug
|
You're right that were capable. More than capable, in fact. But before we help you with this ghoul problem, you're going to tell us what's going on at this hermitage and why our mayor was taken prisoner.
| Orm Blueleaf |
Doing his best to look like a tough guy, Orm stands next to Thelonious, fist in palm of other hand, making little taps.
| GM MattMorris |
"Oh, was that the mayor? There must of been some misunderstanding--or perhaps he committed horrible sins against Gorzeh and the natural world. That happens more than you might think!"
They are lying.
Thelonious Junebug
|
You guys are lying. Speak the truth or we'll walk back out of here and seal you in with the ghouls. Seriously, guys. I am so not a hard-ass, but my patience is at an end.
Intimidate
1d20 + 9 ⇒ (18) + 9 = 27
| GM MattMorris |
"Look, we don't want any more trouble than we've already got. What did you want?"
| Orm Blueleaf |
"We'd like to know why we've had to kill a number of demons bearing Gozren paraphernalia in town. You wouldn't happen to know anything about that would you?"
| GM MattMorris |
The one you heard referred to as Faldinor answers, "Uh. Unfortunately the townsfolk are very guilty of that 'despoiling nature' thing that we mentioned. Some of the hermitage leadership decided it was time to take steps before the corrupting 'civilized' influence destroyed all life on the island."
The other hermit pats his frog on the head and says, "No one really likes working with demons--who would!--but we had to do something. The wildlife and plants all over the island are dying. The people in town refused to see that it was Gozreh's will that they leave and move somewhere safer."
Thelonious Junebug
|
Look, I think I speak for all of us when I say I understand the appeal of drastic solutions. But, do you think maybe we can find some middle ground with the villagers? I don’t see them leaving their village. What else is on the table?
Diplomacy
1d20 + 9 ⇒ (5) + 9 = 14
| GM MattMorris |
"That's strictly above our paygrade. Threndel and Nemmia communed with the Wind and Waves to come up with the current strategy. We'd just watched the island wither away for years--at least they are getting something done."
Thelonious Junebug
|
I guess the most basic thing I'm looking for here is a promise not to harm the villagers anymore. And if your next words have the ring of 'just following orders' we're gonna have a problem.
| GM MattMorris |
"Oh, we're not just following orders. Those townspeople have to go, or the whole island is going to die. It looks like we're going to have to take care of you too!"
Derrickk: 1d20 + 10 ⇒ (1) + 10 = 11
Junebug (Intimidate): 1d20 + 9 ⇒ (11) + 9 = 20
Orm: 1d20 + 7 ⇒ (18) + 7 = 25
Papillon: 1d20 + 9 ⇒ (12) + 9 = 21
Red: 1d20 + 6 ⇒ (20) + 6 = 26
Yellow: 1d20 + 6 ⇒ (11) + 6 = 17
Blue: 1d20 + 6 ⇒ (17) + 6 = 23
The red guard draws his trident, raises his shield, and shouts, "Don't just sit there, Grumbles, get them!"
~+~Round 1~+~
Red (shield raised)
Orm
Blue
Papillon
Junebug
Yellow
Derrickk
--Celery
| Orm Blueleaf |
Orm enters Mountain Stance, moves in to the frog-beast, and then delivers a flurry of fists and elbows.
Attack 1: 1d20 + 9 ⇒ (15) + 9 = 24
dmg 1?: 1d8 + 4 ⇒ (4) + 4 = 8
Attack 2: 1d20 + 4 ⇒ (13) + 4 = 17
dmg 2?: 1d8 + 5 ⇒ (4) + 5 = 9 extra dmg due to forceful property
| GM MattMorris |
Orm smacks the frog twice. In defense, the frog flops around a bit and exudes a slick of slippery slime.
You need to Balance to cross the slime.
The creature then attacks with its tusks, but misses.
tusks: 1d20 + 11 ⇒ (1) + 11 = 12 for piercing: 1d8 + 4 ⇒ (3) + 4 = 7
~+~Round 1~+~
Red (shield raised)
Orm
Blue (-17)
Papillon
Junebug
Yellow
Derrickk
--Celery
| Madame Papillon |
Will delay till Junebug probably starts his inspire courage. :)
"What do you mean the whole island is going to die? You don't mean Krotos Isle?" She looks shocked and for a moment doesn't know what to do with herself. She quickly utters a spell underher breath, "Desna, protect me with your divine energy!" as a shield appears in the hand not holding her Starkie. She moves around Orm and attacks the amphibian creature.
Ballance: 1d20 + 8 ⇒ (12) + 8 = 20
Starknife + Junebug bonuses: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 131d6 + 1 ⇒ (4) + 1 = 5
AC now is 18 i believe, and will use reaction if they actually hit me (can i do that?) to make it into a 23 (otherwise will reactively put shield up when one of priests attacks me.
Thelonious Junebug
|
Junebug casts a one action inspire courage, then shoots a telekinetic projectile at Blue using any unattended bit of junk/pebble/etc. lying around.
+1/+1 for 1 round
1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
2d6 + 4 + 1 ⇒ (5, 5) + 4 + 1 = 15
| GM MattMorris |
For shield, your AC stays at 18. You can use a reaction to block 5 damage if you are hit. If you use the reaction, you can't cast the spell again for 10 minutes.
Madame P maneuvers in to attack blue. Desna shields her, but her attack falls short.
Thelonious' occult magic propels a stray pebble into the frog creature, sending it crashing to the ground.
The yellow guard draws his weapon and sidles closer to Madame P.
Balance: 1d20 + 6 ⇒ (11) + 6 = 17
He takes a jab at the cleric, but misses.
trident: 1d20 + 11 ⇒ (3) + 11 = 14 for piercing: 2d8 + 2 ⇒ (1, 6) + 2 = 9
~+~Round 1~+~
Red (shield raised)
Orm
Blue
Papillon
Junebug
Yellow
Derrickk
--Celery
Derrikk
|
Derrikk moves and first at Red before directing Celery to attack Red as well.
Bow: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19 for damage: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3
CeleryAcrobatics: 1d20 + 8 ⇒ (17) + 8 = 25 even without a crit success, I believe her 40ft. speed gets up to red. If it's a crit, then she'll move the extra square to be out of the slime
Jaws: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21 for damage: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
| GM MattMorris |
Derrikk's arrow thunks into the guard's shield, though Celery is about to get a hit. The guard blocks with his shield at the last moment, though, allowing it to absorb the damage.
The guard strikes out at Celery.
trident: 1d20 + 11 ⇒ (13) + 11 = 24 for piercing: 2d8 + 2 ⇒ (5, 2) + 2 = 9
trident: 1d20 + 11 - 5 ⇒ (14) + 11 - 5 = 20 for piercing: 2d8 + 2 ⇒ (4, 3) + 2 = 9
He raises his shield.
~+~Round 2~+~
Red (shield raised)
Orm
Papillon
Junebug
Yellow
Derrickk
--Celery (-18)
Active Effects: Inspire Courage
Map
| Orm Blueleaf |
Orm attacks yellow in a rockslide of blows . . .
Attack 1: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
dmg 1?: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Attack 2: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
dmg 2?: 1d8 + 5 + 1 ⇒ (1) + 5 + 1 = 7 extra dmg due to forceful property
Followed by an assured Trip on Yellow (vs. DC 17) and a Balance to cut off retreat to the door.
Acrobatics to Balance: 1d20 + 9 ⇒ (18) + 9 = 27
Thelonious Junebug
|
Thelonious moves into the room and fires another small projectile at Yellow, or Red if Yellow is down.
1d20 + 9 ⇒ (18) + 9 = 27
2d6 + 4 ⇒ (6, 6) + 4 = 16
| GM MattMorris |
With one blow from Orm and a projectile from Thelonious, yellow goes down!
~+~Round 2~+~
Red (shield raised)
Orm
Papillon
Junebug
Yellow
Derrickk
--Celery (-18)
Active Effects: Inspire Courage
Map
| Madame Papillon |
So only red up?
Papillon takes out a spare starknife and throws it.
Starknife: 1d20 + 10 ⇒ (18) + 10 = 281d6 + 2 ⇒ (2) + 2 = 4
| GM MattMorris |
Madame P hits, but Red blocks the damage with his shield.
~+~Round 2~+~
Red (shield raised)
Orm
Papillon
Junebug
Yellow
Derrickk
--Celery (-18)
Derrikk
|
Derrikk focuses on Red, fires twice hunted shot and calls Celery back to him.
attack: 1d20 + 8 ⇒ (19) + 8 = 27 for damage: 1d6 + 1 ⇒ (4) + 1 = 5
attack: 1d20 + 5 ⇒ (15) + 5 = 20 for damage: 1d6 + 1 ⇒ (3) + 1 = 4
CeleryAcro: 1d20 + 8 ⇒ (4) + 8 = 12
If that fails, Celery tries again to balance while moving
CeleryAcro: 1d20 + 8 ⇒ (7) + 8 = 15
I don't know what the dc is, so i guess move Celery if she's able to. Thanks!
| GM MattMorris |
Derrikk's first arrow strikes true, and the second thunks into his shield.
Celery slowly picks his way out of the slime.
DC 15 to Balance.
The red guard attempts to pick his way across the slick floor.
Acrobatics: 1d20 + 6 ⇒ (16) + 6 = 22
He moves up to Orm and attacks, then raises his shield.
trident: 1d20 + 11 ⇒ (13) + 11 = 24 for piercing: 2d8 + 2 ⇒ (8, 8) + 2 = 18
~+~Round 3~+~
Red (-5, shield raised)
Orm (-18)
Papillon
Junebug
Yellow
Derrickk
--Celery (-18)
Derrikk
|
Derrikk reaches out to patch up Celery
BattleMedicine: 1d20 + 8 ⇒ (14) + 8 = 22 for healing: 2d8 ⇒ (8, 2) = 10
shoots twice
HS1: 1d20 + 8 ⇒ (8) + 8 = 16
HS2: 1d20 + 5 ⇒ (20) + 5 = 25 a crit for damage: 1d6 + 1 ⇒ (5) + 1 = 6x2=12
and sends Celery back in.
Acro: 1d20 + 8 ⇒ (5) + 8 = 13
Acro: 1d20 + 8 ⇒ (17) + 8 = 25 or does the second attempt take a -5?
I guess it doesn't matter :-)