| Orm Blueleaf |
Orm attacks Red in a rockslide of blows . . . Inspire not in, but maybe it’ll be there?
Attack 1: 1d20 + 9 ⇒ (13) + 9 = 22
dmg 1?: 1d8 + 4 ⇒ (5) + 4 = 9
Attack 2: 1d20 + 4 ⇒ (7) + 4 = 11
dmg 2?: 1d8 + 5 ⇒ (8) + 5 = 13 extra dmg due to forceful property
Followed by an assured Trip on Red (vs. DC 17 Reflex) and a guarded step back to the door.
Thelonious Junebug
|
Thelonious takes out a fistful of copper coins and shoots one at Red.
1d20 + 9 ⇒ (14) + 9 = 23
2d6 + 4 ⇒ (4, 2) + 4 = 10
no inspire this time around
| GM MattMorris |
A well-placed coin to the forehead takes out the remaining guard. In addition to the standard guard kit, one of them carries a tin mark, "silversheen."
The Wounded
Orm (-18)
Celery (-8)
The door that those two were guarding is boarded up from this side. There is a small door to the south and a large, ornate door to the west.
| Madame Papillon |
I can Treat Wounds every ten (10) minutes, how long as it been?
Treat Wounds, Orm: 1d20 + 10 ⇒ (3) + 10 = 132d8 ⇒ (6, 7) = 13
Treat Wounds, Celery: 1d20 + 10 ⇒ (15) + 10 = 252d8 ⇒ (6, 5) = 11
"Yep, and go check out the rest of this place in case there are any more crazy people running around. I have a bad feeling about this place, Desna feels uneasy here..."
| GM MattMorris |
I'll assume you wait another 10 minutes to get a second shot at healing? Where to next? Small door to south or large door to west?
| Madame Papillon |
Alright, so we are here resting for 30 minutes then?
"I am so sorry Orm, im not sure what has gotten into me the last day...i haven't been feeling good about any of whats going on here. None of this feel's right..."
Treat Wounds, Orm: 1d20 + 10 ⇒ (11) + 10 = 212d8 ⇒ (7, 5) = 12
"We should check out this small door, before pressing forward. We dont want any surprises coming at us from behind." Papillon bravely moves over to the southern door, and opens it gently peering in.
Perception: 1d20 + 9 ⇒ (8) + 9 = 17
| GM MattMorris |
This small room to the south contains a wall-mounted basin with water, a few hooks bearing gray robes, and rough soap.
The large doors open when you turn the handle. It opens on a magnificent gallery glows with light from magical spheres set into eight twisting pillars that stretch from the floor to the ceiling twenty feet above. That ceiling depicts a cloudy, storm-tossed sky with remarkable realism. The floor is covered with mosaic tiles that portray the depths of the ocean, complete with coral reefs, seaweed beds, and schools of fish.
Corridors lead away from the gallery to the north and south, and the hall ends in a massive bronze double door sculpted in a fantastic diorama of animals of all kinds: fish swimming in the sea, beasts walking the earth, and birds soaring in the sky.
A grey-robed woman with wild, unbound hair stands in the center of the hall. Next to her a worm-like vermilek demon coils on the floor. When she notices you, her eyes fairly bulge from her head and she shouts, "Intruders! Defilers! Get them."
Derrikk: 1d20 + 10 ⇒ (1) + 10 = 11
Junebug: 1d20 + 6 ⇒ (19) + 6 = 25
Orm: 1d20 + 7 ⇒ (1) + 7 = 8
Papillon: 1d20 + 9 ⇒ (15) + 9 = 24
Red: 1d20 + 8 ⇒ (17) + 8 = 25
Blue: 1d20 + 11 ⇒ (14) + 11 = 25
The woman moves forward, casts a spell on Orm, and orders the worm demon forward.
Will (Orm): 1d20 + 9 ⇒ (19) + 9 = 28
The monk is slightly shaken by the fearsome power that she unleashes.
The worm demon advances on the adventurers and bites at Orm.
bite: 1d20 + 12 ⇒ (5) + 12 = 17 for piercing: 2d8 + 3 ⇒ (7, 1) + 3 = 11
bite: 1d20 + 7 ⇒ (16) + 7 = 23 for piercing: 2d8 + 3 ⇒ (6, 6) + 3 = 15
~+~Round 1~+~
Red
Blue
Junebug
Papillon
Derrikk
Orm (-15, frightened 1)
| Orm Blueleaf |
Orm enters Mountain Stance, attempts to shove the demon . . .
Athletics to shove: 1d20 + 11 ⇒ (17) + 11 = 28 vs. DC Fort of demon
looks like a success at least, so Orm will take the free stride to move with it
Having cleared the door, Orm will then move to get next to the spellcaster in back.
If that's a crit success, the demon would be another 5ft back
Derrikk
|
Derrikk will direct Celery to attack from behind and will focus on the same foe and shoot at them twice hunted shot
CeleryAttack: 1d20 + 8 ⇒ (8) + 8 = 16 for maybe damage: 1d8 + 2 ⇒ (2) + 2 = 4
attack1: 1d20 + 8 ⇒ (14) + 8 = 22 for damage: 1d6 + 1 ⇒ (4) + 1 = 5
attack2: 1d20 + 5 ⇒ (17) + 5 = 22 for damage: 1d6 + 1 ⇒ (2) + 1 = 3
| Madame Papillon |
"More demons? You're the defilers! What are you doing in this sacred place?" she questions the woman, not expecting any real response. "Desna, give me your power to protect Orm!" She rushes forward, slipping under the arrows from Derrikk to go flank the vile creature with the wolf.
Move, activate potency crystal, strike.
Starknife, potency, flanking, inspired: 1d20 + 9 + 1 + 1 ⇒ (20) + 9 + 1 + 1 = 312d6 + 1 ⇒ (6, 4) + 1 = 11
Nice hit! Go me! Deadly, etra?: 1d6 + 1 ⇒ (6) + 1 = 7
| GM MattMorris |
Madame P, did we get more than one potency crystal? They are consumed on use. I think you already used it, so your crit would be 20 total.
Thelonius's performance encourages his companions, while Orm stoves the demon out of the way and advances on the spellcaster. Without a body to protect it, the demon is easy prey for Celery, Derrikk, and Madame P, who all strike it.
The demon strikes out at Madame P, hunger for some halfling! But only one of his attacks connects.
bite: 1d20 + 12 ⇒ (2) + 12 = 14 for piercing: 2d8 + 3 ⇒ (4, 6) + 3 = 13
bite: 1d20 + 7 ⇒ (9) + 7 = 16 for piercing: 2d8 + 3 ⇒ (1, 5) + 3 = 9
bite: 1d20 + 2 ⇒ (16) + 2 = 18 for piercing: 2d8 + 3 ⇒ (5, 6) + 3 = 14
The cultist backs away from Orm and conjures a ball of fire into his space.
Fire: 3d6 ⇒ (2, 6, 4) = 12
DC 20 Basic Reflex save, on success you take no damage.
~+~Round 2~+~
Red (-35)
Blue
Junebug
Papillon [-14]
Derrikk
Orm (-15, Reflex save)
| Orm Blueleaf |
Reflex: 1d20 + 9 ⇒ (1) + 9 = 10
Pursuing the caster, Orm will open with a flurry and then use and assured Trip against her. (vsw. DC 17 Reflex)
Attack 1: 1d20 + 9 ⇒ (6) + 9 = 15
dmg 1?: 1d8 + 4 ⇒ (3) + 4 = 7
Attack 2: 1d20 + 4 ⇒ (19) + 4 = 23
dmg 2?: 1d8 + 5 ⇒ (7) + 5 = 12 extra dmg due to forceful property
Hero Point to Reroll that save:
Reflex: 1d20 + 9 ⇒ (4) + 9 = 13
so attacks and damage all 1 higher! Thanks TJ!
Thelonious Junebug
|
Thelonious moves to be in position to help Orm (drawing an AoO from Red if it can). He casts another Inspire Courage as his third action.
Derrikk
|
Derrikk moves into the room, directs Celery to continue attacking, and does so as well.
HuntedShot1: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16 for maybe damage: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8
HuntedShot2: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Celery: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17 for maybe damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Celery2: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17 for maybe damage: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7
| GM MattMorris |
Singed but undaunted, Orm pursues the caster, strikes her once, and trips her. With Thelonious's encouragement, Derrikk and Celery finish off the vermlek.
~+~Round 2~+~
Blue (-12, prone)
Junebug
Papillon (-14)
Derrikk
Orm (-27)
| Madame Papillon |
Oh really? A potency crystal is only one use? I thought it would have been an upgrade. I would never have used it in the fist place haha! That's alright, i will fix up my character sheet.
Yabatha moves up, slowly, her short stubby legs making it a little longer to get to the tripped heretic, and swings her starkife.
Starknife, flank?: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 141d6 + 1 ⇒ (3) + 1 = 4
| GM MattMorris |
Madame P's attack comes up just short. Finding herself in a tricky spot, the woman stands, backs up and concentrates to move her ball of flame onto Orm. She draws a trident as a last resort.
Fire: 3d6 ⇒ (2, 4, 2) = 8
DC 20 Basic Reflex save, on success you take no damage.
~+~Round 3~+~
Blue (-12)
Junebug
Papillon (-14)
Derrikk
Orm (-27)
| Orm Blueleaf |
Reflex: 1d20 + 9 ⇒ (4) + 9 = 13
Orm will open with a flurry, follow with another strike and end with an assured Trip against her. (vs. DC 17 Reflex)
Attack 1: 1d20 + 9 ⇒ (2) + 9 = 11
dmg 1?: 1d8 + 4 ⇒ (2) + 4 = 6
Attack 2: 1d20 + 4 ⇒ (3) + 4 = 7
dmg 2?: 1d8 + 5 ⇒ (4) + 5 = 9 extra dmg due to forceful property
Attack 2: 1d20 - 1 ⇒ (9) - 1 = 8
dmg 2?: 1d8 + 6 ⇒ (1) + 6 = 7 extra dmg due to forceful property
I was going to make fun of Alex but then saw my rolls
Thelonious Junebug
|
Junebug keeps up the Inspiring performance (+1/+1) and casts Soothe on Orm.
1d10 + 4 ⇒ (1) + 4 = 5 healing and a +2 status bonus on saves vs mind effects for 1 minute.
| Madame Papillon |
Papillon keeps swining her knife.
Starknife: 1d20 + 10 ⇒ (20) + 10 = 301d6 + 1 ⇒ (6) + 1 = 7
Starknife: 1d20 + 10 - 5 ⇒ (8) + 10 - 5 = 131d6 + 1 ⇒ (6) + 1 = 7
Starknife: 1d20 + 10 - 10 ⇒ (7) + 10 - 10 = 71d6 + 1 ⇒ (3) + 1 = 4
| GM MattMorris |
Orm succeeds in tripping the, priest, though he is scorched by her spell.
Junebug does what he can to heal Orm, while encouraging his companions. Madame P lands one very solid blow.
From the ground, the priest concentrates on her spell, then chants a brief incantation and brushes her hand against Madame P's leg. A burning, like the sting of an insect, pricks Madame P's skin.
Fortitude save (vs poison) please.
Fire: 3d6 ⇒ (1, 6, 1) = 8
DC 20 Basic Reflex save, on success you take no damage.
~+~Round 3~+~
Blue (-28)
Junebug
Papillon (Fortitude Save, -14)
Derrikk
Orm (Reflex Save, -30)
Thelonious Junebug
|
Inspire Courage for another round and Junebug fires a copper coin at the priest.
1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
2d6 + 4 + 1 ⇒ (5, 6) + 4 + 1 = 16
| Orm Blueleaf |
Reflex: 1d20 + 9 ⇒ (1) + 9 = 10
Orm has had enough, and pounds her into the ground.
Attack 1: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
dmg 1?: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Attack 2: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
dmg 2?: 1d8 + 5 + 1 ⇒ (2) + 5 + 1 = 8 extra dmg due to forceful property
Attack 2: 1d20 - 1 + 1 ⇒ (7) - 1 + 1 = 7
dmg 2?: 1d8 + 6 + 1 ⇒ (3) + 6 + 1 = 10 extra dmg due to forceful property
Attack 2: 1d20 - 1 + 1 ⇒ (15) - 1 + 1 = 15
dmg 2?: 1d8 + 7 + 1 ⇒ (5) + 7 + 1 = 13 extra dmg due to forceful property
Going to spend remaining HP to reroll the save
Reflex: 1d20 + 9 ⇒ (16) + 9 = 25
Derrikk
|
Derrikk directs Celery to attack, focuses on blue, and tries to shoot past his allies.
CeleryAttack: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23 for damage: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4
CeleryAttack: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20 for damage: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6
HuntedShot1: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
HuntedShot2: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21 for maybe damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
| GM MattMorris |
With that beating, the priest moves no more.
There is a moment of silence as she falls.
Then, the beasts depicted on the massive bronze double doors turn to look at you, and speak the following words in an unearthly chorus.
"Corruption has shut this door, but that cannot keep us out.
Cleanse these halls of the corrupted that infest it, and we will open this door for you.
Or, if you are one of the chosen of the Wind and Waves, then you may enter.”
After delivering this message, the beasts on the door return to their original positions and do not speak again.
Thelonious Junebug
|
Cleansing corruption seems aligned with what we came here to do, and anyway, I never say no to a talking door.
Orm, I take it you need healing? Madame P, what do you have on tap?
| Madame Papillon |
Fort, vs Poison: 1d20 + 7 ⇒ (15) + 7 = 22
"Who do you suppose the chosen of the Wind and Waves is? Heh." She quickly dismisses that it could be one of the members of the group, as she has never heard of such a thing. "Awwww, this means we have to go into the catacombs don't we...?"
She turns to her party, who look battered and bruised, "Let's see what i can do to help, Junebug." Smiling, she tries her best to heal the wounds of her allies.
Treat Wound, Continual Recovery on Orm: 1d20 + 10 ⇒ (4) + 10 = 142d8 ⇒ (6, 7) = 13 -10 minutes!
Treat Wound, Continual Recovery on Orm: 1d20 + 10 ⇒ (13) + 10 = 232d8 ⇒ (7, 2) = 9
Treat Wound, Continual Recovery on Orm: 1d20 + 10 ⇒ (16) + 10 = 262d8 ⇒ (3, 3) = 6 -10 minutes!
Treat Wound, Continual Recovery on Orm: 1d20 + 10 ⇒ (3) + 10 = 132d8 ⇒ (8, 5) = 13 -10 minutes!
Treat Wound, Continual Recovery on Papillon: 1d20 + 10 ⇒ (19) + 10 = 292d8 ⇒ (6, 5) = 11 -10 minutes!
Treat Wound, Continual Recovery on Papillon: 1d20 + 10 ⇒ (2) + 10 = 122d8 ⇒ (1, 6) = 7 -10 minutes!
Wow, i am not really lucky on my rolls today. How long do you guys want to spend healing?
| Madame Papillon |
I have two uses left from my Divine Font. However, i treat these more as in-combat healing spells, since otherwise i would have no way of getting you guys up if you go down in combat. I have used it once already on Orm, and it is still the start of the day. Apologise, but let me know if i am not understanding something with these abilities, since we only get back my Font once per day, i play a little reserved with them.
Thelonious Junebug
|
No, that's fair enough, and sorry if I overstepped my bounds. I just don't think we can spend an hour healing up before the next fight. I have Soothe as a 1st level spell, so I can contribute some healing if that helps.
| Orm Blueleaf |
"Now that is the oddest thing I have ever seen."
"Perhaps we should retreat to one of those cells near the entrance to bandage wounds, in case any patrols should come along. We can drag these bodies down there as well."
| Orm Blueleaf |
So we go back, cram in a room, continue resting/healing/refocusing with an ear to patrols coming, and then I'd say we head back and head to the one part we know of, which is the abbot's room, that revealed room to the north of the larger hall we just fought in. I think Orm probably needs only one more attempt bc there was a crit in there, so he's at -8 atm
| GM MattMorris |
Resting here seems safe enough, though you wouldn't bet on the rest of the hermitage being very safe.
When you approach Harlock's quarters, you hear a heated argument in progress. Someone name Bak is shouting at someone names Lessa that he has the right to these quarters, now that Harlock is "out of the picture."
Thelonious Junebug
|
I feel like an intervention is necessary, me hardies. Whaddaya say we get some cleric's vestments and I'll pretend to be one of these guys. See if we can separate them? I'll say Lessa is needed elsewhere.
| Orm Blueleaf |
"I will make myself scarce since I imagine there are not other Ghorans here."
Orm will move back into the hall and around the corner, behind the door.
| Madame Papillon |
So we go back, cram in a room, continue resting/healing/refocusing with an ear to patrols coming, and then I'd say we head back and head to the one part we know of, which is the abbot's room, that revealed room to the north of the larger hall we just fought in. I think Orm probably needs only one more attempt bc there was a crit in there, so he's at -8 atm
"So Orm, tell me, what did you use to do before joining the circus. It looks like you are used to taking a beating..." she tries to make for subtle conversation while she works to patch the monk up.
Treat Wounds: 1d20 + 10 ⇒ (1) + 10 = 112d8 ⇒ (1, 7) = 8...
| Madame Papillon |
"I feel like an intervention is necessary, me hardies. Whaddaya say we get some cleric's vestments and I'll pretend to be one of these guys. See if we can separate them? I'll say Lessa is needed elsewhere."
"Sound like a good idea, Junebug." She tries on one of the robes from the acolytes, "How do i look, hauntingly despicable?" She giggles.
"Shall we go downstairs now?"
Thelonious Junebug
|
Harlock’s quarters are north of the frog’s green box, right?
if Orm and Derrick aren’t coming to the door...
Thelonious puts on the vestments which fit as closely as possible. Before he leaves he says to Orm and Derrick, Alright guys, listen. This is a really bad idea and I guess I expect it to go sideways. So stay on your toes, there’s every chance that Madame P and I will be coming in hot.
Thelonious knocks on the door and waits for it to be answered. When it is he Acts sheepish and says, Ah, Lessa? Sorry to disturb you both, but there’s someone at the door who says he’s from the town. He won’t go away, says he knows the mayor is up here. Ah, the other guys don’t know what to do. Said to come get you.
Deception
1d20 + 9 ⇒ (7) + 9 = 16
| GM MattMorris |
Harlock's chambers are just to the north of the Great Hall. I moved you folks into the office area of them.
Junebug and Madame P, disguises donned, walk into Harlock's office, which includes a small desk and a few chairs and is lined with bookcases. They can see into the room beyond, a bedroom furnished with a double bed, nightstand, armoire, and metal bathtub.
Two grey robed figures turn at their entrance and listen to Junebug's speech.
I'll save their reaction until I see if Madame P has anything to add.
Derrikk
|
I can't quite tell what room we were in while we devised this plan, but i think celery and i would be on either side of the door leading in to Harlock's office unless someone wanted us somewhere else
| Madame Papillon |
"Yeah, he looked super angry and said that he wont leave until they see the mayor." She tries to sound a "cult-like" as possible.
Deception: 1d20 + 5 ⇒ (19) + 5 = 24
Thelonious Junebug
|
i thought the plan was to draw them out so we can fight them one at a time. If everybody bunched up by their office, we’ll be in a brawl straight away.