Thelonious Junebug
|
Thelonious casts Grim Tendrils, aiming to get Blue and Red in the line.
Fortitude DC 19
2d4 ⇒ (1, 4) = 5
If Blue is still up after the spell, Thelonious will maintain Spiritual Weapon and have it attack. No Inspire this round.
1d20 + 9 ⇒ (7) + 9 = 16
1d8 + 4 ⇒ (2) + 4 = 6
| GM MattMorris |
Magic and arrows fly through the room, Orm recovers some of his vitality, thanks to Madame P.
Fortitude (blue): 1d20 + 6 ⇒ (2) + 6 = 8
Fortitude (yellow): 1d20 + 8 ⇒ (9) + 8 = 17
Negative energy crackles across the room, and the dark tendrils linger on the enemies.
The priest steps up to Madame P and her hand glows with green energy as she brushes it against the cleric's arm.
Madame P: Fortitude save vs poison, please.
~+~Round 3~+~
Blue (-34, 2 p. negative)
Derrikk (-10)
--Celery
Papillon (Fort Save)
Junebug (-16)
Yellow (-31, p. negative 1)
Orm (-7)
| Orm Blueleaf |
As Papillon’s healing energy courses through Orm, not only do his wounds close, but little tendrils of growth sprout up, making him look in need of a mowing.
Orm will cast ki strike, circle around to get in the priest’s face, and then flurry.
Attack 1: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
dmg 1?: 1d8 + 4 + 1d6 ⇒ (6) + 4 + (2) = 12
Attack 2: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
dmg 2?: 1d8 + 4 + 1d6 + 1 ⇒ (4) + 4 + (1) + 1 = 10
Hero point to reroll that first attack:
Attack 1: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24
dmg 1?: 1d8 + 4 + 1d6 ⇒ (7) + 4 + (1) = 12
| GM MattMorris |
Orm's blows take down the priest and the persistent damage causes the storm cloud to discorporate.
The leopard cringes in the corner, but Celery goes over and noses at her a bit, calming her down. The cat's fur occasionaly flickers with flame, but it otherwise seems to have weathered the half-completed ritual.
Celery looks up at Derrikk expectantly.
There is little else of interest in this room, but the priest carried a key engraved with the symbols of the Wind and Wave tied to her belt.
| Madame Papillon |
"Haha, Orm, you're getting a bit over grown. You're going to want to trim yourself before our next performance later..." The halfling wanders over to the leopard, taking her time and keeping her distance, "Poor thing, you must be so confused. Hey Derrikk, anything you can do to help?"
Derrikk
|
Derrikk reaches into his pack for a treat for the leopard and cautiously approaches with the food held out to the animal in the hopes of being able to give it a more thorough check.
| GM MattMorris |
The leopard accepts the food. It actually seems to be fairly well trained.
| Orm Blueleaf |
"Now may not be the time to consider it, but a flaming leopard might be a nice addition to the Wayward Wonders."
Treat wounds: 1d20 + 11 ⇒ (18) + 11 = 29
4d8 ⇒ (8, 1, 5, 6) = 20
Derrikk
|
Derrikk continues to cozy up to the leopard, and if Celery is amenable, which she seemed to be earlier, he will attempt to coax the leopard into following them if they move on.
| GM MattMorris |
You folks going to heal up Derrikk and Junebug before you continue on?
The leopard and Celery are getting along well. Whenever you leave the room, the leopard will follow.
It's going to shadow you folks. It won't be participating in combat.
| Madame Papillon |
"Now may not be the time to consider it, but a flaming leopard might be a nice addition to the Wayward Wonders."
"What a wonerful idea. Maybe we can come back for him when we are done clearing out this church." She walks over, gives the tiger a pat, and then takes the priests symbols of the Wind and Wave on her belt. "These might come in handy."
The halfling will tend her allies wounds.
Treat Wounds, Derrikk: 1d20 + 10 ⇒ (16) + 10 = 262d8 ⇒ (7, 4) = 11
Treat Wounds, Junebug: 1d20 + 10 ⇒ (7) + 10 = 172d8 ⇒ (4, 8) = 12
As they begin walking back into the main complex, "So, shall we see if those two clerics we left yesterday are still there?"
| Orm Blueleaf |
"Yes, at the very least we should check the abbot's room for any more information, and then I think it is time to test these keys against that talking door."
and as always assuming we have time to refocus before moving on
| GM MattMorris |
Yes, plenty of time to refocus.
When you reach the abbot's office, the door is closed and locked, but there's no sign of the priests who were bickering here before. If you are quick, you might be able to check out the office before they return.
DC 20 Thievery or Athletics--one of those is going to be a bit louder than the other.
| GM MattMorris |
Beyond the locked door there is a small office furnished with a desk and a few chairs, and it is lined with bookcases that hold Harlock’s personal library devoted to historical and religious lore, bestiaries and beast fables, and the occasional adventure story. Past the office is Harlock’s bedroom, furnished with a double bed, armoire, and metal bathtub.
Harlock’s desk contains a recent letter from a distant Gozren abbey discussing rare spells. Included with this letter is a scroll of personal rain cloud, a scroll of sea surge, and a scroll of sudden bolt. A small cash box in one of the desk drawers contains 29 gp.
In the bedside table, you also find a small book which looks to be Harlock's journal. It would take you several minutes to examine it.
| Orm Blueleaf |
"Surely the abbot wouldn't object to taking these scrolls if it would help us free his abbey from demonic taint?"
I'm not sure who the best "reader" is in the party, but we'd take time to look at the journal.
Thelonious Junebug
|
I can't believe you're not sure when my circus act has me speed reading in the center of the ring! Unless you think I'm faking the whole, which frankly hurts even more.
| GM MattMorris |
Ha! I had forgotten about that. Definitely need another circus performance to brush off the cobwebs.
Junebug blazes through the abbot's most personal thoughts, which start out as pretty banal, but start to get interesting about halfway through the book. The journal note becomes obsessed with a place called the Erran Tower and an artifact there that the book refers to as the "aeon orb."
According to Harlock's writings, the aeon orb once emitted a powerful primal energy, making the land more abundant, the seasons milder, and harvests more bountiful. In just the past few generations, however, this bounty has faded. The soil is drying out. Vegetation is stunted, and some crops won’t grow at all. Birth rates among animals are declining. While some of the druids of the hermitage blamed this on the growing town of Abberton, Harlock believed that the the true cause was the fading power of the aeon orb.
Harlock had made several trips to the Erran Tower over the years, but he was not able to unlock the secrets of the aeon orb. Just a few weeks ago, he attempted another visit to the tower, but he abandoned the trip when he spied some foul-smelling reptilian creatures surrounding the tower. Harlock refers to them as xulgaths, but they are known by many people as troglodytes.
The final entries in the journal hint at some type of dissension in the ranks of the druids at the hermitage, but is light on the details.
| Orm Blueleaf |
Orm becomes very interested when Thelonious begins recounting the powers of the aeon orb. He grows quiet in thought, certain he wants to visit this place and learn more.
Could the magic of this orbs be harnessed to propagate my people? If it has vital life force and helps things to grow, why not? After lifetimes of searching, could the answer be here at the center of the human world?
| GM MattMorris |
The Erran Tower is pretty obscure, but what you know of it squares with Harlock's journal. From what you remember, it's a large tower, almost 200 hundred feet, made of baked clay and located about 15 miles southwest of the hermitage.
| Madame Papillon |
According to Harlock's writings, the aeon orb once emitted a powerful primal energy, making the land more abundant, the seasons milder, and harvests more bountiful. In just the past few generations, however, this bounty has faded. The soil is drying out. Vegetation is stunted, and some crops won’t grow at all. Birth rates among animals are declining. While some of the druids of the hermitage blamed this on the growing town of Abberton, Harlock believed that the the true cause was the fading power of the aeon orb.
"So interesting, i wonder if the town of Abberton remembers this part of their history. Hey team, what do you think, maybe we can use this in our performance, maybe tell a story of Abberton. Do you think people would enjoy something like that interwoven with all our awesome performances?"
She thinks on it a moment.
Self reminder to come up with something here.
"Shall we go check the talking door?" She takes the party back to the large door, and presents the signs and keys of Wind and Wave, "We present these to you, oh...great door...?"
Thelonious Junebug
|
Madame P, that's a phenomenal idea. We should definitely tell the story of Abberton, maybe throw in a few bits about the courageous and attractive heroes who foiled the cultists.
| GM MattMorris |
The door remains silent, but there is a keyhole near the center, and both of the keys that you found seem to fit it.
Beyond the door is a large and resplendent shrine to Gozreh, the Wind and the Waves. The floor, which bears a mosaic depicting Gozreh’s battle against Rovagug in the defense of all creation, is broken by two narrow
moats, one filled with churning water and the other with shrieking winds. Four slender bridges cross these moats, which appear bottomless. At the far end of the chamber is a raised dais with an altar in front of two massive statues. One depicts a bearded storm elemental holding aloft a
bolt of lightning; the other is a stern woman wearing clothing of sea
foam and wearing an ornate coral crown.
Inside the room, a corrupted priest is houting at the crumpled form of an older man, "Demon worship is sanctioned by Gozreh! It's the only
path to protecting the wild lands on the Isle of Erran!
A pugnacious-looking retainer stands amid the moats in the center of the room. They hold metal leashes to two giant monitor lizards. The lizards have shimmering, nacreous green skin. Acid drips from the lizards’ jaws, dissolving small holes in the stone floor.
The priest stops his diatribe when the main doors of the temple open. "Intruders in the sanctum! Destroy them!"
Derrikk: 1d20 + 10 ⇒ (20) + 10 = 30
Junebug: 1d20 + 6 ⇒ (10) + 6 = 16
Orm: 1d20 + 7 ⇒ (3) + 7 = 10
Papillon: 1d20 + 9 ⇒ (15) + 9 = 24
Red: 1d20 + 11 ⇒ (14) + 11 = 25
Yellow: 1d20 + 6 ⇒ (10) + 6 = 16
Blue: 1d20 + 7 ⇒ (14) + 7 = 21
Green: 1d20 + 7 ⇒ (4) + 7 = 11
~+~Round 1~+~
Derrikk
--Celery
Red
Papillion
Blue
Yellow
Junebug
Green
Orm
The moats are 30 feet deep and filled with rushing air and churning water. They cross each other, but the elements remain separate.
Derrikk
|
Derrikk takes aim hunts prey at the lizard walker and fires away.
huntedShot1: 1d20 + 8 ⇒ (8) + 8 = 16 for maybe damage: 1d6 + 1 ⇒ (6) + 1 = 7
HuntedShot2: 1d20 + 5 ⇒ (5) + 5 = 10
attack: 1d20 + 2 ⇒ (12) + 2 = 14 for unlikely damage: 1d6 + 1 ⇒ (2) + 1 = 3
| Madame Papillon |
"Madame Papillon, did you look for a key hole first?"
"You think i can see that high? It's a tall door, Orm! Haha!" She laughs off her own incompetence to notice or even look for the keyhole.
...
On her turn, she will cast bless on the group.
So from what i understand, it start off as a 5ft radius, but then expends on my turn by taking one action?
She will then throw a starknife at an enemy. Probably at yellow.
Starknife: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 241d6 + 1 ⇒ (1) + 1 = 2
| GM MattMorris |
Derrikk's attacks fall short, but Madame P hits the lizard handler.
The priest raises her arms, entreating the elements for aid, and a water mephit emerges from the moat and flies up into the air in the corner of the room.
Meanwhile, the animal handler drops the leashes of his lizards and orders them forward, then raises his shield.
The blue lizard rushes eagerly to the doorway and attacks Orm.
bite: 1d20 + 11 ⇒ (11) + 11 = 22 for piercing: 1d10 + 2 ⇒ (1) + 2 = 3 and d6 persistent acid
~+~Round 1~+~
Derrikk
--Celery
Papillion
Red
Blue
Yellow (-2)
Junebug
Green
Orm (-3, 1d6 p. acid)
Thelonious Junebug
|
This is it, compadres. Make every arrow, fist, and starknife count!
Two action Inspire....+1/+1 and +1 saves vs fear for 3 rounds.
Perform
1d20 + 12 ⇒ (13) + 12 = 25
And I Take Cover against the pillar with my 3rd action if I can.
| GM MattMorris |
Junebug's inspiration rings off the high roof of the inner sanctum as he ducks behind a pillar.
The other lizard sidles up to the door as well and bites at Orm.
bite: 1d20 + 11 ⇒ (12) + 11 = 23 for piercing: 1d10 + 2 ⇒ (2) + 2 = 4
Group Buffs: Inspire Courage +1/+1 (1/3)
~+~Round 1~+~
Derrikk
--Celery
Papillion
Red
Blue
Yellow (-2)
Junebug
Green
Orm (-7, 1d6 p. acid)
~+~Round 2~+~
Derrikk
--Celery
Papillion
| Orm Blueleaf |
Orm will enter his Mountain Stance, flurry on the lizard in front of him, and then try an assured shove against it 17 vs. Fort DC
Attack 1: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
dmg 1?: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Attack 2: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
dmg 2?: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8
persistent dmg flat check: 1d20 ⇒ 3
Any suggestions for what to do here? The bottleneck is good in that all the enemies can’t be brought to bear, but that cuts both ways.
Thelonious Junebug
|
I think it probably favors us, at least until we can even the odds. If that caster in the back gets to be a problem, we have ranged attacks to deal with him. Plus, we can heal you up where you are now, but not if we get separated.
Derrikk
|
Derrikk shifts his attention to the lizard in front of Orm hunt prey on Blue and fires away
HuntedShot1: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12
HuntedShot2: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26 for a crit of damage: 2d6 + 4 ⇒ (4, 5) + 4 = 13
Attack: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19 for hopefully damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
| Madame Papillon |
Does the inspiration, and my bless stack? Are we at +2/+2? If so, she will extend her bless using an action to 10ft.
Papillon concentrates on her starknife, "I hope you can all feel Desna's light right now, she has bless us." As she begins to chop up the beast infront of her.
Starknife: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 161d6 + 2 ⇒ (5) + 2 = 7
Starknife: 1d20 + 9 + 2 - 5 ⇒ (14) + 9 + 2 - 5 = 201d6 + 2 ⇒ (1) + 2 = 3
| GM MattMorris |
Bless and inspire courage are both status bonuses, so they don't stack with each other.
Orm spars with the lizard, but he isn't able to land a blow, and the lizard resists his attempts to shove it out of the way.
Derrikk is more successful, sinking two arrows into the lizard. Madame P also slices at the lizard.
The priest in the back moves up and casts a spell. A burning orb appears in Derrikk's square.
Reflex save for Derrikk.
Fire: 3d6 ⇒ (4, 3, 6) = 13
The blue lizard chomps at Orm, then opens its jaws and sprays a rain of acid on Orm, Derrikk, and Junebug.
jaws: 1d20 + 11 ⇒ (10) + 11 = 21 for piercing: 1d10 + 2 ⇒ (7) + 2 = 9
acid: 3d6 ⇒ (5, 1, 1) = 7
Reflex saves from Orm, Derrikk, and Junebug.
Group Buffs: Inspire Courage +1/+1 (2/3)
~+~Round 2~+~
Derrikk (Reflex)
--Celery
Papillion
Red
Blue (-23)
Yellow (-2)
Junebug (Reflex)
Green
Orm (-18, 1d6 p. acid; Reflex)
Thelonious Junebug
|
Madame P, sorry to layer another buff on top of yours. I should've been mindful they don't stack! Matt, what is that red thing next to me?
Junebug casts Spiritual Weapon, putting the Hammer of Whack-a-Bonk next to Blue.
1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Reflex: 1d20 + 7 ⇒ (18) + 7 = 25
| GM MattMorris |
The red thing is the leopard you rescued. It slinks back from the battle.
Junebug shrugs off most of the damage, and his hammer bonks the blue lizard into the ground.
Meanwhile, the other lizard steps up and bathes the group in acid again.
Reflex saves from Orm, Derrikk, and Junebug.
acid: 3d6 ⇒ (4, 3, 6) = 13
Group Buffs: Inspire Courage +1/+1 (2/3)
~+~Round 2~+~
Derrikk
--Celery
Papillion
Red
Blue
Yellow (-2)
Junebug (-3) (Reflex Save)
Green
Orm (-18, 1d6 p. acid; 2 Reflex Save)
~+~Round 2~+~
Derrikk (3 Reflex Saves)
--Celery
Papillion
| Orm Blueleaf |
Lizard acid dripping off his body, Orm loses his cool a bit and goes berserk with a flurry and strike, ending with a different tactic and trying an assured trip on the lizard. 17 vs. Reflex DC
Attack 1: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
dmg 1?: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Attack 2: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
dmg 2?: 1d8 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Attack 3: 1d20 - 1 + 1 ⇒ (16) - 1 + 1 = 16
dmg 3: 1d8 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Reflex 1: 1d20 + 9 ⇒ (11) + 9 = 20
Reflex 2: 1d20 + 9 ⇒ (17) + 9 = 26
persistent dmg flat check: 1d20 ⇒ 19
| Madame Papillon |
Madame P, sorry to layer another buff on top of yours. I should've been mindful they don't stack!
@Junebug and @GM, no this is my fault. I won't prepare bless next day. I keep forgetting the they do not stack!
She will cast her moonbeam at the red caster.
Moonbeam: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 232d6 + 1 ⇒ (2, 1) + 1 = 4
She will then move into the room.
| GM MattMorris |
Madame P hits the caster with her moonbeam, interfering with her eyesight. Orm punches the creature twice, but fails to trip it. Junebug manages to get a lungful of acid while performing.
Group Buffs: Inspire Courage +1/+1 (2/3)
~+~Round 2~+~
Derrikk (3 Reflex saves)
--Celery
Papillion
Red (-4, dazzled)
Blue
Yellow (-16)
Junebug (-29)
Green
Orm (-27)
Derrikk
|
reflex: 1d20 + 10 ⇒ (16) + 10 = 26
reflex: 1d20 + 10 ⇒ (20) + 10 = 30
reflex: 1d20 + 10 ⇒ (16) + 10 = 26
Boom!
Derrikk steps back, fires at green and directs Celery to attack green as well.
if celery can't attack from that position, he'll attack again
arrow: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29 for a crit of damage: 2d6 + 4 ⇒ (6, 1) + 4 = 11
bite: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24 hopefully for damage: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8
| GM MattMorris |
Derrikk is on a roll! He dodges the ball of fire and one of the acid sprays, and barely takes any damage from the last lizard's breath.
In return, he sinks an arrow deep into the lizards and sics Celery on him. The wolf takes the wounded lizard down.
I think that I mixed up the damage for yellow and green. Sorry!
The priest concentrates on his summon and the mephit swoops down and fires a bolt of acid at Orm.
acid arrow: 1d20 + 9 ⇒ (13) + 9 = 22 for acid: 3d8 ⇒ (1, 2, 4) = 7
For her part, she launches a bolt of fire at Derrikk.
produce flame: 1d20 + 12 ⇒ (6) + 12 = 18 for fire: 2d4 + 4 ⇒ (1, 1) + 4 = 6
Orm is coated in sticky acid, but Derrikk's luck holds.
The yellow cultist holds his position on the bridge.
Group Buffs: Inspire Courage +1/+1 (2/3)
~+~Round 2~+~
Derrikk (-6)
--Celery
Papillion
Red (-4, dazzled)
--Mephit (+10 ft.)
Blue
Yellow
Junebug (-29)
Green
Orm (-34, d6 p acid)