GMEuan's War for the Crown

Game Master Euan

Roll20 Map - Tracking Sheet
Taldor Map - Oppara Map - Meratt County


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Roll20 Map - Tracking Sheet

Elen's keen eyes see further, but the room beyond the shaft is dark, so there's nothing really to be seen. She also sees a side passage...

So to sum up, 15' shaft with a side port (just as small from the looks of it) and some sort of room straight ahead.

You'd know the common stuff about vampires - namely they do need to recuperate somewhere. You're not sure if that's it, or if it's down the other pipe. She's healing quickly, but it'll still be a few minutes before she's even conscious - thanks to the damage dealt.

Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.

So... any holy water?


Male Halfling Herder/16

Muri fidgets with his ring, its setting coming to rest on the onyx. He closes his fist in the direction of the frustrating tube and wall to the south, and brings the power of the relic to bear on the stone, shaping it out of their way as best he can imagine the magic can afford them passage...

Cast Stone Shape to horn our way forward...


M Half Elf
Stats:
Arc25,Dun25,Eng14,Geog12,Hist23,Loc/Nat/Pla/Rel25,Nob18, Perc 23, Sense 29, Spell25,Stlh22,DisDev27,UMD28

Kort ponders the situation, without any good ways to pursue he will walk around all the rooms in the lower floor and see if he can find another way…a secret door or anything.

Take 10 Perception: 34 + 1d8 + 3 + 2 ⇒ 34 + (8) + 3 + 2 = 47

”Let’s see if we can find another way.”

If that turns up nothing, he will cast Legend Lore and use this building as the target in hopes of learning of the history that might help them find another avenue to pursue.

After that, I’m all out of ideas.


Roll20 Map - Tracking Sheet

At the touch of Muri’s ring, the hole becomes a passage large enough for the party to move within. The passage descends 15’ into the rock (so you’ll need rope, flight, acrobatics check, etc).

A marble tub filled with thick, red fluid bubbles quietly atop a dais in the center of this small room. The Duchess is lying, slightly submerged, in the fluid, healing at a prodigious rate.

Each side of the room appears to be a stone archway, carved in detail with immobile stone curtains hanging from either side of the blank wall. The curved ceiling above displays a stone relief of twisting branches, withered leaves, and obscenely plump fruit, all gilded in gold and illuminated with motes of dancing light.

Who enters? I’ve opened up the map a little.

Oh, and Major Kort does in fact find a secret door too! Also added to the map.

Duchess of Blood (-391hp)


The Night Swan roars in triumph and pats Muri on the shoulder. ”Well done! This villainess will not find us so easily thwarted.”


Female Half-Elf aka Katherine Weaver

"Awesome, Muri!"

Kamari reaches into her haversatchel for her holy water, fairly sure she bought some at some point. Fortunately, she does indeed find eight bottles purchased long ago that would have been dust-covered by now if they had been sitting on a shelf.

"My blade isn't suited to severing heads, but I do have some holy water."

Kamari activates her boots of flying and readies to continue the pursuit.


M Half Elf
Stats:
Arc25,Dun25,Eng14,Geog12,Hist23,Loc/Nat/Pla/Rel25,Nob18, Perc 23, Sense 29, Spell25,Stlh22,DisDev27,UMD28

Kort lets others go first, and then will follow. He does mention the secret door, but realizes that the party is on another path at the moment.


Female Jininese Elf Lvl 16

"Beautiful, Muri! Gee, this place needed some light, too. Don't worry not having a blade to sever the head." Elen states, drawing her katana.

She flies into the tunnel and attempts a coup de grace, sever to the head.

Katana: 2d8 + 22 ⇒ (8, 1) + 22 = 31


Roll20 Map - Tracking Sheet

Elen severs her head and Kamari (presumably) pours her holy water over it. The head hisses and burns as the fumes fill the air. However, in time, the Duchess is no more and even the body deflates and hisses as the alchemical vapors escape.

Elen and Kamari spot a rather fine gold necklace hanging from a nearby goblet (filled with blood of course). The necklace is worth a mere 250gp, but the gemstone set within it proves to be a gem of seeing worth 75,000gp!

The Duchess also has, er had,
Chain Shirt +4 shadow (20,000gp)
Amulet of mighty fists +3 (36,000gp)
Belt of incredible dexterity +4 (16,000gp)
Cloak of resistance +4 (16,000gp)
Formula book worth thousands to another alchemist


M Half Elf
Stats:
Arc25,Dun25,Eng14,Geog12,Hist23,Loc/Nat/Pla/Rel25,Nob18, Perc 23, Sense 29, Spell25,Stlh22,DisDev27,UMD28

Kort scans the area for anything that might be of interest to their mission.

1d20 + 23 + 2 + 1d8 + 3 ⇒ (19) + 23 + 2 + (7) + 3 = 54 Perception

"If there is nothing else here, then there is the secreted door that I found earlier," Kort says stiffly.


Roll20 Map - Tracking Sheet

Major Kort does indeed find something - a secret panel! It leads to a very sophisticated safe, but untraped it's only a matter of time for Major Kort to crack the seal.

Within the relatively small space are a wealth of jewelry. You'll learn later that each piece has history to it as they are in fact the crown jewels of the powerful Adella family before they lost favor.

Rose gold tiara set with flower-shaped diamonds (22,300 gp)
Rope of over 100 pearls (16,600 gp)
Twisted platinum ring with a starburst-shaped ruby gem (14,900 gp)
Yellow gold navel ring with a citrine-and-onyx wasp ornament (13,150 gp)
Silver-and-jade amulet designed in a complex knotwork pattern (9,200 gp)


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Female Jininese Elf Lvl 16

"Ohh, good eye, Major Kort! Lets pack that, they won't be needing it anymore."

She lines up near the Major and waits for the aforementioned secret door is opened.


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Female Half-Elf aka Katherine Weaver

Kamari finds some satisfaction in pouring the holy water and bringing a true end to the Duchess. She was fairly sure it wouldn't happen but is a bit disappointed when she doesn't feel physically better. Evidently killing the vampire did not return her stolen energies.

She looks over their accumulated loot but doesn't see anything she needs.

No scrolls or wands of restoration in there, she thinks to herself.

"Another puppet's strings cut, but I'm not sure we're any closer to the puppet master."

Kamari searches around for any papers or other clues that might lead them forward.

"There's still that library to check out with the clockwork workers. I'd also be up for dropping the masquerade and just cleaning out this place of any remaining traitors before we leave, especially with the freed prisoners to bring with us."

tracking (1 negative level):

Hero Points 2/3
#/# daily uses remaining
Panache 4/6
Arcane Pool 3/3
Pearl of Power level 1: 1/2
Pearl of Power level 2: 1/2
Corset of the vishkanya 9/10
Determination from Armor 1/1
Swordmaster's Flair blue scarf 1/1
Winged boots - 2/3 minutes
Current CLW Wand #3 - 33/50 remaining
Wand of shield - 43/50
Princess's tear brooch - 18/18 HP available
Koriana's blade gemstones
White - Magic missiles 1/1
Pink - Mind-affecting spells 1/1
Black - Negative energy 1/1
Green - Poison 1/1
Prepared Spells
Level 0 (4 per day)
Dancing Lights
Daze
Mage Hand
Prestidigitation
Level 1 (4 per day)
Blurred Movement
Frostbite
Shield - used - refreshed with pearl
Vanish
Level 2 (2 per day)
Blur - used - refreshed with pearl
Frigid Touch - used


M Half Elf
Stats:
Arc25,Dun25,Eng14,Geog12,Hist23,Loc/Nat/Pla/Rel25,Nob18, Perc 23, Sense 29, Spell25,Stlh22,DisDev27,UMD28

Kort will open the door when others are ready.


Roll20 Map - Tracking Sheet

The secret door leads to a long curved tunnel ending in a wall… However the party spies two secret doors in the tunnel. All three secret doors are better hidden on the other side of the doors than the side in the tunnel.

One is about half way down in the north wall, and then one at the end.


Female Half-Elf aka Katherine Weaver

Kamari stops at the first secret door and checks for traps while the others catch up.

perception: 1d20 + 17 - 1 ⇒ (6) + 17 - 1 = 22


M Half Elf
Stats:
Arc25,Dun25,Eng14,Geog12,Hist23,Loc/Nat/Pla/Rel25,Nob18, Perc 23, Sense 29, Spell25,Stlh22,DisDev27,UMD28

Kort moves up to examine the first secret door, double checking Kamari's eye work.

1d20 + 23 + 2 + 1d8 + 2 ⇒ (16) + 23 + 2 + (8) + 2 = 51 Perception


Female Jininese Elf Lvl 16

Elen silently floats five feet in the air into the secret passage after the others.


Roll20 Map - Tracking Sheet

The party surrounds the secret door, and as they do so, Major Kort’s keen ears hears the sounds of spell casting begin to the east - beyond the next secret door.

Major Kort may take a surprise round, and then initiative.

- Round 1 -
Good Folks - 24
Edelmira - 18
Kamari - 11+
Major Kort - 11-
Elen - 10+
Muri - 10-

Initiative Rolls:
Edelmira: 1d20 + 4 ⇒ (14) + 4 = 18
Elen: 1d20 + 5 ⇒ (5) + 5 = 10
Kamari: 1d20 + 6 ⇒ (5) + 6 = 11
Major Kort: 1d20 + 2 ⇒ (9) + 2 = 11
Muri: 1d20 + 3 ⇒ (7) + 3 = 10
Good Folk: 1d20 + 8 ⇒ (16) + 8 = 24

• First up Major Kort in the surprise round, then me!


M Half Elf
Stats:
Arc25,Dun25,Eng14,Geog12,Hist23,Loc/Nat/Pla/Rel25,Nob18, Perc 23, Sense 29, Spell25,Stlh22,DisDev27,UMD28

Round Surprise

Kort alerts the party to the spellcasting, hoping his Truest of Seeing eyes would alert him to anything that could be visible. He floats up 5' more (if possible) and casts Greater Invisibility on Kamari.

K'alibrations:

hp: 148/148
AC: 28/17t/23ff  +3 NA more with barkskin
Saves: F9/R15/W14 +4 vs. enchantment, +2 vs. illusions +6 vs. poison
Lowlight. PBS.

Movement: 60' typically flying 5' up off the ground in dungeons.

Aroden's Verve: 0/10 used
Adhere to the Law: 0/4 used
Extend Rods: 4/6 used

Quantum Leaps used:
Pathfinder Carry: 0/0
Staff of Courage: 0/0
Boots of Speed: 0/10

0: (create water, detect magic/poison, light, stabilize,read magic)
1: 1/11 used (CLW*0,Shield*0,PfE*0,DF*0)
2: 2/11 used (Inv*0,RE*1,*CE*0,SInv*0,LesRest*0)
3: 4/11 used (H*2,DM*0,DayBreakArrow*1, MCaE10'*1)
4: 0/8 used (GrInv*0,CCW*0,FoM*0,StoneSkin*0)
5: 2/6 used (CLWM*0,FlStr*0,TruSee*1,MassStoneskin*1)
6: 0/2 used (Heal, LegendLore)

Kort's usual protections: Ext See Invisibility (320 min), extended Heroism on himself and Kamari (320 min), Ext Magic Circle Against Evil 10' (320 min). Daybreak Arrows (150 min), Resist Fire 30.

[ spoiler=Daybreak Bolts]Creatures that take penalties in bright light take these penalties for 1 round after being struck by such ammunition. Undead and creatures harmed by sunlight take an additional 1d6 points of damage from such projectiles. This extra damage and half of any other damage you deal with an affected projectile results directly from radiant energy and is not subject to damage resistance. Such a projectile sheds light as if it were a sunrod for 1 round after it is fired or thrown.[ /spoiler]

Cane:
[ dice]1d20+8[/dice] to hit;
[ dice]1d6-1[/dice] damage.

Dignity's Barb (crit on 16+):
[ dice]1d20+19+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13 magic cold iron damage; (clustered)

[ dice]1d20+19+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9 magic cold iron damage; (clustered)

[ dice]1d20+14+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11 magic cold iron damage; (clustered)

[ dice]1d20+7+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6 magic cold iron damage; (clustered)
Bolts: 33/50  cold iron

1d20 + 15 + 2 + 1 ⇒ (18) + 15 + 2 + 1 = 36 touch to hit; (heroism,PBP)
4d6 + 1 ⇒ (1, 6, 6, 6) + 1 = 20 fire damage
24/50 left.


Roll20 Map - Tracking Sheet

Major Kort tries to 5’ 'step' upward and fails, but he does 5’ step over and make Kamari invisible.

At the end of the first spell, something roars on the other side of the door, shaking the door in its frame - though it does not open. Something with a deep loud voice casts a spell just on the other side of that door.

- Round 1 -
Edelmira - 18
Kamari - 11+
Major Kort - 11-
Elen - 10+
Muri - 10-
- Round 2 -
Good Folks - 24

• Everyone is up!


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Male Halfling Herder/16

Muri nods in satisfaction as the Ring brings about access to the vampire lady, which in turn brings about her demise. He can feel Chaldira's Ire abate, and he knows truly the threat has been ended.

When the collective pursues the next corridor, the halfling and hound follow loyally, waiting the next evil to stick its neck out long enough to receive their comeuppance.

Round 1, Init 10

Status:

Muri
AC = 25
HP = 111/111
Weapon Equipped = Chaldira's Hand
Condition(s) = None

Underfoot
AC = 32
HP = 127/127
Weapon Equipped = Teef
Condition(s) = None

For all the good the narrow passage allows, Muri and Underfoot abide their position's limitations, and await the results of the spellcasting and the secret dooring and the can't wait to seeing.

"Have we heard the voice before? I can't place it."

In response the the earlier explosions of vampire spawn, Muri decides that Underfoot might benefit from a warding spell offered by the Ring.

Cast Death Ward on Underfoot


Female Jininese Elf Lvl 16

Elen “braces” herself in the air, readying an attack should something burst out of it before the tanks are in place.

Readied, Naginata, Blue: 1d20 + 27 ⇒ (18) + 27 = 45 Adamantine, Holy
for Damage: 1d8 + 15 + 2d6 ⇒ (6) + 15 + (1, 2) = 24 Holy

Status:

Hits: 118/118
Current AC: 34 +3 Ring,+2 Amulet, +4 Mage Armor,
For ‘Princess’: AC: 39 +5 Challenge (Sacred Bonus)
Current Saves: Fort: +15; Ref +17; Will: +10, +12 if Enchant (Elf) (+5 Wingz)
For ‘Princess’: Current Saves: Fort: +20; Ref +22; Will: +15, +17 if Enchant (Elf) (+5 Challenge, Sacred Bonus)
AC: 25; 26 (Bare naked save for Mask and Dodge, +1 Dodge (Sacred))
flat: 18 (ring +3, nat armor +2, mage armor +4) (+1 See above^)
touch: 28 (ring +3, Dex +6, Cha +7, Dodge +1) (Ditto)

Crits on 19-20
CMD = 35
WandofMageArmorCharges = 9/50
Wand of CLW: 45/50
Resolve = 7/8
Challenge = 4/5
Hero Pts: 3/3


The Night Swan applies an oil of bless weapon to her halberd and prepares herself to enter battle.

Draw and apply oil

Edeltorials:

HP: 161/161
AC: 40/16/39
Saves: F19/R18/W19 (+2 vs ingested/inhaled diseases)
Hero Points: 2
Spells/Conditions Active: Fastidiousness, heroism, bless weapon

0: (Grasp, Light, Oath of Anonymity, Spark)
1: 1/3 used (Fastidiousnessx1, Serren’s Swift Girdingx0)

Aymr:
[ dice]1d20+26[/dice] to hit;
[ dice]1d10+12[/dice] damage.


Female Half-Elf aka Katherine Weaver

Round 1, part 1, AC 38 with shield, 1 negative level

Since everyone seems ready, Kamari opens the door and...

action will depend on what she finds


Roll20 Map - Tracking Sheet

Kamari, the door in question is about 45' away from you - unless you want to open a second door to an unknown room as well?


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Female Half-Elf aka Katherine Weaver

Round 1, part 2

Kamari reorients herself, realizes her mistake, and moves down to the other door.


M Half Elf
Stats:
Arc25,Dun25,Eng14,Geog12,Hist23,Loc/Nat/Pla/Rel25,Nob18, Perc 23, Sense 29, Spell25,Stlh22,DisDev27,UMD28

Round 1

”We should be careful this is not a rouse so that they can attack us from behind. Mind that other door,” Kort says as he flies up (up 5’, if not 10’) to support Kamari.

He will cast Divine Favor as he looks around and at the door with his Truest of True Seeing sight.

1d20 + 23 + 2 + 1d8 + 3 ⇒ (4) + 23 + 2 + (3) + 3 = 35 Perception

K'alibrations:

hp: 148/148
AC: 28/17t/23ff +3 NA more with barkskin
Saves: F9/R15/W14 +4 vs. enchantment, +2 vs. illusions +6 vs. poison
Lowlight. PBS.

Movement: 60' typically flying 5' up off the ground in dungeons.

Aroden's Verve: 0/10 used
Adhere to the Law: 0/4 used
Extend Rods: 4/6 used

Quantum Leaps used:
Pathfinder Carry: 0/0
Staff of Courage: 0/0
Boots of Speed: 0/10

0: (create water, detect magic/poison, light, stabilize,read magic)
1: 1/11 used (CLW*0,Shield*0,PfE*0,DF*0)
2: 2/11 used (Inv*0,RE*1,*CE*0,SInv*0,LesRest*0)
3: 4/11 used (H*2,DM*0,DayBreakArrow*1, MCaE10'*1)
4: 0/8 used (GrInv*0,CCW*0,FoM*0,StoneSkin*0)
5: 2/6 used (CLWM*0,FlStr*0,TruSee*1,MassStoneskin*1)
6: 0/2 used (Heal, LegendLore)

Kort's usual protections: Ext See Invisibility (320 min), extended Heroism on himself and Kamari (320 min), Ext Magic Circle Against Evil 10' (320 min). Daybreak Arrows (150 min), Resist Fire 30.

[ spoiler=Daybreak Bolts]Creatures that take penalties in bright light take these penalties for 1 round after being struck by such ammunition. Undead and creatures harmed by sunlight take an additional 1d6 points of damage from such projectiles. This extra damage and half of any other damage you deal with an affected projectile results directly from radiant energy and is not subject to damage resistance. Such a projectile sheds light as if it were a sunrod for 1 round after it is fired or thrown.[ /spoiler]

Cane:
[ dice]1d20+8[/dice] to hit;
[ dice]1d6-1[/dice] damage.

Dignity's Barb (crit on 16+):
[ dice]1d20+19+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10 magic cold iron damage; (clustered)

[ dice]1d20+19+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11 magic cold iron damage; (clustered)

[ dice]1d20+14+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11 magic cold iron damage; (clustered)

[ dice]1d20+7+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11 magic cold iron damage; (clustered)
Bolts: 33/50 cold iron

1d20 + 15 + 2 + 1 ⇒ (5) + 15 + 2 + 1 = 23 touch to hit; (heroism,PBP)
4d6 + 1 ⇒ (3, 1, 2, 5) + 1 = 12 fire damage
24/50 left.


Roll20 Map - Tracking Sheet

Edelmira prepares her weapon for what lies ahead. Kamari double moves to the door. Major Kort rises to 5’ - the tallest he can manage in this 10’ tunnel, and divinely blesses himself as he looks at the totally normal looking door. Elen readies an attack that does not occur. Muri moves up and protects Underfoot - as he should.

The deep voice makes no sound this round, but Major Kort still hears spell casting on the other side of the door. Someone is getting ready.

- Round 2 -
Edelmira - 18
Kamari - 11+
Major Kort - 11-
Elen - 10+
Muri - 10-
- Round 3 -
Good Folks - 24

• Everyone is up!


It’s okay Kamari, I also got the door confused

The Night Swan rushes up to the door, ready to charge through at this unknown foe.

Double move

Edeltorials:

HP: 161/161
AC: 40/16/39
Saves: F19/R18/W19 (+2 vs ingested/inhaled diseases)
Hero Points: 2
Spells/Conditions Active: Fastidiousness, heroism, bless weapon

0: (Grasp, Light, Oath of Anonymity, Spark)
1: 1/3 used (Fastidiousnessx1, Serren’s Swift Girdingx0)

Aymr:
[ dice]1d20+26[/dice] to hit;
[ dice]1d10+12[/dice] damage.


Female Half-Elf aka Katherine Weaver

Round 2, part 1

Kamari opens the door...


Roll20 Map - Tracking Sheet

You open the door. Dozens of tomes with an eclectic mix of bindings, from snakeskin to blood-red leather, bob lazily in midair. Glass cases line the walls, filled with mounted skeletons of strange humanoids and birds. A circular desk stands almost in the center of the room.

Knowledge Planes DC 25:
The skeletons are those of psychopomps, ranging from tiny nosois to vanish, morrignas, and even a moth-winged olethros. Yowzer, what a collection.

Psychopomps preside over the flow of life. Their primary concerns focus upon souls in the vulnerable transition between death and their final destinations upon the planes. Psychopomps carry out their duties with the dispassion of veterans and cynics. In terms of service measuring in ages, psychopomps meet countless souls from innumerable worlds, and soon nearly every story, fate, plea, and exception becomes all too familiar. They care little for the histories or personalities of the souls that pass them by, concerned only for the efficient and unvaried processing of each spirit to its final unremarkable eternity. Damnation and paradise are the same to them, as are heroes and villains, and no psychopomp cares one jot for great deeds left undone, other fates hanging in the balance, or bribes worth even a world’s ransom. But while drudgery is the lot of many psychopomps - interrupted only by the diversions they sometimes create for themselves - their system is not without flaws. There are creatures who would seek to deny the natural order of death - fiends that prey upon souls, spirits lost in their migration, and undead abominations. To counter such abnormalities and preserve the flow of souls as the multiverse requires, numerous specialized psychopomps exist to protect the dead and counter any who would seek to pervert the state of death to their own ends.
- - -

There are three creatures in this personal study. One, a hulking thing by the door, with a pair of frozen, multifaceted eyes coldly judge all who stand before this towering, insectile monstrosity.

Knowledge Planes DC 23:
You face an Ice Devil (Gelugon). LE Large outsider (devil, evil, extraplanar, lawful).

It is said that each ice devil - known as gelugons among the ranks of devilkind—bears within its chest a stolen, frozen mortal heart, which allows it to make decisions free of all emotion. Born on the icy layer of Cocytus, Hell’s seventh layer, most ice devils migrate to Caina, the eighth layer, where they plot world-damning machinations from courts of freezing steel. Although they are perhaps the most alien and monstrous in appearance of all devils, few breeds are accorded greater respect.
- - -

A second, standing somewhat further away, is a beautiful woman wearing a mask and completely wrapped in spider silk. Magical fetishes adorn her clothing and staff.

Knowledge Planes DC 23:
You face a Morrigna Psychopomp. N Medium outsider (extraplanar, psychopomp).

Morrignas are Purgatory’s investigators, bounty hunters, and assassins, tracking down those who flout the natural cycle of death and judgment. They stand 7 to 8 feet tall and weigh 200 to 250 pounds. Many morrignas prefer to assume the appearances of those who have died. They ensure the smooth operation of death’s bureaucratic machine by eliminating complications, dedicating their existence to wiping out any forces that circumvent or corrupt the natural cycle of death and judgment.
- - -

Lastly a human. You can tell from the nose, and the generally haughty stature - he is a Lotheed for sure! It must definitely be Duke Panivar Lotheed himself (image)! The great wizard you’ve avoided until now. Or has he avoided you?

”You are too late.” he says dryly, studying you, ”The child is already upon the throne, and you are hunted as murderers of his beloved sister. You cannot win, but join me and I shall give you places of glory and power within the new Taldan Empire!”

He doesn’t quite end with a maniacal laugh, but he comes pretty close.

We continue with initiative. Kamari part two is up as is Major Kort, Elen, and Muri


Female Half-Elf aka Katherine Weaver

Round 2, part 2, AC 38 with shield, 1 negative level

Hmmm.
knowledge planes: 1d20 + 8 - 1 ⇒ (9) + 8 - 1 = 16
knowledge planes: 1d20 + 8 - 1 ⇒ (19) + 8 - 1 = 26
knowledge planes: 1d20 + 8 - 1 ⇒ (17) + 8 - 1 = 24

Kamari ponders their opponents as she tries to slip unnoticed into the room.
acrobatics: 1d20 + 29 - 1 + 1d6 ⇒ (1) + 29 - 1 + (5) = 34
Stealth is +10 if that's what you want instead. I don't recall if a 1 is an auto fail on a skill check. Moved to where I hope to end up. If not, move me back.


Roll20 Map - Tracking Sheet

A one isn't an automatic failure for a skill check, but it is a failure in this case.

The large creature takes an AoO with its frosty spear.

AoO on Kamari: 1d20 + 23 ⇒ (4) + 23 = 27 damage: 2d6 + 10 ⇒ (2, 6) + 10 = 18 plus DC 23 Fort or slowed for rounds: 1d6 ⇒ 6

Alas, it doesn't slap you down for your impertinence, but it doesn't let you through either.


M Half Elf
Stats:
Arc25,Dun25,Eng14,Geog12,Hist23,Loc/Nat/Pla/Rel25,Nob18, Perc 23, Sense 29, Spell25,Stlh22,DisDev27,UMD28

Kort will mentally remind everyone that they still might have remaining Stoneskin skin to use.

Kort stares at the menagerie, his mind working furiously.

1d20 + 27 + 2 + 1d8 + 3 ⇒ (8) + 27 + 2 + (6) + 3 = 46 Know (Planes)
1d20 + 27 + 2 + 1d8 + 3 ⇒ (8) + 27 + 2 + (4) + 3 = 44 Know (Planes)
1d20 + 27 + 2 + 1d8 + 3 ⇒ (11) + 27 + 2 + (3) + 3 = 46 Know (Planes)

Kort will explain what he can about the creatures, noting the devil in particular.

”Kamari, you know what to do.”

Kort ponders his opening move.


Female Jininese Elf Lvl 16

”Don’t listen to him! We can undo anything he says they did anyway! Especially after h’e’s dead.”
He’s got a little army in here…

She spring attacks the Devil, aiming for his heart.

Greater Feint: 1d20 + 32 ⇒ (9) + 32 = 41
Improved Spring Attack: 1d20 + 27 ⇒ (3) + 27 = 30 Adamantine, Holy
for Damage: 1d8 + 15 + 2d6 ⇒ (7) + 15 + (4, 2) = 28 Holy,

On a successful feint Devil is flatfooted until Elen’s next turn.

Status:

Hits: 118/118
Current AC: 34 +3 Ring,+2 Amulet, +4 Mage Armor,
For ‘Princess’: AC: 39 +5 Challenge (Sacred Bonus)
Current Saves: Fort: +15; Ref +17; Will: +10, +12 if Enchant (Elf) (+5 Wingz)
For ‘Princess’: Current Saves: Fort: +20; Ref +22; Will: +15, +17 if Enchant (Elf) (+5 Challenge, Sacred Bonus)
AC: 25; 26 (Bare naked save for Mask and Dodge, +1 Dodge (Sacred))
flat: 18 (ring +3, nat armor +2, mage armor +4) (+1 See above^)
touch: 28 (ring +3, Dex +6, Cha +7, Dodge +1) (Ditto)

Crits on 19-20
CMD = 35
WandofMageArmorCharges = 9/50
Wand of CLW: 45/50
Resolve = 7/8
Challenge = 4/5
Hero Pts: 3/3


M Half Elf
Stats:
Arc25,Dun25,Eng14,Geog12,Hist23,Loc/Nat/Pla/Rel25,Nob18, Perc 23, Sense 29, Spell25,Stlh22,DisDev27,UMD28

Round 1

Kort opens up fire at the devil, ignoring cover and people in the way.

Dignity's Barb (crit on 16+):
1d20 + 19 + 2 + 1 + 1 ⇒ (20) + 19 + 2 + 1 + 1 = 43 to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13 magic cold iron damage; (clustered)

Dignity's Barb (crit on 16+):
BootsHaste: 1d20 + 19 + 2 + 1 + 1 ⇒ (6) + 19 + 2 + 1 + 1 = 29 to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6 magic cold iron damage; (clustered)

1d20 + 19 + 2 + 1 + 1 ⇒ (6) + 19 + 2 + 1 + 1 = 29 to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7 magic cold iron damage; (clustered)

1d20 + 14 + 2 + 1 + 1 ⇒ (2) + 14 + 2 + 1 + 1 = 20 to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11 magic cold iron damage; (clustered)

1d20 + 7 + 2 + 1 + 1 ⇒ (13) + 7 + 2 + 1 + 1 = 24 to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6 magic cold iron damage; (clustered)

Kort ignores cover and combat penalties.

Dignity's Barb (crit on 16+):
PotCrit: 1d20 + 19 + 2 + 1 + 1 ⇒ (19) + 19 + 2 + 1 + 1 = 42 to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9 magic cold iron damage; (clustered)

K'alibrations:

hp: 148/148
AC: 28/17t/23ff +3 NA more with barkskin
Saves: F9/R15/W14 +4 vs. enchantment, +2 vs. illusions +6 vs. poison
Lowlight. PBS.

Movement: 60' typically flying 5' up off the ground in dungeons.

Aroden's Verve: 0/10 used
Adhere to the Law: 0/4 used
Extend Rods: 4/6 used

Quantum Leaps used:
Pathfinder Carry: 0/0
Staff of Courage: 0/0
Boots of Speed: 0/10

0: (create water, detect magic/poison, light, stabilize,read magic)
1: 1/11 used (CLW*0,Shield*0,PfE*0,DF*0)
2: 2/11 used (Inv*0,RE*1,*CE*0,SInv*0,LesRest*0)
3: 4/11 used (H*2,DM*0,DayBreakArrow*1, MCaE10'*1)
4: 0/8 used (GrInv*0,CCW*0,FoM*0,StoneSkin*0)
5: 2/6 used (CLWM*0,FlStr*0,TruSee*1,MassStoneskin*1)
6: 0/2 used (Heal, LegendLore)

Kort's usual protections: Ext See Invisibility (320 min), extended Heroism on himself and Kamari (320 min), Ext Magic Circle Against Evil 10' (320 min). Daybreak Arrows (150 min), Resist Fire 30.

[ spoiler=Daybreak Bolts]Creatures that take penalties in bright light take these penalties for 1 round after being struck by such ammunition. Undead and creatures harmed by sunlight take an additional 1d6 points of damage from such projectiles. This extra damage and half of any other damage you deal with an affected projectile results directly from radiant energy and is not subject to damage resistance. Such a projectile sheds light as if it were a sunrod for 1 round after it is fired or thrown.[ /spoiler]

Cane:
[ dice]1d20+8[/dice] to hit;
[ dice]1d6-1[/dice] damage.

Dignity's Barb (crit on 16+):
[ dice]1d20+19+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7 magic cold iron damage; (clustered)

[ dice]1d20+19+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11 magic cold iron damage; (clustered)

[ dice]1d20+14+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13 magic cold iron damage; (clustered)

[ dice]1d20+7+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12 magic cold iron damage; (clustered)
Bolts: 33/50 cold iron

1d20 + 15 + 2 + 1 ⇒ (18) + 15 + 2 + 1 = 36 touch to hit; (heroism,PBP)
4d6 + 1 ⇒ (2, 3, 2, 4) + 1 = 12 fire damage
24/50 left.


Male Halfling Herder/16

Round 1, Init 10

Status:

Muri
AC = 25
HP = 111/111
Weapon Equipped = Chaldira's Hand
Condition(s) = None

Underfoot
AC = 32
HP = 127/127
Weapon Equipped = Teef
Condition(s) = Death Ward

Underfoot shuffles cautiously around the bend of the corridor, her glance at the proximal secret door part of her focus. It lends Muri the chance to join the Professor in barraging the devilish foot soldier preventing them from swarming the room beyond.

"Devil, you are just delaying us. Stand aside, and let us through." The halfling's words are more robust than usual. Challenge the Devil

Chaldira's Hand...: 1d20 + 27 + 2 - 5 + 3 - 2 ⇒ (16) + 27 + 2 - 5 + 3 - 2 = 41 for 1d6 + 7 + 2d6 + 10 + 11 ⇒ (4) + 7 + (3, 5) + 10 + 11 = 40 piercing, magical damage, including Holy and Challenge

Chaldira's Hand...: 1d20 + 22 + 2 - 5 + 3 - 2 ⇒ (4) + 22 + 2 - 5 + 3 - 2 = 24 for 1d6 + 7 + 2d6 + 10 + 11 ⇒ (1) + 7 + (2, 2) + 10 + 11 = 33 piercing, magical damage, including Holy and Challenge

Chaldira's Hand...: 1d20 + 17 + 2 - 5 + 3 - 2 ⇒ (17) + 17 + 2 - 5 + 3 - 2 = 32 for 1d6 + 7 + 2d6 + 10 + 11 ⇒ (4) + 7 + (5, 1) + 10 + 11 = 38 piercing, magical damage, including Holy and Challenge

Chaldira's Hand...: 1d20 + 12 + 2 - 5 + 3 - 2 ⇒ (2) + 12 + 2 - 5 + 3 - 2 = 12 for 1d6 + 7 + 2d6 + 10 + 11 ⇒ (4) + 7 + (5, 3) + 10 + 11 = 40 piercing, magical damage, including Holy and Challenge

Chaldira's Hand...: 1d20 + 27 + 2 - 5 + 3 - 2 ⇒ (12) + 27 + 2 - 5 + 3 - 2 = 37 for 1d6 + 7 + 2d6 + 10 + 11 ⇒ (5) + 7 + (2, 4) + 10 + 11 = 39 piercing, magical damage, including Holy and Challenge


Roll20 Map - Tracking Sheet

GM Rolls:
1d4 ⇒ 3

Edelmira double moves into position. Kamari opens the door and attempts to tumble through, but she doesn’t quite make it. Major Kort gives a dissertation on all the stuff you see and then he critically shoots the ice devil, though DR applies (10/good). Elen dances in, flat foots it, and gives it a nick as well, overcoming DR. Muri connects thrice, though even with that the devil doesn’t fall.

The devil attacks, doing what it can to weaken the attackers arrayed against it. It 5’ steps back, and ‘breathes’ a cone of cold - affecting everyone!

Reflex DC 20 or take cold damage: 13d6 ⇒ (3, 5, 4, 2, 2, 3, 5, 3, 5, 3, 1, 5, 5) = 46

The masked woman casts Freedom of Movement upon the Duke standing next to her, though she doesn’t seem to enjoy it much.

Panivar says, ”As you wish - destruction then.” He calls out, summoning a great spell. The flicker of a second passes, and the room is suddenly changed - he cast time stop!

You now have a wall of lava all along the southern side of the tunnel all the way back from whence you came. You don’t need to pass through it to get anywhere, which is good ‘cause it’s nasty, but you are all affected by its heat!

Fire Damage to everyone: 2d4 ⇒ (2, 2) = 4 (Spellcasters, keep in mind this is ongoing damage for purposes of concentration checks.)

There is also a prismatic wall (link) sparkling in front of the door which you will need to pass through in oder to gain entry to the room where he continues to prepare.

You’re not sure what else may have changed in the chamber since the prismatic wall is now in your way. From the sounds of its roar, the devil is saddened that its prey is no longer available.

- Round 3 -
Edelmira - 18 (-4hp)
Kamari - 11+ (-4hp)
Major Kort - 11- (-4hp)
Elen - 10+ (-4hp)
Muri - 10- (-4hp)
Underfoot - 10- (-4hp)
- Round 4 -
Ice Devil - 24 (-157hp)
Morrigna - 24
Duke Panivar - 24

• Everyone is up!


M Half Elf
Stats:
Arc25,Dun25,Eng14,Geog12,Hist23,Loc/Nat/Pla/Rel25,Nob18, Perc 23, Sense 29, Spell25,Stlh22,DisDev27,UMD28

"Can you close the door, Kamari? We can wait for that to go away. No need to rush things," Kort offers, thinking the door should be closed.


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Female Half-Elf aka Katherine Weaver

Round 3, AC 38 with shield, 1 negative level, greater invisibility

ref save: 1d20 + 20 - 1 ⇒ (19) + 20 - 1 = 38
And evasion eliminates the damage.

Kamari can't help be fascinated by the prismatic wall but slams the door in frustration at Kort's suggestion after she's sure no one else is doing something. Delay to after Muri.

She'll then move 30' towards the other door, point at it, shrug, remember she's invisible, and then say, "Shall we take our chances with this room while we wait out the other? I'm not interested in being slowly roasted like a pork butt."


Female Jininese Elf Lvl 16

"Sure, maybe there's another way in," agrees Elen.


Female Jininese Elf Lvl 16

ReflexSaveDC20: 1d20 + 17 ⇒ (2) + 17 = 19


M Half Elf
Stats:
Arc25,Dun25,Eng14,Geog12,Hist23,Loc/Nat/Pla/Rel25,Nob18, Perc 23, Sense 29, Spell25,Stlh22,DisDev27,UMD28

1d20 + 27 + 2 + 1d8 + 3 ⇒ (17) + 27 + 2 + (5) + 3 = 54 Know (Arcana) - that fun wall of rainbows and unicorns

Kamari wrote:
Kamari can't help be fascinated by the prismatic wall but slams the door in frustration at Kort's suggestion after she's sure no one else is doing something.

"Thank you. If we all try to run through that wall, there is no telling what will become of us. We'll have to either retreat, or find another way around. I would suggest an orderly return to the feast room, but I am open to other ideas," Kort says, thinking and ready to move back 60'...or 30' so that another round of buffing might ensue.


”If we have nothing to get through it, then a retreat makes sense. Though…did we not have some sort of rod of cancellation? Would that work?”


Male Halfling Herder/16

"I'm interested in nipping at his heels, now. The more time he has to prepare, the harder he is to defeat." The halfling signals his readiness to fire some more at the ice devil just on the other side of the pretty colors...


M Half Elf
Stats:
Arc25,Dun25,Eng14,Geog12,Hist23,Loc/Nat/Pla/Rel25,Nob18, Perc 23, Sense 29, Spell25,Stlh22,DisDev27,UMD28
The Night Swan wrote:
”If we have nothing to get through it, then a retreat makes sense. Though…did we not have some sort of rod of cancellation? Would that work?”

Round 1

1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36 Reflex (evasion)

Kort ponders The Night Swan's question...and it would help. "Who has the rod?" I don't think Kort would have had it.

Kort moves back 30' and spends a move action looking for who might have the rod that they were given.


Roll20 Map - Tracking Sheet

Sigh...

Edelmira, Elen, Kamari, Major Kort, Muri: 1d5 ⇒ 1

Edelmira carries the rod of cancellation.


Reflex Save vs Cone of Cold (heroism): 1d20 + 16 + 2 ⇒ (19) + 16 + 2 = 37

The Night Swan produces the rod from her handy haversack and taps it on the wall.

So move to draw, standard to touch?


Roll20 Map - Tracking Sheet

And a 5' step to reach it I think.

On the Night Swans initiative, the wall falls! Much to the surprise of those on the other side. The Duke looks annoyed, while the devil looks pleased!

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