GMEuan's War for the Crown (Inactive)

Game Master Euan

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Taldor Map - Oppara Map - Meratt County


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Male (He/Him) | Link | Human |HP 54/54 | AC 21 T 13 FF 18 | CMB 5, CMD 18 | F: +8, R: +7, W: +14 | Init: +9 | Perc: +17, SM: +21

Enjoying a bit of mirth after witnessing such horror, Anselm adds dryly, "It wouldn't hurt for us to keep some of Calistria's profanities in our home. Love can find expression through such scripts. Self-love especially. The prose may be banal, but I feel certain there is something in them that reminds us to cherish life."

Perhaps to emphasize his words, he takes one of the books with him to bed.

In the morning, inspired by the previous evening's disturbing reading, he paints in watercolor a scene of two women that transfigures the smut into something sacred.

Painting: 1d20 + 18 ⇒ (20) + 18 = 38

Pleased with the results, though they do little to excite him, he discretely offers the image to Edelmira.

Over breakfast, he suggests, "We'll need to spend some time reporting to the council and sharing testimony with the guard. The gnome seems a worthy quarry afterward. I believe he is a priest of Cayden Cailean. Any tavern could be his temple."

He pens a note to the council and the captain of the guard.

Where the Sanguine Brothers once conducted their business, we found a grisly scene of murder. A band of foul otherworldly creatures, pairaka divs, captured, tortured, and killed several poor souls. We rescued two of them in the employ of the Church of Abadar.

The div are known to corrupt the dreams of mortals. The people of Yanmass should sleep more easily going forward.


Edelmira accepts the gift, now no longer having her mask on to hide her reddened face. ”Oh, um. Yes. Thank you, Lord Basri.”


Female Jininese Elf Lvl 16

Elen's understanding of the nature of the books isn't that they are romance novels, the Kama Sutra or even regular pornography, but more the kinda stuff we saw driving our cannibalistic torturous sex dreams with our relatives. Consider the context in which we found them, and from whom we took them. That is what is driving Elen's distaste, and why she is surprised anyone in the party wants to keep the books.

"Yes, we should find the gnome priest. I'd also like to make some arrangements with someone who can recognize Lord Meir to make sure he is not among the dead at Sanguine's."


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The GM presented them in a more humorous light, I took it, and I think the rest of us were looking for a bit more levity after that horrible experience. I would have assumed if they were of such a horrible character there wouldn’t even be an option to sell them, and we would just assume we destroyed them. If that is a misunderstanding on my part. then I apologize.

”Agreed, Elen. I shall have Herbert make the necessary arrangements to find someone who can ID the bodies.”


Roll20 Map - Tracking Sheet

Anselm spends the night enjoying his bestiality, necrophilia, and worse. He’s horrified by the acts they describe in the text (probably). It’s clear they used these books, to some degree at least, as their source material for the rape, torture, and murder of the townspeople. These are not pleasant texts. I thought bestiality would have given it away and didn't want to get more descriptive. Apparently I should have.

In the morning he dashes off a quick note and sends it off to the most powerful people in the city. Edelmira sends her associate to follow up on the dead bodies.

The party then heads to the pubs, looking for a gnome named Findleby. You find him in a small coffee house not far from a pub (though not actually in it - after all it’s only 11am). He’s enjoying the sun, until you shade him in and ask him questions.

He’s friendly, as you may imagine, and tells you he has seen a few of the members of the Taldan Horse. They were riding to an old ruined manor outside of town a few days ago. He doesn’t know the ruin personally, but he can give you loose directions.

They match up with the directions you previously got for the Orvestikar Manor. You wonder if it was lieutenant Jonrek's group that he saw.


Female Half-Elf aka Katherine Weaver

Kamari thanks the gnome for his information and pays for his drinks before they move on.

"Let's find Ramaat al-Nasan before leaving town. The merchant should be easy enough to find."


Male Halfling Herder/17
GM Euan wrote:
You take poor Rhundle Navin Sr. to the Church of Abadar where they take him in as one of their own. No doubt his pay will be docked for the spells they weave, but that’s the way of Abadar after all. But they’ll see to it his son is notified at home as well.

Muri decides that Navin's been injured enough by his time in Sanguine, so asks the Abadarian priests to come to Lord Daybreaker for the expenses of the healing. Financial insult to horrid injury is unacceptable.

...

Even astride Underfoot, most of the conversation flies above the head of the halfling, the macabre descriptions of Bedposts and Beasts, of Carry-Cots and Corpses, none of it impacts Muri, and he is better for it.

Muri heartens to the next task, whether they trot through Yanmass to locate Merchant al-Nasan, or Priest Findleby. When they find Findleby, Muri listens intently for their next thread, which sounds a lot like Orvestikar, a destination he'd happily visit, for the countryside run it will provide.

Kamari wrote:
"The merchant should be easy enough to find."

"Sounds good. Let's make sure the stories sound the same, before we set off for the Manor."


M Half Elf
Stats:
Arc30,Dun30,Eng17,Geog127,Hist30,Loc/Nat/Pla/Rel30,Nob23, Perc 27, Sense 36, Spell30,Stlh26,DisDev31,UMD31
GMEuan wrote:
Anselm spends the night enjoying his bestiality, necrophilia, and worse.

This is all my bad. I didn't realize the context for this and I, uh, will try to do better in the future. I didn't get the context.

Kort agrees to burn the books in a nice bonfire in which to brew some nice, normal tea before his morning breakfast.

* * *

Kort canes along, helping to find the gnome.


Roll20 Map - Tracking Sheet

You return to your fine inn for lunch to find a message from the Mercantile Council. Your appearance is requested before the august body tomorrow, Oathday, at 1pm for a status report.

Muri also has a bill for 336gp from the Church of Abadar. It notes a Heal spell for Rhundle Navin Sr., minus employee discount of course.

Kamari, Fort save please (DC 17 disease).

I think the afternoon plan is to head out and find/visit merchant Ramaat al-Nasan who may have seen some of the bandits. I’ll update with that later today, but let me know if you have other plans.


Female Half-Elf aka Katherine Weaver

fort save: 1d20 + 2 ⇒ (15) + 2 = 17

Kamari enjoys a hearty lunch after babying her stomach for the last couple meals.

Happy to take the bill out of party funds. Alternatively, happy to hunt down a banker and make him pay for it.


Male Halfling Herder/17

"Kind Findleby, did you exchange words with any of the riders, when you saw them? Or did you place them as Taldan by their uniforms, at a distance?" Muri enjoys the company of the gnome. He has yet to meet a gnome who puts him off.

"We might be able to forward word of a name, to those who know the soldiers. More than that, we are hoping to find them, and assist them in their return to Yanmass." Muri is uncertain himself, as everything about Yanmass is about turning up casualties that have gone undiscovered to the general public.


M Half Elf
Stats:
Arc30,Dun30,Eng17,Geog127,Hist30,Loc/Nat/Pla/Rel30,Nob23, Perc 27, Sense 36, Spell30,Stlh26,DisDev31,UMD31

Kast has no other plans other than find the gnome at the present. With the meeting tomorrow with the Council established, he was at his leisure about the city.

He waits to hear replies from others.


Female Jininese Elf Lvl 16

Also happy to chip into the Navin Fund.

Elen nods as Muri queries. ”Were they in a hurry or out on a routine practice manuveur? Did you happen to notice if there was a wizard among them?” she buys a round of chocolate cakes. ”You know – sweets. They’re the opposite of Savories…”

Kamari wrote:
"Let's find Ramaat al-Nasan before leaving town.”

”Ah, yes… Ramaat… though one of the Council doesn’t trust him because of where he is from – whatever that is about. He saw bandits? The Ruins are ½ day out and the Tallgrasses where the regiment was last seen is ⅔ a day away. We could probably make it to the Ruins tonight and back in time to do our tedious Council Duties.”

"Think of how much more could get done around here if it weren't for all the meetings."

GMEuan is that ⅔ and ½ day travel round trip times?


Roll20 Map - Tracking Sheet

I’ll take the church fee off the group funds then. Kamari, the banker was going to pay for it, but Muri offered to pay it instead.

Muri Daybreaker wrote:

"Kind Findleby, did you exchange words with any of the riders, when you saw them? Or did you place them as Taldan by their uniforms, at a distance?" Muri enjoys the company of the gnome. He has yet to meet a gnome who puts him off.

"We might be able to forward word of a name, to those who know the soldiers. More than that, we are hoping to find them, and assist them in their return to Yanmass." Muri is uncertain himself, as everything about Yanmass is about turning up casualties that have gone undiscovered to the general public.

The gnome smiles, ”Oh, that’s a good question. Why I never thought of it. Their uniforms I suppose. And one of ‘em was on an elephant. You don’t see much of that around here unless it’s the Taldan Cavalry. This was but a few days ago, so yeah, they might still be there. I myself was on my way here and so took no notice of it at the time.”

Mallë-o i Otos Elen wrote:
Elen nods as Muri queries. ”Were they in a hurry or out on a routine practice manuveur? Did you happen to notice if there was a wizard among them?” she buys a round of chocolate cakes. ”You know – sweets. They’re the opposite of Savories…”

”They did seem to be riding with a purpose ma’am, but I don’t know what they were doing or where they came from. Only saw ‘em for a few minutes.” He’ll gladly share in the cake, if it is offered.

Mallë-o i Otos Elen wrote:
GMEuan is that ⅔ and ½ day travel round trip times?

Yes, that’s each way, so round trip is doubled - plus whatever time you spend on site of course. So you could head to the ruins and back before your meeting at 1pm tomorrow, but not Tallgrasses.


Male (He/Him) | Link | Human |HP 54/54 | AC 21 T 13 FF 18 | CMB 5, CMD 18 | F: +8, R: +7, W: +14 | Init: +9 | Perc: +17, SM: +21

Out of earshot of the gnome, Anselm opines, "I suggest we visit the manor ruins, given the lieutenant's intelligence. Though perhaps we should bring something to, er, alleviate calcification..."

That is, buy at least 1 scroll of stone to flesh, if it's possible for someone in the part to cast...


M Half Elf
Stats:
Arc30,Dun30,Eng17,Geog127,Hist30,Loc/Nat/Pla/Rel30,Nob23, Perc 27, Sense 36, Spell30,Stlh26,DisDev31,UMD31

1d20 + 7 ⇒ (19) + 7 = 26 Prof (soldier) - What, if anything, does Major Kort make of the elephant cavalry?

Kort ponders what the gnome has said.


Edelmira happily digs into the chocolate cakes Elen orders. She tries to affect a certain noble reserve, but perhaps due to the harrowing events of the day before, she is a bit less restrained. She does appear to be notably paler than usual in the face, her thoughts far away and her energy invested little into keeping up with conversation.

”Yes, mmm. Calcification.”

She does not even seem to realize how little effort she is putting into conversation. Occasionally, she glances over her body as if checking for something.


Roll20 Map - Tracking Sheet
Major K'Aldrian Kort 1ATD, Ret. wrote:
What, if anything, does Major Kort make of the elephant cavalry?

It is well known that the Taldan Horse does have elephants in its ranks. You in particular know that there was an elephant in the local regiment.

The party returns to the inn long enough to get their carriage ready, pick up a scroll of stone to flesh (I’ll say you get two just in case. 1,650gp ea from the group funds), and ride! You want to try and make it before it gets too dark, so Myrma puts a little extra oomph into the horses and you blaze down the good roads of Yanmass.

The shadows are beginning to grow long however when you finally arrive at your destination. On the one hand they're welcome relief from the heat of the day, but it's also a reminder that the day is short. You leave Myrma and Virgil to make camp while you head to the ruins - a short walk off the road.

Orvestikar manor has been untended for years and, after a series of particularly fierce winters, its roof and upper stories collapsed. The site has been abandoned for more than 200 years now and serves only as a temporary camp for travelers or an occasional storehouse for smugglers.

New map up. I presume you exit the coach some distance away by the road and walk up to the ruins.

The pond is a bit scummy and nearly black with algae. The manor of stone and wood has collapsed into little more than rubble. The walls are mounds of stones and filler fifteen feet high, while former towers are nothing more than slightly taller ruins. The only portion of the manor that appears intact - and the only readily identifiable passageway to its interior - is a wide gate on the southern side which appears to be open, though in the shadows you cannot quite see within (gotta get closer).

A life sized statue of a rearing elephant, complete with caparison and saddle, stands in the middle of an overgrown trail near the entry.

Knowledge Nobility DC 15:
The elephant wears the current heraldry of the Taldan Horse, and much more recent than the Manor’s construction for sure. It seems to affirm the Lieutenant’s story - it must be her elephant.
- - -

Go ahead and move on the map, but just two rounds worth of actions please. Naturally, you can have prepped (mage armor, false life, and whatever else you wish) before you got this close. Please list whatever you did prior to getting here in your post.


M Half Elf
Stats:
Arc30,Dun30,Eng17,Geog127,Hist30,Loc/Nat/Pla/Rel30,Nob23, Perc 27, Sense 36, Spell30,Stlh26,DisDev31,UMD31

1d20 + 12 ⇒ (8) + 12 = 20 Know (Nobility)

"That is a recent issue of heraldry," Kort offers stiffly, recognizing the emblem. "Let's get ready."

Kort will ready his crossbow, with wand nearby, and also offer some spells that come easily to him now.

Extended Heroism on the good Major and Kamari, i]Extended See Invisibility[/i] on Kort.

When the party approaches, Kort will be tracking quietly.

1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31 Stealth


The Night Swan takes 10 for 25 on knowledge (nobility)

The Night Swan is the persona of choice for this excursion, as there is more chance of combat than of socializing. To the keen of eye, she appears a touch cleaner than usual, and even the expected dust and wind of the walk is simply…gone. Further, her voice and figure appear unnaturally distorted.

Fastidiousness at the beginning of every day, and Oath of Anonymity every 10 minutes while in her Vigilante identity, bringing her to +43 disguise for the purposes of hiding that she is Edelmira.

”The Major is correct. Prepare yourselves.”

She steadily approaches the “statue” of an elephant for a closer look.


Female Half-Elf aka Katherine Weaver

"Thank you for the spell. I guess you can teach an old dog new tricks."

Kamari enjoys the Major's heroic spell and moves forward with the rest.

perception: 1d20 + 11 ⇒ (4) + 11 = 15


Male (He/Him) | Link | Human |HP 54/54 | AC 21 T 13 FF 18 | CMB 5, CMD 18 | F: +8, R: +7, W: +14 | Init: +9 | Perc: +17, SM: +21

Auto-succeed on Nobility.

Before exiting the carriage, Anselm prays to the Eternal Rose. "May Shelyn protect all of us, and not just those who hear her song."

Alas, her actual protection only settles upon the goddess' faithful, artful though each of the assembled lords and ladies may be.

He prays further, seeking inspiration and greater aesthetic discernment.

Ward of the Faithful on Anselm, Elen, and any recent converts; Heroism and Perceive Cues on Anselm.

Stealth: 1d20 + 9 ⇒ (6) + 9 = 15

He tries to match the Major's surprisingly quiet gait as the group approaches the manor. As he draws near, a figure appears next to him. Anselm looks a bit surprised by its appearance — a well built man with the head of an elkhound. He can't help but think about his recent bedtime reading.

Anselm murmurs quietly, "Well hello, sir archon. We're in search of some menace that turns people and elephants to stone. Your assistance is most appreciated."

Anselm Status:

Active effects perceive cues, heroism, ward of the faithful
Variable teamwork feat: improved outflank

HP 54 / 54
AC 23 / 20 ff / 15 touch

1st level spells: 6/6
2nd level spells: 4/5
3rd level spells: 1/3

Summon monster: 8/9 (hound archon)
Bane 8/8
Blessed Correction 6/6
Awaken Discontent 6/6

CLW wand: 6
Lesser Restore wand: 36

Hound Archon status:

HP 51/51
AC 19, 10 touch, 19 ff (+2 if attacker is evil)

Activeffects Aura of menace (Will DC 16), magic circle against evil

Teamwork feats Outflank, Improved Outflank
Defenses DR 10/evil, immune to petrification, electricity; SR 15

Maybe I could borrow the Underfoot icon?


Female Jininese Elf Lvl 16

If possible (offline chat pending) Elen will tote another scroll of Stone to Flesh just for the elephant.

”Thank you Anselm.”

Moved on map.

Status:

+2 deflection bonus to AC and a +2 resistance bonus on all saves
+4 more damage on a successful feint
Hits:60/60
AC: 25/23 Mage Armor (+2 VS Challenge), +Kort, +Anselm/Shelyn
CMD = 22
WandofMageArmorCharges = 43/50
Resolve = 3/3
Challenge = 3 / 3
Hero Pts: 3/3


Roll20 Map - Tracking Sheet

As the party moves forward, the Major finds a number of human and animal tracks leading to the doors. Few, if any, come back out however.

The Night Swan examines the elephant. Its details are superb, everything perfectly in its place. It’s hard to imagine the time it would have taken to carve this with such perfection. Seems more likely that the Lieutenants story was true about her arrival here - her mount turned to stone beneath her. You can even see a scuff mark from a well polished boot against the stone of the stirrups.

Kamari is the first to see that the entry is the most intact portion of the ruined manor. Two weathered cedar doors lie fallen beneath the heaps of stone filling the chamber above the entry, providing a clear but shadowed passage to the manor’s interior. On the other side of the passage, a lifelike statue of a human soldier stands with its arms extended and a welcoming smile on its face. Oh, and did I mention the stone piles are all rigged to fall on whomever stands in the entryway? Yeah, there’s a tripwire…

Someone can make a Disable Device check if they wish.

Anselm prepares a little ways off before summoning assistance against the petrifying foe as he too creeps up to the gates.

Elen moves in and may certainly have an extra scroll if she wishes. Consider it done.


M Half Elf
Stats:
Arc30,Dun30,Eng17,Geog127,Hist30,Loc/Nat/Pla/Rel30,Nob23, Perc 27, Sense 36, Spell30,Stlh26,DisDev31,UMD31

When the tripwire is noted, Kort will stiffly cane forth and take care of his duty…after making sure others have cleared safely away.

1d20 + 17 + 2 ⇒ (13) + 17 + 2 = 32 Disable Device


Roll20 Map - Tracking Sheet

The way is cleared by the Major and, presumably, one or more of you will enter, carefully, the structure.

Within the tumbled walls of the manor, an open space measuring roughly fifty feet square lies choked with stone and timber debris. A mostly ruined roof still clings to the corners, providing a bit of shelter over a wooden staircase in the northwest corner.

Among the debris however, a dozen statues depict a gruesome tableau of staged death. In the center of the courtyard, two statues have fallen in a duel, amid a frozen circle of distraught onlookers dressed in improvised finery.

On the staircase, statues fall over each other in apparent attitudes of grief. At the base of the staircase stand two statues in long, makeshift wedding coats. Most of the statues are half painted, with vivid red paint representing bloody wounds.

Artistry DC 17 or Knowledge nobility DC 22:
The scene as the climax of Ailson Kindler’s The Broken House of Kriegmoor, in which a wedding meant to settle a feud instead becomes a tragic scene of death. The participants here are all soldiers and vagabonds, rather than the aristocrats represented in the novel but you suppose the artist had to use what was at hand.

If you beat the DC by 5, you may further read the spoiler below…

Spoiler:
You can identify the spaces around the wedding couple in which an officiator and family members are missing. You notice them in particular because they are important to the plot of Kindler’s novel. Looks like the artist just needs two or three more statues and their scene will be complete!
- - -

- - -

Looking more closely at any of the statues reveals they are all incredibly lifelike. The costumes they wear for the play rest over their stone equipment and other gear.

Knowledge nobility DC 18:
You recognize Sir Meir Dratavis as one of the unhappy grooms. The poor man is as solid as a rock.
- - -

You think you hear a rock shift and are suddenly alert to danger!

- Round 1 -
Good Folks - 24
Muri - 21
Edelmira - 18
Anselm - 16
Kamari - 13
Elen - 10
Major Kort - 4

Initiative Rolls:
Anselm: 1d20 + 9 ⇒ (7) + 9 = 16
Edelmira: 1d20 + 4 ⇒ (14) + 4 = 18
Elen: 1d20 + 4 ⇒ (6) + 4 = 10
Kamari: 1d20 + 6 ⇒ (7) + 6 = 13
Major Kort: 1d20 + 2 ⇒ (2) + 2 = 4
Muri: 1d20 + 3 ⇒ (18) + 3 = 21
Good Folk: 1d20 + 8 ⇒ (16) + 8 = 24

Next up - everyone! Keep in mind you have not yet identified the threat. You just feel it is imminent. Everyone please make a perception check as you enter the structure.

Also, statues are blocking terrain. You can't be in or pass through a square with a statue, or most of one. There's that one that's half and half but we'll manage...


Male (He/Him) | Link | Human |HP 54/54 | AC 21 T 13 FF 18 | CMB 5, CMD 18 | F: +8, R: +7, W: +14 | Init: +9 | Perc: +17, SM: +21

Nobility: 1d20 + 16 ⇒ (18) + 16 = 34
Nobility: 1d20 + 16 ⇒ (6) + 16 = 22

Anselm whispers, "Major, as you are our expert with scrolls, I suggest averting your eyes as much as possible. Friend archon, would you be so kind as to scout ahead?"

The elkhound-headed hottie proceeds into the room, sniffing out trouble.

Perception - Hound Archon: 1d20 + 10 ⇒ (13) + 10 = 23

Anselm keeps his gaze on the ground ahead of him, taking in all he can from the periphery. "Eternal Rose, help us free these actors up to play other roles." Cast Bless

Perception - Anselm peripheral vision: 1d20 + 24 ⇒ (18) + 24 = 42


M Half Elf
Stats:
Arc30,Dun30,Eng17,Geog127,Hist30,Loc/Nat/Pla/Rel30,Nob23, Perc 27, Sense 36, Spell30,Stlh26,DisDev31,UMD31

Round 1

1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22 Know (nobility)
1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15 Know (nobility)
1d20 + 16 + 2 ⇒ (4) + 16 + 2 = 22 Perception

Kort remains where he is, readying with his ‘bow, and averting his gaze for the moment.


The Night Swan pulls out her smoked goggles and puts them on.

Knowledge (nobility): 1d20 + 15 ⇒ (10) + 15 = 25
Knowledge (nobility): 1d20 + 15 ⇒ (13) + 15 = 28

”So. Our stonemason considers themself an artist, it seems. And all of us mere mortals merely materials for their work. How gothic. No wonder they are enamored of Kindler.”


Female Half-Elf aka Katherine Weaver

Round 1, Heroism:

Hero Points 7
Init +8; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 25, touch 18, flat-footed 18 (+5 armor, +1 deflection, +4 Dex, +3 dodge, +2 natural)
hp 58 (8 HD; 1d8+7d10+8)
Fort +2, Ref +11, Will +6 (+2 vs. mind-affecting effects); +2 vs. enchantments
Defensive Abilities aristocratic discipline +2, nimble +2; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +7/+2 (1d4/19-20+7 Precision) or
koriana's blade +16/+11 (1d6+9/15-20+7 Precision) or
mwk rapier +14/+9 (1d6+2/15-20+7 Precision) or
sap +7/+2 (1d6 nonlethal)
Special Attacks deeds (derring-do, hidden blade, incredible aspirations, instant unveil, kip-up, precise strike, quick draw, social panache, swashbuckler initiative, targeted strike), hidden strike +1d8/+1d4, panache (5)

Knowledge nobility: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Knowledge nobility: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Perception: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26

"Poor Sir Meir Dratavis." Kamari doesn't get the whole scene but recognizes the missing agent. She scans the room as she moves slowly into the room, hugging the wall as she goes.


Female Jininese Elf Lvl 16

Artistry: 1d20 + 13 ⇒ (16) + 13 = 29

"Huh. Whoever started this hasn't finished. It looks like they need an officiator over the ceremony, and some family... on your guard." She cautions. "Are... were all of these 'statues' people who were turned to stone?"

She moves toward the stairs cautiously.

Perception: 1d20 + 12 ⇒ (11) + 12 = 23


Male Halfling Herder/17

Round 1, Init 21

Status:

AC = 21
HP = More than 57/57
Weapon Equipped = A.C. Longbow
Condition(s) = None

Knowledge(Nobility) v DC 22: 1d20 + 10 ⇒ (2) + 10 = 12
Knowledge(Nobility) v DC 18: 1d20 + 10 ⇒ (20) + 10 = 30

"I wonder why he's here."

Muri Perception: 1d20 + 2 ⇒ (11) + 2 = 13
Underfoot Perception: 1d20 + 6 ⇒ (14) + 6 = 20

Muri girds his loins, spurring Underfoot to enter the Manor, and take to the right, while the halfling keeps his bow at the ready, loosing an arrow at the first entity not made of stone.

Readied Attack:

A.C. Longbow: 1d20 + 14 ⇒ (19) + 14 = 33 for 1d6 + 3 ⇒ (3) + 3 = 6 damage


Roll20 Map - Tracking Sheet

Muri and Underfoot pad into the room, trying to not make too much noise in the rubble. They sense nothing untoward. Edelmira moves up to the door and puts on some smoked goggles. Anselm sends in the summons while he tries to side-eye a glance into the structure. As he’s not actually looking though he doesn’t see much other than what the others have described. He further blesses the party in anticipation of combat! Kamari slides into the hollow rubble and hugs what’s left of the crumbling western wall. Elen walks among the statues cautiously - and they do indeed look too perfect to be carvings. Major Kort holds his ground, and studies it intently waiting for things to happen, and they do!

A few stones shift, and a well hidden young woman strides forth from the northeast with a rod and long dagger (image). She smiles lightly and crouches into a readied attack among the statues.

Readied Action:
Medusa on first in reach: 1d20 + 16 ⇒ (13) + 16 = 29 damage: 1d4 + 2 ⇒ (3) + 2 = 5 and Fort DC 18 poison or strength damage: 1d3 ⇒ 2
- - -

Her alien gaze however is sufficient to freeze the blood - and everything else too really!

Anselm and Major Kort do not need to make the save at this time as they don’t have line of sight until they at least get next to the door or head inside. Everyone else, Fort DC 16 vs gaze petrification please, including Underfoot. And yes, Underfoot can use Muri’s hero point if need be. Remember, the hero point can give you a re-roll or a +4 if you’re close enough to making it.

Muri, should he remain soft and pliable, draws first blood with his readied action!

- Round 2 -
Good Folks - 24 (-6hp)
Muri - 21
Edelmira - 18
Anselm - 16 (avert)
Kamari - 13
Elen - 10
Major Kort - 4 (avert)

Next up - everyone!

You can Avert your eyes which means I get concealment (so you have a 20% miss) and there’s only a 50% chance that you have to make a save. You can also Close your eyes in which case I have total concealment (50% miss) but there’s no chance of you having to make the fort save.


Fortitude Save (smoked goggles): 1d20 + 7 + 8 ⇒ (12) + 7 + 8 = 27

”The artist appears, I see.”

With battle joined, The Night Swan finds herself remembering the stories she has heard of warriors using their shields to assist versus opponents with mystical gazes. She intuitively adjusts her stance to try it herself.

Using Martial Flexibility as a move action to gain the feat Weapon Trick, taking the Weapon and Shield style option. This allows her to use Shielded View, which gives her an 80% chance of avoiding having to make a save when averting her eyes

High is always good for me, so fails on 1-20
Avert Eyes (weapon and shield trick): 1d100 ⇒ 38

She advances on the artist, still wary of that baleful gaze, but finally feeling adequately protected. She stops just short of melee range for just a moment to let her allies have an easier time hitting.

That’s two moves

Edeltorials:

HP: 73/73
AC: 26/11/25
Saves: F7/R8/W9 (+2 vs ingested/inhaled poisons)
Hero Points: 2
Spells/Conditions Active: Fastidiousness, Oath of Anonymity, Martial Versatility (weapon trick[weapon and shield])

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

Aymr:
[ dice]1d20+13[/dice] to hit;
[ dice]1d10+6[/dice] damage.


Male (He/Him) | Link | Human |HP 54/54 | AC 21 T 13 FF 18 | CMB 5, CMD 18 | F: +8, R: +7, W: +14 | Init: +9 | Perc: +17, SM: +21

Round 2

What does it feel like to speak several languages, and hear someone speak in all of them at once? This is the sound of the archon's voice as it says, "A young woman with snakes for hair. I feel no fear. Do you, lady monster?"

DC 16 Will save for Good Folks v. Aura of Menace. Link in spoiler below.

Shelyn's otherworldly servant moves behind the medusa and strikes with his great sword, putting perhaps too much grease into his elbow.

Greatsword, power attack: 1d20 + 11 - 2 + 1 ⇒ (5) + 11 - 2 + 1 = 15
Damage: 2d6 + 6 + 6 ⇒ (6, 4) + 6 + 6 = 22

Meanwhile, Anselm prays. "Eternal Maiden, let the sight of me not distract others from the world's beauty." With a few gesticulations, he disappears.

Invisibility, moving into room with eyes averted.

Chance of needing Fort save, high good: 1d100 ⇒ 57
Fort: 1d20 + 11 ⇒ (10) + 11 = 21

Anselm Status:

Active effects perceive cues, heroism, ward of the faithful
Variable teamwork feat: improved outflank

HP 54 / 54
AC 23 / 20 ff / 15 touch

1st level spells: 6/6
2nd level spells: 4/6
3rd level spells: 1/3

Summon monster: 8/9 (hound archon)
Bane 8/8
Blessed Correction 6/6
Awaken Discontent 6/6

CLW wand: 6
Lesser Restore wand: 36

Hound Archon status:

HP 51/51
AC 19, 10 touch, 19 ff (+2 if attacker is evil)

Active effects Aura of menace (Will DC 16), magic circle against evil

Teamwork feats Outflank, Improved Outflank
Defenses DR 10/evil, immune to petrification, electricity; SR 15


M Half Elf
Stats:
Arc30,Dun30,Eng17,Geog127,Hist30,Loc/Nat/Pla/Rel30,Nob23, Perc 27, Sense 36, Spell30,Stlh26,DisDev31,UMD31

Round 2, Init 4

Understanding his duty, Kort keeps his damn eyes closed. Completely and utterly closed. M'Della could return and he would still have his eyes closed. He's a disciplined soldier, after all.

And he canes a bit forward to take a wild shot.

Dignity's Barb:
1d20 + 11 + 1 - 4 ⇒ (11) + 11 + 1 - 4 = 19 to hit; (+PBS,-cover)
1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4 magic cold iron damage;
Bolts: 32/50 cold iron
1 to 45 miss: 1d100 ⇒ 98 Miss chance

K'alibrations:

hp: 52/52
AC: 16/13/13
Saves: F4/R10/W10 +4 vs. enchantment, +2 vs. illusions +6 vs. poison
Lowlight. PBS.

Aroden's Verve: 0/7 used
Adhere to the Law: 0/2 used
Extend PotionRadiation: 0/6 used

Quantum Leaps used:
Pathfinder Carry: 0/0
Staff of Courage: 0/0

0: (create water, detect magic/poison, light, stabilize,read magic)
1: 0/9 used (CLW*0,Shield*0,PfE*0,DF*0)
2: 0/7 used (Inv*0,RE*0,*CE*0,0*SInv)
3: 0/5 used (H*0,DM*0,Sear*0)

Cane:
[ dice]1d20+5[/dice] to hit;
[ dice]1d6-1[/dice] damage.

Dignity's Barb:
[ dice]1d20+11+1[/dice] to hit; (+PBS)
1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10 magic cold iron damage;
Bolts: 33/50 cold iron

1d20 + 19 ⇒ (2) + 19 = 21 UMD vs. DC 20
1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23 touch to hit;
4d6 + 1 ⇒ (6, 5, 4, 5) + 1 = 21 fire damage
high is good: 1d100 ⇒ 1 miss chance


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Female Jininese Elf Lvl 16

FortSave: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Resolve: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25

Elen moves behind the Lady with the snake hair.

”I do like your dress, but I can’t say much about what you’ve done with the place.”

Feint: 1d20 + 21 ⇒ (3) + 21 = 24
Naginata: 1d20 + 13 ⇒ (19) + 13 = 32
for Damage: 1d8 + 5 ⇒ (8) + 5 = 13 +4 more damage on a successful feint

She then closes her eyes. Blindsense to 20'

Status:

+2 deflection bonus to AC and a +2 resistance bonus on all saves
+4 more damage on a successful feint
Hits:60/60
AC: 25/23 Mage Armor (+2 VS Challenge), +Kort, +Anselm/Shelyn
CMD = 22
WandofMageArmorCharges = 43/50
Resolve = 2/3
Challenge = 3 / 3
Hero Pts: 3/3


Male Halfling Herder/17

Round 2, Init 21

Status:

AC = 21
HP = 58/58
Weapon Equipped = A.C. Longbow
Condition(s) = None

AC = 24
HP = 63/63
Weapon Equipped = Teef
Condition(s) = None

Round 1 Saves v Petrification
Muri Fortitude Save v DC 16: 1d20 + 11 ⇒ (16) + 11 = 27
Underfoot Fortitude Save v DC 16: 1d20 + 8 ⇒ (10) + 8 = 18

Muri and Underfoot both set eyes on the snakes, and both halfling and malinois feel the hackles raise on their necks. Muri goads Underfoot into positioning around the stony obstructions, giving him a chance to either strike the medusa over Edelmira's shoulder, or send it high, as he trusts Chaldira to guide his aim. Closing Eyes

A.C. Longbow, PB: 1d20 + 15 + 1 ⇒ (15) + 15 + 1 = 31 for 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6 piercing damage
Miss Chance, High Good: 1d100 ⇒ 60

Underfoot can't help but look between statues for the threat, her curiosity undimmed and undeterred by her blind rider.

Fortitude Save v DC 16: 1d20 + 10 ⇒ (10) + 10 = 20


Roll20 Map - Tracking Sheet

Will: 1d20 + 10 ⇒ (19) + 10 = 29 vs DC 16 aura of menace

The summons is the first within reach, so the medusa stabs it with her dagger, hitting for a little damage and a DC 18 poison save.

For my convenience, and because it really doesn’t change much, the two readies that went off won’t change the init slots from last round.

Kamari is up.


Male (He/Him) | Link | Human |HP 54/54 | AC 21 T 13 FF 18 | CMB 5, CMD 18 | F: +8, R: +7, W: +14 | Init: +9 | Perc: +17, SM: +21

Damage may not get through DR. If so, I believe no poison rider effect.


Female Half-Elf aka Katherine Weaver

Round 2

Kamari uses her free hand to partially block her view of the woman as she rushes forward and tries to stab her. Unfortunately, the odd stance throws her off.

I should have brought some of those goggles. Live, hopefully, and learn.

avert eyes: 1d100 ⇒ 82
fort save: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19

koriana's blade: 1d20 + 16 ⇒ (3) + 16 = 19
damage: 1d6 + 9 + 7 ⇒ (6) + 9 + 7 = 22
20% miss chance: 1d100 ⇒ 82


Roll20 Map - Tracking Sheet

Muri and Underfoot both pass the gaze, and manages to plant an arrow in her - first blood! Edelmira, with a little trick, barely manages to avoid a stoning save, as she moves up to the target. Anselm’s summons triggers an aura, but makes an off balance swing. He averts his eyes and turns invisible. Kamari closes in and is also thrown off and so misses the lithe opponent. Elen needs a bit of resolve, but she still manages to take a slice of the medusa with feint! Major Kort shoots at the target, despite his averted eyes, but he also misses the dextrous medusa.

Knowledge Nature DC 17:
Yeap, you face a medusa (LE M monstrous humanoid). You get a question for each five you beat the DC as usual. You also know she is something special, enhanced in some way - but the basic traits are the same.
- - -

She seems a little frustrated that you didn’t all succumb to her gaze. She tries another tack, giving anselm,edelmira,elen,kamari,majorkort,muri: 1d6 ⇒ 5… Major Kort the evil eye! They have a -2 on saving throws.

She then takes a 5' step, but Elen (who has blindsense) and the summons (who has his eyes open) can notify the group as to where she moved for targetting.

- Round 3 -
Good Folks - 24 (-23hp)
Muri - 21 (close)
Edelmira - 18 (avert 20%)
Anselm - 16 (avert, invisible)
Summons - 16 (-5hp, poison DC 18)
Kamari - 13
Elen - 10 (close, blindsense)
Major Kort - 4 (avert, -2 saves)

Next up - everyone!

You can Avert your eyes which means I get concealment (so you have a 20% miss) and there’s only a 50% chance that you have to make a save. You can also Close your eyes in which case I have total concealment (50% miss) but there’s no chance of you having to make the fort save.


Male (He/Him) | Link | Human |HP 54/54 | AC 21 T 13 FF 18 | CMB 5, CMD 18 | F: +8, R: +7, W: +14 | Init: +9 | Perc: +17, SM: +21

Round 3

Did the medusa's damage penetrate DR/evil? If so,

Fort save v. poison: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27

Knowledge (Nature): 1d20 + 8 ⇒ (3) + 8 = 11

Anselm moves up to the retreating medusa, ready to thrust his rapier at her once the woof-hound pursues the stony dramaturge.

Readied attack:
Rapier +1, Invisible: 1d20 + 12 + 4 + 2 ⇒ (18) + 12 + 4 + 2 = 36 Improved Outflank
Damage: 1d6 ⇒ 3

Confirm: 1d20 + 12 + 4 + 2 ⇒ (11) + 12 + 4 + 2 = 29
Damage: 1d6 ⇒ 2

Miss chance: 1d100 ⇒ 38

Gaze saving throw if ≤50%: 1d100 ⇒ 78

The hound does, indeed, pursue his prey. "Follow the howl she makes when my blade cuts into her."

Greatsword power attack: 1d20 + 11 - 2 + 4 + 1 ⇒ (13) + 11 - 2 + 4 + 1 = 27 Improved Outflank
Damage: 2d6 + 6 + 6 ⇒ (1, 5) + 6 + 6 = 18

Bite power attack: 1d20 + 5 - 2 + 4 + 1 ⇒ (12) + 5 - 2 + 4 + 1 = 20
Damage: 1d8 + 5 + 4 ⇒ (2) + 5 + 4 = 11


M Half Elf
Stats:
Arc30,Dun30,Eng17,Geog127,Hist30,Loc/Nat/Pla/Rel30,Nob23, Perc 27, Sense 36, Spell30,Stlh26,DisDev31,UMD31

Round 3, Init 4

Feeling funny even though he never saw the evil eye that was bestowed upon him, Kort fires wildly at the medusa. He keeps his eyes closed.

Dignity's Barb:
1d20 + 11 + 1 - 4 ⇒ (19) + 11 + 1 - 4 = 27 to hit; (+PBS,-cover)
1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10 magic cold iron damage;
Bolts: 31/50 cold iron
1 to 45 miss: 1d100 ⇒ 20 Miss chance

Dignity's Barb:
1d20 + 6 + 1 - 4 ⇒ (5) + 6 + 1 - 4 = 8 to hit; (+PBS)
1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6 magic cold iron damage;
Bolts: 30/50 cold iron
1 to 45 miss: 1d100 ⇒ 39 Miss chance

K'alibrations:

hp: 52/52
AC: 16/13/13
Saves: F4/R10/W10 +4 vs. enchantment, +2 vs. illusions +6 vs. poison
Lowlight. PBS.

Aroden's Verve: 0/7 used
Adhere to the Law: 0/2 used
Extend PotionRadiation: 0/6 used

Quantum Leaps used:
Pathfinder Carry: 0/0
Staff of Courage: 0/0

0: (create water, detect magic/poison, light, stabilize,read magic)
1: 0/9 used (CLW*0,Shield*0,PfE*0,DF*0)
2: 0/7 used (Inv*0,RE*0,*CE*0,0*SInv)
3: 0/5 used (H*0,DM*0,Sear*0)

Cane:
[ dice]1d20+5[/dice] to hit;
[ dice]1d6-1[/dice] damage.

Dignity's Barb:
[ dice]1d20+11+1[/dice] to hit; (+PBS)
1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7 magic cold iron damage;
Bolts: 33/50 cold iron

1d20 + 19 ⇒ (5) + 19 = 24 UMD vs. DC 20
1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14 touch to hit;
4d6 + 1 ⇒ (3, 2, 5, 5) + 1 = 16 fire damage
high is good: 1d100 ⇒ 56 miss chance


Avert Eyes, high is always good for me (shield trick): 1d100 ⇒ 40

The Night Swan finds her trick with the shield continuing to work well as she charges down the artist.

20 % Miss Chance: 1d100 ⇒ 26
Attack with Aymr (bless, charge, power attack): 1d20 + 13 + 1 + 2 - 2 ⇒ (12) + 13 + 1 + 2 - 2 = 26
Damage (power attack): 1d10 + 6 + 4 ⇒ (6) + 6 + 4 = 16

Edeltorials:

HP: 73/73
AC: 24/9/23
Saves: F7/R8/W9 (+2 vs ingested/inhaled poisons)
Hero Points: 2
Spells/Conditions Active: Fastidiousness, Bless, Charge, Martial Flexibility

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

Aymr:
[ dice]1d20+13[/dice] to hit;
[ dice]1d10+6[/dice] damage.


Female Jininese Elf Lvl 16

”I mean, it’s a nice attempt, but it clearly shows you put in no real effort,” Elen critiques, referring to the play on ‘statues’. Challenge

”Fain would I quash Medusa's headbeast, upon her head five feet northeast” Poetic Inspirtaion: Everyone +4 on Attack/ Damage

Feint: 1d20 + 21 ⇒ (6) + 21 = 27
SpringAttack: 1d20 + 13 + 2 + 4 ⇒ (7) + 13 + 2 + 4 = 26 Flank
for Damage: 1d8 + 5 + 8 + 4 ⇒ (7) + 5 + 8 + 4 = 24 +4 more damage on a successful feint
HighHits: 1d100 ⇒ 51

Status:

+2 deflection bonus to AC and a +2 resistance bonus on all saves
+4 more damage on a successful feint
Hits:60/60
AC: 29/23 Mage Armor (+3 VS Challenge), +Anselm/Shelyn
CMD = 23
WandofMageArmorCharges = 43/50
Resolve = 2/3
Challenge = 2 / 3
Hero Pts: 3/3


Roll20 Map - Tracking Sheet

Anselm, sorry, no, I do not overcome your summons DR.

Don’t forget to move on the map though - right now you’re flanking a statue and the summons is flanking nothing. Also note, you and your summons go on the same initiative, always. So no need to 'ready' anything just take your action.


Female Half-Elf aka Katherine Weaver

Round 3, Heroism:

Hero Points 7
Init +8; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 25, touch 18, flat-footed 18 (+5 armor, +1 deflection, +4 Dex, +3 dodge, +2 natural)
hp 58 (8 HD; 1d8+7d10+8)
Fort +2, Ref +11, Will +6 (+2 vs. mind-affecting effects); +2 vs. enchantments
Defensive Abilities aristocratic discipline +2, nimble +2; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +7/+2 (1d4/19-20+7 Precision) or
koriana's blade +16/+11 (1d6+9/15-20+7 Precision) or
mwk rapier +14/+9 (1d6+2/15-20+7 Precision) or
sap +7/+2 (1d6 nonlethal)
Special Attacks deeds (derring-do, hidden blade, incredible aspirations, instant unveil, kip-up, precise strike, quick draw, social panache, swashbuckler initiative, targeted strike), hidden strike +1d8/+1d4, panache (5)

Kamari continues to avert her gaze as she moves into a flank with the hound archon. She fails in avoiding looking at the medusa, but somehow once again resists the gaze. She stabs with a bit more accuracy than last time.

avert gaze: 1d100 ⇒ 17
fort save: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21

koriana's blade with heroism and flank: 1d20 + 16 + 2 + 2 ⇒ (10) + 16 + 2 + 2 = 30
damage: 1d6 + 9 + 7 ⇒ (6) + 9 + 7 = 22
hidden strike: 1d4 ⇒ 2
20% miss chance: 1d100 ⇒ 73


Male Halfling Herder/17

Round 3, Init 21

Status:

Muri
AC = 21
HP = 58/58
Weapon Equipped = A.C. Longbow
Condition(s) = None

Underfoot
AC = 24
HP = 63/63
Weapon Equipped = Teef
Condition(s) = None

Muri can't bring himself to keep his eyes closed, not with his friends swarming the snake-haired lady among the statues. This time, he remembers to tell Underfoot to close her eyes, while he gets to work. He tries to place his shots better, slowing his pace.

Fortitude Save v DC 16: 1d20 + 11 ⇒ (1) + 11 = 12
Resolve ReRoll, Immediate Action: 1d20 + 11 ⇒ (19) + 11 = 30

A.C. Longbow, PB, Cover: 1d20 + 15 + 1 - 4 ⇒ (14) + 15 + 1 - 4 = 26 for 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9 piercing damage

Second Shot: 1d20 + 10 + 1 - 4 ⇒ (14) + 10 + 1 - 4 = 21 for 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9 piercing damage


Roll20 Map - Tracking Sheet

GM Rolls:
1d20 ⇒ 9

Muri opens his eyes, and it nearly costs him. Still, he manages to plunk two into the creature. Edelmira is once again saved by her shield as she hits the poor medusa also. Anselm stabs her, becoming visible, and his summons does the same though he just misses with his bite. The medusa’s snakes seem to be everywhere, and take away your flank bonus. Kamari lands a blow, but also doesn’t get flank so she does a little less damage, but still quite a large amount. Elen inspires everyone before landing a solid blow of her own! So solid in fact that the poor medusa falls to the ground, dropping her dagger and rod! Major Kort has a pair of misses - he can’t quite figure out where the woman is to shoot with his eyes closed and what with her on the ground.

Though she is down, her petrifying gaze continues (I know, magic, right?) until death (or I suppose if you put a hood over her head and snakes).

So we’ll stay in initiative one more round.

- Round 4 -
Good Folks - 24 (-131hp, bleeding)
Muri - 21
Edelmira - 18 (avert 20%)
Anselm - 16 (avert)
Kamari - 13
Elen - 10 (close, blindsense)
Major Kort - 4 (closed, -2 saves)

Next up - everyone!

You can Avert your eyes which means I get concealment (so you have a 20% miss) and there’s only a 50% chance that you have to make a save. You can also Close your eyes in which case I have total concealment (50% miss) but there’s no chance of you having to make the fort save.

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