Tyrant's Grasp III: Last Watch

Game Master CrusaderWolf

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Half-elf cleric of Desna 8/ranger (trapper) 1 , Init +4 , low-light vision Perception +19 , AC 20, touch 15, flat-footed 16 , HP: 59 , Fort +10, Ref +10, Will +12 , CMD 23

DC 26 Perception: 1d20 + 19 ⇒ (2) + 19 = 21

Benarik is glad to have another healer among them. Still caught up in the destruction, he doesn’t notice the large thing approaching until Fero points at it.


Art | Female Duskwalker Dancer 9 | AC: 28 T: 19 FF: 23 | CMD: 28 | HP: 80/80 | F+6 R+11 W+8 (+4 vs. stagger)(+2 vs. NEng,Death,Undead)(Evasion)| Init +4 | Perc +15 | RS 3/3 | Routine 2nd: 6/6 3rd: 5/5 | Active Status:: --

Ketra nods along with Garret's explanation before adding "This uh, bomb, is probably really dangerous to just keep around too. We can take it somewhere where it won't be a danger to you. You wouldn't want a big shaking thing to happen here too, right?"

"By the way, can you tell us where you found it, and how? It'd help us work out just how dangerous it is and what it might be connected to."


Clocks tool TG Roll20 link

Cleverquill looks from Ketra to Garret and back again and makes a strange whining sound. "But--if the treasure is fake, then this is my only real treasure left!" The peluda's claws flex and retract as it hems and haws. "I can't have no treasure, who ever heard of such a thing? It just isn't done! ...I know! Give me a magic sword--magic swords are much better than evil jars anyway! Maybe two magic swords."

Ketra wrote:
"By the way, can you tell us where you found it, and how? It'd help us work out just how dangerous it is and what it might be connected to."

"In the temple! Guarded by ghosts and monsters and traps!" Cleverquill points towards the fungus-overgrown temple you just departed. "It was a mess, and very boring--the only interesting thing was a jar that bleeds, but I couldn't...er, decided not to open it. Probably nothing interesting inside. Weird druid moved in there a few years later, I don't like them very much but they dare not bother me!"

+ + + + + + + + + + + + + + + + + + + + +

GM Rolls:

7d6 ⇒ (6, 5, 1, 5, 6, 1, 6) = 30
Fero: 1d20 + 10 ⇒ (20) + 10 = 30
Benarik: 1d20 + 12 ⇒ (3) + 12 = 15
Ceto: 1d20 + 16 ⇒ (14) + 16 = 30

1d20 + 8 ⇒ (1) + 8 = 9
Fero: 1d20 + 4 ⇒ (17) + 4 = 21
Benarik: 1d20 + 4 ⇒ (14) + 4 = 18
Ceto: 1d20 + 1 ⇒ (12) + 1 = 13

Fero's warning comes a heartbeat too late--even as the others are whirling to see what he points at, something vast and terrible emerges from the smoke. It appears to be an enormous skeletal bat with eyes like coals and wreathed in shadow; indeed it is hard to tell where the creature's shadow ends and the roiling smoke begins. It lets out a bone-chilling shriek as a it swoops down, a sheet of shadow-stuff rolls out from its outstretched wings to blanket your party. The screams of soldier and civilian alike are choked off and flesh blackens and necrotizes in seconds, killing a dozen souls in seconds. Fero sets his will against the deadly touch of the Void and prevails--Benarik is not so fortunate, but each of them feels a strange warmth radiating from their chests, and it seems that Void's grasp somehow isn't as strong upon them. Ceto Maldera grimmaces but also weathers the magical assault relatively well. "What the devil is that thing?!" she bellows as she hefts her sword, though it remains well out her reach as of yet.

Religion DC24:

Your blood runs cold as your recognize this being as a vanyver, one of the dreaded darvakka. Like all of their kind, vanyver--called nightwings by some scholars--are ancient monsters of death and entropy, hailing from the Void and relentless enemies of all life and warmth. How such a creature came to be here you do not know, but they are horrifically powerful.

CE Huge undead with the Extraplanar and Nightshade subtypes; all the usual questions apply!

+ SURPRISE ROUND +
The Haunting Dark (20ft up, concealment)
Fero

+ ROUND ONE +
Fero
Benarik (-12hp)
Ceto Maldera (-15hp)
Lastwall Troop (-45hp)

The Haunting Dark (20ft up, concealment)


M Unchained Monk 9 AC: 27 T: 23 FF: 18 | CMD: 29* | HP: 75/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Status:
AC: 27 (t23/f18) (includes: +4 nat arm) HP: 76/76
Conditions = Barkskin (90m, +4)
Unarmed: Attack: BAB +9/4, Dex +4, Focus +1, PS -3 Damage: Dex +4, PS +6 DR: Magic, Cold Iron, Silver Crit x2
Ranged: Attack: BAB +9/4, Dex +4 Damage: +0
Reroll Charm or Compulsion (1/1)
Ki Powers (8/12) (+1 att, barkskin (90m, +4 nat arm), scorching ray (x2, 4d6, 2ki), insightful wisdom (30’r, im, reroll att/save, 2ki))
Stunning Fist (9/9) (stun, fatigue, sicken (1m), DC 19 Fort)
Healer’s Hands (Treat Deadly Wounds (8/9))
Ring of Seven Colors (5/7, 10m, Songbird)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers (min 1))
Daredevil Boots (9/10r, free, +5 acrobatics (comp) to avoid AoO when moving, if through the target then +1 to attacks)

How much concealment is the question. I assume as we’ve seen it, it’s not total. Fero takes his shot if he has one.

Fero uses his ki power to launch a pair of fiery rays at the beast! He summons forth Scorching Ray (2 rays) in the surprise round.

Scorching Ray (touch): 1d20 + 13 ⇒ (9) + 13 = 22 damage f: 4d6 ⇒ (1, 5, 1, 2) = 9 Miss (low is bad): 1d100 ⇒ 30
Scorching Ray (touch): 1d20 + 13 ⇒ (3) + 13 = 16 damage f: 4d6 ⇒ (2, 4, 1, 6) = 13 Miss (low is bad): 1d100 ⇒ 86

On round one he moves a bit from the others in case of another area effect. He imagines it’ll stay in the air, so flank is folly. If it seemed to take damage from fire, he’ll shoot it again, if not, he'll take total defense. Though he worries about depleting resources, this looks nasty!

Scorching Ray (touch): 1d20 + 13 ⇒ (6) + 13 = 19 damage f: 4d6 ⇒ (4, 4, 6, 6) = 20 Miss (low is bad): 1d100 ⇒ 37
Scorching Ray (touch): 1d20 + 13 ⇒ (16) + 13 = 29 damage f: 4d6 ⇒ (5, 3, 2, 3) = 13 Miss (low is bad): 1d100 ⇒ 67

Ugh! What bad roll-combos!


Art | Female Duskwalker Dancer 9 | AC: 28 T: 19 FF: 23 | CMD: 28 | HP: 80/80 | F+6 R+11 W+8 (+4 vs. stagger)(+2 vs. NEng,Death,Undead)(Evasion)| Init +4 | Perc +15 | RS 3/3 | Routine 2nd: 6/6 3rd: 5/5 | Active Status:: --

Ketra looks to the others, wondering what they think, before turning back to Cleverquill "Well, we don't have much in the way of treasure, but before we got here we did find a fancy magic sword. I agree, it would be embarrassing not to have any treasure. Maybe we can part with that one if you're willing to make the trade. Garret here is an expert on magic so he can explain exactly what kind of magic it has." She nods.

She crosses her arms "We ended up having to fight the weird druid. I agree. Didn't like them very much."


Garret Fallows | Peri-Blooded Halfling Sorcerer (Solar Bloodline) 9 | Speed 30 | Initiative +2 | Perception +5 | Hp: 56/56 | AC 23 (Touch 14, FF 21) | CMD 13 | Fort +6, Reflex +7, Will +10 | Resist Acid/Cold/Electricity 5, Fire 20 | Active Conditions: Mage Armor, Shield

Thinking for a moment, Garret responds, "You have a point, Cleverquill--you do certainly live up to your name...We actually have two matched magic longswords which were, until recently, used by Sealbreaker knights. If you want both of them, though, we will need a promise from you in addition to the necrotic jar..."

"I do like the symmetry of granting you the magic swords of the defeated Sealbreakers given the promise I need from you -- if Sealbreakers return here and wish to set up a lair again, I want your word that you will destroy them in honor of our deal," adds Garret, hoping to give the clever creature a request in line with its nature.

If the agreement is made, Garret will produce the two +1 longswords from the Sealbreaker Knight and Golem fight, then carefully wrap up the jug and put it in his magic haversack.


Half-elf cleric of Desna 8/ranger (trapper) 1 , Init +4 , low-light vision Perception +19 , AC 20, touch 15, flat-footed 16 , HP: 59 , Fort +10, Ref +10, Will +12 , CMD 23

Benarik has no idea what the unnatural horror could be, but the devastation it unleashes is terrible. He sends a volley of arrows at the creature.

Manyshot, the old bow, favored enemy: 1d20 + 13 - 2 + 2 ⇒ (14) + 13 - 2 + 2 = 27
Damage: 2d8 + 2 + 2 + 2d6 ⇒ (4, 4) + 2 + 2 + (6, 6) = 24 (12 from fire damage)
Concealment, high is good: 1d100 ⇒ 60

Rapid Shot, the old bow, favored enemy: 1d20 + 13 - 2 + 2 ⇒ (13) + 13 - 2 + 2 = 26
Damage: 1d8 + 2 + 2 + 1d6 ⇒ (5) + 2 + 2 + (3) = 12 (3 from fire damage)
Concealment, high is good: 1d100 ⇒ 32

the old bow, favored enemy: 1d20 + 8 - 2 + 2 ⇒ (5) + 8 - 2 + 2 = 13
Damage: 1d8 + 2 + 2 + 1d6 ⇒ (6) + 2 + 2 + (1) = 11 (1 from fire damage)
Concealment, high is good: 1d100 ⇒ 55


Clocks tool TG Roll20 link

Cleverquill hems are haws and makes a show of examining the swords, criticizing any knicks or blood flecks, and generally haggling ineffectually in the face of Garret & Ketra's relentless persuasion the peluda eventually gives in and accepts the swords. With obvious reluctance, he slips beneath the inky dark waters of the lake and returns shortly thereafter with the jar clutched in his claws, and with even more reluctance he hands it over.

The jar is a strange and unsettling thing, about two feet tall and its lid shaped like a draconic skull. More unsettling still, the seal weeps blood, though none of you are able to get the lid to so much as budge if you try to open it.

Whomever is holding the jar:

Despite its appearance, you don't feel the expected weight of dread or menace you expected--rather, a sense of quiet determination fills you, like a commitment to some ancient duty still unfulfilled. You begin to understand why Cleverquill didn't want to give it up.

As long as you have the jar in your possession you gain Iron Will as a bonus feat, or Improved Iron Will if you already have it. If you have access to Domains class feature you gain all the benefits of the Knowledge domain including its bonus spells. If you do not have access to the Domain class feature then you gain the "lore keeper" ability from the Knowledge domain, as though you were a cleric of your same level.

+ + + + + + + + + + + + + + + + + + + +

GM Rolls:

Fero vs SR: 1d20 + 9 ⇒ (7) + 9 = 16
Fero vs SR: 1d20 + 9 ⇒ (1) + 9 = 10
THD Ref: 1d20 + 11 ⇒ (1) + 11 = 12 Troop Dmg: 3d8 + 3 ⇒ (1, 7, 7) + 3 = 18
THD Ref: 1d20 + 11 ⇒ (7) + 11 = 18 Troop Dmg: 3d8 + 3 ⇒ (5, 3, 2) + 3 = 13
Maldera vs SR: 1d20 + 11 ⇒ (6) + 11 = 17
Troop Ref: 1d20 + 7 ⇒ (3) + 7 = 10
Fero Ref: 1d20 + 11 ⇒ (12) + 11 = 23
Benarik Ref: 1d20 + 10 ⇒ (20) + 10 = 30
Ceto Ref: 1d20 + 9 ⇒ (3) + 9 = 12
Cone of Cold: 14d6 ⇒ (3, 2, 6, 1, 2, 5, 3, 4, 3, 6, 3, 6, 1, 5) = 50
Searing Light: 1d20 + 9 ⇒ (20) + 9 = 29 Conceal: 1d100 ⇒ 48 Dmg: 10d6 ⇒ (3, 3, 5, 5, 4, 4, 2, 6, 5, 3) = 40

Fero draws on his inner power and launches forth scything beams of fire--even within its shroud of smoke and darkness the monster is far too large too miss (Huge in size, if I didn't mention before.). Each beam finds its mark...but fizzles away into nothingness, leaving the creature unharmed! Beside him, Benarik smoothly nocks arrow to string and fires again and again--his aim is good, better than against the thorn-creatures even, but its not enough. Each arrow rebounds from the creature without effect.

"Give it a volley--fire at will!" Maldera roars, and the troops under her command obey; with the snap and twang of bowstrings two dozen arrows and bolts rise into the arrow in a sudden storm. They too find their mark with little difficulty...and they too rebound to no effect, save for one which somehow punches through at the monster's shoulder. It gives another shriek and wheels away, only to circle tightly around a half-collapsed tower and come rushing at your group again! This time, a it opens its mouth and releases a blue-black sheet of icy magic that sweeps over to your band of survivors with devastating effect. Flesh and bone freezes solid in an instant, and just like that fifteen brave soldiers of Lastwall are gone, their corpses shattering as they fall. Several more civilians get caught in the blast--the Field Marshal takes a direct hit, going down to one knee and struggling back to her feet. Fero and Benarik are caught in the blast as well, but are able to shelter behind some of the rubble and avoid the blast...or at least the worst of it, in Benarik's case.

"Field Marshall, what do we do?!" come the panicked cries from the remaining soldiers--whatever their courage and training, the sudden devastation unleashed by this creature has pushed them to the edge of breaking. Maldera doesn't answer at first, desperately wheezing for air as her eyes track the movements of the monster as it wheels through the sky. She draws in a breath. "RUN!" she screams, "FOR THE CATHEDRAL, RUN GODS DAMN YOU!"

Unless anyone objects, we're going to transition from a combat to a skill challenge, as this foe is beyond any of you. Your objective is to a) escape, and b) help the others with you escape if you can, while The Haunting Dark hunts you for sport.
THE CHASE (Skill Challenge)
+ ROUND ONE +

Fero
Benarik (-37hp)
Ceto Maldera (-65hp)
Lastwall Troop (-120hp)

The Haunting Dark (-3hp; 20ft up, concealment)


Art | Female Duskwalker Dancer 9 | AC: 28 T: 19 FF: 23 | CMD: 28 | HP: 80/80 | F+6 R+11 W+8 (+4 vs. stagger)(+2 vs. NEng,Death,Undead)(Evasion)| Init +4 | Perc +15 | RS 3/3 | Routine 2nd: 6/6 3rd: 5/5 | Active Status:: --

Ketra is absolutely happy to see the jar disappear into Garret's bag of holding. Whatever evil and powerful magic it holds, its safer with the team, but even so she appreciates not having to look at it. She smiles at Cleverquill "Hope you can rebuild the rest of your hoard soon. Maybe you'll find something we missed in the overgrown temple that the druid left behind."

With that, we've just got the rather tricky goon that was trapped in the jail cell. It would be funny to forget about her but... maybe she'll be important.


Garret Fallows | Peri-Blooded Halfling Sorcerer (Solar Bloodline) 9 | Speed 30 | Initiative +2 | Perception +5 | Hp: 56/56 | AC 23 (Touch 14, FF 21) | CMD 13 | Fort +6, Reflex +7, Will +10 | Resist Acid/Cold/Electricity 5, Fire 20 | Active Conditions: Mage Armor, Shield

Garret's countenance takes on a more contemplative cast as he lifts the jar and puts it in his magical haversack. Perhaps he misjudged the jug--he should Identify the item at his earliest convenience.

In case there is a creature inside, he instinctively tries the new Lorekeeper ability (15+level(9)+wis(0) = 24).


M Unchained Monk 9 AC: 27 T: 23 FF: 18 | CMD: 29* | HP: 75/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Status:
AC: 27 (t23/f18) (includes: +4 nat arm) HP: 76/76
Conditions = Barkskin (90m, +4)
Unarmed: Attack: BAB +9/4, Dex +4, Focus +1, PS -3 Damage: Dex +4, PS +6 DR: Magic, Cold Iron, Silver Crit x2
Ranged: Attack: BAB +9/4, Dex +4 Damage: +0
Reroll Charm or Compulsion (1/1)
Ki Powers (8/12) (+1 att, barkskin (90m, +4 nat arm), scorching ray (x2, 4d6, 2ki), insightful wisdom (30’r, im, reroll att/save, 2ki))
Stunning Fist (9/9) (stun, fatigue, sicken (1m), DC 19 Fort)
Healer’s Hands (Treat Deadly Wounds (8/9))
Ring of Seven Colors (5/7, 10m, Songbird)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers (min 1))
Daredevil Boots (9/10r, free, +5 acrobatics (comp) to avoid AoO when moving, if through the target then +1 to attacks)

Fero speaks up, ”As there is unknown rubble between here and the cathedral, and likely many dead ends, I will run ahead and scout the way.” I have a 60’ move, so by scouting ahead if I reach a dead end, I can come back quickly and save the group some wasted time.

He runs ahead, looking for a clear path.
Perception: 1d20 + 17 ⇒ (2) + 17 = 19


Half-elf cleric of Desna 8/ranger (trapper) 1 , Init +4 , low-light vision Perception +19 , AC 20, touch 15, flat-footed 16 , HP: 59 , Fort +10, Ref +10, Will +12 , CMD 23

”Those that need healing to me!” Benarik calls loudly, as he centers himself to the group. He channels the energy of Desna, healing as many as he can, then follows the speedy monk. "This way, we've got to get to safety!" move 30 feet in the direction that Fero went

Channel Heal: 4d6 ⇒ (4, 3, 5, 1) = 13


LG Female Tiefling Gunslinger (Mysterious Stranger) 1 / Paladin of Ragathiel (Divine Hunter) 8 | {58}67/{58}67 HP | AC19 T14 FF15 | CMD23 | F +13 R +12 W +9 | Spd 30 | Init +4 | Perc +12 | Craft (Alchemy) +13, Diplomacy +11, Handle Animal +15, Intimidate +11, Knowledge (Religion) +13, Perception +12, Sense Motive +13 | Grit: 3/3 | Smite Evil 3/3 | Lay on Hands 7/7 | Divine Bond 1/1 | Stamina: 10/10 | Active Conditions: 2 Con damage

"What an odd bit of pottery," Silvia comments, looking back towards the temple. "We should probably collect that gnome, before our newest friend finds and eats her."


Garret Fallows | Peri-Blooded Halfling Sorcerer (Solar Bloodline) 9 | Speed 30 | Initiative +2 | Perception +5 | Hp: 56/56 | AC 23 (Touch 14, FF 21) | CMD 13 | Fort +6, Reflex +7, Will +10 | Resist Acid/Cold/Electricity 5, Fire 20 | Active Conditions: Mage Armor, Shield

”Oh, right,” says Garret, ”Though given the bomb detonation above, the authorities are likely quite busy. What are we going to do with her until we can turn her over? I worry the guards may not be quick enough to keep her in captivity very long.”


Art | Female Duskwalker Dancer 9 | AC: 28 T: 19 FF: 23 | CMD: 28 | HP: 80/80 | F+6 R+11 W+8 (+4 vs. stagger)(+2 vs. NEng,Death,Undead)(Evasion)| Init +4 | Perc +15 | RS 3/3 | Routine 2nd: 6/6 3rd: 5/5 | Active Status:: --

"Considering her circumstances, she might find it in her heart to join us in fighting to survive whatever's up there now. Not that I think we could trust her very far, but at least she could realize that she'd be safer banding together with us."


Clocks tool TG Roll20 link

GM Rolls:

Mysterious artifact in hand, you cross the bridge back into the temple until your reach the hall where the gnome Kilibrandt is imprisoned. Her chains rattle as she gives you all a cheerful little wave

"Glad you changed your mind! I'd just as soon not be down here if another earthquake hits. Never been in an earthquake before--ha! take that, Bleaching!--but I've also never been crushed to death either and I'm not ready to give it a try just yet." She raises one hand and places the other over her heart. "I solemnly swear to be a good prisoner as long as you don't, y'know, throw me to the literal or metaphorical wolves. Good enough?"

+ + + + + + + + + + + + + + + + + + + + +

Benarik, I can gladly apply the healing but also if you have any skills, spells, etc that you think would contribute to helping escape the monster feel free to post it! You need a certain minimum of successes before you hit 3 failures.

GM Rolls:

Ceto Maldera: 1d20 + 22 ⇒ (12) + 22 = 34
Target?: 1d4 ⇒ 4
THD: 1d20 + 23 ⇒ (10) + 23 = 33 Damage: 4d10 + 18 ⇒ (2, 4, 4, 10) + 18 = 38

Fero is quick and alert, but while he's able to find a route through the city's wreckage, he isn't able to do so fast enough to get everyone out of the monster's next flyby! As he ushers several soldiers and civilians through an alleyway and out onto the next street beyond, the horror swoops down and snatches three of them right off the ground! Their screams face into the distance as it gains height and disappears into the smoke cover, only ending right before a shower of blood paints the street. Unfortunately a 19 just barely misses the DC.

Panic sweeps through the survivors, but just as they're about to break and scatter Maldera's voice cuts through the chaos. "Keep you're heads! It wants you terrified and scattered, so don't give it what it wants!" She points at Fero. "Find us a route that doesn't give it room to dive at us!"

A 34 Intimdate scares the survivors into maintaining discipline, and counts as a success. The troop won't contribute any skills to this challenge, nor will the civilians.

THE CHASE (1 Success / 1 Failure)
+ ROUND TWO +
Fero
Benarik x2 (-24hp)
Ceto Maldera (-52hp)
Lastwall Troop (-120hp)

The Haunting Dark (-3hp; 20ft up, concealment)


M Unchained Monk 9 AC: 27 T: 23 FF: 18 | CMD: 29* | HP: 75/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Status:
AC: 27 (t23/f18) (includes: +4 nat arm) HP: 76/76
Conditions = Barkskin (90m, +4)
Unarmed: Attack: BAB +9/4, Dex +4, Focus +1, PS -3 Damage: Dex +4, PS +6 DR: Magic, Cold Iron, Silver Crit x2
Ranged: Attack: BAB +9/4, Dex +4 Damage: +0
Reroll Charm or Compulsion (1/1)
Ki Powers (8/12) (+1 att, barkskin (90m, +4 nat arm), scorching ray (x2, 4d6, 2ki), insightful wisdom (30’r, im, reroll att/save, 2ki))
Stunning Fist (9/9) (stun, fatigue, sicken (1m), DC 19 Fort)
Healer’s Hands (Treat Deadly Wounds (8/9))
Ring of Seven Colors (4/7, 10m, Songbird)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers (min 1))
Daredevil Boots (9/10r, free, +5 acrobatics (comp) to avoid AoO when moving, if through the target then +1 to attacks)

”Don’t shoot the pretty bird!” Fero cries as he becomes a small songbird to get a better vantage point for the next leg of the journey. He flies up, a bit (being mindful of the enemy in the vicinity), and scouts ahead again.

Perception: 1d20 + 17 ⇒ (3) + 17 = 20
Gee, thanks dice-bot. Maybe a circumstance bonus for flight?

AC as a songbird temporarily climbs to 35 (f22/t28) due to size and dex bonuses. Note he can only fly for 10m with a speed of 40’. Hopefully that's long enough to get a lay of the land.


Half-elf cleric of Desna 8/ranger (trapper) 1 , Init +4 , low-light vision Perception +19 , AC 20, touch 15, flat-footed 16 , HP: 59 , Fort +10, Ref +10, Will +12 , CMD 23
GM wrote:
I can gladly apply the healing but also if you have any skills, spells, etc that you think would contribute to helping escape the monster feel free to post it! You need a certain minimum of successes before you hit 3 failures.

Benarik does have the Freedom’s Call ability and will use that to suppress the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. I'll start it up this round, and then help Ceto with her checks/attacks with the Bit o' Luck ability

Benarik summons a mantle of stars to shield the troupe from the presence of the creature. ”Stand firm, stay near Ceto and myself, together we are stronger!” Benarik calls to the damaged and frightened troupe.

Here’s the block of text I’ll use for resource tracking, and it’s also good for pointing out that Benarik is built around a support role of helping you’s all succeed on your rolls.
7/7 - Bit of Luck (7/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
2/4 - Cleric Channel Positive Energy 4d6 (4/day, DC 15)
7/8 - Freedom's Call (30 ft., 8 rounds/day) (Su) Allies in 30 ft aura suppress confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions.
7/7 - Liberty's Blessing (7/day) (Su) Allow target to re-attempt a save.
1/1 - Tugging Strands (1/day) (Su) Target rerolls a roll it just made.


Art | Female Duskwalker Dancer 9 | AC: 28 T: 19 FF: 23 | CMD: 28 | HP: 80/80 | F+6 R+11 W+8 (+4 vs. stagger)(+2 vs. NEng,Death,Undead)(Evasion)| Init +4 | Perc +15 | RS 3/3 | Routine 2nd: 6/6 3rd: 5/5 | Active Status:: --

"Solemnly swear? Not sure we've got much reason to trust in your word. But then again..." Ketra looks over at Rosalind "You felt all that shaking? That was your client's doing. I'd guess they set off another terrible necrotic explosion, like we saw them do before. Which means there's nowhere for you to escape to, considering everything's probably in bad bad shape." She figures Kilibrandt doesn't have much of a conscience, but she presses her anyway. "So, you're coming with us, but you're also going to need to fight with us if you plan to survive this."

She looks down at the gnome, uncertain if this is the right strategy.


Garret Fallows | Peri-Blooded Halfling Sorcerer (Solar Bloodline) 9 | Speed 30 | Initiative +2 | Perception +5 | Hp: 56/56 | AC 23 (Touch 14, FF 21) | CMD 13 | Fort +6, Reflex +7, Will +10 | Resist Acid/Cold/Electricity 5, Fire 20 | Active Conditions: Mage Armor, Shield

Garret says tiredly, ”I haven’t the heart to leave her down here to die, however much she has enabled the cultists. Perhaps if she sees the devastation of their handiwork on the city she will take the opportunity to make some recompense.”

”In any case, I will need to rest while the soldiers dig us out if I am to be of any use topside,” he adds, looking for a place to curl up and sleep.


Clocks tool TG Roll20 link

"Fight with you?" Kilibrant arches once garish pink eyebrow. "You're willing to put a weapon in my hand and take the manacles off? Things must really be bad up there. Before I say yes or no...who exactly would we be fighting anyway?"

Rosalind frowns at Ketra in response to the dancer's glance, and gives the gnome a sour look. "It wouldn't be right to leave her here to starve, and she may still know something that will help us combat the cult." The Watchknight captain sighs. "We do our duty, even when it leaves a bitter taste."

"That's the spirit!" Kilibrandt beams at you all, impervious to Rosalind's glare.

I assume you'll keep her manacled until you get up top? I think I mentioned when you first explored this room but her gear was in a chest by the far wall.

Otherwise now is an okay time to rest while you wait for the Watchknight work crews to finish clearing the stairwell.

+ + + + + + + + + + + + + + + + + + + + + + + + + + +

Normally reattempting with the same skill would have a higher DC, but I think the bird-form would be sufficiently useful to counteract the higher DC.

In his smaller, more agile form Fero is able to rapidly explore the area ahead of the fleeing Vigilites, finding a route that winds through half-collapsed buildings that aren't burning yet. It's not a fast route, but it trades speed for safety as the monster's vast bulk and vaster wingspan prevent it from closing in on its prey. The group's progress feels agonizingly slow, but after a time the spires of the Sancta Iomedaea can be seen between the ruins ahead. So close, yet still so far...

THE CHASE (2 Success / 1 Failure)
+ ROUND THREE +
Fero
Benarik x2 (-24hp)
Ceto Maldera (-52hp)
Lastwall Troop (-120hp)

The Haunting Dark (-3hp; 20ft up, concealment)


Half-elf cleric of Desna 8/ranger (trapper) 1 , Init +4 , low-light vision Perception +19 , AC 20, touch 15, flat-footed 16 , HP: 59 , Fort +10, Ref +10, Will +12 , CMD 23

Benarik continues along with the Lastwall troop and Ceto, ready to provide freedom’s call or a bit of luck whenever it can help them get closer to the spires of the Sancta Iomedaea.

ability tracker:
7/7 - Bit of Luck (7/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
2/4 - Cleric Channel Positive Energy 4d6 (4/day, DC 15)
6/8 - Freedom's Call (30 ft., 8 rounds/day) (Su) Allies in 30 ft aura suppress confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions.
7/7 - Liberty's Blessing (7/day) (Su) Allow target to re-attempt a save.
1/1 - Tugging Strands (1/day) (Su) Target rerolls a roll it just made.


Garret Fallows | Peri-Blooded Halfling Sorcerer (Solar Bloodline) 9 | Speed 30 | Initiative +2 | Perception +5 | Hp: 56/56 | AC 23 (Touch 14, FF 21) | CMD 13 | Fort +6, Reflex +7, Will +10 | Resist Acid/Cold/Electricity 5, Fire 20 | Active Conditions: Mage Armor, Shield

Drained of magical energy more than recent memory recalls, Garret finds a nearby likely sleeping place, arranges his cloak into an ersatz pillow, and falls into a deep, restorative sleep.


Art | Female Duskwalker Dancer 9 | AC: 28 T: 19 FF: 23 | CMD: 28 | HP: 80/80 | F+6 R+11 W+8 (+4 vs. stagger)(+2 vs. NEng,Death,Undead)(Evasion)| Init +4 | Perc +15 | RS 3/3 | Routine 2nd: 6/6 3rd: 5/5 | Active Status:: --

Yes, keeping her manacled for now, until we can show her that sticking with us as allies of convenience is the right move. Ketra will take her gear.

Ketra nods "If it's anything like last time, there'll be ghosts and horrors and mutated monsters beyond comprehension. If we're lucky there'll be survivors. I only hope it was smaller than the one in Roslar's Coffer and the city is already responding." Though she leaves the gnome manacled she helps her up and leads her out of the cell and toward the square where the guards are gearing up to start clearing the rockfall. "Lets take that rest while we can. It's been a long day."

Knowing there's little she can do, drained as she is, she joins Garret in resting.


M Unchained Monk 9 AC: 27 T: 23 FF: 18 | CMD: 29* | HP: 75/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Status:
AC: 27 (t23/f18) (includes: +4 nat arm) HP: 76/76
Conditions = Barkskin (90m, +4)
Unarmed: Attack: BAB +9/4, Dex +4, Focus +1, PS -3 Damage: Dex +4, PS +6 DR: Magic, Cold Iron, Silver Crit x2
Ranged: Attack: BAB +9/4, Dex +4 Damage: +0
Reroll Charm or Compulsion (1/1)
Ki Powers (8/12) (+1 att, barkskin (90m, +4 nat arm), scorching ray (x2, 4d6, 2ki), insightful wisdom (30’r, im, reroll att/save, 2ki))
Stunning Fist (9/9) (stun, fatigue, sicken (1m), DC 19 Fort)
Healer’s Hands (Treat Deadly Wounds (8/9))
Ring of Seven Colors (4/7, 10m, Songbird)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers (min 1))
Daredevil Boots (8/10r, free, +5 acrobatics (comp) to avoid AoO when moving, if through the target then +1 to attacks)

For his next trick, Fero makes himself the target. He runs ahead, intentionally down a more ‘public’ path while the group heads down a different way. When the creature descends, at the last minute, he dives aside to a small cubby-hole that he pre-planned. He'll use his boots for the dive!

Not sure if this is the sort of thing you’re looking for - just winging it mostly!

Acrobatics: 1d20 + 16 + 5 ⇒ (10) + 16 + 5 = 31 (boots - while moving)

He’ll wait out the creature’s scrabbling attacks, hopefully unable to get to him in his small space. Then he’ll sneak out to rejoin the group.

Stealth: 1d20 + 14 ⇒ (2) + 14 = 16


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GM Rolls:

AoO: 1d20 + 23 ⇒ (7) + 23 = 30 Dmg: 4d10 + 18 + 4d6 ⇒ (7, 8, 5, 8) + 18 + (3, 4, 6, 4) = 63

The OG crew can feel free to RP or add anything they like, but while they rest we're going to focus and the struggles of Fero & Benarik for a little bit.

Deep in the earth beneath Vigil, the survivors take their uneasy rest--but above, chaos and terror rage through the city's wreckage. Fero, Benarik, Field Marshal Maldera, and the ragged remnants of their charges pick through the ruins like hunted animals, darting from cover to cover and doing their best to avoid the spreading flames and wandering gangs of zombies and similar horrors. Overhead, the bat winged horror can occasionally be seen dipping in and out of the smoky haze, trying to stop the refugees' leadership from shepherding their charges to safety.

To break the deadlock, Fero voluntarily takes on the role of bait, picking a relatively clear side street and taking off at a sprint, hoping to draw off the monster long enough for the others to make their getaway. The gambit succeeds, but at a terrible cost; as the monk pauses to check over his shoulder to see if the monster is following him, it dives through the smoke ahead of him! Fero twists desperately, and as its claw closes around its leg he's able to stop it from getting a good grip, and instead of being carried off into the sky and certain doom he's just flung thirty feet to crash into the smoldering ruins nearby.

Injured but alive and successful at diverting the beast's attention, Fero limps through the ruins to eventually catch up to the others. "The gods love a fool," Maldera rumbles as Fero stumbles into view. "That was reckless, and nearly got you killed." Further commentary is forestalled as your group gathers at the edge of the plaza for the Sancta Iomedaea--the light of lanterns can be seen in the cathedral, but the square is slowly starting to fill with the risen dead, forming an obvious barrier to reaching what you hope is safety. To make matters worse, the space is an obvious place for the flying monsters to finally catch its prey.

THE CHASE (3 Success / 1 Failure)
Fero (-63hp)
Benarik x2 (-24hp)
Ceto Maldera (-52hp)

Lastwall Troop (-120hp)
The Haunting Dark (-3hp; 20ft up, concealment)


M Unchained Monk 9 AC: 27 T: 23 FF: 18 | CMD: 29* | HP: 75/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Status:
AC: 27 (t23/f18) (includes: +4 nat arm) HP: 44/76
Conditions = Barkskin (90m, +4)
Unarmed: Attack: BAB +9/4, Dex +4, Focus +1, PS -3 Damage: Dex +4, PS +6 DR: Magic, Cold Iron, Silver Crit x2
Ranged: Attack: BAB +9/4, Dex +4 Damage: +0
Reroll Charm or Compulsion (1/1)
Ki Powers (8/12) (+1 att, barkskin (90m, +4 nat arm), scorching ray (x2, 4d6, 2ki), insightful wisdom (30’r, im, reroll att/save, 2ki))
Stunning Fist (9/9) (stun, fatigue, sicken (1m), DC 19 Fort)
Healer’s Hands (Treat Deadly Wounds (7/9))
Ring of Seven Colors (4/7, 10m, Songbird)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers (min 1))
Daredevil Boots (8/10r, free, +5 acrobatics (comp) to avoid AoO when moving, if through the target then +1 to attacks)

Fero catches his breath after so desperately running to catch up to the others. ”Perhaps not as expected, but I’ll heal - and we lost no one on that last run!” He says through bloody lips.

While resting, he breaks out some sutures, bandages, and pain killers from various pockets in his vest. He pulls taught his white leather gloves, and gets to work… (treat deadly wounds as a full round action)
Heal: 1d20 + 25 ⇒ (12) + 25 = 37 to heal 31hp on Fero

He prepares to do it again, but waits to see if Benarik channels - since so many of the group are wounded… Perhaps though those channels are best saved for the undead below. He wonders, then suggests, ”Lady Maldera, if we can rest here for but a minute, I can heal the worst of our injuries, saving Benarik’s channels for the undead hoards awaiting us.”

If she accepts:
Fero starts with another healing on himself, then Benarik, then twice on Maldera, then three of Maldera’s officers or other higher level folk. 8 rounds total.
Heal: 1d20 + 25 ⇒ (6) + 25 = 31 to heal 31hp on Fero

Heal: 1d20 + 25 ⇒ (2) + 25 = 27 to heal 22hp on Benarik

Heal: 1d20 + 25 ⇒ (7) + 25 = 32 to heal lvl x2 +13 on Maldera
Heal: 1d20 + 25 ⇒ (10) + 25 = 35 to heal lvl x2 +13 on Maldera

Heal: 1d20 + 25 ⇒ (20) + 25 = 45 to heal lvl x2 +13 on Officer 1
Heal: 1d20 + 25 ⇒ (15) + 25 = 40 to heal lvl x2 +13 on Officer 2
Heal: 1d20 + 25 ⇒ (19) + 25 = 44 to heal lvl x2 +13 on Officer 3
- - -


Art | Female Duskwalker Dancer 9 | AC: 28 T: 19 FF: 23 | CMD: 28 | HP: 80/80 | F+6 R+11 W+8 (+4 vs. stagger)(+2 vs. NEng,Death,Undead)(Evasion)| Init +4 | Perc +15 | RS 3/3 | Routine 2nd: 6/6 3rd: 5/5 | Active Status:: --

Ketra perhaps intended to stay up and keep an eye on Kilibrandt for a bit, but the moment she curls up atop her blanket she's out like a light. The long day's grueling fights and stress overtake her. You see her clutching a dagger in her fist even as she's sleeping, somehow still on-edge even in the realm of dreams.

Nothing too much more right now from me. Looking forward to meeting our new party members, assuming they survive whatever gauntlet you've cooked up for them CW!


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Half-elf cleric of Desna 8/ranger (trapper) 1 , Init +4 , low-light vision Perception +19 , AC 20, touch 15, flat-footed 16 , HP: 59 , Fort +10, Ref +10, Will +12 , CMD 23

Benarik looks at the plaza filling with undead and the creatures flying through the air. The party needed a distraction, and one that can hold everything’s attention long enough for them to stagger across the plaza. ”I’ve an idea, let Desna’s spirit distract them, and run for safety while we still can. It’s a being of pure force that can’t be harmed, I can maintain it for almost a minute, hopefully it’s long enough to weave through the plaza.”

If Fero and Ceto agree, Benarik will cast Spiritual Ally and create the being of force up to 190’ away where it still can be seen by everything in the plaza. It has fly sped of 30’ perfect, so let it flash and dart over the heads of the undead like a shiny moth trying to get them to swing at it.

ability tracker:
7/7 - Bit of Luck (7/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
2/4 - Cleric Channel Positive Energy 4d6 (4/day, DC 15)
6/8 - Freedom's Call (30 ft., 8 rounds/day) (Su) Allies in 30 ft aura suppress confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions.
7/7 - Liberty's Blessing (7/day) (Su) Allow target to re-attempt a save.
1/1 - Tugging Strands (1/day) (Su) Target rerolls a roll it just made.


M Unchained Monk 9 AC: 27 T: 23 FF: 18 | CMD: 29* | HP: 75/76 | F+9 R+11 W+10 | Init +4 | Perc +17

"That's a great idea Benarik. While we're running for the cathedral, if we need it, I can also be a distraction as I as before. This time though, I'll escape as a songbird. Better stealth and harder for the great big beast to spot!"


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"We haven't the time for this," Maldera hisses as Fero starts to break out his bandages and poultices. She points at the small groups of undead trickling into the cathedral square from every direction. "We have but a few moments before we are found out, we need a plan or we'll be cut off!"
Keep those rolls through--we can apply them once you make it into the cathedral!

Benarik's suggestion of using the spiritual ally to lure the mass of undead away meets with her approval, and she quickly sketches out a plan of action. "Once the priest's summoning has them distracting and moving towards the square's edge, I will lead my troops across in to clear out any stragglers--once we're across you can follow with the civilians."

Sense Motive DC19:

Despite Maldera's assurance as she explains it, the plan doesn't quite sound right. The distraction is bound to break down once people start sprinting towards the cathedral--not all the undead are mindless--and whoever goes first is likely to have the easier time of it. It seems odd that Maldera isn't keeping her soldiers back to cover the civilians from the ruins while they run for safety.

"On my mark," Maldera says, her voice low but pitched to carry as she draws her greatsword. She gives Benarik a nod "NOW!" and takes off at a sprint alongside the dozen or so remaining troops with her.


M Unchained Monk 9 AC: 27 T: 23 FF: 18 | CMD: 29* | HP: 75/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Sense Motive: 1d20 + 8 ⇒ (4) + 8 = 12 vs DC 19

Fero takes up the rear - ready to be a decoy, push the civilians, whatever may be needed. With a movement of 60', he weaves back and forth a bit so as to be a moving target as he keeps up with the back of the crowd.


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Half-elf cleric of Desna 8/ranger (trapper) 1 , Init +4 , low-light vision Perception +19 , AC 20, touch 15, flat-footed 16 , HP: 59 , Fort +10, Ref +10, Will +12 , CMD 23

Sense Motive DC 19: 1d20 + 8 ⇒ (15) + 8 = 23

Benarik is familiar with the disappointment of people being left behind. His little temple in the lower quarter often had the most unfortunate souls sleeping against the shelter of its walls. Still, there is no time to argue as more undead continue swarming into the plaza. "Clear the way, and we'll follow with the civilians." In his heart, Benarik is sad for Ceto and the troupe. The worst that could happen is fear grips the the soldiers and they scatter to their own demise. The civilians will be safe from such effects if they stay near Benarik, a better chance than running blindly with that creature lurking in the skies.

When Ceto gives the command, Benarik prays and the Shiny Moth of Desna appears across the plaza, over the heads up the undead, and starts flitting back and forth. But he doesn't wait for the troupe to fully cross. Nodding at Fero, he says, "Lets go, the marshal is looking after her own interests, and we need to look after these civilians."

As the group moves across the plaza, Benarik extends his aura of freedom to cover the people, and watches the sky for the return of the beast.

Perception: 1d20 + 19 ⇒ (12) + 19 = 31


LG Female Tiefling Gunslinger (Mysterious Stranger) 1 / Paladin of Ragathiel (Divine Hunter) 8 | {58}67/{58}67 HP | AC19 T14 FF15 | CMD23 | F +13 R +12 W +9 | Spd 30 | Init +4 | Perc +12 | Craft (Alchemy) +13, Diplomacy +11, Handle Animal +15, Intimidate +11, Knowledge (Religion) +13, Perception +12, Sense Motive +13 | Grit: 3/3 | Smite Evil 3/3 | Lay on Hands 7/7 | Divine Bond 1/1 | Stamina: 10/10 | Active Conditions: 2 Con damage

Silvia takes first watch, leaning against a nearby wall with her rifle cradled in the crook of her arm. What a f---ing day, she thinks, shaking her head.


M Unchained Monk 9 AC: 27 T: 23 FF: 18 | CMD: 29* | HP: 75/76 | F+9 R+11 W+10 | Init +4 | Perc +17
Benarik wrote:
Nodding at Fero, he says, "Lets go, the marshal is looking after her own interests, and we need to look after these civilians."

"Promise. If it gets hairy, I'll try to draw them off a bit and then fly as a songbird to catch up. But one bite of that flier and I'm done for. So it'll be tricky!"


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With a whispered prayer, Benarik calls forth a shimmering, glowing butterfly the size of a human that flits back and forth over the cobblestones and above the heads of the undead. Immediately the growing horde turns and converges towards the manifestation of Desna's power. Most just grasp at it ineffectually, but a few of the more powerful undead hurl waves of negative energy or bolts of fire, though the force construct is impervious to these attacks.

With the horde's attention drawn, Benarik and Fero take off with the civilians at their heels. The soldiers ahead are nearly to the cathedral as superior fitness and training keeps them moving despite injuries and heavy armor. The civilians are flagging though--not as used to hardship as the soldiers in the first place and weary with fear and exertion, they do their best to support each other as they start to fall behind.

As expected, the back ranks of the undead horde don't take long to notice the movement of your headlong dash for safety, and they start to turn back to give chase--but relief, however temporary, comes from an unexpected quarter. The winged monster plunges down from the sky, crushing a dozen undead and roiling the rest of the mob as it crashes into the shimmering spiritual butterfly. It's batlike jaws close around the butterfly, shattering it into ten thousand tiny motes of starlight! It throws back its head and gives an inhuman shriek of victorious laughter before those burning red eyes turn to track the civilians.

Benarik:

Your spell was not a summoning, but a semi-real simulacra of spun from faith and divine magic--it is immune to damage from weapons, and even most battle magic! It comes as a surprise to you that the monster can affect the guardian at all...perhaps it has some type of anti-magic abilities?

Some of the undead turn back from chasing your group, distracted by the monster's sudden arrival, but the rest continue their pursuit. As your pursuers close in, a volley of crossbow bolts and stones come flying out from the cathedral, cutting down the undead at the the front of the pack. The civilians reach the outer nave with mere seconds to spare, but the risen dead are upon you--until suddenly they stop as though unwilling (unable?) to step onto the holy ground of Iomedae's cathedral. You all pause for breath, eyeing the mass of seething undead warily as other survivors inside the cathedral hurry to assist you newcomers.

"The ritual will hold them," a woman's voice cuts through the din, and a tall human in the garb of a high priestess of The Inheritor pushes through the crowd to survey you. "I fear it may be insufficient to halt that winged terror, however. Let us pray it does not test us. Be welcomed to the Sancta Iomedaea, my brothers and sisters. I am--"

"Second Sword Varvatos," Field Marshal Maldera interjects, taking the smaller woman by the elbow. "I would speak with you in private. We must devise a plan of action."


Half-elf cleric of Desna 8/ranger (trapper) 1 , Init +4 , low-light vision Perception +19 , AC 20, touch 15, flat-footed 16 , HP: 59 , Fort +10, Ref +10, Will +12 , CMD 23

Benarik steps forward, taking the other elbow of the second sister. ”Devising a plan can be done with all of us, let’s do that before your private conversation.” Benarik looks directly at Ceto, ”The marshal made haste across the plaza without the civilians, and I would be sure that they have fair representation in the plans. I do not doubt the marshal’s good intentions, she saved me from bizarre tree creatures, and I witnessed her help others. I think we simply have different views on how to approach this communal challenge.” The diplomatic route seemed the wisest, but Benarik wondered what Ceto was willing to sacrifice, and what her definition of victory would entail.


M Unchained Monk 9 AC: 27 T: 23 FF: 18 | CMD: 29* | HP: 75/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Fero is quite happy at their relief - and somewhat amazed they got most of the civilians to the cathedral safely.

When Benarik challenges the leadership, he's left quite flat footed. On the one hand, this is the leadership of the Iomedae Cathedral. On the other hand, leaving the civilians to us was a risk that seemed to favor their own troops. Still, in the heat of battle many decisions seem questionable later.

"I should come too." he adds in his abrupt manner, with no arguments to back it up.


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To clarify: Second Sword Varvatos is the "bishop" of the Sancta Iomedaea and highest-rank cleric in the city, but Field Marshal Maldera is not actually part of the church, she's a general in the regular army and a war hero visiting Vigil during the Whiteblade Festival.

The Field Marshal glares haughtily at Benarik and Fero. "You two kept your heads back their, and I thank you for your assistance, but the chain of command will not be violated. Despite your help you're unknown quantities; the Second Sword and I will decide how best to make use of your--"

"Not completely unknown, Field Marshal," a younger priest speaks up from where she's kneeling next to one of the newly arrived civilians. She hesitates as Maldera turns her glower on her, but straightens and points at Fero. "He came to the catheral a few hours ago, helping usher the wounded in. I asked him to help guide others back here and he set off into city alone. And he came back with all these people, yourself included." Maldera takes a slow breath, but before she can speak Varvatos smoothly cuts in.

"In the face of such a disaster we need such courageous volunteers, and arguments serve only our foes." She turns to Benarik and Fero. "I agree that our planning should include all our best people, including Captain Shaylee, but we must not second-guess the Field Marshal as the highest ranking military officer available. She has the command of this defense. Agreed?"


M Unchained Monk 9 AC: 27 T: 23 FF: 18 | CMD: 29* | HP: 75/76 | F+9 R+11 W+10 | Init +4 | Perc +17
GM CrusaderWolf wrote:
"In the face of such a disaster we need such courageous volunteers, and arguments serve only our foes." She turns to Benarik and Fero. "I agree that our planning should include all our best people, including Captain Shaylee, but we must not second-guess the Field Marshal as the highest ranking military officer available. She has the command of this defense. Agreed?"

"I have no wish to command, and wholeheartedly respect the Field Marshal's position and authority." Fero bows with respect to both leaders. That said, he doesn't leave either.


Half-elf cleric of Desna 8/ranger (trapper) 1 , Init +4 , low-light vision Perception +19 , AC 20, touch 15, flat-footed 16 , HP: 59 , Fort +10, Ref +10, Will +12 , CMD 23

”You are correct that arguments will serve only our foes. I welcome a plan that comes from all of your best people. No offense intended, marshal, I’m sure you’ve had moments in your career where you stood up for what you thought was right, and you understand my position.” Benarik nods to each of the others, but he fears the planning will not include the best, but rather the best at putting themselves first. He doesn’t try to interject further, and turns to help the wounded.


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Varvatos politely but firmly pulls her arms out of Benarik and Maldera's grips, and the thankless work of organizing the refugees and defenders within Sancta Iomedaea begins. After an hour or so, a priest comes by and quietly invites Fero and Benarik to attend a planning meeting where Maldera, Varvatos, and a handful of others who lay out the facts as best as they understand them:

The cathedral was well stocked in preparation for the Whiteblade Festival, so sustenance is unlikely to be issue for weeks unless several thousand new arrivals show up. You try not to think about unlikely that seems. As far as defenders, things are looking better but only just. Maldera started off with forty men-at-arms and rangers from her honor guard--she explains they had been outside the city investigating the small pop-up camp just outside the city when the explosion happened--but after the mauling the monster gave your group only sixteen of them remain. These are supplemented by a squad of ten Watchknights under a woman named Captain Kellen Shaylee, who also brought her uncles Brandak and Torva--a pair of retired engineers and kineticists specializing in earth and metal respectively. The two of them have quickly drawn up some plans to assemble barricades, abatis, and lines of stakes that will slow the bulk of any undead that might try to breach the cathedral. Varvatos also has a score of priests supporting her here at the cathedral, but already their fonts of divine magic are running low.

"Currently, our strongest defense is the ward around the cathedral grounds. We got started on the ritual the moment we realized the city was infested with undead; the ritual will need daily renewal, but I can handle that. Thanks to that ward, the weakest and most numerous of the dead will be kept at bay or destroyed outright if they enter the Sancta's grounds...but that means that anything that does push through is very dangerous and may be able to inflict a great deal of damage. " Varvatos' expression is grim, and the soldiers around the table shift uncomfortably. "There's also the matter of that...flying monster. What is it? Where did it come from? What does it want? And most vitally, how do we kill it?"

"We don't," Field Marshal Maldera grates out, expression sour. "If we hadn't run it would have crushed us utterly, and picked its teeth with our bones." Shaylee, Brandak, and Torva all share shocked looks at this pronouncement, while Varvatos just looks exhausted.


M Unchained Monk 9 AC: 27 T: 23 FF: 18 | CMD: 29* | HP: 75/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Fero would have healed people at that time, including Maldera as earlier posted (link).

GM CrusaderWolf wrote:
"We don't," Field Marshal Maldera grates out, expression sour. "If we hadn't run it would have crushed us utterly, and picked its teeth with our bones." Shaylee, Brandak, and Torva all share shocked looks at this pronouncement, while Varvatos just looks exhausted.

"Sadly, the Field Marshal is right. That thing took one swat at me and nearly finished me. Had it really been focused on me, I'd have dropped in a few seconds of combat. It is quite powerful."

"That said, I can foray with the undead as needed to help keep them controlled. I have been practicing disciplines to sleep less and am happy to do what can be done for the cathedral's defense." Foreshadowing, I do not have this ability yet.

"Further, I am an exceptional healer, and would like to spend some time in the infirmary if that's acceptable."

He stops, realizing he's made it about him again. He listens to what others may suggest.


Half-elf cleric of Desna 8/ranger (trapper) 1 , Init +4 , low-light vision Perception +19 , AC 20, touch 15, flat-footed 16 , HP: 59 , Fort +10, Ref +10, Will +12 , CMD 23
Varvatos wrote:
"There's also the matter of that...flying monster. What is it? Where did it come from? What does it want? And most vitally, how do we kill it?”

Benarik ignores Maldera’s pessimism. ”These are questions we must answer, if we are to defend the innocent. Even dragons can be killed, I believe this creature is no different. If we learn what it is, and where it’s from, then maybe we can learn of its weaknesses. I spent many years as a hunter and trapper, and a creature that controls the skies is the ultimate hunter. If we remove this advantage from our foes, then the rest of our endeavors are more likely to succeed. I will start on these questions. The long journey starts with a single step.” Benarik will also help with the healing, using his prayers and channel ability where directed.


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Ceto does not respond, staring unseeing at the table with her thoughts clearly elsewhere, but Varvatos gives Benarik a thoughtful look and a slow nod. The meeting breaks up shortly after.

Between the magic of the cathedral's priests and help from Fero & Benarik the physical injuries of all within are soon treated, though there remain two-score refugees suffering from more serious ailments (level or ability drain, with a couple of curses mixed in) and these are partially quarantined in a field hospital down in the cellar. Field Marshal Maldera commandeers an office for herself and withdraws to it, giving Captain Shaylee command in her absence. The younger woman seems a bit wrong-footed by this at first, but quickly throws herself into the towering task at hand; she orders several barricades to be constructed in and around the cathedral at strategic points, including at the stairwell leading down into the ossuaries below--while there has been no hint of danger from that direction the Watchknight seems unwilling to chance it. Meanwhile, the cathedral square slowly fills with more and more undead. Occasionally the creatures are driven back by sallies (Fero and Benarik are called upon to assist more than once) but it does little more than delay the growth of the horde.

The biggest bit of good news comes when a Watchknight guard notices a repeating flash of light from out in the hazy half-light--a Lastwall signal code using a lantern or mirror! A mirror is immediately dragged up to the bell tower to signal back, and within an hour it's established that a second group of survivors have holed up in one of the thick-walled ballista towers that dotted Vigil's outer walls. They report that they too are overcrowded with many injured, and they lack the healing power that the cathedral's priests have available. And they too have seen the monster--refugees and soldiers alike have taken to calling it The Haunting Dark--and report that it seems to be circling the half-burning city, hunting anyone living who tries to move through the ruins.

Meanwhile...
It's a fitful and uncomfortable rest, but after the day you've all had it still does wonders for you. You awaken in the near-darkness of the cavern, the Watchknights having consolidated their lantern oil into a mere four in order to keep them burning through all the work shifts. The squadron's leader gives you a tired but victorious smile as he reports that they were successful in clearing the cave in. The way back up to the sewers--and then Vigil itself--is open.


M Unchained Monk 9 AC: 27 T: 23 FF: 18 | CMD: 29* | HP: 75/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Status:
AC: 27 (t23/f18) (includes: +4 nat arm) HP: 75/76
Conditions = Barkskin (90m, +4)
Unarmed: Attack: BAB +9/4, Dex +4, Focus +1, PS -3 Damage: Dex +4, PS +6 DR: Magic, Cold Iron, Silver Crit x2
Ranged: Attack: BAB +9/4, Dex +4 Damage: +0
Reroll Charm or Compulsion (1/1)
Ki Powers (4/12) (+1 att, barkskin (90m, +4 nat arm), scorching ray (x2, 4d6, 2ki), insightful wisdom (30’r, im, reroll att/save, 2ki))
Stunning Fist (9/9) (stun, fatigue, sicken (1m), DC 19 Fort)
Healer’s Hands (0/9) (Treat Deadly Wounds)
Ring of Seven Colors (3/7, 10m, Songbird)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers (min 1))
Daredevil Boots (7/10r, free, +5 acrobatics (comp) to avoid AoO when moving, if through the target then +1 to attacks)

Fero spends at least part of the day healing others. He may have used up his fast-healing capabilities, but he can still help with the slow, hours long processes. And he magically creates the bandages and other tools he needs, so no depletion of resources. Further, he’ll offer up his two backup healer’s kits to the church (removed from inventory).

When he’s called upon to kill undead, he uses his ki power to enhance his protection (say three castings for tracking purposes - each 90m apart).

When they discover another group, he offers to the church leadership, ”I can sneak over and see what I can do to heal their worst overnight and into tomorrow. As the field marshal has seen, I can become a songbird - very hard to spot by the Haunting Dark - if I’m careful. I can bring some basic supplies as well if they are in dire need of something we have. Just what I can carry of course, maybe another twenty pounds of gear.”

While he awaits a decision, he keeps up with the local work in the meantime.

If he goes over alone…:
Fero will wait until the Haunting Dark is over in another quadrant of town ideally, to buy him some flight time. He’ll turn into a tiny songbird, and fly to the outer tower. He won’t fly directly, but rather will use the terrain as cover as much as possible. He will take-10 on the stealth if he can (36), but here are a few stealth checks if you prefer. Before departure, he’ll layer on a barkskin if one is not still going (for tracking I assumed not).
Stealth: 1d20 + 26 ⇒ (6) + 26 = 32
Stealth: 1d20 + 26 ⇒ (4) + 26 = 30
Stealth: 1d20 + 26 ⇒ (6) + 26 = 32
- - -


Garret Fallows | Peri-Blooded Halfling Sorcerer (Solar Bloodline) 9 | Speed 30 | Initiative +2 | Perception +5 | Hp: 56/56 | AC 23 (Touch 14, FF 21) | CMD 13 | Fort +6, Reflex +7, Will +10 | Resist Acid/Cold/Electricity 5, Fire 20 | Active Conditions: Mage Armor, Shield

Stretching as he awakes, Garret feels regenerated by the admittedly uncomfortable night's sleep. His expression brightens as he sees the way is clear. "Well-done, Watch Knights! While we have no idea what we will find up there, I know you all will do your duty with distinction," he says, attempting to encourage them before they all go topside and see what devastation the bomb has caused.

Diplomacy: 1d20 + 23 ⇒ (6) + 23 = 29

Summoning his Mage Armor to protect himself, Garret says to the rest of the party, "I'm ready to go when you guys are."


Half-elf cleric of Desna 8/ranger (trapper) 1 , Init +4 , low-light vision Perception +19 , AC 20, touch 15, flat-footed 16 , HP: 59 , Fort +10, Ref +10, Will +12 , CMD 23

Benarik does what he can for those with the serious ailments. (have both restoration and remove curse) As they work through the many tasks at hand, he asks each of the priests what they know of creatures like the Haunting Dark. Compiling the collective knowledge is his first step. The former trapper is already thinking of what kind of trap they will need for such a creature. It attacked the spiritual ally without hesitation, perhaps they can use its aggressive nature to lure it into a tactical mistake. When Fero plans to fly over to the tower of survivors, he offers him use of his prized haversack for carrying extra healing materials. ”Please, be careful with it, I hope it lets you carry the supplies needed for their wounds.”


LG Female Tiefling Gunslinger (Mysterious Stranger) 1 / Paladin of Ragathiel (Divine Hunter) 8 | {58}67/{58}67 HP | AC19 T14 FF15 | CMD23 | F +13 R +12 W +9 | Spd 30 | Init +4 | Perc +12 | Craft (Alchemy) +13, Diplomacy +11, Handle Animal +15, Intimidate +11, Knowledge (Religion) +13, Perception +12, Sense Motive +13 | Grit: 3/3 | Smite Evil 3/3 | Lay on Hands 7/7 | Divine Bond 1/1 | Stamina: 10/10 | Active Conditions: 2 Con damage

Performing one last check of her gear, Silvia nods, anxiety plain on her face. "We've taken long enough. Let's move."


M Unchained Monk 9 AC: 27 T: 23 FF: 18 | CMD: 29* | HP: 75/76 | F+9 R+11 W+10 | Init +4 | Perc +17
Benarik wrote:
When Fero plans to fly over to the tower of survivors, he offers him use of his prized haversack for carrying extra healing materials. ”Please, be careful with it, I hope it lets you carry the supplies needed for their wounds.”

"That's generous. I should get me one of these for this sort of flight. I'll protect it as I do my own gear."

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