GM Doug H |
Nandipha’s Nature (T): 1d20 + 9 ⇒ (10) + 9 = 19
Baux, Scout: 1d20 + 9 ⇒ (9) + 9 = 18
Biltri, Search: 1d20 + 7 ⇒ (1) + 7 = 8
Dethor, Avoid Notice: 1d20 + 10 ⇒ (2) + 10 = 12
Lucius Caligari, Investigate: 1d20 + 10 ⇒ (20) + 10 = 30
Nandipha’s Perception (E): 1d20 + 11 ⇒ (3) + 11 = 14
Grimstone: 1d20 + 12 ⇒ (4) + 12 = 16
Ooze if needed: 1d20 + 2 ⇒ (12) + 2 = 14
Nandipha peeks her head over the edge and recognizes the statue as a gargoyle. They are very hard to spot when pretending to be statues, but by now it’s obvious this is no normal statue! Gargoyles resist all physical damage except adamantine. Resist 5
The statue snarls — frustrated — perhaps she had some other plan to ambush your party.
❧ ❧ ❧
You Have Solved the Gargoyle Puzzle
Climbing a ladder; you can auto-make the check without rolling because it's… a ladder, but you only move 5’ per 20' of movement you normally have (which is all of you, basically). You would need to make a DC 20 Athletics to move more than that (10') as a crit success but risk falling. Both hands are occupied while you climb unless you have Combat Climber or some other class feature.
Those on the ladder probably do not have weapons drawn. Those on the ground can and do! However, those on the ground don't have line of sight yet to the creature yet, but you know trouble's on the way!
Lucius
Baux
—
Gargoyle
—
Nandipha
Dethor
Biltri
Bauxite Dolgrin |
Baux moves on to the roof, gets his warhammer out, and raises his shield.
“Statues don’t move.”
Lucius Caligari |
"Baux, can you defend the top of the ladder while we climb it?"
I think I can climb up in 3 moves, right? I have 35' movement.
Is the ladder marked on the map?
Bauxite Dolgrin |
I think that it is the white lines drawn in on the map.
“Sorta moved away ta’ make space fer people ta get up ‘ere.” Baux replies.
GM Doug H |
The gargoyle grins and looks at the top of the ladder, resting on the edge of the roof.
She flies over, grips the top rung with a taloned foot, and shoves — attempting to push it off the wall… and Nandipha and Lucius with it! We'll call this a 2-action Activity and set the DC vs the highest DC of the characters on the ladder, with a +2 circumstance bonus… which is Nandipha at 18+2=20.
Shove: 1d20 + 9 ⇒ (18) + 9 = 27
The ladder moves back into the air… wobbles vertically for a moment… and begins falling backward…the gargoye admires her handiwork. heh…
Nandipha, you can make a DC 20 Reflex to Grab an edge if you want. Lucius, I don’t think there’s an edge for you to grab!
If you fail, you take 7 bludgeoning damage and land prone. Lucius, you take 5 damage and are prone.
❧ ❧ ❧
Ladder Safety is No Laughing Matter
you all have line of sight to the gargoyle.
Lucius, -5 HP, prone
Baux
—
Gargoyle
—
Nandipha, C 20 Reflex needed or 7 damage and prone
Dethor
Biltri
—
Nandipha |
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Nandipha's Reflex: 1d20 + 6 ⇒ (10) + 6 = 16
Hero Point!
Nandipha's Reflex: 1d20 + 6 ⇒ (15) + 6 = 21
Athletics: 1d20 + 8 ⇒ (13) + 8 = 21
Nandipha's hands scramble as she catches the edge and pulls herself up. Then she grins at the Gargoyle. "You not play fair, do you?"
Ray of Frost (120 feet): 1d20 + 9 ⇒ (15) + 9 = 24
Cold Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Dethor Ironfist |
Dethor seems fine with where he is. He takes out his short bow and readies a shot if he sees anything.
shortbow: 1d20 + 10 ⇒ (17) + 10 = 27 P;sneak;deadly: 1d6 ⇒ 51d6 ⇒ 61d10 ⇒ 10
Biltri Gimhargruest |
Biltri grumbles as his companions tumble down with the ladder. He trudges over to the ladder and picks it up with one hand. "Dirty."
Stride, Stride, Interact (Pick Up)
GM Doug H |
Nandipha manages to grab the edge and haul herself up before blasting the gargoyle! The creature looks totally surprised at Nandipha’s epic moves.
Dethor drops in a sneak attack from hiding, but not all the damage goes through. a 27 does not crit flat-footed. Biltri grabs the ladder, anticipating the need for an easier way up. Unless it starts raining dwarves…
❧ ❧ ❧
Dwarven Ladder Safety Training
Lucius, 5 5 HP, prone
Baux
—
Gargoyle, -14 HP
—
Nandipha
Dethor
Biltri
Bauxite Dolgrin |
"Well now, that certainly aint sportin'. Since yer flyin', guess ah best use somethin' ya can't jes fly outta range of."
Baux calls forth a mote of starlight that quickly reforms into a starknife before going whisking over to strike at the gargoyle.
Spiritual Weapon: 1d20 + 8 ⇒ (5) + 8 = 13
Force damage: 1d8 + 3 ⇒ (4) + 3 = 7
He then raises his shield.
Lucius Caligari |
"I should have seen that coming."
Lucius follows Dethor's lead. He stands and draws his crossbow.
GM Doug H |
2d8 + 3 ⇒ (3, 6) + 3 = 12
1d20 + 13 - 5 ⇒ (16) + 13 - 5 = 24
2d6 + 3 ⇒ (5, 1) + 3 = 9
Lucius stands, draws, and loads his crossbow. Baux drops a Spiritual weapon, but it only damages some rood tile.
The gargoyle flies above where the of where the ladder might be and then claws Nandipha twice, doing significant damage!
❧ ❧ ❧
Nandipha is Tanking Again!
Lucius, -5 HP
Baux, shield raised
—
Gargoyle, -14 HP
—
Nandipha, -21 HP
Dethor
Biltri
—
Bauxite Dolgrin |
Baux directs his starknife to come around for another attack.
Spiritual Weapon: 1d20 + 8 ⇒ (15) + 8 = 23
Force damage: 1d8 + 3 ⇒ (1) + 3 = 4
Then he attempts to magically daze the creature.
3 mental damage, basic Will save DC 18
Lucius Caligari |
Devise a Stratagem: 1d20 ⇒ 15
Lucius sees his chance and makes a strategic strike with his crossbow.
Crossbow: 15 + 8 = 23
Damage: 1d8 ⇒ 5
Percision: 1d6 ⇒ 5
Biltri Gimhargruest |
Biltri loops the chains of his meteor hammer over one arm and then hefts the ladder into position. "Who's going to hold it for me? Or you want me to hold it?"
Interact (stow weapon), Interact (place ladder) 1 or 2 actions?
Nandipha |
I forgot cantrips auto-heighten, so there's an extra d4 from last time!
Last turn's Ray of Frost extra damage: 1d4 ⇒ 4
Then Nandipha takes a step back from Gargoyle lady.
Ray of Frost (120 feet): 1d20 + 9 ⇒ (14) + 9 = 23
Cold Damage: 2d4 + 4 ⇒ (1, 4) + 4 = 9
Nandipha takes a step back from Gargoyle lady. "Now you be getting the cold shoulder from me!"
GM Doug H |
Baux’s starknife cracks stone; she looks at how close he remains to the edge and smiles, before powering through the worse of his daze.
Lucius hits with his arrow but not all the damage goes through. Nandipha blasts her with frost again.
❧ ❧ ❧
Nandipha is Tanking Ahain!
Lucius, -5 HP
Baux[
—
Gargoyle, -24 HP
—
Nandipha, -39 HP
Dethor
Biltri, 1 action left
—
Dethor Ironfist |
Dethor moves up, and feigns that he cannot see the gargoyle, and then shoots her anyways.
feint: 1d20 + 8 ⇒ (16) + 8 = 24
shortbow: 1d20 + 10 ⇒ (7) + 10 = 17 P;sneak;deadly: 1d6 ⇒ 21d6 ⇒ 31d10 ⇒ 3
I assume this misses flatfooted
Biltri Gimhargruest |
Biltri takes a moment to brace the ladder against whatever mischief the gargoyle might plan. "Fine. I got it. Hurry up and stab her."
GM Doug H |
Morgrym ain't worth it!
She flies off as fast as she can. 40' fly gets her 120 feet away. She will dive into the forest for cover against any potshots — which the people on the roof can take. Up to you if you want to do so.
Otherwise, out of combat.
Nandipha is only down 21; my init block was wrong. .
Bauxite Dolgrin |
Seeing the creature is intent on leaving, Baux sees no reason to strike at her again with his spell.
He goes over and asks Nandipha if she would like him to treat her wounds.
Lucius Caligari |
"Good riddance." Lucius stows his crossbow and draws the Devil's Lantern again.
"Let's meet this Morgrym."
Nandipha |
"Thank you, Baux. Yes, please." She grimaces at the slash the Gargoyle gave her. "That gargoyle cut near to the bone, I think."
She glances around the roof. Did the gargoyle leave behind anything interesting?
Once she and Baux are back on the ground, Nandipha nods to Lucius. "I agree. This Morgrym be nothing but trouble. You might want to draw Grandma's sword, so we have stories to tell."
Bauxite Dolgrin |
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Medicine: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Critical success healing: 4d8 ⇒ (3, 8, 2, 7) = 20
Baux spends some time healing Nandipha.
"That should take care most of it. Probably best ta' ask Biltri ta patch up yer remaining injuries."
GM Doug H |
Biltri, Search: 1d20 + 7 ⇒ (11) + 7 = 18
Dethor, Avoid Notice: 1d20 + 10 ⇒ (3) + 10 = 13
Lucius Caligari, Investigate: 1d20 + 10 ⇒ (19) + 10 = 29
Nandipha, Survival: 1d20 + 11 ⇒ (18) + 11 = 29
Morgrym: 1d20 + 11 ⇒ (20) + 11 = 31
Guard 1: 1d20 + 2 ⇒ (9) + 2 = 11
Guard 2: 1d20 + 2 ⇒ (10) + 2 = 12
You heal up. No one in the keep seems to notice any combat. All PCs are at full health and refocused.
There is no treasure baking in the sun on the rooftop. Now you move into the keep.
❧ ❧ ❧
Biltri pushes the door open with an ominous creak.
A drafty and dark open space stretches twenty feet up to the roof above. The wall has only a few narrow windows that remain closed with thick wooden shutters. A set of stone stairs leads partway up one wall to a broken platform that has three unfurled bedrolls.
To your right, a pentagram is carved into the floor. Stubby candles stand at each of the pentagram’s points; the stone floor nearby appears blackened as though from great heat.
To your left is a long stone table with an array of equipment and two rotting human corpses. Each is flayed open from head to toe with the internal organs removed, exposing bone. A dwarf in wizard’s robes works at that table… he seems totally immersed in his work. He mutters as the door opens.
Hagrit, quit all that racket, I… He grins. Well well… HELLO.
Caressing an exposed skull with his scalpel, he whispers: Protect your master, my children. The bones inside the flayed-opened corpses quiver, tearing away from muscle and fat as the skeletons begin to separate from the flesh of their bodies.
You may now understand why the body (of the cook?) was being preserved outside.
❧ ❧ ❧
Acid melts flesh, beautiful pale bones grin below.
Acid: 3d8 ⇒ (7, 1, 5) = 13
Persistent: 1d6 ⇒ 6
He fires an Acid arrow at Biltri, sizzling the barbarian’s flesh! 11 Acid and 6 persistent on your turn. He then incants a word and a shield of necrotic energy springs into being around him. shield
❧ ❧ ❧
The Necromancer's Lair
Morgrym, Shield
—
Lucius
Nandipha
Baux
Biltri, -11 HP + 6 persist, DC 15 flat at EoT
Dethor
—
Skeleton 1
Skeleton 2
Lucius Caligari |
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Lucius moves in, sees his opening, and strikes the grim necromancer.
"Hell called and they want their schtick back."
Devise a Stratagem: 1d20 ⇒ 19
Devil's Lantern: 19 + 8 = 27
Damage: 1d6 ⇒ 2
Precision: 1d6 ⇒ 4
Bauxite Dolgrin |
Baux calls for Desna's blessing before he moves into the room.
"Think ye need ta git out more. Learn betta social skills."
Cast Bless, Stride
Biltri Gimhargruest |
Biltri's eyes gleam as the acid spills down his skin, melts his burly hair, and blisters his flesh. "Oh! Fine!"
He strides forward to close the gap and whirls the meteor hammer overhead and down toward the necromancer.
Rage, Stride, Strike
+1 Meteor Hammer, Bless: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26
Magic, B, +4 Fire Rage: 1d8 + 4 + 4 ⇒ (8) + 4 + 4 = 16
GM Doug H |
I have been promised glorious undeath! Hell will never have me.
Lucius stabs the dwarf with Devil’s Lantern.
Baux casts bless, and Nandipha buffs her tail.
When Biltri moves in the dwarf makes a sweeping gesture and is standing on the low table — Biltri’s hammer crushes the skull of a half-alive skeleton instead. Special reaction that Morgrym has.
❧ ❧ ❧
The Necromancer’s Lair
Morgrym, -6 HP, Shield, Reaction Used
—
Lucius
Nandipha, Magic Tail
Baux, Bless
Biltri, -17 HP
Dethor
—
Skeleton 2
Bauxite Dolgrin |
"History has lots o' fools that thought they had outwitted the devil. Shoulda read more of the fine print, aint no glory in unlife."
GM Doug H |
I am not my brother, binding contracts like some barrister. I have found my own path, fool!
Dethor Ironfist |
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”Foul excuse for a dwarf! What, did even Droskar not want you? Pig!” yells Dethor, along with some “colorful metaphors”.
He then slashes twice at the skeleton..
ol' stabby: 1d20 + 10 ⇒ (20) + 10 = 30 P (or S) magic, striking: 2d6 + 4 ⇒ (3, 5) + 4 = 12 24 piercing
If this drops the skellie, then he raises his shield instead of the second strike
ol' stabby: 1d20 + 10 - 4 ⇒ (9) + 10 - 4 = 15 P (or S) magic, striking: 2d6 + 4 ⇒ (6, 1) + 4 = 11
GM Doug H |
Dethor severs the skeleton's spine before it can even rise.
1d20 + 13 ⇒ (14) + 13 = 27
Acid: 3d8 ⇒ (4, 1, 3) = 8
Persistent: 1d6 ⇒ 4
Ruin my creations will you? You'll be laid out on the table soon enough.
The necromancer hits Biltri with another Acid arrow. He then raises his shield again.
❧ ❧ ❧
The Necromancer’s Lair
Morgrym, -6 HP, Shield, Reaction Available
—
Lucius
Nandipha, Magic Tail
Baux, 5' Bless
Biltri, -25 HP, 4 persistent at EoT, DC 15 flat
Dethor, SHiled raised
Biltri Gimhargruest |
"You're ruining my beard!" Biltri roars while slapping his chest with a metallic clang and flare of forge sparks. He whirls the steel fist toward the necromancer twice in a row.
Cast (S): lay on hands, Strike, Strike
+1 Meteor Hammer, Bless: 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14
Magic, B, +4 Fire Rage: 1d8 + 4 + 4 ⇒ (3) + 4 + 4 = 11
+1 Meteor Hammer, Bless: 1d20 + 10 - 5 + 1 ⇒ (10) + 10 - 5 + 1 = 16 backswing: +1 if previous missed
Magic, B, +4 Fire Rage: 1d8 + 4 + 4 ⇒ (3) + 4 + 4 = 11
Flat DC 15: 1d20 ⇒ 6
Net HP after temporary HP (6), persistent damage (-4), and LOH (+12) is 47.
Dethor Ironfist |
Dethor Steps forward, and appears to stumble on the bones scattered on the ground, as he aims ol' stabby at the necromancer.
Deception to Feint: 1d20 + 8 ⇒ (20) + 8 = 28
Nice, he is flatfooted to me until the end of my net turn!
ol' stabby: 1d20 + 10 ⇒ (12) + 10 = 22 P (or S) magic, striking + precision: 2d6 + 4 + 1d6 ⇒ (5, 1) + 4 + (5) = 15
"Ye' needs to gae to yer next life, scutter!"
Bauxite Dolgrin |
Baux gestures to expand the bless and then points at the remaining skeleton and says "Be gone!"
Disrupt Undead, Positive Energy: 2d6 + 3 ⇒ (1, 4) + 3 = 8 Basic Fortitude, DC 18. Crit Fail they are also Enfeebled 1
Sustain to expand Bless to 10' radius, Cast Disrupt Undead
GM Doug H |
Baux, the remaining skeleton is gone. Only the living caster is left. Sorry if that wasn't clear. You can redo your turn.
Biltri’s string of bad luck returns… his beard melts a bit…
The necromancer chuckles at Dethor's stumble. He thickens the barrier of energy, blocking some of Dethor’s damage. Shield block for 5.
❧ ❧ ❧
The Necromancer’s Lair
Morgrym, -16 HP, Reaction Used, FF to Dethor till EoT
—
Lucius
Nandipha, Magic Tail
Baux, 5’ Bless; redo turn
Biltri, -11 HP, d6 persistent
Dethor
Bauxite Dolgrin |
Baux moves to where his blessing will do the most good, expands the area of it, and raises his shield.
Stride, Sustain to expand to 10', Raise Shield
Lucius Caligari |
Lucius steps forward and continues to attack the necromancer.
Devise a Stratagem: 1d20 ⇒ 11
Devil's Lantern: 11 + 8 = 19
Damage: 1d6 ⇒ 5
Percision: 1d6 ⇒ 3
Nandipha |
Athletics: 1d20 + 8 ⇒ (6) + 8 = 14
Nandipha moves into the room, climbs on to the table, and then attempts to whack the Necromancer with her tail!
Ganzi Tail (Brawling, Sweep) + Magic Fang: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
Bludgeoning damage: 2d6 + 3 ⇒ (3, 5) + 3 = 11
That's weird. I thought I was already in the room... Oh well. One attack from Nandipha this turn.
GM Doug H |
Demoralize: 1d20 + 15 ⇒ (12) + 15 = 27
Pers.: 1d6 ⇒ 5
Baux expands the aura while Lucius gets a stab in!
Nandipha I think you forget Bless, which means you hit with a 19. An 18 would miss. I moved your PC onto the table.
❧ ❧ ❧
Morgrym smiles at Dethor, showing off his jagged, rotting black teeth. He says something nasty in dwarven — it’s vile enough that even Dethor is a little shaken. Demoralize success; Frightened 1
I have been promised glorious undeath. You will learn fear! He points at his demoralized foe. Run away into the shadows where you belong, you skulker! Wait your for turn to die!
Command: Flee DC 21 will save.
❧ ❧ ❧
The Necromancer’s Lair
Morgrym, -36 HP, FF to Dethor till EoT
—
Lucius
Nandipha, Magic Tail
Baux, 5’ Bless; redo turn
Biltri, -11 HP, 4 persistent at EoT and DC 15 Flat
Dethor, Frightened 1, DC 21 Will save vs Command
Bauxite Dolgrin |
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Baux grabs some of the chalk that the necromancy left laying around after drawing his summoning circle and crushes it. He then applies it to the acid still sizzling on Biltri.
Hey, there is a drawing of a magic circle, had to draw it with something right?
I will leave it up to the GM if this is acceptable or not. It isn’t like they define how exactly to take care of every sort of persistent damage.
If the expanded healer’s kit would have something for this, that works too.
GM Doug H |
Works for me: interact to grab chalk on the ground, 2-actions to crush into the wound.
I’ll fix the stat block here while I’m at it. I got Biltri’s persistent wrong too. Almost like I was really tired last night.
❧ ❧ ❧
The Necromancer’s Lair
Morgrym, -36 HP, FF to Dethor till EoT
—
Lucius
Nandipha, Magic Tail
Baux, 10’ aura
Biltri, -11 HP, DC 10 flat check immediately or 5 persistent at EoT if fail
Dethor, Frightened 1, DC 21 Will save vs Command
Lucius Caligari |
Lucius continues to attack the necromancer.
Devise a Stratagem: 1d20 ⇒ 16
Devil's Lantern: 16 + 8 + 1 = 25
Damage: 1d6 ⇒ 3
Precision Damage: 1d6 ⇒ 1
Devil's Lantern: 1d20 + 6 + 1 - 4 ⇒ (4) + 6 + 1 - 4 = 7
Damage: 1d6 ⇒ 2