DDEP 10-01: Terror in Ten Towns (Inactive)

Game Master Aeshuura

A Four-Hour Epic Adventure for 1st through 4th-Level Characters


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RODALAS

GM, which of the enemies are still up. I may be wrong but are some of the dead enemies still on the board?


Game Map DCI# 4318637857
Rodalas Windrace wrote:
GM, which of the enemies are still up. I may be wrong but are some of the dead enemies still on the board?

Yeah. I hadnt updated the map yet. It is done now.


RODALAS

Okay, I will take a look now


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RODALAS

Seeing the spray of stank, the eladrin attempts to dodge out of the way
1d20 + 6 ⇒ (5) + 6 = 11
Having been around dwarves this long, the eladrin has learned how to avoid stank as it is common among dwarves, so common that the dwarves are used to their stank and the stank of other dwarves to the point where they have become nose blind to it.

Thinking that the main stank comes from the king he attempts to end that stank for the good of all It does not look like any of their foes are flanked by an ally

1d20 + 9 ⇒ (5) + 9 = 14 +1 shortbow
1d6 + 4 ⇒ (2) + 4 = 6 P


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Haha, Turq wakes up covered in stank! I am going to be acting on the Poisoned condition, since I was unconscious when the Flumphs hit.

Turq shakes his head as he pulls himself up off the floor, What is that stink?!?


RODALAS

The eladrin yells out to Turq in response to his query, It is you and your smelly dwarves. It takes regaining consciousness to realize that you are rank!


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

DEX save (adv): 1d20 + 2 ⇒ (5) + 2 = 71d20 + 2 ⇒ (12) + 2 = 14

@Greycastle: Do we get a Poison save if someone near us is stinky?


Game Map DCI# 4318637857

@Baldrick, no save. If you are within 5ft of someone who is STANKY you are stricken with the POISONED condition. Once you are no longer within 5ft, the POISONED condition is removed.

Trying to stay alive the remaining allied dwarf (orange) takes on a defensive posture and looks as though he may be about to bolt. (dodge action)

The enlarged Stoneguard smiles at the other dwarf seeing his hesitation, and moves forward to engage Mell. As he does though, his nose crinkles a bit as he catches the wiff of a very rank Turq next to him. Previously thinking the warrior dead, the smell has drawn the dwarfs attention once more and after swinging his shortblade at Mell, attempts to ensure that Turq will not rise again. 3d20 ⇒ (18, 19, 6) = 43 His shortblade digs deep into Mells flesh but Turq manages to roll to the side and avoid the blade directed toward him. (prone adv, stank disadv) 2d6 + 4 ⇒ (3, 3) + 4 = 10

Mell's concentration 1d20 ⇒ 19

The King seems concerned at this point, his healed wounds now reopened. Anger seems to cross his face and he seems determined to remove the interlopers in front of him. With some effort, he utters arcane words and his eldritch bolts arc out at Mell and Rodalas.
2d20 ⇒ (14, 17) = 31 Both bolts finding thier targets.
2d10 ⇒ (10, 10) = 20 14 pts each
Mell's second concentration roll. 1d20 ⇒ 6

Mell and Rodalas are stunned momentarily and then they both colapse unconcious.

Mell -56 (unconcious)
Fire Spirit -13
Rodalas -35 (unconcious)
==Duergar==
Yellow (allied) -dead
Orange (allied) -18
Teal -10 (Adjacent POISONED)
blue -dead
neon green -dead
pink stoneguard -dead
black King -105 (concentrating on suggestion)
purple Soulblade (spore zombie) -dead
Baldrick -17 (YOUR UP)
Turq +18 (prone) (STANKY POISONED) (YOUR UP)
Umikh -21 (YOUR UP)
Gideon -14 (YOUR UP)
==White Furries==
blue dead
orange dead
purple dead
olive dead
neon green dead
Duergar Spy (olive duergar) -10


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Magic Surge4: 1d100 ⇒ 33

"Maximize the damage of the next damaging spell you cast within the next minute."

"Clangeddin's Shield, cleric! Nobody cares about a bit of blood on their clothes -- let's just get you out of here before it's your own blood!"

Grapple (adv): 1d20 + 5 ⇒ (13) + 5 = 181d20 + 5 ⇒ (1) + 5 = 6

Baldrick drags Gideon further into the room, toward the elevator.
I will wait to move us on the map until Gideon rolls to avoid the grapple

And a second roll to prevent Gideon from breaking the grapple on his turn
Grapple (adv): 1d20 + 5 ⇒ (11) + 5 = 161d20 + 5 ⇒ (6) + 5 = 11


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Blast it! Someone pull Mell out o' there, I will hold them off as best I can! Go! Turq pulls himself up, snatching up his axe as he stands. Come on, beastie, let us see what ya got!

+1 battleaxe, disadv #1: 2d20 + 7 ⇒ (9, 13) + 7 = 29
Damage, if hit: 1d8 + 6 ⇒ (8) + 6 = 14

+1 battleaxe, disadv #2: 2d20 + 7 ⇒ (2, 13) + 7 = 22
Damage, if hit: 1d8 + 6 ⇒ (6) + 6 = 12


RODALAS

Did he at least hit his target?


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

I don't think a 14 is enough to hit the king


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]
Baldrick Longhall wrote:
I don't think a 14 is enough to hit the king

My attack was against the enlarged bugger in front of me, and it would have been a 16 and a 9. >.<

Liberty's Edge

Male Human| HP 13/13 | AC 14 | Passive Perception 14 Rogue 2 | Saves S +1, D +5, C -1, I +6, W +2, Ch +1

1d20 + 4 ⇒ (2) + 4 = 6 to Escape Grapple

And Gideon somehow manages to tangle up his own arm even tighter in his sleeve.

"Stop! Can't you see what you're doing. Pick on someone your own size".

Gideon casts Sanctuary on himself.

Baldrick needs a will save to stop picking on Gideon... for a moment anyway.

Playing Pathfinder 1 again makes me appreciate the (3) Action economy of PF2 even more. :-)


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

@Gideon: You should roll to avoid the Grapple first.
(Also, I think Sanctuary is a Bonus Action, so you still have an Action on your turn)


Game Map DCI# 4318637857

we were out of town this weekend. Umikh will post tonight.

As for Sanctuary, per the wording of the spell, I dont know that it's going to make much difference in the current situation since Baldrick already has Gideon grappled. I like the idea though and I'm going to say that the two magic spells in play here interact and force Baldrick to make another save against the Suggestion spell.

Gideon does have an action as well since Sanctuary is indeed a bonus action. I am playing with PF2 for the first time in one of my table top games. It's interesting, but I'm not sold on it at this point lol.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

I am getting more and more sold on PF2e, the more I play.


RODALAS

I love the system, I find the combat is much more dynamic and the customization of character building is fun!


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Yeah, I was thinking that Sanctuary would work to prevent a further attack, but Gideon would have to get out of the current Grapple first. I like the idea of interacting spells, though!

WIS save: 1d20 - 1 ⇒ (4) - 1 = 3


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Well I guess I haven't already gone, d'oh.
43/64HP

Umikh runs up to the king...

Longsword 1: 1d20 + 8 ⇒ (6) + 8 = 14
Damage 1: 1d10 + 5 ⇒ (1) + 5 = 6
Longsword 2: 1d20 + 8 ⇒ (7) + 8 = 15
Damage 2: 1d10 + 5 ⇒ (6) + 5 = 11
I am not sure those hit

...and with a furious yell lashes out at him, hoping to lop his friggin' head off. Alas, the noggin stays put.


Game Map DCI# 4318637857

Turq, still wretching at his own stench hefts his axe but his cant manage the strength to push throught the dwarf's defenses. Baldrick hauls Gideon into the next room following the kings magical suggestion. Just as things were looking grim for our heros, Umikh, seeing that he had finally been freed up of enemies, lets out a furious howl and charges the dwarf king. His first attack missing but through clenched teeth the young warrior doubles back and lodges his axe in the kings chest. With a gurgle of dark red blood, the king falls to the side.

Baldrick, your suggestion fades.

The enlarged dwarf with the crossbow curses in undercommon and shrinks in size as she bolts out the northern doors.

The remaining enemy, the enlarged dwarf facing Turq, surveys the room and resigns himself to his fate. "At least when I die, they wont be raising me to one o those plants. Maybe I'll just take one of you with me.

It takes another few rounds, but you guys are able to dispatch the final dwarf. Congrats everyone! That was a toughy in more ways than one.

Mell -56 (unconcious)
Fire Spirit -13
Rodalas -35 (unconcious)
==Duergar==
Yellow (allied) -dead
Orange (allied) -18
Teal -10 (Adjacent POISONED)
blue -dead
neon green -dead
pink stoneguard -dead
black King -105 (concentrating on suggestion)
purple Soulblade (spore zombie) -dead
Baldrick -17
Turq +18 (prone) (STANKY POISONED)
Umikh -21
Gideon -14
==White Furries==
blue dead
orange dead
purple dead
olive dead
neon green dead
Duergar Spy (olive duergar) -10


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Baldrick brushes some lint from Gideon's shoulders, claps him once or twice on the arms: [b]"*ahem* you, um ... you're looking ... well? Let's go check on the others, shall we?"[/ooc]

Baldrick quickly turns on his heel and heads back into the combat room.

Looks like you're hand-waving the rest of combat -- not sure if I should roll the rest of those Wild Magic surges (1/turn for a minute means 10 rolls!).


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Turq moves to the far side of the room, away from everyone else, and slumps against the wall. Bloody hells...


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

43/64 HP

Umikh would have given the fallen king an extra wack with the sword just to be sure (plus fury and rage and all that). Allowing all the rest of the baddies to be beaten or to surrender, he will start rooting around for any healing potions to revive fallen and badly injured companions.

And after that, well Turq said it, Bloody hells indeed!

Liberty's Edge

Male Human| HP 13/13 | AC 14 | Passive Perception 14 Rogue 2 | Saves S +1, D +5, C -1, I +6, W +2, Ch +1

Gideon will use 1st level cure wounds to bring up Mell and Rodalas.

1d8 + 3 ⇒ (5) + 3 = 8 Mel Cure

1d8 + 3 ⇒ (7) + 3 = 10 Rodalas.

"My friends. Gather round for a long boring prayer... that I promise will be beneficial to us all.

Taking 10-minutes when you are all ready to cast Prayer of Healing

2d8 + 3 ⇒ (7, 1) + 3 = 11 Up to (6) beings of choice.

If you want some... gather round


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Turq deliberately stays away, acutely aware of the stench surrounding him. Does it fade, or does it stay until I can bathe?

EDIT: What in the hells were those things? Gods, this smells...


RODALAS

The eladrin is not happy but accepts the healing that is offered.


RODALAS

That fight quiet literally lasted months! LOL


Game Map DCI# 4318637857

@Baldrick roll em. Make sure you don’t drop a fireball on em. Lol. Never know what else might happen. But yeah, hand waving combat.

@Turq Fraid you are still pretty stinky. You can roll your fate.
“A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while within 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.”

@Rodalas Yeah, the duration was totally on me. But you guys stuck it out and we made it through.


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Round 5
Magic Surge5: 1d100 ⇒ 29
You teleport up to 60 feet to an unoccupied space of your choice that you can see.
Turning away from Gideon, Baldrick disappears; reappearing almost immediately in the combat room, next to Turq: "Moradin's Beard, Turq -- what happened to you?!"

~Participates in combat as needed~

Round 6
Magic Surge6: 1d100 ⇒ 69
Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
"Did you actually kill that king? He's still out here casting spells (or... someone is, anyway). Where'd you all go?!"

~Probably our enemies either attack (in which case we fight them) or they run away.~

Round 7
Magic Surge7: 1d100 ⇒ 58
For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.

~Unless there are enemies to fight, Baldrick probably spends this round standing there looking confused, wondering what happened and where the enemies have gone.~

Round 8
Magic Surge8: 1d100 ⇒ 44
For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.

~Runs (i.e., teleports) down side corridors / rooms, looking for enemies who have run off.~

Round 9
Magic Surge9: 1d100 ⇒ 12
Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
Height Change: 1d10 ⇒ 10

~I didn't note a height for Baldrick, but I think of him as about average height for a dwarf, say 4'8. So, this height change would put him at around 5'6. Assuming he's alone (because he's teleporting and the others are being healed), the others won't notice until he returns. Because the duergar are always changing size, Baldrick himself doesn't notice until he's back with his friends. Just thinks the corridors have gotten smaller.~

Round 10
Magic Surge10: 1d100 ⇒ 8
You cast Fireball as a 3rd-level spell centered on yourself.
Fireball damage: 8d6 ⇒ (6, 2, 6, 4, 3, 6, 4, 1) = 32 48 damage
DC 13 DEX save (adv): 1d20 + 2 ⇒ (3) + 2 = 51d20 + 2 ⇒ (1) + 2 = 3

~Hopefully, Baldrick is either alone or is standing next to enemies when he explodes into Fireball. Unfortunately, 32 damage puts him at exactly 0 HP that's enough damage to put him unconscious. Not sure what'll happen next, but I'll roll some Death saves...~

EDIT: Oh s*$!, it's actually worse than that. Round 4 Magic Surge was to maximize the damage of the next spell. So, that Fireball actually does 48 damage. I mean, it's all the same to Baldrick, but bad for anyone else nearby. DEX DC 13, fyi.

Round 11
Death Save 1: 1d20 ⇒ 10

Round 12
Death Save 2: 1d20 ⇒ 2

Round 13
Death Save 3: 1d20 ⇒ 10

Round 14
Death Save 4: 1d20 ⇒ 7

Round 15
Death Save 5: 1d20 ⇒ 7
~DEAD~


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Please please please tell me you were still in the hall!? LOL!

Liberty's Edge

Male Human| HP 13/13 | AC 14 | Passive Perception 14 Rogue 2 | Saves S +1, D +5, C -1, I +6, W +2, Ch +1

Gideon whrils around at an explosion somewhere in another room.

"What was that? And where is Baldrick"?

I mean he's a lot of trouble...and I'm not sure who's side he's on sometimes, but I'd hate to see him blown up.


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

@Greycastle: It occurs to me that you recently awarded Baldrick with some Inspiration -- could that be used to roll with advantage on that final death save?


Game Map DCI# 4318637857

I think someone will be able to follow the sound of the explosion and find you within three rounds but you can use it if you’d like.

Combat with the remaining duergar drills on for a few more seconds but the team manages to down the remaining current threat. Things do get a little spicy as the enemy falls though and everyone in the room winks into invisibility.

You’re all pretty sure that everyone is still there based one people asking questions about the king being dead and what happened. Though you’re a little confused when doors start opening and you hear dwarves footfalls trailing off in that direction. ”Where did that dwarf run off to now” some of you might wander.

It’s not long after that when you hear and explosion from down that the same way. Rushing down that way, even though can’t really see your own feet as you go, the charred body of Baldrick can be seen laying on the floor.


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

lol -- well, lemme know if we get to round 15 and he hasn't been stabilized!


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

HP: 43/64

Baldy, no! Medic!! And if no one beats Umikh to it, a healing potion gets dumped down your charred throat. He has/had 2 healing pots.

Liberty's Edge

Male Human| HP 13/13 | AC 14 | Passive Perception 14 Rogue 2 | Saves S +1, D +5, C -1, I +6, W +2, Ch +1

Gideon is out of spell slots... but if Umikh can get him to where Gideon is performing his Prayer of Healing he can certainly take advantage of it... even though Gideon doesn't completely trust him now. :-)


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Eh, he'd probably do the potion and then help him to wherever spell healing is going down.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Sorry, Baldy, Turq is wretching in the corner... I just got back from Japan, so I should be able to post regularly now.

1d4 ⇒ 4 Figures. O.o -> >.<


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

No worries! Baldrick also has healing potions, plus that Inspiration, so I haven't lost hope. Just waiting to see how Greycastle adjudicates the next couple of rounds. Hope you had a great trip!


Game Map DCI# 4318637857

It takes a few rounds but ultimately, Baldrick is saved and is now one potion of health higher. roll and add that to your health level.

The remaining allied dwarf is uncomfortable in your presence by him self and moves toward the door you came through. [b]”I’m gonna go get Grandolpha, she will know the next steps. You lot stay out here. The forge is still teamin with dwarfs. They won’t be taking kindly knowing you killed our King. So make sure any dwarfs that come in here are grabbed and held onto till we get back. [b]”

Not sure what your ultimate plan is here. The immediate threat of Sunblight has been quelled. You could still go on and kill more grey dwarves but it could get bloody and your group is in pretty tough shape.

If you move forward with clearing the fortress of enemies, I would recommend taking a rest somewhere. If you are planning on honoring the deal with Grandolpha Muzgardt, or e will wrap things up here and I will get us back to ten towns.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Turq, retching, moves his way to the king and rolls him for loot speaking a little funny while holding his nose, We ain't gettin' out of dis widout somefin!


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

"*COUGH* *cough* *wheeze* Oh my head. They got me good, friends -- fair burned off my beard." Handing Umikh back a healing potion to replace the one he poured down Baldrick's throat, he then quaffs a second one.

Healing Potions x2: 4d4 + 4 ⇒ (2, 4, 2, 3) + 4 = 15
Should I assume, we are waiting around at least long enough to benefit from Gideon's spell? If so, I'll add that 11 hp as well -- let me know if that's not correct.

Surveying the group, Baldrick takes a break from holding his nose due to Turq's stink to clasp Umikh by the shoulders: "You've saved me again friend but... oh!" he cries out mournfully, "That blasted King got to you with his foul magics! Oh my dear friend, you've shrunk! Perhaps the cleric can remove this curse?"

I don't think pursuing any further combat is wise while we are covered in stink, but Baldrick isn't known for his Wisdom. Aren't we supposed to fight a dragon still? I don't want to fight a mountain of dwarves, but wasn't the plan to get rid of the King and a dragon?

Whispering: "Gandolfa? Is that the, er," waggles his fingers, "Queen?"


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Player says we GTFO. Character would want to help out any "good" or good-leaning dwarves and honor our agreement. Either way, we need a place to rest up. I don't think this room is the best place - maybe we wait until our grey dwarf friend comes back? Maybe we don't quite trust him and find our own hidey hole?


RODALAS

He is okay with leaving


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

My suggestion is holing up in the elevator room for now.


Game Map DCI# 4318637857

The party pulls back into the elevator room and after some time, the lift brings down Gandolfa. She steps into the throne room to survey your handywork and return with a stern face. "Ye have done what was asked, and I will honor our arangement. I've sent my man to inform the others that the king is dead. We'll have our hands full here settlin down the place, but it will be done. Now is your time to leave though. Up the way you came. Ye have me word that I will dissassemble whatever parts of the dragon they have built so far. I have no intention of tryin to rule the upper lands. Tell your folk to stay away from this place and they wont have trouble from us."

Taking her at her word, the party heads back up the lift and back out of the cidadel the way that they came. To no ones relief, it is still dark when you exit the solid fortress gates. An all too stark reminder that though you've stopped the current threat to Ten Towns, there is still something larger and more powerful threatening these lands.

The party returns to Good Meade and are celebrated when word that the dwarf king responsible for the dragon attacks had been slain. You all take comfort that though it may be dark outside, you can relax by the fire of the somewhat repaired Meade Hall in relative saftey.

Or can they?...

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