GM ZD Dinner at Lion Lodge (Inactive)

Game Master Z...D...

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”Takemiryu” | Male NG Medium Kitsune Ranger 4 | HP 56/56 | AC 21 | F +10 R +9 W +8 | Perc +8 (E) | Exp. Mode: Scout | ✋+1 Returning Trident, +1 Sai | Speed 25' | Hero 1 | Prey: - | Active Conditions:

Takemiryu moves his arm around to exercise his shoulder. "Very good, Kellsti. It's as good as new."

Finding the peep holes hidden in the wolf heads, he says, "Well, well, well. What do we have here? Looks like there's something on the other side of this wall." He tries looking through the peep holes into the adjoining room. He then pulls on the wolf heads to see if they will come free and give him better access to the holes.

Seeing that Zerryd managed to disable the trap, he says, "Nice work Zerryd, now can you get it unlocked as well? How about those keys we found on the fake Auldegrund? Maybe they opens these doors."


”Zerryd” | Male CG Medium Strix Rogue 4 | HP 44/44 | AC 21 | F +7 R +12 W +8 | Perc +8 (E) | Exp Mode: Avoid Notice | Speed 30ft; Wings | Hero: 1 | Active Conditions: None

Zerryd shakes his head to Takemiryu. "You injure me, my friend. What kind of self-respecting rogue needs keys?" He pulls out his lockpicks and goes to work.

Thievery: 1d20 + 12 ⇒ (5) + 12 = 17

On the off-chance that's a failure... :)

Zerryd's blue-ish face turns a slight reddish-purple, as he stammers, "Well, sometimes...every now and then, you see...I come across advanced mechanisms. Perhaps those keys would be best." He smiles and waits for someone to pass him the keys.

While he's attempting to find a key that fits the lock, he says to Kellsti, "Dorlivin just mentioned a sacrifice to Alocer. Didn't you say you recognized Alocer's symbol on your invitation?" Turning to the dwarf, "Dorlivin, can you tell us more about this ritual to Alocer?" Zerryd continues trying keys till he finds the right one.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

"Only little harm done" Dorlivin says to Jaithe with a smile.

Takemiru pull on one of the wolf heads and it gives way to in 8 inch wide opening and a better view inside.

Peek inside:
You see a summoning circle on the floor with the candles around it lit. On the southern half of the room, you see a door leading further into the structure and a desk with a heavy metal key.

Zerryd fails to unlock the door.

Dorlivin thinks a moment and responds. "I am not too sure about Alocer. I do know that the plan was to hunt you all in the morning. A sick and twisted individual Auldegrund is"

Secret Check:

religion: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28

Kellsti:
What you recall about Alocer. Alocer is a lawful evil diabolic demigod, the infernal duke of beasts, hunters, and tradition. Known also as the Pack Lord, he appears as a fire-breathing, lion-headed, heavily armored archer with eagle talons for feet. His symbol is a dragon-legged horse, said to be a representation of his favored mount.

Edicts: hunt those who are capable of thinking for themselves, gather like-minded hunters into groups based in hunting lodges, burn places of worship devoted to Erastil or corrupt those who follow his faith

Anathema: sleep in a place sacred to Erastil, willingly harm a lion, grant a merciful death to a creature you have wounded


”Kellsti” | Female CG Medium Kobold Cleric 4 | HP 38/38 | AC 19 | F +8 R +9 W +12 (+1 vs Control effects; Resist Energy 2) | Perc +10 (T) | Default Exploration ( ????) | Speed 25 ft | Active Conditions: None

"Alocer is not a nice type of a character. A duke of hell he would rank as a demi-god in terms of raw power. We really don't want to cross him. His 'portfolio' is that of beasts, hunters and traditions. I suspect if we mess up the hunt, then our host may not remain in his good books." she adds with a laugh.

"He destroys places sacred to Erastil, and believes in hunting intelligent game. That would be us."


”Zerryd” | Male CG Medium Strix Rogue 4 | HP 44/44 | AC 21 | F +7 R +12 W +8 | Perc +8 (E) | Exp Mode: Avoid Notice | Speed 30ft; Wings | Hero: 1 | Active Conditions: None

Zerryd shudders when Kellsti talks about Alocer. "Oh, he sounds perfectly charming." He returns his attention to the door.

Assuming none of the keys fit, Zerryd raises his feathered eyebrows as the door remains stubborn. He decides to try one more time with his lockpicks. (If I'm allowed to try again...)

Thievery: 1d20 + 12 ⇒ (19) + 12 = 31

Now that he has the hang of it, he moves to each of the other doors. If locked, he tries his lockpicks.

SE door
Thievery: 1d20 + 12 ⇒ (20) + 12 = 32
SW door
Thievery: 1d20 + 12 ⇒ (20) + 12 = 32
Northern door (to kitchen?)
Thievery: 1d20 + 12 ⇒ (8) + 12 = 20

Like a good rogue, if the doors were already unlocked, Zerryd makes a good show of making it seem as if he's the one who unlocked them.

Deception: 1d20 + 12 ⇒ (16) + 12 = 28

Feeling much better about his skills, Zerryd holds up the keyring to Takemiryu and smiles. "As I was saying, who needs keys?" But the group notices that he tucks them away, just in case.


”Takemiryu” | Male NG Medium Kitsune Ranger 4 | HP 56/56 | AC 21 | F +10 R +9 W +8 | Perc +8 (E) | Exp. Mode: Scout | ✋+1 Returning Trident, +1 Sai | Speed 25' | Hero 1 | Prey: - | Active Conditions:

Takemiryu rolls his eyes at Zerryd's antics with the locks. "Use the keys already. We don't have all night."

Looking through the now larger opening, Takemiryu sees a room with what looks like a summoning circle, a door leading out, and a desk with a heavy metal key on it. He relays what he sees to his companions. Takemiryu then considers the 8 inch opening and the key on the desk inside.

Does Takemiryu believe that he can move/squeeze through the 8 inch opening in his Tiny fox Pest Form? Does he believe that he would be able to retrieve the key from the desk and return with it through the opening? The following assumes he does. Ignore if not the case.

"The key I see on the desk may be useful. Maybe it opens the door that Zerryd couldn't unlock. Hold on a minute; I'll go get it."

Action: Change Shape - Transform into Tiny fox Pest Form

Those watching, notice Takemiryu's form begin to contort and shift. His clothing and all his equipment is slowly absorbed into his body as it shrinks in size until only a tiny fox remains. He then squeezes through the opening and darts across the room to the desk. Putting his head through the loop holding the key, he returns to the hole and squeezes back through.

In Pest Form, Takemiryu has an Acrobatics modifier of +10 and an Athletics modifier of -4. Using the Bulk Limits rules, that suggests that while in Pest Form, the fox's bulk limit is (5-4)=1 bulk without penalty and up to (10-4)=6 bulk encumbered, so unless this key is unusually large or heavy, he should be able to carry it.

Action: Squeeze - Squeeze into the back room
Acrobatics (Squeeze): 1d20 + 10 ⇒ (11) + 10 = 21

Action: Squeeze - Squeeze back into the main room
Acrobatics (Squeeze): 1d20 + 10 ⇒ (14) + 10 = 24


”Jaithe” | Female N Medium Fleshwarp Sorcerer 4 | HP 42/42 | AC 18 (19 w/ shield) | F +7 R +8 W +8 (+1 vs disease and poison; Mental 2) | Perc +6 (T) | Default Exploration - Avoid Notice | Speed 25 ft | Active Conditions: None

If you need me to, Jaithe can use mage hand to move items of light bulk. So I can send that key after you.


”Zerryd” | Male CG Medium Strix Rogue 4 | HP 44/44 | AC 21 | F +7 R +12 W +8 | Perc +8 (E) | Exp Mode: Avoid Notice | Speed 30ft; Wings | Hero: 1 | Active Conditions: None

Standing next to several unlocked doors, Zerryd wonders aloud. "Why so much concern for keys?" He quickly adds, "When you have me?" He wiggles his nimble strix fingers and smiles.

Nonetheless, he watches with interest as the kitsuni changes form.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Zerryd unlocks the other unlocked doors.

As soon as Takemiryu paws hit the floor, the candles begin to smolder and in a puff of smoke a horned devil appears in the room.

Takemiryu, not sure which hole you crawled through, but you will begin just inside of one of them.

It levels its glaive at the fox, "I’ll make a trophy of your head to bring back to decorate my den in Hell!"

Initiative:

Takemiryu's Perception (E): 1d20 + 9 ⇒ (18) + 9 = 27
Zerryd's Perception (E): 1d20 + 10 ⇒ (1) + 10 = 11
Jaithe's Perception (T): 1d20 + 7 ⇒ (6) + 7 = 13
Kellsit: 1d20 + 10 ⇒ (9) + 10 = 19
GM: 1d20 ⇒ 4

Round 1-Bold May Act
Takemiryu
Kellsti

Devil
Jaithe
Zerryd


”Kellsti” | Female CG Medium Kobold Cleric 4 | HP 38/38 | AC 19 | F +8 R +9 W +12 (+1 vs Control effects; Resist Energy 2) | Perc +10 (T) | Default Exploration ( ????) | Speed 25 ft | Active Conditions: None

Kellsti joins the rest of the group. "That doesn't sound good, come back... quick."


”Takemiryu” | Male NG Medium Kitsune Ranger 4 | HP 56/56 | AC 21 | F +10 R +9 W +8 | Perc +8 (E) | Exp. Mode: Scout | ✋+1 Returning Trident, +1 Sai | Speed 25' | Hero 1 | Prey: - | Active Conditions:

Thank the gods for high initiative rolls.

Takemiryu freezes momentarily as the devil appears out of nowhere. "Oh for fox sake! This is bad. Really, really bad." Unfortunately, in his current tiny animal form, he's a sitting duck, uh... fox.

The tiny fox takes two heart beats to give the devil an expert hunter's examination before quickly turning tail and hopping back through the hole. No sooner do his little paws hit the ground that he returns to his normal form.

Action 1 (◆): Hunt Prey vs Devil

Action 2 (◆): Stride (10 feet)
Acrobatics (Squeeze): 1d20 + 7 ⇒ (19) + 7 = 26

Action 3 (◆): Change Shape - Transform back into normal form

He looks visibly shaken by the whole ordeal. "Turns out that wasn't such a good idea. We now have a devil to deal with in the other room, though I suspect it won't stay put there for very long. We best prepare ourselves to face it."


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

"Ah yes, the hunt is on." The devil shouts as the small fox leaps and squeezes back through the hole. The devil moves towards the hole and peeks through. "There you are."

The devil disappears for a brief moment before appearing in the dining hall with the PC's. "Boo"

Jaithe and Zeeryd go


”Kellsti” | Female CG Medium Kobold Cleric 4 | HP 38/38 | AC 19 | F +8 R +9 W +12 (+1 vs Control effects; Resist Energy 2) | Perc +10 (T) | Default Exploration ( ????) | Speed 25 ft | Active Conditions: None

"Arrrghhhhhhhhhhhhhhh[" shrieks a very surprised Kellsti.

Glad I moved out of standing just there...


”Zerryd” | Male CG Medium Strix Rogue 4 | HP 44/44 | AC 21 | F +7 R +12 W +8 | Perc +8 (E) | Exp Mode: Avoid Notice | Speed 30ft; Wings | Hero: 1 | Active Conditions: None

Zerryd stifles a gasp as the devil appears out of nowhere. Composing himself quickly, he says, "Excellent! You've been tricked and have been flushed out of hiding." He stands to his full imposing height and studies the devil closely.

I'd like to make a Recall Knowledge check, using Devil Lore @ +6.

The rogue shares any information he recalls with the group. He then draws his rapier and applies Black Adder Venom.
Applied poisons last till the end of the next turn.

Then, standing next to Dorlivin, Zerryd asks the dwarf, "Care to work together again?" He hopes Dorlivin takes the hint and can provide some flanking.

Actions: ◆ Recall Knowledge, ◆ Interact (draw weapon), ◆ Poison Weapon


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

recall knowledge:

devil lore: 1d20 + 6 ⇒ (8) + 6 = 14

Zerryd recalls that it is Barbazu devil. Immune to fire. Resistant to physical damage, except silver, and poison. Weak to good. Additional knowledge checks available at higher DCs.

Dorlivin nods , draws his warhammer and charges.

The devil takes a swipe as the dwarf approaches it.

glaive AOO: 1d20 + 15 ⇒ (17) + 15 = 321d8 + 7 ⇒ (5) + 7 = 12

The glaive cuts through the dwarf, but isn't enough to finish him off. He brings his warhammer down.

warrhammer: 1d20 + 12 ⇒ (20) + 12 = 321d8 + 4 ⇒ (8) + 4 = 12

Dorlivin returns with a heavy hit of his own.

bleed: 1d6 ⇒ 21d20 ⇒ 20

Dorlivin bleeds a little before the magic that created it, staunches it.

Jaithe is up

GM Screen:

Dorlivin 2
Barbazu: 41/60


”Kellsti” | Female CG Medium Kobold Cleric 4 | HP 38/38 | AC 19 | F +8 R +9 W +12 (+1 vs Control effects; Resist Energy 2) | Perc +10 (T) | Default Exploration ( ????) | Speed 25 ft | Active Conditions: None

Did Dorlivin get a crit with that roll?


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

He got crit and then delivered a crit of his own. Then got a 20 to stop the bleedp


”Zerryd” | Male CG Medium Strix Rogue 4 | HP 44/44 | AC 21 | F +7 R +12 W +8 | Perc +8 (E) | Exp Mode: Avoid Notice | Speed 30ft; Wings | Hero: 1 | Active Conditions: None

After recalling vital information, Zerryd calls out, "He's a formidable foe. Some resistance to most physical attacks, unless you have a silver weapon or poison. And based on what we just saw, he can reach with his weapon and can attack as we approach!" He shudders and continues, "And don't waste your time with fire spells." Looking slightly hopeful, he turns to the cleric and adds, "But he can be harmed by good damage." He then readies himself.

Kellsti, I think that means Divine Lance might be our best bet. Hopefully Dorlivin lasts long enough to be the primary punching bag.


”Kellsti” | Female CG Medium Kobold Cleric 4 | HP 38/38 | AC 19 | F +8 R +9 W +12 (+1 vs Control effects; Resist Energy 2) | Perc +10 (T) | Default Exploration ( ????) | Speed 25 ft | Active Conditions: None

"But I was *so* looking forward to basking him in dragon fire" pouts the kobold.


”Jaithe” | Female N Medium Fleshwarp Sorcerer 4 | HP 42/42 | AC 18 (19 w/ shield) | F +7 R +8 W +8 (+1 vs disease and poison; Mental 2) | Perc +6 (T) | Default Exploration - Avoid Notice | Speed 25 ft | Active Conditions: None

Jaithe reacts by grabbing some cutlery from the remains of dinner and sending it at the devil.

Telekinetic Projectile: 1d20 + 10 ⇒ (16) + 10 = 26
Piercing Damage: 2d6 + 4 ⇒ (1, 6) + 4 = 11

She pulls out a scroll of Soothe to cast it on Dorlivin.


◆◆ Telekinetic Projectile
◆ Interact (pull out scroll)

Sorry all, for some reason I didn't get notifications


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Jaith launches some cutlery at the devil, a fork sticks in his head.

**************************************************************************

The devil sneers and strikes at Dorlivin.

glaive: 1d20 + 15 ⇒ (7) + 15 = 221d8 + 7 ⇒ (3) + 7 = 10

The dwarf freezes and then crumples into a pile of snow.

It laughs and then approaches Kellsti, and strikes with its beard.

beard: 1d20 + 15 ⇒ (15) + 15 = 301d6 + 7 ⇒ (2) + 7 = 9 Critical Hit. 18 Damage

Everyone Go!

Secret:

Kellsti fort: 1d20 ⇒ 8 fail, carrier, no ill effect.[/ooc]

GM:

Barbazu: 35/60


”Jaithe” | Female N Medium Fleshwarp Sorcerer 4 | HP 42/42 | AC 18 (19 w/ shield) | F +7 R +8 W +8 (+1 vs disease and poison; Mental 2) | Perc +6 (T) | Default Exploration - Avoid Notice | Speed 25 ft | Active Conditions: None

Shocked at the demise of Dorlivin and the attack on Kellsti, Jaithe steps behind the kobold and wards him in protective energy to keep him safe.


◆ Step
◆◆ Sanctuary on Kellsti


”Zerryd” | Male CG Medium Strix Rogue 4 | HP 44/44 | AC 21 | F +7 R +12 W +8 | Perc +8 (E) | Exp Mode: Avoid Notice | Speed 30ft; Wings | Hero: 1 | Active Conditions: None

Zerryd tries to maintain his normal stoic demeanor as Dorlivin gets taken down. He quietly murmurs, "He very well may have saved our lives. Well, if we indeed live through this." Then louder he says, "Now to finish him." With his rapier dripping with the Black Adder Venom, Zerryd moves into a flanking position with Kellsti.

Rapier w/ Black Adder Venom: 1d20 + 11 ⇒ (20) + 11 = 31 (vs. flatfoot AC)
Piercing Damage + Sneak: 1d6 + 1d6 + 1 ⇒ (4) + (4) + 1 = 9
Crit Deadly d8: 1d8 ⇒ 6

Note: Black Adder Venom: Fort Save DC 18, or 1d8 poison (stage 1)

Rather than move away to safety, the strix stays in position to provide Kellsti the best chance to attack. In order to further aid his allies, Zerryd dips and dodges attempting to distract the devil with a clever feint.

Distracting Feint (Deception) vs. Perception DC: 1d20 + 12 ⇒ (8) + 12 = 20
Distracting Feint: Your Feints are far more distracting than normal, drawing your foes’ attention and allowing you and your allies to take greater advantage. While a creature is flat-footed by your Feint, it also takes a –2 circumstance penalty to Perception checks and Reflex saves.

◆ Stride, ◆ Strike, ◆ Distracting Feint


”Takemiryu” | Male NG Medium Kitsune Ranger 4 | HP 56/56 | AC 21 | F +10 R +9 W +8 | Perc +8 (E) | Exp. Mode: Scout | ✋+1 Returning Trident, +1 Sai | Speed 25' | Hero 1 | Prey: - | Active Conditions:

I'm a little confused about turn sequencing (see discussion post), but I'll post now assuming that gets cleared up.

Takemiryu blanches when the devil teleports into the main room. He looks over at the 8 inch opening he'd just gone through twice. He considers transforming back into his fox form and making a run for it that way, but decides against it. "Without me the rest of them are doomed. Plus I don't think I can get far enough away from here to avoid the same fate." "Okay friends, let's take this fiend down." Gulp!

The ranger quickly moves into a better position from which to attack and snatching up his trident throws it at the devil while simultaneously freeing the sai from his belt.

Action 1 (◆): Stride (25 feet)

He takes a path that avoids entering the 10' range of the devil (if at all possible)

Action 2 (◆): Quick Draw
- Action: Interact - Take +1 Returning Trident in hand
- Action: Strike (+1 Returning Trident) vs Devil.
Trident Ranged Attack: 1d20 + 11 ⇒ (20) + 11 = 31
Trident Ranged Damage: 1d8 + 4 ⇒ (6) + 4 = 10 piercing damage

Action 3 (◆): Interact - Take +1 Sai in hand


”Kellsti” | Female CG Medium Kobold Cleric 4 | HP 38/38 | AC 19 | F +8 R +9 W +12 (+1 vs Control effects; Resist Energy 2) | Perc +10 (T) | Default Exploration ( ????) | Speed 25 ft | Active Conditions: None

Kelli, aware that if she is dead, the world will be without a future great artist... and that ghosts cannot heal her friends.. .withdraws from the immediate vicinity of the devil.

She turn turns, and directs a lance of pure goodness at it.

divine lance: 1d20 + 10 ⇒ (15) + 10 = 25
good damage: 2d4 + 4 ⇒ (4, 1) + 4 = 9

◆ withdraw/guarded step back
◆ divine lance


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Appearently, I messed up the turn order. So we are resetting to just before Dorlivin is killed. So no damage to Kellsti

Takemiryu and Kellsti may act before the devil. I reset his position and Dorlivin's. I cannot remember where Zerryd was though.


”Kellsti” | Female CG Medium Kobold Cleric 4 | HP 38/38 | AC 19 | F +8 R +9 W +12 (+1 vs Control effects; Resist Energy 2) | Perc +10 (T) | Default Exploration ( ????) | Speed 25 ft | Active Conditions: None

My action will remain the same, but instead of stepping back, I'll cast shield.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Takemiryu moves in and stabs at the devil. Hit

Kellsti launches a ray of positive energy at the devil, driving the devil into the throws of pain. Hit. With a dash of weakness on top

The devil then attacks Dorlivin taking out the Simulacrum. It then strides to be right in front of Kellsti and lands a blow with its beard. @Kellsti. Same damage and everything, but now you can shield block if it you want to

No back to your regularly tuned scenario.

Zerryd moves in. The devil takes an opportune strike as he passes.

AOO: 1d20 + 15 ⇒ (13) + 15 = 281d8 + 7 ⇒ (6) + 7 = 132d6 ⇒ (2, 5) = 7 Hit. 13 slashing and 7 evil damage. You also are bleeding.

Zerryd finishes getting into position and delivers a blow right to the back of the devil. It teleports out of the room, leaving a sulfuric smell.

At the end of Zerryd's turn, he continues to bleed. bleed damage: 1d6 ⇒ 2

Will stay in initiative until Zerryd's bleeding is stopped. This is not a normal bleed condition. Zerryd may take two flat checks, one for previous turn and then his next turn to end it. The flat check is DC 20 for this bleed. If an ally attempts to assist with recovery, it is reduced to 15. A spellcaster or item attempting to use healing magic on Zerryd will need DC 21 counteract check or the magic fails.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Jaithe can still act for this round and then get a second set of actions for the following. That will be resolved after everyone elses to keep track.


”Kellsti” | Female CG Medium Kobold Cleric 4 | HP 38/38 | AC 19 | F +8 R +9 W +12 (+1 vs Control effects; Resist Energy 2) | Perc +10 (T) | Default Exploration ( ????) | Speed 25 ft | Active Conditions: None

Kellsti does indeed shield block the assault, wincing a little as the shield pops out of existence.

Hurrying forward, Kellstri tries to staunch the bleeding wound.
medicine: 1d20 + 12 ⇒ (10) + 12 = 22


”Takemiryu” | Male NG Medium Kitsune Ranger 4 | HP 56/56 | AC 21 | F +10 R +9 W +8 | Perc +8 (E) | Exp. Mode: Scout | ✋+1 Returning Trident, +1 Sai | Speed 25' | Hero 1 | Prey: - | Active Conditions:

Takemiryu lets out a breath of relief when he sees Zerryd banish the devil, but his mood quickly darkens when he watches the Strix bleeding uncontrollably from the fiend's slashing attack to his leg. He rushes to Zerryd's side and pulls off his belt as he watches Kellsti try to staunch the bleeding.

According to the Persistent Damage Rules, only one attempt at assisted recovery is permitted per round, so Takemiryu will wait until the next round to make his attempt to assist the recovery.

Takemiryu watches to see if Kellsti's efforts bear any fruit. If the bleeding persists, The kitsune moves in and uses the belt as a tourniquet to cut off circulation to the wound and give it a chance to clot.

Survival: 1d20 + 6 ⇒ (19) + 6 = 25


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

I am not reading the Assisted Recovery rules and using the Administer First Aid action, Stop Bleeding, as the same thing.

Kellsti attempts to staunch the bleeding, but is not successful.

Takemiryu forms a tourniquet to slow the flow of blood.

Zerryd's first check, which would be at the end of his current turn, will be a DC 20 flat check. The second one will be a DC 15 flat check.


”Zerryd” | Male CG Medium Strix Rogue 4 | HP 44/44 | AC 21 | F +7 R +12 W +8 | Perc +8 (E) | Exp Mode: Avoid Notice | Speed 30ft; Wings | Hero: 1 | Active Conditions: None

Zerryd allows himself a satisfactory smile as the devil is banished. Only then does he realize he's bleeding internally, and he slumps to the ground.

Current turn
DC 20 Flat Check: 1d20 ⇒ 18

Next turn
DC 15 Flat Check: 1d20 ⇒ 12
Okay, let's hero point the DC 15 check...
DC 15 Flat Check: 1d20 ⇒ 18

Zerryd turns to Kellsti and Takemiryu. "Thank you, friends. The medical assistance and tourniquet seemed to do the trick." He stands up shakily, extending his wings for balance, and tests his legs. "Kellsti, if we can spare some time, I could probably use some healing." He pulls out a healing potion from his bandolier just in case.

If my math is right, Zerryd is at 22/44 hp


”Takemiryu” | Male NG Medium Kitsune Ranger 4 | HP 56/56 | AC 21 | F +10 R +9 W +8 | Perc +8 (E) | Exp. Mode: Scout | ✋+1 Returning Trident, +1 Sai | Speed 25' | Hero 1 | Prey: - | Active Conditions:

Takemiryu pulls out his herbs and berry extracts and gets to work on Kellsti. He puts together a poultice and applies it to the kobold's wound.

Activity: Treat Wounds (Natural Medicine) on Kellsti vs DC 15
Nature (Treat Wounds) vs DC 15: 1d20 + 6 ⇒ (10) + 6 = 16
Treat Wounds Healing: 2d8 ⇒ (5, 8) = 13 hit points healed

I assume that despite the persistent bleeding having ended, that healing magic still requires a DC 21 counteract to affect Zerryd's wound and that Kellsti's spells and Healing Potions fall into that category. Fortunately, Takemiryu's Natural Medicine is not magical.

Now that the bleeding has stopped, Takemiryu reclaims his belt and throws together another poultice that he applies to Zerryd's wound.

Activity: Treat Wounds (Natural Medicine) on Zerryd vs DC 15
Nature (Treat Wounds) vs DC 15: 1d20 + 6 ⇒ (20) + 6 = 26
Treat Wounds Healing: 2d8 ⇒ (6, 5) = 11 hit points healed

That's a crit, so double the healing. That took 20 minutes total. If it takes Auldegrund more than another hour to arrive, Takemiryu can get in one more round of Treat Wounds before he shows up.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

No. Once the bleeding stops its done. Particularly nasty effect these devils have though.

Zerryd's wound is closed through teamwork and Takemiryu takes some time to apply some remedies to the others.

What next


”Jaithe” | Female N Medium Fleshwarp Sorcerer 4 | HP 42/42 | AC 18 (19 w/ shield) | F +7 R +8 W +8 (+1 vs disease and poison; Mental 2) | Perc +6 (T) | Default Exploration - Avoid Notice | Speed 25 ft | Active Conditions: None

Reading from her scroll, Jaithe sends some healing energy at Zerryd.

Soothe Scroll: 2d10 + 8 ⇒ (1, 7) + 8 = 16

If given ample time, she will also read her scroll of mage armor to prepare for the next encounter AC becomes 19 (20 w/ Shield)


”Zerryd” | Male CG Medium Strix Rogue 4 | HP 44/44 | AC 21 | F +7 R +12 W +8 | Perc +8 (E) | Exp Mode: Avoid Notice | Speed 30ft; Wings | Hero: 1 | Active Conditions: None

Nice to see that everyone has good healing options ... except Zerryd.

After Takemiryu applies the poultice to the wound, Zerryd feels completely better. Stretching his wings out, he nods to the kitsune, "Thanks my friend. Your cure was quite effective. I feel as good as new." He pauses and adds, "Well except that devil that will haunt me for a while." He replaces his healing potion in his bandolier.

As Jaithe pulls out her scroll, Zerryd stops her. "My thanks, dear lady, but thanks to Takemiryu's healing skills, I'm ready to go. Please save your scroll for now." Zerryd smiles at all the aid his allies are willing to provide.

Looking around the room, Zerryd moves to the previously locked door to the NE. He suggests, "Since this had been locked, perhaps it's more important?"

With the group's permission, he'll open the NE door, with both his rapier and hand crossbow drawn and ready.


”Kellsti” | Female CG Medium Kobold Cleric 4 | HP 38/38 | AC 19 | F +8 R +9 W +12 (+1 vs Control effects; Resist Energy 2) | Perc +10 (T) | Default Exploration ( ????) | Speed 25 ft | Active Conditions: None

What is our current health?

The kobold assesses her companions... and herself, trying to work out who needs her help the most.


”Jaithe” | Female N Medium Fleshwarp Sorcerer 4 | HP 42/42 | AC 18 (19 w/ shield) | F +7 R +8 W +8 (+1 vs disease and poison; Mental 2) | Perc +6 (T) | Default Exploration - Avoid Notice | Speed 25 ft | Active Conditions: None

Then Jaithe will read the Mage Armor scroll instead of Soothe.


”Takemiryu” | Male NG Medium Kitsune Ranger 4 | HP 56/56 | AC 21 | F +10 R +9 W +8 | Perc +8 (E) | Exp. Mode: Scout | ✋+1 Returning Trident, +1 Sai | Speed 25' | Hero 1 | Prey: - | Active Conditions:

By my count we should all be at full health and ready to go.

Takemiryu points to the hole in the eastern wall and muses. "Perhaps now that the devil has been banished I should have another look in that back room? There's a door leading out the other side and a desk with a key and other material on it. Looks like it could be Auldegrund's inner sanctum from which he keeps an eye on the goings-on in the main room." No sooner does he say this that a shiver runs through him. The thought of being trapped in that room alone with whatever other dangers it might hold suddenly held little appeal to him. "Then again, perhaps not. I suspect that Zerryd's door there probably leads to it eventually, so with a little patience we'll get there in good order."

As they prepare to head through the NE door, Takemiryu makes a snapping noise with his tails. He'd just remembered what Dorlivin had said about Auldegrund coming through the locked main door upon his return. "Hold on fellows. Before we leave this room, let me set a few small surprises to welcome Auldegrund and his friends when they come in later."

Takemiryu has his usual 3 Biting Snares and one Stalker Bane Snare that he crafts during his morning preparations.

The ranger starts pulling out the snares he'd prepared that morning and sets them out in the room, hiding them as best he can. "Please note where I've placed these snares. It would not do for one of us to accidently step onto them, especially those..." He points out the locations of the Biting Snares. Indicating the Stalker Bane Snare snare he placed near the NE door, he says, "That one is fairly harmless, but it makes a different sound when triggered. It should let us know when Auldegrund is about to head into the back area after us."

I have marked the Biting Snare squares with green donuts and the Stalker Bane Snare with a red donut. A simple Leap action should allow us to clear these squares without triggering them. Unless otherwise specified, please assume that this happens automatically if we find ourselves back in this room.

Takemiryu stands after laying down the last snare. "Very well. My preparations are complete. Let's proceed." He grips his Trident in one hand and the Sai in the other before heading through the NE door.

We haven't specified a marching order. I suggest the following (from front to back): Zerryd (Avoid Notice with Trap Finder), Takemiryu (Scout), Jaithe (Avoid Notice/Repeat a Spell [Shield]), Kellsti (Search).


”Kellsti” | Female CG Medium Kobold Cleric 4 | HP 38/38 | AC 19 | F +8 R +9 W +12 (+1 vs Control effects; Resist Energy 2) | Perc +10 (T) | Default Exploration ( ????) | Speed 25 ft | Active Conditions: None

Kellsti looks on impressed with the herbalism on display. "That is very well done. I might have to learn some of that... and the aroma... divine!" she smiles.

Order looks good to me.

"I do hope that devil can't regenerate, otherwise we might be facing a fully healed creature again.... its ability to teleport is going to cause us problems... I can just feel it."


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Going through the previously trapped door, the PC's find themselves in a narrow corridor that leads to another door.

The door, being untrapped and unlocked, easily opens into a well lit cave.

A cave roughly twenty feet in diameter overlooks a larger cavern to the south. This area features a wooden table surrounded by six chairs and is well-lit by flickering flames that appear to burn from the tips of stalactites. Many tools are strewn on the table around a fearsome centerpiece: a bear trap set around a humanoid skull. To the north, two wooden frames hold stretched leather painted with images of a lion-headed man breathing fire and riding a dragon-legged horse through city scapes of tormented people. To the south, a five-foot-wide ledge winds around a large sunken area, also lit by dozens of glowing flames flickering from stalactites above.

Kellsti confirms that the lion-headed man is the depiction of Alocer.

On the following checks to recall knowledge, since there is no degrees of success, you can roll these if you like

crafting DC 20:
You identify the “leather” in the frames to
be human skin

Kellsti locates a small wooden container sitting behind the northwest rack. It contains a few supplies: four scrolls of heal (2nd level) and four scrolls of restoration.

On the table is also a Specialist Snare Kit worth 85 GP.

If you so wish, you can climb the 20 feet down into the pit or could continue to skirt the edge of the cavern.


”Kellsti” | Female CG Medium Kobold Cleric 4 | HP 38/38 | AC 19 | F +8 R +9 W +12 (+1 vs Control effects; Resist Energy 2) | Perc +10 (T) | Default Exploration ( ????) | Speed 25 ft | Active Conditions: None

crafting: 1d20 + 6 ⇒ (2) + 6 = 8

"I'm not keen on trying that pit unless we have to..." sighs the kobold.

"This looks like some type of arena.."

She carefully checks the table, skull and trap for any signs of magic, before turning her gaze on the sunken area.


”Takemiryu” | Male NG Medium Kitsune Ranger 4 | HP 56/56 | AC 21 | F +10 R +9 W +8 | Perc +8 (E) | Exp. Mode: Scout | ✋+1 Returning Trident, +1 Sai | Speed 25' | Hero 1 | Prey: - | Active Conditions:

Takemiryu's eyes light up when he sees the Specialist Snare Kit. "Ooo, how Nice. I've been saving up for one of these." Knowing that it is of little use to the others, he takes it and drops it into his backpack. "You better take possession of those scrolls Kellsti. I'm pretty sure none of us can use them anyway. We'll consider all this as compensation for the truly terrible welcome we've received so far."

The ranger takes a closer look at the painting...

Crafting vs DC 20: 1d20 + 8 ⇒ (11) + 8 = 19

...but art and religious iconography are not his forte, though there is something about the work that sends shivers down his spine.

He too then looks down into the pit. "Looks more like a pen than an arena. Look over there; isn't that a cage? Let's go have a closer look." He then sheathes his weapons, scrambles down the side of the pit, and takes them back in hand at the bottom.

Athletics (Climb): 1d20 + 10 ⇒ (18) + 10 = 28


”Zerryd” | Male CG Medium Strix Rogue 4 | HP 44/44 | AC 21 | F +7 R +12 W +8 | Perc +8 (E) | Exp Mode: Avoid Notice | Speed 30ft; Wings | Hero: 1 | Active Conditions: None

As Zerryd steps into the cave, he gazes in wonder. "This is quite the lair." He walks up to the paintings of Alocer.

Crafting: 1d20 + 0 ⇒ (7) + 0 = 7

Not noticing anything special, he nods to Takemiryu who collects the items from the wooden crate. When he sees the kitsune climb into the pit, Zerryd considers joining him. However, the strix ultimately decides it best to maintain a literal bird's eye view from above. He approaches the narrow ledge.

When he gets near, he opts to leap across, rather than trust the ledge to hold his weight. He takes a running start and flaps his wings to give him an additional boost during his jump.

With his 30' movement speed, Leap allows him to clear 15'. And his Strix Wings provide an additional 5' when leaping horizontally.
He should be able to clear 20' on his leap without a roll.

From his new vantage point on the other side, he scans downward into the pit.

Perception: 1d20 + 8 ⇒ (18) + 8 = 26

If he notices anything suspicious, he warns Takemiryu.


”Jaithe” | Female N Medium Fleshwarp Sorcerer 4 | HP 42/42 | AC 18 (19 w/ shield) | F +7 R +8 W +8 (+1 vs disease and poison; Mental 2) | Perc +6 (T) | Default Exploration - Avoid Notice | Speed 25 ft | Active Conditions: None

Crafting: 1d20 + 8 ⇒ (18) + 8 = 26

Jaithe carefully examines the leather. She shudders at the realization of what they are. With a sick voice, she calls out to her companions.

"The paintings on those racks. The 'leather' on those frames is actually human skin"


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Zerryd keeps a Strix eye view of everything as Takemiryu explores the cave below.

Takemiryu moves around the sunken arena and closer to the cage.

A cage made of iron rods hammered into the ground sits amid several crumbling stone walls in this sunken cavern. A single iron door allows entrance to and from the cage, while a grid of iron beams caps the cage at a height of ten feet. A twenty-foot ledge surrounds the cave. The ceiling looms another ten feet above that, bearing dozens of hanging stalactites that glow with flames at their dangling tips.

Flanking the door to the cage, stands two statues with the design of lions.

As Takemiryu is about to dismiss these as harmless, the eyes begin to glow and gravely growl can be heard emanating from them.

Initiative:

Takemiryu, Scout: 1d20 + 9 ⇒ (14) + 9 = 23
Zerryd, Avoid Notice: 1d20 + 10 ⇒ (5) + 10 = 15
Jaithe, Avoid Notice: 1d20 + 7 ⇒ (7) + 7 = 14
Kellsti, Search: 1d20 + 10 ⇒ (16) + 10 = 26
GM: 1d20 + 9 ⇒ (12) + 9 = 211d20 + 9 ⇒ (5) + 9 = 14

Round 1-Bold May Act
Takemiryu
Kellsti

Red
Zerryd
Jaith
Green


”Kellsti” | Female CG Medium Kobold Cleric 4 | HP 38/38 | AC 19 | F +8 R +9 W +12 (+1 vs Control effects; Resist Energy 2) | Perc +10 (T) | Default Exploration ( ????) | Speed 25 ft | Active Conditions: None

Kellsti wonders what those lions might be...
Crafting +6

She then moves around the edge of the pit, summoning her magical shield again to protect her.


”Takemiryu” | Male NG Medium Kitsune Ranger 4 | HP 56/56 | AC 21 | F +10 R +9 W +8 | Perc +8 (E) | Exp. Mode: Scout | ✋+1 Returning Trident, +1 Sai | Speed 25' | Hero 1 | Prey: - | Active Conditions:

"Uh oh! Lion statues ahead and they don't look friendly." He focuses his attention on the nearest of the animated statues, then throws his trident at it and retreats to a more defensible position.

Action 1 (◆): Hunt Prey vs Red Lion

Action 2 (◆): Strike (+1 Returning Trident) vs Red Lion.
Trident Ranged Attack: 1d20 + 11 ⇒ (20) + 11 = 31
Trident Ranged Damage: 1d8 + 4 ⇒ (5) + 4 = 9 piercing damage

Action 3 (◆): Stride (25 feet)


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

GM:

Kellsti: 1d20 + 6 ⇒ (13) + 6 = 19

Kellsti recalls that these are animated statues. They are inanimate objects brought to life by magic. They usually have construct armor, which when broken, makes them much easier to destroy.

Takemiryu tosses his trident and finds its weak spot. The hard out shell cracks, rendering it's construct armor useless.

Red takes off towards Takemiryu and swipes a paw at him.

Claw: 1d20 + 11 ⇒ (6) + 11 = 171d8 + 6 ⇒ (8) + 6 = 14 Miss

Round 1-Bold May Act
Takemiryu
Kellsti
Red
Zerryd
Jaith

Green

GM:

Red: 17/35; construct armor
Green: 35/35

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