| Dungeon Master S - 2e |
Despite the state he's in, Don't forget you're drained 2, Sickened 1 Crowley's first slash take shte head of the scarlet walker! Unfortunately, his follow up misses the other.
Round 3:
Scarlet Walkers: ATK!
Nakapan (2d12 Bleed, 98/175): Hit
Tully (Drained 1): Magic!
Esme (Drained 1): Go and 2 FORT saves
-Archon (36/70, 2d12 Bleed: Go and 2 FORT saves
Crowley (Drained 2, Sickened 1): Kill
Black Dhougal (Drained 1): Strike!
Sadlark: Guidance
Location: The Cathedral Catacombs Tracker
Party Conditions: Nakapan: Cold Fe/Ag (Bleed 2d12), Crowley: Quickened, Resist Slash 3
Terrain: Stairs difficult terrain. Closed doors are opened with an Interact Action, UNLIT
Tactical Map
Black: 109
TRACKER
| Esmereza Rano |
Fort save (Esme): 1d20 + 19 - 1 ⇒ (18) + 19 - 1 = 36
Fort save (Esme): 1d20 + 19 - 1 ⇒ (9) + 19 - 1 = 27
Fort save (Archon): 1d20 + 14 ⇒ (8) + 14 = 22
Fort save (Archon): 1d20 + 14 ⇒ (9) + 14 = 23
Esme grits her teeth, though the archon suffers greatly from the scarlet walker's blood draining ability.
"One left! We've got this!" she calls out encouragement as she moves to flank the walker. "Iomedae, guide my blade!"
Longsword vs Black (Flat-footed): 1d20 + 22 ⇒ (15) + 22 = 37
Damage (S + d6 Fire): 2d8 + 5 + 1d6 ⇒ (5, 8) + 5 + (1) = 19
Through her divine bond with the archon, the celestial continues its assault.
Greatsword vs Black (Flat-footed): 1d20 + 14 ⇒ (1) + 14 = 15
Damage (S +d6 Good): 1d12 + 6 + 1d6 ⇒ (12) + 6 + (6) = 24
Jaw vs Black (Flat-footed): 1d20 + 14 ⇒ (7) + 14 = 21
Damage (P +d6 Good): 1d6 + 6 + 1d6 ⇒ (5) + 6 + (5) = 16
It then bleeds...2d12 ⇒ (10, 7) = 17
Flat check vs DC 15: 1d20 ⇒ 7
| Dungeon Master S - 2e |
Esme and her summoned archon lose blood. The hallways is positively red now. She scores a hit as the hound archon nearly bleeds to death.
The scarlet walker keeps with its more agile tentacles. It tries to finish off the archon before moving on:
Tentacle v. Archon: 1d20 + 24 ⇒ (18) + 24 = 42 for DMG: 3d8 + 12 ⇒ (2, 6, 6) + 12 = 26
and does!
Tentacle v. Black Dhougal: 1d20 + 20 ⇒ (2) + 20 = 22 MISS
Tentacle v. Black Dhougal: 1d20 + 16 ⇒ (15) + 16 = 31 for DMG: 3d8 + 12 ⇒ (6, 3, 6) + 12 = 27 and FORT
Round 4:
Scarlet Walkers: ATK!
Nakapan (2d12 Bleed, 98/175): FORT + Go
Tully (Drained 1): FORT +Go
Esme (Drained 1): FORT +Go
Crowley (Drained 2, Sickened 1): FORT + Go
Black Dhougal (Drained 1): 2 FORTs + Go
Sadlark: FORT + Go
Location: The Cathedral Catacombs Tracker
Party Conditions: Nakapan: Cold Fe/Ag, Crowley: Resist Slash 3
Terrain: Stairs difficult terrain. Closed doors are opened with an Interact Action, UNLIT
Tactical Map
Black: 128
TRACKER
| Sadlark |
Fort (E): 1d20 + 18 ⇒ (19) + 18 = 37
Sadlark's dirge of doom fades… He uses an action to start it all over again. The haunting sound keeps the Scarlet Walker afraid.
He then before casts a Guidance on Tully and moves back. Seems like an aura. Not sure what the radius is. If Sadlark has any idea he would stay as close as possible for Dirge (30' but out of the aura. Right now he is 23' away
Dirge of Doooooom, Guidance, Move
| Crowley Blackguard |
Crowley steps in underneath the eight-legged freak and stabs up into it's bulbous jelly-filled belly.
Power Attack +2 Striking Grievous Wounding Greatsword: 1d20 + 25 ⇒ (15) + 25 = 40
Damage (Rage): 4d12 + 8 + 6 ⇒ (12, 9, 9, 4) + 8 + 6 = 48 +1d6 Persistent Bleed (1d12 on a crit)
On a crit target is FF until End of my next turn.
◆ Step
◆◆ Power Attack
HP 191/191 | Drained 2 (158/167) | Sickened 1
AC 31 (30 w/ Rage)| Resist Fire 5; Slashing 3
(Rage - +15 Temp HP, +6 Damage, and -1 AC, Darkvision, +10 Speed)
Battle Medicine: Crowley
Hero Point 2/3
| Dungeon Master S - 2e |
Sadlark parses the situation, and opts for maintaining his dirge while helping Tully.
Crowley, despite his conditions, manages to connect with a solid blow.
Round 4:
Scarlet Walkers: ATK!
Nakapan (2d12 Bleed, 98/175): FORT + Go
Tully (Drained 1): FORT +Go
Esme (Drained 1): FORT +Go
Crowley (Drained 2, Sickened 1): Hit
Black Dhougal (Drained 1): 2 FORTs + Go
Sadlark: Control
Location: The Cathedral Catacombs Tracker
Party Conditions: Nakapan: Cold Fe/Ag, Crowley: Resist Slash 3
Terrain: Stairs difficult terrain. Closed doors are opened with an Interact Action, UNLIT
Tactical Map
Black: 176 (1d6 Bleed)
TRACKER
| Antull'hier Voronwe |
fort + guidance: 1d20 + 18 + 1 ⇒ (10) + 18 + 1 = 29
Tully concentrates, reaching out a clawed hand toward the scarlet walker. As his spell comes to fruition, he calls out No. YOU don't drain ME, fiend!!
3-actions to cast Vampiric Touch with Reach
Vamp Touch attack: 1d20 + 21 ⇒ (3) + 21 = 24
damage: 6d6 ⇒ (2, 1, 2, 6, 3, 4) = 18
| Dungeon Master S - 2e |
Sadlark's guidance pays off big time. Touch attacks don't work that way in 2e. You autotouch.
FORT: 1d20 + 21 ⇒ (8) + 21 = 29 And his spell sucks the life out of the scarlet walker in a reversal of fortune.
Round 4:
Scarlet Walkers: ATK!
Nakapan (2d12 Bleed, 98/175): FORT + Go
Tully (Drained 1, +9 HP): Vampiric Touch
Esme (Drained 1): FORT +Go
Crowley (Drained 2, Sickened 1): Hit
Black Dhougal (Drained 1): 2 FORTs + Go
Sadlark: Control
Location: The Cathedral Catacombs Tracker
Party Conditions: Nakapan: Cold Fe/Ag, Crowley: Resist Slash 3
Terrain: Stairs difficult terrain. Closed doors are opened with an Interact Action, UNLIT
Tactical Map
Black: 194 (1d6 Bleed)
TRACKER
| Black Dhougal |
Black Dhougal can't help but smile at Tully's touch of irony.
Rationalizing that electricity seems to be working, Black Dhougal stepas back a bit and sends an arc of lightning at the remaining scarlet walker. Cast electric arc, DC 31 Refl.
electricity: 6d4 + 5 ⇒ (3, 1, 1, 2, 3, 3) + 5 = 18
Step, verbal & somatic components to Cast a Spell.
| Dungeon Master S - 2e |
REF: 1d20 + 25 ⇒ (9) + 25 = 34 Black Dhougal zaps the walker a bit, but the wounds are really starting to tally up!
Still need a FORT, because you can crit fail. FORT: 1d20 + 19 ⇒ (7) + 19 = 26 But you're good.
Round 4:
Scarlet Walkers: ATK!
Nakapan (2d12 Bleed, 98/175): FORT + Go
Tully (Drained 1, +9 HP): Vampiric Touch
Esme (Drained 1): FORT +Go
Crowley (Drained 2, Sickened 1): Hit
Black Dhougal (Drained 1): ARC
Sadlark: Control
Location: The Cathedral Catacombs Tracker
Party Conditions: Nakapan: Cold Fe/Ag, Crowley: Resist Slash 3
Terrain: Stairs difficult terrain. Closed doors are opened with an Interact Action, UNLIT
Tactical Map
Black: 203 (1d6 Bleed)
TRACKER
| Nakapan Changol |
Fort SAve 1d20 + 21 + 1 ⇒ (19) + 21 + 1 = 41 MARRRAAAAUUUUUD!
Round 4
Nakapan moves into flanking position w/ Esme. The monk's body is feeling strange as the Haste enchantment speeds's him up, yet the Scarlet Walker's evil slow him down. Nakapan throws a series of vicious elbows and knees to try and end the encounter.
Move *
Flurry *
Attack *
Flurry 1 1d20 + 23 + 1 ⇒ (7) + 23 + 1 = 31
Wolf strike 2d8 + 7 + 1 + 1d6 + 1d6 ⇒ (8, 8) + 7 + 1 + (6) + (1) = 31
Flurry 2 1d20 + 19 + 1 ⇒ (15) + 19 + 1 = 35
Wolf Strike 2d8 + 7 + 1 + 1d6 + 1d6 ⇒ (8, 3) + 7 + 1 + (6) + (3) = 28
Attack 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23
Dragon Knee 2d10 + 7 + 1 + 1d6 + 1d6 ⇒ (4, 9) + 7 + 1 + (3) + (3) = 27
| Dungeon Master S - 2e |
| 1 person marked this as a favorite. |
Nakapan's assault breaks on the walker like a wave upon a rock! The creature's body crashes to the ground.
For the victory, each investigator earns 80 XP.
| Sadlark |
Sadlark looks around. "I did not expect to see Scarlet Walkers down here. What were these so-called clerics doing?"
The investigator proceeds to investigate, refocusing and searching for clues while the others heal up.
| Dungeon Master S - 2e |
Sadlark finds little here, but suspects both sets of double doors guard answers.
| Sadlark |
He inspects the doors for traps, then steps aside to let the frontliners open it up.
| Esmereza Rano |
| 1 person marked this as a favorite. |
Esme halts the group, tending to their wounds before allowing anyone to venture further. "You must have your strength back before seeking more danger."
Treat Wounds on the party. Esme has Ward Medic and Continual Recovery, She'd also Refocus during that time.
| Dungeon Master S - 2e |
The party takes the time to heal wounds, refocus concentration, and prepare a course of exploration. Where to?
| Sadlark |
Let's head through the double doors.
| Dungeon Master S - 2e |
The face of this sturdy stone double door is inlaid with a series of spiraling runes worked in silver. All around the edges of the door’s frame, deep scratches indicate something tried to claw around the door, The claw marks fade as they near the door, as if the stone itself has healed the damage. As Crowley and the others approach the door, the runes glow blue...
Pharasma approves of our undertakings!
The doors open with no effort at all. The north and south walls of this wide crypt feature two rows of alcoves stacked one atop the other, sixteen alcoves in all. A dozen alcoves contain stone sarcophagi. At the far end of the room stands a small stone altar bearing an hourglass, a water font, and a gently curved dagger; a statue of Pharasma seated upon her throne looms just beyond. The air in the room is stale.
Inside are a trio of humans in extremely bad shape. Two acolytes of Pharasma sit on the floor. as the door opens they shield themselves from the death they expect to follow. The third is a scarred Grey Maiden who fights to get to her feet. "You won't take me alive you vampire scum!" She then tumbles back into the wall, though her sword stays in hand.
| Sadlark |
Sadlark steps forward and calls into the room. "We've destroyed them. Look here: follower of the Lady of Mysteries walks with us." He nods at Tully.
He chooses his next words carefully. "Xarva Almaxus, who keeps company with the furies, sent us."
Sadlark's Diplomacy (M), glad hand: 1d20 + 24 - 5 + 1 ⇒ (6) + 24 - 5 + 1 = 26 Assuming this is the subject of my lead in which I get a +1 circ to skill checks involving her. No hero point :( Hopefully the words help a bit here to at least get her out.
| Dungeon Master S - 2e |
"Rusted blades! you're not vampires!" Sadlark is waiting for more, but Yniesse slides down the wall to plop unceremoniously on the floor.
None of them are in any condition to talk.
| Sadlark |
Sadlark makes a gesture. Yniesse may need assistance getting to her people. We should also learn what we can, after Esme gets them back on their feet.
| Dungeon Master S - 2e |
"No.... must help. Lorthact. Can't..." She passes out before she can complete the thought.
| Sadlark |
Sadlark tries to remember if he's heard of a Lorthact before.
There's more to explore down here. Perhaps someone else here needs help?
| Black Dhougal |
Black Dhougal inspects the trio for wounds. Medicine: 1d20 + 16 ⇒ (7) + 16 = 23
| Antull'hier Voronwe |
Religion: 1d20 + 22 ⇒ (3) + 22 = 25
As the runes around the door glow, Tully smiles with pride. The Lady approves. We're on the right track.
Upon opening the door & seeing the poor souls inside, the wizard helps Nakapan search the area for anything useful--whether object, passageway, or clue.
perception: 1d20 + 19 ⇒ (13) + 19 = 32
| Nakapan Changol |
Nakapan gives the poor people a friendly smile. But he leaves their care to others more capable.
The monk spends his time searching the alcoves.
Slight Retcon
Before going off to search...
Nakapan sheathes his blade and pulls off his magical knapsack. He reaches into a side pocket and pulls out a plate of berry tarts. They look and smell as if they are fresh from a halfling bakery. He hands the plate of tarts to Dhoughal. See if you can get them to eat. These will replenish their strength.
4 Magic Tarts 2d8 + 4 ⇒ (3, 6) + 4 = 13 hps from each one eaten.
| Esmereza Rano |
Esme immediately sets to treating the wounds of Yniesse and the acolytes.
Treat Wounds with Ward Medic and Continual Recovery. She'll take the time to get folks conscious and relatively hale.
| Dungeon Master S - 2e |
None of them are wounded, but they are all dehydrated and on the verge of starvation.
Sadlark struggles to place the name Lorthact. He's heard it before.... maybe tied to Ileosa, maybe to the Academae? He's really not sure.
Lorthact: 1d20 ⇒ 5
| Nakapan Changol |
The monk again pulls off his magical knapsack. He begins pulling out all sorts of cookware. He gets tea brewing and then starts working with eggs, potatoes, mushrooms, and a small wedge of cheese. I learned how to make this dish when I spent several months on a river boat with a crew of halflings… Nakapan enjoys cooking for the poor subjects. He makes sure they sip the tea and eat in small bites.
Lore: Halfling Cooking 1d20 + 14 ⇒ (19) + 14 = 33
| Sadlark |
After enjoying some tea as well Sadlark suggests they move on — there is that other set of double-doors, after all.
I suspect the Pharasmin door here will keep them safe, for a little while longer.
| Black Dhougal |
Black Dhougal is, as usual, quite pleased to partake of Nakapan's culinary skills and some tea. In short order, however, he concurs with Sadlark's assessment. Moving on. We have a nest of vampires to remove.
| Antull'hier Voronwe |
"Seems that way." Crowley grimaces. "Anyone know much about Vampires. Like if we get bit how long do we have?" He sets himself up at the double doors.
As a matter of fact...
vampire lore: 1d20 + 20 ⇒ (17) + 20 = 37
| Dungeon Master S - 2e |
Leaving the survivors fed, but without escort and trusting to the Pharasman doors, the party moves to the other set of doors.
Tully thinks about all the books he's ever read on vampires and the thing he most remembers is that these undead resist any weapon not forged of magic and silver.
| Dungeon Master S - 2e |
This room may have once given the impression of stepping into a starlit night sky, but no longer. The walls and ceiling are frescoed with a rendering of the cosmos, while to the east, stairs spanning the width of the hall descend to an elaborate statue of a woman seated upon a throne, an hourglass in hand. All the decor is marred by gouges that appear to have been inflicted by claws. Something defaced the room to an exacting detail that preserves just enough of what was once depicted here so it can be recognized under the blasphemous vandalism.
It would take a day to fix this place up, but it's obvious that such an endeavor would be a major favor to Pharasma and the church.
| Crowley Blackguard |
Crowley searches all the dark corners of this room before letting his guard down slightly. "No vampires in here it seems. I bet those demons wrecked this place." He re-secures his weapon behind his shoulders. "There was a tunnel dug out back in the crypts. While I don't wish to go digging through tunnels of the dead, I am betting that's where they're hiding."
| Black Dhougal |
Black Dhougal nods grimly. That tracks, he says, falling toward the rear of the party as they follow the gunslinger.
Moved everyone on the map. Please feel free to reorder to taste.
| Dungeon Master S - 2e |
Leaving the shrine defiled for the moment, the party heads to the clawed out section. Previously there were voices coming from the tunnel, now only atonal "music" played on some kind of crude flute fills the passage.
| Sadlark |
Any knowledge check Sadlark can do here? Performance, Fiend lore, etc? Otherwise, let's keep on. I don't have earplugs on this character.
| Dungeon Master S - 2e |
It doesn't seem magical, and there's no theme to trigger a memory... Nope!
| Sadlark |
"Onward."
| Antull'hier Voronwe |
I will return to rectify this abomination, but there are more emergent needs right now...
Tully looks seriously at the defiled temple, as if he's trying to etch the grizzly sight into his memory. He then straightens his spine, and takes a place in front of Dougal.
| Dungeon Master S - 2e |
The party enters the room to lay eyes on the macabre concert.
A narrow flight of stairs opens into the northwest portion of a damp cavern. The stone walls of this cavern bear countless scratches and gouges that speak to its creation by digging claws rather than natural formation. The floor underfoot is rough and uneven, with small piles of rubble or dirt heaped here and there. Tangles of tree roots dangle from cracks in the ceiling. Claustrophobic despite its size, the cavern is littered with gnawed bones. Heaps of dry leaves, tattered rags, and worn hides form a half-dozen crude pallets near the walls. A pair of claw-dug tunnels lead to the northeast and southeast; to the southwest, the cave breaks into an ancient-looking room.
A trio of the vampiric undead watch and listen to a ghoul play "music" on a flute made from a human femur. The ghoul reacts quickly, though not violently.
"Who dares disturb my performancccccceeeeee? SSSspeak! I enjoy talking with my food."