Nakapan Changol |
Fort Save 1d20 + 20 + 1 ⇒ (20) + 20 + 1 = 41
Fort Save 1d20 + 20 + 1 ⇒ (18) + 20 + 1 = 39
Round 2
The monk is beset by two of the nasty uber ghouls. Hoping to hold back the tide so the halfling can escape, the monk stands his ground.
Withstanding the initial attack Nakapan now counterattacks. He moves low and hits hard with a special wolf drag technique. Hopefully taking his enemy to the ground he follows up with powerful dragon kicks.
Wolf Drag 1d20 + 22 + 1 ⇒ (5) + 22 + 1 = 28
damage 2d8 + 7 + 1d6 + 1d6 ⇒ (6, 5) + 7 + (4) + (4) = 26 main damage is P, first d6 is cold, 2nd d6 is electricity. If he hits the enemy is taken down
Flurry of Blows
1st 1d20 + 17 + 1 ⇒ (10) + 17 + 1 = 28
dragon kick/knee 2d10 + 7 + 1d6 + 1d6 ⇒ (6, 8) + 7 + (2) + (3) = 26
2nd 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26
dragon kick/knee 2d10 + 7 + 1d6 + 1d6 ⇒ (4, 7) + 7 + (1) + (4) = 23 if either Flurry strike hits then target gets StunningFist. Fort Save vs 30, Stun1 on a fail, Stun 3 on a crit
Dungeon Master S - 2e |
Nakapan does his training proud. The countless hours of severe training give him the skills to resist all the horror a ghoul's bite brings. Unfortunately he struggles to connect, though he comes close every time.
His foe counters, this time with a trio of quick claw swipes:
Claw 1: 1d20 + 22 ⇒ (12) + 22 = 34 for DMG: 2d6 + 7 ⇒ (4, 1) + 7 = 12 TWO FORT saves
Claw 2: 1d20 + 18 ⇒ (17) + 18 = 35 for DMG: 2d6 + 7 ⇒ (6, 2) + 7 = 15 TWO FORT saves
Claw 3: 1d20 + 14 ⇒ (11) + 14 = 25 MISS
The other ghoul rushes in to flank Nakapan! This one stays with teeth:
Bite 1: 1d20 + 22 ⇒ (4) + 22 = 26 MISS
Bite 2: 1d20 + 17 ⇒ (2) + 17 = 19 MISS
The magically affected ghoul gives up on the target at hand to focus on the necromancer:
Bite 1: 1d20 + 22 ⇒ (17) + 22 = 39 for DOUBLE DMG: 2d6 + 7 ⇒ (3, 4) + 7 = 14 TWO FORT saves
Bite 2: 1d20 + 17 ⇒ (7) + 17 = 24 for DMG: 2d6 + 7 ⇒ (6, 6) + 7 = 19 TWO FORT saves
Esme faces her own ghoul:
Claw 1: 1d20 + 22 ⇒ (10) + 22 = 32 for DOUBLE DMG: 2d6 + 7 ⇒ (4, 4) + 7 = 15 TWO FORT saves
Claw 2: 1d20 + 18 ⇒ (9) + 18 = 27 MISS
Claw 3: 1d20 + 14 ⇒ (5) + 14 = 19 MISS
Round 3:
Undead: ATK!
Sadlark (118/118): Go
Esme (99/129): Go
Nakapan (95/160): Go (2d10 Mental)
Tully (58/105): Go
Black Dhougal (107/107): Go
Crowley (179/191): Go
Purple: 26 (Whispers used.)
Red: 10
Black: 102 (Frightened 1, Flat-footed until Tully 2)
Blue: 44
Dungeon Master S - 2e |
While Nakapan resists the disease, he feels his muscles locking up! Mechanically you make a save each round to shake off the paralysis. The DC drops by 1 each round until you succeed. The numbers are in your favor, as you barely failed.
Crowley Blackguard |
Seeing Nakapan in a bit of trouble Crowley runs along the cobbled and uneven ground as he leaps in the air and brings his blade down with both hands right at the undead's dead head.
Power Attack +1 Striking Grievous Wounding Greatsword: 1d20 + 24 + 1 ⇒ (20) + 24 + 1 = 45
Damage (Rage, Furious Focus; Inspire Courage): 4d12 + 8 + 6 + 1 ⇒ (2, 7, 12, 11) + 8 + 6 + 1 = 47 +1d6 Persistent Bleed (1d12 on a crit)
On a crit target is FF until End of my next turn.
◆ Stride
◆◆ Power Attack
HP 179/191 (+15 Temp HP)
AC 31 (30 w/ Rage)| Resist Fire 5; Slashing 3
Battle Medicine:
Sadlark |
Devise Stratagem vs Black: 1d20 ⇒ 7
Sadlark knows this will miss Would hit AC 28 He instead strides forward and shoots at Blue.
+1 Striking Shortbow, IC: 1d20 + 20 + 1 ⇒ (11) + 20 + 1 = 32
P: 2d6 + 2 + 1 ⇒ (1, 4) + 2 + 1 = 8
Black Dhougal |
With a colorful string of obscenities tumbling from his lips, Black Dhougal launches a jolt arcing between Black and Blue.
electricity: 6d4 ⇒ (1, 2, 4, 4, 3, 2) = 16 DC 30 Refl for each
He then scrambles up alongside Crowley.
Verbal & somatic components to Cast a Spell, Stride.
Esmereza Rano |
When the ghoul strikes Esmereza her body glows with an enduring holy light, protecting her from the worst of the blow.
Using my Reaction for Enduring Might, granting Esmereza resistance 12 to the attack. She only takes 18 damage instead of 30.
Fort save 1: 1d20 + 18 ⇒ (5) + 18 = 23
Fort save 1: 1d20 + 18 ⇒ (15) + 18 = 33
Dungeon Master S - 2e |
Crowley hits with a MASSIVE swing of the blade. The wound opens and pours freely How are undead not immune to bleed?
Though Sadlark knows it's better to focus fire, he calculates the odds of a hit as to be unwise. He opts for a different shot and nails one of the others.
Blue REF: 1d20 + 22 ⇒ (5) + 22 = 27
Black REF: 1d20 + 22 ⇒ (1) + 22 = 23
Black Dhougal zaps two of the ghouls!
Round 3:
Undead: ATK!
Sadlark (118/118): Hit
Esme (111/129): Go
Nakapan (95/160): Go (2d10 Mental)
Tully (58/105): Go
Black Dhougal (107/107): Zip Zap
Crowley (179/191): Crit!
Purple: 26 (Whispers used.)
Red: 104 (1d12 Persistent Bleed, FF until Crowley round 4)
Black: 134 (Frightened 1, Flat-footed until Tully 2)
Blue: 60
Esme: 1 Fail v. Ghoul Fever
Nakapan Changol |
Round 3
Fort Save 1d20 + 20 + 1 ⇒ (7) + 20 + 1 = 28
With all four undead monsters still in action this was no time to be freezing up. The monk leaned deep into his training to overcome the paralytic bite. Nakapan again dropped low and attempted his Wolf Drag technique on the red ghoul hoping to take him to the ground.
Wolf Drag 1d20 + 22 + 1 ⇒ (16) + 22 + 1 = 39 if hits, ghoul falls to ground
damage 2d8 + 7 + 1d6 + 1d6 ⇒ (5, 8) + 7 + (2) + (5) = 27 first d6 is cold damage, second is electricity[/dice]
Flurry of Blows 1d20 + 17 + 1 + 2 ⇒ (3) + 17 + 1 + 2 = 23
dragon kick/knee 2d10 + 7 + 1d6 + 1d6 ⇒ (7, 9) + 7 + (5) + (2) = 30
2nd FoBs 1d20 + 12 + 1 + 2 ⇒ (1) + 12 + 1 + 2 = 16
dragon kick/knee 2d10 + 7 + 1d6 + 1d6 ⇒ (4, 8) + 7 + (2) + (4) = 25 [ooc]if either Flurry of Blows strike hits, then Stunning Fist takes effect. Fort vs DC30. Fail is Stunned1, Crit fail is stunned3
Esmereza Rano |
Esme rushes over to help her friend Tully, swinging her longsword to draw the ghoul's ire.
Strike vs Black (Flat-footed): 1d20 + 21 + 1 ⇒ (11) + 21 + 1 = 33
Damage (S + d6 Fire): 2d8 + 5 + 1d6 + 1 ⇒ (8, 3) + 5 + (6) + 1 = 23
And because one swing is rarely enough, follows it up with another cut.
Strike vs Black (Flat-footed): 1d20 + 16 + 1 ⇒ (10) + 16 + 1 = 27
Damage (S + d6 Fire): 2d8 + 5 + 1d6 + 1 ⇒ (4, 8) + 5 + (5) + 1 = 23
And in case the foe attacks Tully, she prepares to deliver retribution...
Strike vs Melee Opponent: 1d20 + 21 + 1 ⇒ (14) + 21 + 1 = 36
Damage (S + d6 Fire): 2d8 + 5 + 1d6 + 1 ⇒ (1, 6) + 5 + (1) + 1 = 14
Dungeon Master S - 2e |
It takes Esme two hits, but she brings down the first ghoul! Nakapan breaks a leg with his opening drag! The ghoul falls to the ground, but is still fighting for flesh!
Nakapan takes Mental: 2d10 ⇒ (2, 6) = 8, Flat: 1d20 ⇒ 8 and the whispers continue to affect him.
Round 3:
Undead: ATK!
Sadlark (118/118): Hit
Esme (111/129): Kill
Nakapan (87/160): Hit (2d10 Mental)
Tully (58/105): Go
Black Dhougal (107/107): Zip Zap
Crowley (179/191): Crit!
Purple: 26 (Whispers used.)
Red: 158 (1d12 Persistent Bleed, prone, FF until Crowley round 4)
Blue: 60
Esme: 1 Fail v. Ghoul Fever
Antull'hier Voronwe |
fort 1: 1d20 + 17 ⇒ (6) + 17 = 23
fort 2: 1d20 + 17 ⇒ (6) + 17 = 23
fort 3: 1d20 + 17 ⇒ (16) + 17 = 33
fort 4: 1d20 + 17 ⇒ (20) + 17 = 37
since I don't know the effects, I'll hold off on actually posting unitl I find out.
if I don't post within an hour after the ruling on these saves, can someone bot? Move back & maybe do a damage spell?
Dungeon Master S - 2e |
So I'm going with paralyzed and failed on the first two, which means the 3rd and 4th refer to other things. I messed up previously, as Nakapan should have rolled at the END of his turn. Either way....
With one of their number unexpectedly slain, the remaining 3 flee. Unfortunately for them, one of them bleeds out before he can get free.
The other two round a corner, but by the time the party gives chase, they're long gone.
Saliah seems incredulous, "I'm not dead!"
For your victory, each of you earns 120 XP and a hero point to Crowley for that wicked crit. For driving them off before killing Saliah, you each earn an additional 20 XP.
Nakapan Changol |
Those were a powerful foe. Im sorry we were not able to bring all four back to death. Re-death? The monk looks a little confused over the proper wording. Nakapan also seemed to take the brunt of damage too.
While the others tend to the downed halfling, the monk sits comfortably and begins to meditate. His wounds begin to heal a bit. Wholeness of Body.
Sadlark |
"Look... I don't know you guys well yet. I'm not entirely certain you can be trusted yet.... Howe about this, just... if you learn anything, I'm staying at Bard's End okay?"
Quite a way from bard's end. Do you suppose we just so happened across each other here because we're looking for the same thing?
Dungeon Master S - 2e |
"Well maybe?"
The curiousity brought on by Sadlark's question helps rinse her of the terror. "All roads do seem to lead here. It's just.... doesn't this place seem quiet to you?"
Sadlark |
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It does indeed. Stranger and stranger.
Sadlark refocuses by meditating on the quiet with "Angannan of Nybor." He mutters to himself quietly and then suddenly stares at Saliah.
So exactly what ARE you looking for in this place, Saliah?
Sadlark's Diplomacy (M), Pointed Question: 1d20 + 23 ⇒ (20) + 23 = 43
Pointed Question; SM base is +19.
Dungeon Master S - 2e |
"I think the Spirit of Ileosa started HERE, and not in the Castle. I think there's something rotten in the Land of the Linnorms. I think the missing Grey Maiden knew it, and that's why she came here."
1d20 ⇒ 7
1d20 ⇒ 7
Sadlark thinks she's honest about that answer.
Dungeon Master S - 2e |
"Actually.... no one knows where the queen is buried. King Odric didn't want her grave to turn into a tourist attraction. I'm not sure why here either... between the interest of the Grey Maidens, a fortuitously timed 'death' of a bishop, and no traffic here. I think the answers are here."
Sadlark |
Saliah. I have a couple bird feather tokens for you. Next time you're in trouble, send me a message.
Will you help us search? The more eyes the better. We can collaborate on our findings.
Sadlark's Diplomacy (M) to make request: 1d20 + 23 ⇒ (19) + 23 = 42
Nakapan Changol |
I'm all for a thorough investigation here...but is anyone able to patch up these wounds? that ghoul got me good...
Botting for Esme
The warrior cleric drops a heightened Heal spell to all with in a 30’ radius.
Heal 6d8 + 48 ⇒ (8, 2, 6, 4, 8, 1) + 48 = 77 HPs.
Now we are ready to search and maybe hit a dungeon or two.
Dungeon Master S - 2e |
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Save the spell. There's enough medic training going around that we can assume within the hour everyone is back to full.
Sadlark's way with words is potent, but he can tell he's pushing the young woman as far as she can go and beyond. Still, "Well... I don't want to go inside... I... eeeee this stuff is less scary when I'm just writing about it." She looks at the Feather token. "Here's what I'll do. I can't fight. I can't. BUT, I can keep an eye out for you."
Willing to count her as a non-combatant party scout. This will give everyone the +1 to initiative, and freeing whomever else up for a different Tactic. Additionally, you can ask her to stay someplace (no roll needed) and she will use the token as an alert to you. Sound fair?
Sadlark |
Fair. I'd appreciate it if you keep an eye out in case anyone suspicious comes into this area.be careful, don't hesitate to call for help.
Taking the "can ask her to stay someplace (no roll needed) and she will use the token as an alert to you" option.
Dungeon Master S - 2e |
You guys are in a graveyard next to the grand Cathedral of Pharasma.
Nakapan Changol |
First, can we ask Saliah what she meant when she said that she didnt want to go inside? Inside what? The Cathedral? Or is there some other door/entrance?
Second question: Where did the ghouls come from?
Dungeon Master S - 2e |
She pointed to the cathedral when she didn't want to go inside.
"The ghouls came from outa nowhere. I don't know exactly where. I was staring at the graves, looking to see if there was a grey maiden here. I only looked up when I heard their approach."
Black Dhougal |
Black Dhougal nods and falls into step behind Crowley. No point in dithering when we know what's what.
Dungeon Master S - 2e |
Since its creation, the expansive cemetery of the Gray has been safeguarded by an ornate, gothic cathedral to Pharasma. For decades, Bishop Keppira d’Bear led the church with compassion and gentle but firm action, and her death is a loss for nearly everyone in the city, regardless of faith. The cathedral closed its doors after the bishop died, ostensibly as part of the funeral preparations for the esteemed servitor of the goddess. The priests claim to preserve the remains in the catacombs until the cathedral resumes normal funeral services in “a few more days.”
The grand cathedral is a sturdy building made of hewn stone blocks. The cathedral’s few stained-glass windows are covered on the inside with heavy white cloth. You remember hearing something about how all the windows as part of the mourning process whenever a member of the clergy perishes.
Which door? New map to help decide!
Nakapan Changol |
"Take a peek in that small side shed, I'll crack open the front door." Crowley points off to the small building to the west.
The monk nods and swiftly moves over to check the small building. He pauses at the door to listen and give it a quick study before opening it
Perception 1d20 + 19 ⇒ (18) + 19 = 37
If he hears nothing and doesn't find any traps, he will open the door.
He draws his blade in his offhand and gives a look at his comrades to be sure they are ready before he opens.
Dungeon Master S - 2e |
Nakapan checks out the door to the small cottage/shed. Within he hears two voices. They're older by the sound of their voices. The conversation is too muffled to make out.
Nakapan Changol |
Nakapan checks out the door to the small cottage/shed. Within he hears two voices. They're older by the sound of their voices. The conversation is too muffled to make out.
Nakapan reports this to his comrades. He is ready to open the door if they are
Sadlark |
Sadlark nods. Ready
Dungeon Master S - 2e |
This sparse room is a combination of home, workshop, and storage space. A wooden loft provides a sleeping area above a simple kitchen and living space along the northern half of the building. The southern end holds shelves of supplies, gardening and masonry tools, and other materials for maintaining the cathedral and its grounds.
The opening door startles the cottage's occupants; a middle-aged human male, and a dwarven woman. "Pharasma's fright! Who are you and why are you in our home?"
Sadlark |
Sadlark tries to quickly smooth things over as a glad-hand.
Apologies. As my associate mentioned, the hungry dead hunt among the tombstones. Mere minutes ago we rescued an innocent from a pack of ghouls.
Sadlark's Diplomacy (M), Glad-Hand: 1d20 + 23 - 5 ⇒ (20) + 23 - 5 = 38
Then he works on his investigation. We seek a missing person — she was last seen among the living and entering this graveyard. Sadlark describes Yniesse, the subject of his current Lead. Have you seen her? Will sense motive +19 if needed
Dungeon Master S - 2e |
The couple seems mollified by Sadlark's tone, "We knew there was weird stuff happening, which is why we're in here for the time. It also means we haven't seen anything at all outside."
The dwarf adds, "Or heard. It's been oddly quiet since the funeral."
Sadlark's thumbs don't prick at their responses.
1d20 ⇒ 2
Nakapan Changol |
What do you know about Bishop The Bear’s death? Was anything suspicious or odd?
The smiling monk politely sheaths his blade. What is this “weird stuff” you speak of? Nakapan uses finger quotes as he talks. We are throwing ourselves in harm’s way. Please tell us what you know.
Dungeon Master S - 2e |
"Nothing about his death, and that's a church matter. Weird is that people don't come here, and that the cathedral is largely closed. That NEVER happens..."
The woman adds, "We know enough to mind our own business, but if there is something going on, you can come here for food and rest. We just want things to go back to normal."