Dungeon Master S's "Shadows at Sundown" (Inactive)

Game Master Chris Marsh

Tactical Map | Strategic Maps | Korvosa | NPCs | Handouts | Campaign Tracker

Default Exploration:

Initiative assumes xxx is Scouting
[dice=Black Dhougal]d20+17[/dice] (Detect Magic)
[dice=Crowley]d20+18+2[/dice] (Search)
[dice=Esme]d20+20[/dice] (E, Search)
[dice=Nakapan]d20+19[/dice]
[dice=Sadlark]d20+20[/dice] (Investigate, Trapspotter (M))
[dice=Tully]d20+19[/dice]

Party Perception:

[dice=Black Dhougal]d20+17[/dice] (DV)
[dice=Crowley]d20+18[/dice] (M)
[dice=Esme]d20+20[/dice] (E)
[dice=Nakapan]d20[/dice]
[dice=Sadlark]d20+19[/dice] (E)
[dice=Tully]d20+19[/dice]

RES·SVB·ROSA: XV


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Male Investigator 12 | Perc +20 (M) | Speed: 30' | HP: 128/128 | AC: 30 (31) | Fort: +18 Ref: +21 Will: +21 (Resolve, Slippery Secrets, +2 vs Lead) |Spells: Foc: 1/2; 1: 1/1 2: 0/1 3: 1/1 4: 1/1| Exploration: Investigate (Trapfinder +20 (M)) | Planner: 0/1 | Hero Points: 2 | Lead: Living Rune, Aliriel | Status: Mind of Menace

Thank you.

Sadlark turns to his companions. To the Cathedral proper?


"As do we. Please find safety while we look into the Cathedral." Crowley loosens his blade and heads to the main doors to try and open them.


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

Crowley opens the main doors.... and is met with more nothing. Double doors open to the north and south of this room, each carved to form a large spiral when closed.
Map updated. Than k you for moving your pog to match! I kid you not, take a Hero Point Crowley.


Crowley motions to his companions that the coast is clear as he advances on the central doors and opens them.


Female Human Cleric 12 | Perc +21 (E) | Speed: 30' | HP: 54/128 | AC: 31 | Fort: +19 Ref: +18 Will: +24 (Resolve) | Focus: 3/3| Exploration: Search | Status: Vital Beacon, Drained 1, Stupefied 1 | Hero Points: 0

Esme trails behind Crowley as they approach the cathedral, keeping her sword and shield ready.


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

The cathedral’s grand hall soars with a vaulted ceiling supported by tall marble columns. White drapery covers the looming stained glass windows along the eastern and western walls. To the south, a fifteen-foot-wide hallway leads south under a wooden catwalk that connects to a choir loft to the southeast overlooking the worship space. Pews that normally line the hall are pushed aside, forming a wide avenue toward the east, where a polished redwood casket sits atop an iron frame, sticks of incense burning from various points around the entire macabre display.

A dozen lay clergy within are silently paying respects to Bishop Keppira, although an occasional wail of anguish peals out. Four of the cathedral’s six priests silently attend the mourners, while an equally quiet Acting Bishop Abridan Ashau watches from the upraised pulpit to the west.

An impassive-looking human guard clad in plate armor stands nearby.

A few heads turn to you, but only Abridan approaches, "I'm sorry, but now is the time for religious prayer. I would ask that you return in a few days time."


Male Human Monk/12th, HP 175/175, AC 31/33, Peception +20, Initiative +22, Fort +21, Ref +23, Will +22

The smiling monk enters the grand hall with the others. He scans the wooden catwalk and the choir loft. Does he sense any potential threats up there?
Perception 1d20 + 19 ⇒ (7) + 19 = 26

Nakapan does give the acting Bishop a polite bow. Forgive the intrusion but we were just set upon by powerful undead on these holy grounds. We chased them off but we need to find and finish them for good.


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

The acting bishop immediately ushers the party back to the foyer, "You mean you were beset by undead in KORVOSA during a time when we have retreated into the cathedral to mourn? I assure you, we will return to our normal duties soon enough. Now please leave them to their prayers."

Nakapan doesn't spy any threats (though that guard does look pretty imposing and is turned your way to make sure you don't start anything.)


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Male Investigator 12 | Perc +20 (M) | Speed: 30' | HP: 128/128 | AC: 30 (31) | Fort: +18 Ref: +21 Will: +21 (Resolve, Slippery Secrets, +2 vs Lead) |Spells: Foc: 1/2; 1: 1/1 2: 0/1 3: 1/1 4: 1/1| Exploration: Investigate (Trapfinder +20 (M)) | Planner: 0/1 | Hero Points: 2 | Lead: Living Rune, Aliriel | Status: Mind of Menace

Sadlark Glad-Hands immediately make an impression as it seems they may not have a full 1 minutes time to talk otherwise.

Sadlark's Diplomacy (M) to make impression, Glad-Hand: 1d20 + 23 - 5 ⇒ (11) + 23 - 5 = 29

Please, hear us out; we seek the wisdom of our spiritual leaders and other citizens are being attacked.

If we have 1 minute or more before we're tossed out:

Sadlark will once again use Biographical Eye to try and learn more about this man. +24 Society

He will also try to smooth-talk the bishop some more: Sadlark's Diplomacy (M) to make impression: 1d20 + 23 ⇒ (15) + 23 = 38

Perhaps we can help you, while you perform more important duties?


Male Elf Wizard (Necro) 11 HP: 105/105 AC 28; Perc 19(E); Focus 1/2; F 18 R 19 W 19

Using Sadlarks schmoozing as cover Tully looks carefully about. does anything look out of place or odd for a Phasmara religious ceremony?

religion: 1d20 + 22 ⇒ (20) + 22 = 42


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

Tully:

Everything here looks TOO by the book. It's like everyone here is simply going through the motions. There's no ...faith, just like everyone is checking the boxes.

Sadlark:

You turn your trained eye on the man. There's a lot that's incongruous. It's hard to get a read on the man. His robes look like they were pieced together, some old, some new. The man's gaze never fully lands on you, it scans the room. What you do get is that this man seems over his head, like he's not up to the task of leading Pharasma's flock. Regardless of his story, he wants you out.

DM:

1d20 ⇒ 13


Male Investigator 12 | Perc +20 (M) | Speed: 30' | HP: 128/128 | AC: 30 (31) | Fort: +18 Ref: +21 Will: +21 (Resolve, Slippery Secrets, +2 vs Lead) |Spells: Foc: 1/2; 1: 1/1 2: 0/1 3: 1/1 4: 1/1| Exploration: Investigate (Trapfinder +20 (M)) | Planner: 0/1 | Hero Points: 2 | Lead: Living Rune, Aliriel | Status: Mind of Menace

Sadlark smiles at the bishop and attempts to pass a secret message to his friends, as if quoting some old aphorism.

I think I understand. Pharasma's habits can seem arbitrary to those not of her flock. The doubtful shepard's gaze is to the stars, above the instant's need. — his outfit (habit) is strange and arbitrarily cobbled together, he's not up to the task of bishophood, and he's looking everywhere but at US.

Doublespeak; DC 32 Deception DC if anyone would be attempting to read hidden messages Success gets that he's passing a message crit gets the content.


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

The Archbishop doesn't seem to pick up what Sadlark is putting down, but nevertheless he still tries to extricate himself from the conversation, "Please, sunrise two days hence the cathedral will be open and normal. I have heard your concerns though, and will return some of the guards to the graveyard for patrol. Now, if you'll excuse me, I have prayers to conduct."

DM:

1d20 ⇒ 4


Male Elf Wizard (Necro) 11 HP: 105/105 AC 28; Perc 19(E); Focus 1/2; F 18 R 19 W 19

Tully speaks, only loud enough to hit the group in conversation, including the bishop, and carry no further.

My Lord, as you can see, I am a devotee of Pharasma myself. What is happening here...this is a paint-by-numbers, an attempt at art devoid of passion. There is no...FAITH here. This offends me, and I have little doubt the Lady of Mysteries is similarly offended. What goes on here??


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

"It's time for you to leave."

The Acting archbishop is crystal clear, and the heavily armored guard moves to join in. The situation becomes VERY tense, like dry tinder awaiting a match....


Human (half-orc) Sor12 | HP: 105/116 (wounded 1)| AC: 29 | Fort: +19, Refl: +21, Will: +19 | Perception +18 (darkvision, see invis) | Speed 30 ft | Default exploration: Detect Magic | +2 to initiative rolls (Incredible Initiative) | Focus points: 0/3 | Hero points 2 | Spells 1st 2/4 slots, 2nd 1/4 slots, 3rd 0/4 slots, 4th 0/4 slots, 5th 0/4 slots, 6th 0/4 slots |

Diplomacy, Group Impression: 1d20 + 20 ⇒ (4) + 20 = 24 ...oh, that bodes well. LOL

Black Dhougal holds up a hand. Now, now, we have no desire for this to turn violent in the presence of your mourners, friend, he says soothingly. We're just asking questions, and there's no trouble to be had from that, eh? Particularly when my Pharasman companion here sees things amiss — we trust him when he observes something, you know?


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

"Violent? you come into the cathedral of Pharasma during a mourning and speak of violence?"

The mourners largely stop and stare. The massive guard approaches.

"Leave now and I won't go to the king with your insolence and blasphemy." The threat is not idle.


Human (half-orc) Sor12 | HP: 105/116 (wounded 1)| AC: 29 | Fort: +19, Refl: +21, Will: +19 | Perception +18 (darkvision, see invis) | Speed 30 ft | Default exploration: Detect Magic | +2 to initiative rolls (Incredible Initiative) | Focus points: 0/3 | Hero points 2 | Spells 1st 2/4 slots, 2nd 1/4 slots, 3rd 0/4 slots, 4th 0/4 slots, 5th 0/4 slots, 6th 0/4 slots |

We said nothing of violence until your hired pet came over menacingly, friend, Black Dhougal says reasonably, his voice the epitome of calm. A devoted Pharasman comes to your temple to pay respects, and you turn him and his entourage away brusquely. And bring in muscle to enforce your denial. Yet this is somehow our fault?


Male Investigator 12 | Perc +20 (M) | Speed: 30' | HP: 128/128 | AC: 30 (31) | Fort: +18 Ref: +21 Will: +21 (Resolve, Slippery Secrets, +2 vs Lead) |Spells: Foc: 1/2; 1: 1/1 2: 0/1 3: 1/1 4: 1/1| Exploration: Investigate (Trapfinder +20 (M)) | Planner: 0/1 | Hero Points: 2 | Lead: Living Rune, Aliriel | Status: Mind of Menace

Sadlark ignores the threats about reporting to the King. He knows they are here at least in part on his behalf, but he won't show his hand.

However, he tries to de-escalate the situation.

You must be confused, your eminence. I know you are young and out of sorts in these troubling times. It's painfully obvious this is not your best moment… I can tell from the haphazard folds of your chasuble and your hand-me-down stole. We empathize. In turn, perhaps you might try too see things from our vantage. We are, quite frankly, bemused at the fact that a bishop of the Gray Lady blithely accepts ghouls running amok in his holy demesne, allowing them to attack innocents. Further, the disdain with which you have brushed aside Antull'hier's concerns — a fellow devotee to the Mother of Souls — is a disconcerting way to treat a scholar of your own brotherhood.

Lead with the wisdom of your office and take a moment to consider, your eminence.

Sadlark's Diplomacy (M): 1d20 + 23 ⇒ (14) + 23 = 37


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

"Okay. Okay. I apologize. We are... out of sorts, and no one wants violence. Clearly you're here on a mission. Please, join me in the meeting room to talk, leave them to their mourning."

He beckons you to join him, and he waves the guard off. The meeting room is in the northwest of the main hall. Map has it labeled.


Male Human Monk/12th, HP 175/175, AC 31/33, Peception +20, Initiative +22, Fort +21, Ref +23, Will +22

nice job everyone!

The monk bows and follows to the meeting room.
While Nakapan has empty hands, he is never unarmed. Is this bishop a false cleric and part of the problem? He doesnt fully understand the situation , he stays calm and ready for action.


Male Investigator 12 | Perc +20 (M) | Speed: 30' | HP: 128/128 | AC: 30 (31) | Fort: +18 Ref: +21 Will: +21 (Resolve, Slippery Secrets, +2 vs Lead) |Spells: Foc: 1/2; 1: 1/1 2: 0/1 3: 1/1 4: 1/1| Exploration: Investigate (Trapfinder +20 (M)) | Planner: 0/1 | Hero Points: 2 | Lead: Living Rune, Aliriel | Status: Mind of Menace

Sadlark follows. Not everything is as it seems, but this young bishop may need their help.


Crowley smiles, sneakily resecuring his blade, as he follows them all to the meeting room. "Great Job, we need to be able to check these grounds."


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

The party, understanding how tense the situation is, and that something is wrong follows the priest to the meeting room. The Archbishop closes the door, and visibly relaxes before speaking.

"You're really here because you know of the Grey Maiden plot to return Ileosa to life and power, aren't you? I'm guessing since you're here you know about what's happening to the dead now as they become tools for their plot."

Perception DC 30:

Ping me on Slack


Male Investigator 12 | Perc +20 (M) | Speed: 30' | HP: 128/128 | AC: 30 (31) | Fort: +18 Ref: +21 Will: +21 (Resolve, Slippery Secrets, +2 vs Lead) |Spells: Foc: 1/2; 1: 1/1 2: 0/1 3: 1/1 4: 1/1| Exploration: Investigate (Trapfinder +20 (M)) | Planner: 0/1 | Hero Points: 2 | Lead: Living Rune, Aliriel | Status: Mind of Menace

Perception (M): 1d20 + 19 ⇒ (17) + 19 = 36 +1 circ. vs traps


Male Investigator 12 | Perc +20 (M) | Speed: 30' | HP: 128/128 | AC: 30 (31) | Fort: +18 Ref: +21 Will: +21 (Resolve, Slippery Secrets, +2 vs Lead) |Spells: Foc: 1/2; 1: 1/1 2: 0/1 3: 1/1 4: 1/1| Exploration: Investigate (Trapfinder +20 (M)) | Planner: 0/1 | Hero Points: 2 | Lead: Living Rune, Aliriel | Status: Mind of Menace

For GM:

Perception (M): 1d20 + 19 ⇒ (16) + 19 = 35 to sense motive


Male Investigator 12 | Perc +20 (M) | Speed: 30' | HP: 128/128 | AC: 30 (31) | Fort: +18 Ref: +21 Will: +21 (Resolve, Slippery Secrets, +2 vs Lead) |Spells: Foc: 1/2; 1: 1/1 2: 0/1 3: 1/1 4: 1/1| Exploration: Investigate (Trapfinder +20 (M)) | Planner: 0/1 | Hero Points: 2 | Lead: Living Rune, Aliriel | Status: Mind of Menace

Sadlark cocks an ear. The mourners are suddenly silent. Blades whisper in the nave. He draws his bow and aims at the archbishop's throat. This pretender has brought us here to be murdered.


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

"Your souLS BE DAMNED! YOU SHOULD HAVE LISTENED!" Acting Bishop Abridan Ashau shouts as the entire situation devolves into chaos.

His shouts trigger those outside in the main hall. You can hear the heavily armored guard shout in response. There are no words, it's a purely bestial warcry.

Round 1:
Party Conditions: None
Terrain: Stairs difficult terrain. Closed doors are opened with an Interact Action
Battlemap

Tungort: Can't tell, door's closed.
Esme: Go (129/129)
Sadlark: Go (118/118)
Tully: Go

???: TBD
Abridan: TBD
Black Dhougal: TBD (107/107)
Crowley: TBD (191/191)
?: TBD
??: TBD
Nakapan: TBD (160/160)

Initiative:

Ruling everyone goes with Perception given the circumstances. For the sake of efficiency, I'm counting Sadlark as a scout.
Abridan: 1d20 + 18 ⇒ (14) + 18 = 32
Tungort: 1d20 + 30 ⇒ (18) + 30 = 48
?: 1d20 + 14 ⇒ (16) + 14 = 30
??: 1d20 + 20 ⇒ (1) + 20 = 21
???: 1d20 + 23 ⇒ (11) + 23 = 34
Black Dhougal: 1d20 + 17 + 1 ⇒ (14) + 17 + 1 = 32
Crowley: 1d20 + 18 + 1 ⇒ (12) + 18 + 1 = 31 (M)
Esme: 1d20 + 20 + 1 ⇒ (20) + 20 + 1 = 41 (E)
Nakapan: 1d20 + 1 ⇒ (19) + 1 = 20
Sadlark: 1d20 + 19 + 1 ⇒ (20) + 19 + 1 = 40 (E)
Tully: 1d20 + 19 + 1 ⇒ (17) + 19 + 1 = 37

DM:

Tracker
Tungort:
???:
Abridan: TBD
?: TBD
??: TBD


Male Investigator 12 | Perc +20 (M) | Speed: 30' | HP: 128/128 | AC: 30 (31) | Fort: +18 Ref: +21 Will: +21 (Resolve, Slippery Secrets, +2 vs Lead) |Spells: Foc: 1/2; 1: 1/1 2: 0/1 3: 1/1 4: 1/1| Exploration: Investigate (Trapfinder +20 (M)) | Planner: 0/1 | Hero Points: 2 | Lead: Living Rune, Aliriel | Status: Mind of Menace

Sadlark recites verse from The Garden of Love, a short poem about his detestation for organized religion.

And I saw it was filled with graves
and tombstones where flowers should be;
And priests in black gowns walking their rounds,
binding with briars my joys and desires.

Lingering Composition Perform Check (DC 28): 1d20 + 23 ⇒ (5) + 23 = 28 Inspire Courage Lingers 3 rounds
He uses his persona mask to reroll that failed check. Reaction used.
Lingering Composition Perform Check (DC 28): 1d20 + 23 ⇒ (14) + 23 = 37 Inspire Courage Lingers 3 rounds

Lingering Composition:
Cast: Verbal (free-action)

You add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.

Critical Success The composition lasts 4 rounds.
Success The composition lasts 3 rounds.
Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell.

As the verse echoes in the chamber, Sadlark whispers maddening truths from The Enchiridion of al-Sa, an unholy tome from Leng, into the Bishop's ear. He hopes to rattle the man's faith with disturbing knowledge.

Sadlark's Occultism (M), Disturbing Knowledge: 1d20 + 24 ⇒ (13) + 24 = 37

Disturbing Knowledge:

Disturbing Knowledge

You utter a litany of dreadful names, prophecies, and descriptions of realms beyond mortal comprehension, drawn from your study of forbidden tomes and scrolls. Even those who don't understand your language are unsettled by these dire secrets. Attempt an Occultism check and compare the result to the Will DC of an enemy within 30 feet, or to the Will DCs of any number of enemies within 30 feet if you are legendary in Occultism. Those creatures are temporarily immune for 24 hours.

Critical Success The target becomes confused for 1 round and frightened 1.
Success The target becomes frightened 1.
Failure The target is unaffected.
Critical Failure You get overly caught up in your own words and become frightened 1.

Bit of a gamble not moving, but I think Inspirig and possibly frightening the cleric is worth it — if we can take him down fast.


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Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

Sadlark's composition stirs something deep within the party as combat unfolds! He then turns his words into that knowledge that Should Not Be.

The words penetrate Abridan's mind just a bit before he fights back, "Some say it is Urizen, but unknown, abstracted, brooding secret, the Dark Power Hid!" Success: Frightened 1. 1 Hero Point to Sadlark for quoting one of my all time favorite poets, the esoteric William Blake!

--------------------------------------------------
Round 1:
Party Conditions: Inspire Courage Through Sadlark on Round 3
Terrain: Stairs difficult terrain. Closed doors are opened with an Interact Action
Battlemap

Tungort: Can't tell, door's closed.
Esme: Go (129/129)
Sadlark: Occult Bard stuff (118/118)
Tully: Go

???: TBD
Abridan: TBD
Black Dhougal: TBD (107/107)
Crowley: TBD (191/191)
?: TBD
??: TBD
Nakapan: TBD (160/160)

DM:

Tracker[/b]
Tungort:
???:
Abridan: TBD (Frightened 1)
?: TBD
??: TBD


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Female Human Cleric 12 | Perc +21 (E) | Speed: 30' | HP: 54/128 | AC: 31 | Fort: +19 Ref: +18 Will: +24 (Resolve) | Focus: 3/3| Exploration: Search | Status: Vital Beacon, Drained 1, Stupefied 1 | Hero Points: 0

Seeing Sadlark spring into action, Esmereza draws her sword and raises her shield. "By Iomedae's grace, your treacherous way will be your downfall!"

And with that she swings her blade.
Strike vs Archbishop: 1d20 + 21 + 1 ⇒ (19) + 21 + 1 = 41
Damage (S + d6 Fire): 2d8 + 5 + 1d6 + 1 ⇒ (2, 7) + 5 + (3) + 1 = 18 plus d10 persistent Fire damage if crit

She is ready to shield Sadlark too...

Retributive Strike:
Resistance 13 to the triggering attack plus a melee strike if within reach
Strike vs Melee Opponent: 1d20 + 21 ⇒ (16) + 21 = 37
Damage (S + d6 Fire): 2d8 + 5 + 1d6 ⇒ (3, 6) + 5 + (1) = 15


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

Esme's flaming blade cuts across the front of the man's raiment. The edges catch fire. "More than flame heathen!" he nearly screams, a twinge of fear in his voice.

--------------------------------------------------
Round 1:
Party Conditions: Inspire Courage Through Sadlark on Round 3
Terrain: Stairs difficult terrain. Closed doors are opened with an Interact Action
Battlemap

Tungort: Can't tell, door's closed.
Esme (129/129): Crit
Sadlark (118/118): Occult Bard stuff
Tully (105/105): Go

???: TBD
Abridan: TBD
Black Dhougal (107/107): TBD
Crowley (191/191): TBD
?: TBD
??: TBD
Nakapan (160/160): TBD

DM:

Tracker[/b]
Tungort:
???:
Abridan: 36 (Frightened 1, 1d10 Persistent Fire)
?:
??:


Male Elf Wizard (Necro) 11 HP: 105/105 AC 28; Perc 19(E); Focus 1/2; F 18 R 19 W 19

Tully is disgusted at the cleric. He gives him a stern look, and calls out harshly Receive Pharasma's Admonishment, churl!

From where he's standing the necromancer pantomimes a slap, which manifests into a ghostly black hand that slaps the cleric across the face!

Cast Admonishing Ray

Spell attack: 1d20 + 20 ⇒ (12) + 20 = 32
Bludgeoning damage: 2d6 ⇒ (1, 6) = 7


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

Editing to correct Nakapan's Initiative

Tully's spell hits the man on the shoulder, but even with blade, spell, and fire, he's barely getting started.

--------------------------------------------------
Round 1:
Party Conditions: Inspire Courage Through Sadlark on Round 3
Terrain: Stairs difficult terrain. Closed doors are opened with an Interact Action
Battlemap

Tungort: Can't tell, door's closed.
Esme (129/129): Crit
Sadlark (118/118): Occult Bard stuff
Nakapan (160/160): Go

Tully (105/105): Admonishing Ray
???: TBD
Abridan: TBD
Black Dhougal (107/107): TBD
Crowley (191/191): TBD
?: TBD
??: TBD

DM:

Tracker
Tungort:
???:
Abridan: 44 (Frightened 1, 1d10 Persistent Fire)
?:
??:


Male Human Monk/12th, HP 175/175, AC 31/33, Peception +20, Initiative +22, Fort +21, Ref +23, Will +22

Round 1

The monk moves swiftly to bring down the bishop with flashing feet and thrusting knees.

Move
Wolf Stance
Flurry of Blows

Attack 1 1d20 + 22 + 1 ⇒ (1) + 22 + 1 = 24
dragon kick 2d10 + 7 + 1 + 1d6 + 1d6 ⇒ (10, 1) + 7 + 1 + (3) + (3) = 25

Attack 2 1d20 + 17 + 1 ⇒ (5) + 17 + 1 = 23
dragon kick 2d10 + 7 + 1 + 1d6 + 1d6 ⇒ (5, 2) + 7 + 1 + (3) + (1) = 19 if either attack hits than the opponent must make a fort save vs monk DC, Stun1 if fail, Stun3 if crit fail


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

The crowded room stunts the monk's wolf stance, and he fails to connect with either of his opening kicks.

Abridan breaks away from the scrum and rushes to the stairs. There he opens the door and grabs a scroll! BURN: 1d10 ⇒ 10 Flat: 1d20 ⇒ 14. He continues to burn as he laughs maniacally!

--------------------------------------------------
Round 1:
Party Conditions: Inspire Courage Through Sadlark on Round 3
Terrain: Stairs difficult terrain. Closed doors are opened with an Interact Action
Battlemap

Tungort: Can't tell, door's closed.
Esme (129/129): Crit
Sadlark (118/118): Occult Bard stuff
Nakapan (160/160): Miss
Tully (105/105): Admonishing Ray
???: Can't tell, door's closed.
Abridan: Clear
Black Dhougal (107/107): Go
Crowley (191/191): Go

?: TBD
??: TBD

DM:

Tracker
Tungort:
???:
Abridan: 53 (1d10 Persistent Fire, scroll of Flame Strike in hand)
?:
??:


"Pharasman's working with the dead? This is new." Crowley undoes his blade and sweeps it up towards eh ceiling at the priest.

Power Attack +1 Striking Grievous Wounding Greatsword: 1d20 + 24 ⇒ (18) + 24 = 42
Damage (Furious Focus): 4d12 + 8 ⇒ (11, 12, 6, 8) + 8 = 45 +1d6 Persistent Bleed (1d12 on a crit)
On a crit target is FF until End of my next turn.

AoO:

Attack of Opportunity +1 Striking Wounding Greatsword: 1d20 + 24 ⇒ (1) + 24 = 25
Damage (Rage): 2d12 + 8 ⇒ (2, 3) + 8 = 13
On a crit target is FF until end of my next turn.

◆ Draw weapon
◆◆ Power Attack
↺ Attack of Opportunity

Status:

HP 191/191
AC 31 (30 w/ Rage)| Resist Fire 5; Slashing 3
Battle Medicine


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

Crowley attacks from below, nearly severing the man's leg at the knee! He screams in pain, as he can barely walk. Blood pours down from the floor to splatter on Crowley.

--------------------------------------------------
Round 1:
Party Conditions: Inspire Courage Through Sadlark on Round 3
Terrain: Stairs difficult terrain. Closed doors are opened with an Interact Action
Battlemap

Tungort: Can't tell, door's closed.
Esme (129/129): Crit
Sadlark (118/118): Occult Bard stuff
Nakapan (160/160): Miss
Tully (105/105): Admonishing Ray
???: Can't tell, door's closed.
Abridan: Clear
Black Dhougal (107/107): Go

Crowley (191/191): CRIT
?: TBD
??: TBD

DM:

Tracker
Tungort:
???:
Abridan: 143 (1d10 Persistent Fire, 1d12 Persistent Bleed, FF until Crowley R2, scroll of Flame Strike in hand)
?:
??:


Human (half-orc) Sor12 | HP: 105/116 (wounded 1)| AC: 29 | Fort: +19, Refl: +21, Will: +19 | Perception +18 (darkvision, see invis) | Speed 30 ft | Default exploration: Detect Magic | +2 to initiative rolls (Incredible Initiative) | Focus points: 0/3 | Hero points 2 | Spells 1st 2/4 slots, 2nd 1/4 slots, 3rd 0/4 slots, 4th 0/4 slots, 5th 0/4 slots, 6th 0/4 slots |

We did listen, alas for you, friend, Black Dhougal observes. And we found your answers lacking.

Black Dhougal draws out a wand, then sends a blazing ray of light at the Archbishop. Cast searing light, lv 3 slot

spell attack: 1d20 + 20 ⇒ (20) + 20 = 40
fire: 5d6 ⇒ (3, 3, 5, 4, 3) = 18
plus good, if a fiend or undead: 5d6 ⇒ (5, 4, 4, 1, 3) = 17

Interact to Draw, verbal & somatic components to Cast a Spell.


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

Black Dhougal's spell strikes the man in the chest! He's barely alive at this point, and whatever evil is in his heart, it's no so potent as to be affected by the holy nature of the spell. Still, the blood and fire will assuredly finish him off in a moment.

Suddenly a roar that cannot possibly be from this world makes the entire cathedral shake. Some... thing has arrived and is ready for a fight.

--------------------------------------------------
Round 2:
Party Conditions: Inspire Courage Through Sadlark on Round 3
Terrain: Stairs difficult terrain. Closed doors are opened with an Interact Action
Battlemap

Tungort: Can't see, around the corner.
Esme (129/129): Go
Sadlark (118/118): Go
Nakapan (160/160): Go
Tully (105/105): Go

???: TBD
Abridan: TBD
Black Dhougal (107/107): TBD
Crowley (191/191): TBD
?: TBD
??: TBD

DM:

Tracker
Tungort:
???:
Abridan: 179 (1d10 Persistent Fire, 1d12 Persistent Bleed, FF until Crowley R2, scroll of Flame Strike in hand)
?:
??:


Male Investigator 12 | Perc +20 (M) | Speed: 30' | HP: 128/128 | AC: 30 (31) | Fort: +18 Ref: +21 Will: +21 (Resolve, Slippery Secrets, +2 vs Lead) |Spells: Foc: 1/2; 1: 1/1 2: 0/1 3: 1/1 4: 1/1| Exploration: Investigate (Trapfinder +20 (M)) | Planner: 0/1 | Hero Points: 2 | Lead: Living Rune, Aliriel | Status: Mind of Menace

Sadlark eyes Abridan Ashau,looking for a weak spot.

DaS: 1d20 ⇒ 9 Maybe ok against "cloistered" cleric AC?

+1 Striking Shortbow, IC: 9 + 20 + 1 = 30
P: 2d6 + 2 ⇒ (3, 3) + 2 = 8
Precision: 3d6 ⇒ (6, 5, 3) = 14

Then he moves into the corner.


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

Sadlark's arrow is enough. It strikes the man in the face. Rather than drop dead, he begins to quake with preternatural speed. His body begins to bloat and rot as if the passage of time increased tenfold. A shockwave of negative energy erupts out of the body as it finally collapses. EVERYONE takes Negative DMG: 11d6 ⇒ (1, 4, 2, 6, 4, 2, 4, 2, 4, 3, 5) = 37 with a Basic DC 33 FORT save.

--------------------------------------------------
Round 2:
Party Conditions: Inspire Courage Through Sadlark on Round 3
Terrain: Stairs difficult terrain. Closed doors are opened with an Interact Action
Battlemap

Tungort: Can't see, around the corner.
Esme (129/129): Go DC 33 FORT
Sadlark (118/118): Kill! DC 33 FORT
Nakapan (160/160): Go DC 33 FORT
Tully (105/105): Go DC 33 FORT
???: TBD
Abridan: TBD
Black Dhougal (107/107): TBD DC 33 FORT
Crowley (191/191): TBD DC 33 FORT
?: TBD
??: TBD

DM:

Tracker
Tungort:
???:
?:
??:


Male Investigator 12 | Perc +20 (M) | Speed: 30' | HP: 128/128 | AC: 30 (31) | Fort: +18 Ref: +21 Will: +21 (Resolve, Slippery Secrets, +2 vs Lead) |Spells: Foc: 1/2; 1: 1/1 2: 0/1 3: 1/1 4: 1/1| Exploration: Investigate (Trapfinder +20 (M)) | Planner: 0/1 | Hero Points: 2 | Lead: Living Rune, Aliriel | Status: Mind of Menace

Fort (E): 1d20 + 17 ⇒ (12) + 17 = 29 +2 circ vs Lead

I will accept theses I need a 16 or more to pass.


Female Human Cleric 12 | Perc +21 (E) | Speed: 30' | HP: 54/128 | AC: 31 | Fort: +19 Ref: +18 Will: +24 (Resolve) | Focus: 3/3| Exploration: Search | Status: Vital Beacon, Drained 1, Stupefied 1 | Hero Points: 0

Fort save. DC 33: 1d20 + 18 ⇒ (5) + 18 = 23

Esme winces as the negative energy washes over the group. Knowing that further danger is coming, she prays to Iomedae. "Lady of Valour, aid me in renewing the strength of my brave companions so that we may be mirror your virtue in the battle yet to come."

Heal (3-Action): 6d8 ⇒ (1, 3, 8, 6, 4, 5) = 27

Retributive Strike:
For the first ally within 15ft that is struck, Esmereza will protect your them and strike the foe. The ally gains resistance to all damage against the triggering damage equal to 13. If the foe is within reach, add the below attack.
Strike vs Foe: 1d20 + 22 ⇒ (6) + 22 = 28
Damage (S + d6 Fire): 2d8 + 5 + 1 + 1d6 ⇒ (5, 6) + 5 + 1 + (3) = 20


Human (half-orc) Sor12 | HP: 105/116 (wounded 1)| AC: 29 | Fort: +19, Refl: +21, Will: +19 | Perception +18 (darkvision, see invis) | Speed 30 ft | Default exploration: Detect Magic | +2 to initiative rolls (Incredible Initiative) | Focus points: 0/3 | Hero points 2 | Spells 1st 2/4 slots, 2nd 1/4 slots, 3rd 0/4 slots, 4th 0/4 slots, 5th 0/4 slots, 6th 0/4 slots |

DC 33 Fort: 1d20 + 18 ⇒ (15) + 18 = 33

Black Dhougal manages to avoid some of the negative pulse, and Esme's divine gifts address what gets through.

Still, he is confused. What was that?!? he asks to no one in particular.


Male Elf Wizard (Necro) 11 HP: 105/105 AC 28; Perc 19(E); Focus 1/2; F 18 R 19 W 19

fort: 1d20 + 17 ⇒ (11) + 17 = 28

The negative energy staggers the elf, but Esme's reaction leaves only minor...burns left.

He hears the otherworldly roar, and starts, then nods. Bolstering the party seems a good choice so he briefly incants then touches Esme's swordarm.

May Pharasma work with the Inheritor's Shieldmaiden to end the defilement of her holy ground!

Haste on Esme


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

The energy washes over the party. Esme takes it hard, though she quickly heals everyone's wounds a bit.

--------------------------------------------------
Round 2:
Party Conditions: Inspire Courage Through Sadlark on Round 3
Terrain: Stairs difficult terrain. Closed doors are opened with an Interact Action
Battlemap

Tungort: Can't see, around the corner.
Esme (82/129): Heal
Sadlark (108/118): Kill!
Nakapan (160/160): Go DC 33 FORT
Tully (95/105): Go
???: TBD
Abridan: TBD
Black Dhougal (107/107): TBD
Crowley (191/191): TBD DC 33 FORT
?: TBD
??: TBD

DM:

Tracker
Tungort:
???:
?:
??:


Fort DC 33: 1d20 + 22 ⇒ (19) + 22 = 41 JUggernaut- Successes count as crit successes.

Crowley feels the energy wash through the chamber but it doesn't seem to affect him in the slightest. Most of his torment and internal demons were forged in negative energy.


Male Elf Wizard (Necro) 11 HP: 105/105 AC 28; Perc 19(E); Focus 1/2; F 18 R 19 W 19
Dungeon Master S - 2e wrote:


Tully (95/105): Go

Haste on Esme


Male Human Monk/12th, HP 175/175, AC 31/33, Peception +20, Initiative +22, Fort +21, Ref +23, Will +22

Round 2

Fort Save 1d20 + 20 + 1 ⇒ (1) + 20 + 1 = 22

The smile is wiped from the monk's face as the wave of negative energy washes over him. Nakapan grunts as he was caught off guard. However, a small grin comes back as he ponders this minor "defeat". He remembers that it was the times he lost a match, was when he learned the most. He would learn from this too.

The monk moves to the door. He drinks a Barkskin potion and pulls his blade out.

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