
Clancy the Just |
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Clancy glances at the others, then back toward Istevan. "I mistrust this idea of a death cult, but at this point they have broken no laws or committed any evil acts that I've seen. This place reeks of evil though, and I believe they are up to no good. Let us go forward and investigate further before making any decision on how to approach them. Perhaps someone could scout ahead a bit? I would likely give away our position with my two left feet." He grins ruefully.
Send someone ahead of the group? Maybe just 30' or so? That drumming may cover our sounds to some extent, but we should have someone sneaky take a close look *cough*Degan*cough* :D

DM Brainiac |

Degan sneaks ahead into the northern chamber. The thief is almost overwhelmed by the hot stink of rot rolling from the chamber before him. Sickly yellow roots hang from cracks in the walls and ceiling, and the floor is overrun with thick patches of black moss and scabby lichen. Across the chamber crumbling stairs rise to a stone balcony above. Sputtering torches hang about the lower level, casting weird, flickering shadows throughout the chamber.
Three men stand on the balcony. Hunched and bent from massive tumors and growths, the sentries wear tattered cloth hoods, stitched with grandiose sigils and hung with the bones of rats. They are armored in patchwork chain and ring mail, and wield spiked, banded staves. Each carries a quiver of javelins at his waist.
Two of these men keep watch on the chamber below, while the third beats slowly on a massive drum in front of him. They haven't noticed Degan spying on them yet.
The bottom of the stairs is 50 feet away from the entrance to the room. The stairs rise 30 feet to the balcony.

Isteván |

"Well... I guess we won't be able to surprise them on approach -- or approach them without having javelins thrown at us -- but an arrow or dagger through that drum should at least delay or halt whatever ritual they are performing."
Since they are pretty far away and it sounds like maybe there isn't much cover between the corridor and the cultists, we'll have to be exposed if we want to do anything (or, at least, anything non-magical). Istevan's not particularly self-sacrificing, but he could run out until he's within range for his crossbow, shoot, and either run back (assuming they are close enough to do that) or keep going toward them; or double-move toward them, which would get him to the bottom of the stairs. I would like to disable that drum, though, even if we aren't attacking them.

Degan the Unready |

Having reported back, Degan prepares to hide behind the warriors.
"They have a good defensive position. Shooting the drum seems a good way to get their attention, and maybe lure them out of that position to come after you.
I mean, come after us. Not just come after you. But making them leave a defensive position would be good, wouldn't it?"

Isteván |

Okay, this sounds like a plan -- Mirinde and bats create a distraction; Istevan and Zathra can run for the stairs; Degan can shoot at the drum (Degan has a crossbow, right?)

Isteván |

I'm hoping between the bats and the fighters, they won't notice Degan. The alternative is that we fire at the drum from the corridor, but I think that's Medium range.
Oh! Nevermind -- depending on how you interpret "The stairs rise 30 feet to the balcony" it's either 55' or 85' to the top of the balcony from the corridor (based on some back-of-the-envelope math). Regardless, that's medium range for a javelin but, at most, 5' away from short range for a crossbow.
So, new plan! Let's take a first round shooting at the drum (by anyone who has a crossbow) before we charge in. Maybe we'll be able to draw them out far enough that we can run up to them in a single round.

Clancy the Just |

Clancy nods in agreement. "I'll be ready with a spell to help, when my magic is needed." He adds.

DM Brainiac |

It's 55' total to the top of the stairs.
Once you are ready, Mirinde sends her bats shrieking towards the cultists as you prepare to fight!
Clancy: 1d20 - 2 ⇒ (5) - 2 = 3
Degan: 1d20 ⇒ 19
Istevan: 1d20 + 1 ⇒ (9) + 1 = 10
Mirinde: 1d20 - 1 ⇒ (17) - 1 = 16
Zathra: 1d16 + 1 ⇒ (1) + 1 = 2
Enemies: 1d20 ⇒ 10
Degan and Mirinde may act first!

DM Brainiac |

Mirinde's magic missile slams into the drum, tearing through the hide covering and destroying it! The three cultists shout in alarm as they grab javelins from their quiver and hurl them down at the elf. Two fall harmlessly around her, but one javelin scores a critical hit, driving Mirinde to her knees! The cultist takes advantage of the opening by quickly hurling a second javelin into the elf!
Javelins, Medium Range: 1d20 - 2 ⇒ (20) - 2 = 181d20 - 2 ⇒ (12) - 2 = 101d20 - 2 ⇒ (8) - 2 = 6
Damage: 1d6 ⇒ 4
Crit: 1d8 ⇒ 4
Powerful strike hammers foe to their knees. Make another attack.
Bonus Attack: 1d20 - 2 ⇒ (17) - 2 = 15
Damage: 1d6 ⇒ 4
8 damage to Mirinde. Everybody may act.

Isteván |

Picking out the cultist who was drumming, Istevan looses a crossbow bolt:
1d20 + 1d5 - 1 ⇒ (5) + (4) - 1 = 81d6 + 4 ⇒ (5) + 4 = 9
Sure would be great if this warrior ever hit something...
Hopefully, there's some cover offered by the corridor -- I was imagining sort of poking his head out and taking a shot before ducking back into the corridor. If they aren't going to come down the stairs, though, I guess we'll have to rush them.

Mirinde the Elf |

Mirinde quickly dives back around the corner still bleeding profusely, "See if you can draw them closer. I have something special planned for them," she hisses, waving her bats to continue slowing down the cultists!
Actually she just wants to get a chance to be healed, and also save her strength here to do some Spellburn goodness ;)

Clancy the Just |

Clancy quickly calls on Justicia to heal the wounds suffered by Mirinde.
Lay on Hands Caster Level Check: 1d20 + 4 ⇒ (13) + 4 = 17
The cleric feels magic surge through him, though the diametrically opposed beliefs of the elf counter some of the healing he musters...
Sorry, tax season has begun - though I'll post as often as I can! Mirinde, you get 1 dice of healing only. Hopefully it'll give you something anyway! If you need more, I can try again after you roll.

Clancy the Just |

Clancy looks at the healing and shakes his head. "Let me try that again." He murmurs and then tries again, sweat breaking out on his forehead as he continues to push, though he can feel the magic pushing back until finally he breaks through, and Justicia grants his prayer...
Lay on Hands Caster Level Check: 1d20 + 4 ⇒ (7) + 4 = 11 = Failure! +1 Disapproval to 2
Lay on Hands Caster Level Check: 1d20 + 4 ⇒ (3) + 4 = 7 = Failure! +1 Disapproval to 3
Lay on Hands Caster Level Check: 1d20 + 4 ⇒ (17) + 4 = 21 = Success! Take 2 dice of healing, Mirinde!

DM Brainiac |

Istevan's crossbow bolt goes wide as Mirinde falls back into Clancy's healing hands. Degan darts to cover as well.
It quickly becomes clear that the cultists mean to retain the high ground. "We must push forward. I'll draw their fire!" Zathra shouts. With a roar, the warrior rushes out of the corridor and starts making her way up the stairs.
As expected, the three cultists orient on her, hurling javelins at the warrior woman. She bats two of them aside, but one of them sticks into her shoulder. She snarls, ignoring the pain.
Javelins: 1d20 ⇒ 41d20 ⇒ 171d20 ⇒ 7
Damage: 1d6 ⇒ 2
2 damage to Zathra. Everybody may act.

Isteván |

"Dammit!" Istevan swears. "Zathra, wait for me!"
Istevan charges out and up the stairs, shaking his head ruefully. I really thought that would work...
Istevan double moves up the stairs.

Clancy the Just |

Clancy shrugs at Mirinde and Istevan. "Looks like we're going in." The armored cleric takes up his warhammer and moves up the stairs behind Istevan.
Double move [50'] also, thinking that'll put him 5' away from the top of the steps? Is there space for us all to get onto the balcony to attack or is it limiting to only the front rank (10' wide stairs I'm guessing, so only Zathra and Istevan if so) attacking and the rest of us behind them unable to engage? I ask because it will affect my spell choice this next round.

Mirinde the Elf |

Mirinde allows the meat shields...err...her fellow party members to advance here as she again calls upon her eldritch might here!
Cast Magic Missile, targeting the closest cultist.
Spell Check: 1d20 + 3 ⇒ (16) + 3 = 19 1d4 ⇒ 4 missiles doing 4d4 + 12 ⇒ (4, 3, 2, 3) + 12 = 24 damage.

DM Brainiac |

As Istevan and Clancy start to mount the stairs, Mirinde annihilates one of the cultists with a barrage of magic missiles. He falls, four smoking holes burned in his chest. Degan grazes another cultist as Zathra runs up to him to slice his brow with her polearm, momentarily blinding him!
Zathra Attack: 1d20 + 1 + 1d5 ⇒ (13) + 1 + (5) = 19
Damage: 1d10 + 1 + 5 ⇒ (3) + 1 + 5 = 9
The blinded cultist jabs wildly at Zathra with his barbed spear. She parries the attack. The other one stabs at her as well, scoring a critical hit!
Spears: 1d20 + 1 - 4 ⇒ (16) + 1 - 4 = 131d20 + 1 ⇒ (20) + 1 = 21
Damage: 1d8 ⇒ 1
Crit: 1d8 ⇒ 5
I'll have to look at my rulebook on Monday when I'm at work to determine the effect of the critical hit, but meantime, everybody may act.

Isteván |

Shouldering his way into melee with the remaining cultists, Istevan takes a swing at the one Zathra injured:
Longsword: 1d20 + 1d5 + 1 ⇒ (8) + (4) + 1 = 13
Damage: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12
"You doing alright, Zath'?

DM Brainiac |

"Never better!" Zathra shouts back as Istevan cuts down one of the cultists. Mirinde and Degan both shoot the last man, and he goes down as well.
A search of the lower chamber reveals another exit to the southwest, a door covered in hanging roots and chained closed from the outside. The upper balcony is cleared of growth, though tendrils of fresh roots protrude from cracks in the low ceiling. Twenty makeshift javelins stand at the back of the balcony along with four bundles of torches, their tips smeared in rendered rat fat and pitch. A large kettledrum dominates the balcony. The skin of the drum is fashioned from tanned human flesh, dyed red and tattooed with the sign of a starburst. A human femur serves as a mallet, its head wrapped in the skin of a rat. A long hall extends north from the balcony, its far reaches disappearing into darkness.

Isteván |

Istevan does his best to appear sanguine -- certainly, the three freshly dead cultists at his feet do not appear to bother him -- but something about the use of human parts as tools has him feeling slightly ill. Or maybe it's just the smell of rat fat. Yeah... definitely the rats.
"Well! This is, er... exciting. Shall we see what they were... I assume trying to summon?"

Degan the Unready |

"What is that starburst sign on the drum skin? Was it a tattoo that the person had before they were killed - perhaps signifying an enemy of this cult - or was it applied to the drum as a symbol of this cult?
I only ask in case we should come across this symbol again."

Clancy the Just |

With the battle over, Clancy tends to Zathra's wounds, but winds up having a crisis of faith...
Lay on Hands Caster Level Check: 1d20 + 4 ⇒ (4) + 4 = 8 = Failure! Disapproval +1 [4]
Lay on Hands Caster Level Check: 1d20 + 4 ⇒ (4) + 4 = 8 = Failure & Disapproval [5]!
Disapproval: 4d4 ⇒ (4, 3, 4, 1) = 12
The cleric is temporarily disowned by his deity. For the rest of the day, the character cannot accumulate XP and may not
gain class levels as a cleric. After the time period expires, the character begins to accumulate XP again as normal but does
not accrue “back pay” (so to speak) for XP missed while he was disowned.
After several minutes worth of silent prayer - though his heart tells him that Justicia isn't listening - he tries again to heal the brave Zathra...
Lay on Hands Caster Level Check: 1d20 + 4 ⇒ (6) + 4 = 10 = Failure! Disapproval +1 [6]
Lay on Hands Caster Level Check: 1d20 + 4 ⇒ (20) + 4 = 24 = Success! (FINALLY!!!) - Probably max healing HD of 3 as that is her level and she would get that even if of opposed alignment
Clancy wonders if he is being tested... Then he shakes his head ruefully and moves to investigate the starburst icon himself.
The description doesn't indicate I lose any powers... just XP gain. Maybe just put me behind the others a bit when they gain a level?

DM Brainiac |

Eh, I'll still give you the level once the disapproval wears off. :)
Zathra nods gruffly to Clancy in thanks for the healing.
Examining the fallen cultists, you see the same starburst symbol that is on the drum tattooed on their own flesh. It must be a symbol of the cult of the Carnifex.
Leaving the door alone for now, you head north down the hallway. The wide hall is overrun with an abundance of vegetation: thick roots crack the ceiling and roll across the floor, where bulbous mounds of moss and lichen lay about like soft hills. Smoky torches are arrayed throughout, fastened to standing roots, staked in the moss, and wedged into cracks in the stone.
Moving cautiously, you spot the silhouetted line of seven hunched figures amid the drifting smoke and flickering shadows within the hall...

Clancy the Just |

Figuring that the figures are likely playing for the other team, Clancy touches the holy symbol at his neck and speaks a prayer to Justicia, requesting her protection.
*Protection From Evil Spell* Caster Level Check: 1d20 + 4 ⇒ (14) + 4 = 18
+1 to Clancy's saves, -1 to attack rolls & damage (per die) made by opponents

DM Brainiac |

Clancy's cautionary spell proves prudent as the figures stand up, revealing themselves to be more cultists garbed similarly to the ones you fought at the stairs. They do not respond to your attempts at parlay, instead, grimly reaching for their javelins!
Clancy: 1d20 - 2 ⇒ (10) - 2 = 8
Degan: 1d20 ⇒ 18
Istevan: 1d20 + 1 ⇒ (12) + 1 = 13
Mirinde: 1d20 - 1 ⇒ (3) - 1 = 2
Zathra: 1d16 + 1 ⇒ (10) + 1 = 11
Enemies: 1d20 ⇒ 7
Everybody but Mirinde may act. The enemies are 30 feet away. Combat within the hall is confounded by the proliferation of roots. Missile and spell checks for ranged spells suffer a -2 penalty to attack rolls, and all movement is reduced by half.

Isteván |

"Ugh, you lot again. You know, you're really making the case for 'attack first, ask questions later.'"
Istevan stumbles his way forward, over roots and broken ground.
Double move to get within melee

Degan the Unready |

Degan will draw his dagger and try to hide in the shadows near Mirende, so that if anybody comes for her he can jump out and stab them.
And if nobody does come for her, he will be all the happier.
Hide in Shadows: 1d20 + 5 ⇒ (13) + 5 = 18

Clancy the Just |

Clancy casts another spell, but he feels Justicia turning her back upon him as the magic falters...
*Paralysis* Caster Level Check: 1d20 + 4 ⇒ (4) + 4 = 8
Disapproval: 4d4 ⇒ (2, 4, 2, 1) = 9
The cleric immediately incurs an additional -2 penalty to all spell checks that lasts until the next day.
Gritting his teeth in frustration, the cleric draws his warhammer and follows after Istevan.
Combat Notes: +1 to Clancy's saves, -1 to attack rolls & damage (per die) made by opponents (lasts for 30 minutes)

DM Brainiac |

Degan hides in the shadows as Istevan and Zathra stumble forward to get into melee range. Clancy's spells falters, and he feels Justicia's disapproval.
The cultists lash out at Istevan and Zathra, some getting in some good blows!
Spears vs Istevan: 1d20 ⇒ 21d20 ⇒ 131d20 ⇒ 161d20 ⇒ 5
Damage: 1d6 ⇒ 6
Spears vs Zathra: 1d20 ⇒ 181d20 ⇒ 201d20 ⇒ 4
Crit: 1d4 ⇒ 1
Damage: 1d6 ⇒ 52d6 ⇒ (3, 5) = 8
6 damage to Istevan, 13 damage to Zathra. Everybody may act.

Isteván |

As he manages to parry or block three attacks with his shield, Istevan is almost surprised when a fourth spear scrapes along his arm: "Ugh. Godsdammit." Setting his teeth grimly, he strikes out at the cultist who struck him:
Longsword: 1d20 + 1d5 + 1 ⇒ (17) + (2) + 1 = 20
damage: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10