Dredd, Sir |
Not finished, Dredd strides forward, following [pink] and thrusts tw m ore times quickly at the cultist.
◈ Stride
◈Attack: +1 Guisarme +CA: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21 Damage S +CA+MW: 1d10 + 4 + 1 + 1d10 ⇒ (10) + 4 + 1 + (1) = 16
◈Attack: +1 Guisarme +CA: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19 Damage S+CA+MW: 1d10 + 4 + 1 + 1d10 ⇒ (1) + 4 + 1 + (5) = 11
Sura the Amanuensis |
Sura cautiously steps into the room, quickly assesses the situation and attempts to confuse the cultist in red in hopes of distracting them from attacking her companion.
◈ Stride
◈◈ Daze (DC18 Will): 1d6 + 1 ⇒ (4) + 1 = 5
GM ShadowLord |
Yeesh Krachxton, that was a heckuva round!
Krachxton delivers two critical strikes against his foe, quickly taking him down. Dredd also lands two solid hits against the cultist in front of him, taking him down as well.
Sura spell stuns injures the cultist, causing it to reach for its head and groan in pain.
Meanwhile, Zarzuket successfully deactivates the other workbench, stopping whatever terrible thing was likely about to happen!
The cultist reaches for the workbench and tries to activate it, but cries out in frustration when nothing happens! It tries to activate it again, but still nothing occurs. "NO!" it cries, now understanding it has little chance for survival.
Party up!
1d20 + 4 ⇒ (14) + 4 = 18
GM ShadowLord |
You spend the better part of an hour in this room searching the chamber. You are able to gather together enough tools to constitute two full sets of sterling artisan’s tools for metalworking, three vials of anticorrosion oil, a vial of oil of potency, a vial of oil of weightlessness, a +1 cold iron light hammer, and a dragonbone arrowhead.
The biggest treasure in this room is the access to what you see notated as the Vloric Spires and the powerful magic they allow a spellcaster to channel, though this is hardly portable wealth.
An arcane spellcasting PC can make use of this energy to gain a +1 status bonus to Arcana or Crafting checks made in this laboratory to examine or create magic items, and to all rolls made to cast rituals.
Furthermore, you feel confident that by deactivating the worktables, you have inhibited Meitremar’s goals and plans.
GM ShadowLord |
Moving east, you open a doorway into another larger room. A glowing Sihedron rune is engraved on the ground to the north. In the southern end of the room, a vast copper cauldron, green with age, stands on thick iron legs over a blackened fire pit. Crumbling books line the shelves in the southeast corner, while worktables are covered with potions, oils, and salves that surely expired several centuries ago.
As the party surveys the room, their presence disturbs the ritual's current guardians. Two initiates, previously absorbed in maintaining the magical integrity of the ritual circle, notice your party. Breaking their concentration, they immediately command the disturbing creature within the circle-a grotesque, human-faced larva, to attack.
The larva, bloated and unsettling with its disturbingly human features, writhes as it frees itself from the confines of the circle and lunges towards the party with the initiates.
The three creatures block entry to the room and attack Dredd a total of six times, but are unable to penetrate his defenses.
Party up!
Init: Zarzuket: 1d20 + 7 ⇒ (4) + 7 = 11
Init: Dredd: 1d20 + 6 ⇒ (10) + 6 = 16
Init: Krachxton: 1d20 + 5 ⇒ (1) + 5 = 6
Init: Madaxa: 1d20 + 5 ⇒ (8) + 5 = 13
Init: Sura: 1d20 + 5 ⇒ (4) + 5 = 9
Init: Baddies: 1d20 + 5 ⇒ (12) + 5 = 17
Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Attack: 1d20 + 2 ⇒ (13) + 2 = 15
Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Attack: 1d20 + 2 ⇒ (11) + 2 = 13
Attack: 1d20 + 6 ⇒ (3) + 6 = 9
Attack: 1d20 + 2 ⇒ (6) + 2 = 8
Zarzuket of Osprey Cove |
"Ooh, a sihedron! This looks even more interesting than the Vloric Spires. But I suppose we should focus on the enemies at the moment. That larva-like creature appears to be..."
Religion or Nature: 1d20 + 8 ⇒ (13) + 8 = 21
4 less if Arcana or Occultism
Scholarly Recollection: 1d20 + 8 ⇒ (18) + 8 = 26
4 less if Arcana or Occultism
Then, unless what he remembers about the larva gives him a obvious reason not to, he zaps the larva and the initiate to the south of it with electricity.
Electric Arc damage: 1d4 + 4 ⇒ (2) + 4 = 6
DC 18 basic Reflex
Recall Knowledge*, Scholarly Recollection (reaction), Electric Arc**
Madaxa |
Madaxa grabs Dredd's shoulder and uses him to swing up and hopefully over the larva.
◈ Tumble Through: 1d20 + 10 ⇒ (5) + 10 = 15
◈ Rapier 1: 1d20 + 8 ⇒ (12) + 8 = 20 for P Dmg: 1d6 + 4 ⇒ (4) + 4 = 8 and Sneak Attack: 1d6 ⇒ 6
◈ Rapier 2: 1d20 + 3 ⇒ (2) + 3 = 5 for P Dmg: 1d6 + 4 ⇒ (1) + 4 = 5 and Sneak Attack: 1d6 ⇒ 5
◈ Tumble Through: 1d20 + 10 ⇒ (14) + 10 = 24
◈ Rapier 1: 1d20 + 8 ⇒ (8) + 8 = 16 for P Dmg: 1d6 + 4 ⇒ (4) + 4 = 8 and Sneak Attack: 1d6 ⇒ 1
Sura the Amanuensis |
Sura, for some reason, has a flash of memories of times spent with friends and family during the winter solstice, and finds herself humming a holiday tune. WIth a bit more seriousness, she snaps her fingers to set Dredd’s weapon alight with the all-too-familiar blue glow.
◇ Initiative - Curse of Ancestral Meddling: 1d4 ⇒ 2
◈ Courageous Anthem
◇Performance + Virtuosic Performer (Singing) > Lingering Composition: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
◈◈ Cast Magic Weapon on Dredd’s Guisarme
◇ End of Turn - Curse of Ancestral Meddling: 1d4 ⇒ 3