Lyra Flamecrest |
Lyra watching Samael and Stom stab into the big frog and boggard Lyra decides to turn her attention to the other Boggard.
"NULLISH CRAAALIFK!'
Attack: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 3d4 ⇒ (1, 4, 3) = 8
After throws her needle darts towards the red Boggard She raises her shield up into place.
>>Needle Darts
>Shield raise
Violant Turra |
Violant sends another few bolts of electricity at both Boggards as she moves forwards, the bolt flowing from her arm and flying painlessly through her hands as she does so.
Damage: 2d4 ⇒ (1, 3) = 4
DC 18 Reflex. Stride; Electric Arc
GM Cody |
Samael gets to stabbing, inflicting a grievous wound on the Blue Boggard, it keels over dead, its tongue lolling out onto the dungeon floor.
Stom chases after the giant frog and inflicts a fatally intimidating blow, cutting the frog in half.
The Red Boggard cries out in sadness over his frog buddy dying, dodging Lyra's needle darts in the process. But not out of the way of the electricity.
Reflex: 1d20 + 7 ⇒ (2) + 7 = 9
Alak drops a hand from his Greatsword and moves over to the red boggard and tries to reposition it into a better position for the others.
reposition: 1d20 + 8 ⇒ (6) + 8 = 14
"Why is it so slimy!"
He then re grabs his 2H sword, wielding it again. Think its a free action to remove a hand from a 2H weapon, but then an interact action to regrip the 2H weapon?
The Red Boggard steps around and ignores Alak and goes for Stom, trying to avenge his pet frog.
Morningstar: 1d20 + 8 ⇒ (1) + 8 = 9
damage: 1d6 + 3 ⇒ (6) + 3 = 9
Morningstar: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 1d6 + 3 ⇒ (3) + 3 = 6
The first blow flails, but the second smashes into Stom.
Round 2 / 3 - A Ribbitin' Ambush
Lyra
Alak
Violant
Samael
Stom 7 damage
Boggard Red 5 damage
Oppa/Doxie
Doxie Montejoy |
Doxie moves next to Boggard Red (Not sure where it is on the map, but if she can move to flanking she will.
◆ Stride
◆ Attack: 1d20 + 8 ⇒ (14) + 8 = 22 Bite
1d8 + 4 ⇒ (3) + 4 = 7 Teeth (Piercing)
◆Attack: 1d20 + 4 ⇒ (15) + 4 = 19 Claw
1d6 + 4 ⇒ (2) + 4 = 6 Nails (Slashing)
Oppa watches his partner killing machine with admiration.
Stom Flintheart |
With a flank setup between him and Doxie, Stom rears back for multiple attacks, hopefully quelling the enemy.
◆◆ Intimidating Strike at Red
◆ Strike #2 at Red
Intimidating Strike: 1d20 + 8 ⇒ (4) + 8 = 12
Slashing/Force Dmg: 1d12 + 4 + 4 ⇒ (10) + 4 + 4 = 18
Strike #2: 1d20 + 8 - 5 ⇒ (11) + 8 - 5 = 14
Slashing/Force Dmg: 1d12 + 4 + 4 ⇒ (8) + 4 + 4 = 16
GM Cody |
Together, Doxie and Stom finish the remaining Boggard off. The roar of combat ends, leaving the group with only the labored breathing of the remaining combatants.
The Boggard Scouts each have a set of Leather Armor, a Morningstar, a sling and 10 sling bullets and the Giant Frog's bandana had some boggard writing, you presume may have been its name.
Investigating the room, you guys don't find too much, the Boggards had started to accumulate some of their own loot, though you find little of real value.
There is two potions though, they are old and musty. One is a potion of invisibility, the other a Minor Healing Potion.
With only one door left on this wing to explore, the group gathers themselves and ventures forth. The final area has The furniture in this former bedroom is all askew, revealing a mountain-like pile in the center made up largely of garbage such as filthy cloth, chunks of rubble, and bent nails, though there are a few shining glints in the mix. On the southern wall, scrawled in a chunky substance in a childlike hand, are several words that might be gibberish.
The rooms eastern wall the stones have been smashed and a rudimentary tunnel stretches about 3 feet into the earth beyond. Next to this pathetic tunnel are bent lengths of metal and pipe as well as smaller pieces of metal that may have once been spoons.
Taking about 15-20 minutes to explore the pile of junk in the center of the room, you guys find dented coins and precious metals worth about 15 gp in total.
This ends the left wing of the dungeon. Do you guys wanna take an hour to read the books/journals you found or venture forth into one of the other wings?
Stom Flintheart |
Stom takes a breather to clean his blade before helping the party gather the loot and explore another room - this time surprisingly without enemies.
"Oppa, did I hear you suggest that we read the book that we found in the other room? I think that's a good idea, especially now that we've seemingly visited all of the rooms on this wing." Clearing his throat, Stom continued. "I'm not much for research, so I'll take watch while you lot read."
After securing a few doors, Stom finds himself a good vantage point to keep watch.
Lyra Flamecrest |
While resting for the hour as oppa reads through the books Lyra treats Stoms wounds.
”Let her Holy flame heal your wounds!”
treat wounds DC 15: 1d20 + 10 ⇒ (18) + 10 = 28 wow! Why can’t I roll like this during combat!
HP: 2d8 + 10 ⇒ (2, 1) + 10 = 13
As the light flows from her hands and Stoma wounds heal Lyra looks up towards Oppa, ” Anything interesting in those books?”
Violant Turra |
Violant begins pouring over the books with Oppa, and takes note of the message on the wall: "I guess they do not natively speak Draconic, given this message. They... seem to be in league with dragons? I'm unsure if this is about 'true' dragons, or particularly powerful ones of the smaller variety. If you need me, I'll be pouring over the documents if you need me."
GM Cody |
Reading through the journal it seems to detail honored Hellknights that were interred here in the crypts, detailing a little about their heroics. Additionally it goes into small detail about the Hall of Lictors, where the former leaders of this Hellknight Chapter were interred.
"Xera Dalphine, whose deadly precision with a blade was matched only by her cunning defense, rests in the Sepulcher of the Nail. Entombed with her are bracers of missile deflection, forged to protect her from unseen foes."
"Renten Viselli, a tactician and swordsman of unmatched grace, walks no more upon this earth, but his legacy remains. With him lies a feather step stone, allowing him to tread where others could not, even beyond death."
"Paravicar Yenesta, wise and enigmatic, was never without her curious talisman—the monkey pin. Its purpose, known only to her, accompanies her in her eternal rest."
"Loreen Sinelle’s dedication to the Order was matched only by her focus on the small and delicate, a trait mirrored in the doubling rings she now wears for eternity. What power they held, remains to be seen."
"No names grace the records, yet tradition binds the Order. Every lictor, in accordance with our ancient customs, was laid to rest alongside their favored magical weapon, ensuring they would never face the afterlife unarmed."
Oppa Silk |
1 person marked this as a favorite. |
While resting for the hour as oppa reads through the books Lyra treats Stoms wounds.
”Let her Holy flame heal your wounds!”[dice=treat wounds DC 15] 1d20 + 10 wow! Why can’t I roll like this during combat!
[dice=HP] 2d8 +10
As the light flows from her hands and Stoma wounds heal Lyra looks up towards Oppa, ” Anything interesting in those books?”
This is a medicine check not a spell... but if you flavor the healing that way that's cool. Just wanted to clarify. That is actually a critical success which should double the healing. In addition, if you spend an hour (Which should be no problem since Oppa is reading) then you double the healing as well.
Stom Flintheart |
"Thank you, Lyra. Your healing hands have me all patched up now. Ready to continue the fighting once everyone is ready."
Stom hears bits of talking while the others research the books. The names of Hellknight leaders and Orders cause Stom to perk up from his focused awareness of the entry points to the room.
"Alak, do any of these names sound familiar to you? Say that again Violant - Xera Daphine? Oh, and Oppa, what's a Paralictor?"
Lyra Flamecrest |
Oppa-thanks yeah it was a flavor thing but i can see how it was confusing i can change my flavor text next time. and i wasnt aware that if i spend the hour it doubles! thats awesome! thanks!
Listening to Oppa and Violant discus the books writings Lyra looks up and pauses at the mention of the Hall of Lictors. "Hmm, the Hall of Lictors, Alak is that a place here in the Citadel? Or somewhere else, it might be a good place to look for your lost family heirlooms."
GM Cody |
Alak pulls his greatsword out to polish, "I admit, the books and the history of the Hellknights has always been a bit of a bore for me, the fighting devils though, now that's the stuff,"
Thinking to himself about Lyra's question before continuing, "Admittedly, I don't know too much about this place, I know it should have another basement below this one. the Hall of Lictors may be on this level with us or the floor below us, if its a crypt,"
Stom Flintheart |
"Sounds like these Hellknights like to, uh, waste powerful weapons and items. No offense, Alak."
Stom stands up and stretches, holding back a large yawn. "Anything more to learn about these books? If not, I'm hankering to clear out more of this place. Start with the other wing first, yes?"
GM Cody |
Yeah I kind of just made up some of that flavor, I'd written a lot more about each person then decided to dial it back some and just leave little blurbs instead.
There are two ways to go, you guys can go across the hallway or do the part at the end of the hall way, just let me know. Once two people pick a way, I'll move us forward. I added a bunch of arrows to indicate pathways left to explore :)
Violant Turra |
"About Hellknights I only really know the differences between the multiple orders, so learning at least one order's rituals and the like was enlightening. We should try to find the Hall of Lictors. I thought the Hellknights fought mostly against chaotic forces, though? You were in it for the devils?"
I'm for the red arrow.
GM Cody |
Heading back into the main foyer, you see the birds you incapacitated earlier, they are still tied up like goose, they look at you grumpily as you pass them and try and wriggle and squirm but are unable to escape their bindings.
Moving on from them you enter a tight corrider that slopes downward ever so slightly. Coming up to a door, you investigate it but find nothing amiss. Opening it you are greeted to a what only be described as an honored resting place. Along the southern wall here is a large relief carving of a sunburst made of nails. Instead of typical flagstones,
the floor is made up of headstones with names and dates. Curiously, six of the headstones seem to be pried open to reveal empty graves within.
Stepping into the room, you can see a number of alcoves exist, one leading further back into a another room, and one to the West, with Four monuments loom in this dark and somber room, each with prominent carvings of black-winged angels and various stylized pentagrams. Burnished plaques along the floor next to each sepulcher bear the names of those interred within, while atop the northern wall near the ceiling the words “Sepulcher of the Nail” are carved in prominent relief.
Before you guys are able to explore too much though, six skeletons rise up out of the shadows, threatening you menacing. One of them still dressed in half of the plate of a Hellknight, wielding a large menacing Halberd. It has a sheen that gives it what might be a magical quality.
Violant's Initiative: 18 = 18
Samael Doulen's Initiative (E): 1d20 + 9 ⇒ (9) + 9 = 18
Lyra Flamecrest's Initiative (T): 1d20 + 7 ⇒ (10) + 7 = 17
Oppa Silk's Initiative (T): 1d20 + 6 ⇒ (17) + 6 = 23
Stom Flintheart's Initiative (E): 1d20 + 9 ⇒ (8) + 9 = 17
Alak: 1d20 + 10 ⇒ (9) + 10 = 19
skeletal guards: 1d20 + 2 ⇒ (1) + 2 = 3
skeletal hellknight: 1d20 + 7 ⇒ (18) + 7 = 25
The skeletal half dressed hellknight groans menacingly as it advances with his halberd, and striking someone.
Stom high/Sam low: 1d4 ⇒ 3
Halberd slice versus Stom: 1d20 + 11 ⇒ (6) + 11 = 17
damage: 1d10 + 4 ⇒ (6) + 4 = 10
He gives more groans as his aim isn't what it used to be and misses Stom.
Round 1 - Boneyard Bash
Skeletal Hellknight
Oppa / Doxie
Alak
Violant
Samael
Lyra
Stom
Skeletal Guards
Lyra Flamecrest |
"Skeletons!! By her Flame!" Lyra moves towards the closest skeleton to her drawing her silver morning star and attacking it.
Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
>Stride
>Draw morningstar
>Attack
Violant Turra |
Red and the grey one next to it.
Violant sends a current of electricity through her fingertips, shocking two of the skeletal creatures. Then, she raises her shield, all the while incomprehensibly talking to herself.
Damage: 2d4 ⇒ (3, 4) = 7
DC 18 Reflex
Samael Doulen |
Samael will step forward to flank, wave at Doxie, and punch with his fists.
Strike at HellSkel (Skeletal Hellknight): 1d20 + 8 ⇒ (18) + 8 = 26for: 1d4 + 4 + 1d6 ⇒ (1) + 4 + (4) = 9 bludgeoning damage
Strike at HellSkel (Skeletal Hellknight): 1d20 + 8 ⇒ (3) + 8 = 11for: 1d4 + 4 + 1d6 ⇒ (4) + 4 + (4) = 12 bludgeoning damage
GM Cody |
Incredibly weak and easy to destroy, most skeletons make up for it by boasting elemental and physical resistances. Bludgeoning weapons and Sonic energy are the most effect forms of destroying undead
Doxie, at the command of Oppa strides forward, the Skeletal Hellknight whips his halberd towards her, using his attack of opportunity.
Halberd vs Doxie: 1d20 + 11 ⇒ (9) + 11 = 20
damage: 1d10 + 4 ⇒ (6) + 4 = 10
It barely manages to connect! She returns the favor but snapping down on one of the Skeletal Hellknight's tasty leg bones. Though critically effective, it seems her piercing damage isn't as effect.
Violant sends an eletrical arc racing through the Kellknight skeleton and his nearby skeleton guard guards.
reflex Red: 1d20 + 8 ⇒ (5) + 8 = 13
reflex gray: 1d20 + 8 ⇒ (8) + 8 = 16
Their dry dusty bones don't move like they used to and are briefly electrocuted. Though the Electricity damage doesn't do as much as Violant would have expected.
Samael steps forward cautiously, and lays a brutal punch into the Skeletal Hellknight, his fist clanging into the half plate armor, sending the creature clattering back in a jumble of bones and armor.
big crits make quick work of scary skeletons!
Alak unslings his greatsword and steps to the West to fight the White and Purple skeletal guards.
Greatsword vs White: 1d20 + 10 ⇒ (6) + 10 = 16
damage: 1d12 + 4 ⇒ (5) + 4 = 9
And he swipes through the skeleton, his slashing weapon overcoming the boney nature of skeletons to overwhelm the creatures unlife essence. It clatters and falls.
Round 1 - Boneyard Bash
Oppa / Doxie
Alak
Violant
Samael
Lyra
Stom
Skeletal Guard
Skeletal Grey 2 damage
Stom Flintheart |
Stom moves to intercept the skeletons nearest Samael and swings his axe at each of them in turn.
◇ Rage (on initiative)
◆ Stride
◆ Strike #1 at Grey
◆ Strike #2 at Green
Strike #1: 1d20 + 8 ⇒ (8) + 8 = 16
Slashing/Force Dmg: 1d12 + 4 + 4 ⇒ (3) + 4 + 4 = 11
Strike #2: 1d20 + 8 + 1 - 5 ⇒ (17) + 8 + 1 - 5 = 21
Slashing/Force Dmg: 1d12 + 4 + 4 ⇒ (9) + 4 + 4 = 17
GM Cody |
Stom steps up, draws his greataxe and swipes at the grey skeleton, the force of his blow barely connect but he put so much power it sends the skeleton scattering into a clatter of bones.
Don't forget, we do have to draw weapons at the start of combat. It makes sense that folks wouldn't be walking around for hours at a time with them in hand. One would have godly forearms after one dungeon
the remaining skeletons go, slightly weakened after the loss of their leader, they still go on the offensive.
Scimitar: 1d20 + 6 ⇒ (2) + 6 = 8
damage: 1d6 + 2 ⇒ (5) + 2 = 7
scimitar: 1d20 + 1 ⇒ (17) + 1 = 18
damage: 1d6 + 2 ⇒ (6) + 2 = 8
Both go wild, though and they are unable to hit the tough little dwarf.
Scimitar: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 1d6 + 2 ⇒ (2) + 2 = 4
scimitar: 1d20 + 1 ⇒ (4) + 1 = 5
damage: 1d6 + 2 ⇒ (3) + 2 = 5
Purple draws its sword and attacks Alak, scoring a hit only just barely getting past the living Hellknights defenses.
Alak comments, "I feel bad for disturbing the dead, but it seems someone else disturbed them before us,"
Scimitar: 1d20 + 6 ⇒ (9) + 6 = 15
damage: 1d6 + 2 ⇒ (5) + 2 = 7
scimitar: 1d20 + 1 ⇒ (12) + 1 = 13
damage: 1d6 + 2 ⇒ (4) + 2 = 6
Yellow attacks Doxie but she nimbly dips and dodges away from any mortal blows.
Lastly the Blue skeletal guard attacks Lyra.
Scimitar: 1d20 + 6 ⇒ (20) + 6 = 26
damage: 1d6 + 2 ⇒ (2) + 2 = 4
scimitar: 1d20 + 1 ⇒ (8) + 1 = 9
damage: 1d6 + 2 ⇒ (5) + 2 = 7
And opens with a truly critical blow, wounding her, though not grievously.
Round 2 - Boneyard Bash
Oppa / Doxie
Alak
Violant
Samael
Lyra 8 damage
Stom
Skeletal Guard Purple/Yellow/Blue
Samael Doulen |
Samael strides to flank the yellow skello.
Strike at Yellow: 1d20 + 8 ⇒ (9) + 8 = 17for: 1d4 + 4 + 1d6 ⇒ (2) + 4 + (1) = 7 bludgeoning damage.
If Yellow is destroyed, then move to flank Blue, otherwise...
Strike at Yellow: 1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 21for: 1d4 + 4 + 1d6 ⇒ (1) + 4 + (3) = 8 bludgeoning damage.
Lyra Flamecrest |
"ROAR!" Lyra yells as the skeleton attacks her. Her holy symbol begins to glow with the holy light of Sarenrae.
"Klllarkisha Sarenrae brisshhraka liikk! thill srhuakkk yulll""
>>> Heal: 1d8 ⇒ 6
3 action heal all allies within 30 ft get HP back and all undead take damage
Violant Turra |
"Hm. A punch seemed effective. Let's try this instead,"
Violant begins casting a spell, Spout, then quickly modifies its manifestation, as is her specialty, to cause a fist of water to appear out of the air striking Purple.
Bludgeoning dmg: 2d4 ⇒ (3, 1) = 4
DC 18 Reflex Save, flat-footed on crit.
RK Religion: 1d20 + 5 ⇒ (11) + 5 = 16
GM Cody |
Samael rolls forward and comes up delivering a brutal uppercut to the Yellow Skeleton, sending it scattering across the floor.
will save green: 1d20 + 2 ⇒ (15) + 2 = 17
will save purple: 1d20 + 2 ⇒ (3) + 2 = 5
will save blue: 1d20 + 2 ⇒ (17) + 2 = 19
Lyra raises her holy symbol infused shield, bathing the area in radiant spirit energy. Healing her wounded allies and blast away both Purple Skeleton, its bones vaporizing. Green and blue remain standing barely, their very essence coming apart.
Violant delivers a brutal watery punch to the purple skeleton.
Reflex: 1d20 + 8 ⇒ (13) + 8 = 21
Even with it dodging out of the way, it still takes enough of the punch to be completely blasted apart.
Alak seeing only one skeleton remaining, strides forward menacingly, "I'm sorry brother or sister, but eternal rest is better than this,"
He slashes the remaining green skeleton, 2 times, blowing it apart, sending pieces scattering.
Attack: 1d20 + 10 ⇒ (5) + 10 = 15
damage: 1d12 + 4 ⇒ (1) + 4 = 5
Attack: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d12 + 4 ⇒ (12) + 4 = 16
It had 1 hitpoint left, figured I'd use Alak to wrap things up, :P
GM Cody |
Searching the immediate area, like described this appears to be a hall of graves.
Gathering the loot from the skeletons, you find one suit of Hellknight Half plate, 5 scimitars, and one magical halberd.
On the west side, in the alcove with the 4 sepulchers, you notice there are plaques adorning each of the sepulchers.
Xera Delphine, Renten Viselli, Yenesta, and Loreen Sinelle. These names match the names you read about in the book.
Alak looks around, "Well, Just don’t desecrate the bodies,” the armiger requests. “Much as it pains me to disturb these tombs, I understand that any magical treasures you find here will help your cause.” Signing, "Its frustrating that the Hellknights abandoned this place, and all its history. They could have made arrangements to move or better protect these honored dead, still, I know these Hellknights would rather see their armaments used to rid the world of evil, rather than sit and grow dusty,"
Theres a door at the end of this hall of graves, as well as another room/large alcove in [ooc]B14. Let me know where y'all want to do next. If you want to bust these sepulchers open, its either an Athletics Check or Thievery check [/ooc]
Samael Doulen |
"Here, let me get to work on these sepulchers."
Samael gets out his thieves' toolkit, and begins opening them.
Thievery is +11 with the toolkit
He will look for traps first. His perception is +7
GM Cody |
Samael gets to work on the Sepulchers.
Xera Dalphine's sepulcher: 1d20 + 11 ⇒ (8) + 11 = 19
Xera Dalphine's sepulcher 2nd attempt: 1d20 + 11 ⇒ (18) + 11 = 29
Renten Viselli's sepulcher: 1d20 + 11 ⇒ (15) + 11 = 26
Yenesta's sepulcher: 1d20 + 11 ⇒ (14) + 11 = 25
Loreen Sinelle's sepulcher: 1d20 + 11 ⇒ (10) + 11 = 21
absolute monster rolls, Samael is a very proficient lock picker lol
Samael spends some time, the first lock gives him some trouble, just when he thinks he get its, he resets the tumblers and has to start over. His second attempt goes much faster and breezes through it, opening the lock. The remaining sepulcher's prove to be no trouble, after his experience with the first.
Inside, are four dusty skeletons dressed in hellknight regalia, though without their armor. You guys recover a pair of bracers, a stone shaped as a cabochon, is a small chunk of amber with a bit of feather or a flying insect caught within it, a small brass pin is shaped like a monkey climbing a tree and finally a set of two rings: an intricate, gleaming golden ring with a square-cut ruby, and a thick, plain iron ring.
They each resemble the items you read about in the book, bracers of missile deflection, a feather step stone, a monkey pin talisman and a set of doubling rings.
Stom Flintheart |
As Samael open each of the tombs in turn, Stom takes the opportunity to speak with Alak. "I know that disturbing the resting places of these important Hellknights can't sit well with you. But, I know their possessions go to better use as we continue to explore this dungeon. Creations like this are supposed to be used, instead of gathering dust and cobwebs. At least, that's how I see it. No offense meant, of course!"
Stom examines all of the weapons and armor they recently acquired. "Alak, would this set of Hellknight half-plate be of use to you?"
Violant Turra |
Arcana: 1d20 + 8 ⇒ (3) + 8 = 11
Speaking of rolls... Vi can't seem to identify runes worth anything.
"Hm. I think this rune is some kind of rune of accuracy, or power -- though that's only because those runes are extremely common. I have no clue. Oppa, would you like an attempt at identifying the rune?" she then hands the Halberd to Oppa.
She then turns to Alak. "I do have to ask a question: do you fight devils... often? I always assumed that was a rite of passage -- since Hellknights are devoted to order, I'd assume you slaughtered demons and proteans more than devils? And as for the rune, give me a few days to research to make sure I don't debase it, and I can probably copy it over to one of your weapons."
GM Cody |
Stammering a little as he called out on his inaccuracy of Hellknight ways, "Well, yeah, I mean its sort of the family business, so I guess we aren't fighting devils often, I just meant I like the idea of devils, I guess? But you are right, Hellknights do fight demons, and humans, really any chaotics creatures, Fey too, I suppose. All about taming the wild lands of Varisia now,"
Looking at the incomplete set of Hellknight plate, "I haven't earned my own set yet, it'd be wrong to take this one, though. I probably should bring it back to Varisia with me but I doubt my order would be happy if I explained I got it grave robbing our old fortress." He looks around, "I wouldn't wear it though, if a full Hellknight saw you wearing their armor, they'd have to fight you. I'm just an Armiger still, I've yet to take my own trials. I hope to soon though,"
Where too next? Still have all of B14's area to explore, as well doors at the end of B12, another hallway in the main corridor as well as a final wing of this place
Stom Flintheart |
"I do understand the need to pass a test before earning the right to wear this armor. Very similar to dwarven guilds, you see."
As Violant passing the halberd to Oppa, Stom's eyes twinkle a bit. "That looks like a fine weapon. Could be useful for you, Lyra. A little close combat, but still from distance."
After the group regroups after combat and takes a bit of time to collect the new loot, Stom considers their next move and points to the south. "This room looks interesting."
Stom suggests B14 as the next move.
Lyra Flamecrest |
Arcana: 1d20 + 1 ⇒ (1) + 1 = 2 WELL thats a NAT 1
Lyra takes a look at the halberd Stom has. "Aye, that is a good looking weapon Stom." She turns the arm of the weapon in her hands. "I think for now I'll stick with my shield and morningstar and scimitar." She lightly pats the weapons hanging from her belt.
i also agree lets head to B14 next
GM Cody |
Its a +1 Halberd, so +1 to attack and damage with it
Leaving the pile of loot organized, your group heads off to check this other alcove to the south. Narrow stone walls filled with coffin-sized compartments stretch from the floor to the ceiling in this dark, claustrophobic chamber. Most of the compartments are occupied with shroud-covered bodies, though some of them are conspicuously empty.
As you guys step fully into this room and Samael sweeps his light over the surroundings. four hellknight helmets rise up off nearby shelves and alcoves, Dangling from the helmet like a shroud is a shadow of the former Hellknight’s spine, adding to the creature’s terrifyingly gruesome appearance.
Violant's Initiative: 18 = 18
Samael Doulen's Initiative (E): 1d20 + 9 ⇒ (18) + 9 = 27
Lyra Flamecrest's Initiative (T): 1d20 + 7 ⇒ (1) + 7 = 8
Oppa Silk's Initiative (T): 1d20 + 6 ⇒ (6) + 6 = 12
Stom Flintheart's Initiative (E): 1d20 + 9 ⇒ (20) + 9 = 29
Hellcrown Red: 1d20 + 7 ⇒ (2) + 7 = 9
hellcrown blue: 1d20 + 7 ⇒ (9) + 7 = 16
hellcrown green: 1d20 + 7 ⇒ (11) + 7 = 18
hellcrown yellow: 1d20 + 7 ⇒ (15) + 7 = 22
When a Hellknight is decapitated, the ghostly undead known as a hellcrown
is an occasional result. Consumed by the desire to bring about order by
inflicting cruelty, hellcrowns haunt battlefields and abandoned castles,
slaying all they encounter. Hellknights regard hellcrowns with a mixture of disgust and respect, considering the individuals who transform into these floating undead to have been resolute in purpose but weak in body. They can fly, are undead, but they aren't resistant to anything nor weak to anything either. Each hellcrown usually possesses unique abilities related to the Order it served in life.
Round 1 - Hellknight Horrors
Stom
Samael
Hellcrown Yellow
Violant
Hellcrown Green
Hellcrown Blue
Oppa/Doxie
Hellcrown Red
Lyra
Samael Doulen |
◆ Begin juggling a dagger
◆ Begin juggling the hatchet
◆ Attack Green with the hatchet w/Suprise Attack, 2nd range increment: 1d20 + 8 - 2 ⇒ (11) + 8 - 2 = 17for: 1d6 + 1 + 1d6 ⇒ (4) + 1 + (4) = 9
Stom Flintheart |
Stom grunts in anger as the helmets rise into the air. "Unnatural life. Down with you!"
◇ Rage (on initiative)
◆ Draw Greataxe
◆ Step
◆ Strike at Red
Strike: 1d20 + 8 ⇒ (19) + 8 = 27
Slashing/Force Dmg: 1d12 + 4 + 4 ⇒ (6) + 4 + 4 = 14
GM Cody |
Samael juggling a dagger and one of his new found hatchets, launches a hatchet it tumbles through the air and smacks into the Green Hellknight Helmet. It gives a resounding bong sound.
Stom draws his greataxe, raging, and swings his greataxe at the red helmet and slams into the helmet, critically destroying and sending it flying like some helmet shaped ball it launches through the room, bouncing off the walls before falling inert in a pile of crumpled metal.
nice critical hit
The yellow Hellcrown launches a sharp, metal nail at Stom.
Nail: 1d20 + 9 ⇒ (17) + 9 = 26
damage: 1d4 + 2 ⇒ (3) + 2 = 5
Also need you to make a DC 16 Fort Save. If you fail its Enfeeble 1 for 1 minute and 1 persistent bleed damage. If you crit fail its enfeeble 2 and 1d4 bleed
Second nail: 1d20 + 4 ⇒ (19) + 4 = 23
damage: 1d4 + 2 ⇒ (2) + 2 = 4
need you to make another DC 16 Fort Save. If you fail its Enfeeble 1 for 1 minute and 1 persistent bleed damage. If you crit fail its enfeeble 2 and 1d4 bleed. If you fail the first and second, the enfeeble stacks, so if you fail both its enfeebled 2. Same with the Bleed.
Stom has two massive nails slam into him, wounding him.
You feel a dreadful connection to the Hellcrown having been impaled. The fear, anger and malic of this creature threatens to overwelm you.
If you fail either of the fort saves, need a Will save DC 16 or be frightened 1 as well.
Round 1 - Hellknight Horrors
Stom
Samael
Hellcrown Yellow
Violant
Hellcrown Green 9 damage
Hellcrown Blue
Oppa/Doxie
Hellcrown Red
Lyra
Violant Turra |
Violant starts... cackling maniacally as she realizes what these hellcrown use to attack.
"NAILS?! THEY USE NAILS?!"
Then she holds out her fist, sending a ball of flame at the Yellow Hellcrown, then she raises her shield just in case.
Spell Attack Roll: 1d20 + 8 ⇒ (9) + 8 = 17
Fire Damage: 2d4 ⇒ (3, 4) = 7
Ignition. Raise Shield. DC 18 Reflex save.
GM Cody |
Violant launches a snap of fire, engulfing the Yellow Hellcrown, it erupts in flames, its undead essence writhing.
The Blue Hellcrown flies over launches two sharp nails at Violant.
Nail gun: 1d20 + 9 ⇒ (3) + 9 = 12
damage: 1d4 + 2 ⇒ (3) + 2 = 5
Nail gun: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d4 + 2 ⇒ (2) + 2 = 4
One of them slams into her.
Also need you to make a DC 16 Fort Save. If you fail its Enfeeble 1 for 1 minute and 1 persistent bleed damage. If you crit fail its enfeeble 2 and 1d4 bleed
The Green hellcrown levels its gaze at Samael and launches atwo nails at him.
Nail: 1d20 + 9 ⇒ (6) + 9 = 15
damage: 1d4 + 2 ⇒ (1) + 2 = 3
Nail: 1d20 + 4 ⇒ (13) + 4 = 17
damage: 1d4 + 2 ⇒ (2) + 2 = 4
Missing both it flies backward 10 feet.
Round 1 - Hellknight Horrors
Stom
Samael
Hellcrown Yellow 7 damage
Violant 4 damage
Hellcrown Green 9 damage
Hellcrown Blue
Oppa/Doxie
Lyra
Lyra Flamecrest |
Religion: 1d20 + 8 ⇒ (4) + 8 = 12
Lyra pulls out 3 pieces of metal and throws them towards the undead creature.
"NULLISH CRAAALIFK”
attack: 1d20 + 7 ⇒ (4) + 7 = 11
damage: 3d4 ⇒ (1, 4, 2) = 7
>recall knowledge
>> needle carts
Violant Turra |
Fort Save: 1d20 + 6 ⇒ (17) + 6 = 23
Violant steels herself and pulls the nail out.
"Hm. I should eventually copy Needle Darts and use this as ammunition later."