Lyra Flamecrest |
reaction shield raise
As the goblin creature attacks Lyra she quickly raises her shield and is able to block some of the damage from its sword.
shield has hardness 5 and 20HP
”LET GO! OF! ME!” she yells as she grabbed and held tight. She continues
Unarmed to Escape: 1d20 + 5 ⇒ (12) + 5 = 17
Freed from her restraint she throws her hand out toward the creature and three needle like darks spring forth towards its face.
Needle Darts spell attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 3d4 ⇒ (3, 1, 2) = 6
GM Cody |
Samael is able to dip and dodge, confusing the bugbear and throwing her off balance as she wrestles with Lyra, thanks to his feint, Samael delivers a wicked kidney shot with his sword, the Hairy Goblin howls in pain as Lyra follows up delivering a headbutt breaking free of the Hairy Goblin's grasp.
Lyra tries to fire off three needle like darts of metal but finds it to difficult to hit her target, even at such close range.
Yoletcha, howls in anger at Samael, letting out an intimidating scream right in his face, blood and spittle showering him.
Intimidate(Demoralize): 1d20 + 4 ⇒ (15) + 4 = 19 Succcess, you have Frightened 1
the big Hairy Goblin then swings her bastard sword at Samael, "You! Die! NOW!" gripping her sword in two hands to deliver a more powerful blow.
Bastard Sword 2H: 1d20 + 10 ⇒ (12) + 10 = 22 damage: 1d12 + 4 ⇒ (12) + 4 = 16 yowch
Round 2 - Home Alone?
Samael 16 damage
Lyra 7 damage
Yoletcha 26 damage
Violant
Oppa
Doxie
Violant Turra |
Violant continues to pointlessly talk in Utopian, no one in her vicinity understanding her. Another ball of fire forms above her palms as she aims directly for Yoletcha's face as opposed to a limb. She tries to respond to intimidation in kind, pointing at her as the flame strikes the goblinoid.
Ignition: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 2d4 ⇒ (3, 4) = 7
Intimidate (U): 1d20 ⇒ 14
2 Actions: Ignition/Produce Flame. 1 Action: Intimidate
GM Cody |
Violant produces a large ball of flame and hurls it into the distracted, distraught Hobgoblin, just as she turns to face Violant a large gob of fire slams into her face.
The Hobgoblin howls in pain, her fur burning away with a nauseating stench before collapsing in a heap, unconscious and bleeding out.
combat over! good job, y'all! Looks like a couple of y'all are hurt. There's also a ton of doors and rooms to finish exploring in here.
Just as a reminder for everyone, including myself on how this all works. Note that Search is the exploration time activity that allows you to move slowly enough through a space to keep actively looking for an object, secret door, etc. It also ends up with secret Seek checks using Perception to resolve if anything is ever found.
If you choose to Seek, it is an area based action. Tell me the specific area you want to look at. If you want to Search, it is a time based activity (or speed based if moving and searching), so you say how much time you want to spend, and the Search assumes the entire space (if reasonable).
Lyra Flamecrest |
Dusting herself off after Violant's fiery display, she looks around at the injured, including herself.
10 mins to do a Medicine check to treat wounds, after which you are immune to it for 1 hour.
DC15 Medicine check to treat wounds on myself: 1d20 + 7 ⇒ (5) + 7 = 12
"Samael, here let me see to your wounds. This will just take a bit of time."
DC15 Medicine check on Samael: 1d20 + 7 ⇒ (17) + 7 = 24
HP back: 2d8 ⇒ (6, 2) = 8
After tending to Samael's wounds Lyra picks up her shield and examines the damage it took during the fight. "Looks like this can take another fight.." she trails off as she slings it back across her back.
Since this has taken me 20mins in game if the rest of yall want to search the room?
GM Cody |
Sameal resumes his search of the outer bedrooms. But all he is able to find in the old, picked over rooms is a small talisman in the shape of a large predatory animal's claw, perhaps a raptor or tiger and a small bottle with a red fluid with an old dusty cork keeping it sealed. There is a faint symbol of a red cross but its faded and worn. There may or may not be more to find if Violant wants to search as well.
Activate [free-action]
Trigger: You critically succeed at an attack roll with the affixed weapon.
This claw set in an iron clasp and chain is usually that of a large predator. When you activate the claw, the triggering attack gains the weapon's critical specialization effect.
Western Bedchamber DC 18: 1d20 + 5 ⇒ (4) + 5 = 9
Middle Bedchamber DC 15: 1d20 + 5 ⇒ (10) + 5 = 15
Eastern Bedchamber DC 20: 1d20 + 5 ⇒ (11) + 5 = 16
Oppa and Doxie sniff around the dead bugbear and her small fort in the center of the room finding a:
perception DC 15: 1d20 + 5 ⇒ (9) + 5 = 14
Perception DC 15 Doxie: 1d20 + 3 ⇒ (19) + 3 = 22
- medium Bastard Sword
- 3 medium javelins
- medium leather armor
- a half eaten rabbit
- 2 dead large rats
- two flasks with a white-ish blue-ish liquid (Religion DC 10)
- a wooden shield with faded paint matching the Order of the Nail hellknights
Violant Turra |
Violant searches as well, as she also tries to identify the item that the group has located. She, however, fails to correctly identify the item and just continues searching.
Religion: 1d20 + 4 ⇒ (2) + 4 = 6
Arcana: 1d20 + 7 ⇒ (3) + 7 = 10
Wow those are some horrible rolls, she fails to identify both the liquid and the talisman.
It takes a good while for her Taldane to come back to her, but once it does, she explains that "I have no idea what these are, I can attempt identifying them again at a later date when we're not in the middle of a place where we... you know, might get attacked!"
GM Cody |
Western Bedchamber DC 18: 1d20 + 4 ⇒ (5) + 4 = 9
Eastern Bedchamber DC 20: 1d20 + 4 ⇒ (10) + 4 = 14
Violant attempts to identify the talisman y'all found but is unsuccessful today, giving up she searches after Samael, making sure didn't miss anything and believes that he really didn't miss anything.
Not sure how y'all wanna divy up the loot and what not, there are a couple of exits out of this room.
Samael Doulen |
"Let's stick together. We've got two exits from this room. I suggest we use the left-hand rule and take the door to the north."
Not waiting for consensus, Samael moves to that door, checks for traps (Perception +6), and, if he doesn't sense any will open the door and step into the next room.
GM Cody |
Not finding any traps or locks holding the wooden door together, Samael pushes it open finding a dust-covered, black wooden countertop runs along the walls of the southwestern end of this galley-style room. It clearly was once a kitchen, but its cupboards and shelves were stripped of most tools and provisions long ago.
Two more doors exit this room, one directly opposite you and another on the right.
You guys searching this room or moving on?
Lyra Flamecrest |
Looking over Violant's shoulder while she examines the potion, Lyra offers to try and identify them.
Religion: 1d20 + 7 ⇒ (15) + 7 = 22
"Samael, you are still hurt let me heal you again before we continue deeper into the Citadel'
I will use a 3 action Heal, which can give everyone in a 30foot radius a d8 healing.
Heal: 1d8 ⇒ 7
GM Cody |
As you three begin to search through the broken cupboards and picking through the decrepit kitchen, almost simultaneously does Sam peak into a dark corner does Violant open a cupboard do thousands of tiny spiders come pouring into the room.
Like something out of your worst nightmares, spiders pour from every dark crack in the room, filling the room in spiders. blanketing you all in their tiny skittering legs, fangs dripping with poison.
Violant Turra's Initiative (T): 1d20 + 8 ⇒ (1) + 8 = 9
Samael Doulen's Initiative (E): 1d20 + 8 ⇒ (8) + 8 = 16
Lyra Flamecrest's Initiative (T): 1d20 + 7 ⇒ (17) + 7 = 24
Oppa Silk's Initiative (T): 1d20 + 5 ⇒ (11) + 5 = 16
Doxie (Eidolon)'s Initiative (T): 1d20 + 3 ⇒ (4) + 3 = 7
Spider Swarm Red: 1d20 + 5 ⇒ (7) + 5 = 12
spider swarm blue: 1d20 + 5 ⇒ (7) + 5 = 12
Round 1 - Spider's from Mars
Lyra
Samael
Oppa
Spider Swarm Red
Spider Swarm Blue
Violant
Doxie
Lyra Flamecrest |
Recall Knowledge: 1d20 + 7 ⇒ (17) + 7 = 24
"Gruu'llik! Sweet Lady of Light! A Spider swarm, careful everyone they can be very poisonous and if I'm remembering correctly bludgeoning damage or area attacks would be very helpful."
With the sudden appearance of hundreds of spiders, Lyra can practically feel like creepy crawly legs on her body. Unable to help with beating them into a pulp she thrusts her hands toward Violant and begins to cast a spell.
"QUIIILURTH"
I cast guidance on Violant you get a +1 to your choice of one attack roll, perception check, saving throw or skill check for the next round
Samael Doulen |
Samael will attempt to Tumble Behind the swarm he is in: 1d20 + 7 ⇒ (2) + 7 = 9
It is completely ineffective, and then he will strike twice with his dagger.
Strike: 1d20 + 7 ⇒ (12) + 7 = 19for: 1d4 + 4 ⇒ (4) + 4 = 8 piercing damage.
Strike: 1d20 + 7 - 4 ⇒ (2) + 7 - 4 = 5for: 1d4 + 4 ⇒ (2) + 4 = 6 piercing damage.
Oppa Silk |
Act Together with Doxie
◆◆ Caustic Blast... Centered at intersection inside door. (5'Blast should miss all PC's. DC16 Base Reflex Save.
1d8 ⇒ 5 Acid damage. +1 persistent on critical Save fail.
◆Take Cover (Doxie)
GM Cody |
Round 1 - Spider's from Mars
Lyra
Samael
Oppa
Spider Swarm Red 3 damage
Spider Swarm Blue 7 damage
Violant
Doxie
Lyra casts a spell, trying to aid Violant, but otherwise trapped by an overwhelming carpet of spiders. Samael attempts to tumble through the tide of spiders but finds it impossible thick and resorts to just stabbing. He is able to skewer a number of spiders but it seemed otherwise ineffective against swarm.
Oppa throws a glop of acid and it explodes, showering over the blue spiders.
Reflex Save Blue: 1d20 + 7 ⇒ (12) + 7 = 19
While a good majority of the spiders were able to avoid the acid, it still did considerable damage.
Violant Turra |
Violant moves through the swarm of spiders to navigate through the door, and mutters something in Utopian as she, quite literally, spits a glob of saliva mixed with acid at the spiders in front of her.
◆Stride. ◆◆Innate Caustic Blast (DC13 Basic Reflex)
Acid Damage (area, which should considerably harm the thing): 1d8 ⇒ 7
Rip Guidance. Centering the burst at the same area that Oppa did.
Violant Turra |
Confused at the possibility someone understands her, but reasoning that he merely saw the two area attacks, Violant gives the rogue a thumbs up. Non-innate spells will be harder to dodge (DC 17), fair warning.
GM Cody |
Round 2 - Spider's from Mars
Lyra
Samael
Oppa
Spider Swarm Red 3 damage
Spider Swarm Blue 15 damage
Violant
Doxie
reflex save Blue: 1d20 + 7 ⇒ (16) + 7 = 23
lol realized I forgot to take the swarms actions with my last post, guess they spent that first turn still pouring out of every cupboard
Violant follows up Oppa's acidic burp with her own, spewing acid all over the blue spiders. Enough of them shrivel up and die that the swarm dissipates, retreating to dark corners. The red spiders are only enraged, vowing revenge in their own chittering way!
Samael Doulen |
Three strikes: 1d20 + 7 ⇒ (16) + 7 = 231d20 + 3 ⇒ (16) + 3 = 191d20 - 1 ⇒ (19) - 1 = 18for: 1d4 + 4 ⇒ (1) + 4 = 51d4 + 4 ⇒ (4) + 4 = 81d4 + 4 ⇒ (2) + 4 = 6 piercing damage respectively.
Lyra Flamecrest |
Lyra, at a loss for a way to effectively kill the swarming arachnids, moves out of the room. Moving her hand she quickly points towards Oppa and yells in Orcish. A wave of energy flows from her palm leaving you with the warm feeling of Sarenrae’s light.
“QUIIILURTH”
one action to cast guidance on Oppa, one action to move out of the room
Oppa Silk |
Thanks for the guidance, but probably won't be using it as both mine and Doxies attacks call for Saves... but good strategy.
◆ Act Together (Get Doxie to move)
◆ Command Doxie
◆ Recall Knowledge (Nature)
1d20 + 5 ⇒ (19) + 5 = 24 RK
GM Cody |
Round 2 - Spider's from Mars
Lyra (Round 3)
Samael (round 3)
Oppa - Doxie (round 3)
Spider Swarm Red 10 damage
Spider Swarm Blue 15 damage
Violant (round 2)
Oppa and Doxie move simultaneously, acting in unison, as Doxie darts into the room and launches a freezing breath attack on the spiders.
reflex save: 1d20 + 7 ⇒ (12) + 7 = 19
Still the effect is immediate as many of the spiderss curl up, frozen and dead. Enough of them survive to immediately move onto Samael, crawling up and over him, biting him dozens of times.
damage DC 14 Basic Reflex Save: 1d4 ⇒ 2
2nd attack damage DC 14 Basic Reflex Save: 1d4 ⇒ 2
if you fail one or both of those reflex saves, I need a DC 14 Fort save versus the spider's poison
Violant Turra |
This is very probably overkill! Breathe Fire refluffed as Burning Hands, with a DC17 Basic Reflex save
2d6 ⇒ (6, 1) = 7 Plus area damage. I believe it should miss Samael.
(Presumably) after the spiders are thoroughly dispatched and torched, her Taldane returns to her slowly, and she continues, "Alright... should we continue through the door?"
GM Cody |
Violant finishes off the remaining spiders, singing Samael's eyebrows but otherwise leaving him unhurt.
Finishing your search of this room, you guys find two Antidotes and two small bags with a bright, silver-grey and brittle earthy flakes.
These two bags are Arsenic, a common poison regularly used as an ingested poison and for pest control
there are two doors in this room, one to y'alls right and then the far door Samael is standing by
Violant Turra |
Crafting: 1d20 + 7 ⇒ (9) + 7 = 16
"This is Arsenic," Violant says as she holds up the flakes, before continuing to ask and implore, "Please do not consume it. It's an ingested poison."
Lyra Flamecrest |
Glad that the swarms of spiders are gone Lyra moves forward and reaches to open the door next to Samael. A8
Perception: 1d20 + 7 ⇒ (12) + 7 = 19 to listen for any noises coming from behind the door
Oppa Silk |
Oppa and Doxie move forward as well.
"Good Girl". Oppa states petting the dragon on the head.
1d20 + 5 ⇒ (7) + 5 = 12 Nature
"Are you sure that's Arsenic? I mean it could be... but it could be something else".
Exploration Activities: Oppa: Investigate, Doxie: Scout.
Violant Turra |
"I'm going off of what little Alchemy I know," Violant says. "I'd need an Alchemy lab to be sure. I know Alchemy, but I am no alchemist, so take what I say with a grain of salt. Still best to avoid consuming random materials, y'know?"
GM Cody |
Turning the pouch around in your hands, examining it, you find what looks like a small rat embroidered on the side of the pouch with a circle around it and line cutting across it diagonally.
Listening at the door, you are greeted with woody silence, proceeding inside you are greeted with a large training chamber which holds rows of moldering straw‑filled dummies, many of them wielding wooden replicas of various martial weapons.
Violant Turra's Perception (T): 1d20 + 4 ⇒ (16) + 4 = 20
Samael Doulen's Perception (E): 1d20 + 6 ⇒ (8) + 6 = 14
Lyra Flamecrest's Perception (T): 1d20 + 7 ⇒ (20) + 7 = 27
Oppa Silk's Perception (T): 1d20 + 5 ⇒ (12) + 5 = 17
Doxie (Eidolon)'s Perception (T): 1d20 + 3 ⇒ (6) + 3 = 9
As you guys explore the room, Violant, Oppa and Lyra all notice something out of the ordinary, as you investigate, you notice that a section of the western wall is slightly ajar, upon further investigation you can see that a secret door was recently opened, smudged dust and recent disturbance shows that it was opened rather recently, and then closed but not secured well. Additionally you all notice the huge gaping hole in the outer south wall, leading to the outside.
Inside the secret chamber, this well-hidden closet holds dust-furred tables covered in jumbled but ominous accessories: pentagram-covered tomes, heavily melted candles, scattered pieces of loose chalk, vats of moldy incense, moth-eaten robes, and several empty and dusty weapon racks.
You find a single silver longsword that was missed when the Hellknights pulled out. Additionally you find a sealed lockbox bearing the sign of Asmodeus. Lastly you find an intact manuscript describing a Hellknight rituals for summoning demons
Phew this one had a lot of rolling, I know some of these perception checks are supposed to be made by the GM but its always bothered me taking the agency away from players for certain perception checks.
Samael Doulen |
Society: 1d20 + 4 ⇒ (9) + 4 = 13
Religion: 1d20 + 4 ⇒ (6) + 4 = 10
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Perception: 1d20 + 6 ⇒ (19) + 6 = 25
"Oooh! Look! Here's a shiny longsword. And some kind of manuscript describing a ritual to summon demons. Oh! A lockbox. Let me open it."
Thievery: 1d20 + 7 ⇒ (19) + 7 = 26
Oppa Silk |
"Doxie. Stay here and keep an eye out for anything that's trying to sneak up on us".
1d20 + 2 ⇒ (8) + 2 = 10 Society
1d20 + 2 ⇒ (7) + 2 = 9 Religion
1d20 + 5 ⇒ (7) + 5 = 12 Perception
Oppa is oblivious to the purpose of the room pretending to punch the practice dummies and generally being a nusience.
He does take notice when Samael presents the longsword.
"Ohhh. Is it magical? I think all the Hellknights had magical swords".
Casts "Read Aura" on the sword
GM Cody |
Samael and Oppa dive into the secret chamber, combing its insides, revealing several objects left behind or otherwise forgotton.
It is not magical, merely a low grade silver longsword, it does do additional damage to creatures with weakness to silver
Samael immediately sets about tinkering with the new found Lockbox, easily bypasses its mechanical lock revealing 31 silver pieces, and a pair of finely made silk gloves embroidered with tiny silver hooks. Oppa sweeps his magical aura reading eyes over the gloves, as they light up magically under his gaze.
Lyra Flamecrest |
Looking around Lyra tries to remember anything else about the Hellknights.
Society: 1d20 + 1 ⇒ (4) + 1 = 5
Religion: 1d20 + 7 ⇒ (3) + 7 = 10
Looking at the dust covered secret room Lyra doesn't notice anything interesting about any of the tomes strewn about the table.
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
"Oh here Oppa, let me take a look at those gloves." She turns them over in her hands and doesn't see anything out of the ordinary about them
Arcana: 1d20 + 1 ⇒ (16) + 1 = 17
wow the dice gods arent rolling in my favor today
GM Cody |
Oppa Silk: 1d20 + 5 ⇒ (20) + 5 = 25
Oppa, Violant and Lyra all spend a considerable amount of time looking at the gloves but to no avail, none of the three are able to identify the gloves.
While Oppa watches the other two work, he can't help but look over the rest of the room. He finds what he believes to be another secret door leading out of this room, but the mechanism to open it appears locked in place.
The other secret door leading out of here requires a DC 15 Thievery(Pick a Lock) check to open
Additionally there is a not so secret door positioned right next to the secret door.
There are also a number of doors back out in the training area that are still unexplored.
GM Cody |
Samael pops open the secret door revealing a passwall to the forest outside the castle.
Its purpose isn't totally clear as it just leads outside, though you can see how to operate it from the outside clearly enough.
Especially since you know to look for it. You think you'd be able to easily come and go from here without using the main entrances.
Lyra Flamecrest |
After Lyra fails her check to identify the gloves she pulls out her shield and inspects the damage it took during the bugbear fight. Looking it over she attempts to repair the bit of damage it took.
Crafting to fix shield: 1d20 + 4 ⇒ (15) + 4 = 19
shield took 5HP during that fight
After restoring her shield she moves up past her companions and opens the door at the back of the room.
"Lets keep moving on! We need to find the Bumblebrashers."
GM Cody |
Moving through the secret passage, the party is once again faced with a number of choices of doors. Opening the doors you see one is a small circular room leading to more doors while the other is a short 10 foot hallway leading to another set of doors.
Pressing forward, you enter a new room, To the north of many rows of stadium-style benches stands a wide dais. Garbage clutters what was once undoubtedly a pristine floor. A small corridor near the dais leads to the west, while to the north, an iron gate provides a view into a central courtyard.
Coming from the northern room leading to the central courtyard you can hear a series of bark growls as well as claws scraping stone and what sounds like arguing and yelling.
You can make out snippets of what sounds like Goblin as well as someone arguing back in Common offering ever increasing amounts of the threats and insulting demands.
GM Cody |
stealth: 1d20 + 7 ⇒ (14) + 7 = 21
perception: 1d20 + 6 ⇒ (17) + 6 = 23
Samael creeps up to view the courtyard beyond. He sees A short flight of stairs leads down to an open-air courtyard surrounded by imposing octagonal walls, while a heavy iron gate separates it from the halls to the south.
A few errant milkweeds and tufts of crabgrass protrude from the cracked cobblestone flooring. The ground to the west is sunken in, creating a natural pool of rainwater.
To the north, the battlements above have partially collapsed into a huge mound of stone and wooden rubble, under which some sort of reptilian creature seems to have been crushed. The top half of a flight of wooden stairs rises up to the battlements above the collapsed section of the walls; broken plants from the bottom half lie amid the rubble below. A thick rope has been affixed via a grappling hook to the lower portion of the stairs, dangling down to within a few feet of the top of the rubble pile.
Additionally, The desperate shouts and barking growls continue here, but now their sources are obvious. The shouts come from the battlements above, where a few goblins and a halfling man holding another goblin at knifepoint can be seen. The man seems to be threatening the goblins, while the goblins look like they’re pleading for mercy. The source of the growling is of greater concern, though—for it comes from a large, draconic beast not far away at ground level, roaring at the delicious but inaccessible prey above!
The doors on the map leading from your room to the courtyard is actually just an iron gate, though it is locked.
just reposting what i put in discussion like a goober