| GM Cody |
Spending time to patch up your wounds, and recover from your fight with the Warg, some of you search the room you are in. Searching through the battered desk in here you find a book kind of wedged in the back of one of the drawers.
Violant you pull it out and open it up to investigate it, finding it to be a Treatise on Order of the Nail protocols as they relate to Chelish and Isgeri laws and and explanations of various interpretations of them as they apply to past cases against local criminals. At the beginning of the book is a personalized dedication that reads: “To Lictor Acillmar, with thanks for your interest in my work. Together we shall quell savagery. —Hellknight T. Stagram, Esq.”
Backtracking a bit to recheck your surroundings, the previous area with the Graveshell bodies, you guys spend the 30 minutes to scour the former courtroom. Altogether you guys find a total of 5 gp and 40 silver pieces scattered throughout the room, no doubt previous victims of the Graveshells.
Stom: 1d20 + 8 ⇒ (3) + 8 = 11
Oppa: 1d20 + 5 ⇒ (13) + 5 = 18
Oppa's curious nature and maybe with some help from Doxie is able t find a couple more scrolls that had been tucked away in a broken cabinet, long abandoned. The Scrolls are Alarm and Fear.
In an open doorway behind you guys, A14 , you guys find Once-plush crimson curtains hang in tatters on the walls, and scuffs reveal places where portraits once hung. Trash and rotted food lie in heaps on the floor like tiny moldering corpses. Open doors lead to north, northeast, and southwest.
Stom: 1d20 + 8 ⇒ (17) + 8 = 25
Oppa: 1d20 + 5 ⇒ (20) + 5 = 25
However while going through all this disturbance of the area both Oppa and Stom hear something, a mewling, or a small sound of a creature in the A15 area. This open area with a clear view into the courtroom to the east is littered with piles of filthy blankets, half-gnawed bones, and other signs that some sort of creature is squatting here.
Investigating, you guys find in a pile of blankets over an overturned desk is the nest of some creature. Inside the blankets are two Wolfish looking puppies, they growl and mewl piteously. As you approach they both growl and bare their little teeny tiny teeth. They look hungry.
| Lyra Flamecrest |
After the Warg dies Lyra can treat wounds on Stom and Oppa.
Treat Wounds: 1d20 + 10 ⇒ (10) + 10 = 20
Hp gained: 2d8 + 10 ⇒ (5, 3) + 10 = 18
Upon seeing the wolf puppies, Lyra stops and audibly gasps "PUPPIES! does anyone have any food? Maybe if we feed them they wont get so angry" She pauses and whispers "especially since I think we just killedtheir mother in the other room"
also from before GM, if its okay with you since combat ended before i used the my heal on stom i can just use treat wounds during the search time and save my heal spell
| Oppa Silk |
Oppa / Doxie turn to Lyra after the excitement of the battle and both smile as the cleric shows she had immense skill with both magic and mundane healing.
"Thank you Lyra... and thank Sarenrae for me. I feel good as new".
I'm back but still playing catch up.
| Stom Flintheart |
"I have some extra rations in my pack, but I'm not sure if that is appropriate food for a baby warg to eat."
RK w/ Nature: 1d20 + 6 ⇒ (15) + 6 = 21 Want to know if rations from the standard adventurers pack are healthy enough for warg puppies.
If Stom believes his pack rations are fine for warg puppies, he would toss the puppies one of the rations.
| Violant Turra |
Violant shows Alak the treatise on the Order of the Nail protocols, only managing a minor scoff as the Hellknight Order seems once again intent on emphasizing the Hell part of the name with its Chelish connections.
Once she goes to investigate the growling, she chimes in a bit. "Wargs are far more intelligent than Wolves," Violant adds as she tries to get a ration out of her pack, before either being beaten to the punch, or told it won't work (all while marveling at the scrunched snout) "In case the mother talking didn't clue you in there -- so it's best to treat them somewhere between wild animals and people, whatever that may mean. I do have more rations if you would rather we divide this up, as opposed to feeding them all of one person's rations. I could purchase meats as well, if needed?"
| Lyra Flamecrest |
"maybe before we dole out all our rations we see if they want to eat some of the graveshell meat, like Oppa suggested"
Lyra runs over to the other room and pulls out her scimitar and cuts of two chunks of meat. She brings it back and carefully offers the meat to the warg puppies. "Here you go, yeah thats a good puppy, eat the yummy graveshell" Lyra coaxes the warg pups out from their blanket and holds the meat out for them.
| GM Cody |
I'll need a diplomacy check from someone to coax the pups out, they are hungry but also scared and alone. You get a +2 bonus for offering food
The Warg puppies are interested in the food but reluctant to leave their makeshift den.
| Violant Turra |
Diplomacy w/ Food: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Violant offers the Warg pups some of the graveshell meat, trying her best not to treat them like mere wolves. When they grow up, they'll eventually be speaking like their mother... and hopefully not as violent if it can be helped.
| GM Cody |
The Wargs intrigued by your offer of food and coaxing with Lyra become confident enough to come out of their den and gobble the delicious Graveshell.
After closer examination Violant believes they are only a few days old, and similarly they are much smarter than your average animal, intelligence nearing human when more fully grown.
After playing with them and feeding them, their bellies grow full and the soon the puppies retreat back to their den to sleep.
Though the puppies are smarter than animals, they’re still developing their personalities and intellects. While predisposed to the cruelty of their kind, they could grow into friendlier creatures if given love and support. This requires a successful DC 16 Diplomacy check each day, and does not count as a downtime activity. After 10 successful checks, the warg puppies’ attitude toward a PC becomes friendly, and the creatures will follow a range of commands. The DC of this Diplomacy check is reduced to 14 for PCs with the Train Animal general feat, because the puppies are somewhere between a person and an animal in intelligence. Since wargs are smarter than most animals, the warg puppies may be able to follow more complex commands than normal, once trained or made friendly
Alak remains stoic, unyielding to the puppies charm, "Evil beasts, be wary of trying to raise them, seems like the kind of animal that will definitely bite the hand that feeds it" he says with a firm scowl.
| Violant Turra |
"No beast, by necessity, is good or evil, and that goes doubly so for creatures whose intelligence nears the level of a humanoid. Were it, say, a creature made of planar quintessence, or a Warg that had more time to grow and become accustomed to the ways of their parents," Violant adds, turning to Alak, "I would have no problem blowing them sky-high. Besides, at this age, biting the hand that feeds is only a minor inconvenience. The problem can be put to rest if a pattern comes to light before they can cause any major issues," she says while munching on a ration.
| GM Cody |
Grumbling but keeping any further comments to himself about wargs, he rolls his shoulders, "Are you keeping that book? I understand you were here first, and I'm not going to fight you for it, but my father was Trevor Stagram and likely the author of that book," He levels his gaze at the smaller Violant, not trying to intimidate her, but holding his ground.
| Violant Turra |
"You can have it; my opinion on Hellknights... varies drastically by Order, so I don't see why I'd need a book from your Order specifically," she says as she hands Alak the book.
| GM Cody |
Alak takes the book, treating it gently he pulls out some extra cloth from his rucksack and wraps the book, securing it with twine as he places it carefully back inside his rucksack, "I appreciate you giving this to me, I was here to recover anything I could find of my family. If I don't find the signet ring, this book is still a treasure,"
The rest of the lot of you notice a door right behind the Warg Puppies den, opening it you all see a room with many circular tables and heavy wooden writing desks here are tipped over or otherwise ransacked, the bookshelves against the wall and the nature of furniture suggest this was once a room where significant legal research took place.
Spending another 30 minutes exploring this room and picking over the leftover picks you all think you have a pretty good general knowledge about the recent history of the Order of the Nail Hellknights.
Years after Breachill’s foundation, the knoll’s natural defensibility made it an obvious spot for an order of the infamous Hellknights to build a keep. Hellknights are dedicated to the brutal pursuit of absolute law, and the Order of the Nail in particular is sworn to combat what its members call the regressive mires of the wild. This order built its headquarters, Citadel Altaerein, atop the rise, and the site has been known to the locals as Hellknight Hill ever since. When the Hellknights dug into the hill to excavate crypts, vaults, and dungeons for their fortress, they discovered the ruins of Alseta’s Ring, yet they never deciphered the purpose of the long-inactive elf gates. In time, the Hellknights abandoned Citadel Altaerein for a much larger and better-funded home to the northwest in Varisia, leaving Hellknight Hill’s fortress mostly abandoned. For a few years, the Hellknights kept a small contingent of guardians to monitor the premises. But as their missions in Varisia mounted, the Order of the Nail abandoned even this effort, and the citadel began to fall into disrepair when its last caretaker left nearly a decade ago.
Continuing with your aventure and opting for the Left door, you guys enter A19 and see Rows of desks here are bolted to the floor, though many of the cramped work spaces have been smashed to pieces or otherwise defaced. Wooden chairs have been thrown aside like discarded playthings. It also reeks, a musty, acrid, foul, pungent with a hint of ammonia smell slams into you guys as you open the door. The air shimmers with the heat of the stench and its overwhelming bite.
Need a Fortitude Save or be Sickened 2, are you guys stepping into the room to investigate the room further?
| Stom Flintheart |
"Violant, these warg puppies seem to like you well enough. Do you wish to keep them and train them? They could end up to be valuable allies. If not, I say let nature take its course."
Stom gives Violant a moment to ponder her decision and leans against the wall in one of the rooms they have already searched.
| Lyra Flamecrest |
Lyra scratches behind the ear of one of the pups before they retreat back into their blanket. "I agree Stom, these pups could turn out to be good little helps along our way eventually."
As we move into the next room and are hit with the overwhelming stench Lyra bends over and wretches. Completely overwhelmed by the smell permeating the room.
Fort save: 1d20 + 8 ⇒ (2) + 8 = 10
| GM Cody |
Lyra, stepping into the room disturbs the giant nest of bats. Hundreds of bads coalescing into a nipping, biting swarm that descend onto the trespasser. Meanwhile a massive, shape unfurls large leathery wings blasting the area with an acrid musk as it swoops down out of the tall rafters.
Violant Turra's Initiative (T): 10 + 9 + 1 = 20
Samael Doulen's Initiative (E): 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
Lyra Flamecrest's Initiative (T): 1d20 + 7 ⇒ (1) + 7 = 8
Oppa Silk's Initiative (T): 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Doxie (Eidolon)'s Initiative (T): 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Stom Flintheart's Initiative (E): 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
Giant Bat: 1d20 + 10 ⇒ (16) + 10 = 26
bat swarm: 1d20 + 7 ⇒ (10) + 7 = 17
Alak Stagram: 1d20 + 7 ⇒ (6) + 7 = 13
The Giant Bat swoops down, its fangs glaring as it tries to take a bite out of Lyra.
Fangs: 1d20 + 11 ⇒ (11) + 11 = 22
damage: 1d10 + 6 ⇒ (6) + 6 = 12
Then hits her with a Slap of its leathery wing
Wing: 1d20 + 7 ⇒ (12) + 7 = 19
damage: 1d6 + 6 ⇒ (2) + 6 = 8
20 damage, let me know if you use your shield reaction on your turn to reduce that, I think with your exploration activity you count the first turn of combat as having your shield raised already
The Giant bat is down at floor level, maybe 5 feet of the ground, the Bat Swarm is still collecting up at the top doing that fly around in circle thing that bats do, its 30 feet up
Round 1 - Its getting Batty in here
Giant Bat
Stom
Samael
Violant
Bat Swarm
Alak(Hellknight)
Oppa/Doxie
Lyra 20 damage
| Violant Turra |
You forgot to check the Tagline. Chronoskimmer shenanigans, but I'd still be going before the Bat Swarm anyways with an 18 on initiative, so it's no big deal.
Before
"I will try my best, and have you seen the scrunched snout that allows for speech? so adorable!," Violant says, handing one last bit of Graveshell meat to the Warg puppies. She's clearly taken a liking to them, but worries her axiomatic approach, to put it one way, to things, might not be the best way to a Warg puppy's heart. Can multiple of us attempt checks each day? [/i]
Fort Save: 1d20 + 6 ⇒ (9) + 6 = 15
[ooc] After
"Dysnosmia, of all times, why falter NOW?!"
Electric Arc Damage: 2d4 ⇒ (3, 2) = 5
Electric Arc at the big bat, since the Bat Swarm is too high up and far away. DC 18 Reflex save. Editted because I forgot about 3d rules in combat, always forget about them.
| Samael Doulen |
Fort DC 16: 1d20 + 5 ⇒ (6) + 5 = 11 Sickened 2
Looking a little green around the gills, Samael begins moves into the room, draws a dagger, and throws it at the giant bat: 1d20 + 8 - 2 ⇒ (4) + 8 - 2 = 10
His dagger clatters to the ground.
| GM Cody |
Oh yeah, I for some reason have your initiative bonus at +9 and then with Doxie scouting, gives you a +1, so 10 + 9 + 1 = 20
| Stom Flintheart |
DC 16 Fort Save: 1d20 + 9 ⇒ (10) + 9 = 19
Stom grunts as the wave of overwhelming smell hits him. "Gah! That's a ripe smell." Stom sees the large bat attack Lyra and rushes in to assist.
◆ Stride beside Samael
◆ Step within reach of bat
◆ Strike
Strike: 1d20 + 8 ⇒ (20) + 8 = 28
Dmg: 1d12 + 4 ⇒ (4) + 4 = 8
| GM Cody |
Nice Nat 20
Violant fires off an arc of electricity at the bat, reflex: 1d20 + 10 ⇒ (1) + 10 = 11 and the Bat having just woken up wasn't ready for the jolt of electricity. stom with the nat 20, me with the nat 1 bat gonna be dead soon lol
Samael struggles to overcome the smell of bat guano but is unable too and throws his dagger sending it wide. Stom takes advantage of the stunned Bat and delivers a critical blow.
The bat swarm finishes coalescing and surges down to the floor to nip and bite at Lyra, their closest target.
swarming bite: 1d4 ⇒ 2
Need a DC 16 reflex save from Lyra, if you fail you also take 1 bleed damage too
Alak wades into the swarming bats and swings at the giant bat, hoping the spellcasters can handle the bat swarm before it gets too bad.
Power Attack vs Big Bat: 1d20 + 10 ⇒ (19) + 10 = 29
damage: 2d12 + 4 ⇒ (9, 3) + 4 = 16
And he delivers a grievous blow to the bat, but it remains up.
Round 1 - Its getting Batty in here
Giant Bat 42 damage
Stom
Samael
Violant
Bat Swarm
Alak(Hellknight)
Oppa/Doxie
Lyra 20 damage
| Lyra Flamecrest |
Lyra quickly raises her shield as the bats swarm her. Luckily the shield absorbs some of the damage from the bats.
blocking the first bat attack shield blocks 6 and then the shield and i both take 6HP, and then i cant block the 2nd. so a total of 14 damage
Reflex save: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10
Lyra not only sickened she is now bleeding from the bat bite.
Lyra sweeps her scimitar in a wide arc through the bat swarm.
Attack: 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17
Slashing damage: 1d6 + 2 ⇒ (2) + 2 = 4
After she attacks with her scimitar she raises her shield back into position.
reaction to block, draw scimitar, attack, raise shield
I have this thing called emblazon armament which gives my shield a +1 to hardness, since i have the symbol of Sarenrae on the front.
| GM Cody |
Oppa runs into the room, commanding Doxie to breath cold breath onto the vampire bat swarm. It does considerable damage, many of the bats freezing and tinkling to the ground, frozen.
Lyra interposes her shield, blocking some of the damage before drawing her scimitar and attacking it though she is unable to strike a blow.
The giant bat has many targets, it'll continue flapping its stinky musky wings, and then bite ST-AL-LY: 1d3 ⇒ 2 at the Hellknight-to-be Alak.
bite: 1d20 + 11 ⇒ (7) + 11 = 18
damage: 1d10 + 6 ⇒ (2) + 6 = 8
Before than beating Stom with a wing buffet.
wing: 1d20 + 7 ⇒ (20) + 7 = 27
damage: 1d6 + 6 ⇒ (4) + 6 = 10 ouch, 20 pts
Round 2 - Its getting Batty in here
Giant Bat 42 damage
Stom 20 damage
Samael
Violant
Bat Swarm 8 damage
Alak(Hellknight)
Oppa/Doxie
Lyra 14 damage
| Violant Turra |
Within range! Electric Arc spam, go!
Within range, finally, Violant says as she sends more electricity the bats' way, the arc bouncing from bat to bat as it sends light throughout the pugnant-smelling room. The electricity, this time, arcs directly from her staff as she points at one bat, followed by the other in tandem with the electric arc hitting them. Afterwards, she raises her shield just in case.
Cast Electric Arc. Raise Shield.
E. Arc Damage: 2d4 ⇒ (1, 1) = 2 Yeah screw you too, dice gods.
E. Arc Damage??: 2d4 ⇒ (2, 4) = 6 Am unsure if each target takes a different 2d4 damage.
I'll need a DC 18 Basic Reflex save from both of them.
| Samael Doulen |
If I am able to climb atop the table, will that flank the Giant Bat? If so, than please add flanking and 1d6 Sneak Attack damage
◆ Stride
◆ Start juggling my second dagger
◆ Stabby: 1d20 + 8 ⇒ (19) + 8 = 27for: 1d4 + 4 ⇒ (4) + 4 = 8 piercing damage.
| Stom Flintheart |
Stom's quick movement and powerful swing cause him to be off-balance when the bat attacks back at him, resulting in a nasty wound across his chest that pierces his armor. "Rah! Enjoy your last moments!" Seeing Samael distracting the bat from the other side of the room, Stom does his best to take advantage.
◆ Rage 5 temp HP, which I've been forgetting
◆ Strike
◆ Strike
Strike #1: 1d20 + 8 ⇒ (15) + 8 = 23
Slashing/Acid Dmg: 1d12 + 4 + 4 ⇒ (12) + 4 + 4 = 20
Strike #2: 1d20 + 3 ⇒ (2) + 3 = 5
Slashing/Acid Dmg: 1d12 + 4 + 4 ⇒ (5) + 4 + 4 = 13
| GM Cody |
Together in a flurry of action you guys simultaneously finish off not only the giant bat but the hundreds of smaller bats. Though many of the smaller bats limp off flying back off into the rafters to nurse their wounds and severely reduced population.
Nice, y'all took some big licks but dished out some equally big licks. I imagine y'all are wanting to take some time to heal up. Let me know if anyone wants to search this area still. The room reeks and much of it is covered in layers of bat guano, some areas thicker than others.
Alak wipes his greatsword off in the pit of his arm, cleaning it of the foul bat blood before sheathing it on his back again. Looking around, remaining grim, "Bat shit," he says simply, shaking his head.
| Stom Flintheart |
Ignoring the wound on his chest, Stom attempts to search the bat room for anything valuable or useful. "The stench isn't so bad after you are in it. Let's see if bats had a hoard."
Perception to Search: 1d20 + 8 ⇒ (7) + 8 = 15
After satisfying his curiosity, Stom exits the room and finds a cleaner spot to bandage his wounds. He successfully cleans the wound but bungles the stitching due to the awkward angle.
Treat Wounds[/dice: 1d20 + 6 ⇒ (5) + 6 = 11
Looking back into the bat room, Stom points at the two doors the party haven't explored yet. "One of those rooms after Lyra and I tend to our wounds?"
| Samael Doulen |
Covering his mouth to keep from retching, Samael will collect his dagger.
Fort: 1d20 + 5 ⇒ (12) + 5 = 17
Fort: 1d20 + 5 ⇒ (5) + 5 = 10
Fort: 1d20 + 5 ⇒ (10) + 5 = 15
Maybe he feels better, maybe he doesn't, but he will look through the room before leaving it to others.
Perception: 1d20 + 7 ⇒ (12) + 7 = 19
| Lyra Flamecrest |
Lyra takes a few moments to overcome the stench of the bats.
Fort Save: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7
Fort Save: 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14
Fort Save: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13
Fort Save: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25
After catching her breath she heads out of the room calling to Stom on her way. "Stom come over here and by her willing light our Lady Firesword will shine through me and heal our wounds."
Medicine check DC 20 to treat wounds as expert: 1d20 + 10 ⇒ (14) + 10 = 24
HP: 2d8 + 15 ⇒ (5, 5) + 15 = 25
| GM Cody |
After some downtime healing and catching some much needed fresher air, Some of you dive back into the Guano filled room and do some digging.
Altogether after another 10 minutes or so of slogging, you guys are able to put together 6 complete writing sets, and another Predator's Claw weapon talisman.
You also find a decomposed and withered husk of a bandit, his armor and clothing is completely destroyed however you do find 7 gp, 37 sp and 27 cp in a coin pouch, as well as a feather token inscribed with the picture of a holly bush, a tanglefoot bag(lesser) and a cold iron shortsword still protected in a nicer leather sheath.
After some time, Stom steps up to the door closet to him, opening the door and revealing a wrecked room that holds toppled shelves and filing cabinets. Its southwestern wall has entirely collapsed, revealing the verdant weeds and undergrowth outside. There is a badly decomposing corpse by the far door.
Stepping inside the room to no doubt investigate the body, 3 giant rats scurry out of the rubble to attack!
Violant Turra's Initiative (T): 19 = 19
Samael Doulen's Initiative (E): 1d20 + 9 ⇒ (8) + 9 = 17
Lyra Flamecrest's Initiative (T): 1d20 + 7 ⇒ (14) + 7 = 21
Oppa Silk's Initiative (T): 1d20 + 5 ⇒ (14) + 5 = 19
Stom Flintheart's Initiative (E): 1d20 + 1 ⇒ (17) + 1 = 18
3 Giant Rats!: 1d20 + 5 ⇒ (11) + 5 = 16
Alak: 1d20 + 8 ⇒ (6) + 8 = 14
Round 1 - Someone get the cat, there's Rats!
Lyra
Violant
Oppa/Doxie
Oppa
Stom
3 Giant Rats
Alak
| Samael Doulen |
You forgot me! <<grin>>
Samael will have taken the Glue Bomb.
@ Samael will begin juggling a dagger.
# He will then move near the red rat.
$ He will then stab at the red rat: 1d20 + 8 ⇒ (4) + 8 = 12
| Stom Flintheart |
Doesn't change anything material about the initiative order, but shouldn't Stom's initiative bonus be a +9? +8 perception, +1 scout?
Before
As Lyra displays her deft touch with the healer's kit, Stom is slightly disappointed with failed attempt. "Blast these clumsy hands! Err, thank you Lyra. That bat proved a strong foe."
Now
As the giant rats make themselves known, Stom moves forward to make room for others to engage and swings his axe at the closest rat.
◆ Step
◆ Rage
◆ Strike at Red rat
Strike: 1d20 + 8 ⇒ (12) + 8 = 20
Slashing/Acid Dmg: 1d12 + 4 + 4 ⇒ (2) + 4 + 4 = 10
| Violant Turra |
Violant, seeing the absolutely perfect opportunity to blast all three rats with slivers of jagged ice, takes it as she wordlessly steps into the room. This might be a horrible decision, being in vicinity to all the rats at one... but death would just be another transition in my life.
As she moves into the room, she makes the necessary arcane motion as the moisture in the air freezes into miniature icicles at her finger tips, which shower a 15-foot cone.
Damage: 2d4 ⇒ (3, 3) = 6
DC 18 Reflex save, -5 penalty to speeds on a fail, -10 on a crit fail, for 2 rounds. Orthogonal cone should hit all 3 rats.
| Lyra Flamecrest |
Lyra, staying in the corner of the room throws her hand towards the yellow rat in the opposite corner of the room.
"NULLISH CRAAALIFK"
Attack vs Yellow: 1d20 + 7 ⇒ (14) + 7 = 21
Attack: 3d4 ⇒ (3, 4, 4) = 11
After she casts her spell she raises her shield back into position.
>>Cast Needle Darts
>Raise Shield
| Doxie Montejoy |
◆ Stride
◆ Munch
1d20 + 8 ⇒ (7) + 8 = 15 Bite
1d8 + 4 ⇒ (7) + 4 = 11 Teeth
If the supposed yellow rat is gone, she moves on to the unidentifiable color (Blue? Purple?) one next to it.
| GM Cody |
In a burst action and flurry of violence, the giant rats are dispatched as quickly as they appeared. Much to the delight of Doxie, who sits there munching on one of them.
Inspecting the badly decomposed and half eaten corpse you guys find two Minor Healing Potions.
Moving on, knowing that there is only a few more rooms to explore of the first level of the citadel, you guys proceed onward, opening unopened doors, eventually working your way past the sleeping puppies, back to the area where you fought the adult Warg.
Opening the door you guys find a very slender, long row of mostly empty bookshelves is remarkably untouched, though a thick layer of dust and the smell of mildew permeate the air. A door deeper in the citadel to the east hangs conspicuously open.
Spending time to read these books doesn't reveal anything more than what you guys already know about the general history of the Hellknights here
Moving to the conspicuously open door and looking inside you see A prisoner intake area with long benches, rings on the walls for shackles, and an administrative area occupies this room’s western end. To the east, behind a raised iron gate, several prisoner holding cells stand with their doors hanging open. Storage lockers line the walls to the south. Four decomposing bodies occupy the last four cells nearest the storage lockers.
Moving up to investigate the bodies, the bones began to rattle and shift, sliding and forming until 4 undead skeleton's rise to claw back the life that was stolen from them.
Violant Turra's Initiative (T): 19 = 19
Samael Doulen's Initiative (E): 1d20 + 9 ⇒ (13) + 9 = 22
Lyra Flamecrest's Initiative (T): 1d20 + 7 ⇒ (8) + 7 = 15
Oppa Silk's Initiative (T): 1d20 + 6 ⇒ (6) + 6 = 12
Stom Flintheart's Initiative (E): 1d20 + 9 ⇒ (4) + 9 = 13
Skeletons: 1d20 + 2 ⇒ (9) + 2 = 11
Alak: 1d20 + 9 ⇒ (7) + 9 = 16
Skeletons are both extremely fragile and yet highly durable, they are resistant to most slashing and piercing weapons, Ignore almost all cold, electricity and fire but are susceptible to bludgeoning weapons. They are mindless undead.
Round 1 - Cell Block Skulls
Violant
Stom
Samael
Lyra
Oppa/Doxie
Alak
4 Skeletons
| Samael Doulen |
Recall Knowledge: 1d20 + 5 ⇒ (14) + 5 = 19
Samael moves up and punches the red skeleton. strike: 1d20 + 8 ⇒ (20) + 8 = 28
Bludgeoning damage: 1d4 + 4 + 1d6 + 1d4 + 4 + 1d6 ⇒ (4) + 4 + (1) + (1) + 4 + (5) = 19
| Lyra Flamecrest |
Recall Knowledge: 1d20 + 8 ⇒ (12) + 8 = 20
"Skeletons! only bludgeoning weapons will hurt these mindless undead!"
Lyra holds out her shield emblazoned with the symbol of Saranrae and as she yells it begins to glow and a light of positive energy fills the room. "Klllarkisha Sarenrae brisshhraka liikk! thill srhuakkk yulll"
3 >>> Heal DC 18 Harm undead/Heal Allies: 1d8 ⇒ 6
| GM Cody |
Skeleton Save - Blue: 1d20 + 2 ⇒ (13) + 2 = 15
Skeleton Save - Yellow: 1d20 + 2 ⇒ (3) + 2 = 5
Skeleton Save - Orange: 1d20 + 2 ⇒ (4) + 2 = 6
Samael rolls forward, tumbles, comes up and uppercuts the Red Skeleton sending its bones clattering all around the cell, bouncing every which way.
Lyra quickly follows up raising her shield and the Light of Saranrae reveals itself and annihilates the rest of the Skeletons, their feeble undead energy unable to withstand such radiant energy.
Quick combat, though y'all are a little over leveled for the 1st floor, the basement should prove a little more challenging :)
With the Undead defeated you guys are free to loot the four storage lockers however you find them all locked, Samael digs out his thieves tools and gets to work.
You find a Low-Grade Silver Flail and a Lesser Darkvision Elixer
You find a Low-Grade Silver Light Hammer and a small jade cat talisman
You find a Low Grade Silver Mace and a lesser cheetah's Elixer
You find a Low Grade Silver Maul, a Potency Crystal and a scroll of Force Barrage
I'll give y'all some time to roleplay and game plan. You've completely cleared the 1st floor. Y'alls other lead is the knowledge of a secret entrance into the Basement courtesy of the Goblins. Presumably the crypts are in the basement and maybe Alak's family signet ring, as well as this mysterious Alseta's Ring
| Samael Doulen |
Thievery #1: 1d20 + 10 ⇒ (3) + 10 = 13
Thievery #1: 1d20 + 10 ⇒ (13) + 10 = 23
"Here's a Low-Grade Silver Flail and a Lesser Darkvision Elixir."
Thievery #2: 1d20 + 10 ⇒ (14) + 10 = 24
"Here's a Low-Grade Silver Light Hammer and a small jade cat talisman. Hmmm. With all that silver, maybe they're telling us something?"
Thievery #3: 1d20 + 10 ⇒ (14) + 10 = 24
"Here's a Low Grade Silver Mace and a lesser cheetah's Elixir. More silver!"
Thievery #4: 1d20 + 10 ⇒ (3) + 10 = 13
Thievery #4: 1d20 + 10 ⇒ (1) + 10 = 11
Thievery #4: 1d20 + 10 ⇒ (15) + 10 = 25
"Ahhh. That one was harder. Almost lost my picks. But, here's a Low Grade Silver Maul, a Potency Crystal and a scroll of Force Barrage."
"If you don't mind, I'll take the hammer." With that, Samael begins juggling the hammer and a dagger just for show.
| GM Cody |
I guess Hellknights really be loving their silver weapons but not enough to remember to take them when they leave the place lol
| Violant Turra |
LOL. Was it that one trap that gave us a mountain of XP to level up?
Violant finishes some arcane incantations... right as the rats collapse, so a spout of water erupts from the ground to the surprise of everyone once the rats have all fallen.
She then turns to the Hellknight to ask him a question, "Why would the Order of the Nail need so many silver weapons? Was there some form of Lycanthropy outbreak here I was not aware of? And unless Lyra or Oppa wants it, I wouldn't mind taking the scroll. I did manage to copy down the old scroll we found... but I haven't been able to properly prepare the thing yet. Took a fair bit just to jot that spell down."
| GM Cody |
Alak steps up to examine the Silver weapons, "They've degraded in quality over the years but should still do the trick." Looking to Violant, "I'm not sure about any Lycanthropes in the area, however Devils are both allies and enemies of the Hellknight orders. Their primary weakness is to Silver weapons. Its good practice to have something ready in case of betrayal. Besides just devils though m5any monsters are weak to Silvered weapons, Hellknights exist to maintain Law and Order, monster hunting sometimes entails in order to maintain peace,"