Tееla |
Are there other routes? Did Ivenzi hint at or suggest a safer path?
DM DoctorEvil |
The map shows the set of double doors in the center, a single door at the north and another to the south of it.
When asked, Ivenzi tells you the northern door leads to stairs that go up to the other floors of the manor, but it is currently barred with iron portcullis as a safety maneuver when invaders struck. The south door, similar to the one at the south end of the west wing is a privy. Clearly the double doors lead into the wing itself, similar to the east wing you just came from.
The West Wing map is up using the same link. Will get the description of what you see up a little later, as I am squeezed for time right now.
DM DoctorEvil |
Sorry for the delay. Back to it.
The wide hallway beyond the double-doors is filled with roiling black smoke which obscures vision and makes seeing anything clearly here quite difficult. Further ahead on either side of the hall, several open doorways are illuminated by flickering flames. There seems to be a set of closed double-doors at the far end of the hallway, though it is hard to make out clearly. To the right, is an open doorway that does NOT seem to have fire burning inside, but there are several other doorways on both the left and right, that do have active fires burning. Heat, smell, inflamed eyes, and difficulty breathing all assault your sense just from opening the door to the Great Hall. It is quite difficult to tell for sure, but you don't see anyone moving in the hall at present.
The entire hallway is filled with black choking smoke. Anyone in the smoke is concealed from anyone else. Also, those using a wet rag to cover their nose and mouth must make a DC18 Survival check. Upon success, you don't need to make Fortitude saves (see below) until you remove the covering (spellcasting, holding 2 items etc). If you fail the survival or don't cover your face, you must make Fortitude saves or face the effects of choking smoke.
Selina Aldaeth |
Survival: 1d20 + 4 ⇒ (19) + 4 = 23
Selina compliments herself internally for thinking of covering her mouth with the wet rag. She moves' 10' forward, her dueling sword in hand, and looks back to see how her companions are faring against the smoke before proceeding.
Alvis Naylamahal |
Alvis shrugs saying, "They could just run here and put their armor on - Oh never mind." He puts his weapon in its loop and takes the wet rag provided, and prepares to follow the others through the fire. In muffled tones he says, "Ready when you all are." He follows the others, in the trailing position.
Survival: 1d20 + 6 ⇒ (2) + 6 = 8
Fortitude: 1d20 + 8 ⇒ (8) + 8 = 16 If needed.
Tееla |
"Kind of?" Teela adjusts her scarf as she looks at the inforno ahead.
Survival: 1d20 + 1 ⇒ (4) + 1 = 5
Alright. Making a backup character, guys.
Graham Snodgrass |
DC 18 Survival: 1d20 ⇒ 6
Fort save: 1d20 + 6 ⇒ (19) + 6 = 25
The smoke gets in Graham's eyes, but holds up well enough for the moment. He hurries past Selina and peers into the open doorway, or at least does so as best he can through the smoke. Perhaps someone might open a window in here...?
DM DoctorEvil |
Selina seems to be unaffected by the smoke, using the wet rag to cover her nose and mouth, but when she turns back to look for the others, the heavy smoke conceals them for the most part, and she realizes she won't be able to see much at all in the thick fume. Quintessa, is likewise not affected.
The others fail to seal their airways well enough against the roiling smoke, and begin choking on the noxious air. Graham gets a small lung-full and begins to cough, disrupting his actions. Teela and Alvis swallow enough smoke that they actually feel their chests begin to tighten and hurt.
Selina and Tessa are unaffected. Graham succeeds on the save and is sickened 1. Alvis and Teela fail the save and are sickened 1 plus take 5 non-lethal damage. You will need to make similar saves entering any smoke-filled area, including re-entering the hallway if you leave it. The sickened condition lasts 1 minute after leaving a smoky area.
Quintessa DC 18 Survival: 1d20 + 1 ⇒ (18) + 1 = 19
Teela DC18 Fort: 1d20 + 3 ⇒ (6) + 3 = 9
Alvis and Teela non-lethal dmg: 1d6 ⇒ 5
DM DoctorEvil |
Despite hacking and coughing from the black smoke, Graham moves up to the first open doorway, and peers inside as best he can. He finds no active fire in this small room, but can see this room's plain stone walls and polished floors are getting slowly blackened by smoke. At the far end of the room -- atop a stone dais -- stands a marble statue of an armored half-elf woman. One of her hands clutches a heavy shield, while the other is clenched into a fist over her heart in a form of salute. This room is noticeably less smoky than the hallway somehow.
Selina Aldaeth |
Selina's eyes start to tear so she decides to move ahead, following Graham's path and sticking to the rooms on the northern side of the corridor. She passes by Graham and enters the room with the statue. Any enemies or windows she could open/smash?
Tееla |
"Perhaps" Teela speaks through long inhales as she is catching her breath. Or tries to, rather. "...we should tie a rope to make a chain."
Breathe in, breathe out
"So nobody gets lost. Some air first, though."
HP 10/16
Alvis Naylamahal |
Condition sickened 1 5 pts. non-lethal damage - 16/21/21 NL/L/TOT
Alvis, with his jaw still a bit stiff, fails to close his mouth correctly with the rag over his face. Too much smoke is drawn deep enough into his lung so even his vitality is overcome. His chest is inflamed and he cannot stop coughing. He pushes through to another room without fire, or any of the others to see if he can stop further pain and see if there is an unfortunate inside.
DM DoctorEvil |
The room Selina and Alvis enter does not have any exterior windows, nor does it have any injured or fallen denizens, and no enemies are readily apparent either. It appears to be shrine of some kind, and while there is still some smoke, it is much less heavy than in the hallway itself. So much so that you can remove your mask and breathe freely. As you look about, you each feel a sense of tranquility, relaxation, and inner peace fill you despite the dangerous conditions right outside the door and elsewhere in the manor.
Graham Snodgrass |
If there is a visible window in the room, Graham will identify it (without breaking).
In either case, he'll shepherd everyone in to catch their breath. Should our focus be to find and support Lady Jamandi? he says, stifling the urge to expectorate and get the taste of smoke out of his mouth. If so, I suspect we shall find our quarry on the other side of the double doors at the end of the hall. Let us make all haste there.
Alvis Naylamahal |
Alvis hears Graham's call to rally with him but cannot resist checking the shrine to see what faith or faiths are represented. He calls back, "Graham, this room is a shrine, likely it's better to rally here or go directly to the double doors."
As I understand it any checks that might lead to false information should be done by the DM, this seems such a case.
DM DoctorEvil |
Alvis knows this is not a depiction of Abadar or his faith, and he does not think its not one of the major deities of Golarion, but he cannot place it otherwise. It does appear to be the same half-elven figure depicted in a statue in the indoor garden earlier however.
Alvis Religion: 1d20 + 6 ⇒ (6) + 6 = 12
Selina Aldaeth |
Selina is grateful to be able to breathe again. She silently thanks the statue for the brief respite. "Agreed, Graham, let's make our way to the double doors, sticking to the north." Selina takes a deep breath and moves on to the next room on the northern side of the corridor, blade in hand. If Selina senses heat or fire from the room, Selina avoids it and continues down the corridor until the next room until she reaches the double doors and moves inside without checking for traps or anything, as she wants to get out of the smoke-filled hallway.
Alvis Naylamahal |
"Cough, Cough, Hey Selina do you know who this is?", Alvis croaks. As he looks around he mutters, "Gone already." Alvis takes a moment to check around the statue to see if there is a plaque or anything to indicate who he is dealing with. He does not think it as representing the lady of the manor, so likely a divine figure. In any case he bows to her saying "Pardon me, my studies are deficient, I do not know you, however I am an adherent of Abadar, Lord of Law and Justice. If you are among his allies or are protective of this household then I humbly pray for your blessing, as we move to aid all guests, retainers, and our host." He bows he head as he concludes, and then respectfully withdraws, heading towards the double doors, glancing at any rooms he passes for endangered persons.
Survival: 1d20 + 6 ⇒ (1) + 6 = 7
Fortitude: 1d20 + 8 ⇒ (13) + 8 = 21 If needed.
DM DoctorEvil |
You will each need new Survival DC 18 and DC 18 Fort saves as you go back into the smoke. Making the Survival check means you don't need the Fort save. Failing the Fort save causes 1d6 non-lethal damage and sickened 1 .Making the Fort save gives you the sickened 1 condition with no damage. We will discuss critical failures if they occur.
Graham Snodgrass |
DC 18 Survival: 1d20 ⇒ 6 fail
DC 18 Fort save: 1d20 + 6 ⇒ (11) + 6 = 17 fail
Graham coughs his way through the hallway to the double doors, following Selina inside.
DM DoctorEvil |
Alvis coughs from the heavy smoke, but holds up well enough, just feeling sick. Graham and Selina both get an unfortunate lungful and the tightness in their chest from the polluted air causes real damage.
All of the rooms Selina passes are filled with raging fires that have burnt the doors down or burst them open. They appear to have been bed chambers similar to the ones your group quartered in but the fires have left them unrecognizable, and its impossible to tell if there are survivors (or corpses) in those rooms without facing the extreme heat of the uncontrolled flames.
Selina pushes the double doors at the end of the hall open, in between coughing and choking, and enters the chamber beyond. Drifting coils of smoke waft in the air of this finely furnished room. Padded chairs and side tables are set along the west wall and a thick burgundy carpet covers most of the floor. Oil paintings hang on the walls, and shelves contain statuettes and other small art pieces. The smoke in this room is light enough you do not need the face coverings but more is coming in through the doors you have opened.
Lying on the carpet in the middle of the room, is a familiar gnomish figure. Dressed in a fine purple robe and unconscious but breathing is the fellow Tartuccio, who you met on the prior evening before he left the dinner in a huff.
There are doors on both the north and south walls of this art gallery, and no obvious threats are visible.
Selina takes 2 non-lethal dmg. Graham takes 6. Alvis makes the fort save and takes none. All are sickened 1. Will need checks from Teela and Quintessa also.
Graham NL dmg: 1d6 ⇒ 6
Selina NL dmg: 1d6 ⇒ 2
Tееla |
"Cough, Cough, Hey Selina do you know who this is?"
Teela croaks "Milani..." to Alvis between wheezes. "...the Everbloom, freedom goddess." She keeps coughing and attempts to fix her scarf again.
Survival, Sickened: 1d20 + 1 - 1 ⇒ (8) + 1 - 1 = 8
And runs after the rest.
Fort, Sickened: 1d20 + 3 - 1 ⇒ (6) + 3 - 1 = 8 Cool, cool.
Fume damage: 1d6 ⇒ 4
HP 6/16
Once they arrive into the furnished room, she drops to her knees, coughing some more.
Can I attempt to retch to remove the sickened condition?
Retch, Fort, Sickened: 1d20 + 3 - 2 ⇒ (15) + 3 - 2 = 16
Retch, Fort, Sickened: 1d20 + 3 - 2 ⇒ (12) + 3 - 2 = 13
Retch, Fort, Sickened: 1d20 + 3 - 2 ⇒ (18) + 3 - 2 = 19
Retch, Fort, Sickened: 1d20 + 3 - 1 ⇒ (4) + 3 - 1 = 6
Retch, Fort, Sickened: 1d20 + 3 - 1 ⇒ (5) + 3 - 1 = 7
Retch, Fort, Sickened: 1d20 + 3 - 1 ⇒ (15) + 3 - 1 = 17
Retch, Fort, Sickened: 1d20 + 3 - 1 ⇒ (19) + 3 - 1 = 21
"Folks, this might be it." Teels coughs out, still on her knees, palms pressed against the floor. "One more run like that and-" she notices the gnome in the room. "Is that who I think it is?"
DM DoctorEvil |
As the rest of the party makes for the gallery, Teela also doubles over form the coughing fit, but after retching her guts out, she feels quite a bit better. Quintessa gets it worse than anyone, barely making it inside the door before the team closes the smoke off behind them.
Quintessa's critical fail means 6hp dmg, and sickened 2 condition but everyone is out of the smoke for now.
Quintessa Survival DC 18: 1d20 + 1 ⇒ (6) + 1 = 7
Quintessa DC 18 Fort: 1d20 + 4 ⇒ (2) + 4 = 6 critical fail
Non lethal dmg: 2d6 ⇒ (2, 4) = 6
Alvis Naylamahal |
Alvis arrives helping Quintessa inside as the others slam the doors shut. Hearing Teela boot causing him to hasten to a corner and finally yield to nature and relieve his inside in the corner. Feeling somewhat better he looks around and sees the fallen gnome. "I'm sure he is, that garish fashion is hard to miss.", saying in reply to Teela. He kneels next to the little gnome ot examine his condition.
Medicine: 1d20 + 6 ⇒ (12) + 6 = 18 What is his condition? What caused it?
Tееla |
"If we want to spend some time here, I can try to look you all," Teela pauses and glares at the gnome "and him, over. How's everyone feeling? Because I feel like my lungs are itchy. But I'd rather get out in the open before we do that." she looks at Alvis, and pats her healing elixirs very noticeably. "I hate to ask, Alvis, but uh... Got any more in you?"
Alvis Naylamahal |
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Alvis is relieved that the little gnome is not injured or dead. "Seems to just be overcome by the smoke but is still breathing." At the others questions he replies, "Yes, I can. Everyone gather around, I'll call upon his divine will to heal us all." He grasps the holy Key of Abadar and prays for relief. "Oh mighty lord, lord of law, of order and of justice, the actions of the lawless have brought great harm to the innocent; I call upon you to render your justice in remediation of those vile acts and to restore the balance."
Heal Area: 1d8 ⇒ 6 Heal as 3 actions. 30 foot emanation.
RAW When a spell or ability cures hit point damage, it also removes an equal amount of nonlethal damage. I believe what they meant was that even if there is no or less amount of lethal damage it still cures the number of non-lethal damage equal to the die roll.
DM DoctorEvil |
Alvis has 2 Heals left per my count. This spell restores all the PCs to full HP except Teela (12/16) and Graham (18/19).
As the divine magical energy of Abadar fills the room, all the heroes can breath easier and feel restored (mostly) to before entering the smoke-filled hallway. They do still feel a bit sickened but that seems to fade with enough time.
As you watch, the stricken gnome on the floor begins to sputter and cough, slowly coming to consciousness. He looks around the room, and sneers at you with a disdainful look, as the stands weakly, and lowers himself into one of the plush chairs furnishing the gallery. "Oh, its you...my loyal henchmen. Finally you are of some service. What has happened since my untimely rest?" he sniffs in a clearly superior way.
Tееla |
Teela sighs and rubs the bridge of her nose in frustration. Without even looking at the gnome, she speaks out. "I was wondering whether you would try to make amends or at least attempt to act thankful, but I suppose some things simply don't change. This is the last time I helped you in any way, shape, or form, little man. Good luck."
Then she turns to the party, giving them a soft shrug. "See what I meant yesterday? I vote to ignore him and move on. He can try to belittle people all he wants, but I grew tired of the attitude 15 seconds into my conversation with him."
Graham Snodgrass |
Graham is as exasperated as Teela, but approaches it differently. The manor has been overrun by giants! he says earnestly. Your only chance is to make your way to the garden past the east wing! Don't let the so-called guards stop you, they're in cahoots!
Deception: 1d20 + 5 ⇒ (19) + 5 = 24 YAAS
Alvis Naylamahal |
Alvis perception DC is 16 he can fall for the deception even if heavy mods apply so I'll go with the funny, he just recently died after all.
Alvis is bothered by the gnomes, "That's lacks manners sir, I serve the Lord of Law..." He breaks off as Graham tells his lies, Wincing in dismay, "Unfortunate that I was near killed by the creature, so much missed, things are more dire than I thought! Some guards are likely only following their leaders order unknowing. For myself duty drives me on! Save yourself, sir!"
Alvis stands ready to press on against all odds, though a bit confused. He is either worthy of the stage or bought the lie.
DM DoctorEvil |
The gnome raises one extra furry eyebrow at Teela but says nothing until Graham chimes in. "Giants you say? Yes I vaguely recall seeing those. We must evacuate you say? Well then, I command you to escort me to this garden you speak of. At once! Well, don't just stand there! Get those doors open, and let's be off!"
Graham Snodgrass |
Save yourself, sir! We shall cover your escape! Graham draws his rapier and races to the north door.
Can't edit the map on mobile.
Alvis Naylamahal |
Alvis shakes his head, "Sorry Sir, I must attend to my duties. I offered my service to Lady Quintessa and above all I serve the Master of the first vault. I do not serve you. You have no obligation here, take care." Alvis turns and goes after Graham, "Coming with you Graham." Alvis ponderously follows the fast-moving sailor.
Selina Aldaeth |
"thank you for the healing, Alvis." Selina coughs to rid the smoke from her lungs.
When Tartuccio wakes and speaks, "Henchman?! Why you ungrateful son of a...it seems your prickness is innate. You'll never change. Well, you're welcome for being revived and rush off or stay in this room! We don't care." Looking to the rest of the party, "Let us rush on. The lady awaits." Selina joins the others.
DM DoctorEvil |
"No! Wait! I command you!" sputters Tartuccio impotently, his voice rising in pitch until its almost a screech as you all leave the room.
You do gain 30xp for restoring Tartuccio, even if you leave him behind. At 410/1000xp towards level 2 now.
Graham pushes open the northern door, and finds a large room containing several padded chairs, a comfortable-looking pair of couches, and a finely crafted billiard table. Inside the room, are three more active black-cloaked invaders and a white-haired man also with a black cloak, but he holds 2 slightly curved daggers, and has a number of other small daggers on a belt across his chest. The white-haired man seems to be standing over a female elf bound and gagged on the couch at the western end of the room.
"Hey, there's some live ones!" cries the closest Black Tear, and all turn to look at you, apparently ready for a fight.
Nishkiv: 1d20 + 5 - 2 ⇒ (19) + 5 - 2 = 22
Red Black Tear: 1d20 + 3 - 2 ⇒ (8) + 3 - 2 = 9
Blue Black Tear: 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12
Green Black Tear: 1d20 + 3 - 2 ⇒ (17) + 3 - 2 = 18
Graham: 1d20 + 5 ⇒ (15) + 5 = 20
Alvis: 1d20 + 6 ⇒ (14) + 6 = 20
Selina: 1d20 + 6 ⇒ (8) + 6 = 14
Teela: 1d20 + 6 ⇒ (7) + 6 = 13
Quintessa: 1d20 + 4 ⇒ (2) + 4 = 6
The map is updated.
DM DoctorEvil |
Peril in the Parlor - Round 1
22 White-Haired Dude
20 Graham
20 Alvis
18 Green Black Tear
14 Selina
13 Teela
12 Blue Black Tear
9 Red Black Tear
6 Quintessa
The man with the white hair whirls from bending over the elf captive as you enter advances a bit, and in a quick motion launces a pair of thrown daggers at Graham, who is first to enter. The first dagger hits the surprised hero, but he is able to just dodge the second thrown weapon.
Graham takes 2hp dmg, and is at 16/19 after not being quite fully healed in the other room. Graham and Alvis are up next.
Thrown Dagger vs Graham: 1d20 + 9 ⇒ (16) + 9 = 25
Thrown Dagger, MAP vs Graham: 1d20 + 9 - 5 ⇒ (12) + 9 - 5 = 16
Piercing Dmg to Graham: 1d4 + 1 ⇒ (1) + 1 = 2
Graham Snodgrass |
Graham grunts slightly as the dagger hits him, though his blade quickly knocks the second away. Over his shoulder to Alvis, he says, Hold them within...and cover my flank!
Graham moves to engage the daggerist. Have at you, cretin! he says with a shout.
Demoralize: 1d20 + 5 ⇒ (6) + 5 = 11 yeah, not so much
He's not gotten all the smoke out of his lungs, however, and he coughs most of the words away.
Stepping in, he takes a swing with his blade.
rapier: 1d20 + 8 ⇒ (10) + 8 = 18
piercing: 1d6 + 2 ⇒ (1) + 2 = 3
Demoralize ◈, Step ◈, Strike ◈.
Alvis Naylamahal |
Alvis nods and steps in and to the side to allow the more agile teammates enter the fray. He raises his shield defensively and is prepared to deal with anyone that tries to attack himself, Graham or any other friends that come in. "Okay,I'll see to blocking this way, hope I left enough room for you'll.", says Alvis over his shoulder. He shouts, "Face the Justice of Abadar, lawbreakers!"
Intimidate: 1d20 - 1 ⇒ (16) - 1 = 15 Alvis believes in miracles
Stride, Raise shield, Demoralize
DM DoctorEvil |
Peril in the Parlor - Round 1 - continued
22 White-Haired Dude
20 Graham (16/19hp)
20 Alvis
18 Green Black Tear
14 Selina
13 Teela
12 Blue Black Tear
9 Red Black Tear
6 Quintessa
Graham shakes off the dagger strike and enters the fray against the white-haired man. His threats sound empty, but his stabbing attack with his rapier, scores a minor hit on the foe, who grunts in surprise and pain.
Alvis, meanwhile, enters the room and raises his shield. His taunt at the nearest Black Tear actually seems to work, causing the invader to look around in a frightened way.
Green Black Tear steps forward a bit to line up a better shot, then fires his hand crossbow at Graham from across the billiard table. Fortunately, the shot flies high, the bolt sticking into the wall above Graham's head. The thug curses, and begins to reload.
Red Thug is frightened 1. Selina and Teela are up now.
Green hand crossbow: 1d20 + 6 ⇒ (7) + 6 = 13
Tееla |
Teela hears the commotion. She puts her hand on her harp and slowly walks into the room with a look of malevolence on her face. She simply repeats two or three tones on the harp. Unsure if they're emboldening or frightening. It's the words coming from her mouth that set the tone.
"Show them pain, show them dread, let your eyes see shades of red. Did Tears start the fire?"
And she pauses for a moment as she stands in the doorframe, blocking the exit and the light. She looks at the man across the table, grins, and winks.
"It's killing time."
◆ Stride, ◇ Lingering Composition, ◆ Courageous Anthem, ◆ Demoralise
Performance, Lingering Composition: 1d20 + 7 ⇒ (5) + 7 = 12
Intimidate, Green: 1d20 + 7 ⇒ (15) + 7 = 22
Courageous Anthem - You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Selina Aldaeth |
Selina strides into the room toward the Red Black Tear.
◆ Stride ◆ Attack ◆ Shield
Attack: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
AC: 19 - will use reaction to shield block if struck.
DM DoctorEvil |
Peril in the Parlor - Round 1 - continued
22 White-Haired Dude
20 Graham (16/19hp)
20 Alvis
18 Green Black Tear
14 Selina
13 Teela
12 Blue Black Tear
9 Red Black Tear (frightened 1)
6 Quintessa
Teela begins playing her harp, she fails to get Lingering Composition to work, but she does still inspire her allies boosting their fighting ability. She also sends a chord of fear through Red Thug, who appears visibly shaken.
Selina leaps into the fight, moving to the side of Alvis and stabbing at the nearest assassin. Her attack just misses, but she does get her shield up in order to ward any counter-blows.
Blue Thug steps to the side to line up a better shot, and fires the length of the pool table at Alvis. The shot is true, and although Alvis gets his shield in the way to block some of the force of the missile, it still plants in his left side painfully, damaging the shield a bit as well.
Red Thug, now faced with two foes and already frightened, stabs at Alvis, who cannot get his shield back up in time, and takes a serious stab wound to the shoulder and neck, the damage piling up for the poor cleric. The frightened foe then backs away around the table, lessening its front facing area.
Alvis takes 15dmg total this round and is at 6/21. Sorry, the thugs were hot today. Shield takes 3hp dmg as well. Quintessa is up, though I don't know if she is back with us or not. If she doesn't post by tomorrow, I will run her for now.
Blue Hand Crossbow: 1d20 + 6 ⇒ (20) + 6 = 26 critical
Critical Piercing Dmg to Alvis: 1d6 ⇒ 3 6dmg total; shield absorbs 3
Red Dagger vs Alvis, frightened: 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25 critical
Piercing Dmg vs Alvis: 1d4 + 2 ⇒ (4) + 2 = 6 12 dmg total
Quintessa Orlovsky |
I am finally getting back up to speed on things today. Thank you
everyone for their patience.
From the previous room, Quintessa whirls her hands in a quick half-circle, gathering some metal fragments from around her. She finishes her movement with a forward gesture, sending the projectiles blazing toward the red-clad assassin.
Afterwards, she summons a defensive shield around her.
◈◈Needle Darts P: 1d20 + 7 ⇒ (16) + 7 = 23 Damage: 3d4 ⇒ (3, 3, 4) = 10
◈Glass Shield
DM DoctorEvil |
Welcome back! Hope you are feeling better.
Peril in the Parlor - Round 1 - concluded
From the other room, Quintessa sweeps together a number of metal fragments, launching them across the table at Red Thug. The shards do deadly damage, felling the assassin. The sorceress then conjures on more spell creating a temporary glass bubble around her body to ward any counterattacks.
End of Round 1
DM DoctorEvil |
Peril in the Parlor - Round 2
Courageous Anthem in effect +1 to attacks and damage
22 White-Haired Dude (3hp dmg)
20 Graham (16/19hp)
20 Alvis (6/21hp remain)
18 Green Black Tear (frightened 1)
14 Selina
13 Teela
12 Blue Black Tear
6 Quintessa
"Kill these interlopers," shouts the white-haired man, clearly a leader of some sort. He stabs at Graham with a pair of daggers one from each hand. Both daggers sink into the shoulders of Graham, the first strike taking his attention from the second blade, which hurts even more. The leader then steps back and away from melee.
Graham takes a total of 13hp dmg from the Double Strike and is not at 3hp remaining. He and Alvis, who are both pretty badly hurt, are up now.
White Haired Dude dagger, double strike: 1d20 + 9 ⇒ (15) + 9 = 24
White Haired Dude dagger, MAP: 1d20 + 9 - 4 ⇒ (15) + 9 - 4 = 20 vs off-guard
Piercing Dmg to Graham, dagger1: 1d4 + 1 ⇒ (4) + 1 = 5
Piercing Dmg to Graham: 1d4 + 1 ⇒ (2) + 1 = 3
Precision Dmg to Graham from Off-guard from Double Strike: 1d6 ⇒ 5