Numair Salmalin
|
Numair moves until he can see a bit of Red, and then peppers her with force missiles.
Magic Missile: 5d4 + 5 ⇒ (3, 4, 2, 3, 2) + 5 = 19 Force damage.
Spell Resistance: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29.
| GM Bret |
Numair moves up and hits Red with some magical force.
Round 2:
Bolded may act.
The bottom of the map is hazardous — waters of Lethe. Getting wet is bad for your memory.
Everyone is hasted.
Inspire Courage +2 competence attack and damage, +2 morale save vs charm & fear
Orange Erinyes not flying
Korvan 36 damage prone
Two Blades 43 damage prone total defense
Red Erinyes 70 damage not flying
Doodle fly -2 AC charged
Khellek 25 damage
Grog Heroism fly
Round 3:
Numair
Grog half orc
|
sorry GM got swamped over the weekend
Grog moves to red.
"Nice knowing you"
attack power attack haste etc cold iron bane vital strike EO: 1d20 + 22 ⇒ (10) + 22 = 32
damage: 2d12 + 22 + 2d6 ⇒ (12, 11) + 22 + (6, 4) = 55
I'm assuming that kills her
Grog connects at the base of the erinyes head and the head flies away from the body.
He glances at the next erinyes. "You're NEXT!" He glances at Two Blades. "You ok bud?"
| GM Bret |
Grog moves up and slashes through Red decapitating her. The crowd cheers mightily at the bloodshed.
About 20 damage in overkill.
Grog I have adjusted your position so you could have hit her. The skulls are there, a little bigger than a refrigerator. You would not be able to hit her through one.
Also the lines of fire are there and hot. Where you are were would have burned you.
Seeing her sister get her head chopped off, Orange flies through the flames over the pit to the other side and fires a single shot at Khellek.
+1 flaming composite longbow: 1d20 + 16 ⇒ (17) + 16 = 33
Piercing damage: 1d8 + 6 ⇒ (5) + 6 = 11
Fire damage: 1d6 ⇒ 2
Round 3:
Bolded may act.
The bottom of the map is hazardous — waters of Lethe. Getting wet is bad for your memory.
Everyone is hasted.
Inspire Courage +2 competence attack and damage, +2 morale save vs charm & fear
Orange Erinyes not flying
Korvan 36 damage prone
Two Blades 43 damage prone
Red Erinyes 120 damage
Doodle
Khellek 38 damage
Grog Heroism fly
Round 4:
Numair
Numair Salmalin
|
Numair moves so that he can just see Orange, and fires another volley of force missiles.
Magic Missile: 5d4 + 5 ⇒ (4, 3, 3, 3, 1) + 5 = 19 Force damage.
Spell Resistance: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29.
Khellek the historian
|
Khellek lays another gentle hand on Korvan. "Get Up!"
CSW: 3d8 + 9 ⇒ (5, 1, 8) + 9 = 23
"She is all alone... finish her." he suggests.
Maintains IC
He then gets out of the way... and concealed by the flaming skulls.
"ನೀವು ನಿಮ್ಮ ಬಿಲ್ಲುಗಾರಿಕೆಯನ್ನು ಅಭ್ಯಾಸ ಮಾಡಲು ಹೆಚ್ಚು ಸಮಯ ಕಳೆಯಬೇಕು ಮತ್ತು ನಿಮ್ಮ ಧ್ವನಿಶಾಸ್ತ್ರವನ್ನು ಕಡಿಮೆ ಮಾಡಬೇಕು." he says, continuing to taunt the archer.
I hope none of my students understand that!
| GM Bret |
Numair is starting to think that Khellek may have overstated these creature’s resistance to magic. Yet again his spell goes through without a problem.
Two-Blades stands and maintains his defensive stance.
Khellek heals Korvan some more and encourages everyone to finish it. He also taunts the erinyes.
Right now she seems more concerned with what the others will do.
Round 3:
Bolded may act.
The bottom of the map is hazardous — waters of Lethe. Getting wet is bad for your memory.
Everyone is hasted.
Inspire Courage +2 competence attack and damage, +2 morale save vs charm & fear
Orange Erinyes 19 damage not flying
Korvan 13 damage prone
Two Blades 43 damage total defense
Doodle
Khellek 38 damage
Grog Heroism fly
Round 4:
Numair
Grog half orc
|
Thanks GM
Grog moves to orange.
think I can get there with the haste
He swings.
"Argh"
attack power attack haste etc cold iron bane vital strike EO: 1d20 + 22 ⇒ (5) + 22 = 27
damage: 2d12 + 22 ⇒ (7, 2) + 22 = 31
| GM Bret |
The erinyes gives a shout of pain as Grog slices into her. She is still active, her eyes burning with hatred for Grog right now.
Round 3:
Bolded may act.
The bottom of the map is hazardous — waters of Lethe. Getting wet is bad for your memory.
Everyone is hasted.
Inspire Courage +2 competence attack and damage, +2 morale save vs charm & fear
Orange Erinyes 45 damage not flying
Korvan 13 damage prone
Two Blades 43 damage total defense
Doodle
Khellek 38 damage
Grog Heroism fly
Round 4:
Numair
Doodlevain "Doodle" Montafescue
|
Doodle rises 5’ into the air and then double moves with flight toward the remaining enemy. She lands as closely as possible to it or stays in the air until she can land next round flanking it.
if I fly straight over, I don’t think I can quite get to it, so it will probably be next round before I can land, GM.
| GM Bret |
It was from a Fly spell and you are in no armor. Fly speed is 60’. No problem getting there. You do have to go up a bit to avoid the flames.
Doodle flies up over the flaming pit over to the other side of the Erinyes from Grog, landing at the end of the movement.
Round 3:
Bolded may act.
The bottom of the map is hazardous — waters of Lethe. Getting wet is bad for your memory.
Everyone is hasted.
Inspire Courage +2 competence attack and damage, +2 morale save vs charm & fear
Orange Erinyes 45 damage not flying
Korvan 13 damage prone
Two Blades 43 damage total defense
Doodle fly
Khellek 38 damage
Grog Heroism fly
Round 4:
Numair
Korvan the Hunter
|
Korvan stands up and nods to his companions for the healing then moves with his bow to target the remaining foe.
action to stand up and then move
| GM Bret |
Korvan gets up and moves to a better position.
Orange Erinyes takes a 5’ step out of flank and sends a flurry of arrows at Grog. Two out of three hit.
+1 flaming composite longbow: 1d20 + 14 ⇒ (9) + 14 = 23
Piercing damage: 1d8 + 6 ⇒ (6) + 6 = 12
Fire damage: 1d6 ⇒ 2
+1 flaming composite longbow: 1d20 + 14 ⇒ (4) + 14 = 18
Piercing damage: 1d8 + 6 ⇒ (3) + 6 = 9
Fire damage: 1d6 ⇒ 6
+1 flaming composite longbow: 1d20 + 9 ⇒ (19) + 9 = 28
Piercing damage: 1d8 + 6 ⇒ (7) + 6 = 13
Fire damage: 1d6 ⇒ 3
Round 4:
Bolded may act.
The bottom of the map is hazardous — waters of Lethe. Getting wet is bad for your memory.
Everyone is hasted.
Inspire Courage +2 competence attack and damage, +2 morale save vs charm & fear
Orange Erinyes 45 damage not flying
Korvan 13 damage
Two Blades 43 damage
Doodle fly
Khellek 38 damage
Grog 25 damage Heroism fly
Round 5:
Numair
Khellek the historian
|
"Stop toying with her!" says Khellek, with a sharp tone to his voice.
And maintains IC
He puts a hand on Two-Blades. "You have this."
Finally, drop an extended heroism on Two-blades. Might not be needed to this, but the bonuses will be helpful with all these skill challenges.
Grog half orc
|
Grog steps and finishes the devil.
"Good BYE "lady"!" He spits at her face.
magic, cold iron, haste power attack etc
attack: 1d20 + 22 ⇒ (3) + 22 = 25
damage: 1d12 + 22 + 2d6 ⇒ (11) + 22 + (5, 2) = 40
attack: 1d20 + 17 ⇒ (5) + 17 = 22
damage: 1d12 + 22 + 2d6 ⇒ (9) + 22 + (4, 5) = 40
haste
attack: 1d20 + 22 ⇒ (8) + 22 = 30
damage: 1d12 + 22 + 2d6 ⇒ (3) + 22 + (2, 1) = 28
Korvan the Hunter
|
Korvan lets loose a volley of arrows at the remaining foe...
+1 DW Composite Longbow 1st: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32…DMG: 1d8 + 13 + 2 ⇒ (1) + 13 + 2 = 16
+1 DW Composite Longbow 2nd: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17…DMG: 1d8 + 13 + 2 ⇒ (2) + 13 + 2 = 17
+1 DW Composite Longbow Haste: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17…DMG: 1d8 + 13 + 2 ⇒ (8) + 13 + 2 = 23
Doodlevain "Doodle" Montafescue
|
If the enemy is still standing, Doodle takes the long way around and flanks with Grog. She attacks with her magical spear and arcane strike ability.
Attack with Haste and IC and Flank 1d20 + 14 + 1 + 2 + 2 ⇒ (3) + 14 + 1 + 2 + 2 = 22
Damage with IC and arcane strike 1d6 + 9 + 2 + 2 ⇒ (5) + 9 + 2 + 2 = 18
If you would please move me to flank, GM.
| GM Bret |
Khellek encourages everyone to finish it.
He decides that Two Blades could use a long lasting morale boost.
Grog swings away at the remaining erinyes, hitting two out of three times. His last swing takes her out.
Korvan and Doodles were ready, but Geog got there first.
Combat over.
Korvan 13 damage
Two Blades 43 damage extended heroism
Doodle fly
Khellek 38 damage
Grog 25 damage Heroism fly
Numair
Khellek the historian
|
"Apart from Two-Blades here, we want the Imp Tholvinus." says Khellek, in infernal. He points out the potential source of information.
"Though..." he pauses for a moment. "Whose soul is in that stone?" he asks pointing to the onyx gem.
| GM Bret |
Cerenthiel says “One moment as I check.”
She then goes behind the prize table, unlocks a cabinet and grabs a leather-bound book. She checks the number beside the gem and compares it against entries in the book.
“Ah, this one is from a rather troublesome kitsune. It seems they were a little too fond of taking on the appearance of others. Rather bothersome creatures, a nuisance really.”
She then returns the book to where she got it.
Korvan the Hunter
|
"Do we need that soul in the stone?" Korvan asks Khellek.
Khellek the historian
|
"No, I don't think so. But if you don't ask, who knows what opportunities we might have missed. We should take the imp Tholvinus."
Korvan the Hunter
|
"OK then lets get out of here while we can. Bad atmosphere." Korvan says and helps take the imp if they give it to the group.
| GM Bret |
Go ahead and do the healing, we will just say it happens after you are done here.
Cerenthiel says “Here you go.” handing over the imp in a small cage. Think a pet carrier that is slightly more sturdy.
She goes off to arrange the next gladiatorial battle.
The imp says “Greetings, I am Tholvinus. Whom are you?” Rattling the cage door a little, it asks “Is the cage really needed? You just killed two much more powerful devils, surely I am no threat to you.”
Two Blades in the Shadows
|
Channel positive: 3d6 ⇒ (4, 1, 4) = 9
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Only down 1 HP
Grog half orc
|
Grog uses his CLW on himself.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Khellek the historian
|
"Yes, yes it is indeed required. No sense in winning you and having you vanish on us now is there." says Khellek sternly.
He too pulls out his wand, and after enjoying the energy from Two-Blades, sets to his own wounds.
CLWx3: 3d8 + 3 ⇒ (7, 8, 5) + 3 = 23
Numair Salmalin
|
Numair arches an eyebrow as he regards the imp.
"Well met, Tholvinus. What we want with you is information about your mortal master, Gellius Thrune, and the devil who is keeping his soul in thrall. Ideally, we want to secure his release. As you rightly noted, we did just slay several far more powerful devils than you, so annoying us too much would be a terminal error."
Intimidate, Hell Headache (TM): 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25.
Korvan the Hunter
|
"We should keep this devilish imp in the cage for now until we can ascertain its true loyalties. I have little experience in dealing with their kind but from what I have heard they are not to be trusted outright." Korvan voices his concerns to the others out of ear shot of the imp if possible
| GM Bret |
The imp tries to reassure you “I would not betray my master.”
“I am glad to hear that you plan to release Gellius. My contract with him is still in effect and we came very close to allowing Gellius to escape through a portal.”
“Do tell, what is the name of the devil who is keeping his soul?”
“Also isn’t it normal curtesy to give your own names since I have given you a name to call me by?”
Numair Salmalin
|
Numair raises an eyebrow.
"As you are well aware, his soul is held in thrall by Leventi. Any evidence you can provide of laxness on that devil's part will help our case. As for names... True Names hold power. You may simply call me the Grandidierite Sage."
| GM Bret |
The imp nods in acknowledgment of Numair’s statement about names. “I was not asking for True Names, but would have gladly taken them if given. Most of you mortals don’t seem to even know your own true names.”
He grins at hearing Leventi’s name. “Yes, that is the common name I was looking for. Always best to check rather than assuming.”
He then patiently explains how Gellius being able to attempt the escape was a mark of Leventi's negligence. You also realize that the portal he mentioned is the hellmouth you came here through.
“Leventi should be destroyed for all that they have done.”
Earn 1 evidence point, total 2 accumulated.
Khellek the historian
|
Khellek nods to the sage. As for the imp, he remains quiet with respect to his name. "What more can you tell us about where his soul is held and how he got close to the portal?"
| GM Bret |
The imp tells Khellek “I know most of what is in Leventi’s Scriptorium. That is where they were holding my master’s soul.”
He explains how the melancholic talisman belonged to Gellius and although he was able to activate it, it activated too far from where he was being held. The imp gives a more detailed explanation of what went wrong with opening the hellmouth. Those of you with no knowledge of planar physics are bored, while those with a good understanding realize that the imp is trying to explain something they don’t fully comprehend.
You travel back to your meeting spot with Zarta. It takes an hour for Khellek to guide you there.
When you meet her, Zarta says she has learned about the Ghetto of Outcasts and Widow's Cry on her first visit. Seeing the Imp she asks if that is Tholvinus.
Since you have already secured the imp she doesn’t bother saying anything more about Widow’s Cry.
The Ghetto of Outcasts is on the outskirts of the city. The damned souls of the condescending and entitled suffer in impoverishment on the outskirts of the city. Devils regularly patrol the walls and nearby area to safeguard Dis.
She thinks it may be worth investigating for links to one of Leventi‘s agents.
Khellek the historian
|
"Onward and downward we go." agrees the elderly scholar.
While obviously fascinated by the experience of the hells, the old man's vigor does seem a little drained. Or maybe it is just the hell-ache. "I don't suppose they have a tea-house for an afternoons repose?" he sighs, fatigue in his voice. "The unrelenting cries of the damned are almost enough to make one reconsider some of ones, perhaps questionable, life choices."
| GM Bret |
Zarta says “Oh, I‘ve arranged for free rooms with Artinean Tecbright, a gnome merchant in the Market of Breathes. He runs The Warm Welcome, an armory for an efreeti consortium. You should be able to safely rest there.”
“Although I’m sure you could get tea in the area, any mortal food comes at a premium price. I would not suggest you purchase such items here.”
Khellek the historian
|
"More for comfort than any real need." sighs Khellek.
Doodlevain "Doodle" Montafescue
|
Doodle nodded at Khellek. ”No big shock, but the Ghetto of the Outcasts just sounds perfectly awful, doesn’t it?”. She was ready for this mission to end as quickly as possible.
| GM Bret |
In reply to Doodle, Zarta says “There are several devils that would take that as a complement, although I don’t think they would find that local a good example of their supposed perfection.”
“So shall I go back to the market, see if I can find out anything more? Or shall we travel together this time?”
Doodlevain "Doodle" Montafescue
|
”Do you think there is more information to be gained at the market? I mean, you are known to be….persuasive, I guess. If you think there is more there, it might be better for you to keep digging.”
| GM Bret |
“It is a big market, bound to be more to find there. I can’t be sure how useful it will be.”
Zarta admits she doesn’t know which is the better solution. She says that you are navigating Dis much better than most groups would. Splitting means a better chance of getting more leads, but she expects it to come to the point where you will need to just pick a lead and follow that as much as you can.
Korvan the Hunter
|
"Which direction do you book folk think is the best course of action for us to follow? Me Grog and 2 Blades are here to hurt stuff that gets in the way of your thinking."