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63 posts. Alias of Shadow_Fox.


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You backtrack your way to the room with the bound cultist, who is still lying there unconscious. As you remember, she previously stated:
She points to the north, "There's a secret door in that alcove that heads to the a ladder leading to the upper floor. That's where the stolen equipment was taken. Why was it taken? To allow us to infiltrate the crusaders and sow discord in their ranks of course." She hesitates, realizing she's a little too proud of that fact, which might get her killed. "Up the stairs, to the east there's a tunnel that leads to the maze and from there, you can reach Kenabres."

You head north and open the secret door in the alcove to the north. It leads east and eventually you reach the maze. This large chamber must have once been a cistern for the sewer system. Walls made of identical stone blocks hold up a lofty ceiling reinforced with elegant stone arches, while the center of the room contains a more recent-looking structure made of brick walls that reach from floor to ceiling.

I'm trying the Google slides map. Hope it works. You can position yourself in the order you wish.


The lock clicks as you insert the key and turn. The chest holds a small leather pouch containing an assortment of semiprecious gemstones (three chips of lapis lazuli worth 10 gp each, two bloodstones worth 50 gp each, a citrine worth 50 gp, and a white pearl worth 100 gp) as well as a scroll of bear’s endurance and a scroll of remove disease. The chest also contains a breathtaking greatsword — a weapon of obviously superior craftsmanship with a razor-sharp blade that appears to be made of shining gold. The blade is in fact made of cold iron that has been magically infused to make it appear as if it were made of gold. The weapon appears to call to Alessandro and when held by him, the blade suddenly glows with golden light and the paladin hears the name "Radiance" in his head and functions as a +1 cold iron greatsword that radiates light as a torch on command. In anyone else's hands, it is a MW cold iron weapon.

Heading back to the upper level, now?


The southern room looks like living quarters, perhaps of Hosilla. A stone pedestal holds a copper brazier aloft in the center of this room. Against the western wall, an enormous pile of animal furs and thick quilts serves as a bed. Sheathed weapons and stone carvings adorn the walls. The eastern half of the room holds a wooden desk, beneath which stands a long, thin wooden trunk locked with a steel lock.


You investigate the northern room, which appears to be a kitchen. Old blood stains the floor of this small cavern. Barrels filled with scraps of fur and fat sit against one wall, emitting an foul stench. The two long stone slab tables are covered with skinning tools and piles of freshly butchered meat. You recognize some humanoid arms on the table. Two wooden racks hold drying animal skins. Severa keenly discovers on the southwestern slab, a masterwork dagger that’s been used as a cleaver is wedged in between the ribs of a butchered dire rat.


Alessandro Syvallan wrote:

Alessandro reads Hosilla's orders. "Hosilla was not bluffing about the demons messing with the wardstone. This paper also mentions a magical sword and three cultist safehouses. We've got work to do."

GM, are the places in the note in the city? I've lived in town all my life.

You know the 3 places, Alessandro. The Nyserian Manor is a stately manor in the southern portion of the city. Topaz Solutions a relatively unassuming herbalist’s shop in the Northern center of the city. The Tower of Estrod is just north of Topaz Solutions and is an abandoned wizard's tower.


On Hosilla, besides the treasure that you find on her (listed in the OOC thread), you find some written orders from S.V. (reproduced in the Campaign Info tab above).

There are 2 rooms left to explore on this side of the map: 1 North and 1 South.


Hit points wise:
Ayaal is missing 5.
Elliaria is missing 5.
Trok missing 3.
Alessandro and Severa are full.
If the party wants to get their spells from leveling up, I am assuming the party is going to rest. If not, then you can get the hit points and your class abilities, but not spells. Let me know.


My interpretation is that your 1 AoO per round refreshes at the top of the round, not your turn. So this is a new round, you do get AoO.

Wenduag turns to run and make a leap for the table, but Trok's earth breaker cracks the back of her head open and she falls sprawled over the table, quite dead! Combat over.

I hope you liked that big fight. Welcome to 2nd level. Please level up and we can continue.


Round 5: Wenduag!

Standing in shock at seeing Hosilla's lifeless head hit the floor after Alessandro's swing, the female mongrel decides that discretion is the better part of valor and decides to run for her life!

Trok, you get another AoO, since your last one missed. Hope you roll better than an 11 this time.


Alessandro Syvallan wrote:

Round 5: Alessandro

The paladin/ranger gasps when he sees Ayaal fall before Hosilla's blade. He yells in frustration, "First, you have put all of Kenabres at risk by destroying the wardstone, and now you and your forces have drawn blood from us with your glaives and arrows. This ends now!" He swings his mighty greatsword at her!

[dice=Attack with Smite Evil in effect]1d20+6+2
[dice=Damage]2d6+6+1
EDIT: [dice=Threat confirmation]1d20+6+2
[dice=Extra damage]2d6+6+1
19/21 vs. Hosilla

The angry ranger/paladin swings his greatsword and in a stroke of skill and power, he decapitates the leader of the underground cult with one mighty blow! Ouch! 32 damage from one blow with a smite evil added in for bonus. That was impressive!

Elliaria is up/


My bad, Severa. I meant Elliaria is up, not you.


Hosilla Reflex save: 1d20 ⇒ 4...fails! 7 fire damage.
Wenduag has taken 9 damage.

Round 4: Hosilla

Hosilla curses Wenduag for blocking her movement and allowing Trok to get in melee range of her. "Baphomet will not let me fail, not now when we are so close to ruling Kenabres!"

She moves north past Wenduag.
Trok gets an AoO.

Assuming she survives....

She strikes out at Ayaal, the healer, driving the glaive into her chest and she collapses.

Attack: 1d20 ⇒ 14...hits
Damage: 1d10 + 5 ⇒ (7) + 5 = 12

Alessandro and Severa are up in Round 5.


Alessandro's greatsword cuts down the wounded cultist, who had previously been burned by Severa's bomb, and she dies with a gasp.

Round 4: Wenduag
The mongrel archer gulps as she sees the ranger bearing down on her. She takes a shot at him and moves south next to Hosilla. "Mistress, we're losing!" The arrow pierces Alessandro's shoulder, but he still stands.

Attack with PBS: 1d20 ⇒ 15 --- hit!
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Combat Map

Ayaal, Severa, and Trok are up.


Ayaal strikes the tiefling twice with her glaive, killing him!

Round 3: Severa
Severa moves SE behind Trok and casts her last Cure Light Wounds on the fallen Elliaria.
1d8 + 1 ⇒ (8) + 1 = 9...Elliaria wakes up with no weapons and 5 hps.

Round 4: Hosilla
Hosilla screams in anfer at Ayaal for killing her bodyguard. She steps back 5' and brings her glaive to bear on Trok, who is the closest threat.
Attack: 1d20 ⇒ 8...hits!
Damage: 1d10 + 5 ⇒ (3) + 5 = 8

Round 4: Cultist
The northern cultist takes a 5' step away from Alessandro and attacks Ayaal, but misses!
Attack: 1d20 + 5 ⇒ (3) + 5 = 8...miss!

Alessandro and Elliaria are up!


Elliaria bleeds on the floor.

Round 3: Wenduag

The female mongrel archer moves SE to get a clearer shot at Alessandro, who is covering Ayaal. However, a bead of sweat runs down her forehead and throws her shot off. She curses her bad luck!

Bow shot with PB: 1d20 ⇒ 3...miss!

Ayaal, Severa, and Trok are up. Map is updated.


Ayaal, if you stroll south, you will draw AoO from the northern cultist.

Round 2: Hosilla
The inquisitor leader takes a 5' step forward and brings down her glaive on Elliaria! "You should not have killed my cultist! Kenabres is ours! Finish her, Uziel!" She lands a vicious blow that staggers Elliaria.
Attack: 1d20 ⇒ 13...hit!
Damage: 1d10 + 5 ⇒ (8) + 5 = 13

Round 2: Uziel
The tiefling smiles, as he brings his bloodied short sword to bear on Elliaria, slicing across her chest and the aasimar falls unconscious to the floor!
Attack: 1d20 + 3 ⇒ (20) + 3 = 23...threat
Confirmation Attack: 1d20 ⇒ 6...no
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Round 2: Cultist
She takes another swing on Ayaal, but misses!

Attack: 1d20 + 5 ⇒ (10) + 5 = 15...miss

Recap of Round 2:
Elliaria takes 16 damage.
Northern Cultist took 7 damage.
Wenduag Reflex save: 1d20 + 8 ⇒ (12) + 8 = 20, took 2 damage.

Alessandro is up to start Round 3.


Round 2: Severa
Will continue DMPC for now..

She throws her last bomb at the northern cultist trying to catch Wenduag in the splash.

RTA: 1d20 + 4 ⇒ (9) + 4 = 13...hits
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
DC 16 Reflex save for half or take 5 damage.


Both the remaining mongrel and the southern cultist die horribly at the hands of the adventurers!

Round 2: Wenduag

The femake mongrel archer returns to the room and this time aims at Ayaal, while yelling at the archer, "Take out the healer!" An arrow buries itself deep in Ayaal's chest, leaving her barely conscious.

Attack at Ayaal: 1d20 ⇒ 17...hit
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Party health:
Trok took 3 damage.
Elliaria took 9 damage.
Ayaal took 7 damage.

Ayaal, Trok, and Severa are up!


Will DMPC Severa since more than 24hrs have passed.

Severa moves behind Alessando and casts Cure Light Wounds on him, healing 1d8 + 1 ⇒ (2) + 1 = 3 hit points. He is back to full hit points.

Round 1: Hosilla
Swift action: Judgment. The female inquisitor speaks at Alessandro, "You presume correctly, scum. I am Hosilla, Baphomet's chose and I invoke his protection to smite you all."

Standard Action: Attack. She then brings her glaive to bear on the closest enemy: Trok, but her attack is poor and misses by a mile!
Attack: 1d20 ⇒ 1

Move action: She steps 5' back to allow her bodyguard tiefling to step in. "Uziel, dispose of the kitty."

Round 1: Uziel
The tiefling smiles wickedly, as he steps in with his short sword. "With pleasure, my mistress!" He expertly slashes Trok on his chest, even though he was aiming for the aasimar's jugular.
Attack: 1d20 + 3 ⇒ (19) + 3 = 22...threat
Confirmation: 1d20 + 3 ⇒ (3) + 3 = 6...no
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Round 1: Cultists
The southern cultist steps back 5' and tries to skewer Elliaria.
Attack: 1d20 + 5 ⇒ (13) + 5 = 18...hit
Damage: 1d10 + 3 ⇒ (6) + 3 = 9

The northern cultist attacks Ayaal, but the monk/cleric deflects the blow!
Attack: 1d20 + 5 ⇒ (3) + 5 = 8...miss!

As the sounds and grunts of combat fill the room, suddenly, you are almost knocked off your feet as the underground room you are in shakes, with dust falling from the ceiling, as you feel the effects of what could be a massive far-off explosion! Hosilla shouts in gleeful delight, "To arms my warriors! That is the sign!! We have done it! The wardstone has been destroyed and Kenabres is ours for the taking!!!"

Recap:
Trok took 3 damage.
Elliaria took 9 damage.

Back to the top of the round: Alessandro and Elliaria.


The mongrelmen take an attack of opportunity each on Grok.
AoO: 1d20 + 4 ⇒ (12) + 4 = 16...hit
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
AoO: 1d20 + 4 ⇒ (8) + 4 = 12...miss
Trok takes 6 damage.

Trok takes a swing at the indigo mongrel wounded by Alessandro and kills it with his earthbreaker, bashing its skull in.

Ayaal and Severa are up.


Round 1: Wenduag

The mongrelwoman archer, fully healed, smiles as she sees Alessandro and Elliaria enter the room. "I've brought more friends this time to the fight. Vengeance shall be mine!" She unleashes an arrow at Alessandro, which penetrates his defenses, burying itself in his shoulder. She then moves into the room to the north out of sight.

Attack: 1d20 ⇒ 19 ...hit!
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Round 1: Mongrelfolk
The two mongrelfolk try to bring down the paladin.
Attack: 1d20 + 4 ⇒ (12) + 4 = 16...miss
Attack: 1d20 + 4 ⇒ (5) + 4 = 9...miss!

Alessandro took 7 damage.

Ayaal, Severa, and Trok are up.


Elliaria misses. Will update thread tonight.


When Alessandro moves into the room, he notices another cultist and your old friend, Wenduag, to the north! He lands a powerful blow on the mongrelman, but he's still up, though badly wounded.

Elliaria is up. Map updated.


Actually to avoid the both sides using readied actions dilemma, no readied actions by either side so you act according to your initiative.

You open the door (even half-way) and you realize you have stepped into the wrong room.

Three copper bowls filled with glowing coals hang from the ceiling of this long, natural cavern. The braziers fill the chamber with warmth and soft orange light. In the center of the chamber stands a block of stone that serves as a table, lined with wooden chairs. An enormous bloodstain, maybe a week old, darkens the stone’s surface.

It appears the villains are making their stand in this room. Two mongrels stand within 10' of the door; behind them to the SE is a human cultist with a glaive; and to the far SE stands a regal human woman garbed in a chain shirt with a glaive in her hand, with a strange-looking red-skinned male with horns wielding a crossbow. She appears to be barking orders at her allies. Anyone with ranks in K. Planes recognizes the male creature as a tiefling.

Initiative in alphabetical order:
Alessandro: 1d20 + 5 ⇒ (19) + 5 = 24
Ayaal: 1d20 + 3 ⇒ (11) + 3 = 14
Cultists: 1d20 + 3 ⇒ (5) + 3 = 8
Elliaria: 1d20 + 3 ⇒ (14) + 3 = 17
Hosilla: 1d20 + 4 ⇒ (4) + 4 = 8
Mongrelfolk: 1d20 + 1 ⇒ (15) + 1 = 16
Mystery: 1d20 + 3 ⇒ (14) + 3 = 17
Severa: 1d20 + 3 ⇒ (9) + 3 = 12
Trok: 1d20 + 2 ⇒ (7) + 2 = 9

Initiative Order:
Alessandro
Elliaria

Mystery
Mongrelfolk
Ayaal
Severa
Trok
Hosilla
Cultists

Combat Map has been added as well as images of Hosilla and her bodyguard Uziel the tiefling. Welcome to the Battle Royale! Alessandro and Elliaria are up first.


Trok and Ayaal hear incoherent mumbling on the other side of the door. Severa recognizes it as spellcasting. It seems the enemies are aware of you as well. Open the door?


Sorry for delay.

You go down the stairs and find the air in this cavern smells of damp and mold. Water glistens on the walls, and collects in a stagnant pool along one wall. You see two similar guard posts to those you found when you entered the cultist hideout where you first encountered the mongrelfolk. Oddly, there are no guards manning the posts. 25' to the east is a door.

Map is in Campaign Tab.


Sorry for the delay.

Ayaal, you used 3' of silk rope to bind the cultist. So I am still unsure which way you're going. If you want to go after Hosilla, then you go tot he lower level. If not, then you head toward the maze. Which way?


The female cultist looks at Alessandro in disgust, "Really? You have the gall to ask me that?! What has praying to Iomedae got us? An overcrowded city, an impoverished existence with barely enough food, if at all, to survive, living among the dregs of society, as morale dips lower and lower among the crusaders. With each Crusade, the situation is worse and worse for all involved. Me? I'd rather be on the winning side. And you know what joining the Templars got me? Skills, I can now wield a glaive and fight and cast magic and emit energy that can rip the flesh off your bones. I could never do that as a lowly crusader. But now? I choose the winning side. And you know what, Iomedae apologist, Hosilla said something big was being planned for today, something that would tilt the war in our favor. I don't know what it is, not important enough I guess. But I can't wait to see what it is." The cultist's glee is apparent on her face.


The cultist ponder the question, appearing to have issues with basic math. "Three guards watch over Hosilla, plus Wenduag, and Uziel, her tiefling bodyguard. He freaks me out, he's odd that one. North, lemme see, only the 4 guards guarding the entrance. About Hosilla, she's a hunter, striking down the enemies of the faith. She is ruthless with her glaive. I've seen it glow...she's blessed by the Lord of Minotaurs himself."

The cultist stops, as if remembering something. "Oh yeah, the maze is simple enough if you follow the path, but it is guarded by 2 disgusting looking demons that Hosilla placed there. As for the path upward, it leads to an old abandoned sewer tunnel that comes out near the SE entrance to the city. So what shall my fate be?"


Ayaal wrote:

"Wise decision. So long as you cooperate, the cat and mallet will come nowhere near you. Let's start simple... Please draw us a map of this level. Also, where is the equipment stolen from the crusader caravan and why was it stolen? And where does the hole in the other room lead?"

[dice=Sense Motive]1d20+4 Looking for deception in her answers.

The cultist hesitates but then draws a very rough map. She points to the north, "There's a secret door in that alcove that heads to the a ladder leading to the upper floor. That's where the stolen equipment was taken. Why was it taken? To allow us to infiltrate the crusaders and sow discord in their ranks of course." She hesitates, realizing she's a little too proud of that fact, which might get her killed. "Up the stairs, to the east there's a tunnel that leads to the maze and from there, you can reach Kenabres."

The cultist pauses a little, "Through the eastern door leads to a pit where we use a bucket to get fresh water from an underground lake. I've never been down there."

"The lower level is the meeting hall, the kitchen, and the quarters of our glorious leader, Hosilla and her guards. That's it, that's all I know."

Ayaal tends to believe she is not holding anything back.

The cultist looks down at the floor dejected, but when she hears the paladin's question, she proudly looks up, "We are the Templars of the Ivory Labyrinth! Praise Baphomet!" She looks back down at the floor.

As you hear the cultist's words, it clicks in your head that Trok has been smashing symbols in the form of brass medallions with a bull's head motif.


Ayaal wrote:

Crouching near the cultist, the cleric re-examines the prisoner’s glaive. ”Fine quality. I’ll put it to good use against the rest of your allies. Thank you.”

She watches Trok’s demonstration silently then speaks confidentially to the prisoner. ”You’re right, of course, the emerald warrior there has rules and ethics. But the battle-cat? Yeah, not so much… And – if we’re being honest – killing you isn’t really breaking any rules. You killed and robbed crusaders. The penalty for that is death… If and how are left to our discretion. So, unless you like the idea of him turning your bones to paste starting with your ankles and working his way up… you should consider that proving helpful could let you live to fight another day. Whereas, silence will yield a face-to-face meeting with your god after your spectacular failure in his or her service just now. I wouldn't want to face my Goddess after that. But maybe your god is more merciful.”

[dice=Intimidate AA to Trok]1d20+2 dammit! Going for the Inspired re-roll…
[dice=(Reroll) Intimidate AA to Trok]1d20+2

The cultist ignores Alesandro for now and focuses her eyes on Ayaal and on Trok. Her lower lip trembling as she pictures the cat-aasimar bashing her legs with his earthbreaker, she looks away at Ayaal, "Wh-a-a-at do you want to know? Anything, please, but don't let that one near me." She seems very receptive to your questions now.


The cultist barely holds in her laughter at Alessandro's pathetic intimidate check. She stays silent.

On the three corpses, Ayaal finds in total:
3 MW glaives
3 MW chain shirts
3 potions that detect as magical
3 scrolls of cause fear
3 scrolls of comprehend languages
3 vials of unholy water
3 unholy symbols

If you're trained in Religion, give me a Knowledge check.

No dangers are approaching.


Reflex DC for Green: 1d20 - 1 ⇒ (14) - 1 = 13 --- fails, takes 7 damage
Reflex DC for Blue: 1d20 - 1 ⇒ (9) - 1 = 8 --- fails, takes 7 damage.

Ayaal rushes in and skewers the wounded Blue cultist, killing her. Trok and Alessandro's ranged attacks take out the Green cultist, with Alessandro's javelin piercing her body.

Round 2: Cultist
The third cultist looks in dismay at the corpses of her friends next to her and realizes that she is outnumbered and out of her league. She drops her well-crafted glaive and her unholy symbol and raises her hands in surrender.
Combat over.


Severa Zadyra wrote:

Severa's eyes light up "My dad mentioned seizing opportunities like this..." She fumbles with some ingredients and chucks an improvised incendiary device! But it's hard to aim past Alessandro, past Ayaal, and a bit further than the less-than-aerodynamic device can really manage.

[dice=Bomb attack against touch AC, penalty for being in second range increment]1d20+4-2 Targeting blue. She has +4 to her touch AC thanks to soft cover but I think that will still hit?
[dice=Fire damage]1d6+6DC 16 reflex for the other two to reduce 7 splash damage to 3.

I will treat that "17" as your Will save, so you took a total of 3 damage. Please roll to hit again.


Trok throws the door open and you see three females garbed in chain shirts and wielding glaives waiting for the party! Readied actions go off!

Round 1:
The female glaive-wielders each grip their unholy symbol and unleash a black miasma of unholy energy that burns the party's skin!

Channel Energy: 1d6 ⇒ 1 --- you each take 1 point of damage as half of 1 is .5 and you round up.
Channel Energy: 1d6 ⇒ 1 --- you each take 1 point of damage.
Channel Energy: 1d6 ⇒ 2 --- DC 11 Will save for half
Are you kidding me with these rolls?

Everyone except Ellaria must roll one saving throw. After that, the party is up! The cultists grip their glaives awaiting your approach....

Image of the cultists and the combat map are in the Campaign Tab.


Moving on..

Just as Ayaal is about to open the door, Trok's keen ears pick up the muffled sound of armor scraping against the wall coming from inside the room. He alerts Ayaal to the danger just as her hand is ready to push the door in. Door has not been opened yet. What do you do? What is your marching order and how far is your spacing from each other?


Out of combat...

Alessandro checks the NE room, from which he surmises the lizard came out of, due to the droppings on the floor. Description of the room:

A rack of hooks hangs from the ceiling, cured slabs of meat dangling from them and filling the room with a smoky aroma. A group of barrels appears to hold other preserved foodstuffs. There is nothing of value in this pantry.

The full description for Severa's room with the ladder is:

In the southwestern part of this room, stout stone chairs surround a block of larger stone that serves as a table. The table’s top strewn with bone dice and cracked clay jugs. Stained canvas pillows rest on the chairs. A copper bowl filled with coals hangs from the ceiling, filling the room with warmth and an orange glow. There is a hole in the ground in the southeast corner of the room. A rope ladder hangs down the shaft—the ladder looks rickety, but is quite safe to use.

There's a door to the NE in the ladder room. You open it and reveal:

This narrow 5' wide hallway slopes downward steeply. The walls are stained with foul-smelling streaks of refuse. A mound of rotting garbage lies heaped at the far end of the hallway, some 25' away.

So you have 3 options:
1. There's a door to the north.
2. Ladder down the hole.
3. Investigate slippery hallway leading to the trash.

Map has been updated.


The remaining mongrel is shocked by the paladin’s action, but he nods, says a short guttural phrase in Undercommon and heads out the entrance, not looking back.

Severa sees a rope ladder leading down the hole about 15’. The room that Severa can see is dark but she can see with her DV. No enemies are present.

If we’re going to stay in Round time, that’s the end of the Round. Ayaal is up. Otherwise, combat ends since there are no mor enemies. Up to you.


Severa Zadyra wrote:
Is this hole big enough for a medium creature to go through without squeezing? Would they have to crawl and/or squeeze?

It’s about 7” wide so a medium creature can fit without squeezing. Did you throw the bomb into the hole?


When you run into the room, it is empty, but you see a hole in the SE corner.


The AoO misses!

Wenduag runs into the room, moving SE, and moves out of Ayaal's field of view, who is the closest. Elliaria sees Wenduag run to the southern part of the room, but she loses sight of her also.

Party is up.


Actually, Ayaal, your first attack misses the dexterous spider-mongrel! And yes, you did have to drop the wand.

The second attack, however, slashes right through her ribs, and the confident and sadistic look disappears from her face, replaced by fear and worry, as she is severely wounded. Total: -18 damage.

Round 5: Enemies
Wenduag screams something at the other mongrel in the room, which you do not understand, but can safely assume it translates to "You're on your own!", given the worried look that appears on the mongrel's face.

Wenduag looks to get away, so, with bow in hand, she steps 5' south, pushes open the door to the east which was not locked nor closed fully, and rushes through it, praying that her agility will save her from incoming attack.

Ayaal, you get an AoO against her.

The other mongrel is not stupid enough to run and turn his back, especially with the muscular emerald warrior in front of him. He steels himself and takes a swing at Alessandro with his club. It is a skilled swing, but the blow simply bounces off the paladin's armor harmlessly. The creature gulps, as he feels his fate is sealed. He drops his weapon, drops to the floor, and covers up, apparently seeking mercy.

Attack: 1d20 + 4 ⇒ (12) + 4 = 16

Map will be updated after Ayaal's swing.


Ayaal misses her AoO, though I believe that with a wand in her hand, she shouldn't have had an AoO at all, so maybe it's the dice gods looking out. Hehe.

Elliaria moves 5', invokes her battle dance, and damages the yellow mongrel, slicing it severely, but it lives. -9 damage.

The most wounded enemy on the map is the yellow mongrel. Severa's bomb explodes next to him, splashing him on the face, as he screams in pain and collapses to the floor dead, with his face burned off.

Reflex save vs. DC 16: 1d20 + 4 ⇒ (7) + 4 = 11

Two enemies are left. A fresh mongrel (magenta color) and the spider-chick, who took 6 damage from Trok, are still up. Also, the shadow trap spell ends and she is no longer entangled. Trok stabilizes at -2 hit points.
Trok Constitution save vs. DC 12: 1d20 + 2 ⇒ (10) + 2 = 12

The map has been updated and you can thank Ayaal for the new tokens. Hope that solves the map token confusion issue. Class, green border tokens are allies. :) Ayaal is up in Round 5.


Severa Zadyra wrote:
My AC is up to date now. It's 13+4 armor+2 natural armor right now. Ok so the lizard is still on the map but it's dead, yes?

I found this funny. I wrote just 2 posts before, referencing the lizard: it collapses in a heap, dead on the floor. I can't be clearer than that right? LOL. Yes, the lizard is quite dead.


The lizard's AC was exactly 15. Alessandro's greatsword slashes the lizard's gut and it collapses in a heap, dead on the floor.


AoO on Ayaal: 1d20 ⇒ 6...miss!
Ayaal heals Elliaria. -2 hps now.

Round 4: Enemies

Realizing her precarious situation, the female mongrel barks out orders to her allies in undercommon.

The mongrel behind the door moves around the room, without incurring Alessandro's wrath and attacks Trok with a club, bashing the cat aasimar on the head, drawing blood!

Attack on Trok: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

The mongrel next to the female mongrel also draws a club and bashes Trok viciously, dropping the warrior! It then takes steps in front of Ayaal.
Attack on Trok: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Trok at -2 hps.
Ayaal gets Ao0 on yellow mongrel.

With the mongrel providing cover, the female archer can safely take a shot at Elliaria, spitting at her, "I am Wenduag! Curse all heathens!" She licks the blood pouring from her leg wound as she shoots the bard! However, the shadow pinning her throws her shot off and she misses!

Arrow shot at Elliaria: 1d20 - 4 ⇒ (7) - 4 = 3 - Miss!

Finally, the monitor lizard, with its animal intelligence, tries to bite the paladin who wounded it.

Bite: 1d20 ⇒ 8 - Miss!

Players, when you post, please update your Tabs or posts to reflect your current AC to avoid having to retcon events. Severa, is your AC currently 13 or 17?

Combat Map updated. Party is up!


Severa, Knowledge (Nature) for the lizard. As for the spider-mongrel, she is a mongrel, so your prior Knowledge (Local) check applies. Different mongrels have different mutations due to the Worldwound - some get lobster pincers, others get spider legs sprouting from the back. No two mongrels are alike. But spider-lady is not famous or infamous in mongrel society.

There is light in this room, as the lizard does not have DV, so Severa's shadow spell does work.

Spider-chick's Will save: 1d20 ⇒ 10...fails!, she is entangled! Nice use of the spell!

Ayaal is up to start Round 4.


Alessandro strikes a vicious blow on the lizard, but it still lives. -12 damage.
Trok tumbled past the lizard and struck the female archer, wounding her leg.-6 damage.
Elliaria cannot attack from her current position, so she moves into the room past Alessandro, using the emerald warrior's body as cover, but misses with her attack. Battle dance is a move action. She can start it next round, if she wishes.
Severa is up. Map has been updated.


Ayaal's glaive skewers the remaining mongrelman, but you hear movement and grunts in undercommon from behind the door to the east.

Round 3:

The door opens out to the room from the east into a larger chamber, pulled open by a mongrelman. He is behind the door so you do have line of sight to him. A javelin flies into the room from another mongrelman 20' away and bounces off Elliaria's armor.

Javelin attack: 1d20 ⇒ 10

Elliaria also sees another mongrelfolk, this one female wearing a cloak, with spider-legs sprouting from her back. She curses in Common, "Die intruders!", as she lines up a shot with her longbow. Her aim is true and the arrow buries itself in Elliaria's shoulder, barely missing her neck. The spider-mongrel smiles with an evil glint in her eye, as she barks orders in undercommon to something in a storeroom to the NE.

Bow attack: 1d20 ⇒ 20...threat
Confirmation: 1d20 ⇒ 3..no confirmation
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

In response to the orders, you see a 6' long lizard on a leash comes out of the storeroom, moving with a slow but relentless gait. Its feet end in large talons, and ropes of green drool hang from its toothy maw. It stops outside of your room as it waits, its tongue hissing at the party.

I updated map in Campaign Info tab and also added clearer images of the mongrel, the female mongrel, and the medium-sized lizard. As the map shows, there are 4 enemies in the room, with one of them (yellow mongrel) behind the open door. Party is up.


Ok back to the action. Hope you all had a nice weekend.

Severa, you do not understand the mongrelfolk's language, as they speak Undercommon and they do not seem to understand you either. You throw the flask and the fire leaps out, singing the warrior. 2 damage.
Reflex save: 1d20 ⇒ 19

Saveria moves up and cuts the mutated warrior, drawing a deep gash, but it still lives, as it looks at the party in anger and disgust. 7 more damage.

Updated Map in Campaign info link. Ayaal is up to start Round 3.

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