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Yeah, I am, but you probably should anyways. Sorry guys, but I don't think I can run this up anymore, a combination of everything in my life exploding at once and my work's new internet policies meaning that I can't actually access Paizo.com from there. Sorry. For the record, just about everything up to now has been right out of the AP, so its not like you'd be missing much switching GM's.
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Edmund Ollivero wrote: can we bot Griffith and move forward? Alright. Griffith is considered botted until I hear from him. Griffith, unable to see the enemies or climb up the ladder, shouts "What is it! What's up there?" Next, the last remaining Dire rat lunges at Eldric, this time scampering up the wall to bite at him. Dire Rat 2 Bite Attack: 1d20 + 3 ⇒ (2) + 3 = 5 It fails however, and barely manages to land on its feet after it's miss. Now all the remaining PC's are up. Sabrina, Eldric, Edmund, and Belg
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Belg Slagback wrote:
For the record, the party has moved back to the first room you checked after the fight. While there is a hole in the floor, it leads to the lake/river area you saw earlier. Not sure if you still want to be guarding that Eldric swiftly and silently rises up towards the ceiling, which is unusually tall in this room, as he does so, he notices 3 large, almost monstrous rat-like creatures, who don't seem to notice him at first, but eventually start hissing and screeching once he makes it closer to the ceiling. Initiative time! Initiatives:
So that is Two Dire Rats, Griffith and Sarah, the third rat, and then the rest of the party. Apparently Eldric flew a little too high, bumped his head on the ceiling, and spent a few seconds wincing from the pain, lol The first two rats both scurry towards the hole edge and make some futile leaps at Eldric, but can't seem to reach him. Sarah will hold action to heal anyone who gets hurt, should such an outcome arize. It's Griffith's turn, though I'm not sure how much he can do since Sabrina is currently on the ladder between him and the enemies.
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Eldric Lightbringer wrote:
For the record, there is no "hatch" on the top, it's an open ladder to another cave area. Also, are you trying to be stealthy? If so, make a stealth check to try to move up into the air up there before anything notices you.
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As Eldric climbs up the rusty, smelly ladder, he hears noises coming from up ahead Eldric's Perception: 1d20 + 8 ⇒ (17) + 8 = 25 Specifically, the sounds of small creatures scurrying about, probably no more than 4. He will realize this about 10 feet from the top of the 20ft-tall ladder. What are you going to do? And I will respond to your post within 24 hrs, because even I'm getting annoyed at my own tardiness with this game.
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Sarah will speak up: "So, I think that leaves 3 ways for us to go. Down this ladder here, up the ladder a few rooms back, or down into the river/lake thing. Which will it be?"
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As Sabrina cautiously opens up the door to the north, she is overcome with a retching stench that quickly permeates the whole room. Looking down into the room, she spots a mound of rotting garbage at the bottom of a mild incline about 10 feet. The whole area is covered in what seems to be some kind of mongrelman . . . "refuse". If there is another exit to this room, its probably covered in over 50 pounds of putrid mongrelman waste. Schedule should be getting better by this time next week. I shouldn't have any more 5+ day gaps between posting after then. Thanks for being patient with me.
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As the party groups up around the door, Sabrina cautiously opens it, revealing another similar-sized room beyond. In one corner is a table with bone dice and some clay pots, surrounded by a number of stone chairs. Above, a clay pot hangs from the ceiling, the warm embers contained within letting off a pleasent glow and a level of warmth that has been notably lacking from the rest of your underground adventure so far. There are two other ways out of this room--a door to the northeast, and a hole in the ground to the southeast with a rope ladder hanging down from it. Update schedule is sadly probably not going to get better from me until early December. I hope people aren't getting too bored waiting around
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Sarah will point to the remaining door to the South. "Shall we check this one then? Its the only remaining door on this level"
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Sabrina De'Foe wrote:
Correct, there is one more door to the Southeast and still the Ladder to the North that leads up. Also the underground river/lake, technically Sabrina looks over the meat, and takes a few sniffs. She thinks its edible, but probably pretty dry and stringy.
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The party moves back into the first room and opens the next door down. Inside is a rack of hooks crudely hanging from the ceiling holding slabs of dried meat, but no other visible exits. Edmund's Knowledge Dungeoneering: 1d20 + 8 ⇒ (19) + 8 = 27
Edmund is able to identify some of the creatures that the meat came from, most of which are pretty standard for an underground race. However, there are a few chunks of meat that came from small mammalian creatures like otters and rabbits, ones that usually live on or near the surface. Apologies again; I'm still moving and don't have reliable computer access either at home or work. I'll try to keep the game moving faster from now on.
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Apologies again for the delays, this is taking longer than I though As Sabrina peers down the hole, she sees that the rope descends into a small river, or lake. She sees a waterfall flowing into it from one side, and what appears to be river flow out the other.
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Sabrina and the rest of the party form up at the door. She cautiously opens it, and as she does the whole party hears a low, muted roar come from ahead of them. The room itself is a narrow hallway that ends about 25 feet ahead of the door, with a hole in the floor and a knotted rope tied around an Iron spike leading down into it. Apologies for the late responses here, I'm moving to a new place and new job this week and next week.
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So is everyone okay with Eldric's plan? And by "On the left" do you mean the leftmost of the doors in the room most of you are in, or the Door in the room Sabrina has entered (Which is kind of the "left-most" of all the doors)
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GM Ahnuld wrote:
Sabrina relays this information back to the party. "There are a number of doors to choose from, and now a ladder up. Any ideas where we should start?
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Work and Life's been a bit busy for me in the last week or so, but I should be able to respond a little more frequently now. And I'll bot Sabrina for a while if it becomes necessary in the future, hopefully not getting her almost killed again in the process!
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Sabrina De'Foe wrote:
Sabrina peers ahead into the Northern Room, but winces a bit as she finds it still hurts to move with her wounds. She sees a rusted Iron ladder along the Northern wall of the room leading upwards into a hole in the ceiling, and a closed door to the East. In the room however, are a large number of shelves filled with stuffed or otherwise preserved bodies of a number of sub-terranian creatures such as giant rats, lizards, bats, and more. She doesn't hear or see anything that seems to be an immediate threat in the room.
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Edmund Ollivero wrote:
Edmund is able to identify the Wand as a wand of Longstrider (with 10 charges left), and that the two potions are potions of cure light wounds.
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Belg Slagback wrote:
Sabrina's Knowledge Religion: 1d20 + 4 ⇒ (14) + 4 = 18 Sabrina will know that the Demon Lords Deskari and Baphoment have something of a working relationship in the Worldwound. Deskari controls most of the forces in the actual Worldwound itself, while Baphoment handles most of the Demons' clandestine efforts to undermine the Crusaders. Their cults are on positive terms with each other and work together often.
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Caisramriel wrote:
The two mongrelman have crude clubs that aren't worth anything. The two cultists have between them, 2 potions, 2 scrolls of Comprehend Languages, 2 scrolls of cause fear, 2 daggers, 1 masterwork glaive, 1 masterwork scythe, 2 masterwork chain shirts, 2 spell component pouches, 2 unholy symbols (1 each of Baphomet and Deskari), and 18 gp. The archer has two potions, a wand, a masterwork chain shirt, a masterwork longbow, an obsidian unholy symbol of Baphomet worth about 20 GP, and 34 GP in coin.
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Belg Slagback wrote:
With one final swing, Belg's Warhammer slammed directly into her skull, cracking it into pieces as she falls over in a pool of bloody guts. Encounter over! Its a weird feeling huh . . .what are you going to do now? There are 3 doors, the Northern of which is currently open.
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Eldric Lightbringer wrote: If it goes on much longer the mongrelman will deserve a name... She actually has one--Wendaug. Not that you can tell, given that her current choice of vocabulary is irreverent cursing in a language none of you understand.
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Both of Eldric's arrows and Edmund's spell are dodged by the enraged mongrelman. Sabrina De'Foe wrote:
Sarah looks relieved and exhausted a bit as Sabrina blinks back awake, slumping in stature and resting her hand against the cave wall as she lets out a big sigh of relief. "You just took a scythe blade between your ribs that probably pierced your heart." She exclaims incredulously, still a little out of breath. "The fact that you aren't dead is a miracle in and of itself" Griffith is up, and then top of the order again! Aren't terrible dice rolls fun?
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Belg Slagback wrote: Stomping forward into the middle of the room, Belg took up a position next to the eastern door. He hoped that the northern room was empty since some cultists had already exited it, but he wasn't sure about the other doors. With the lone remaining foe in battle with Griffith, he decided to try to end the melee quickly. He reached down to grab a rock and hurled it towards the archer. Belg's thrown rock hits the remaining foe directly in her face, cutting and bruising it up even more, but she is still standing, albeit barely. She will let out an absolutely ear-curdling scream and she swings her club wildly at Griffith Wendaug Club Melee: 1d20 + 6 ⇒ (1) + 6 = 7 Oof. Well, per my house-rules, that will provoke an AoO from Griffith Zweihander: 1d20 + 6 ⇒ (9) + 6 = 15 Her wild swing was easy deflected by Griffith, who seizes the opportunity to swing at her torso. His blade unfortunately slams into an unusual piece of her bony and almost chitinous hide, and doesn't seem to have hurt her at all Everyone but Belg is now up!
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Edmund Ollivero wrote:
Edmund's frost ray goes wide again, freezing a chunk of rock in the back wall. Top of the initiative order! Belg is up next, then the "archer", then everyone else in the party Sarah will cast another CLW spell on Sabrina. "Come on--wake up!" she mutters under her breath, an air of desperation building in her voice. CLW roll: 1d8 + 2 ⇒ (5) + 2 = 7 That's enough to bring you up to positive 6
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Caisramriel wrote:
Griffith's blade swings, but gets deflected by the Mongrelman's chainshirt, doing no damage.
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Eldric Lightbringer wrote:
I'm pretty sure you don't crit on a 13, so I'm not sure why you're rolling to confirm one. I also assume the "first enemy" means the cultist. Eldric's arrows continue to plow into his enemies, striking them down. The cultist drops in the latest hail of fire, the force of the arrows pushing her lifeless body against the wall behind her as she slumps to the ground, dead. Since it was about to be her turn, Griffith and Edmund are now up. The sole remaining enemy is the archer, who barely looks able to stand.
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Belg Slagback wrote:
Belg's cave dirt slams into the remaining cultist, who stumbles backwards from the force of the blow, but manages to stay on her feet. Meanwhile, the mongrelman archer lets go of her bow and scrambles to her feet, leaving her wide open to a quick attack from Griffith. Zweihander: 1d20 + 6 ⇒ (15) + 6 = 21 Damage: 2d6 + 4 ⇒ (3, 1) + 4 = 8 For the record, I'm going to assume people will take any AoO presented to them unless instructed otherwise. I figure it helps the game move along a bit faster, and it makes sense in context that its only a brief opportunity for an attack that you have to quickly seize or you lose it. Griffith makes another clean cut across her body, which continues to bleed heavily, but she manages to get to her feet and pull out a club of her own. Eldric's up. Both remaining enemies look pretty badly hurt.
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Caisramriel wrote:
Griffith's blade slices into the downed archer, leaving a large gash on her stomach and cleaving off one of her spider-like appendages. She is still moving however, and mutters something under her breath that sounds like a curse. Top of the order! Sarah will continue to cast healing magic on Sabrina. Cure Light Wounds on Sabrina: 1d8 + 2 ⇒ (2) + 2 = 4 Ooh, missed rousing her back to conciousness by 1 point. Belg is up now, then the prone archer, than Eldric, than the Cultist, than Sabrina, Griffith, and Edmund.
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Caisramriel wrote: Attack of opportunity for standing or dragging? Curious before I post. Moving out of a threatened Square. The Cultist with a Glaive has 10ft reach, so she is currently threatening the square you are standing in. Since you need to move more than 5ft to get to Sabrina, you would provoke an AoO for leaving that square.
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Caisramriel wrote: Griffith now standing looks at the grim battlefield. He quickly moves to grab Sabrina by the back of her armour to drag her out of combat, using his body as a human shield. This is going to provoke an AOO from the Cultist, who is wielding a Glaive (a reach weapon). Do you still want to do this? Edmund Ollivero wrote:
Edmund's ray of ice slams into the cultist's chest, leaving an icy patch over her armor.
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Seeing her compatriots drop to Eldric's volley and Belg's earth-bending, the remaining cultist will dash over to the sleeping archer, and rouse her as a standard action, taking care to stay out of Griffith's reach the whole way there. Sorry that took so long. Work was . . .complicated. Anyway, its Griffith's & Edmund's turn, and Sabrina's technically as well though she's not really capable of doing anything quite yet. Please note that while the archer is now awake, she is still prone and takes a -4 penalty to AC as a result of that.
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Belg Slagback wrote: I'll target the lizard then. Belg's cloud of rocks and dirt sprays into the wounded Lizard, pelting it repeatedly in the head and along its torso, and until it falls over and stops moving. Have to head out quick, will be back for the remaining cultist's turn in a few hours
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Eldric Lightbringer wrote:
Eldric's first shot plows into the woman's chest, leaving a bleeding wound of its own. His second arrow however, plunges straight into her neck, killing her instantly. I'll let Belg redirect his attack since Eldric did enough damage on his own to kill her. You can target the Lizard, the other Cultist, or the sleeping archer
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Sabrina De'Foe wrote:
That's alright. I was just wondering if you forgot about us.
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I'm going to hold off on changing how I run Initiative mechanically until the end of this area. There are problems with that kind of approach (Especially once you guys start running into Mythic enemies that get more than one turn's worth of actions per round!), but I'll look into it. For now, I'm just going to include Roll20's initiative tracker in each of the screenshots I take of the map. Also, yikes that came close to outright killing Sabrina. It needed the nat 20, got exactly her AC to confirm, and then rolled 1 less than her perma-dead HP in damage on 8d4+12. I'm not writing off Sabrina's player as lost just yet (I'm giving her one more week before I formally drop her from the game), but if I don't hear back soon, this wound is going to require some long-term healing and care from Sarah, so the two of them will probably wind up heading back to Neathholm for rest and recuperation once I have replacements.
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Edmund Ollivero wrote:
I wish I had an NPC here to make a snarky comment about that line Map at the top of the initiative order The Scythe-wielding Cultist will notice Sabrina standing in the doorway. "Ah, a Paladin! Good, I've been hoping to scalp one for some time now!" She moves up in front of Sabrina, and swings her scythe. Cultist Scythe Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Because x4 crit weapons are a great thing to through at the party at level 2! She is put literally 1 hp away from being permanatly dead, at 20-33=-13, with a Con of 14 The Scythe cuts deep into Sabrina's armor and chest, and she falls over, limp, and bleeding heavily from the wound. The cultist chuckles. "Deskari smiles upon my blade, worm". Sarah will shout in despair "Sabrina!", before quickly raising her glowing hand and touching the collapsing Paladin. Sarah's CLW: 1d8 + 2 ⇒ (6) + 2 = 8 The bleeding stops, but Sabrina is still lying on the ground, motionless. Assuming Belg doesn't wake the sleeping Archer, him and Eldric are up next, followed by the remaining (Glaive-wielding) Cultist
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Caisramriel wrote:
It does Griffith's hands strain as he summons all of his strength to pry open the creature's jaws, and for a second it seems like they might not move. But slowly, the jaws begin to widen, and after a few seconds he is able to push the beast clear off of him and through it to the ground. The Lizard will growl a little bit, regain its footing, and then attempt to leap at Griffith again. Lizard to Hit: 1d20 + 5 ⇒ (9) + 5 = 14
This time though, Griffith is ready for it, and is able to push it out of the way as it leaps towards his neck again. Meanwhile, the remaining Mongrelman has shifted his attention towards Belg, and will swing at him with his club. Mongrelman To Hit: 1d20 + 4 ⇒ (14) + 4 = 18
He connects onto Belg's Shoulder with a loud thwack. Sabrina meanwhile will take this opportunity to stab at the Mongrelman in front of her while its distracted with Belg. Sabrina to hit: 1d20 + 7 ⇒ (13) + 7 = 20
She will deliver a quick slice across the wounded creature's abdomen, felling it swiftly. Edmund is up, and if the way is cleared Sarah will move to heal Griffith. Otherwise we'll hit the top of the order again.
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Eldric Lightbringer wrote:
Both of the arrows plug into the creature's scaly backside, and it lets out a murmured cry of pain, but does not let got of Griffith. Next up, the other cultist (The one marked with a 2) to the north casts a spell, and pulls out her Glaive while moving up towards Griffith. "Make peace with your pathetic Goddess, Crusader Scum" she shouts out loud while moving. Griffith's turn. You are still being grappled by the Lizard, but it looks very hurt from Eldric's arrows.
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Belg Slagback wrote:
Belg's hammer slams into the Mongrelman, pushing him back a bit, but he still appears to be standing. Sarah will shout "No--Griffith!" but stay put, with the mongrelman still blocking the doorway. She's delaying until the way is opened Meanwhile, the archer in the back is still slumped over, asleep. Next up is Eldric, than the remaining Cultist, than Griffith, than the Mongrelman and the Lizard, then Edmund and Sabrina. Sarah will go once she can get to Griffith. I'm going to come up with a slightly better way of keeping track of initiative here, as its getting a little confusing for me, and I have access to the actual campaign in Roll20!
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Edmund Ollivero wrote:
Will Save: 1d20 + 6 ⇒ (8) + 6 = 14 The archer stares for a second, before gradually slinking down to the ground, asleep. Just then, the top door of this room opens, and a pair of women poke their heads through. "What is the damn ruckus you stupid monst--" She looks shocked to see the party. "INTRUDERS!". One of the pair is wielding a Glaive, and the other has a Scythe. These are easily recognizable as the favored weapons of the Demon Lords Baphoment and Deskari. They also have chain-shirts and horned helmets. Initiative for Cultist #1: 1d20 + 3 ⇒ (16) + 3 = 19
The first one goes at the top of the order, and the second one goes after Eldric and before Griffith The first cultist will pull out her Scythe, and then cast a spell on herself. Picture will come once I can get back to my main computer, probably later tonight. Once I do so, Belg will be up.
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Eldric Lightbringer wrote:
Go for it. I hate stupid mindless bookkeeping for stuff like that. Unless you have specifically limited numbers of magical arrows, just hand-wave it.
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Edmund Ollivero wrote: Is it possible to have the map updated with where everyone is located and which creatures are dead?
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Eldric Lightbringer wrote: Lets go for the one Griffith is attacking Both of Eldric's arrows slam into the mongrelman, one into his upper shoulder and the other cracking his sternum. He spurts out blood as he falls to the ground, dead. IN response, the other Mongrelman will rush towards the door and attack Sabrina Mongrelman Traitor to-hit: 1d20 + 4 ⇒ (8) + 4 = 12
The blows are easily caught by her armor. The lizard however, will jump up and bite at Griffith
Lizard Bite Crit Confirm: 1d20 + 4 ⇒ (3) + 4 = 7
The Lizard bites at Griffith's face, narrowly missing his neck. It's teeth however will sink into his neck, and the lizard will keep hold of him in its jaws. Griffith Fort save: 1d20 + 3 ⇒ (18) + 3 = 21 He will feel fine afterwards however, well as fine as someone can be with a lizard the size of a lion biting into his neck. Sabrina will attempt to swipe at the Mongrelman who just rushed into her face. Sabrina's claíomh solais: 1d20 + 7 ⇒ (10) + 7 = 17
Her longsword sticks into the creature's torso, leaving a bleeding wound but not downing it quite yet. Edmund is up! Then top of the order (and please hold off posting there, as stuff will happen then)
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Caisramriel wrote:
Griffith's Zweihander swings wide, missing the mongrelman entirely. For the record, this one is not the archer, but rather one holding a club similar to the ones you saw outside. The Archer is the one behind the mongrelman marked with a 2 Eldric Lightbringer wrote: Eldric lines up his shot. Pulling his bow back he was determined to make the most of his blood's blessing. He could feel the divine flow through him. Focusing on the target with the clearest line of sight he let two arrows fly in close succession. I'm unclear as to who you are targeting. By my picture, you have pretty good sight lines on both the Mongrelman Griffith is next to and attacking, and the archer behind that one.
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Belg Slagback wrote:
Belg's dirt flies far wide, smashing into what appears to be a crude bedroll lying on the floor in the corner of the room. Sarah meanwhile moves up to where Belg was previously standing, getting ready to heal again if anyone takes damage. Meanwhile, the archer in the back corner shouts some more in a language no one understands, and points at Sabrina before drawing her bow and firing an arrow at her. Wendaug Arrow shot: 1d20 + 9 ⇒ (3) + 9 = 12
The arrow harmlessly bounces off of Sabrina's faulds. Griffith and Eldric are up now!
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As the party forms up on the door and Eldric casts his spell, the noises on the other side of the door fall quiet. Sabrina will look back at everyone else in the party with a silent nod, then force open the door. Standing in front of the party is another pair of mongrelmen, clutching crude wooden weapons, along with some kind of lizard-looking thing between them. In the back right of the room is another mongrelmen, but this one has a bow and arrow, and hisses something unintelligible at the party. Combat time! Initiatives:
So first up is Belg & Sarah, then the Archer Mongrelman in the back, then Eldric and Griffith, then the remaining enemies, then Sabrina and Edmund
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