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![]() Initiative (Kemat): 1d20 + 3 ⇒ (20) + 3 = 23 Round 6
>>>>> Map <<<<< ![]()
![]() The big battle you were in just a few minutes ago. She disappeared from the chapel in the middle of the fight. ![]()
![]() The door opens quietly. You see a succubus, the one from the battle near the chapel a few minutes ago, looming over a male figure in somewhat tattered clothes. She is speaking angrily to him and you get the last part of it. "...what good are you?!" Perception: 1d20 + 21 ⇒ (17) + 21 = 38 She snaps her head around when the door opens, looking right at Alexa. Her eyes narrow in recognition. The room looks like another barracks, lined with large, sturdy bunks. The man is manacled and chained to one of them. Let's roll initiative. Initiative, succubus: 1d20 + 3 ⇒ (17) + 3 = 20 ![]()
![]() There were several minutes involved in escorting your prisoners out, getting the attention of your army below, coordinating the transfer, then getting back to where you were. Let's call that 10 minutes, so anything you had running at minutes/level have expired. Anything running at 10 minutes/level are still running. ![]()
![]() You check all the doors around this room. The ones to the north are quiet, and you open them to reveal a long hall that ascends some steps before turning right. You see daylight and smell fresh air. The west doors are also quiet, and lead to now-empty barracks. The south is quiet as well, and opens to another barracks. From both of the east doors, however, you hear what are at least two voices. You can't make out words, but from the tone and the pattern it sounds like they are having a heated discussion. Double checking both, you sense they two entrances to the same room or place, and not a unique set of voices behind each. >>>>> Map <<<<< ![]()
![]() You don't hear anything through the door, and it's not locked. The door swings open to reveal another hall with even more doors in every direction. Referring to Nurah's map, you appear to be near the northeastern corner of the castle. >>>>> Map <<<<< ![]()
![]() @Telerin You don't detect any magic in the empty room, or in the corridor. @Alexa I need you to clarify. You have two doors that would qualify as "eastern doors". The north-south leg of the hallway has a double door on the east wall (among others), and the east-west leg of the hallway has a single door at the east and of the hall. ![]()
![]() You step through the hole in the wall and approach the doors to the north, but as you cross over the threshold you see you're really in an L-shaped corridor. The wider leg runs north-south, with double doors to the west and east. The narrow leg runs east, and ends in a single door. >>>>> Map <<<<< ![]()
![]() The door is not locked, and opens to what appears to have been barracks for soldiers. The room has been completely cleared out save for small bits of trash and debris. >>>>> Map <<<<< ![]()
![]() You pick your way through the rubble to the northeast, and then through an open passage way to the north. These rooms mostly appear to have been used for storage, and the bare shelves and empty racks suggest that these contained supplies for the defending armies. A set of double doors lies to the west and a single door to the east. There's a large hole in the wall to the north that is large enough to pass through, and on the other side you can see a long hallway with more doors. >>>>> Map <<<<< ![]()
![]() He points to the north and says, "Officer's quarters and planning rooms are through there, towards the tower. That's where I'd go if I wanted to find him." He gestures to the rubble by tilting his head. "They leave all this here on purpose. So you gotta work your way around it." The two sets of double doors directly to the north are blocked, but you could pick your way through to the open passage to the northeast, or to either the doors or the opening to the east. ![]()
![]() Uriel's announcement has an immediate effect: both pairs of half-orcs come to an immediate halt, the blind ones stumbling at the abrupt stop. "OK!" the half-orc in the closer group who can still see exclaims. He leans over to set his bow on the ground, holding both hands up. "We surrender!" His companion does the same. The group that is out of sight backs into the room, their hands also up. They've dropped their bows as well. ![]()
![]() I have been reviewing what comes next after you take the castle, and I don't have any qualms about labeling most of it as "filler". Dungeon crawls aren't so great in this format because combat takes forever, and even if I was keeping on top of things as much as I'd like it'd be months of drudgery. So I am planning to trim off the fat. ![]()
![]() OK. There aren't really rules that I see for being pulled along by someone else, so I'll make the judgement call here that guard 1 and 3 sacrificed their move action on their turn when they agreed to be grabbed and moved by guards 2 and 4. Since they can't really use their remaining move/standard action, this round all they can really do is try to shake the blindness effect. Next turn, guards 2 and 4 will be able to do a full move with their companions. Guard 1, Will save: 1d20 + 2 ⇒ (2) + 2 = 4
Round 6 Effects: Righteous Medal of Valor (Uriel), Righteous Medal of Agility (Darya), Power of Faith (all), Heroism (Darya, Uriel), Blur (Uriel), Echoes of Nature's Song (all), Displacement (Arloric), Magic Circle Against evil (centered on Telerin), Prayer (Kemat) Alexa
>>>>> Map <<<<< ![]()
![]() Apologies for the delays. It is that time of year. The two remaining guards that aren't blinded grab their friends, saying something in orcish, and pull them south towards what looks like the hall's main entrance. One pair makes it through the doorway with the other pair not far behind. orcish:
Both say something to the effect of, "We have to get out! Come with me!" Effects: Righteous Medal of Valor (Uriel), Righteous Medal of Agility (Darya), Power of Faith (all), Heroism (Darya, Uriel), Blur (Uriel), Echoes of Nature's Song (all), Displacement (Arloric), Magic Circle Against evil (centered on Telerin), Prayer (Kemat) Round 6
>>>>> Map <<<<< ![]()
![]() Kemat steps forward to get better positioning and casts her spell, catching guards 1, 2, and 5 in the burst. Dropping the gargoyle and guard that did not survive this round for brevity Guard 1, Will save: 1d20 + 2 ⇒ (9) + 2 = 11
Darya fells the last remaining gargoyle, and Uriel cuts down the guard in front of him. Guard 5, attack vs Arloric: 1d20 + 5 ⇒ (2) + 5 = 7 The other guard in crusader armor rushes forward to strike at Arloric with his sap, but can't land a blow. Round 6 Effects: Righteous Medal of Valor (Uriel), Righteous Medal of Agility (Darya), Power of Faith (all), Heroism (Darya, Uriel), Blur (Uriel), Echoes of Nature's Song (all), Displacement (Arloric), Magic Circle Against evil (centered on Telerin), Prayer (Kemat) Alexa <---
>>>>> Map <<<<< ![]()
![]() In the interest of just getting us moving, I'll assume DC15 is the right answer. A cloud of glittering, golden dust bursts in the hall and engulfs the guards. Two of the archers and the guard in crusader armor get dust in their eyes and are unable to see. Round 5 Effects: Righteous Medal of Valor (Uriel), Righteous Medal of Agility (Darya), Power of Faith (all), Heroism (Darya, Uriel), Blur (Uriel), Echoes of Nature's Song (all), Displacement (Arloric), Magic Circle Against evil (centered on Telerin) Alexa
>>>>> Map <<<<<
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