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The lizardman seems to be enraged at the sudden appearance of Sarn and tries to stab him with their spear. From behind, Shirdracaria grabs it and yanks it away from the lizardman with a sly, triumphant grin. Confused, they try to retreat, but find no way to go between the three of you. Stone-tip spear vs. Sarn's AC: 1d20+7-2-2 4 - miss, fumble: disarmed Disengage Check: 1d20 2 - fails 21 - Darkon - HP 17/21, AC 13, PD 11, MD 16 20 - Merry - HP 26/30, AC 16, PD 16, MD 13 - 1 ongoing fire damage (save ends), Nightmare Venom from Tinkerer, +1 to attack, vulnerable to nonmagical attacks (easy save ends), hampered until end of next turn 17 - Sarn - HP 20+1/21, AC 12, PD 12, MD 12 - +1 to attack 15 - Barton - HP 5/30, AC 15, PD 15, MD 12 - staggered, +1 to attack 14 - Albertus - HP 23/27, AC 18, PD 14, MD 14 - stuck (save ends) 14 - Shirdracaria - HP 11/27, AC 16, PD 16, MD 13 - staggered 14 - Kobold Tinkerer - HP 40/45, AC 19, PD 17, MD 13 - vulnerable to Darkon's attacks, Death's Mark 11 - Argyle - HP 14/15, AC 12, PD 10, MD 10 7 - Lizardman 1 - HP 32/32, AC 17, PD 16, MD 12 - disarmed The battlefield is obscured in thick smoke: each non-kobold creature takes a -2 attack penalty during its turn until the Backpack kobolds' next turn, indicated by above. Escalation Die is at 3! frankenfreak fucked around with this message at 22:29 on Nov 27, 2014 |
# ? Nov 27, 2014 15:48 |
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# ? Apr 17, 2024 19:30 |
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(Question: Are the lizardmen armored, or is their AC from their scales' natural armor?)
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# ? Nov 27, 2014 17:41 |
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Merili'nor Elsvaer Even staggering around on a floor full of marbles, Merry had enough natural grace that it looked completely intentional. Standing on one foot for a moment, he kicked off the statue, propelling him toward the tinkerer. He turned the momentum into a devastating blow, though the followup lacked energy because Merry had to regain his balance. Somehow, after all of that, he was still a little bit on fire. Move to engage then attack the Tinkerer. Elven Grace: 1d6 2 Attack Roll (vs. Tinkerer): 1d20+7 24 Not sure if hit applies Nightmare Venom due to hampered, if it does it takes 5 ongoing (no save) plus dazed (save ends) Damage Roll (vs. Tinkerer): 1d8+4 12 Attack Roll (vs. Tinkerer): 1d20+7 15 1 miss damage Easy Save vs. Vulnerable: 1d20 11 Save vs. Ongoing: 1d20 7 Now at 25/30 HP
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# ? Nov 27, 2014 18:08 |
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The lizardman's AC is natural armor and nimble dodging. As Twibbit correctly noted in the OOC thread, the last Backpack Kobold is dead, but I forgot to edit the initiative list correctly. It's now everyone's but his turn.
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# ? Nov 27, 2014 22:31 |
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Big Barton Slamstone With the heat momentarily off him, Barton is able to fully regain his bearings. "Thanks for taggin' in, I think I can handle this chump from here." He moves toward the lizard man, and rather than go for the grab, he feints and lands a savage body blow on his opponent. "C'mere, I got plans for you, pal." With the lizard doubled over, Barton is able to grab him by the waist, and begins to spin with the enemy in tow. When he releases the reptile, it goes hurtling in a long arc through the room, slamming into the lead kobold, sending both sprawling, and knocking loose the remainder of the kobold's unusual vials to shatter, covering both foes. "No more spears, and no more of those weird potions, you two are gonna fight fair, like real men!" (First up is a Giant Strike, 19 to hit, now that I'm remembering to add the Escalation Die. Also, just an fyi, Giant Strike uses the enemy's level, not mine, I'm just assuming these guys are level one. So if they're higher, so is the attack roll. 9 damage. Then, I spend my Greatness and use Power Stunt as a quick action to throw the lizardman at the kobold tinkerer, sending them both crashing into the wall behind the kobold and causing them to be affected by all of said kobold's remaining flasks and vials, and if any of them were explosive or incendiary, I'm gonna say that'll set off his grenades, as well. Basically, exactly what you'd expect from slamming a dude with a rucksack full of fragile, volatile items into a wall. So, hopefully he packed a healing potion that works when applied topically.)
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# ? Nov 27, 2014 23:52 |
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Albertus Magnus Still stuck in place by the sticky goo, Albertus's only real option is to send a javelin of light flying at the lizardman. Which he does, while shouting 'See friends, how the Illuminator guides us in this battle!". Unfortunately, he's still unable to get free of the goo. Javelin of light on Lizardman vs MD: 1d20+8 14 1d6+5 7 Save vs stuck: 1d20 6
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# ? Nov 30, 2014 10:36 |
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Darkon The Occultist Darkon releases his focus, hoping to ravage the lizardfolk that remains, but he fails to connect. Still he quickly regains his focus once more. A short while later as he watches Albertus's javelin of light connect with the lizardfolk he tries to rewrite reality so that it connected all the more deeply, but fails to change fate. Still he manages to hold onto his focus. Hmm was going to use something else when Argyle used their recovery, but I don't think they are in any position to do a basic attack. Quick Action: Expend Focus to use Karmic Rebuke vs (lower of) MD/PD of Lizardman 1d20+5+3-2 9 Standard Action: Regain Focus On Albertus's turn Reaction: Expend Focus to use Better Yet Here vs (lower of) MD/PD of lizardfolk that Albertus hit but did not crit 1d20+5+3-2 9 Roll within 1-5 so Retain Focus. Man what is wrong with my rolls.
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# ? Dec 1, 2014 19:54 |
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The lizardman smashes into the last kobold standing and both crash into the wall behind them. The shattering of clay and glass is followed by the kobold's satchel exploding into flames. The kobold already only half-conscious, the lizardman has enough presence of mind to pull the burning satchel off them and throws it into the nearby corner. I adjudicated it as 3 damage since the kobold's flask doesn't actually do any damage and only bestows the condition "vulnerable to non-magical attacks" on its own. I feel anything more would be a bit too powerful an effect. 21 - Darkon - HP 17/21, AC 13, PD 11, MD 16 20 - Merry - HP 25/30, AC 16, PD 16, MD 13 - 1 ongoing fire damage (save ends), +1 to attack 17 - Sarn - HP 20+1/21, AC 12, PD 12, MD 12 - +1 to attack 15 - Barton - HP 5/30, AC 15, PD 15, MD 12 - staggered, +1 to attack 14 - Albertus - HP 23/27, AC 18, PD 14, MD 14 - stuck (save ends) 14 - Shirdracaria - HP 11/27, AC 16, PD 16, MD 13 - staggered 14 - Kobold Tinkerer - HP 24/45, AC 19, PD 17, MD 13 - vulnerable to Darkon's attacks, Death's Mark, 5 ongoing damage (no save), dazed (save ends), vulnerable to non-magic attacks (save ends) 11 - Argyle - HP 14/15, AC 12, PD 10, MD 10 7 - Lizardman 1 - HP 13/32, AC 17, PD 16, MD 12 - staggered, disarmed, vulnerable to non-magic attacks (easy save ends) Escalation Die is at 3!
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# ? Dec 2, 2014 18:21 |
Sarn Lawmaker Sarn rushes to Barton's side and releases a wave of healing chaos magic upon himself and Barton. Barton's wounds begin to heal, while Sarn grows about three extra pairs of eyes on his forehead. He mutters, "You better thank me for this." Used Warp Healing on myself and Barton. Barton gets a recovery, I get 10 temporary HP. Spell Determination: 1d2 2 Iconic Icon Determination: 1d12 7 High Druid
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# ? Dec 2, 2014 18:54 |
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Shirdracaria lunges at the staggered lizardman, but her strike misses. Then she once again slinks away from the enemies. Spellthief Strike vs. Lizardman's PD: 1d20+4+3 8 (1d6+3)/2 3 - 1 miss damage Disengage Check: 1d20+5 18 - success With his explosive charges gone, the kobold pulls a twisted, wrench-like tool from their belt. Staggering towards Merry, the elf is unable to dodge the tinkerer's erratic movements and gets the wind knocked out of him by a clubbing blow of the tool to his stomach. Wrench vs. Merry's AC: 1d20+8-4 21 - 8 damage, Natural 16+: the engineer's allies get a +2 to attacks against Merry until the start of the engineer's next turn Saving Throws vs. dazed and vulnerable: 2#1d20 17 8 - both succeed 21 - Darkon - HP 17/21, AC 13, PD 11, MD 16 20 - Merry - HP 18/30, AC 16, PD 16, MD 13 - 1 ongoing fire damage (save ends), +1 to attack 17 - Sarn - HP 20+10/21, AC 12, PD 12, MD 12 - +1 to attack 15 - Barton - HP 5+recovery/30, AC 15, PD 15, MD 12 - staggered, +1 to attack 14 - Albertus - HP 23/27, AC 18, PD 14, MD 14 - stuck (save ends) 14 - Shirdracaria - HP 11/27, AC 16, PD 16, MD 13 - staggered 14 - Kobold Tinkerer - HP 19/45, AC 19, PD 17, MD 13 - vulnerable to Darkon's attacks, Death's Mark, 5 ongoing damage (no save), staggered 11 - Argyle - HP 14/15, AC 12, PD 10, MD 10 7 - Lizardman 1 - HP 12/32, AC 17, PD 16, MD 12 - staggered, disarmed, vulnerable to non-magic attacks (easy save ends), +2 to attacks vs. Merry until end of next turn Escalation Die is at 3!
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# ? Dec 2, 2014 19:19 |
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Argyle "Its time for another verse of everyone's favorite song, the chant of endings!" says Argyle just before he begins his chant. The song finds its way into the mind of the last standing lizardman, and causes him to simply shrivel away Another Crit!?!?! Chant of Endings vs MD: 1d20+4+3 27 Double the dice rolled and doubled the modifier, I think that is how this works. So 20 damage Chant of Endings Damage: 2d10+6 20
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# ? Dec 2, 2014 22:18 |
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No need to drag this out - with the lizardman dead, this would end before the kobold's next turn anyway. As the lizardman falls, the kobold tinkerer drops their wrench, falls to the ground, and curls up in a fetal position whimpering. They look like they won't be any opposition anymore and that was the last you had. This battle is over. You got several survivors. On top of the Kobold Engineer you have the mooks Merry explicitly said he only knocked out plus any other non-lethal knockouts others did. However many you let survive, you have to deal with them in some way.
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# ? Dec 2, 2014 23:00 |
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Argyle "So Merry, did you have any specific plans for these Kobolds?" says Argyle as he motions towards the unconscious pile, "Or was that simply a mercy?"
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# ? Dec 5, 2014 00:03 |
Sarn Lawmaker Sarn winces as his extra eyes reabsorb back into his forehead. "I'll never get used to this. Anyway, what's that about kobolds? I say we interrogate at least one of the little blighters. The one with the big wrench might know something. I'll leave it up to you folks on what to do with them once you're done. I'd normally vouch to kill the little beasts, but we did ambush them while they weren't doing anything, so I don't think that's completely fair. At the very least, we're leaving them tied up and muzzled while we explore. Don't want them to tell their friends what just happened, after all."
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# ? Dec 5, 2014 00:35 |
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Big Barton Slamstone "Oh yeah! Don't mess with the best, ya scaly little rejects!" Barton has rounded up the unconscious kobolds and the now-toothless lizard man and is busy shouting his varied array of slogans at them as he strikes victorious poses. It's been a while since he's had a chance to showboat for a crowd, he figures he should get a little practice in, shake off the rust for when they have to deal with someone a little more high-profile. "That's what happens when you challenge Big Barton Slamstone! I've beaten down goblins tougher than you! Hm, okay, what else? Oh, yeah! You are a disgrace to the noble draconic races! I used that line when I did an invitational at the Drakkenhall arena, really got the crowd going, hometown pride and all." Barton adds an aside to whichever of his comrades are paying attention. "Alright, think I'm done with these losers. So, figure we let Sarn work 'em over until they spill everything they know, then we send 'em home to their mothers, sound like a plan?"
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# ? Dec 5, 2014 01:04 |
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Merili'nor Elsvaer "I didn't really have a specific plan, I just don't really like unnecessary bloodshed. I think it sets a bad example." Merry looked over the bedraggled squad of kobolds before them. When they weren't actively trying to kill you, they looked so sweet and innocent.
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# ? Dec 5, 2014 01:23 |
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The kobolds are sufficiently cowed by the beating you all laid on them and even more by Barton's showboating. Only one of them seems to look for a way to escape, but resigns when realizing there is none. The lizardmen look less impressed. They sit there, not trying anything funny, but pretend not to see or hear you unless you touch or shove them. As they turn their heads to avoid your gaze, you notice that part of their scales around one of their eyes, one has this around their left eye, the other on the right. The missing scales have been replace by scar tissue in the shape of a hand.
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# ? Dec 5, 2014 22:58 |
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If you want to interrogate them, start asking questions!
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# ? Dec 8, 2014 23:50 |
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Big Barton Slamstone Surveying the defeated foes, Barton strokes his chin as he sees the scars the lizard men carry. "Hey, where'd you get the matching scars?"
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# ? Dec 8, 2014 23:58 |
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Albertus Magnus Albertus leans down in front of one of the smaller kobolds and asks, "Who are you, and what are you doing in this tomb? And who else besides us is here?" After Barton mentions the scars, Albertus takes a closer look. "You know, I think I saw a reference to this symbol once..." Identify symbol (INT + ex-librarian): 1d20+3+3 15
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# ? Dec 9, 2014 00:16 |
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Argyle "Hmm, I figured the first question we would ask is 'How many more of you are in here?'" says Argyle, "Clearly I was mistaken" "Though if Sarn can't get that information from them, I could always ask the dead. But I rather not start interrogating the dead unless its for research."
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# ? Dec 9, 2014 00:48 |
Sarn Lawmaker Sarn laughs and says, "Never thought I'd get another chance to do a direct examination!" He strides over to one of the dead backpack kobolds and takes one of their vials, yanking out the stopper. A bitter and stinging odor rushes out of the vessel. He grins, plugs the vial up again, and then wanders over to the kobold tinkerer and picks up the little creature's tools. "Did you make these yourself? I bet you did. You think you're pretty clever, don't you? Well, not clever enough to avoid what just happened, I guess." The dark elf smirks as he looks down on his captive. "Tell me: what were you doing here? If you don't tell me, or if you dare to lie to me, I'll dump the contents of this all over your tools. One of your friends threw something like this at me and it burned like hell. I bet it would melt through these tools. I'm sure it would be a setback for you, would it not? Might take you years to find enough to make replacements for all this junk." SunAndSpring fucked around with this message at 05:35 on Dec 9, 2014 |
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# ? Dec 9, 2014 05:31 |
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The scars on the lizardmen remind you of a symbol that may not be common knowledge, but most of you have at least seen before. The hand with an eye in the palm is the sigil of the Diabolist. Sarn's choice to interrogate the tinkerer is a good one. The lizardmen hiss curses in both the common and their own tongue at you and the kobolds. The other kobolds seem to be cowed by them, but not the tinkerer. He seems to be more than willing to spill the beans and eventually the lizardmen give up on their hissing. He tells you the following:
You can take a quick rest here. It would be nice if everyone (except Merry ) could tell me how many recoveries you have left.
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# ? Dec 10, 2014 18:49 |
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frankenfreak posted:You can take a quick rest here. It would be nice if everyone (except Merry ) could tell me how many recoveries you have left. I'm spending one (and taking the average) to get back up to full health so I've got 6/8 left. "Sabod here sounds like an unwilling victim in all of this, and I believe we should let him return to Drakkenhall. The rest of them, however, these servants of the Diabolist...I don't think we should just let them go so that they can continue their mission of darkness somewhere else. Perhaps we can tie them up and turn them in to the appropriate authorities when we return to the city? I'm sure the Priestess's people would be interested to hear that servants of the Diabolist are operating so close to Santa Cora.
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# ? Dec 10, 2014 20:20 |
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Big Barton Slamstone (I forgot to roll that Recovery I got from Sarn, that's 6, bringing me up to 11. Then, since my Recovery rolls haven't been very good, I'll just take the average of 8 points on two more Recoveries, leaving me with four of my eight for the day and 27 HP, if I'm counting correctly.) Barton helps the Kobold tinkerer to his feet. "Hey, that's rough, buddy. Tell ya what, if you can make it back to Drakkenhall, there's a guy I know. Rikk Mikkmin, he's a Kobold, runs the arena over there, I worked with him a few times doing cross-promotional stuff with the Axis arena. My name should still carry a little weight, tell him Big Barton Slamstone sent you, and show him your doo-dads. Guy loves special effects, there's no doubt he'll give ya a gig. Should be sufficient protection in case anyone working for the Diabolist comes lookin' for ya. The Red's a big fan of the arena, so nobody's dumb enough to mess with it. As for the rest of these guys, we'll give 'em plenty of incentive to forget all about you."
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# ? Dec 10, 2014 23:39 |
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Argyle 7/8 recoveries I believe. Been doing pretty well using deathknell to heal without recoveries, also it appears I messed up starting HP, if con is negative I just use 6 as base HP meaning I should have 18HP total actually, I will adjust it but keep my current 14 hp. also with my adventurer feat, I was supposed to add +1 for a negative con mod to all my necro spells, oops <_<;; 14/18 HP, will post updated character sheet to the OOC thread later "Hmm it is troubling, but since the Priestess keeps the Crusader away, it is oddly enough safer," Argyle states, "I say we tie up the Lizards for now until we come back out of the Tomb for now until we find a more permanent solution."
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# ? Dec 11, 2014 00:04 |
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Darkon The Occultist HP 17/21, AC 13, PD 11, MD 16, Recoveries 8/8 Darkon nods. "Yes, that sounds like a good idea." Perhaps they should be killed, but Darkon personally doesn't want to be the one to do it. Not when they are already beaten. Tying them up will leave the option open up for later if necessary. Trying this agai Inevitable Fall (recharge) 1d20 15 nope
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# ? Dec 11, 2014 03:02 |
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Going through your equipment, you find enough rope to tie up the kobolds and lizardmen. While some of you are busy doing that, the rest of you is taking a closer look at the room. The sarcophagus is adorned with reliefs. The cover shows and old bearded man, presumably Padro Passistis himself, holding a sphere with a intricate pattern inscribed inside. Both long sides show the man lying in a grove, surrounded by birds. One short side shows him sitting at a desk, writing, the other shows him walking through the countryside, accompanied by four other people. These four seem to correspond to the four statues surrounding the sarcophagus. One shows an armored human warrior, looking pleading towards the next statue, depicting an elven man in a simple robe with a rope for a belt who has a helpless on his face himself. On the other side, you have an elven or half-elven woman, looking worried and dejected as she stands there with her arms crossed. The fourth statue shows what seems to be a human wizard based on his robe, his wand, and his beard. He seems to be declaiming. The walls under the balcony are adorned with reliefs which seem to show scenes from Padro Passistis' life. You only have limited knowledge, mainly from what little Professor Greenriver told you, but you can at least identify his meditation on the mountain and several scenes relating to his visit to the Dwarf King and his library. Finally, you lift the cover off the sarcophagus, revealing it to actually be the entrance to a shaft leading downwards for twenty, twenty-five feet. On both short sides, metal bars form two ladders to climb down. Before you can start to climb down, Shirdracaria asks: "So... I think someone should keep an eye on these guys. I'll volunteer for it, if you got nothing against it. It's probably better if the kids stay up here, too."
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# ? Dec 16, 2014 00:34 |
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Argyle Argyle briefly sketches the various scenes depicted, "Well, lets head down before we grow old," he says as he begins to climb down the ladder.
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# ? Dec 17, 2014 13:56 |
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Merili'nor Elsvaer Merry asked the twins to stay here and play with Elly for a bit (and they should be good). "I appreciate that a lot, Shirdracaria. Just some quick tips, though. If you can't see Seri'ya, she's probably hiding behind you, so try not to jump if she says 'Boo!'. And Seri'ye's face might occasionally become that of your greatest fear. If he does that, tell him his face will stick that way. Also, try not to let the prisoners talk to them too much - they've had enough trouble from the Diabloist in the past." Merry took one last look at the twins as they were playing with Elly before gracefully sliding down the ladder.
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# ? Dec 17, 2014 16:49 |
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Big Barton Slamstone "Kid, legends never grow old." Barton gave a playful wink as he hopped over the side of the sarcophagus and started down the ladder.
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# ? Dec 17, 2014 17:29 |
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Darkon The Occultist HP 17/21, AC 13, PD 11, MD 16, Recoveries 8/8 Darkon follows the others down, with a lot less panache than Barton.
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# ? Dec 18, 2014 05:10 |
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At the bottom of the shaft, you find yourself at the end of a corridor as wide as the sarcophagus was long. Since the sarcophagus was well oversized that means you could walk two abreast. The corridor is no higher what is needed to let a tall person walk upright comfortably. It goes well beyond the reach of your torches' light. The air in the corridor is dry and stale. You hear not one sound that's not coming from you or from above.
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# ? Dec 18, 2014 05:27 |
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Done with school stuff, I can actually post now. Albertus Magnus As the party walks through the long corridor, Albertus trails behind. Every 10 or so paces, he removes a torch from his pack, affixes it to the wall, and then lights it before moving on to the next spot. If anyone questions him, he shrugs and responds, "It's hard to tell how much of the Illuminator's Tome is literal and how much is metaphorical. So I try to fight whatever darknesses I find, no matter how strange it may seem."
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# ? Dec 19, 2014 09:48 |
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Done with Christmas stuff, I can post again, too, and hope everyone else can as well! Albertus doesn't need to use all that many torches. After not even 100 feet, you see the corridor opening into a room up ahead. Now the scent of death starts lingering in the air and gets stronger as you advance. Soon enough you can see a bit more of the 30x30 foot room. The source of the smell is a bunch of corpses stacked towards the back and right walls of the rooms. From the looks of it, they've been dead for a while, days, if not weeks. The corners of the room are adorned with one statue each. They seem to be smaller, simpler versions of those surrounding the sarcophagus. In the center of the room is a plain pedestal, adorned only with an inscription reading: "Remember what you saw above, lest you never return there, never breathe fresh air again."
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# ? Dec 27, 2014 20:16 |
Sarn Lawmaker "Well, obviously there is a poison gas trap in here or some other gimmick, judging from that description and the giant pile of rubes who didn't seem to get it. Anyone care to do the honors of finding and disarming the trap?" Sarn absent-mindedly shakes sand out of his robe as he waits outside of the room, not wanting to be anywhere near it if the trap went off. "Probably has something to do with the statues upstairs. I distinctly remember that guy at the bottom right was waving his hands at the guy on the bottom left upstairs. Try pushing the replica of that statue towards the other statue and see what happens. I'd do it myself, but I have, uh, delicate hands that I don't want to damage." SunAndSpring fucked around with this message at 22:07 on Dec 27, 2014 |
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# ? Dec 27, 2014 22:04 |
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Big Barton Slamstone "Maybe we're supposed to arrange the statues to look like the ones upstairs. Figure that means I can shove 'em around, but, uh, I didn't really think to memorize which statues were where. Anyone else remember?" Barton stepped up to the nearest statue, ready to move it into the position proscribed by the consensus of his companions.
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# ? Dec 27, 2014 23:01 |
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Argyle "See this is why you keep notes," says argyle as he pulls out his sketches.... I am in the process of moving and will only be able to post at work wifi on my tablet till Jan 2nd, my usefulness is limited
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# ? Dec 28, 2014 16:20 |
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Merili'nor Elsvaer Merry glanced over Argyle's shoulder at his notes. "Hey, you're pretty good at this. Let's see, the one with the staff should be facing toward the guy with the mace, and he in turn should be pointing at the robed statue at the far end of the room." Merry went over to the mace statue and tried to rotate it about 45 degrees counterclockwise, so it was pointing at the other statue.
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# ? Dec 29, 2014 04:35 |
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# ? Apr 17, 2024 19:30 |
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I waited with updating because this concerns Argyle and Twibbit said he was away. It has nothing to do with my own laziness. Merry has a bad feeling as he approaches the statue and hesitates, just as Argyle notices a magic aura emenating from the statue.
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# ? Jan 3, 2015 00:48 |