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ritorix
Jul 22, 2007

Vancian Roulette
The Harper agent (and perhaps the roundest dwarf you've ever seen) directs you to a safe house - and it turns out to be an unoccupied noble's villa. Quite nice accommodations. The dwarf is eager to gather any information you've gleaned on the Cult, and does so over dinner one evening.

As for magical access, Waterdeep does not disappoint. Scrolls are available for sale here for even the most obscure spells.



Spell scrolls of any casting class (cleric/bard/wizard/etc) are available.

1st level: 40gp
2nd level: 80gp
3rd level: 180gp

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ritorix
Jul 22, 2007

Vancian Roulette
Give me a Charisma check for info-gathering.

ritorix
Jul 22, 2007

Vancian Roulette
The dragon brothers learn a lot during their tour of the city.

As for the biggest rumors, there are reports of a half-dragon sighting at the northern gate at least a tenday ago. It caused a bit of alarm, but hey, this is Waterdeep. The rumors also say the half-dragon had a strong escort of mounted guards when they headed north.

Later, you learn that the road north leads towards Neverwinter. A cold coastal marsh known as the Mere of Dead Men is along the road, bordering the coast. The Mere keeps expanding over the years, pushing back any attempts at construction and flooding out the road.

Recently, a new roadhouse has been built along the Mere as a stopover for caravans headed north to Neverwinter. The Carnath Roadhouse would also be a convenient stopping point for any caravans headed towards a certain castle in the Mere. You learn that heavily-armed caravans have been heading north with regularity. It seems the Roadhouse may be a good lead, and it is about 200 miles up the road.

ritorix
Jul 22, 2007

Vancian Roulette
As Zedekiah browses for magical items, he is approached by a shady individual.

"Hey there, mister. You can call me Werond. Word on the street is you're looking for items of...exceptional value. And that you, uh, have been moving quite a bit of 'dry goods' into cash. Well, I happen to connect owners of such items to persons such as yourself. A middle-man, you could say. Take a look at this list...if anything is of interest, let me know. My fee is a modest 20%."

shady dealer's inventory of magic: 10#1d100 79 95 35 15 75 34 39 47 51 25. Ignore this I'm just getting my 2e D&D on.

Shady Dealer's List
Price - Item
-------------------
470g: goggles of night
550g: helm of comprehending languages
760g: gloves of thievery
820g: bracers of archery
900g: Sentinel shield
1025g: Rod of the pact keeper +1
1150g: headband of intellect
2200g: an onyx dog figurine of wondrous power
2350g: javelin of lightning
4500g: wand of fear

As the middle-man, all sales are non-negotiable and final. Also, he doesn't accept payment in platinum, which is DM-speak for 'don't spend the Greenest hoard on this stuff'.

ritorix
Jul 22, 2007

Vancian Roulette


In a few days your preparations are complete and the beer wagon is ready to go. Meeting up with a caravan going north is a simple arrangement. They are eager to have along someone with 'provisions' for the trip. With the funds of Greenest left in the Harpers' capable hands, you head north.

Soon you have completed another 200 miles with relatively little excitement along the way. One afternoon you pull into the Carnath Roadhouse within the borders of the Mere of Dead Men. Most of the merchants are eager to get to Neverwinter, and this is merely a stopover.

The Roadhouse is a supply depot and stopping point for merchants. When your convoy arrives, wagons are brought into a fenced compound one at a time for unloading and resupply, then parked outside. The whole compound is crowded with lumber, food and other supplies. There's a large warehouse next to the unloading area, too.

The smell of the swamp is strong even here, at the edge of the Mere. Large, fuzzy mosquitoes buzz your ears and the air feels damp and a bit chill. As you take in the scenery, a burly half-orc approaches the beer wagon.

"Yer next. Come on inside the compound. Give us a list of anything yer dropping off or need to buy."


This area may take some investigation and subterfuge. What do you do?

ritorix
Jul 22, 2007

Vancian Roulette
"Bacon? I like bacon. We don't have any of that fancy elf-wine though, you gonna have to go all the way to...oh. Ooooh."

The half-orc reacts upon seeing that gang sign of the Cult.

"Yeah, maybe I can find something. No rooms here, ya know. But maybe you want a place with a view?"

The orc winks heavily.

Outside, Rencleff overhears a few of the merchants as they prepare to unload. They brought a shipment of furniture - bedframes, chairs, that sort of thing. They are speculating why they were asked to just drop it off here, at the roadhouse, so far from Neverwinter. Maybe the roadhouse was going to expand and build an inn?

ritorix
Jul 22, 2007

Vancian Roulette
The half-orc leans closer and whispers "Waterdeep? You are late! Rezmir arrived days ago. She is already in the castle."

"Right this way. The rest of the wagons can wait. The Roadhouse is the property of Lord Neverember, of course, but we've found other uses for it. Everything you see here is legit. But in the strongroom we've got a secret tunnel. Lizardmen come from the swamp at night to cart away supplies. The tunnel lets out right near the keep."

ritorix
Jul 22, 2007

Vancian Roulette
"Unless you brought some, we don't have any cash stored here. Too risky. Dral takes care of all the money, and uh, I'm not entirely sure where it ends up in the castle. None of my business, they say. I don't go there if I can help it; I don't like the lizards or the frog-men. You should really talk to Rezmir about setting up any magic things, I don't know about that stuff. Or ask Dral."

As you talk, a servant comes up to the half-orc with a message. Something about cattle. The orc responds, then turns back to you and chuckles.

"Sounds like the offering is here, too. Voarag owns this swamp, best to keep him well-fed even if we are allies. Well, that's the tour. Now if you'll excuse me, I have to finish up in the warehouse. Praise Tiamat!"


He heads off. Where to?

ritorix
Jul 22, 2007

Vancian Roulette
Night falls as the remaining cargo is unloaded. Most of the merchants head to sleep in their wagons, eager to be off again in the morning. They intend to head north to Neverwinter to sell their remaining merchandise.

You also know that tonight, lizardmen will be moving supplies from the warehouse to the castle via the underground tunnel.

If you intend to do something, tonight would be a good time!

ritorix
Jul 22, 2007

Vancian Roulette
The orc nods at the plan, then adds, "The castle isn't exactly down the road. After the tunnel, it's a two-day journey through nasty swamp. Best to keep the wagons and pack animals here or they will just get mired. I'll handle all the arrangements. See you tonight."

That night, he leads you to a small room in the warehouse, lifts up the floorboards and reveals a dank tunnel. Torches are lit below, and held in the clawed hands of about a dozen lizardfolk. They are the size of men, but covered in scales and with elongated snouts. They are dressed in very little, with a few scraps of leather to cover them, and simple beads and shiny trinkets hanging from necklaces. Most of them carry large, empty sacks or backpacks.

The lead lizardman speaks in broken Common.

"What this? No guests!"

Your half-orc guide hops down into the tunnel and exchanges hushed words with the lizardman. They go back-and-forth for a moment, then the lizard relents.

"More dragon-kneelers? You can come. But you help. Carry stuff."

For the next hour, the group of lizardmen fill their packs with supplies from the warehouse. They expect you all to help with the effort, carrying sacks of flour or other essentials, but don't see to check whether or not you actually are lending a hand. The half-orc wishes you well and offers a final "Praise Tiamat!" before sealing you in the tunnel with the lizardfolk. The tunnel continues on for a while before emerging in the swamp, out of sight of the roadhouse.

"We no see you before, dragon-kneelers. Follow. Swamp deadly. Don't follow trick-lights. Run if snake-men come. Run if walking-weeds come."


What follows is hours of confusing travel through maze-like swamp paths. There is a trail, but that doesn't make it easy; everything out here is considered difficult terrain. The 'trail' often goes through knee-deep water.

After hours and miles of swamp, you reach a campsite on ground only slightly drier than the muck you've been hiking through. Four lean-tos and a stone platform for lighting a fire make up the camp. Three dugout canoes are drawn up near one of the lean-tos. A few dozen yards away, the dry land ends once again. Beyond moss-covered trees and fallen logs is a thick clump of reeds rising above black, still water.

The lizardmen begin to bed down for a rest. Their leader turns to your group.

"Not eaten yet. Good. Name is Snapjaw. You new guards?"

ritorix
Jul 22, 2007

Vancian Roulette
"What's a Greenest? Dragon-kneelers, greedy. Fancy metal skins. No sense. No cry, we not lost. You look and see wet, I see home. This is home of the Scaly Death tribe before kneelers, before Pharblex took over. No get lost at home."

ritorix
Jul 22, 2007

Vancian Roulette
As you talk with Snapjaw, one of the other lizardmen says something to him in a foreign tongue.

(in Draconic) "They are a chatty bunch. Your new friend with the floating disk has a leech on the back of his neck. I bet there's a dozen in his metal pants. Probably can't find anything to suck on."

The lizardmen share a hearty laugh. Snapjaw turns back towards Rencleff and responds in the Common language.

"The tribe was strong. Suncaller our shaman. Pharblex killed him with mighty magic. Pharblex ally with dragon-kneelers, so the tribe is."

ritorix
Jul 22, 2007

Vancian Roulette
"Snapjaw miss old ways. Pharblex is...how you say? Frog-man. Not like us. Has mighty magics, big fort, big friends. We follow. No want to anger dragon or you dragon-kneelers."

ritorix
Jul 22, 2007

Vancian Roulette
Rencleff's honeyed words run into a slight problem: the language barrier. Snapjaw has no idea what half of those words mean.

"In...vest...gate? You want...you want see Pharblex, yes? He in castle. We going there. He have delicacy matters if you hungry."

Meanwhile, Zed's fishing line catches something. There is a huge commotion in the water. From beneath the black waters a massive bite nearly pulls him in. Suddenly the line snaps - something has taken the bait, hook and all, and left him holding just a rod. In the waters, you can see the scaly hide of an alligator diving back down.

ritorix
Jul 22, 2007

Vancian Roulette
The lizardmens' eyes go wide as the metal weapons are put on display.

"For us? Kneelers are nice. Pharblex needs to die, yes, but tribe divided. Some say it not safe. But with weapons...and Kneelers on our side..."

The other lizardmen whisper among themselves in Draconic. Snapjaw seems to confide in your group, and leans in to ask,

"Pharblex made friends with with big dragon-lady Kneeler. Would Kneelers be angry if Pharblex die? Kneelers too strong to fight at same time."

ritorix
Jul 22, 2007

Vancian Roulette
Snapjaw's eyes light up at the suggestion.

"Yes, Deathcap mushroom! Very poison. Make eyes pop out, yellow spots, die in few days."

Then he looks sad.

"Favorite food for frog-men. They nasty. Sleep in mud at night. Track dirt all over place. Nasty. Poison is frog way. But poison has no honor; if Pharblex die, should be lizard of tribe that kills. Or a champion. Honor gained, new leader gained. Then we tell Kneelers to never come ba...er, we tell you the tribe your best friend now, not frog-men!"

As Snapjaw chats, the brothers hear a familiar voice in their minds.

"Two are near. Beware. Kin they are, like the two of you. Their breath would melt your flesh. What innards remain would be left in the swamp to ripen, then eaten weeks later. The tastes of swamp dragons are quite disgusting. But something else is even closer...within a day. A powerful artifact. It has the scent of the dragon queen about it. Any who wear it would gain her favor...you should claim it for our growing hoard."

ritorix
Jul 22, 2007

Vancian Roulette
"We want frog-men gone, Kneelers go home too. Old ways were better. Now everyone scared of dragons. Dragon don't even care about Kneelers. Dragon stay in cave, never visit, never cause problem. Only problems are from softskins."

"If you want help, talk to dragon-lady for us. Convince her to go, leave swamp to tribe. We have many metal spears hidden, can talk to tribe, make them friends against Kneelers. Can deal with frog-men if you deal with Kneelers. Deal?"

ritorix
Jul 22, 2007

Vancian Roulette
Snapjaw seems committed to the cause. He remains quiet for the next day or so as you continue to travel to the castle. Your journey now is largely by canoe, paddling down swampy waterways filled with a variety of lizards, large and small. Eventually you pull the boats up within sight of a dilapidated castle.



There is an outer barbican guarding the entrance, with a causeway leading up into the castle itself. A quick look around shows the castle to have four outer towers, a central keep, and an intact wall. Atop a tower in the rear of the keep, there appears to be some sort of mechanical observation equipment, perhaps of gnomish design. It looks to be in poor repair, as does the keep overall. A moat surrounds the walls, filled with muddy water, and nearly indistinguishable from all the other puddles and waist-deep pools in this swamp.

Outside the castle are a series of huts and longhouses. The huts are crudely built and clustered some distance away from the main entrance. Each looks like a slightly flattened dome, with a low, short tunnel leading inside. They appear to be made of reeds woven together, with mud and muck covering the tops. There are about a dozen small huts.

There are five longhouses in total, two near the barbican leading into the castle, and three further away. They are about 40' long and appear to be carefully woven from reeds. Their construction appears rather good considering the materials used.

Next to some of the longhouses is a large stockade filled with giant lizards. It has a 5' high wall made of upright logs, bound together with reeds. There's about 6 giant lizards in there.


"Are you ready to head inside? Follow me."

ritorix
Jul 22, 2007

Vancian Roulette
Episode 6: Castle Naerytar



Snapjaw leads you past the giant-lizard stockade, past the longhouses and huts, towards the castle. Here you get your first look at the 'frog-men', as some of them are patrolling the grounds. Luckily they leave you alone since you have a lizard escort. Snapjaw's other lizardmen disperse as you near the longhouses. He assures you they are going to help prepare to retake their tribe.

Snapjaw then takes you to the main gate. It's in disrepair - it consists of sagging wooden doors and an iron portcullis, but it looks like it can't even fully close.

Past the gate is the barbican, a defensive structure that leads to the main castle.



Snapjaw leads you inside. Guarding the room are nearly a dozen frog-men - bullywugs, some of you recall them named, and a trio of giant frogs the size of guard dogs. The floor of this structure is covered with sloppy mud, with wooden planks laid over the muck to form a boardwalk of sorts for those who don't like mud. That seems to be everyone but the bullywugs. There's a few tables and benches in the muck, with bullywugs lazily standing about or sitting half-covered in mud. To the left of the entrance, a long open-air causeway leads to the main portion of the castle.

One of the bullywugs waddles up to your retinue.

"Halt! Who have you brought to our castle, lizardling?"

The bullywug spits out that last word almost as a curse. Snapjaw takes the abuse and responds.

"These are Dragon-Kneelers from road house. Let us pass, yes?"

The bullywug responds with suspicion.

"Bah! There aren't supposed to be any new arrivals. You aren't familiar at all. You brought spies to our castle?! Who are you? Answer now or feed the frogs!"



DC15 to convince them you belong. If you want to fight, it's 10 bullywugs and 3 giant frogs. Snapjaw is with you, his other men have dispersed to prepare for the revolution.

ritorix fucked around with this message at 05:08 on Jan 18, 2015

ritorix
Jul 22, 2007

Vancian Roulette
The bullywug's attitude changes quickly, and he flashes a gigantic toothy grin.

"Oh, of course, of course. You are very well informed. Dral will deal with all newcomers. Come right this way. Let us escort you to him. Please leave your weapons and baggage here; standard protocol, of course."

He points towards a couple of the filthy tables for you to disarm. His retinue of bullywugs stand ready to deal with any surprises.



Portent has to be used before you roll any dice. It's already powerful enough as-is. So this roll failed, the 12 portent is still available, and the above are the results.

ritorix
Jul 22, 2007

Vancian Roulette
"Bah! I'll do no such thing! There aren't any weapons allowed near Rezmir, but in this case I'll make an exception. Come this way. The rest of you stay here and keep watch, spies could be anywhere."

The bullywug waves your group onward. Snapjaw shrugs and follows, unaware of the enchantment at work. The other bullywugs resume their normal activity (mucking around).

Your thrall leads you across the undefended causeway and into the courtyard of the keep. Inside are a handful of bullywugs and lizardmen training in separate groups. Your guide turns to the left-hand tower that borders the causeway and leads you inside.

"Come on, come on. This way to Rezmir."

He leads you into the first tower. Inside is a chapel, adorned with a wooden statue of the dragon queen, Tiamat. Four human cultists are inside, tending to the shrine and talking among themselves.

"I come here to reflect on how the world will suffer when the Queen of Dragons rises."

"Indeed. It will be a glorious day, brother."

"Out of the way, vermin! I'm on an important task! Rezmir must be found!"

"What? She doesn't want to be bothered by frogs. Who are the rest of you, newly arrived?"

"Yes, new arrives. They really want to check out the statue. Crafted by our tribe, yes."

"Ugh, frogs and lizards. What say you, newcomers?"



You reach the red circle in the bottom-left tower. Groups of enemies are marked with red squares.

ritorix
Jul 22, 2007

Vancian Roulette
"Dragon eggs? What a minute, there, this sounds important. I don't know who you are though. I'll notify Rezmir, I think she's upstairs. Don't let them into the library."

One of the cultists turns and heads up a staircase in a back room. The other three place their hands on weapons at their sides.

Suddenly your overzealous bullywug guide brandishes a spear at the cultist.

"No! I must bring them to Rezmir now! Unless you want to feed the rot-monster I suggest you move!"

"Are...are you kidding me?"

"Take them down! Mrglglrglglglglglglgl!"

The bullywug is about to charge these three cultists. A fourth one is just a few paces away near the stairs.



bullywug, cultists init: 1d20+1 3 1d20+2 5. Terrible rolls. You all win init. Everyone is a few steps away from each other in the Chapel of Tiamat. What do you do?

:rolldice:
AC14 16HP
AC15

ritorix
Jul 22, 2007

Vancian Roulette
The door slams shut and the surprised cultists are soon dodging away from a falling statue. Tiamat crashes onto the ground and the black dragon's head on it snaps off, skittering across the floor. Something metallic clinks across the floor an instant later. It's a dagger with a strange snake motif. It must have been hidden in the chapel's statue.





"You wanted poison..."


The statue tips over with your Athletics check. I'll give the cultists a DC10 to scamper out of the way of a slow-falling heavy object: http://orokos.com/roll/248770: 3#1d20+3 14 13 21. Made it. You also found a secret item.



:rolldice:
AC14 16HP
AC15

ritorix
Jul 22, 2007

Vancian Roulette
Ander's burning hands scorches the nearest pair of cultists, along with the enchanted bullywug. Its damp skin appears to save it from boiling away entirely, but the smell of burned flesh now filling the room is something awful. The bullywug looks about in confusion, the suggestion enchantment fading away in the life-threatening situation, wondering why he attacked in the first place. He shrugs and goes with the original plan (there must have been a good reason!), stabbing at the cultist with his spear.

After the outburst of violence, only one cultist remains standing. He lunges at Hager twice, using the smoke as a distraction to open a few minor wounds on the mountain of a man. It will probably be a lethal decision - for the cultist.

"Rezmir!! Save us! We are under attack!"

As you all battle, your lizardman companion scoops up the dagger than had fallen out of the statue and tucks it away.



2 cultists, bullywug saves: 2#1d20+3 15 6 1d20+1 21. Frog dude and one cultist saves. Cultist injured by Hager dies in a fire. Others take 7.
Bullywug attacks the cultist: 1d20+3 11 1d8+1 3, misses.
Cultist vs Hager: 2#1d20+5 23 20 2#1d6+3 7 5. Hits twice for 12 damage.

Everyone is up! You face a single cultist and the bullywug.



:rolldice:(32/45HP)
AC14 9HP
AC15 4HP

ritorix
Jul 22, 2007

Vancian Roulette
The bullywug dies in a burst of divine fire and all is still. Inside. Outside however...

As Zed inspects the door he hears the sounds of battle erupt outside. Screams sound in the courtyard outside, both bullywug and lizard-man, and distant clatter of weapons echoes through the stone walls.

"Freedom begins! "

Snapjaw motions to the stairs leading up, where the cultist indicated Resmir was waiting.




(32/45HP)


The cultists in here are dead. It sounds like a brawl is going on outside between the local forces. It probably extends all the way back to the huts outside the castle. That should give you cover to take out the leadership. Where to?

ritorix
Jul 22, 2007

Vancian Roulette
In the room past the temple is a rectory, the priests' living quarters if this was a typical castle. Besides a few bunks you see nothing of value.

The stairs lead up to an impressive library. There is a small reading room and many wooden shelves containing over a hundred books. You spot books on Sword Coast history, mathematics, astronomy, a theoretical work on alternate reality...it would take quite some time to go through it all. Someone has obviously put a lot of effort into maintaining a library in the middle of this swamp.

There are a few tiny windows showing the exterior of the castle. You can see a rather large brawl going on between lizard-men and bullywugs, with no obvious winner or loser.

Stairs lead up.


(40/45HP)

ritorix
Jul 22, 2007

Vancian Roulette
From his vantage point, Pazu can see someone leaping from a window on the third floor of the tower. It is obviously Rezmir the half-dragon, making her escape. She clutches a wicked-looking two-handed blade, and her face is covered with an ornate mask depicting a black dragon. She crashes onto the roof of a nearby second-floor building, rolls and dashes into another tower.


The yellow arrow is Rezmir's path, leaping from the third floor to the second and heading into that tower. The red diamond is your location on the second floor.

ritorix
Jul 22, 2007

Vancian Roulette
After a few hurried moments of preparation, Zed slams through the northern tower window like a boss. Shards of glass rain down from his spell blasts and boot kick. All around him is...well, not much. He stands amid a sleeping area for something, with reed mattresses and simple wooden trunks at the foot of each. Someone's sleeping area. But no one is around. Outside, the sounds of battle grow. There is a massive fight going on for the control of Castle Naerytar.

A flight of stairs leads downward. That seems to be the only place Rezmir could have gone. By now, she has a bit of a head-start.

From his vantage point in the other tower, Zed can see a few of those cultists assholes looking out of the third-floor window.

"He's getting away! Go after him!"




Man-mode went off without a hitch, it just took time to arrange.

Everyone else is still in the original tower. Those cultists are probably coming down to use the rope. You might be able to cross before then. What do you do?



(40/45HP)

ritorix
Jul 22, 2007

Vancian Roulette
Everyone scampers across just as the cultists reach the floor you were on. They look at you all across the way, look at the rope...look back at you...and decide not to tempt fate.

Instead they curse you all in the name of the dragon-queen. Better that than have a rope cut from under them. Loyalty has its limits.

You all make it across.

Heading down the stairs, you reach the ground-level of the tower. The doors here are locked, and it sounds like Rezmir continued down into a basement. There are some loud echoes coming from down there - it must be a large area.

The stairs continue down and emerge into a cavern. You are in a chamber, brightly-lit by lanterns, empty except for dripping water and muddy pools. The floor is muddy, with footprints in the muck from various species. It's hard to tell where the echoes are coming from, and soon enough they stop.



You are at the red star.

ritorix
Jul 22, 2007

Vancian Roulette
During your mad dash, you just noticed that Snapjaw is no where to be found. He definitely came across the rope with you all, but during the rush down the stairs he seems to have gone missing.

Pazu flaps ahead with caltraps in-claw. While there are many winding passages, the owl is able to follow the sound of Rezmir's flight. The half-dragon is heading west.

Dashing through several empty chambers filled only with a thick mist on the floor, you come upon a mist-shrouded room. Pazu is flapping about madly here, with some bullywugs trying to stab him out of the sky with crude spears. The quickly lock it up as you approach. They seem to be cowering around - or protecting - an oddly-dressed bullywug near their center. He has what looks like a giant lizard's head for a hat and wears quite a bit of garish jewelry.



The bullywugs are a scattered and undisciplined group compared to the formation of lizard-man soldiers standing before you. At their head is an elven man in studded leather armor, with sword drawn and a shield at the ready. He seems an odd choice to lead a bunch of lizards.



At the rear of the troops is Rezmir. The half-black-dragon stands on some sort of engraved portal on the floor of the cavern. It shimmers with blue-white light as she finishes the ritual activating it.



"Stop them! Draezir!"

She disappears in a flash.

"I am Dralmorrer Borngray, steward of Castle Naerytar. I believe this is the part where you surrender."



--------------------------------------------------------------------------------------



(40/45HP)







ritorix
Jul 22, 2007

Vancian Roulette
The fireball erupts amid the lizard-man formation, obliterating them in a flash. The smell of burnt flesh is all that remains, as a pitiful few struggle to stand. Borngray seems to avoid the worst of the blast. He spits on the ground, scowls and says,

"Idiots! You face not only the Dragon Cult, but a member of the Eldreth Valuuthra! Humanity will be purged by the fires of Tiamat! Die!"


--------------------------------------------------------------------------------------
Saves
11 lizardmen saves: 11#1d20 13 18 1 10 12 12 2 12 6 19 4. 2 survivors. Dral fireball save: 1d20+2 17, saved, elf takes half damage.

Inits
I'll count that as Ander going first. Everyone else is getting init rolled for them.
Lizard, bully, pharb, dral inits: 1d20 10 2#1d20+1 16 9 1d20+2 4
Hager, jared, ren, zed inits: 2#1d20+2 21 9 2#1d20-1 9 3

Hager is up!





:rolldice:40/45


4/22 4/22 22/22

59/59 34/52

ritorix fucked around with this message at 07:02 on Feb 6, 2015

ritorix
Jul 22, 2007

Vancian Roulette
The portal flashes once again. A confused and angry half-dragon stands on the pad.

"You have to be loving kidding me."

She wields a two-handed sword, and her face is covered with an ebony mask of a black dragon. Rezmir is ready to kick some rear end.

rezmir init: 1d20+3 7



:rolldice:40/45


4/22 4/22 22/22

59/59 34/52 90/90

ritorix
Jul 22, 2007

Vancian Roulette
"AHHHH! I haven't come this far to be stopped by some brute. Taste my blade. And you, Pharblex, restore my wounds!"

"But mighty Rezmir has returned. Surely she will need my powers. She is more deserving."

"Just kill them, you bootlicker. Wait - no, enhance me for battle. You have served well, Borngray. Tiamat will reward you in the afterlife."

"Bah. I should have stayed in Evermeet."

As their leaders bicker, the bullywugs rush into battle and the remaining lizardmen rush to defend their elven leader. Hager is quickly surrounded, though the spears of lizards do little to injure the enraged man.


--------------------------------------------------------------------------------------
Hager, you crit so you get a free attack from your GWM feat. (already used a bonus from raging)
Hager GWM attack: 1d20+8 21 1d10+7 10. Hits!


3 lizardmen vs Hager: 6#1d20+4 13 24 24 11 16 22 Ouch! Two crits and a hit. 8/8/5, halved to 4/4/2 for 10 damage.

The bullywugs all double-move towards you. They are pretty slow on land - only a speed of 20.




30/45

AC15
4/22 4/22 22/22 AC15
:rolldice::rolldice:
59/59 16/52 90/90

ritorix fucked around with this message at 19:40 on Feb 7, 2015

ritorix
Jul 22, 2007

Vancian Roulette
Oops yeah I missed that too. I credited back the 10HP.

ritorix
Jul 22, 2007

Vancian Roulette
Jared's first blast is repelled by a shield that instantly forms at the elf's side. But he was too slow to stop the other bolt and it blasts right into his face. It's amazing that he survived at all, but somehow he keeps going.

Eyepatch casts Shield as a reaction, raising his AC to 21. Enough to save his bacon. 5hp left.


30/45

AC15
4/22 4/22 22/22 AC15

:rolldice::rolldice::rolldice:
59/59 5/52 90/90

ritorix
Jul 22, 2007

Vancian Roulette
Rezmir's mouth moves yet no words come out. The silence spell has blocked her chance at escaping once again.

"..."

"... ...."

Rezmir wastes no time, rushing straight into the fray. Meanwhile, the bullywug leader backs up slowly, soon coming out of range of the silence. He points a claw towards the group and vines suddenly sprout from the stone, enveloping anyone in reach. Ander, Rencleff and Jared find themselves under attack by magical plants grasping at their legs. It could be a fatal distraction when a half-dragon is barreling towards you.


--------------------------------------------------------------------------------------
Rezmir double-moves towards the group.
Pharblex casts Entangle, catching Ander, Ren and Jared in its area of effect. :rolldice: DC13 STR save or be restrained.
Rezmir uses a *legendary action* to drop a Darkness spell. The gray circle area on the map. It blocks line of sight to anything inside or behind the darkness, and darkvision cannot pierce through it.
Eyepatch makes a couple of swings at Hager, then uses misty step to teleport back 30 feet behind the darkness area. Then he moves 40' back from there.
Eyepatch vs Hager: 2#1d20+6 18 20 2#1d8+4 10 12. Two hits, for 5 and 6 damage after resists.



purple area is Silence, grey area is Darkness, green area is Entangle


19/45 :rolldice::rolldice::rolldice:

AC15
4/22 4/22 22/22 AC15

59/59 5/52 90/90

ritorix
Jul 22, 2007

Vancian Roulette
As the darkness spell winks out of existence thanks to Lathander's holy light, you hear a deep, slow male voice come from Rezmir. It seems quite out of place.

(in Netherese) "First you flee and now you make a fatal mistake. Perhaps I will soon be drinking the blood of your Cult."

Then she speaks in Common, as it talking to herself, this time with the voice you are accustomed to hearing.

"Shut up and do your job."


7 bullywug, 3 lizardmen, rezmir saves: 7#1d20+1 9 11 19 15 8 16 7 3#1d20+1 12 19 4.... Lots of stuff dies, Rezmir takes half damage. The darkness spell is gone.


ritorix
Jul 22, 2007

Vancian Roulette
Rezmir serves as an impressive distraction, allowing a pair of bullywugs to sink their spears deep into Hager's side. Only the dragon-rage keeps him going at this point - a lesser man would be dead.

3 bullywugs vs Hager: 3#1d20+3 10 23 23. One miss, two crit! 9 each, halved to 4 each.
2 thrown spears vs Ander: 2#1d20+3 7 15. Both miss.




11/45
AC15
:rolldice::rolldice:
59/59 5/52 82/90

ritorix fucked around with this message at 23:55 on Feb 9, 2015

ritorix
Jul 22, 2007

Vancian Roulette
Rencleff finds his illusion so convincing that targeting Hager (now hidden inside the statue!) with a curative spell would have been quite impossible. It's a good thing he cast it before the illusion spell...


Hager is covered in a statue, blocking line of sight in or out. We'll say the cure went off first. See my long-ago post on how we'll handle illusions. Since we established that is how it'll work, we'll continue to do that. That also means he has cover and can't be targeted by something like a magic missile.

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ritorix
Jul 22, 2007

Vancian Roulette
"Oh shiiiiiit!"

A magical shield appears at the last moment, absorbing the impact of the rapidly-approaching scorching rays and once again saving the elf's life. The frog's leader isn't so lucky as a fiery bolt slams into him.

Frog's conc save: 1d20+6 14, passes, entangle continues.

"Come on, help me out here."
"Bah. I get castle if you die!"
"If these idiots win, you die too!!"
"What you gonna give me? You know what I want."
"Ugh. Alright, alright, I'll show you how to use it."

As the elf approaches, the frog-man waves his hands and heals him. The worst of his wounds fade away.

Cure Wounds, level 3: 3d8+3 13.

The elf points at the cleric that has killed so many of his lizardmen. Magic Missiles erupt from his fingertips, burning tiny holes into Ander's armor.

Magic Missile, level 2: 4d4+4 13 damage.

As the statue appears, Rezmir backs away from it slowly and carefully. She isn't sure what is going on there. Just as Zed and Ander are lined up, she inhales sharply and expels a blast of acid from her mouth. A bullywug is caught in the crossfire, and it gurgles in agony as it melts away into a puddle of frog goo.

Acid breath, dc14 Dex save for half: 5d8 24 damage, 12 if you save.
One bullywug dies horribly. Ander and Zed owe me DC14 Dex saves. :rolldice:
Hager: No OA against her since you are in the statue. If you touch the statue (no action) or roll a disbelieve save (action on your turn) it turns transparent for you.



*Ren is in D20

41/41 37/50 18/45 :rolldice:
AC15
restrained 37/37 40/40
AC15 50/59 18/52 82/90

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