Emergence Game Thread

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Aug 5, 2017 1:42 am
I roll my eyes a bit at Rhiv tripping over our prisoner's splayed legs, loudly rattling every bit of his armor. I sheathe the dagger, and the dull blue of Ecuilageth glimmers in the dim light. After ensuring her bonds are safe, and that she cannot run or writhe away, I slip right in behind Rhiv.

Rolls

Stealth - (1d20+7)

(18) + 7 = 25

Aug 15, 2017 7:17 pm
The party leave the woman bound and gagged and move down the dark tunnel, a silent Harp followed by a much less silent Rhiv, then To'ot and Sam, with Therrien bringing up the rear. At one point, the group comes to a junction, but Harper's keen hearing picks up some slight gurgles over the clatter of Rhiv's tile armor and leads on toward the cavernous room where the cultists were performing their ritual.

Harper slows the group's movement as he rounds a bend in the tunnel and sees a soft glowing light reflecting around the corner. His best guess puts them at a lower entrance to the cavern, but the glow of the light seems too dim to be coming from the campfire he witnessed from above just 20 minutes earlier. He hears the shuffle of movement coming from somewhere beyond the turn.
Aug 16, 2017 1:42 am
I signal to the others to keep low, and wait. Crossbow and dagger drawn, but sabre sheathed, I approach and peek around the turn, continually moving forward until I see any figures or persons of interest. What the woman said may have unsettled me more if I wasn't a bit pissed at this taking so long. We've got to get out of here and back to the boat. Let's get this over with...

Rolls

Detecting traps - (1d20+5)

(19) + 5 = 24

Aug 16, 2017 12:58 pm
OOC:
no traps
Harp peeks around the corner and see that there's still another 15 feet of hallway before the structure begins to gradually open into the much larger room.

However, he does catch a glimpse of two of the robbed figures carrying the limp body of a third before he has to slip back behind the corner when one glances in his direction.

https://www.dropbox.com/s/njh7tver0y4sc4c/Cultist%20Cavern.png?raw=1
Aug 16, 2017 1:22 pm
At Harp's signal I stop and take shallow in-take of breathe and strain to see...no, to sense...around the corner. "Lord, you have given to us the ability to distinguish between spirits, to test them to see whether they are from you, for many false powers have gone out into the world...."
Aug 16, 2017 3:42 pm
Rhiv shudders as his spirit is overwhelmed by the stench of several undead creatures nearby, like a supernatural inhalation of the scent of rotten eggs and mold.

whipstache sent a note to Yogurt
Aug 16, 2017 4:19 pm
I cast Pass Without Trace.
OOC:
Hopefully not too late...
Aug 16, 2017 4:45 pm
OOC:
Since nothing's happened yet, I can retcon it.
Aug 16, 2017 6:30 pm
I come close to gagging as the foul odor of death hits me like a hammer. Close to a breakthrough huh....these evil things disquiet the very earth they rise from. Tapping my chalked leather halbard softly to get Harp's attention, I pantomime praying hands, show three fingers and point beyond him, and then pantomime an ungainly dead-like shuffle with my arms outstretched. Who knows what kind of undead lie beyond but that should at least give the hint. To'ot, seeing my struggle, closes his eyes momentarily and scatters some ash from his pocket in a wide arc around us. Suddenly the same shadow we saw in Redwall seems to envelope us in a muffled haze. Smiling at my previously ridiculous attempts to communicate I--still quietly--whisper to the others the locations of the three undead creatures.
Aug 19, 2017 3:06 pm
Not convinced the three undead are alone, I signal to the others that I'm moving in. All reflective blades and boltheads sheathed, I slink into the room with the fire, attempting to dance with the flameshadow around the edges of the space. A lone dagger is out, darkened by ash to prevent reflection. My goal is the opposite side; I want these fiends to feel surrounded from the jump. My eyes are darting, looking for whoever appears to be in charge of this unwelcome brood.
OOC:
So, I'm going to describe here what I want to do on my turn, and you can let me know how it shakes out. I want to get to the opposite side of the room from the entrance where my friends are, identify the big baddie in the room if there is one, and when I've done so, throw my dagger (bonus action) back towards whichever undead is closest to the entrance, hopefully drawing the attention of everyone in the room towards my target, and the beefy dudes entering the room. At that moment I'll use the sabre to make a melee attack on the big baddie. Assuming they are surprised, this hopefully counts as a surprise round, and my crew should get a surprise round, too.

Rolls

Stealth - (1d20+7)

(15) + 7 = 22

Aug 20, 2017 10:14 pm
Harp follows the wall around to the right towards the embers of the dying fire, slithering from shadow to shadow. In addition to the three undead creatures, now identifiable as zombies, Harp sees the cult leader on top of a small raised platform, and two live cultists dumping the corpse of a third into the bubbling black goop.

As soon as he gets close enough to the nearest zombie to feel comfortable throwing a dagger, he lets one fly on the unsuspecting undead. Without even waiting to see if it strikes its target, he turns and sprints over the remains of the campfire, slashing at a second zombie as he makes his way toward the cult leader on the 10-foot-high raised platform.

https://www.dropbox.com/s/05qjtha8cldp5h8/Cultist%20Cavern%20Map.1.jpg?raw=1
OOC:
Harp, roll the attacks and damage. Everybody roll initiative.
Aug 20, 2017 10:43 pm
Stealthy attack!

Rolls

Initiative - (1d20)

(17) = 17

Stealth - (1d20+10)

(3) + 10 = 13

Aug 20, 2017 11:13 pm
Attacks!

Rolls

Ecuilageth Slash! - (1d20+7)

(16) + 7 = 23

Dagger Throw! - (1d20+6)

(5) + 6 = 11

Surprise Dagger - (1d20+6)

(1) + 6 = 7

Ecuilageth Damage - (1d8+4)

(1) + 4 = 5

Ecuilageth Sneak Damage - (2d6)

(51) = 6

Dagger Damage - (1d4)

(2) = 2

Dagger Sneak Damage - (2d6)

(12) = 3

FINE. Initiative. - (1d20+5)

(1) + 5 = 6

Aug 21, 2017 6:12 pm
Initiatives.

Rolls

To'ot Initiative - (1d20)

(1) = 1

Therrien Initiative - (1d20+3)

(6) + 3 = 9

Enemy Initiative - (1d20+1)

(10) + 1 = 11

Brighthill Initiative - (1d20+1)

(20) + 1 = 21

Aug 22, 2017 2:57 am
Yelling 'Durgelm!' I initiate my shield defense and charge into the fray with ax and hammer drawn. Following Harp's lead I angle toward the cultist leader but throw my hand-ax at the zombie hit my Harp's slash and then immediately draw my second hand ax.
Last edited August 25, 2017 2:43 pm

Rolls

attack (ithink i only get proficiency bonus + dex rather than strength?) - (1d20+2)

(4) + 2 = 6

damage - (1d6)

(4) = 4

Aug 22, 2017 7:34 pm
Before the action commences, Samantha nods in agreement with Rhiv's quick breakdown of undead, adding, "If you've got anything that can bring the power of diving light, it will likely end this battle more quickly."

Upon hearing the thunk of a dagger and seeing Rhiv sprint around the corner into the room, Samantha follows suit and quickly assesses the situation. Seeing Harper bearing down on the cult leader, she puts her hand on the engraved symbol on her chestplate. She points her sword at the cult leader and from it shoots a bright ray of light, striking her target in the left thigh and searing a hole through their robe.
OOC:
Casting Guiding Bolt

Rolls

Guiding Bolt - (1d20+6)

(13) + 6 = 19

Radiant Damage - (4d6)

(1652) = 14

Aug 22, 2017 7:55 pm
The zombie who just received a vicious slash across its chest responds by trying to protect its master. It reaches out and grasps at Harper's arms as he tries to run by, but the half-elf is too nimble.

The third zombie moves more quickly than expected and cuts Harper off, swinging a large decaying fist.

One cultist responds by rushing to the base of the pillar and unsheathing a gnarly scimitar. She puts her hand behind her back and prepares for the approaching attackers. The second arms himself with a short bow and unleashes an arrow at Harper who seems to be leading the charge. The bolt goes whizzing between Harp and the zombie nearest him and clatters on the ground across the cavern. He curses, and nocks another arrow.

The cult leader's face is darkened by their cowl, but you see their eyes begin to glow. They quickly snatch a dagger from their belt and fling it at Harper. Then, they make a grotesque motion and five small 3-inch-long ethereal blades appear floating directly in Harp's path making blindingly fast jabbing motions.

Rolls

Grapple - (1d20+2)

(12) + 2 = 14

Zombie Slam! - (1d20+3)

(19) + 3 = 22

Zombie Slam! damage - (1d6+1)

(6) + 1 = 7

Short bow attack - (1d20+3)

(11) + 3 = 14

Dagger - (1d20+4)

(20) + 4 = 24

Ethereal blades - (1d20+3)

(16) + 3 = 19

Dagger crit damage - (2d4+2)

(33) + 2 = 8

Ethereal blades damage - (1d8+3)

(1) + 3 = 4

Aug 23, 2017 4:09 pm
I am blindsided by the magical attacks, and attempt to steady myself as the blood begins to dampen my shirt, and advance towards the cultist who is now in my way.
OOC:
I am down to 13 hp
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