Chapter 1: Blood and Lightning

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Dec 8, 2023 12:44 pm
Edgar winces in pain as the acid hits him, but quickly shrugs it off and runs at the lizardmage magician that is engaged with Makasi, hoping to catch it unaware in the back.

Rolls

Melee Attack - Total - (1d20+9)

(13) + 9 = 22

Abandon Dagger - Total - (1d8+5)

(7) + 5 = 12

Sneak Attack - Total - (1d4)

(1) = 1

Dec 8, 2023 12:50 pm
The lizardman takes the blow, not staggered but still wounded.
Dec 8, 2023 1:12 pm
OOC:
Quick small ret-con. I just realized that the traitor has an ability that lets it ignore all effects of an attack once per battle. I'll show it below. it probably would have used that against the max damage crit Hrafe did earlier, but that attack caused him to become staggered, which let Hrafe use Glaezentorg's ability, so doing that would mean it would affect 2 attacks, so i'm going to meet in the middle and say he used this on the free attack from Glaezentorg after getting staggered, so the traitor did take the 24 damage but didn't take the 18 damage.
[ +- ] Monster's ability
Dec 14, 2023 2:27 pm
For whatever reason, Salix seems overwhelmed by choice. The traitor looks at Hrafe, a wicked grin on his mutant dragon-like face. "Are you sure you want to continue with me? If you fight me, maybe you finish me, maybe you don't, but you are trusting your allies to save the pathetic mages who will die in mere seconds from now." He laughs as he lashes out at thr zealous barbarian.
OOC:
RAAMtentacles is taking a while, so I will say he can act on the same turn as Hrafe and Makasi, but with last round's escalation die value. If Hrafe and Makasi both go before Salix acts, I'll have Salix uses Javelin of Faith and then have the lizardmen go.

At the end of this round, if any lizardmen are alive, the magic circle will activate and absorb the lives of the mages.

Jomsviking, just some information for your decision making. The traitor has 40 hp left. Unless you think your allies do not need your help at all, the only way you can kill him by yourself in one round is if you roll two critical hits and both roll at least 10 damage before being doubled by a crit... Assuming you don't have an ability I am forgetting. This also assumes the traitor doesn't roll 11 or higher when he disengages on his next turn, which would mean you don't get a second attack against him like above assumes.

Rolls

Traitor attacks Hrafe (vs AC - 11 damage) - (3d20H1+8)

(61214) + 8 = 22

Dec 15, 2023 12:22 am
"All Father thy will be done!"

The blow from the draconic mutant had Hrafe bleeding from his mouth and nose. But undaunted he staggered back up. "The Magi knew what they signed up for, this foe will become far greater if allowed to live. Help me, please! Horgalles, Grandfather of all Mankind help me!"

Hrafe once more continued his furious assault into the traitor cleaving once more through its heavily wounded torso, striking yet another artery in the process. "My companions, Strike him! Strike the traitor with all your might. Please help me for Lights Sake!"
Last edited December 15, 2023 12:28 am

Rolls

Melee Attack - Total - (2d20h1+11)

(2017) + 11 = 31

Melee Damage - Total - (1d10+4)

(8) + 4 = 12

Dec 15, 2023 12:44 am
OOC:
Uh oh. Looks like splitting our focus may cost us this battle! Just so I'm clear -- how many lizard-men are still alive, and how wounded are they? I'm wondering if there's any chance the rest of us can slay them all without Hrafe's help, or if we basically have no choice but to gang up on the mutant now.

Secondary question -- Turn Undead wouldn't affect this big bad, would it?
Dec 15, 2023 1:08 am
OOC:
It's up to you guys to kill the lizardmen. The rest of the party needs to deal about 47 damage before the end of the turn or the tower becomes owned by the Three.

The GM Public Notes tab shows all the enemies and how much damage they have taken (or if they are dead). The image is an abstract battle map. If you are next to an enemy, you are engaged with them. If you are on far opposite ends of the map from each other, you are far from them. Otherwise you are near everyone.
Dec 15, 2023 10:52 am
OOC:
I was gonna have Raphel save his last Acid Arrow for the dragon, but that's a 22 average + 5 ongoing if it lands. Think the rest of you guys can pull off the required 20 damage?

I say go for it since we're running high on the escalation dice too.
Last edited December 15, 2023 10:52 am
Dec 15, 2023 2:49 pm
Makasi doesn't seem to notice Hrafe's singular determination to kill the fiend, fixated as she is on saving the mages. "We've got to break their concentration!" she shouts to the others. Turning to the wounded Lizard-man, she says, "And you need to stay down!"

Rolls

Smite Evil + bless + escalation - (1d20+4+4+1+5)

(18) + 14 = 32

Damage - (1d10+3+1d12)

(9) + (2) + 3 = 14

Dec 15, 2023 3:00 pm
Salix suddenly overcomes his overwhelmed mind and makes a Javelin of faith attack against the lizardman Makasi struck just now.

Rolls

Javelin of Faith vs LM1 (vs PD) - (1d20+4+3)

(15) + 7 = 22

Javelin of Faith damage - (1d6+3)

(5) + 3 = 8

Determine if Salix gets 2 turns (on a 3 or less) - (1d6)

(4) = 4

Dec 15, 2023 3:03 pm
The remaining lizardman continues to chat, beginning to panic. The glyph on the ground is beginning to glow, and you see smoke rise up, about to engulf the 4 mages. The thought "just a little bit longer" is written all over the lizardman's face. In one last desperation, it tries to attack Edgar, who it sees about to charge him.

Rolls

Lizardman Magician rolls for number of targerts - (1d2)

(1) = 1

Acid Spray Spell vs Edgar (vs PD - 3 damage) - (1d20+6)

(12) + 6 = 18

Natural even hit: edgar is now taking 3 ongoing acid damage - (3)

() + 3 = 3

Dec 16, 2023 11:10 am
Raphel notices the whiff of smoke out the corner of his eye. He turns, frowns at seeing the ritual begin its last stages, and lifts his dagger. The same arcane symbols he traced earlier are carved a second time in the air. As before, his spell flows forward to imprint itself on the remaining lizardman.
OOC:
I made Raphel's attack roll with 1d20+INT+Level+Escalation+Bless, but let me know if I missed something.
[ +- ] Indelible Brand of Dissolution (level: 1, daily: )

Rolls

Indelible Brand of Dissolution - (1d20+4+1+4+1)

(9) + 10 = 19

Damage (if hit) - (4d10)

(8223) = 15

Dec 16, 2023 1:16 pm
The lizardman reals from the blast, going from full health to staggered in one blow. It is desperately holding on the the last few words it has to repeat.
Dec 17, 2023 12:47 am
Edgar considers throwing the lizardman off the tower, but seeing it on its last legs he tries one last desperate attack. He strides the few yards over to the lizardman and tries to stab it in the kidney.
OOC:
Will use Deadly Thrust to increase my chance to hit.
[ +- ] Deadly Thrust

Rolls

Melee Attack - Total - (1d20+11)

(14) + 11 = 25

Abandon Dagger - Total - (1d8+5)

(6) + 5 = 11

Sneak Attack - Weapon Die (dX) - (1d4)

(3) = 3

Dec 17, 2023 12:56 am
Seeing the lizardman almost dead, Salix does everything he can to finish the job. He manages to land the hit and kill the lizardman magician. his racial ability triggers and he gets a chance to help damage the traitor.

Rolls

Salix attacks LM2 with Javelin of Faith (Wis + Lv + ED) - (1d20+3+1+4)

(8) + 8 = 16

Javelin of Faith damage - (1d6+3)

(2) + 3 = 5

Wood elf racial trait (2nd action on 4 or less) - (1d6)

(3) = 3

Salix attacks the traitor with Javelin of Faith (vs PD - Wis + Lv + ED) - (1d20+3+1+4)

(13) + 8 = 21

Javelin of Faith damage - (1d6+3)

(3) + 3 = 6

Dec 17, 2023 1:02 am
The lizardman dies and the traitor sneers. His wings, that had been stretching and strengthening since his transformation, have finally finished. With his new strength, he jumps up and begins to fly away.
OOC:
If he gets a 11 or higher on his disengage roll, he gets away and by the time Hrafe could act, he is too far away. On an 10 or less, Hrafe may make 1 attack as a free action. If he deals 10 damage and hits an AC of 19, the traitor dies. Anything less and he gets away.

Rolls

Traitor rolls to disengage (success on 11+) - (1d20)

(13) = 13

Dec 17, 2023 1:16 am
The battle ends, and the magic circle stops glowing. the mages relax, as if they could finally breathe for the first time in over a minute. "Thank you!" One says as he looks up at you. Another falls over and looks up from the ground. "You saved our lives and the tower." The third looks too exhausted to speak, and the fourth is able to stand just enough to see over the edge of the tower's edge. "It looks like the dragon the commander crippled is still at large. It is sniffing like it can still smell more people. We are not combattants. It is entirely up to you if you stay here with us until the dragon finds those people, kills them, and leaves, or if you brave one last fight."
OOC:
You are all now level 2 and get a quick rest. You all chose HP as one of your incremental advances, so none of you get more hp, but your recovery dice now roll 2 dice instead of 1 when you roll recovery dice for your rest. Also roll for recharging any non-daily talents and other abilities/spells. As for the other incremental advance you choose (see GM Public Notes), you can keep that option or change it, but you cannot have more than a 2nd level character can have. For example, if you can now have 5 powers at 2nd level and you had 3 at level 1, you can either choose 2 new powers and lose the one you got from the advance, or you can keep the one from the advance and only get 1 new ability. If this is confusing, undo all of your advances except for your HP and level up as if you hadn't taken any advances (but don't touch your current or max hp)
Dec 17, 2023 3:21 am
Hrafe shouted all manner of obscenities as the coward had fled. Vowing on his honor that when next they met he would make good on his promise to eat the fiends heart. Now he gazed out at their next threat. A dragon, a foe that shook his courage. But he stared stoic out at the next battlefield with grim resolve. In spite of his anger at his failure to kill Zvegdar, he knew something within him had changed, grown closer to what he was supposed to become.
Last edited December 17, 2023 3:27 am

Rolls

Rage Recovery 16+ - (1d20+5)

(15) + 5 = 20

Glaezentorg 11+ - (1d20+2)

(15) + 2 = 17

Barbarian Recovery - (2d12+3)

(99) + 3 = 21

Dec 17, 2023 3:26 am
OOC:
you recover both your rage and Glaezentorg's usage, but I have ask, where did the +2s come from for the rolls? I know you can add your Constitution modifier to the recharge roll of rage, but that should be a +3, not +5. Did you add your level? You don't add your level to recharge rolls
Dec 17, 2023 3:28 am
Ironmonger42 says:
OOC:
you recover both your rage and Glaezentorg's usage, but I have ask, where did the +2s come from for the rolls? I know you can add your Constitution modifier to the recharge roll of rage, but that should be a +3, not +5. Did you add your level? You don't add your level to recharge rolls
Whoops! I did add my level.
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