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Ch. 31: The Adventures Roam the Temple District and an Abandoned Market Square

Dungeon Master (GM): so guys where are the adventurers heading in the city tonight?   Devin M.: Have we been to N3?   Dungeon Master (GM): Maybe not, at least not inside of it for sure you can go there of course   Phoenix (Cass): Might be worth scouting north? Don't think we'd get much from a temple.   Dungeon Master (GM): you could just walk by something and I can reveal part of it's map at least, just let me know we can start by passing by N3 then   Buddy D.: its all black there we go   Devin M.: Where is it not black?   Phoenix (Cass): Top left corner   Buddy D.: how are you doign devin   Devin M.: Yes.   Dungeon Master (GM): ok, this has an appearance similar to Horan's compound on the outside with guards roaming the wall that surrounds the temble. There is one yuan-ti guard above the front entrance   Buddy D.: dont we have a appointment with horan today at 130   Dungeon Master (GM): well that would be tomorrow in this case it was a little after 12 pm when you left the zoo. your appointment is for 1:30 pm tomorrow   Buddy D.: oh damn   Dungeon Master (GM): so looks like you can talk with the guard or just stroll past to another location so what course of action will it be here? someone suggest something!   Devin M.: Another location.   Buddy D.: i am all about finding a place to rest until tomorrow is there a inn we can go too   Devin M.: Not built yet.   Dungeon Master (GM): you have that park area and perhaps that old chapel of the mongrelmen to rest at. There's is no inn in the city, so you will have to find a place, some occupants may even let you stay with them. ok so back to the main map?   Phoenix (Cass): Yes please   Buddy D.: i wound if the guy at the zoo will let us crash there for a few gp   Dungeon Master (GM): being that it's a possible location for whomever uses the biology laboratory that may not be a good idea!   Devin M.: And the creatures, always a chance of an escape or loosing.   Dungeon Master (GM): where to next guys?   Phoenix (Cass): Well if we're looking to rest, checking the park would probably be worth it. Otherwise I think we should scout the north black blob if possible.   Dungeon Master (GM): that 'park' is next to the alchemical lab ok so someone can move the party token where along the streets they travel heading up north into the temple district   Devin M.: Anywhere in here is close to the lab area,if you consider the size of the world.   Buddy D.: whats here   Dungeon Master (GM): where did you ping buddy? ok when you walk up that street you see it gots north east or west   Devin M.: West.   Buddy D.: below n8   Dungeon Master (GM): ok where phoenix is pinging is an area all under reconstruction along with the row of buildings to the east of that.   Buddy D.: maybe we could hide out there   Phoenix (Cass): Definitely. Construction takes forever and I doubt anyone would starting working before noon, gotta' squeeze out those costs.   Devin M.: Perhaps, but  if  they're actively reconstructing it, that may not be the best option.   Dungeon Master (GM): looks like you can go have a look at areas T7 & T8 not sure if you been to T9 yet (inside of it since it's not marked with a green X so what will it be? the 3 locations I mentioned or continue to roam the city to reveal more?   Buddy D.: can we go to t7 or 8   Phoenix (Cass): Think it'd be better to scout out the rest before heading into buildings.   Buddy D.: agreed   Devin M.: T7   Dungeon Master (GM): Yes, buddy just take your pick where to go first ok so you have that avenue to your east or go all the way north on the current street or go down and then up near T10 farther north where J is marked there are considerably more Mongrelmen lining the street there.   Devin M.: East?   Phoenix (Cass): Works for me if we want to keep off the main roads   Dungeon Master (GM): ok continue east or go north there?   Phoenix (Cass): East then North?   Dungeon Master (GM): T2 area looks like a temple where to next?   Phoenix (Cass): Round back behind the temple?   Buddy D.: sent you pm dm on facebook   Devin M.: Yezzz.   Dungeon Master (GM): ok checking   Buddy D.: lets do that   Dungeon Master (GM): there are bugbears roaming the street in this area   Buddy D.: lets move very cautious   Dungeon Master (GM): ok, any more street roaming or having a look at a marked area?   Buddy D.: let move back to t7 or 8 what do yall think or is there anyone in the graveyard they may get pissed if we move in the graveyard though   Phoenix (Cass): Checking north of T9 is the last thing to do in the area before either resting or heading further west/east   Dungeon Master (GM): buddy that is the chapel where you took a rest and saw some of the deathwalkers along the street to it's north.   Buddy D.: oh ok brb gotta pee   Dungeon Master (GM): ok and i need to reload my screen, some twirling icon won't go away OK, where to next?   Phoenix (Cass): Either north of T10 or East, what do you guys think?   Devin M.: North.   Dungeon Master (GM): and the next stop is?   Devin M.: Is there anything/anyone here?   Dungeon Master (GM): other than Mongrel men no so you must be in their section of the city where is the next stop?   Devin M.: What's thebuilding with the M i it?   Dungeon Master (GM): seems to be a bugbear area based on the numbers roaming the street here the square area marked M seems to be an old abondoned market square. that is to your north east where to next?
Devin M.: Abandoned sounds promising.   Dungeon Master (GM): so do yo wish to go into the old market?   Devin M.: Yes.   Dungeon Master (GM): ok   Buddy D.: what is in the old market   Dungeon Master (GM): hmm, ok I though it would be on the maps for either s5 or s6 and I don't see it's own map so , looks like we go theater of mind for this encounter   Buddy D.: no worries encounter lol ut oh   Dungeon Master (GM): This 50' by 50' area appears to have once been a small marketplace. The rotting remains of several stalls are in semi-orderly rows, creating corridors characters can walk down. Moss and vines hang from the walls and torn canopies. Several clumps appear quite large, but there is no sign of movement.   Xilicien: Still mounds.   Dungeon Master (GM): as you approach the center of the square a couple of the 'clumps' have moved to get a jump on the party so give me surprise rolls here. I'll just just a wandering monster jungle map for this since the area is swampy anyways.   Phoenix (Cass): 12   Xilicien: rolling d10( 9 ) = 9   SURPRISE ROLL For Phicenta the Human Warlock Rolls to see if he is Surprised! Result whispered to DM.   (From Buddy D.):  Phicenta's Surprise Roll Result:  3  : If 1 or 2 is rolled he is surprised!   Dungeon Master (GM): ok picenta is surprised so won't attack the first round.   SURPRISE ROLL For Maevis the Half Elf Bard Rolls to see if he is Surprised! Result whispered to DM.   (To GM):  Maevis's Surprise Roll Result:  2  : If ≤ 2 is rolled he is surprised!   Dungeon Master (GM): so is Maevis surprised   SURPRISE ROLL For Cassandra the Human Witch Rolls to see if she is Surprised! Result whispered to DM.   (From Phoenix (Cass)):  Cassandra's Surprise Roll Result:  5  : If ≤ 2 is rolled she is surprised!   SURPRISE ROLL For Grax the Shield Dwarf Fighter / Thief Rolls to see if he is Surprised! Result whispered to DM.   (To GM):  Grax's Surprise Roll Result:  65 % : If ≤ 10% is rolled he is surprised!   SURPRISE ROLL For Coal the Human Ranger Rolls to see if he is Surprised! Result whispered to DM.   (To GM):  Coal's Surprise Roll Result:  6  : If 1 is rolled he is surprised!   SURPRISE ROLL For Camlin the Half-Elf Ranger Rolls to see if he is Surprised! Result whispered to DM.   (From Phoenix (Cass)):  Camlin's Surprise Roll Result:  2  : If 1 is rolled he is surprised!   SURPRISE ROLL For Rowan & Hirelings the Halfling (Stout) Guardian Rolls to see if he is Surprised! Result whispered to DM.   (From Phoenix (Cass)):  Rowan & Hirelings's Surprise Roll Result:  5  : If 1 is rolled he is surprised!   SURPRISE ROLL For Rowan & Hirelings the Halfling (Stout) Guardian Rolls to see if he is Surprised! Result whispered to DM.   (To GM):  Rowan & Hirelings's Surprise Roll Result:  1  : If 1 is rolled he is surprised!   Dungeon Master (GM): rowan is surprised opps no, rowan is ok i'll take the first roll   SURPRISE ROLL For Sheila the Human Cleric Rolls to see if she is Surprised! Result whispered to DM.   (From Phoenix (Cass)):  Sheila's Surprise Roll Result:  4  : If ≤ 2 is rolled she is surprised!  
Dungeon Master (GM): Ok, so just Meavis can't attack the first round here Make your init rolls   Shambling Mound #01 (M), Readies for an attack move! Shambling Mound #02 (M), Readies for an attack move!     WEAPON INITIATIVE ROLL: Camlin the Half-Elf Ranger, gets ready to make an attack move!   Weapon INIT Roll:  -1  The rest of Init rolls deleted for space. Start of Round 1 Start of Turn 1 for Shambling Mound #02 (M) (6)   Dungeon Master (GM): ok, he attacks either Grax, Camlin or Maevis:  4 Grax   Shambling Mound #02 (M), Attacks with the CLAWS at Grax enemy! Right Slam Strike Hits: AC  11  For  9  S/M/L HP Damage!! Left Slam Strike Hits: AC  -7  For  6  S/M/L HP Damage!! If Both Slams Hit the Victim is Entangled and encased in Slime and will Suffocate in  7  rounds, while taking an addition  8  damage!!} He missed, i'll roll left claw for 2nd attacks round   Start of Turn 1 for Shambling Mound #01 (M) (6)   Dungeon Master (GM): ok attacks either Rowan, Cass or Xil:  3 Cassandra   Shambling Mound #01 (M), Attacks with the CLAWS at Cassandra enemy! Right Slam Strike Hits: AC  -4  For  6  S/M/L HP Damage!! Left Slam Strike Hits: AC  -2  For  7  S/M/L HP Damage!! If Both Slams Hit the Victim is Entangled and encased in Slime and will Suffocate in  7  rounds, while taking an addition  10  damage!!} a hit for 6 if his left claws hit during 2nd attack then that bottom part applies   Start of Turn 1 for Cassandra (5)   Dungeon Master (GM): ok Phoenix   Phoenix (Cass): Parry and GTFO   Cassandra the Human Witch, taking a defensive stance, uses a weapon or shield to PARRY an opponent's attempt to strike! Parrying reduces a non-warrior character's Armor Class by one-half his level. Warriors who choose to parry reduce their AC by one-half their level, plus one.   Dungeon Master (GM): so he gets an attack of opportunity while you have an ac of 4   Shambling Mound #01 (M), Attacks with the CLAWS at Cassandra enemy! Right Slam Strike Hits: AC  -5  For  6  S/M/L HP Damage!! Left Slam Strike Hits: AC  -1  For  12  S/M/L HP Damage!! If Both Slams Hit the Victim is Entangled and encased in Slime and will Suffocate in  4  rounds, while taking an addition  9  damage!!} he still hits you for another 6 Cassandra as you run away from him   which means that was two hits on her so now just give me a saving throw versus paralysis to save from suffocating but you still take another 9 regardless she is down to 9 hp   Dungeon Master (GM): if you save you won't suffocate from the slime   SAVE VS. PARALYZATION For Cassandra the Human Witch Rolls:  2  Needs ≥  13 ... Yeah about what I expected with my recent luck.   Dungeon Master (GM): oh geez so you have 4 rounds until you suffocate...just keep rolling saves the next 4 rounds. buy you are gagging right now   Start of Turn 1 for Grax (5)   Grax the Fighter / Thief, using his magical GAUNTLETS of FENCING, attacks with the Magical Merthúvial +1 LONG SWORD (3.5 ft) at Shambling Mound #02 (M) enemy!   Strike Hits an AC of  5  For 10  S/M or  16  L HP Damage! a miss Start of Turn 1 for Xilicien (4)   Xilicien the Enchanter, cast the MAGIC MISSILE Spell at Shambling Mound #01 (M), the enemy! Level 1 Magic-User * Evocation/Invocation Components V, S Casting Time 1  segment Range 130  ft Duration Instant Area of Effect Targeted Creature(s) in a  10  square ft area Saving Throw None Damage:   3 ,  5 ,  4 ,  5  and  4  Force Effects:  Fires  4  missile(s) at one or more targets designated by the caster before the spell is cast. Each missile unerringly strikes it's target causing 1d4+1 points of damage.   Dungeon Master (GM): ok a hit for a total of 17 damage   Start of Turn 1 for Maevis (1)   Dungeon Master (GM): He was surprised so can’t attack this round!   Start of Turn 1 for Rowan & Hirelings (-1)   Rowan & Hirelings the Guardian, Attacks with the Magical Geldered SHORT SWORD +2 (2ft) at Shambling Mound #01 (M) enemy!   Strike Hits an AC of  -8  For  7  S/M or  5  L HP Damage! Note: Includes Guardian's +2 Bonuses ok 5 damage as they are large sized   Start of Turn 1 for Camlin (-1)   Camlin the Ranger, strikes with the HALBERD (5ft) at Shambling Mound #02 (M) enemy!   Strike Hits an AC of  11  for  6  S/M or  18  L HP Damage! a miss
Start of Turn 1 for Coal (-2)   Coal the Ranger, Attacks with the Magical +1 LONG SWORD (3.5 ft) at Shambling Mound #01 (M) enemy!   Strike Hits an AC of  -2  For 3  S/M or  2  L HP Damage! If monster can Regenerate add +2 more on the To Hit and Damage.   Dungeon Master (GM): 2 damage   Buddy D.: damn beans Start of Turn 1 for Sheila (-3)   Sheila the Cleric, strikes with the Magical +2 FOOTMAN'S MACE (2.5ft) at Shambling Mound #02 (M) enemy!   Strike Hits an AC of  4  for  8  S/M or  8  L HP Damage! a miss   Start of Turn 1 for Phicenta (-6)   Phicenta the Champion Warlock, cast the BURNING HANDS Spell, at Shambling Mound #02 (M)! Level 1 Magic-User / Level 2 Witch * Alteration Components V,S Casting Time 1  segment Range 0 ft Duration 1 round Area of Effect Special Saving Throw Half Damage Effects:  When casting this spell, jets of searing flame shoot from the fingertips. Hands can only be held so as to send forth a fan-like sheet of flames, as the magic-user’s thumbs must touch each other and fingers, must be spread. The burning hands send out flame jets of 3 to 5ft length maximum:  4.5 ft, in a horizontal arc of about 120° in front of the magic-user. Any creature in the area of flames takes: Caster Option #1 (Low Level effect; Max range of 3ft):  7  Hit Points damage or Caster Option #2 (Max Damage effect):  16  Hit Points and no more than a maximum of  21  Hit Points of damage. Caster Option #3: Thumb Flick flame (3 inches):  1  HP damage Those successfully saving vs. spell receive half damage. Inflammable materials touched by the fire will burn, i.e. cloth, paper, parchment, thin wood, etc. Such materials can be extinguished in the next round if no other action is taken.   lol   Dungeon Master (GM): option #2 for 21 damage if it doesn't save?   Xilicien: They are kinda camouflaged.   SAVE VS. SPELL For Shambling Mound #02 (M) the Shambling Mound   Rolls:  5  Needs ≥  13 ok he took the full 21 damage!   Start of Round 2 Start of Turn 2 for Shambling Mound #02 (M) (6)   Dungeon Master (GM): attacks someone that is around it:  5 sheila in this case   Shambling Mound #02 (M), Attacks with the CLAWS at Sheila enemy! Right Slam Strike Hits: AC  5  For  10  S/M/L HP Damage!! Left Slam Strike Hits: AC  -7  For  9  S/M/L HP Damage!! If Both Slams Hit the Victim is Entangled and encased in Slime and will Suffocate in  4  rounds, while taking an addition  15  damage!!} ok so a miss Start of Turn 2 for Shambling Mound #01 (M) (6)   Dungeon Master (GM): 3 atttacks Xilicien   Shambling Mound #01 (M), Attacks with the CLAWS at Xilicien enemy! Right Slam Strike Hits: AC  9  For  5  S/M/L HP Damage!! Left Slam Strike Hits: AC  0  For  15  S/M/L HP Damage!! If Both Slams Hit the Victim is Entangled and encased in Slime and will Suffocate in  5  rounds, while taking an addition  7  damage!!} a miss Start of Turn 2 for Cassandra (5)   Dungeon Master (GM): she stays back away from the fight? any spells?   Phoenix (Cass): Gotta' save first   Dungeon Master (GM): ok yea right   SAVE VS. PARALYZATION For Cassandra the Human Witch Rolls:  20  Needs ≥  13 Ay Nat 20   Dungeon Master (GM): ok you save so you can cast a spell next round actually   Start of Turn 2 for Grax (5)   Grax the Fighter / Thief, using his magical GAUNTLETS of FENCING, attacks with the Magical Merthúvial +1 LONG SWORD (3.5 ft) at Shambling Mound #02 (M) enemy!   Strike Hits an AC of  -10  For 12  S/M or  11  L HP Damage! a hit for 11
Start of Turn 2 for Xilicien (4)   Xilicien the Enchanter, using saltpetre (salitre) and sulfur (enxofre) rolled together with pitch, cast the MELF'S MINUTE METEORS Spell upon Shambling Mound #01 (M)! Level 3 Magic-User * Evocation Components V,S,M Casting Time 3  Segments Range 100 ft +  10 ft/level:  170 ft Duration 1  round/level:  7  rounds Area of Effect Special Saving Throw Vs Spells Negates Damage:   4   6   5   6   4   8   5 Effects:  Tiny globes of fire are created, one for each caster level (to a maximum of 10). Any creature or flammable object that takes damage form at least one meteor, must abide by the rules of catching fire, except that the fire lasts only for  1  rounds. Each meteor can strike only one creature or object, but more than one can hit the same target. If hit by multiple meteors, the target needs to save only once, but the save DC increases by +2 for every successful hit after the first during the same round. The meteors are treated as ranged touch attacks, and those who miss their targets are treated as missing thrown splash weapons (Player's Handbook, pg 158) that land on a random adjacent square from the original target, dealing 1 point of fire damage to all within that square. The meteors can be fired with a swift action (allowing 1 meteor per round to be fired) or as a full round action ( allowing up to 5 meteors per round to be fired). In either case the caster uses his full base attack bonus to all meteors. The spell ends when all the fire spheres are gone, when the caster dismisses the spell or when the duration expires. This Spell does not function underwater.   SAVE VS. SPELL For Shambling Mound #01 (M) the Shambling Mound Rolls:  12  Needs ≥  13     Dungeon Master (GM): a hit for a total of 21 damage   It seems that Shambling Mound #01 (M) is defeated!   Start of Turn 2 for Maevis (1)   Maevis the Bard, Attacks with the Magical +1 LONG SWORD (3.5 ft) at Shambling Mound #02 (M) enemy!   Strike Hits an AC of  -1  For 3  S/M or  13  L HP Damage! a hit for 13 damage!   It seems that Shambling Mound #02 (M) is defeated!   Dungeon Master (GM): ok that kills them off! made an opps but ok, they would have taken only half damage i now see after looking if they had anything on them the monsters came from a couple of stalls from either side if anyone in the party wants to have a look in those locations since you found nothing on the bodies   Devin M.: Yeah, we can have a look. If there's reasonable shelter here, perhaps we can even rest.   Dungeon Master (GM): ok in one of the stalls you see an old vial and a scroll case both covered in moss. any attempt to have a look at the contents of both?   Buddy D.: yes   Devin M.: Indubitably.   Dungeon Master (GM): popping the cork off the vail reveals a sweet smelling liquid while opening the scroll case reveals a rolled up parchment. Phicenta finds that he/she can't read the scroll so it's given to Sheila whom sees that it has spells for: Cure Serious Wounds, Remove Curse and Neutralize Poison upon it.   Buddy D.: bad ass those are really good spells   Devin M.: I think I'll be going now.   Buddy D.: ok good seeing you amigo   Dungeon Master (GM): Ok Devin thanks for playing tonight!   Phoenix (Cass): Good night o/   Devin M.: You're welcome, goodbye, & goodnight.