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Upon death the priest cries out and erupts in a column of energy. Make a reflex save of 15 or better to take half damage from (3d8+3)[17] points from something that resembles inflict serious wounds. There is nothing left of him but a peculiar dagger and ash. The battle continues.
Spoiler
C3
Beothor and cultist
attack (1d20+4)[24]
damage (1d8+3)[8]
C3 on B
attack (1d20+3)[13]
damage (1d4)[4]
C4
attack (1d20+3)[13]
damage (1d4)[1]
Linx on C6 (1d20+5)[18] (1d8+5)[6]
C8
attack (1d20+3)[10]
damage (1d4)[3]
C6
attack (1d20+3)[6]
damage (1d4)[1]
fighter on C4 (1d20+6)[23] (1d10+6)[15]
The death of the priest causes the cultists to fight harder, but seems to help your teams luck. Beothor finishes his opponent and Linx and the fighter land hits.
Don't even bother rolling. the only way you could not hit this guy is with a natural 1. Even then your follow through would get him. They are all dead. Huzzah.
treasure (length)
Spoiler
The priests dagger is a +1 attack +2 damage dagger. Each of them have 1. The cultists each have an average of 200 gold on them. So a total of 1600 gold. You can find nothing else of worth that as a cleric you wouldn't light on fire instead, all of it being of some type of evil alignment.
H1 ac (1d4+14)[16] hp (4d8+3)[17] init (1d20+4)[7]
H2 ac (1d4+14)[16] hp (4d8+3)[14] init (1d20+4)[11]
C1 ac (1d4+12)[13] hp (4d6+3)[12] init (1d20+2)[11]
C2 ac (1d4+12)[15] hp (4d6+3)[11] init (1d20+2)[20]
C3 ac (1d4+12)[13] hp (4d6+3)[14] init (1d20+2)[13]
P ac (1d10+12)[13] hp (5d6+3)[20] init (1d20+2)[9]
Beothor asks where you are going. There is still more to be done. There is the basement and then a sub basement. The records they seek are most likely in the sub basement. the basement probably has more trouble.
I had a feeling this wouldn't be that easy. I'll just peek outside to check for reinforcements. After doing so, join the others and ask if they have any idea what might be down there.
__________________
Quote:
Originally Posted by The Giant
An entertaining defeat is better than a boring victory...
Scoop up the loot to divide later. Cast detect magic and concentrate to keep the spell going as we go down the stairs. I'm hoping we'll be able to detect any magical traps, or sense when anyone with magical gear gets close, or if anyone casts a spell.
Whisper to my companions "I think there are three of them in the next room. One of them might be a priest. I'll hit him with a ray first, then we charge." Before bursting through the door, I cast guidance to use on my next attack. Then we open the door and I shoot at the one that looks most magically powerful.
ranged touch - (1d20+4)[5] damage - (3d8)[5]
__________________
Quote:
Originally Posted by The Giant
An entertaining defeat is better than a boring victory...
You open the door and cast a spell at a priest who looks like he is at the beginning of some type of ritual. You singe his cloak, but nothing else happens. The two smaller auras you saw are attached to two men with bows. There are also 3 more cultists. roll initiative
The cultists ignore you and continue with their ritual. Linx won initiative and launches an arrow at the priest. You suspect he might hate spell-casters.Cultist 2 comes at you with a dagger similar to the ones you found upstairs. Must hate good clerics. Beothor and the fighter attack her.
Spoiler
Linx on priest (1d20+5)[21] (1d8+5)[8]
C2 (1d20+4)[5] (1d4+3)[6]
Beothor on C2. (1d20+4)[23] (1d8+3)[6]
Fighter on C2 (1d20+6)[18] (1d10+6)[10]
Linx manages to hit and the cultist is slashed and bashed to death. You now have their attention and from the hate in their eyes this will be a fight to the death. Your turn.
The archer is dead, very dead. Cultists 3 and 1 attack you, the priest casts mass inflict light wounds, and the other archer attacks Linx. Linx attacks the archer, Beothor attacks the priest, Fighter attacks C1.
Spoiler
C3 on Angus (1d20+5)[14] (1d4+2)[3]
C1 on Angus (1d20+5)[23] (1d4+2)[3]
P on A (1d8+5)[9]
P on F (1d8+5)[12]
P on B (1d8+5)[6]
P on L (1d8+5)[8]
Will for half
F (1d20+4)[17]
B (1d20+4)[19]
L (1d20+3)[18]
H2 on L (1d20+4)[11] (1d8+3)[8]
L on H2 (1d20+5)[17] (1d8+5)[11]
B on P (1d20+5)[6] (1d8+5)[11]
F on C1 (1d20+6)[20] (1d10+6)[10]
Some attacks land, some miss. All allies are still very much up. Take 3 damage from the cultists hit. Make a will save of 15 for half damage out of 9 from the priests spell. Your turn.
The cultist is dead. C1 continues his attack on you. Fighting continues. The priest closes in and says "Be Weak, Agent of Good." and launches a touch attack.
Spoiler
C1 on Angus (1d20+5)[7] (1d4+2)[5]
P on A (1d20+5)[20]
H2 on L (1d20+4)[18] (1d8+3)[10]
L on H2 (1d20+5)[24] (1d8+5)[13]
B on P (1d20+5)[13] (1d8+5)[12]
F on C3 (1d20+6)[15] (1d10+6)[13]