DM Aron Marczylo's Curse of the Crimson Throne Part 4 (Inactive)

Game Master overfiend_87


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Master of Gaming and Grognardia Current map

Llyra uses her whip skills to trip up the two Red Mantis Assassins before she then creates copies of herself.

1d20 ⇒ 19

Perception DC 22 who are in the room only:

You notice a Shoanti who is peering through a door nearby and spying in on the group. A very familiar Shoanti you recognise him as Krojun.

Curnach acends up the elevator 40ft only 30ft from the top.

Shadowcount Sial remains behind, but casts a spell on Asyra, the Kyton.

1d8 + 10 ⇒ (3) + 10 = 13

Spellcraft DC 17:

The spell is aid which adds a +1 moral bonus to attacks and saves vs fear as well as 1d8+CL level (max 10) temporary hp.

Krenn cuts deeply into one of the Assassin's, dealing a horrible slash to the assassin.

Laori follows Curnach up the illumacrone with her spiked chain out and in hand, only moving up to 20ft.

Krenn, Llyra Perception DC 4 and Perception DC 7 for Curnach and DC 12 for everyone else:

You hear Trinia scream in the distance and call for help.

Jerin casts his spell ready for the next chance to get up there quickly.

Asyra enters the Illumacron and ascends upwards.

The assassins get up to get involves in the combat again.

The two next to Llyra spend a round getting up and delivers a nasty cut on the assassin.

Krenn AoO: 1d20 + 21 ⇒ (3) + 21 = 24

damage: 1d10 + 17 ⇒ (3) + 17 = 20

Llyra also trips the assassin Krenn also struck as he attemps to get up.

Llyra AoO trip: 1d20 + 15 ⇒ (18) + 15 = 33

Krenn also attacks the second Assassin who attemps to get up.

Krenn AoO: 1d20 + 21 ⇒ (1) + 21 = 22

damage: 1d10 + 17 ⇒ (5) + 17 = 22

The prone Assassin attempts to strike at Llyra from prone.

RMA1 attack:1d20 + 12 - 4 ⇒ (13) + 12 - 4 = 21

The second Assassin attempt to strike at the many images of Llyra.

RMA2 attack 1:1d20 + 12 ⇒ (8) + 12 = 20

RMA2 attack 2:1d20 + 12 ⇒ (10) + 12 = 22

RMA2 attack 3:1d20 + 7 ⇒ (19) + 7 = 26

100% die. High hit, low miss

1d100 ⇒ 100

RMA2 attack 3:1d20 + 7 ⇒ (4) + 7 = 11

damage: 1d8 + 3 ⇒ (8) + 3 = 11

RMA2 attack 4:1d20 + 7 ⇒ (17) + 7 = 24

The assassins then focus on Krenn with their full attacks, ignoring the cleric of Calistra for the moment.

RMA3 attack 1:1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30

damage: 1d8 + 3 + 5d6 ⇒ (4) + 3 + (5, 5, 5, 3, 6) = 31

5 bleeding damage

RMA3 attack 2:1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24

RMA3 attack 3:1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12

RMA3 attack 4:1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14

The assassin causes a laceration on Krenn, making him bleed profusly from his wound.

RMA4 attack 1:1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32

damage: 1d8 + 3 + 5d6 ⇒ (2) + 3 + (6, 5, 6, 5, 2) = 29

5 bleed damage

RMA4 attack 2:1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15

RMA4 attack 3:1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10

RMA4 attack 4:1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24

The second of the ones attacking Krenn manages to cause another horrific wound causing more blood to seep out, however the Dwarf is still standing despite suffering wounds that would normally drop a seasoned warrior, his thick armour delecting most of the attacks.

Round 2

DM:

Combat +5

Noise Level 29

Revised Order:

Llyra Bjorgan
???2 - S Renamed for convenience
Curnach Daveck
Shadowcount Sial
Krenn Whetstone
Laori Vaus
???1 - H Renamed for convenience
Jerinthian Kos
Asyra
Red Mantis Assassins

MAP


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

Krenn, follow me so that they cannot flank us.

Llyra reaches out and touches Krenn granting him a bit of luck for the next round.

Standard: Bit of Luck (may reroll all d20 for the next round.)

5-foot move to AA29

If one of the assassins hit the Mirror Image, I will use another Copycat.


I am assuming they are human for purposes of Krenn's ranger bonus. If not, it is a -2 from all to hit and damage rolls below.

Krenn raises his shield and axe as he slide steps after Llrya, then spins and focuses his assault on an assassin.

To hit 1d20 + 26 ⇒ (6) + 26 = 32
BOL reroll 1d20 + 26 ⇒ (3) + 26 = 29
Damage 1d10 + 19 ⇒ (5) + 19 = 24

To hit 1d20 + 21 ⇒ (19) + 21 = 40
BOL reroll 1d20 + 21 ⇒ (4) + 21 = 25
Damage 1d10 + 19 ⇒ (9) + 19 = 28


Master of Gaming and Grognardia Current map

They are indeed human, you've fought them before and notived they're all human as they are this time. Also, none of you have made your perception checks and S isn't acting this round either.


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

I couldn't fail a DC7 perception check at level 1, let alone at this level...

Wincing as he heard the distant scream, Curnach continued to ascend...

Both move actions to finish going up?


Master of Gaming and Grognardia Current map
Curnach Daveck wrote:

I couldn't fail a DC7 perception check at level 1, let alone at this level...

Wincing as he heard the distant scream, Curnach continued to ascend...

Both move actions to finish going up?

yup, though you'll be squeezed, but then so will one of the assassins, messing him up too.


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Curnach has Spider Climb so he'll start up the walls instead.


Perception 1d20 + 13 ⇒ (15) + 13 = 28


Male Human Wizard (FC) 13 - Enchanter

Jerin Dimension doors up, in his invisible state, he reviews the battle field and prepares to cast. AD,30


Master of Gaming and Grognardia Current map

Curnach manages to emerge up the illumacron and arrives where Llyra was and taking her place.

1d20 + 19 ⇒ (1) + 19 = 20

Shadowcount Sial remains behind and lets the others go on ahead.

didn't specify where you stepped and since Curnach is there now I assume you smack the nearest one that's mostly wounded.

Krenn brings his axe down on one of the Assassins he wounded earlier, this time driving the blade deep into his stomach and then spinning around to slame the blade into prone assassin.

Laori ascends up the illumacron with Asyra, getting closer to the action and now only 10ft below everyone.

You hear fighting now out in the other room now.

DM:

Trinia starts off Inspire Courage

attack 1: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15

attack 2: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24

damage: 1d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5

Jerin is somewhere, though none of you can see him at the moment and he could be anywhere.

One of the remaining asassins attempts to get up, but then Krenn rings his blade down and opens up the man's chest, keeping him on the floor and unmoving as he bleeds out. The assassins, being total fanatics continue to fight on despite their losses, focusing on the heaavily armoured dwarf as their biggest target.

Krenn AoO: 1d20 + 21 ⇒ (15) + 21 = 36

damage: 1d10 + 17 ⇒ (7) + 17 = 24

Krenn takes 10 damage from bleed from the previous deadly thrusts. The assassins line up and get ready to unleash their barrage of attacks.

RMA2 attack 1: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30

damage: 1d8 + 3 + 5d6 ⇒ (7) + 3 + (1, 1, 5, 1, 3) = 21

RMA2 attack 2: 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31

damage: 1d8 + 3 + 5d6 ⇒ (4) + 3 + (1, 3, 5, 2, 4) = 22

RMA2 attack 3: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18

RMA2 attack 4: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17

Another 10 points of bleed damage

RMA3 attack 1: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23

RMA3 attack 2: 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31

damage: 1d8 + 3 + 5d6 ⇒ (8) + 3 + (3, 4, 2, 6, 1) = 27

RMA3 attack 3: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25

RMA3 attack 4: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10

Another 5 bleed damage.

The assassins do their best to stab into the vulnerable points of the dwarf as they try to bring him down with such furious speed and power.

DM:

+2 shouting in room

+10 fighting in room

+5 Fighting

Noise level 46

Round 3

Revised Order:

Llyra Bjorgan
S
Curnach Daveck
Shadowcount Sial
Krenn Whetstone
Laori Vaus
H
Jerinthian Kos
Asyra
Red Mantis Assassins

MAP


Master of Gaming and Grognardia Current map

bump to you all


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

Is Krenn still standing? He took a ton of damage that round.

Round 3
If Krenn is still up.
Llyra steps forward and again touches the stony dwarf granting him some of the Sacred Sting's luck.

Touch of Luck.
-----

If Krenn is down, Llyra will call upon Calistria's blessing to heal the dwarf:
Cast Cure Critical Wounds: 4d8 + 10 ⇒ (3, 3, 6, 7) + 10 = 29


Master of Gaming and Grognardia Current map

Wel he's meant to be keeping track I believe. He may or may not be. I've been waiting for him to update me.


Master of Gaming and Grognardia Current map

btw, S takes it's turn and now onto Curnach.


Sorry, I can't update my profile from my phone. By my count, Krenn is down. I will double check my count and update the profile in a few hours when I am at a computer again.

Edit: no, I think Krenn is actually dead. Like, past negative con dead. Like, difficult terrain for the whole room from his blood dead. :p


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

I'll get right on that tomorrow for you... If your lucky we can make you a Hobgoblin or a Bugbear ;). DM, Curnach wouldn't want to take Llyra's place. With Spider Climb he'd be on the wall around AB28 somewhere, having moved towards the ceiling.

Curnach targeted the assassin who looked the least wounded with a Baleful Polymorph spell, clutching his most powerful rod as he cast the powerful transmutation.

Fort DC24... Pass twice or become a sheep.


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

I think that Krenn was supposed to follow me. If the AB29 assassin went down, I imagine that he would have stepped there to eliminate the flanking/sneak damage. Otherwise, he would have moved to where Curnach is now.


Male Human Wizard (FC) 13 - Enchanter

BTW Bleed damage doesn't stack. Check the rogue feat:
Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess. Not sue if that affects how much damage he has taken.


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Yeah I brought it to attention in the discussion thread.


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

I was going with this.

Krenn Weststone wrote:


Krenn raises his shield and axe as he slide steps after Llrya, then spins and focuses his assault on an assassin.

I assume that his intention was to get out of sneak/flanking. And, thus, would have 5-foot stepped into the space vacated by the dead assassin (AB29).


Llyra Bjorgan wrote:

I was going with this.

Krenn Weststone wrote:


Krenn raises his shield and axe as he slide steps after Llrya, then spins and focuses his assault on an assassin.
I assume that his intention was to get out of sneak/flanking. And, thus, would have 5-foot stepped into the space vacated by the dead assassin (AB29).

That was his intent, but apparently I had a cut and paste error when I put in his actions. Even so, I don't know that that 5' step was enough to eliminate all flanking against him.

Without any bleed damage (just weapon and sneak attack damage) it puts Krenn at -30 hit points.

And even at AB29, I believe the two remaining could get flanking with 5' steps to AC29 and AA30 respectively.


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

Except that Curnach and Jerin arrived before the assassins struck, so there would not have been any spaces to move into.

Also, the first would not have had flanking since it would require both to move to create the flanking. Thus, you would have taken 26 points less damage by my calculations.


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Curnach is walking on the walls. He doesn't need your floor space.


Master of Gaming and Grognardia Current map

I'm lost on the unable to flank. Also Jerin is invisable and Curnach was coming up from below the illumacrone so I don't know why he thinks he'd be on the wall. Yes you did spiderclimb, but the illumacron brings you into the middle of the room and at normal hight. No further.


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

I guess my point is that since it makes no difference whether Krenn moved before or after his attack, since it was a 5-foot move, that he could have moved to AB29 after that assassin went down. In that position, flanking would require assassin in AA30 and AC29. Since Jerin had teleported to AA30, albeit invisibly, I do not think that one of the assassin could have moved into that space. As a result, with Krenn in AB29, and me in AA29 and Jerin in AA30, there is no longer any way to set up a flanking position on Krenn. The only way to do that was to keep Krenn in the middle of the floor, which I understood to be what Krenn was attempting to avoid by following me.

I had not looked at the prior map, disregard my earlier post about both assassins moving as I thought that both had to move.

Also, Krenn could have moved to AD29 which would have also prevented flanking. I just figured that although he forgot to post a specific square in which he moved, that his intention was to get away from the flanking/sneak damage where all the damage was coming from.


Master of Gaming and Grognardia Current map

I didn't see him specify he was moving anywhere, but then again I ever saw him post which assassin he aimed for so I assumed he went for the one that was already wounded, in which he cut it down. I don't believe he moved, but one assassin moved 5ft to get flanking with the other one and start off his attack.


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

These are the two posts. I call out for him to follow to avoid flanking. Then he posted that he "slide steps after Llyra". Although he did not specify which square he was "sliding" into, I figured that the intent to position himself to avoid the massive sneak damage was his intention. With the assassin in the corner going down, it would seem that was where he would have moved.

Krenn's post does show movement before the attack, but since it was a 5-foot move which could be done at any time during the move, I think a knowledgable player would have waited and used the move to the most prudent position, which would not be in the middle of the room.

Llyra Bjorgan wrote:

Krenn, follow me so that they cannot flank us.

Llyra reaches out and touches Krenn granting him a bit of luck for the next round.

Standard: Bit of Luck (may reroll all d20 for the next round.)

5-foot move to AA29

If one of the assassins hit the Mirror Image, I will use another Copycat.

Krenn Weststone wrote:

I am assuming they are human for purposes of Krenn's ranger bonus. If not, it is a -2 from all to hit and damage rolls below.

Krenn raises his shield and axe as he slide steps after Llrya, then spins and focuses his assault on an assassin.

To hit 1d20+26
BOL reroll 1d20+26
Damage 1d10+19

To hit 1d20+21
BOL reroll 1d20+21
Damage 1d10+19


Master of Gaming and Grognardia Current map

I see Llyra mentioned the move and now I see that Krenn mentioned the 5ft step, but the assassin would've followed anyway as one of them would be dead where he stepped.

fort save: 1d20 + 5 ⇒ (15) + 5 = 20

will save: 1d20 + 4 ⇒ (8) + 4 = 12

The Red Mantis in the corner now transforms into a Sheep with all it's gear merging into the human's new form and the remaining assassin keeps up the courage and fights back anyway.

The sheep simply bleets and remains in the corner, clearly now sniffing the ground and looking for anything to eat.


Master of Gaming and Grognardia Current map

Unless Krenn stepped elsewhere, in which case the second attack would be wasted and the prone assassin would still be alive.


Male Human Wizard (FC) 13 - Enchanter

Jerin would have blocked anyone from entering his square or at least made sure he felt the Squeeze effect...not sure it makes any difference though.
He would take any attacks needed to draw them off Krenn or at least cancel the flank.


Master of Gaming and Grognardia Current map

as krenn said, he's fine to let things continue so we don't go through the confusion of trying to backtrack. Atm, you have only one assassin to deal with as the other has turned into a sheep and has become dis-interested in the battle. Also as you're unseen, you can deliver a touch spell without casting defensivly, though you will turn visable afterwards. However, none of you know what's going on outside the room.


Male Human Wizard (FC) 13 - Enchanter

I have greater invisibility going atm...so will be invisible for 8 more rounds.

As Krenn drops Jerin grows severe, You will pay for this assassin!
Cast Hideous Laughter Persistent DC 22 Willpower save twice or drop to the floor laughing for 10 rounds.

Llyra, make him suffer!


Master of Gaming and Grognardia Current map

1d20 + 4 ⇒ (20) + 4 = 24

1d20 + 4 ⇒ (17) + 4 = 21

The guy falls over laughing as hard as he possibly can and being unable to control himself.


Male Human Wizard (FC) 13 - Enchanter

Crap, didn't realize I could have probably saved Krenn...nothing like forgetting a bunch of details about your character...I guess I need to pay more attention.


Master of Gaming and Grognardia Current map

Shadowcount sial begins his emergence up the illumacron and Laori continues her way up and arrives on the floor. Seeing the Assassin she imbues her weapon swiftly and then attacks the assassin.

attack 1: 1d20 + 19 ⇒ (6) + 19 = 25

damage: 2d4 + 9 + 2 + 2d6 ⇒ (3, 4) + 9 + 2 + (4, 1) = 23

attack 2: 1d20 + 14 ⇒ (18) + 14 = 32

damage: 2d4 + 9 + 2 + 2d6 ⇒ (1, 4) + 9 + 2 + (5, 2) = 23

After her second attack, Laori has silenced the assassin.

So Jerin can make a new action now, should've done this earlier.

DM:

Shoanti fighters:

1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20

1d8 + 2 + 2 ⇒ (5) + 2 + 2 = 9

1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28

1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11

Trinia spends her time casting sleep

Havero's ocular tenticle strikes at one of the shoanti.

attack: 1d20 + 12 ⇒ (11) + 12 = 23

damage: 2d6 + 13 ⇒ (1, 3) + 13 = 17

CMB: 1d20 + 16 ⇒ (7) + 16 = 23

Battle goes on outside, you hear the shoanti warriors shouting for help and Trinia too.

Edit:

Assuming you are of course going through the doors to the main area with the pool where all the loud noises are coming from this is what you see below: MAP

For those looking outside:

There are tenticles emerging from the ground. The two to the east and the one nearest to the group ends in a claw, however the final one ends in a black eyeball where the tenticle has currently wrapped itself around one of the shoanti. The tenticals themselves only take up the space of a normal person, but have a enormous reach.

You can't see the creature, but the tentacles are emerging from beneith the water. Trinia is casting a spell and inspiring courage with her dancing movements, though so far it appears to be having little effect on one of the guides.


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

Despite her injuries, Llyra looks outside the door to see what is there.

Knowledge(Religion/Planes/Local/Arcana): 1d20 + 5 ⇒ (10) + 5 = 15

Jerin, what is this and does it have any weaknesses?


Master of Gaming and Grognardia Current map

forget the second attack, she moved the previous round, which means Asyra gets a action.

Edit: Asyra levitates up and stands on where the fallen Krenn is and unleashes her chains on the hapless assassin.

attack: 1d20 + 19 ⇒ (12) + 19 = 31

damage: 2d4 + 7 ⇒ (3, 3) + 7 = 13

She then leers at the assassin, her face transforming for a moment into a beautiful woman with long blond hair that gives the assassin a deathly gaze.

1d20 + 4 ⇒ (12) + 4 = 16

For the first tiem in combat, the assassin shrieks in fear and confusion. None of you recognise the face she made nor are affected by it, but whatever she just did has terrorfied him.

1d3 ⇒ 1

I believe Jerin earlier made a really good roll on Asyra here and would be able to tell you that was a supernatural ability known as the unnerving gaze.

The Assassin is still standing so Jerin's action might be the same to buy time for looking outside. Up to you all at the end of the day.


Master of Gaming and Grognardia Current map

Llyra:

Most you can pick up is that these things are an abberation. From some creature with a alien phsiology and you've never seen nor heard of this creature before.


Male Human Wizard (FC) 13 - Enchanter

Jerin will draw out his Rod of Quicken, Lesser and look out the door.

knowledge dungeoneering 1d20 + 20 ⇒ (14) + 20 = 34 peeked in the spoiler

I am unsure what that is, but I will be dealing with it swiftly!
Cast wall of fire North to South turning the corner of the pool on the south end to turn the corner for 5’ and then ending in the south wall. The tentacles will have to go through the Wall in order to get at us.
He then uses the Rod to cast scorching ray on the tentacle holding the warrior. Curnach, a summoned creature would be useful to keep the tentacles occupied while we get out of here!
Ranged Touch atk 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16 dam 4d6 ⇒ (4, 6, 3, 1) = 14
Ranged Touch atk 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24 dam 4d6 ⇒ (6, 2, 1, 1) = 10


Master of Gaming and Grognardia Current map

The asssassin, seeing his chance decides to cast a spell

defensive casting: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19

the spell was expeditious retreat

His spell gets off and he attempts to run, but Asyra comes after him with her chain and takes the assassin down before he managed to run out of the door and he collapses to the floor.

attack: 1d20 + 19 ⇒ (10) + 19 = 29

crit threat: 1d20 + 19 ⇒ (1) + 19 = 20

damage: 2d4 + 7 ⇒ (4, 1) + 7 = 12

Jerin I'm not certain where you want the fire. Over the right-side of the pooll?

The first beam of fire appears to burn the creature slightly but the second ray doesn't appear to cause any harm to the tentacle. However, the rays did hit with easy percision as it moved sluggishly.

Round 4

Order:

Llyra Bjorgan
S
Curnach Daveck
Shadowcount Sial
Krenn Whetstone
Laori Vaus
H
Jerinthian Kos
Asyra
Red Mantis Assassins


Male Human Wizard (FC) 13 - Enchanter

Can you drop coordinates on the map? Basically straight down next to the A2 facing the 2 other tentacles not engauging us yet so they have to go through the fire to attack us and can't see us through the fire.


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

Seeing the strange aberration, Llyra puts her hand to the golden wasp emblem on her chest and calls upon the blessing of the Savored Sting. A moment later, a beautiful glowing and scantily clad woman appears in the middle of the left pool, between the two tentacles, with a long golden whip in her hand. The woman draws back her whip and lashes out at the tentacle holding the warrior.

Cast Spiritual Ally to appear between the two tentacles.

SR check if necessary: 1d20 + 8 ⇒ (3) + 8 = 11 <-- hopefully no SR

Attack: 1d20 + 13 ⇒ (10) + 13 = 23
Damage: 1d10 + 3 ⇒ (3) + 3 = 6

Attack: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d10 + 3 ⇒ (4) + 3 = 7

Both lashes with the force whip strike home damaging the slow monster (I hope).


Master of Gaming and Grognardia Current map

MAP

There you go.

Jerin:

These tenticals belong to a abberation from beyond time and space. A creature that has not been seen nor heard of since before Starfall. A group of conjurers who, you now realised lived here, had a habbit for summoning creatures from other planes and planets in this universe.

Someone had told them about one great and powerful being known as the Havero. It consists of a large lump of tenticals at a single view, but it's true form is unknown. It had an almost unendless supply of tentacles that can be summoned from it's body and is almost immortal. From what you can tell, it does not appear to be awake.

The appendages have a mind of it's own and the creature itself cannot be awoken without a special ritual that is unknown to all apart from the gods and other masters of conjuration and with your vast knowledge of recollection of this creature, you too.

It is so powerful that no one has any chance to control it. It's own alien mind makes it impossible to manipulate it's mind and if you were to attempt that in any way, it would psychically lash-out at you. The creature is also immune to cole, inhaled effects, DR 20/-, resistance to acid, fire and cold along with a powerful spell resistance.

The tentacles however are far weaker than the main creature itself and as the case appears to be, but they will continue to sprout and regenerate and able to strech anywhere inside the complex, but not likly to reach outside.

The tentacles have only a minor resistance to attacks, besides slashing. They are immune to cold and inhaled effects due to being mere appendages and even poison and mind-affecting effects. It has a minor resistance to acid and fire.

They have the same range as it's main body below which is huge. There are also many different variations of the tentacles. You have the basic tentacles, a Ocular tentacle with a eye on it's end, slashing tentacles which can slice people up, armoured tentacles which are used to protect the main body from damage, grasping tentacles that have bonuses to grasp opponents they grab, Reaving tentacles that, when paid, can rend a target to peices if both hit such as a troll's claws.

You also have a acid-spewing tentacle which sprays a cone of acid that's 30ft long, but if more power was put into it the acid becoems more potent and it's length improves.

There is also the poison stinger tentacle which delivers a powerful, narcotical poison which drains the mental facalties of any who are struck by it and succom to the intense poison.

Even more alien, it can create a Incorporeal tentacle which delivers negative energy and drains the charisma of any who are touched by it. Unlike the others, it can pass through solid walls and barriers.

Finally there is the Vorpal Tentacle. This is a tentacle that ends in a vicious-looking pincer which, if lucky, can decapitate it's opponent.

From your knowledge of these tentacles you can tell the current ones involves are a single ocular tentacle and three slashing ones, but if you all spend too much time down here who knows what others may emerge.


Master of Gaming and Grognardia Current map

Still waiting on Jerin for specifics on the map. I'll take Curnach's turns until he gets back, but don't worry Krenn, he'll be the one to roll the reincarnation. Especially as the dice seem to be, at times, not on my side.

The creature made entirely of force is in the form os a lithe and beautiful young elven woman with long blond flowing hair and a dress with a fashionable mix of yellow and black stripes. Her whip lashes out and strikes home on the creature that currently has the shoanti in a grip.

A familiar face emerges from the adjecent room. She charges towards Krenn and puts his Earthbreaker away to grasp and heft Krenn over his shoulder. He looks to the group just to say.

Shoanti:

"He is great warrior. He will not die and rot here like a common Tshamek." he looks to his men and points out towards the creature. "Save our men and get out of this place. We need to leave this place before the demon takes us all."

Three other shoanti come out, charging past and into the hall, weilding Totem spears and then casting spells. They aim for an area but don't affect the spiritual ally.

Spellcraft DC 17:

The spell that is being cast is soundburst.

1d20 + 7 ⇒ (7) + 7 = 14

1d20 + 7 ⇒ (7) + 7 = 14

1d20 + 7 ⇒ (19) + 7 = 26

1d8 ⇒ 4

1d8 ⇒ 5

1d8 ⇒ 7

Curnach takes his time to stay in position to summon something, spending his time in concentraition for this powerful spell.

updated map


Male Human Wizard (FC) 13 - Enchanter

EDIT that Ring of Fire around the tentacles in the far pool with w 15's radius centered on V/W, 34/35.


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

What are standing next to me? Is that the Shoanti? or something else?


Master of Gaming and Grognardia Current map

They're the shoanti that came out with Krojun. They cast their spells at the tentacles which has had minimal damage, but it appears to have stunned them.


Master of Gaming and Grognardia Current map

Forgot my turn to go still.

Shadowcount Sial continues to move up the illumacron, getting close to the top.

Laori bravely steps forward and casts stoneskin upon herself, hardening her exterior and making her look difficult to wound.

Still got Havero's turn and a few other things. Sorry eben really tied with this new job.


Master of Gaming and Grognardia Current map

Done my best with this, but please tell me if I've missed the plot on this. Sorry, been having some difficulties what with the new job and all to stay awake.


Male Human Wizard (FC) 13 - Enchanter
DM Aron Marczylo wrote:
Done my best with this, but please tell me if I've missed the plot on this. Sorry, been having some difficulties what with the new job and all to stay awake.

Close, I was making it wide enough to cover that entire second pool though to make sure they don't just go under the surface and re-appear. The flames face inward so we don't have to worry about damaging us.

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