DM Bigrin |
The room is fairly large and completely befouled with the remnants of the ghouls and their recent meals. In most places the detritus is a few inches deep, and searching carefully requires running your fingers through the muck. However, after nearly an hour, Bob stood up with a crumpled note in his hand. In a shaky hand, it read "Beware the Purple Worms" and "Dam it is alive. Have to sleep, or die".
Eva was the next to uncover something of interest. A small notebook, a journal actually, with the name Rory Grayson written on the inside cover. Most of the entries are pretty banal, though the most recent ones describe the merchant son's preparation for his trip into the Vault. The final entry was scrawled hurriedly and read, "Saracek got the others, and Willem ran. I'm almost out of torches, and I can hear the dead. He's coming for me."
DM Bigrin |
DM Bigrin |
Wesley Furfoot |
Wesley advances and sees if he can get a clear shot at the big rats if they get aggessive.
angling for a scorching ray shot -- we can leave them alone
DM Bigrin |
The rats hiss and spit as Tamis reaches in to close the door once more, but do not attack.
The next door you came to was also unlocked, and as Tamis pushed the door open, she could see that it was a storage room of sorts. Along the walls lie piles of wood and tools, neatly stacked. A large wooden box sits against the center of the eastern wall. One partially finished coffin sits in the center of the room.
I am going to DMPC Tamis until we get to a spot where we can reasonably find a replacement, if that is okay with you guys
DM Bigrin |
Examining the room closely and cautiously, Eva found no signs of danger. What she did find was all the equipment necessary to maintain a fully operational carpentry shop, with a focus on the making of coffins. Racks holding 2x4s lined the walls, with 3 hammers, 2 saws, an axe, a set of chisels, and a crowbar stacked neatly on boxes. The large box held thousands of rusty, but usable nails.
DM Bigrin |
The next door was on the right side of the hallway. After first checking for traps and locks, Tamis opened the door. inside the room, four hulking shapes were squatting, peering at three rows of coins on the floor. One of the brutes reached out and turned a coin over, causing another to groan.
The first ogre - for that is what they were - suddenly looked up and growled at the sight of Tamis in the doorway, scooping up a mighty warclub, his bellow shook dust from the walls and ceiling.
abroshqualmie 1d20 + 2 ⇒ (17) + 2 = 19
bob 1d20 + 1 ⇒ (4) + 1 = 5
evangline 1d20 + 3 ⇒ (17) + 3 = 20
tamis 1d20 + 5 ⇒ (4) + 5 = 9
wesley 1d20 + 7 ⇒ (8) + 7 = 15
enemies 1d20 + 0 ⇒ (13) + 0 = 13
Evangline, Abroshqualmie, and Wesley all go before the ogres.
Wesley Furfoot |
Wesley fires a scorching ray before stepping back.
range touch/damage fire: 1d20 + 6 ⇒ (10) + 6 = 164d6 + 4 ⇒ (4, 5, 6, 4) + 4 = 23
The second ray hits another.
1d20 + 6 ⇒ (19) + 6 = 254d6 + 4 ⇒ (2, 2, 5, 3) + 4 = 16
DM Bigrin |
1d20 + 3 ⇒ (14) + 3 = 17
1d20 + 12 ⇒ (7) + 12 = 19
2d8 + 22 ⇒ (3, 6) + 22 = 31
1d20 + 9 ⇒ (12) + 9 = 21
2d8 + 22 ⇒ (3, 3) + 22 = 28
1d20 + 7 ⇒ (18) + 7 = 25
2d8 + 7 ⇒ (5, 7) + 7 = 19
The fiery lances shot out from Wesley's hand seriously injuring one of the ogres, and just pissing off the other. The biggest ogre lashed its club out with frightening speed, crushing a terrified-looking Tamis to the ground with a pair of tremendously heavy strikes. He grunted something to the injured ogre, who sucked in his gut and turned sideways to squeeze through the door. It was a tight fit, but he made it through. His eyes crossed slightly as Abrosh's spell tried to incite him to attack his friends, but the ogre shook its head and came on. His club slammed into Wesley as he got his arm free, the knobbed end nearly knocking the hobbit from his mount.
Tamis took 59 damage which is way more than enough to kill her. (poor Tamis)
Wesley takes 19 damage.
Initiatives:
group
ogres
Abroshqualmie |
Abrosh reaches forward and touches Wesley, his hand glowing with a soothing fire.
CAST CMW 2d8 + 5 ⇒ (5, 3) + 5 = 13
Wesley Furfoot |
Wesley gestures and sticky webs fill the room. Some spill out to catch the ogre in the hall.
5' step back and Web dc 17 Reflex or grappled. 20 ' radius chosen to have no pcs in aoe
Wesley Furfoot |
Web is centered on BY47 20' radius Wesley moves to BV21 to cast and blinks back to BV40 after casting
School conjuration (creation); Level magus 2, sorcerer/wizard 2, witch 2
CASTING
Casting Time 1 standard action
Components V, S, M (spider web)
EFFECT
Range medium (100 ft. + 10 ft./level)
Effect webs in a 20-ft.-radius spread
Duration 10 min./level (D)
Saving Throw Reflex negates; see text; Spell Resistance no
DESCRIPTION
Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become grappled by the sticky fibers. Attacking a creature in a web doesn't cause you to become grappled.
Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell. The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell's DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.
The strands of a web spell are flammable. A flaming weapon can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away one 5-foot square in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames
DM Bigrin |
1d20 + 0 ⇒ (17) + 0 = 17
1d20 + 0 ⇒ (13) + 0 = 13
1d20 + 3 ⇒ (5) + 3 = 8
1d20 + 9 ⇒ (19) + 9 = 28
1d20 + 15 ⇒ (14) + 15 = 29
1d20 + 7 ⇒ (12) + 7 = 19
2d8 + 7 ⇒ (4, 7) + 7 = 18
Strains of music spread from Bob as the bard took up an inspiring melody. You feel invigorated from the song, and that is much needed as Wesley's web spell filled the interior of the room with sticky strands. The lead ogre was unaffected by the spell, somehow maneuvering his bulk around the sticky strands and squeezing through the doorway, provoking an attack from Eva.
Once in the hall, it straddled the fallen ogre and lashed out at the now-enraged barbarian. The club connected solidly, crushing the left side of Eva's torso and leaving a mass of torn and bruised skin. In the room, both of the ogres roared in anger at the sticky webs, and thrashed about, tearing themselves free.
One dead!
Eva takes 18 damage, unless she manages to kill the ogre with an AoO.
Initiatives:
group
ogres
DM Bigrin |
Thanks for hanging in there.
1d20 + 7 ⇒ (18) + 7 = 25
2d8 + 7 ⇒ (3, 1) + 7 = 11
The ogre roared in pain as Eva's axe crashed into it. It's greatclub lashed out at the barbarian, and sent her staggering. Evangline's wounds sealed slightly as Abrosh's spell came to heal her. Bob played his music, trying desperately to encourage the others to the highest form of combat.
Eva did not manage to kill the ogre with her AoO, and takes the 18 damage from last round, plus another 11 damage from this round.
Initiatives:
group
ogres
Abroshqualmie |
Abrosh reaches out again and heals her again
3d8 + 5 ⇒ (3, 7, 8) + 5 = 23 CSW
Maybe you should kill it and stop getting chopped up!