Dungeon Master S |
Yes, it's 3. I messed up on the update. Today is mostly lecturing on taphology and I need my laptop for it. Will update when not on my phone.
-Posted with Wayfinder
Dungeon Master S |
It takes them all, but Odric finally cuts down the Fury before him, resulting in cries of anguish and rage from her sisters.
To the south one of those cries turns to a death knell as Grym cuts down another of the Furies!
Round 3:
Ferox: Go
Odric: Kill with Power
Grym: Kill with Power
Furies: TBD
Evil Gaius: TBD
Sandor: TBD
Morkeleb: TBD
Gaius: TBD
Evil Gaius: 33 (Irresistible Command)
Red: 49
Yellow: 63 (Prone)
Ferox Kerr |
Seeing the harpy fly out of reach, Ferox takes aim and looses a volley at her.
Arrow1: 1d20 + 21 + 1 + 2 - 2 - 3 ⇒ (5) + 21 + 1 + 2 - 2 - 3 = 24
Damage: 1d8 + 7 + 1 + 2d6 + 2 + 4d6 + 6 ⇒ (8) + 7 + 1 + (2, 2) + 2 + (2, 4, 4, 6) + 6 = 44
Manyshot: 1d8 + 7 + 1 + 2d6 + 2 + 4d6 + 6 ⇒ (5) + 7 + 1 + (3, 2) + 2 + (1, 6, 5, 1) + 6 = 39
Rapid Shot: 1d20 + 21 + 1 + 2 - 2 - 3 ⇒ (14) + 21 + 1 + 2 - 2 - 3 = 33
Damage: 1d8 + 7 + 1 + 2d6 + 2 + 4d6 + 6 ⇒ (7) + 7 + 1 + (3, 5) + 2 + (1, 5, 6, 6) + 6 = 49
Arrow2: 1d20 + 16 + 1 + 2 - 2 - 3 ⇒ (5) + 16 + 1 + 2 - 2 - 3 = 19
Damage: 1d8 + 7 + 1 + 2d6 + 2 + 4d6 + 6 ⇒ (7) + 7 + 1 + (3, 4) + 2 + (2, 1, 1, 3) + 6 = 37
Cricktik |
Cricktik follows his master's volley at Red with one of his own.
Javelin: 1d20 + 15 ⇒ (2) + 15 = 17
Damage: 1d6 + 5 ⇒ (6) + 5 = 11 + poison
Javelin: 1d20 + 10 ⇒ (16) + 10 = 26
Damage: 1d6 + 5 ⇒ (3) + 5 = 8 + poison
Javelin: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 + 5 ⇒ (3) + 5 = 8 + poison
Dungeon Master S |
Ferox sends a volley of arrows, but only a single black arrow of death strikes the Fury. She snarls, but continues to fly...
And she calmly summons yet another miasma, blighting the field of battle, this time getting everyone! Neutral are already half and no sickened. DMG: 5d8 ⇒ (8, 5, 1, 8, 8) = 30 and Sickened for 1d4 ⇒ 4 rounds. Will DC 21 for half.
The prone Fury, with equal calm, teleports herself upright and on the other side of Criktik!
Finally, Evil Gaius steps a bit past Odric and does his best to cast a spell without drawing even more danger from the man. Concentration: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32. Will: 1d20 + 11 ⇒ (9) + 11 = 20
In a flash of purple light the Fury vanishes!
Round 3:
Ferox: Hit
Odric: Kill with Power
Grym: Kill with Power
Furies: ATK
Evil Gaius: ATK
Sandor: Go
Morkeleb: Go
Gaius: Go
Evil Gaius: 33 (Irresistible Command)
Red: 98
Sandor Stouthammer |
Round 2
Will save: 1d20 + 8 + 2 + 1 ⇒ (10) + 8 + 2 + 1 = 21
acrobatics: 1d20 + 1 ⇒ (4) + 1 = 5
Sandor takes a quick look around after the Fury in front of him disappeared, as yet another wave of black rolls over him. Trusting the Enchanter to maintain his control over Evil Gaius, or Odric to take care of the issue if he doesn't Sandor reaches into his handy haversack and pulls out a swirling potion and gives a lil wink and smile to the last remaining Fury. He tries to take a step towards it, but between the slope of the Queen, and the slipperiness of the blood and guts Sandor slips and catches his normally surefooted self with his sheild. Maintaining his 3 point stance, the bottom shield point, and the two spiked hob toes on his plate boots, the silent dwarf pops the top of the potion and drinks it down quickly. Not sure if mixing this with some good dwarven stout would help the taste any. Wait everything tastes better with dwarven stout.
Dungeon Master S |
Round 3:
Ferox: Hit
Odric: Kill with Power
Grym: Kill with Power
Furies: ATK
Evil Gaius: ATK
Sandor: Drinks a potion of something.
Morkeleb: Go
Gaius: Go
Evil Gaius: 33 (Irresistible Command)
Red: 98
Odric the Stout |
With the devils gone, Morkeleb continues his mental assault on Not Gaius.
Channel positive energy to heal us: leave out only yourself
I think that's better than a buff...
Didn't he make his save and vanish?
Also will save: Saving Throw: 1d20 ⇒ 3
Dungeon Master S |
There is still one Fury left. She's flying in the hall by Sandor.
Will: 1d20 + 11 ⇒ (11) + 11 = 22 Morkeleb continues to dominate evil Gaius with bad mental touches. Evil Giaus smiles a little too much. He holds his symbol aloft, but nothing happens!
This Gaius likely can't channel positive, and no Gaius anywhere can selectively channel.
Round 3:
Ferox: Hit
Odric: Kill with Power
Grym: Kill with Power
Furies: ATK
Evil Gaius: ATK
Sandor: Drinks a potion of something.
Morkeleb: Control!
Gaius: Go
Evil Gaius: 33 (Irresistible Command)
Red: 98
Dungeon Master S |
Gaius's Symbol indeed lights up, healing everyone but Sandor (including himself) for Healing: 5d6 ⇒ (1, 6, 2, 4, 5) = 18
Round 3:
Ferox: Hit
Odric: Kill with Power
Grym: Kill with Power
Furies: ATK
Evil Gaius: ATK
Sandor: Drinks a potion of something.
Morkeleb: Control!
Gaius: Go
Evil Gaius: 13 (Irresistible Command)
Red: 98
Dungeon Master S |
The real Gaius puts up a complete defense as his allies close in on the final two foes.
Round 4:
Ferox: Go
Odric: Go
Grym: Go
Furies: TBD
Evil Gaius: TBD
Sandor: TBD
Morkeleb: TBD
Gaius: TBD
Evil Gaius: 13 (Irresistible Command)
Red: 98
Morkeleb the Mighty |
Gaius's Symbol indeed lights up, healing everyone but Sandor (including himself)
I did tell him "leave out only yourself" meaning he should not have healed himself. See, I'm trying to be a total prick...
Odric the Stout |
Round the Fourth
Odric hears Morkeleb's shouted response and without a second's hesitation lets fall the Kegerator on Not-Gaius. The flash of the blade is bright on its descent, and shortly after crimson splashes appear all over the wall behind. The copious amounts of blood are shocking as Odric attempts to sever his enemy's arms.
Confirm:
For each confirmed Crit:
Dungeon Master S |
With a short sentence from Morkeleb, Gaius (evil) gets a face full of death from Odric. As soon as the corpse falls, it and all it's gear, melts into blood. The blood in turn dries and cracks.
Round 4:
Ferox: Go
Odric: Kill
Grym: Go
Furies: TBD
Sandor: TBD
Morkeleb: TBD
Gaius: TBD
Red: 98
Ferox Kerr |
Ferox takes aim at the devil.
Arrow1: 1d20 + 21 + 1 + 2 - 2 - 3 ⇒ (3) + 21 + 1 + 2 - 2 - 3 = 22
Damage: 1d8 + 7 + 1 + 2 + 4d6 + 2d6 + 6 ⇒ (4) + 7 + 1 + 2 + (1, 3, 4, 1) + (5, 5) + 6 = 39
Manyshot: 1d8 + 7 + 1 + 2 + 4d6 + 2d6 + 6 ⇒ (7) + 7 + 1 + 2 + (6, 3, 5, 4) + (2, 3) + 6 = 46
Rapid Shot: 1d20 + 21 + 1 + 2 - 2 - 3 ⇒ (17) + 21 + 1 + 2 - 2 - 3 = 36
Damage: 1d8 + 7 + 1 + 2 + 4d6 + 2d6 + 6 ⇒ (6) + 7 + 1 + 2 + (3, 2, 1, 2) + (3, 5) + 6 = 38
Arrow2: 1d20 + 16 + 1 + 2 - 2 - 3 ⇒ (2) + 16 + 1 + 2 - 2 - 3 = 16
Damage: 1d8 + 7 + 1 + 2 + 4d6 + 2d6 + 6 ⇒ (5) + 7 + 1 + 2 + (2, 6, 1, 2) + (4, 5) + 6 = 41
Dungeon Master S |
Ferox continues to struggle against the Fury as she defends all but one of his arrows.
Round 4:
Ferox: Hit
Odric: Kill
Grym: Go
Furies: TBD
Sandor: TBD
Morkeleb: TBD
Gaius: TBD
Red: 136
Thorgrym the Tracker |
Round 4
Moving w/ magical footwork the ranger moves up behind Mork and Bucho. Grym wrinkles his nose in annoyance at the flying devil. For a moment he considers using the magical flight enchantment of his armor. But being there is only this last enemy left he decides instead to utilize his rarely used crazy throwing weapon.
Throwing attack 1d20 + 18 ⇒ (8) + 18 = 26
+1 HungaMunga 1d8 + 6 ⇒ (5) + 6 = 11
Dungeon Master S |
The ranger hurls his exotic weapon at the Fury, but with a quick tuck of her wing, she dodges the throw.
With a snarl she again focuses her will into the Unholy Blight, trying to sap your strength, even if she can't finish you off
You guys know the Save drill by now. DC 21 Will DMG: 5d8 ⇒ (5, 4, 2, 1, 7) = 19 and Rounds Sickened: 1d4 ⇒ 3
Round 4:
Ferox: Hit
Odric: Kill
Grym: Miss
Fury: Unholy Blight
Sandor: Go
Morkeleb: Go
Gaius: Go
Red: 136
Thorgrym the Tracker |
Will Saves
Thorgrym 1d20 + 8 ⇒ (14) + 8 = 22
Bucho 1d20 + 8 + 4 ⇒ (19) + 8 + 4 = 31
The ranger coughs and spits up something but seems to weather the worst of the devil's unholy attack. It doesnt seem to bother the dog at all.
Even while coughing the ranger telepathically calls out to Sandor via relay. Vidicator, pincushion her
Morkeleb the Mighty |
Will: 1d20 + 12 ⇒ (10) + 12 = 22
Again, the wizard's will is strong enough to avoid the worst of the spell. He returns fire...
MAGIC MISSILE!!: 5d4 + 5 ⇒ (3, 4, 3, 4, 2) + 5 = 21
SR if needed: 1d20 + 14 + 4 ⇒ (2) + 14 + 4 = 20
Dungeon Master S |
Morkeleb's missiles puncture the Fury's resistance, nearly sending her crashing.
Nearly.
Round 4:
Ferox: Hit
Odric: Kill
Grym: Miss
Fury: Unholy Blight
Sandor: Go
Morkeleb: MM
Gaius: Go
Red: 156
Odric the Stout |
Will: 1d20 + 8 ⇒ (8) + 8 = 16 <- Fail
After braving the disgusting hell-sludge stinking ecto-goop twice, Odric is finally overcome. He vomits once, with the filth dribbling down his chin and into his armor's dark and unfortunately inaccessible recesses.
Waves of nausea threaten to trigger another grocery shout at any minute.
Sandor Stouthammer |
Round 4
Will Save: 1d20 + 11 ⇒ (4) + 11 = 15
Acrobatics: 1d20 + 8 ⇒ (11) + 8 = 19
The potion's perfusion through Sandor is almost instantaneous. His body and weapons expanding as the Fury's black cloud pushes out again. This time though the dwarf normally resistant to the effect had left himself accepting of the potions magic accepted the harmful magic as well.
Even with the creatures spell affecting him the dwarf's larger feet and armor finding good purchase on the slanted ground enough for him to charge leaping at the flying fury. the wing tries to close and bat the dwarf a side, but the dwarf momentem and timely shield swing pushes the wing away leaving the no longer protected torso open to the powerfully swung axe.
Single Attk PA
Dwarven Waraxe +1 PA: 1d20 + 19 + 2 + 2 - 2 ⇒ (10) + 19 + 2 + 2 - 2 = 31
Dmg: 2d8 + 15 + 2 ⇒ (4, 7) + 15 + 2 = 28
Dungeon Master S |
Sandor's enlarged waraxe cuts just enough to send the Fury tumbling. Her trident clatters to the ground as if to signal the end of the fight!
For defeating Queen Ileosa's Furies each party member receives 12,800 XP. Alas, Evil Gaius was your own doing, and you do not earn XP from him.
The Furies leave behind their +1 Flaming Returning tridents. Nothing else seems of value and the bodies themselves immolate.
Dungeon Master S |
Indeed the sickness doesn't last long.
Dungeon Master S |
Where to Heroes of the Upturned Cup?
Dungeon Master S |
I'll allow retroactive healing.
A horizontal wooden platform has been built into the northwest portion of this chamber. On the platform are a large barrel and a heavy wooden chest. Several big fillets of smoked, spiced fish hang from a row of pegs along the wooden platform’s edge.
Thorgrym the Tracker |
Before leaving the dead Not-Gaius room, Grym breaks out the Wand of CLWs.
He uses it judiciously upon the party members who keep their hitpoints updated. Looking at you Odric...
Mork gets four shots. 1d8 + 1 ⇒ (3) + 1 = 4
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (7) + 1 = 8
The wizard now has 78 HPs.
Sandor
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (4) + 1 = 5
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (8) + 1 = 9
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (4) + 1 = 5
1d8 + 1 ⇒ (7) + 1 = 8
The dwarf now has 152 HPs
Grym 1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (8) + 1 = 9
1d8 + 1 ⇒ (3) + 1 = 4
1d8 + 1 ⇒ (4) + 1 = 5
1d8 + 1 ⇒ (6) + 1 = 7
1d8 + 1 ⇒ (7) + 1 = 8
1d8 + 1 ⇒ (6) + 1 = 7
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (5) + 1 = 6
The ranger now has 164 HPs
Thorgrym the Tracker |
Grym and Bucho move into the room. The ranger sets the dog sniffing for invisible enemies.
Bucho scent perception 1d20 + 20 ⇒ (8) + 20 = 28
Grym will search and check the barrel and the chest (with Gaius w/in 10' to trapspot)
Perception/search 1d20 + 25 ⇒ (14) + 25 = 39
After checking for danger and loot. Grym and Bucho (and most likely Odric) will bust into the smoked fish.
Dungeon Master S |
The fish is actually quite delicious! Nothing else seems to be of value. In the chest are about 100 lb of common tubers. The barrel seems to be some horrendously smelling cranberry grog.
Thorgrym the Tracker |
SharkSlayer flashing the ranger quickly slices a piece of the spicy fish for each party member. Cuts with one hand and tosses it to each man/dog/insectoid with the other.
Grym regrets there is no sticky rice, avocado, and perhaps seaweed paper.
Knowing their enchantments will only last so long, the ranger moves the party south to the room below the NotGaius room.
Dungeon Master S |
Grym leads the party south:
Ferox: 1d20 + 25 ⇒ (13) + 25 = 38 (Traps +2)
----->Cricktik: 1d20 + 22 ⇒ (14) + 22 = 36
Gaius*: 1d20 + 16 ⇒ (14) + 16 = 30
----->Flagg: 1d20 + 2 ⇒ (10) + 2 = 12
Grym**: 1d20 + 25 ⇒ (8) + 25 = 33 (Includes Favored)
Morkeleb: 1d20 + 0 ⇒ (1) + 0 = 1
Odric: 1d20 + 0 ⇒ (20) + 0 = 20
Sandor: 1d20 + 19 ⇒ (20) + 19 = 39 (+20 to determine if surprised, +21 to notice unusual stonework, not including favored enemy)
Dungeon Master S |
Sandor notes a fake wall in the stone side of the pyramid. As he approaches it, his hand passes through it. Illusion! Given your height above ground, this could definitely be an entrance for someone or something that can fly.
If need be, it could also be an escape route.
Continuing a bit further, the party comes to another room. A soft, purplish light illuminates the northeastern part of this flooded chamber, where a large, square shaft opens in the ceiling. The water averages 4' deep here, though the tilt of the pyramid means the east side is closer to 8 and the west side is dry.
Thorgrym the Tracker |
Sandor notes a fake wall in the stone side of the pyramid. As he approaches it, his hand passes through it. Illusion! Given your height above ground, this could definitely be an entrance for someone or something that can fly.
If need be, it could also be an escape route.
Continuing a bit further, the party comes to another room. A soft, purplish light illuminates the northeastern part of this flooded chamber, where a large, square shaft opens in the ceiling. The water averages 4' deep here, though the tilt of the pyramid means the east side is closer to 8 and the west side is dry.
So this square shaft opening into the ceiling? Its dry right? Meaning we have to fly, levitate, or somehow climb up into it to access the upper levels?
Grym can fly twice today. Odric has flying boots.
Maybe one of us go up and drop a rope down for everyone else?
Dungeon Master S |
...or you could climb, but yes. There's no easy way up.
Dungeon Master S |
I just need to know who. Looking up it looks like the next floor is 35' overhead.
Thorgrym the Tracker |
I just need to know who. Looking up it looks like the next floor is 35' overhead.
The ranger will go up w/ the rope. Holding SharkSlayer in his teeth he goes
Climb skill if needed 1d20 + 16 ⇒ (5) + 16 = 21
Odric operates his flying boots and flies up serving as backup while Grym ties off the rope.
Fly 1d20 ⇒ 17 not sure what his modifier is
Dungeon Master S |
Assuming Grym and Odric fly, because Grym isn't even close to making the climb check of the smooth wall.
The air in this large room is warm and pleasant. The floor, walls, and ceiling are tiled with polished, rose-colored marble slabs. Climbing from the floor to the ceiling above and weaving in and out of the walls are dozens of thin crystal tubes. One shaft drops away in the floor to the southwest, while a second shaft rises up through the ceiling to the northeast. Inside is a horror from another world, a think of your nightmares. This crimson horror walks upon six long, thin legs. Its face is neither that of a skull nor spider, but some horrid mix of the two. It looks directly at you. It speaks something in a language you don't understand. It's intent needs no translation...
The party watches as Grym and Odric fly up to the next level. A screech followed by Odric's warcry alerts you to the situation...
A reminder that it's 35' to the next floor.
Baddies: 1d20 + 11 ⇒ (19) + 11 = 30
Ferox: 1d20 + 10 ⇒ (14) + 10 = 24
Gaius: 1d20 + 3 ⇒ (17) + 3 = 20
Grym*: 1d20 + 13 ⇒ (11) + 13 = 24 (Includes Favored)
Morkeleb: 1d20 + 6 ⇒ (1) + 6 = 7
Odric: 1d20 + 4 ⇒ (19) + 4 = 23
Sandor: 1d20 + 8 ⇒ (11) + 8 = 19
Dungeon Master S |
The crimson horror skitters closer. Once you get within 20' the horror truly hits you. blood begins to ooze from your eyes, ears, and noses. You each need to make a FORT DC 23 or take 1 point of CON damage and be sickened. It then utters something horrible as it summons a bank of thin mist... You each need to make a WILL DC 24 or suffer a -10 to all Wisdom checks and Will saves as the fog clouds your mind. Finally Odric, you hear it call your name directly into your mind.... [ooc]Your third Save is a DC 20 will. Fail it, and on your round 1d100 ⇒ 29 you'll do nothing but babble incoherently...
Round 1:
???: ???
Grym: Go + FORT + WILL
Ferox: Go
Odric: Go + FORT + WILL + WILL
Gaius: Go
Sandor: Go
Morkeleb: Go
Thorgrym the Tracker |
Grym using the flying enchantment of his armor flits up alongside Odric. The ranger has the rope (for the party to climb up) tied around his waist. He has SharkSlayer in his teeth.
Odric uses his Boots of Flying to play "Guard the ranger"
Thorgrym the Tracker |
Fortitude Save 1d20 + 16 ⇒ (8) + 16 = 24
Will 1d20 + 8 ⇒ (17) + 8 = 25 whoa! didn't expect to make that one
Round 1
The ranger flies up, one part of his mind enjoying the sensation of flight. Though another part of him didn't like having his feet on the ground to use his sweet footwork. And another part of his mind was wary for scary creatures... Ah, a nightmare! he screams telepathically to Criktik.
The ranger's stomach instantly starts to roll, but he manages to keep his spicy fish down. Trusting Odric to keep the incredibly terrifying creature off his back he rush over to the wall to the nearest tie off point, and quickly ties off the rope to a heavy duty looking tube.
Rope tie off/survival 1d20 + 20 ⇒ (6) + 20 = 26