Grungsdi |
Seems something bad was let free down here. These tunnels were sealed till recently.
1d20 + 10 ⇒ (13) + 10 = 23 will
Karnog Kegmeister |
1d20 + 17 ⇒ (11) + 17 = 28 perception
1d20 + 16 ⇒ (18) + 16 = 34 will (+2 if spell/SLA)
1d20 + 9 ⇒ (3) + 9 = 12 Craft (stoneworking) (+2 if Stonecunning applies)
"Another entrance to this accursed place. And one which was until recently blocked up. Foreboding, and reason to be on guard."
Karnog grips his shield and hammmer, takeing up his customary position near the middle of the group.
Grungsdi |
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baldwin the merciful |
If Felicitas spend 15 minutes to study the language:
In a variation of old celestial mixed with ancient common you read:
"Here Tsar's army of light began it's final battle against the Grand Cornu, high priest of Orcus"
You read a bit farther down way in demonic script "Those that come are forever corrupted for the leader of the last hordes shall vanquish all."
When Grung points out the strange writing he discovered
"The goodly force was commanded by Blayze, a chosen empyeal angel, to bring forth the holy light."
baldwin the merciful |
Felic, Aurora, and Karnog read this link.
Desmond and Grimm need to make Will saves and their skill checks.
You see that fifty feet of collapsed stone was recently cleared. You suspect that the stone giants did the removal, at least that makes sense to you.
More importantly you've experienced evil recently, but you are at a precipice here for what lies beyond is mightier than anything you've experienced, and should you proceed it is not to be taken lightly. As you glance to your comrades, you're a bit happy that Meath'd is away from here, since death feels nearby.
Karnog Kegmeister |
"Yes, this seems like quite the dangerous place. A stronger evil than we've ever encountered before. Death awaits, to be sure."
Grimm Sharpest |
Will Save vs spells: 1d20 + 15 ⇒ (5) + 15 = 20
Track: 1d20 + 12 ⇒ (15) + 12 = 27+4 vs Giant
Know:Arcana: 1d20 + 9 ⇒ (18) + 9 = 27
Know:Dungeon: 1d20 + 9 ⇒ (6) + 9 = 15
We got a Bloody Giant on tha run and he's gotta be low on spells....
Grimm considers their next move. His bloodlust was high, but even he had suggested they take a known entrance...
baldwin the merciful |
felicitas finishes reading while Kalim and Desmond announce it's a bad idea to go through this entrance. The two of them are firm in their position.
Grimm Sharpest |
Grimm examines the excavation and remembers what he saw of the wizard giant.
...Ware a wizard in his own lair.....I agree wit me kin and the snoop. This is his territory and he already taxed us in the open. Tha plan was ta get back to the underground on our terms. We use this entrance and we'd be fighting on his. At least, lets rest and refresh afore we go to the depths again with only 1/2 our magic...
Grimm looked disappointed at his own words.
Karnog Kegmeister |
"And my hammer, Grungsdi. But when we take wounds or encounter other threats, I and the other spellcasters will be unable to contribute meaningfully. Let's regroup, fi d another entrance, and map this one for future exploration."
baldwin the merciful |
The group finds a small cave to hunker down in for the night. It's nearby the stairs that lead down into the mountain.
Everyone can make a perception check for their watch. I'll assume Grung, Desmond, and Grimm do the bulk of the night watch duties, with Karnog picking up the sunrise shift so he can pray.
Grimm Sharpest |
Grimm surveys the small cave which they intended to hide in, not thrilled with the arrangement.
He pulls a wand.
A Keep Watch spell. Let's us stay awake all night and still be rested. Me and Grungsdi can stand watch all night and keep our armor on. The rest a ye, get some proper shut-eye. In the morning we'll say our prayer's and git ta doing Gorum's work on tha giant an whatever demonous poison's e's got fer us.
After a Tap each with the wand, the dwarf finds a comfy spot to keep an eye on the cave entrance and stares resolute into the opening.
No torches or fires. Dwarfs don't need light an it ain't that cold.
Perception: 1d20 + 13 ⇒ (4) + 13 = 17
Karnog Kegmeister |
Weird, boards ate my post.
1d20 + 17 ⇒ (13) + 17 = 30 perception.
"Aye, I'll take the last watch. We'll set out for more adventure in the morning."
Desmond Aeros |
Hectic week is over.
Desmond takes the midnight watch, practicing some bladework to pass the time.
Perception: 1d20 + 15 ⇒ (8) + 15 = 23
baldwin the merciful |
shift: 1d3 ⇒ 1
As the casters slumber away, Desmond practices his light blade work and the two warrior dwarfs chuckle to themselves. He needs a proper smashing blade, not a stoopid poky stick. Desmond continues to practice while Grimm's mind drifts, but Grung's attentiveness is spot on. His fingers curl around his weapon, danger is nearby.
random: 1d10 ⇒ 6
stealth: 1d20 + 10 ⇒ (14) + 10 = 24
perception: 1d20 + 31 ⇒ (20) + 31 = 51
You spot a towering (22 ft high), corpulent beast, this fiend has the hideous head of a boar and arms ending in fatty, four-fingered hands, he clearly sees Desmond practicing his blade work at the cave mouth. His fiery red eyes dance with excitement. A malevolent darkness surrounds him.
Surprise RD:
Grung
Deadly Beast
Grungsdi |
Out o the way ya stupid long legged fool. Grung roars
WAKE UP AND ATTACK!
He moves to k-5 ready to battle
Karnog Kegmeister |
1d10 + 17 - 10 ⇒ (7) + 17 - 10 = 14 perception, sleeping.
Assuming Karnog hears the shouted warning, he grabs his shield and stands up.
baldwin the merciful |
Death Machine: 1d20 + 5 ⇒ (11) + 5 = 16
Karnog: 1d20 + 1 ⇒ (1) + 1 = 2
Kalim: 1d20 + 2 ⇒ (4) + 2 = 6
Grimm: 1d20 + 5 ⇒ (7) + 5 = 12
Grung: 1d20 + 2 ⇒ (18) + 2 = 20
Feli: 1d20 + 4 ⇒ (17) + 4 = 21
Desmond: 1d20 + 10 ⇒ (2) + 10 = 12
RD 1:
Felicitas
Grung
Death Machine
Desmond
Grimm
Kalim
Karnog
You recognize this as a demon
This is a Nalgeshnee demon. Nalfeshnees display a singular gift for managing and ordering the chaos of the Abyss.
They are protected with an unholy aura which makes it more difficult to hit them, especially if you are good alignment.
The are resistant to cold, acid, and fire. Immune to electricity and poison. they have spell resistance.
They ahve damage reduction but good gets through it. they can use several spells at-will, including lightning, dispels, and like to slow their prey down.
It can use it's unholy nimbus to effect folks within 60 foot radius, causing any non-demon to be dazed with madness for many rounds.
If this creature was called to this plane, it will have it's full array of summoning spells to bring forth other creatures for the abyss.
RD 1 Map
The creature is hovering a few feet off the ground (4-5 ft) he has wings.
Felicitas Sweetfingers |
Waiking up and looking at the beast are one and Feli immidiatly recognises their opponent.
"A Nalfeshnee. Good weapons... and districat him.Imm Lightning
Felicitas casts heroism on herself and then continues by starting her battlesong.
Grungsdi |
Croaker: 1d20 + 20 - 3 + 2 ⇒ (16) + 20 - 3 + 2 = 35 for 1d10 + 8 + 8 + 2 ⇒ (2) + 8 + 8 + 2 = 20
Croaker: 1d20 + 15 - 3 ⇒ (15) + 15 - 3 = 27 for 1d10 + 8 + 8 + 2 ⇒ (3) + 8 + 8 + 2 = 21
Grung chops away
Demon of the Abyss |
Grung's first chop hits but it lacks the damage that he expected to deal out.
"Byma uamopth"In abyssal .
"My turn."
An unholy nimbus of light begins to form and writhe around the dark creature. (free action)
He then slashes with two deadly claws:
claw 1: 1d20 + 23 ⇒ (3) + 23 = 26;damage: 2d6 + 11 ⇒ (6, 1) + 11 = 18
claw 2: 1d20 + 23 ⇒ (2) + 23 = 25;damage: 2d6 + 11 ⇒ (3, 5) + 11 = 19
Grimm Sharpest |
Grimm jumps to his feet and hears someone call Nalfshanee.
Religion: 1d20 + 8 ⇒ (20) + 8 = 28
Knowing Quite a bit about the creature he knew killing it would be extremely difficult.
He immediately activates his Justice and Smiting Judgements-making his Greatsword good Aligned to bypass the creature's resiliance.
Then he moves out of the cave to K6 and utters a prayer and touches Grunsdi on the shoulder.Casts LEND JUDGEMENT
Swing Away Brother, his skin'll resist ye no more!
Both Grimm and Grungsdi's weapons are now Good Aligned
He calls to the Demon, in it's own tongue,
Desmond Aeros |
Desmond closes the gap with the creature, flipping through its reach and trying to hamstring it.
Acrobatics: 1d20 + 25 ⇒ (15) + 25 = 40 1 round of boots used
Attack: 1d20 + 16 + 2 + 2 + 2 + 2 - 2 ⇒ (18) + 16 + 2 + 2 + 2 + 2 - 2 = 40
Damage: 1d6 + 7 + 2 + 5d6 ⇒ (1) + 7 + 2 + (2, 6, 5, 3, 2) = 28
Cold Damage: 1d6 ⇒ 4
Wanting a flanking position, around O3. If that's not possible take off 4 from the attack. If it is possible, everybody now adds +2 to hit against it because of my menacing weapon. Also using debilitating injury to give it -2 to hit which is -6 against Desmond. And finally using combat expertise for -2 to hit and +2 AC. Current AC is 30.
Demon of the Abyss |
Unless you can fly he is not flanked.
He starts to chuckle loudly as his dinner whacks at him.
"Blockamsuy fi yacker umfp"
"Yes, come closer swine."
Desmond you don't see any effect form the cold, your blade didn't even knick the the demon.
I took off the sneak damage, since he is not flanked.
He spits out a response to Grimm in absyssal,
Kicki fini upnga"
"Screw fair, I fly to win."
Karnog Kegmeister |
Karnog stands and casts Summon Monster IV for 1d3 ⇒ 2 Lantern Archons.
Each archon flies out and zaps at the demon once.
1d20 + 5 ⇒ (5) + 5 = 10 touch, 1d6 + 2 ⇒ (1) + 2 = 3 damage
1d20 + 5 ⇒ (19) + 5 = 24 touch, 1d6 + 2 ⇒ (6) + 2 = 8 damage
Each should fly in opposite directions, near the max range of their beams (30')