Valgrim Twin-Axe |
Valgrim smiles at the elf and drinks up and sends the invisible sensor into the cave, using his darkvision to look around, moving 30 ft per round.
The Worm That Walks |
The cave widens to about 150' feet just inside and steam rises from the floor to flow across the ceiling and out of the entrance. The ceiling maintains about a 50' foot height. About 50-60' feet in the steam becomes so dense you can barely see 5' feet from the sensor and even that is heavily obscured.
In game terms anything within 5' feet has partial concealment and beyond that is total concealment.
Valgrim Twin-Axe |
Valgrim moves the sensor ahead to see how far the steam goes. He finds a wall and moves it across the perimeter.
The Worm That Walks |
The sensor almost immediately passes through a crevice or vent in the floor that the steam issues forth from in a turbulent curtain. Several dozen feet later the eye passes across another such vent also issuing a curtain of steam. This is followed by a large rough expanse of stone over a hundred more feet before hitting the back wall. Your best guess is it is somewhere in the neighborhood of 300' feet from the entrance to the back wall but details are hard to come by. What you at first think is a rock formation of stalagmites turns out to be a creature curled in on itself as a sleeping cat might be. You can make out a 10' foot tall 25' foot wide light tan to dark brown furry ball of sinew and muscle that has large spines running in a crest down it's back. The lipless jaws leave exposed the gums from which jut, upper and lower rows of, two foot long jet black fangs. Currently it seems to be resting. You finish the circuit of the chamber and find no other exits at ground level, it seems that this is a single chamber.
The back half of the chamber seems to have slightly better visibility but not by much. 5' foot no cover, 10' foot partial cover, 15' foot total cover. It is also very dark in here due to the dense steam.
Valgrim Twin-Axe |
Valgrim describes the creature to the party to see if they know what it is.
My own knowledge (check): 1d20 ⇒ 17
Add +7 for dungeoneering
+4 nature and planes
+12 if undead
The Worm That Walks |
Knowledge(Nature) checks:
Vulcan: 1d20 + 12 ⇒ (7) + 12 = 19
Bublaka: 1d20 + 18 ⇒ (2) + 18 = 20
Vug Vang: 1d20 + 26 ⇒ (8) + 26 = 34
No one else seems to have any idea but something tickles Vug Vang's memories, she thinks it might be a legendary creature called a Bandersnatch. The little that she recalls is Bandersnatches are consummate hunters, and only the deadliest predators or the most cunning intelligent prey offer them sport. Once a bandersnatch has marked a creature for death, it runs it to ground without fear, rest, or remorse. A debilitated Bandersnatch can recover with frightening speed and is never effected by detrimental conditions for more than a moment or two.
I added a map of the lair on the campaign page since you basically scouted the whole thing out. Each square is 10' feet. Keep in mind that you don't really have an exact clear picture of the place do to the steam but have a pretty good general idea. The bandersnatch's location is pretty much in the center of that back clear area.
Here's a great picture of the creature: Bandersnatch Scale is 20' foot at the shoulder with a forty foot long body. The tail is another 20' feet.
I haven't figured out how to create an interactive map yet for tactical situations so we'll still have to do this narratively for now.
EDIT: Actually, now that I am looking at this map closer, it look's like the outside ledge connected to the cave easily goes off to each side at least 60' feet. So no climb roll required, you can just stroll to the cave entrance :)
Valgrim Twin-Axe |
Now that's a scary pic! This thing is huge, with six legs! That could be six attacks, with bite, and tail swipe! This is going to hurt!
Valgrim Twin-Axe |
"Vug, can you spare a stoneskin, potion?" If offered, he drinks potion. Valgrim casts Freedom of Movement on himself (duration 130 minutes), Lead Blades on falchion (16 minutes) and drinks Vug's Shield potion (16 minutes). "Unless anyone has any better ideas, let's go wake up, kitty!"
AC breakdown:
10 base
+9 armor (full plate)
+3 natural armor
+4 armor enhancement (Magic Vestment)
+3 dexterity
+5 natural armor enhancement (Barkskin)
+4 deflection (Shield of Faith)
+4 Shield (potion)
+1 dodge (feat)
Total = 43
Valgrim activates his rope of climbing (DC 5 climb check-auto makes) and climbs up to cave mouth. When everyone is up, he stores rope in haversack. He waits to hear comments from party before leading the party inside, staying 10' ahead of them, so he makes himself the principal target.
Will wait to see what input party gives.
Valgrim Twin-Axe |
"Not being able to see because of the steam is going to be an issue. Vulcan, o mighty sorcerer and commander of wind and lightning, is there not some magic you could cast that could aid us?"
Bublaka |
I don't have any ideas. It's hard to argue with a technique that's been winning. Namely, the heat-seeking dwarf missile.
Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Valgrim Twin-Axe |
Fresh out of diamond dust! Will buy some if we survive and ever get to a city.
Initiative: 1d20 + 8 ⇒ (18) + 8 = 26
The Worm That Walks |
Valgrim begins leading his companions into the gaping cave. As the steam envelopes you and your friends forms become indistinct or disappear altogether you feel more and more like your going alone against the thing that lies in wait.
Ok, Valgrim. If you could let me know what path you intend to take we'll get this thing started. Also, if any of you are casting anything as you are actually entering the cave or entering the steam let me know now or forever hold your peace ;) At the moment I am assuming your waiting until you "see the whites of it's eyes", as Bublaka put it, to cast anything further.
Hit Points (Remaining/Max):
----------
PCs:
Valgrim Twin-Axe 203/203
Bublaka 143/144
Vug Vang 169/169
Friar Ferez 133/133
Vulcan Stormwrath 108/108
Damage to enemies: (Lethal/Non-Lethal)
Conditions in effect:
----------
Friar Ferez: Wind Walk 12 1/2 hours left(cast on whole party)
Friar Ferez: Shield of Faith 16 minutes left
Friar Ferez: Communal Resist Energy: Fire (everyone except Valgrim) 40 minutes left
Friar Ferez: Communal Protection from Evil 3 minutes left
Valgrim: Shield 16 minutes left
Valgrim: Lead Blades 13 minutes left
Valgrim: Bull's Strength 16 minutes left
Valgrim: Shield of Faith 16 minutes left
Valgrim: Barskin(+5) 160 minutes left
Valgrim: Freedom of Movement 130 minutes left
Valgrim: Resist Energy: Fire 130 minutes left
Valgrim: Cat's Grace 13 minutes left
Valgrim: Bloodhound(Scent ability) 9 1/2 hours left
Vulcan Stormwrath: Endure Elements 24 hours
Special Item and Ability Uses
----------
Vug Vang: Bombs 24/24
Bublaka: Loremaster 0/2
Bublaka: Bardic Performance 27/40
Friar Ferez: Cleric Channel Positive Energy 8/8
Valgrim: Rage 10/10
Initiative:
Valgrim 26
Bublaka 19
Vug Vang 7
Vulcan 6
Friar Ferez 5
Friar Ferez |
Since Friar has been told that the relative distance from the cave to the creature is 300' (reachable in 2 full rounds of running), he casts Blessing of Fervor on the party as we walk inside - duration: 16 rounds.
Valgrim Twin-Axe |
Valgrim stands in front of the party at the entrance to the lair (making himself the target), but before walking into the steam, adopting a strictly defensive position, while he patiently waits for Vulcan's cryptic "Indeed, I do" action.
If we were in rounds, for Round 1, Valgrim's actions would be:
Choose +2 hit and AC and Reflex saves from Blessing of Fervor
Total defense as a standard action
Forsake movement.
51 AC (43+2 dodge+6 total defense due to 3 ranks in acrobatics)
He does not want to lose his spot at top of party initiative.
For simplicity's sake:
Blessing Fervor choices:
Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
The Worm That Walks |
Initiative: Round 1
Valgrim 26 Total Defense and doesn't move (Blessing of Fervor will take effect next round, so you just have a measly 49 AC this round) ;)
Bublaka 19 ???
Vug Vang 7 ???
Vulcan 6 ???
Friar Ferez 5 Casts Blessing of Fervor
Current position: Valgrim at edge of steam. Rest of party is just inside cave mouth.
Vulcan Stormwrath |
Hesitating for a moment, Vulcan considers. "Actually, I have something better."
With a roaring chant, the sorceror summons a howling blast of swirling winds that surrounds the group, immediately dissipating any mists in the nearby area, driving dust and debris upwards as the violent curtain of air protects them.
Cast Fickle Winds
The Worm That Walks |
Ha! Found access for a brief post.
I'd say the fickle winds will keep the 5' feet surrounding each of you completely clear of steam (so in effect it increases your visibility by 5' feet). Nothing else happens this round so now we are on to round 2. Go ahead and take your next actions and be clear on how close or far your staying from one another please.
Valgrim Twin-Axe |
GM, just to be clear. Where exactly does the steam start? By the chasm, like on the map? Or closer to the room entrance?
Valgrim Twin-Axe |
Thanks.
This round:
Valgrim chooses +2 hit/dodge from BoF (AC 45 this round), switches his Greater Dispel Magic of Counterspells ring for his Ring of Feather Falling (in case he gets pushed in or something) and listens, to see if he hears the beast approaching. No movement.
Perception: 1d20 + 28 ⇒ (11) + 28 = 39...+8 if he can smell it
"Vulcan, can't you see or something in this damn steam?! If so, get up here behind me and let me know if you sense anything coming closer."
The Worm That Walks |
Initiative: Round 1
Valgrim 26 Total Defense and doesn't move (Blessing of Fervor will take effect next round, so you just have a measly 49 AC this round) ;)
Bublaka 19 Casts Haste
Vug Vang 7 Casts Greater Invisibility
Vulcan 6 Casts Fickle Winds
Friar Ferez 5 Casts Blessing of Fervor
Bandersnatch Initiative: 1d20 + 11 ⇒ (8) + 11 = 19
Valgrim listens intently for anything moving within the steam or any whiff of your adversary. He notes nothing until he is startled by a sudden hissing sound as several quills the size of spears fly from the steam at you all. Vulcan senses nothing, wherever it is.
Initiative: Round 2
Valgrim 26 Switches rings, listens, and stays where he is
Bandersnatch 19 Launches 4 quills (one at everyone but...1d5 ⇒ 2 Bublaka)
Bublaka 19 ???
Vug Vang 7 ???
Vulcan 6 ???
Friar Ferez 5 ???
Miss chance Valgrim: 1d100 ⇒ 95 Possible Hit.
Miss chance Vug Vang: 1d100 ⇒ 33 Miss.
Miss chance Vulcan: 1d100 ⇒ 38 Miss.
Miss chance Friar Ferez: 1d100 ⇒ 70 Possible Hit.
Attacks against falt-footed AC because the attack is from effectively invisible foe.
Quill attack against Valgrim: 1d20 + 28 ⇒ (14) + 28 = 42
Damage: 1d10 + 15 ⇒ (5) + 15 = 20
Quill attack against Friar Ferez: 1d20 + 28 ⇒ (8) + 28 = 36
Damage: 1d10 + 15 ⇒ (4) + 15 = 19
I need DC 30 reflex saves from those hit, otherwise gain the sickened condition from the spine's barbed end sticking in you. This is not poison.
Current position: Valgrim at edge of steam. Rest of party is 20' back just inside cave mouth.
EDIT: I should actually roll the stealth since it could roll terribly: 1d20 + 52 ⇒ (19) + 52 = 71 (Note to Valgrim: this roll was heavily modified by current conditions - invisible, distance, and bad conditions)
Vulcan Stormwrath |
Vulcan does have Blindsense 60 in steam,fog mist etc
Nodding Vulcan hovers 10 ft behind Valgrim and 10 ft in the air, speading his innate sense of the occupied air filled with steam.
The sorceror quickly casts a protective spell, shielding the group from the heat of the scalding steam.
Cast Protection from Energy Communal (Fire)
Valgrim Twin-Axe |
Actually, your attack misses the dwarf. Due to uncanny dodge, Valgrim is not flat-footed, even against invisible foes. I did my best to put together an all purpose build. :)
Friar Ferez |
DC 30?! Ouch! Guess Friar's going to be sickened!
Reflex save: 1d20 + 8 ⇒ (4) + 8 = 12..figured!
Round 2 action: Casts Bless on the party.
Valgrim Twin-Axe |
"Looks like kitty has ranged attacks too! We can't let him pick us off at a distance in this steam. I'm going after him. Bub, you got any heroic words for me, to keep me safe before I rush off into this steam?" ;)
"Vulcan, can you shock my blade so this beast feels your electrical might?"
The Worm That Walks |
Good question, but in this case I was going with the wind wall having no effect on the spines. A 20' foot high 40' foot long creature throwing gargantuan spines seemed to me to be in the category of giants throwing rocks.
Two spines fly wide of their intended marks, one shatters on dwarven armor, but the last flies true. The spine pierces the unfortunate priest through the upper thigh causing incredible pain with each step he takes.
Initiative: Round 2
Valgrim 26 Switches rings, listens, and stays where he is
Bandersnatch 19 Launches 4 quills (one at everyone but...1d5 ⇒ 2 Bublaka)
Bublaka 19 ???
Vug Vang 7 ???
Vulcan 6 Moves forward 10' feet
Friar Ferez 5 Casts Bless
A note on the spines: The sickened condition cannot be cured until the spine is removed. A full round action with a DC 20 heal check can do it or you can just tear it out, which doesn't look pleasant. Sickened is cured automatically upon spine removal.
Vulcan: You still do not detect it within your blindsense yet.
Hit Points (Remaining/Max):
----------
PCs:
Valgrim Twin-Axe 203/203
Bublaka 143/144
Vug Vang 169/169
Friar Ferez 114/133
Vulcan Stormwrath 108/108
Damage to enemies: (Lethal/Non-Lethal)
Conditions in effect:
----------
Bublaka: Haste (everyone) 15 rounds left
Friar Ferez: Wind Walk 12 1/2 hours left(cast on whole party)
Friar Ferez: Shield of Faith 16 minutes left
Friar Ferez: Communal Resist Energy: Fire (everyone except Valgrim) 40 minutes left
Friar Ferez: Communal Protection from Evil 3 minutes left
Friar Ferez: Blessing of Fervor 16 minutes left
Friar Ferez: Bless 16 minutes left
Valgrim: Shield 16 minutes left
Valgrim: Lead Blades 13 minutes left
Valgrim: Bull's Strength 16 minutes left
Valgrim: Shield of Faith 16 minutes left
Valgrim: Barskin(+5) 160 minutes left
Valgrim: Freedom of Movement 130 minutes left
Valgrim: Resist Energy: Fire 130 minutes left
Valgrim: Cat's Grace 13 minutes left
Valgrim: Bloodhound(Scent ability) 9 1/2 hours left
Vulcan: Endure Elements 24 hours
Vulcan: Fickle Winds (everyone)
Vug Vang: Greater Invisibility 15 rounds left
Special Item and Ability Uses
----------
Vug Vang: Bombs 24/24
Bublaka: Loremaster 0/2
Bublaka: Bardic Performance 27/40
Friar Ferez: Cleric Channel Positive Energy 8/8
Valgrim: Rage 10/10
Bublaka |
Bubba begins singing and gesturing, moving up alongside the dwarf and using inspire heroics on Valgrim.
Inspire heroics requires audio and visual components and only lasts as long as the target can see the performance. The limited visibility in here is going to be a problem for that if I stay back...
The Worm That Walks |
Initiative: Round 2
Valgrim 26 Switches rings, listens, and stays where he is
Bandersnatch 19 Launches 4 quills (one at everyone but...1d5 ⇒ 2 Bublaka)
Bublaka 19 Moves up 20' feet to Valgrim, sings Inspire Heroics
Vug Vang 7 Sneaks 15' feet up behind Valgrim
Vulcan 6 Moves forward 10' feet and up 10' feet
Friar Ferez 5 Casts Bless
Looks like we are on to round 3! Go ahead and take your action Valgrim.
Valgrim: not sure if you want to wait til Vulcan goes again to enchant your blade (since he is currently flying 10' feet up and behind you) but he still has a standard action to cast something on you at range. I don't mind him retconning it if you want to proceed.
Initiative: Round 3
Valgrim 26 ???
Bandersnatch 19 ???
Bublaka 19 ???
Vug Vang 7 ???
Vulcan 6 ???
Friar Ferez 5 ???
Hit Points (Remaining/Max):
----------
PCs:
Valgrim Twin-Axe 203/203
Bublaka 143/144
Vug Vang 169/169
Friar Ferez 114/133
Vulcan Stormwrath 108/108
Damage to enemies: (Lethal/Non-Lethal)
Conditions in effect:
----------
Bublaka: Haste (everyone) 14 rounds left
Bublaka: Inspire Heroics round 1
Friar Ferez: Wind Walk 12 1/2 hours left(cast on whole party)
Friar Ferez: Shield of Faith 16 minutes left
Friar Ferez: Communal Resist Energy: Fire (everyone except Valgrim) 40 minutes left
Friar Ferez: Communal Protection from Evil 3 minutes left
Friar Ferez: Blessing of Fervor 14 rounds left
Friar Ferez: Bless 16 minutes left
Valgrim: Shield 16 minutes left
Valgrim: Lead Blades 13 minutes left
Valgrim: Bull's Strength 16 minutes left
Valgrim: Shield of Faith 16 minutes left
Valgrim: Barskin(+5) 160 minutes left
Valgrim: Freedom of Movement 130 minutes left
Valgrim: Resist Energy: Fire 130 minutes left
Valgrim: Cat's Grace 13 minutes left
Valgrim: Bloodhound(Scent ability) 9 1/2 hours left
Vulcan: Endure Elements 24 hours
Vulcan: Fickle Winds (everyone) 16 minutes left
Vug Vang: Greater Invisibility 14 rounds left
Special Item and Ability Uses
----------
Vug Vang: Bombs 24/24
Bublaka: Loremaster 0/2
Bublaka: Bardic Performance 26/40
Friar Ferez: Cleric Channel Positive Energy 8/8
Valgrim: Rage 10/10
Valgrim Twin-Axe |
Thank you, Bub! I just need you to inspire as your Round 2 action. With your lingering performance feat, the benefits will last for 2 rounds after. So you have 2 rounds in order for Valgrim to see you on the other side of the steam before you need to inspire again.
Yeah, GM, if Vulcan wishes to enchant or do something else, we can retcon his action.
The dwarf smiles at the bard and the party members he can see, "See you on the other side. Beware the crevasse in the center, stick to the wall or fly!"
Round 3:
Counting squares on map as 10'.
Assuming Vulcan did not sense the creature within 60' by the end of Round 2, here are Valgrim's Round 3 actions.
Chooses +2 hit/dodge from BoF and with windwall, he sees 10' ahead of him, even in the steam.
Move action - Valgrim moves 60' (6 squares) down the center of the room and jumps the 1st crevasse (looks about 30' so DC 30)
Valgrim's Acrobatics skill: +18 in armor +2 Cat's grace + 12 because of 60' speed from haste = +32 (can't autofail skill check so he automatically makes jump check)
If he still doesn't see kitty:
2nd move action, again moves 60', jumps 15-20' crevasse (auto-makes) and comes out 20' in front of crevasse and outside of the steam on the northern side, so hopefully he has a clear view of kitty.
Let me know how far the creature is from where Valgrim finishes his move, as I may use hero points to get closer or if he spotted him earlier.
AC: 49 (43 +2 dodge +4 dodge (Heroics))
The Worm That Walks |
Valgrim disappears off into the steam...
Bandersnatch AOO tail slap 20' reach: 1d20 + 29 ⇒ (19) + 29 = 48
Bandersnatch AOO Bite attack 15' reach: 1d20 + 34 ⇒ (10) + 34 = 44
Bandersnatch AOO claw attack 15' reach: 1d20 + 34 ⇒ (15) + 34 = 49
Damage: 2d6 + 15 ⇒ (2, 5) + 15 = 22
As you make the second leap over the chasms through the thick roiling steam, out lashes a gargantuan whiplike spiked tail. It almost sends you careening into the chasm. Your forward momentum is enough to make the far side but not before huge jagged jaws snap closed next to you with tremendous force. Unfortunately the jaws command your attention for just long enough that the sideswipe from the claw catches you...just barely getting inside your defenses. He finds himself directly below a gargantuan six-limbed beast that moves with a fluid grace. Barbed quills run along its back, and its eyes glow with a blue light.
Hope that series of events seemed reasonable to you. Ok, are you going to spend hero points before it gets to go? Post your action in spoilers please.
Valgrim Twin-Axe |
Valgrim disappears off into the steam...
** spoiler omitted **
Combat Reflexes and Additional Attacks of Opportunity: If you have the Combat Reflexes feat, you can add your Dexterity bonus to the number of attacks of opportunity you can make in a round. This feat does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make two separate attacks of opportunity (since each one represents a different opportunity). Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent.
Valgrim screams out, "Found kitty!"
Valgrim will not waste the Hero Points yet. Your turn.
The Worm That Walks |
Tail attack: 1d20 + 29 ⇒ (8) + 29 = 37 Miss
Bite attack: 1d20 + 34 ⇒ (18) + 34 = 52 Hit
Damage: 2d8 + 15 ⇒ (3, 6) + 15 = 24 +grab canceled out by freedom of movement.
Lash Out Bite attack: 1d20 + 34 ⇒ (2) + 34 = 36 Miss
Claw attack: 1d20 + 34 ⇒ (12) + 34 = 46 Miss
Claw attack: 1d20 + 34 ⇒ (19) + 34 = 53 Hit, possible crit.
Damage: 2d6 + 15 ⇒ (6, 5) + 15 = 26
Crit confirm Claw attack w/ critical focus: 1d20 + 38 ⇒ (11) + 38 = 49 Confirmed
2d6 + 15 ⇒ (6, 6) + 15 = 27
Bleed Crit: 2d6 ⇒ (2, 3) = 5
Total Damage: 77+5 bleed(at beginning of your turn) and exhausted(because of Exhausting Critical and Critical Mastery)
You've never seen something so large move so fast. The snapping of jaws, slashing of claws, and snapping of the whiplike tail would have crushed any lesser opponent, your sure of it. As it is, it gets a nasty slash across one shoulder and you can feel your lifeblood flowing out freely. For a moment you lock gazes with it shield sized baleful blue eyes and the world spins...
Please roll a DC 31 Fortitude save at the beginning of your next turn.
The Worm That Walks |
Initiative: Round 3
Valgrim 26 Runs off into steam and screams in the distance, "Found Kitty!"
Bandersnatch 19 From the dwarven curses, strange animalistic growls, and bestial roar you think combat has been joined...
Bublaka 19 ???
Vug Vang 7 ???
Vulcan 6 ???
Friar Ferez 5 ???
You guys are up! Dwarf in need of assistance!
Vulcan: Valgrim went beyond the range of your senses but you know basically where he headed. There are two chasms in the way. People can run around them though. Please see map on Campaign tab.
Valgrim Twin-Axe |
Good rolling, GM. The dice are on your side. You only had 25% chance to hit me and you still hit twice and hard. At least I'm distracting the creature from attacking the rest of the party. Here's the save to get it out of the way.
Fort save: 1d20 + 22 + 4 ⇒ (8) + 22 + 4 = 34...+4 from Bub's inspire heroics
Friar Ferez |
TWTW, if it's not too much of a hassle, can you put where we are on the map? Looks the like the stubborn reckless dwarf is going to need healing and soon. Unless we have airwalk (hint hint Vug), Friar is going to have to run around the 2 chasms.