DM Haldhin |
The little clockwork man droops his shoulders, then thinks, "All dead. All of this one's friends are dead. Small building has glass jars, and magic experiments. Most done on the black rocks that stand guard. Will also find broken black rock - very bad."
"In large building, will find many rooms for people to sleep. Also find place to prepare food and drink, and big room with long benches for lectures and sermons. The one heard that hole appeared in the big room and swallowed benches - when the demons came out."
Merten Falstaff |
If you'll give me a moment, perhaps I can garner some information without risking our necks.
Merten engages in a minute-long ritual that conjures up 1d4 + 10 ⇒ (3) + 10 = 13 tiny eyes.
He takes two of them, and whispers, Scout the inside of that building. He points to the smaller structure. Stay hidden. If you are discovered, flee. Return when you are done.
He takes two more eyes and gives them the same instructions as to the dormitory.
DM Haldhin |
Unfortunately, there are also roughly 20 bodies inside the building. Based on the wounds you can see, there are no survivors. Many of the bodies were obviously wounded by something other than the ward stone explosion, though that clearly resulted in some of the injuries.
It does not appear as if there are any living creatures inside the building.
What draws your attention is the massive mound rising up from the wooden floor of the lecture hall like some kind of giant anthill. As your vision pans around the hill, your perspective rises up to catch a glimpse over the rim. What you see both astounds and terrifies you - as the hole comes clearly into view, you see that the interior only extends sixty feet before ending at what appears to be another hole supported by a giant dirt mound.
But that hole does not open into a building - you can clearly make out what appears to be a blood-red sky with swirling green and yellow clouds. Strange lights streak through the sky, and you realize that the light appears to be ambient, you cannot tell if what you look upon is day or night. There is no doubt, the scene before you is of a portal that lies completely open to another plane of existence. Given the context of what you see, you are sure that you view one of the chaotic realms of the Abyss.
As the reality of the image registers, something else catches your attention. Clawed hands reaching over the edge of the distant hole, and monstrous leering chaotic faces peering from their place into the dormitory. The scene changes quickly as the Eyes flee back to your hand. From the brief glimpse you had, it appeared that the creatures looking through the portal were derakni - locust demons.
Merten, feel free to ask if there are any questions. I rolled relevant knowledge skills for you, details are already included.
Merten Falstaff |
Merten shares the information gained from the prying eyes with the group in a subdued voice.
The laboratory looks to be the sight of an explosion of ward stones, at least one of which has been destroyed. There are more knocked over, but they might be salvageable. There are at least a score of dead bodies in there, though I do not believe that the explosion killed them all.
He shudders as the second set of eyes brings him news of the dormitory. There is a massive mound in the lecture hall of the dormitory, like a giant ant hill creating a portal into the Abyss. There, are derakni, locust demons, with a horrible drone that causes madness in those who hear it, looking in from the Abyss. I think they can enter. He shudders, This is bad. Very, very bad. We need to seal that portal before the Hordes of the Abyss come pouring through it.
He sends two eyes back to the dormitory with the following instructions.
Hide and watch the mound, if anything comes through, two stay hidden and watch. To the two eyes instructed to hide and watch he says, If anything is already through, one remain, one return to me.
He sends another eye to the lift. Stay hidden and watch the lift. If anything comes up it, return to me at once.
Would it be possible to use the ward stones from the laboratory to seal off the portal in the dormitory?
DM Haldhin |
If it matters, the wardstones are all magical "artifacts" and they do not weigh as much as one might think. The most crucial aspect is how are they arranged, and how are they going to be linked together? After all, a single wardstone may protect a specific area, but their effects are magnified and more permanent as more are linked to work with each other.
Merten Falstaff |
Does Merten have any idea as to how to arrange the wardstones so as to seal the rift? Would they have to be close to the ant-hill, or could they be used to seal the whole building from outside?
I do not doubt that you would, Lothar, but first thing's first. Let's secure the stones from the laboratory, and make sure that they will suit the task. I have eyes on the mound in the dormitory for the time being. They will warn us if danger approaches. If you would be so kind as to help me secure the stones, I think we might have a fighting chance.
DM Haldhin |
No problem with the eyes. We're good.
Searching the interior of the laboratory may provide some guidance.
-----
Merten has sent his tiny flying eyes all of the compound, they have returned, and he has sent them off again. All of these actions have only taken a few minutes. The group has paused in the courtyard on its way to the laboratory.
For now, despite Merten's warning about locust demons, nothing emerges from the dormitory.
Lothar, I'll keep that in mind, but for now, nothing is coming through. Give me another day or so... :)
Merten Falstaff |
Merten draws himself up, purses his lips and recites as though he were reading from a book. They are fast and tough, Master Hammerfall, Merten replies, with thick hides and good flight capabilities. Like most demons, lightning and poison will not harm them in any way. They see well in the darkness, and have a keen sense of smell. Acid, cold, fire, they resist all but the worst of it. Direct spell casting can slide right off of them unless one is quite accomplished. Their bite, claws and stinger all carry a virulent poison that saps one's endurance quickly. They can summon swarms of insects quite quickly. Those within thirty feet of the demon are subject to its maddening drone, although it must fly to produce the sound. Magical silence or a countersong would be useful against them. As would ranged attacks. One would be a challenge, two, quite even more so.
DM Haldhin |
As Merten explains the situation, a great buzzing arises from the dormitory. The sound is not from a single creature, but hundreds, or thousands, of creatures.
Everyone please roll initiative. If you get the Perception check above, you will be able to act in the surprise round. Lothar, since you said something about getting a potion out, you may drink it as a swift action on your initiative.
Mool the Brilliant |
1d20 + 6 ⇒ (16) + 6 = 22 Initiative
1d20 + 11 ⇒ (5) + 11 = 16 Perception
Mool who had been busy overturning objects, and smelling beneath them, jumps into the air, at Mertens warning.
"Bugs"! "Where"!. "I hate bugs"!.
DM Haldhin |
Surprise Round
25 Merten
24 Efwin
16 Mool
13 Lothar
11 Ciridiel
08 Delgras
Ciridiel Init: 1d20 + 6 ⇒ (5) + 6 = 11
Ciridiel Perc: 1d20 + 3 ⇒ (16) + 3 = 19
Three large demons the size of horses come tearing out of the dormitory. Resembling giant locusts, the demons have scorpion stingers on elongated segmented tails, and almost-human faces with needle-sharp teeth. Their front legs end in hideously deformed clawed hands.
Swarms of shiny black insects twist and swirl about the demons as they charge forward. As the bugs get close to the party, they begin to frenzy, and the sound of their wings ceases to resemble buzzing, changing in both tenor and tone - what was once a cacaphony of millions of tiny wings is now actual speech... the half-formed and slurred words of the Abyss, promising madness and chaos while being devoured alive!
There are 3 demons and 4 swarms. All are currently within 30' of each other. They are roughly 40' away from the party.
Delgras, Merten, Efwin - you may act in the surprise round.
I will have a map posted tonight.
Efwin Albaster |
Seeing the demons and swarms Efwin pulls out an odly colored vile. He drinks it down as his already lithe frame becomes a bit more muscular, but very highly toned, particularly around his arms and legs. Drinking Mutagen +4 Dex, -2 Wis, +2 Nat AC
Merten Falstaff |
Prescience Roll: 1d20 ⇒ 8
Merten sizes up the demons and the hell swarms that accompany them. He snarls and points a finger at them and conjures forth a bloom of blinding, golden sparks, in the midst of the demons.
Cast glitterdust centered between E,F 17,18, should catch S1, S4 & D3. DC 20 Will save or blinded, no SR.
Luca the Faerie Dragon |
perception: 1d20 + 12 ⇒ (8) + 12 = 20
Luca casts silent image and conjures forth 5 illusory Hound Archons before the demons. The dog-headed angels brandish their swords menacingly.
Mool the Brilliant |
Mool climbs the walls, attempting to get a flanking position on the demons, trying to keep in the shadows as he goes. He will use his immovable rods to assist as needed.
Climb Speed 20
1d20 + 25 ⇒ (20) + 25 = 45 Stealth
DM Haldhin |
Surprise Round
Efwin drinks a particularly nasty-looking (and smelling) vial of formula, while Delgras pulls out two potions of his own.
Merten's voice raises above the demonic chaos and a brilliant burst of golden sparks flash into view amidst the demons. From his shoulder, the strangely musical voice of Luca joins his master. A bright light shines down from the heavens, coalescing into five hound archons that stand between the heroes and the demons. The dog-headed warriors of heaven bring their swords on guard and prepare themselves for battle!
Mat, the tiny clockwork familiar, flies off heading toward the workshop.
Round One
25 Merten
24 Efwin
16 Mool
13 Lothar
11 Ciridiel
08 Delgras
-----
Okay, again, sorry for the delay, not sure what was happening - my updates just weren't coming through. Anyway, surprise round is finished, so we're moving into standard combat rounds. Please let me know what you would like to do. Mool, you posted an action, and you're welcome to keep it, or change it if you would like to do so.
Delgras Hammerfall |
Delgras pulls the cork from one of the vials and pours it contents over the head of his hammer. As he finishes he moves forward to stand in the front line with Lothar.
Apply Oil of Bless Weapon to Hammer, move to square P15
Lothar Graelson |
Round 1 Actions-
Drinking his potion rapidly to become the size of an Ogre, Lothar moved forward a steady twenty feet, planting his feet in his defensive stance. A formidable length of 25 feet lay between him and the closest demon, but he overextended his strike with his Dorn-Dergar so that he could strike it. The ball at the end of the long chain smashed into one the Demons with a satisfying crunch.
Attack Roll: 1d20 + 18 ⇒ (10) + 18 = 28
Damage (Cold Iron Weapon): 2d8 + 11 + 2 + 2d6 ⇒ (8, 6) + 11 + 2 + (4, 5) = 36
Using Lunge feat to hit from 25 feet with reach weapon. Using Defensive Stance as free action once move action finished. -2 AC from Lunge but +2 from Defensive Stance cancels out. -1 AC from Enlarge Person. CMD 29. Not using Stonestrike as its another swift action I don't have.
Lothar has two AOO's and will use them if anyone leaves a threatened square (anyone within twenty feet of him). He will also use one if someone enters his melee range (moving to a square twenty feet from him), utilising Unexpected Strike. Rolls should be the same as these ones if the DM cares to roll them on my behalf.
Ore followed his master, stood behind him as per his barked orders in Terran.
Note also Aura of Courage and Anchoring Aura if relevant. The latter might be if things like Dimension Door are attempted by our foes.
Merten Falstaff |
Merten casts haste Everyone including familiars/summoned creatures, etc. +1 to attack, +1 dodge to AC and Reflex, 1 additional attack at highest BAB when full attacking, +30 to all modes of movement (max double normal move.) and pulls out his scroll of slow as he retreats 30' back from the melee.
I think that would put me at the equivalent of Z-14.
Luca the Faerie Dragon |
Luca casts grease DC 14 Reflex under the remaining Locust Demon's feet, and flies 90 ft. into the air above the fray.
DM Haldhin |
Round One
25 Merten
24 Efwin
16 Mool
13 Lothar
11 Ciridiel
08 Delgras
1d20 ⇒ 10
Merten casts haste and pulls out a scroll of slow.
Luca casts grease under the remaining Locust Demon's feet, and flies 90 ft. into the air above the fray.
Efwin fires two arrows at the nearest demon:
+1 Seeking Longbow: 1d20 + 11 ⇒ (11) + 11 = 22
+1 Seeking Longbow: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
... but both of his shots fly wide.
Mool charges out of the shadows in a frothing rage, attacking the nearest locust demon:
Attack, Blade of Fury: 1d20 + 12 + 2 + 2 + 1 ⇒ (7) + 12 + 2 + 2 + 1 = 24
Damage: 1d10 + 9 + 2 + 3d6 ⇒ (2) + 9 + 2 + (1, 3, 5) = 22
... and his weapon bites deep into the hide of the unsuspecting demon!
Lothar quickly drinks a potion and his entire body expands to the size of an ogre. He pushes forward bringing his weapon to bear upon the demons:
Attack Roll: 1d20 + 18 ⇒ (10) + 18 = 28
Damage (Cold Iron Weapon): 2d8 + 11 + 2 + 2d6 ⇒ (8, 6) + 11 + 2 + (4, 5) = 36
... connecting with one as the heavy end of the dorn-derger slams into the head of a derakni!
Ciridiel raises his blade with and charges into the fray with an elven war cry and Answerer leading the way:
Attack, Answerer: 1d20 + 19 + 2 + 1 ⇒ (17) + 19 + 2 + 1 = 39
Attack, Answerer *confirm*: 1d20 + 19 + 2 + 1 ⇒ (5) + 19 + 2 + 1 = 27
Damage, Answerer: 1d10 + 24 ⇒ (1) + 24 = 25
Damage, Answerer: 1d10 + 24 ⇒ (10) + 24 = 34
Delgras pulls the cork from one of the vials and pours it contents over the head of his hammer. As he finishes he moves forward to stand in the front line with Lothar.
-----
The demons are up next, but I need to apply spell effects before they take their turns. I'll have that update and a new map posted tonight.
DM Haldhin |
Sorry for my absence (again) - my son hates sleeping and he took it to extreme measures over the weekend. I would think with the time change he would go to bed earlier, but no, he wants to stay up past my bedtime. :)
Round One
25 Merten
24 Efwin
16 Mool
13 Lothar
11 Ciridiel
09 Demons
Two of the demons take to the air, drawing attacks of opportunity from Lothar as his dorn-dergar spins around in a wide arc of destruction.
One of the demons fruitlessly engages the hound archons, realizing too late that they were nothing but illusions!
The other joins his ally and flanks the unlucky Ciridiel, attacking with a slashing claw that misses the stout warrior.
The demon standing amidst the grease manages to remain upright and unleashes a number of rapid attacks against the elf, hitting with a bite and two claws. Luckily, the massive stinger atop its segmented tail smashes harmlessly into the ground.
1d4 + 8 ⇒ (1) + 8 = 9
1d4 + 8 ⇒ (2) + 8 = 10
1d4 + 8 ⇒ (3) + 8 = 11
The two swarms caught in the glitterdust flit around wildly, but the other two head directly for the nearest targets - Mool and Ciridiel.
Mool: 2d6 ⇒ (6, 4) = 10
Ciridiel: 2d6 ⇒ (4, 3) = 7
Mool and Ciridiel get AoOs against the swarms.
-----
Okay, back to the top of the round - updated map is in the shared folder.
1d20 ⇒ 12
1d20 ⇒ 3
1d20 ⇒ 12
1d20 ⇒ 6
1d20 ⇒ 4
1d20 ⇒ 11
1d20 ⇒ 11
1d20 ⇒ 11
1d20 ⇒ 5
Delgras Hammerfall |
Realizing the second potion he had planned to take is not needed, Delgras drops the unused potion to the ground and moves to place the closest demon between himself and Lothar. Pulling his hammer as he moves, he takes a single swing once in position.
Move Action: Draw Weapon / Move to Square L17
Standard Action - Single Attack with War Hammer
War Hammer: 1d20 + 18 ⇒ (1) + 18 = 19
Damage: 1d8 + 15 + 2d6 ⇒ (4) + 15 + (5, 2) = 26
Lothar Graelson |
Comfortably in the thick of things, Lothar kept on whirling his ball and chain in long arcs, seeking demonic flesh to strike. Channelling the power of the very stone he was stood upon to add weight to his blows, he fought with stoic resolve.
Full Attack 1: 1d20 + 21 + 1 ⇒ (8) + 21 + 1 = 30
Damage (Cold Iron Weapon): 2d8 + 14 + 2d6 ⇒ (2, 3) + 14 + (2, 1) = 22
Damage to Self (None): 1d6 - 5 ⇒ (2) - 5 = -3
Full Attack 2 (Haste): 1d20 + 21 + 1 ⇒ (11) + 21 + 1 = 33
Damage (Cold Iron Weapon): 2d8 + 14 + 2d6 ⇒ (1, 8) + 14 + (4, 6) = 33
Damage to Self (None): 1d6 - 5 ⇒ (3) - 5 = -2
Full Attack 3: 1d20 + 16 + 1 ⇒ (7) + 16 + 1 = 24
Damage (Cold Iron Weapon): 2d8 + 14 + 2d6 ⇒ (5, 7) + 14 + (4, 4) = 34
Damage to Self (None): 1d6 - 5 ⇒ (3) - 5 = -2
If provoked (weapon still in reach mode so threatens 15-20 feet in every direction).
AOO 1: 1d20 + 21 + 1 ⇒ (1) + 21 + 1 = 23
Damage (Cold Iron Weapon): 2d8 + 14 + 2d6 ⇒ (3, 4) + 14 + (6, 2) = 29
Damage to Self (None): 1d6 - 5 ⇒ (6) - 5 = 1
AOO 2 (Miss): 1d20 + 21 + 1 ⇒ (19) + 21 + 1 = 41
Damage (Cold Iron Weapon): 2d8 + 14 + 2d6 ⇒ (5, 2) + 14 + (4, 4) = 29
Merten Falstaff |
Merten disappears from view. A scroll remains in his place.
Cast vanish, invisible for 5 rounds. Drop scroll of slow. Move to Z-2.