Agents of the Darklands: A Campaign for Monsters and Madmen

Game Master thunderbeard

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Rocks fall, everyone dies

The Abyssal runes have been strangely enchanted; under scrutiny, they seem almost to move, changing their shape the longer they are stared at, obfuscating something not meant to be seen. But Drisquar's knowledge of True speech allows him to ignore this, and, with focus, he sees the letters as the writers intended them, carefully naming giving the name, in Infernal, of each rune over the telepathic lines of communication Zhu Da tusha and Anaxian have provided.

The inscription, carved into the stone a very long time ago, seems to read, "This is the prison and tomb of the Black Prophet J'ndarr. LEAVE."


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

I speak abyssal and infernal, and have Linguistics.

Do we have reason to think our prize is inside this 'prophet's' cell?


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Our spell that points the way to the prize points towards the cell.

As for the drow over here... Are you sure you want to kill her? People don't lock up worthless things under this much spelly-stuff. Must be worth something to someone.


AC 32, touch 10, flat-footed 28, hp 56, Fort +7, Ref +1, Will +12, Resist cold 5, elec 5, fire 5; SR 19; Per+18, Ini +2 Cleric (Fiendish Vessel) of Asmodeus 5/Diabolist 1
Illia- wrote:

Our spell that points the way to the prize points towards the cell.

As for the drow over here... Are you sure you want to kill her? People don't lock up worthless things under this much spelly-stuff. Must be worth something to someone.

"Either she is powerful or she is intended to suffer. There's only one way to find out for sure. However, if there's no purpose in killing her I say leave it be. "


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35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

Of course I want to kill her. Someone who the Drow would go through this kind of trouble to incarcerate is not someone I want to trifle with. I don't particularly care who she is. If I come down with a sudden case of curiosity I can always ask her who she is and why she is locked up after she is safely dead.


Female Succubus
status:
AC 29, touch 14, flat-footed 25; 112 hp, Fort +8, Ref +12, Will +13;DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 18; Init +4; Senses darkvision 60 ft., detect good; Perception +21

I'm going to roll a bunch of knowledges to see if Black Prophet J'ndarr rings a bell

Knowledge Arcana: 1d20 + 10 ⇒ (19) + 10 = 29
Knowledge Dungeoneering: 1d20 + 17 ⇒ (16) + 17 = 33
Knowledge History: 1d20 + 10 ⇒ (1) + 10 = 11
Knowledge Planes: 1d20 + 17 ⇒ (5) + 17 = 22
Knowledge Religion: 1d20 + 10 ⇒ (4) + 10 = 14


Male Alacritous Bralani Stalker 5/Umbral Blade 4

Can I hear the talk about the Drow woman?

Damn, I was hoping there was at least something small so I could reform and cast Detect Magic on the prison door

::"Shall I see what is on the other side of this door, or wait till the rest of you join me. Be warned, there is a massive chasm over here, and I am unsure if there is a way across if you can't fly."::


Rocks fall, everyone dies

Drisquar: If you stand on the bridge to the East, the door I mentioned should be just within the 60-foot range of Detect Magic.

Delyliath: Those are some pretty decent knowledge rolls. I'll put some info about the name in spoiler tags.

Knowledge checks on "The Black Prophet J'ndarr"

History DC 15, Arcana DC 20 or Dungeoneering DC 20:

The name rings a bit of a bell, but not much. You may have heard a passing tale of the "Black Prophet of the Darklands" or seen a passing reference in a very old tome. A lich of ancient times, the legend goes, he clad himself in the garb of a traveling holy man, and lured trusting travelers to the dark places under the earth to turn them into his undead servants.

History DC 25 or Dungeoneering DC 30:

You may have heard a passing tale of the "Black Prophet of the Darklands" or seen a passing reference in a very old tome. A lich of ancient times, the legend goes, he clad himself in the garb of a traveling holy man, and lured trusting travelers to the dark places under the earth to turn them into his undead servants.

J'ndarr is a name you may have seen among a roster of semi-legendary liches from the first or second millennia AR, many of which were destroyed by Aroden during his early days as a more active deity. The Black Prophet's machinations seem to have been mostly limited to the Darklands, and he is said to have been no friend to the Drow.

Arcana or Planes DC 30:

You may have heard a passing tale of the "Black Prophet of the Darklands" or seen a passing reference in a very old tome. A lich of ancient times, the legend goes, he clad himself in the garb of a traveling holy man, and lured trusting travelers to the dark places under the earth to turn them into his undead servants.

Among others, the name J'ndarr is one mentioned in hushed tones as having connections to the Whispering Way, an ancient sect of necromancers tied to the Plane of Shadow. It is said that J'ndarr somehow provoked the anger of a demonic patron of the Abyss, by whose might he was imprisoned in a forgotten place.


Male Alacritous Bralani Stalker 5/Umbral Blade 4

Dris flies to the bridge, reforms, and focuses his senses on any potential mystical energies around the door to the prisoner's room. Detect Magic


Rocks fall, everyone dies

Drisquar detects an Arcane Lock on the door, as well as an Illusion spell obscuring the inscription, but no other spells are visible from this side. He also notices a similarly warded door, with the same inscription, at the end of the bridge on which he is now standing—as though there were once two similar bridges, before one of them crumbled.


Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22

After first deciding to leave the bebilith alone, Zhu Da tusha pauses and re-thinks his strategy. He opens the door once again to bestow upon the creature a task. On Second thought bebilith, you will tear down a door for me. This is the cost of your peace.

Suggestion DC 23


Rocks fall, everyone dies

Bebilith's will save (DC 23): 1d20 + 7 ⇒ (12) + 7 = 19

At Da tusha's suggestion, the second Bebilith enters the room, moves past the party, and begins to tear into the eight-foot-wide door. It is a heavy stone door, crossed with iron deadbolts, and the sound in the room is loud and resonant as the demon's massive claws, each the size of a horse, slam into it.

Strength to burst door (DC 40): 1d20 + 9 ⇒ (20) + 9 = 29
Strength to burst door (DC 40): 1d20 + 9 ⇒ (20) + 9 = 29
Strength to burst door (DC 40): 1d20 + 9 ⇒ (5) + 9 = 14

After twenty seconds of shattering hits, the creature realized the futility of its focused attacks, and instead begins to do what it does best, slashing at the iron and stone of the door with its magically-sharp claws, gouging ridges into the stone and peeling aside bits of the iron.

Bebilith's rolls:

Claw 1 (power attack) vs door: 1d20 + 15 ⇒ (11) + 15 = 26
Damage after hardness: 2d4 + 7 ⇒ (1, 2) + 7 = 10
Claw 2 (power attack) vs door: 1d20 + 15 ⇒ (19) + 15 = 34
Damage after hardness: 2d4 + 7 ⇒ (4, 2) + 7 = 13

Claw 1 (power attack) vs door: 1d20 + 15 ⇒ (17) + 15 = 32
Damage after hardness: 2d4 + 7 ⇒ (3, 3) + 7 = 13
Claw 2 (power attack) vs door: 1d20 + 15 ⇒ (4) + 15 = 19
Damage after hardness: 2d4 + 7 ⇒ (2, 3) + 7 = 12

Claw 1 (power attack) vs door: 1d20 + 15 ⇒ (5) + 15 = 20
Damage after hardness: 2d4 + 7 ⇒ (1, 3) + 7 = 11
Claw 2 (power attack) vs door: 1d20 + 15 ⇒ (19) + 15 = 34
Damage after hardness: 2d4 + 7 ⇒ (1, 4) + 7 = 12

Claw 1 (power attack) vs door: 1d20 + 15 ⇒ (8) + 15 = 23
Damage after hardness: 2d4 + 7 ⇒ (1, 1) + 7 = 9
Claw 2 (power attack) vs door: 1d20 + 15 ⇒ (11) + 15 = 26
Damage after hardness: 2d4 + 7 ⇒ (2, 1) + 7 = 10

Claw 1 (power attack) vs door: 1d20 + 15 ⇒ (14) + 15 = 29
Damage after hardness: 2d4 + 7 ⇒ (4, 2) + 7 = 13
Claw 2 (power attack) vs door: 1d20 + 15 ⇒ (7) + 15 = 22
Damage after hardness: 2d4 + 7 ⇒ (1, 2) + 7 = 10

It takes ten more mighty strikes, but finally, the door snaps down the middle, and the Bebilith gives one final shove, tearing the lock mechanism out of the wall. Half of the reinforced door dangles, sideways, on its hinges, and the other half falls forward, tumbling into the chasm below with a resounding, echoing series of crashes.

* * *

The noise of the whole ordeal is tremendous. As the dust settles, the Bebilith returns to its former spot, guarding what may very well be its nest.

Intelligence Check, DC 10 (Zhu Da tusha, but other characters can make as well):

There are now two holes in the fortress wall overlooking the chasm. Either one would have worked equally well for flying across the chasm, but now you have made a second one. It is likely that there is a third, reasonably safe door leading to the bridge that actually crosses the chasm, should you not wish to cross through a hole torn out of the wall.

Perception (DC 20), whole party can make:

After a bit of time, you begin to hear a soft, scratching sound from the chasm that this room now overlooks, as though the noise just generated may have very well alerted something far below to your presence.

Perception (DC 30), whole party can make:

After a bit of time, you begin to hear a soft, scratching sound from the chasm that this room now overlooks, as though the noise just generated may have very well alerted something far below to your presence.

With a bit more listening, the noise sounds a bit more like scrabbling—it's very likely the sound of a creature, or several of them, crawling up the walls below you.

Perception (DC 40), whole party can make:

After a bit of time, you begin to hear a soft, scratching sound from the chasm that this room now overlooks, as though the noise just generated may have very well alerted something far below to your presence.

With a bit more listening, the noise sounds a bit more like scrabbling—it's very likely the sound of a creature, or several of them, crawling up the walls below you. As you focus on listening—and maybe glance over the edge—you hear the sounds of at least half a dozen distinct climbers, each moving quickly and carefully, at a speed that will allow them to come into view in less than a minute. Whatever they are, they produce a sound of large claws scratching and scrambling over stone.

For Drisquar or anyone who chooses to lean out the door and look over the edge, Perception (DC 30) + Darkvision:

In addition to whatever you hear (spoilers above), you are able to see the shapes of three large creatures scrambling up the rocks below, still sixty feet below the fortress, moving slowly but carefully. The creatures are nearly three times as tall as a normal human, with two pairs of long arms, and their climbing appears to be highly practiced, as though part of a hunting routine.


Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22

Perception: 1d20 + 22 ⇒ (17) + 22 = 39
Auto sucess on the Int check.

Since I can see the climbers, I'd like to make a knowledge check. I have the same bonus on all the knowledge skills that pertain to creature types, so which specific knowledge it is doesn't matter.

Knowledge: 1d20 + 21 ⇒ (19) + 21 = 40


Male Alacritous Bralani Stalker 5/Umbral Blade 4

1d20 + 2 ⇒ (1) + 2 = 3 Int check

1d20 + 22 ⇒ (12) + 22 = 34 Perception

Pulling out his bow, Dris readies himself to attack the first creature to appear ::"I believe we're about to have some guests join us from below"::


Rocks fall, everyone dies

Zhu Da tusha successfully identifies the creatures as Gugs, and relays this warning to the rest of the group. Gugs are monstrous creatures with split geometries that sometimes lurk in the deepest vaults of the Darklands. They are reasonably intelligent, extremely vicious, and have a surprising taste for the flesh of the undead.

Things happened a bit fast over the weekend, because destroying a door is noisy! If anyone wants to get in a few minutes more of exploration or interaction before Da tusha's actions resolve, that's fine.

Drisquar is able to pick out a few dim shapes as they climb the wall, and begins to silently fire after calling out a telepathic warning. Drisquar, being alert to the danger, make three full-round attacks with your bow—I'll resolve this when I start combat. Meanwhile, the party will have three rounds of buffs to cast buffs, move, or prepare before the first Gug reaches the top of the wall and I roll initiative, which I'll wait a day or more to do.


Diamond (CR +2) Soulbolt 7 (HP: 151/81; AC 16*; Fort 7 - Ref 10 - Will 10; Perception +15)

INT: 1d20 + 4 ⇒ (15) + 4 = 19
perception: 1d20 + 15 ⇒ (9) + 15 = 24


AC 32, touch 10, flat-footed 28, hp 56, Fort +7, Ref +1, Will +12, Resist cold 5, elec 5, fire 5; SR 19; Per+18, Ini +2 Cleric (Fiendish Vessel) of Asmodeus 5/Diabolist 1

Perception:

Mal
1d20 + 18 ⇒ (1) + 18 = 19

Kobo
1d20 + 9 ⇒ (16) + 9 = 25

Podo
1d20 + 10 ⇒ (20) + 10 = 30


One of the Imps ears perk up after the dust settles. He leans out over the side of the chasm to investigate then quickly pulls himself back.

;;Um...There's three big things crawling up the wall. They look like they're pack hunters of some kind. They don't look in the mood to talk.;;


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

Sounds like I have a few rounds while the bebilith is crashing about to stealthily check out its lair...

Stealth: 1d20 + 30 ⇒ (18) + 30 = 48
Detect Magic Perception: 1d20 + 21 ⇒ (18) + 21 = 39

For the chasm-
Perception, darkvision, lowlight vision: 1d20 + 21 ⇒ (20) + 21 = 41

Precombat actions- Flying up somewhere to a ledge or pocket above the chasm and hiding, Casting True Strike
Stealth: 1d20 + 30 ⇒ (15) + 30 = 45


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Illia will go ahead and stand, shield drawn, in one of the holes, and ready an action to entangle whichever one approaches her first.

Entangle, targets touch AC: 1d20 + 17 ⇒ (13) + 17 = 30


Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22

As soon as they are 30ft from reaching the the doorway Zhu Da tusha peers down at them from, he centers a psionic blast on them, forcing all to make a will save DC 20 or be stunned for 3d4 ⇒ (3, 1, 1) = 5 rounds.


Bot bot bot bot bot

Looks like Dris missed my note or was busy, so here's his attacks. Will roll initiative and resolve attacks in a bit.

Drisquar carefully fires six arrows at one of the Gugs before it reaches the top of the wall.

Attack rolls and reactions:

Arrow 1: 1d20 + 14 ⇒ (13) + 14 = 27
Damage 1: 1d8 + 6 ⇒ (6) + 6 = 12

Arrow 2: 1d20 + 9 ⇒ (11) + 9 = 20
Damage 2: 1d8 + 6 ⇒ (8) + 6 = 14

Arrow 3: 1d20 + 14 ⇒ (9) + 14 = 23
Damage 3: 1d8 + 6 ⇒ (1) + 6 = 7

Arrow 4: 1d20 + 14 ⇒ (8) + 14 = 22
Damage 4: 1d8 + 6 ⇒ (6) + 6 = 12

Arrow 5: 1d20 + 9 ⇒ (1) + 9 = 10
Damage 5: 1d8 + 6 ⇒ (5) + 6 = 11

Arrow 6: 1d20 + 14 ⇒ (15) + 14 = 29
Damage 6: 1d8 + 6 ⇒ (6) + 6 = 12

Climb (DC 22): 1d20 + 15 ⇒ (7) + 15 = 22
Climb (DC 22): 1d20 + 15 ⇒ (20) + 15 = 35
Climb (DC 22): 1d20 + 15 ⇒ (5) + 15 = 20

Catch (Climb DC 32): 1d20 + 15 ⇒ (16) + 15 = 31

Falling Damage: 30d6 ⇒ (3, 3, 4, 2, 3, 1, 1, 1, 4, 3, 2, 6, 4, 4, 2, 3, 1, 6, 4, 6, 1, 4, 4, 6, 5, 3, 4, 1, 2, 5) = 98

The creature's hide is tough, and Drisquar's arrows barely seem to wound it, although three hit hard enough to draw a quiet growl from the creature. The sixth and final arrow, fired as the Gug nears the top of the wall, manages to hit a nerve in one of its four hands—the creature shudders, pulls back from the stone and, losing its footing, tumbles back into the chasm.

Another Gug reaches out to catch it, but narrowly misses its arms, and it falls, disappearing from sight. Five seconds later, there is a sickening crunch from far below, followed by a series of four or five howls from different points below you.

(I'm using a house rule that larger creatures can take more maximum falling damage)


Rocks fall, everyone dies

As the first Gug tumbles, Illia- steps forward to block the opening, throwing her enchanted rope, and Zhu Da tusha fires a psychic blast from behind her.

Reflex and will saves:

Reflex (DC 20 or entangled): 1d20 + 6 ⇒ (5) + 6 = 11
Climb (DC 22): 1d20 + 15 ⇒ (13) + 15 = 28
Strength (DC 23): 1d20 + 7 ⇒ (3) + 7 = 10

Will save 1 (DC 20): 1d20 + 15 ⇒ (7) + 15 = 22
Will save 2 (DC 20): 1d20 + 15 ⇒ (6) + 15 = 21

Illia-'s rope succesfully entangles one of the Gugs, who keeps climbing up the wall, albeit shaking its arms awkwardly as it does. Both seem unfazed by Da tusha's mental assault, however.


Rocks fall, everyone dies

One Gug stands at the doorway, clutching and grabbing the ragged edges, while the other, still entangled, hangs just below, holding onto the lip of the dungeon floor, its body contorting in strange and unexpected ways.

Perception 20:

You hear a sound of scuttling far below; this may be just the first wave.

Initiative (Gugs): 1d20 + 1 ⇒ (19) + 1 = 20

Initiative (Illia-): 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Initiative (TSG): 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
Initiative (Anaxian): 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Initiative (Drisquar): 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
Initiative (Shimsil): 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Initiative (Delyliath): 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Initiative (Malfeasance): 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21
Initiative (Zhu Da): 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25

Initiative:
TSG
Anaxian
Drisquar
Malfeasance
Zhu Da
(up now, any order)

*Gugs
Illia-
Shimsil
Delyliath

Combat rules reminder: I give everyone at least a day per round to act, longer if I've got a busy work schedule, and am okay with actions being described in advance or slightly retroactively.


Male Alacritous Bralani Stalker 5/Umbral Blade 4

So, with the any order rule, does it not matter that I have a +14 to Initiative, and definitely go first in this particular fight?

::"Seems like there's more down below. This is likely an advance scouting party."::


Rocks fall, everyone dies

If going first matters for your action, I'm happy to make it matter, or change around the order of things. I just figure that with 8 each waiting for each other it would be impossible to manage, but waiting on one or two things is fine.

(and Drisquar did just kill a CR 10 monster by himself, so the party will probably be willing to indulge him a little)


Rocks fall, everyone dies

Oops, forgot to describe them.

The creature now face-to-face with Illia- stands almost fifteen feet tall, and resembles a furry giant split down the middle in horrifying fashion. A seam opens in its face, which splits side-to-side, revealing a gigantic sideways mouth filled with sharp teeth, while its single pair of upper arms splits geometrically into two pairs of rubbery, grasping claws. It gives a shout of surprise or joy on seeing its prey face-to-face, but this is a simple groaning cry, with no words behind it.


Male Alacritous Bralani Stalker 5/Umbral Blade 4

Question, which is rather important: For Judgement is this scouting party considered one combat or all potential waves one giant one?

Calling upon his dark patrons Dris imbues his attacks with unholy might Activating Judgment, choosing Justice for +1 to hit then fires a pair of arrows at the gug looming in front of Illia.

1d20 + 15 ⇒ (13) + 15 = 28 Attack 1 for 1d8 + 6 ⇒ (4) + 6 = 10

1d20 + 10 ⇒ (3) + 10 = 13 Attack 2 for 1d8 + 6 ⇒ (6) + 6 = 12


Rocks fall, everyone dies

One single combat.


AC 32, touch 10, flat-footed 28, hp 56, Fort +7, Ref +1, Will +12, Resist cold 5, elec 5, fire 5; SR 19; Per+18, Ini +2 Cleric (Fiendish Vessel) of Asmodeus 5/Diabolist 1

Mal charges the one by Illi, Holy Morning Star in one hand large steel shield in the other.

I'm going to assume these things qualify as evil if not remove the 2d6 and let me know so I wont roll the extra dice again.

+2 to hit and dmg for charging. -2 AC for charging. This round only

Suns edge (Holy morning star B/P) 1d20 + 11 ⇒ (11) + 11 = 221d8 + 2d6 + 8 ⇒ (5) + (3, 1) + 8 = 17


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

Anaxian exhaled a terrible crackling line of dark energy that left a burned after image hanging in the air for a moment.

Enervate
Touch Attack, True Strike: 1d20 + 8 + 20 ⇒ (16) + 8 + 20 = 44
Negative Levels: 1d4 ⇒ 3

Stealth, Sniping from cover: 1d20 + 30 - 20 ⇒ (19) + 30 - 20 = 29


Rocks fall, everyone dies

It's evil, yeah.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Remember folks, +1 to hit and damage if you can see Illia. :P


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

Guess that's a 45 touch attack then. ;)


Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22

Zhu Da tusha overchannels mind thrust, targeting the least injured gug.

Will DC 26 or take 10d10 + 1d10 ⇒ (6, 8, 8, 6, 10, 2, 10, 3, 2, 3) + (5) = 63 damage


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

If TSG doesn't show, I would presume it would be reasonable for him to summon something celestial flying with smite. :P


Rocks fall, everyone dies

TSG being booted for now until I find out what he's up to these days.

Summons: 1d3 ⇒ 3

The Summoner's Ghost waves, and calls forth three shimmering Dire Bats, creatures that can fly, smite, and see in complete darkness. They attack the closest Gug from a flanking position, but do not use their smite, as it's already rather injured.

Bat attacks:

Bite 1: 1d20 + 9 ⇒ (2) + 9 = 11
Damage 1: 1d8 + 7 ⇒ (5) + 7 = 12

Bite 2: 1d20 + 9 ⇒ (3) + 9 = 12
Damage 2: 1d8 + 7 ⇒ (8) + 7 = 15

Bite 3: 1d20 + 9 ⇒ (6) + 9 = 15
Damage 3: 1d8 + 7 ⇒ (5) + 7 = 12


But the creature manages to dodge the Bats' attacks.

Will (DC 24): 1d20 + 15 ⇒ (18) + 15 = 33

The Gug at the top of the door howls in pain, taking damage from more sources than it can see, and shudders for a second before lunging forward. (3 negative levels + 107 damage, including damage from level drain).

Steadying itself, it attempts to knock back the enemy who just charged it.

Awesome Blow (vs. CMB 18): 1d20 + 16 ⇒ (3) + 16 = 19 (Enervate included)
Awesome Blow damage): 1d8 + 7 ⇒ (7) + 7 = 14

Mal is sent flying ten feet through the air, taking 14 damage, and the Gug follows after him, squeezing through the small opening past Illia-. (Illia- gets an AoO)

Bat AoOs:

Bite 1: 1d20 + 9 ⇒ (12) + 9 = 21
Damage 1: 1d8 + 7 ⇒ (5) + 7 = 12

Bite 2: 1d20 + 9 ⇒ (2) + 9 = 11
Damage 2: 1d8 + 7 ⇒ (2) + 7 = 9

Bite 3: 1d20 + 9 ⇒ (12) + 9 = 21
Damage 3: 1d8 + 7 ⇒ (7) + 7 = 14


But the creature, once again, manages to dodge the Bats' attacks.

The second Gug, still entangled, takes a small step up into the doorway, and lashes out against Illia-, who has not yet had time to shift into a defensive stance.

Gug attacks:

Modifiers: Flanking, Entangled
Bite: 1d20 + 17 ⇒ (20) + 17 = 37
Bite Damage: 1d8 + 7 ⇒ (2) + 7 = 9

Bite 1 (critical confirm): 1d20 + 17 ⇒ (11) + 17 = 28
Bonus critical damage: 2d8 + 14 ⇒ (7, 6) + 14 = 27

Claw 1: 1d20 + 17 ⇒ (4) + 17 = 21
Claw Damage: 1d6 + 7 ⇒ (1) + 7 = 8

Claw 2: 1d20 + 17 ⇒ (19) + 17 = 36
Claw Damage: 1d6 + 7 ⇒ (4) + 7 = 11

Claw 3: 1d20 + 17 ⇒ (5) + 17 = 22
Claw Damage: 1d6 + 7 ⇒ (2) + 7 = 9

Claw 4: 1d20 + 17 ⇒ (19) + 17 = 36
Claw Damage: 1d6 + 7 ⇒ (6) + 7 = 13


And the creature lands several surprisingly lucky hits against Illia-, dealing 20 damage through her damage reduction.

Perception (DC 20):

Through the sounds of battle, you can still distinctly make out the sounds of more of the creatures shuffling around far below.

Perception (DC 30):

Through the sounds of battle, you can still distinctly make out the sounds of more of the creatures shuffling around far below. There seem to be four or five others, and they're currently about 200 feet below you.

* * *

Initiative:
(up now, any order)
R1:
Illia-
Shimsil
Delyliath

R2:
TSG
Anaxian
Drisquar
Malfeasance
Zhu Da

Gug

* * *

Will update map in a second.


Diamond (CR +2) Soulbolt 7 (HP: 151/81; AC 16*; Fort 7 - Ref 10 - Will 10; Perception +15)

The drow sergeant once again traces temporary magical runes along the length of the blade before pointing it at an uninjured gug. imbuing Shimsil with a point from arcane pool for +2 enhancement

shimsil's a firin' his lazaaaaa: 1d20 + 16 ⇒ (5) + 16 = 21
shoop da whoooop: 1d10 + 2 + 5 + 2 + 2d8 ⇒ (2) + 2 + 5 + 2 + (7, 3) = 21

again: 1d20 + 11 ⇒ (7) + 11 = 18
again: 1d10 + 2 + 5 + 2 ⇒ (5) + 2 + 5 + 2 = 14


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Wouldn't Mind thrusted dude have to take a climb check, as he hadn't squeezed past me when he took that damage? Also, me and the bats get +4 to hit from squeezing rules.

AoO: 1d20 + 21 ⇒ (1) + 21 = 22
1d8 + 7 ⇒ (3) + 7 = 10

Perception: 1d20 + 22 ⇒ (19) + 22 = 41

"Drisquar, Myce, we have these ones. Harry their approach. Make their climb a Sisyphean task! Shimsil, as they come closer, join them."

Defensive Full Attack on wounded: 1d20 + 15 ⇒ (11) + 15 = 26
1d20 + 10 ⇒ (1) + 10 = 11

She marks the wounded one with her osyluth guile.


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

Anaxian stays in his hiding spot and slowly opens his jaws. A spectral image of his own skull pulls itself forward and clear, hovering near him.

Casting Spectral Hand


Rocks fall, everyone dies
Illia- wrote:
Wouldn't Mind thrusted dude have to take a climb check, as he hadn't squeezed past me when he took that damage? Also, me and the bats get +4 to hit from squeezing rules.

I was going with "he's hanging onto the edge of the door" which would give him a slightly easier climb that couldn't be failed with his ranks of skills. Also, Gugs have a special quality called "Compression" that allows them to move through a single square without taking squeezing penalties, as long as they end their turn in a space of adequate size.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Wouldn't he have to squeeze through two squares to get past me? Once to get beside me, one to be slightly behind me but still in my space, and then finally one more step puts him out of AoO range and into his own space? Anyway, I forgot to roll damage for that 26 that might hit, if he's still counted as squeezing.

1d8 + 7 ⇒ (5) + 7 = 12


Rocks fall, everyone dies
Quote:

Compression (Ex)

The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.

I've never seen anything other than Gugs without this ability. However, you're right about it squeezing through two squares; and on the second, you'd be flanking it (and still are), which should put you through its AC as your 26 becomes a 24.

And the Gug, having taken 119 damage, reels in place, barely standing.


Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22

ZDt will take the full defense action this round, letting another member finish off the but.


Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22

Gug*


Human Bachelor of Science 4 / Grad Student 5

Initiative Bump:
(up now, any order)
Illia-
Shimsil
Delyliath (possible GMPC)


TSG (possible GMPC)
Anaxian
Drisquar
Malfeasance

Zhu Da

Gug


Male Alacritous Bralani Stalker 5/Umbral Blade 4

1d20 + 22 ⇒ (2) + 22 = 24 Perception

Dris, noting that his allies have the other two gugs well in hand, awaits the arrival of those from below. Readying an action to fire my bow at the first one within range.


Rocks fall, everyone dies

If you want to roll those readied attacks ahead of time, that's fine.


Male Alacritous Bralani Stalker 5/Umbral Blade 4

1d20 + 16 ⇒ (3) + 16 = 19 Attack 1 for 1d8 + 7 ⇒ (5) + 7 = 12

1d20 + 11 ⇒ (4) + 11 = 15 Attack 2 for 1d8 + 7 ⇒ (6) + 7 = 13


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Oof, dose rolls. Not a lucky day. :/

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