Agents of the Darklands: A Campaign for Monsters and Madmen

Game Master thunderbeard

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Rocks fall, everyone dies

Mal, steadying himself, swings at the Gug he faces with his holy mace.

Attack: 1d20 + 9 ⇒ (8) + 9 = 17

But, sadly, the creature dodges out of his way.

TSG hits it with one of his ghost bolts, which, (even if he rolls all 1s and it makes its save), causes the heavily wounded creature to collapse on the floor, its face paralyzed in a rictus of fear and confusion, arms splaying out across the room.

Delyliath smiles at the entangled Gug in the doorway and attempts to Charm it.

Will save (DC 24): 1d20 + 17 ⇒ (4) + 17 = 21

And the creature is charmed—although the concept of "friendship" is not one that fits easily into a Gug's mind. Shaking its head, it bellows, in grating, spittle-filled Undercommon, "Who are you, and why have you entered our hunting grounds?"

Meanwhile, four other Gugs have begun to climb the wall, spaced at various intervals. Drisquar fires at one, and the other three each get dive-bombed by one of the three Celestial Dire Bats.

Bats' Attacks:

Attack 1: 1d20 + 7 ⇒ (1) + 7 = 8
Attack 2: 1d20 + 7 ⇒ (12) + 7 = 19
Attack 3: 1d20 + 7 ⇒ (17) + 7 = 24

Damage (Attack 3—smite): 1d8 + 11 ⇒ (7) + 11 = 18

Climb (DC 22): 1d20 + 15 ⇒ (8) + 15 = 23

And everyone is up again for initiative.


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 flaps out of his hiding place and moves closer to the edge of the chasm, latching onto the wall just behind Illia.

Please don't knock any more of them down the chasm. That makes retrieving their corpses much more difficult.

Moving to the space behind and to the right of Illia, ideally up far enough on the wall that I'll be out of reach of the Gug.

Anaxian casts Haste. I can only target 6 of us so I'm leaving out Drisquar, (who is too far away) and TSG (since he's an NPC and invisible so I can't target him easily anyway)

Everyone else, enjoy your extra attack, movement speed, AC bonus and Reflex save bonus.

Haste round 1 of 7


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

Drat. Drisquar is one of them that we really want to have haste.

"You nullify their ability to be threats, and I'll stop using every advantage I have to take these things down." Illia's statements in another tone could be taken as adversarial and sarcastic, but Illia seemed to mean it straightforward and honestly. "Among the most replenish-able and deadly resources available we have against these beings is gravity. Care to give me a good reason not to run down the wall and swordify them?"


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 waits patiently for his enemies to show themselves.


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

"Besides that I asked you not to? I believe I can, in fact, nullify their ability to be threats. I have not been sitting idly. I am quite prepared."


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

"Oh. Alright then."

Illia will go ahead and fall back then, seeing Anaxian has things handled. She sets about to inspecting her wounds to see if any of them are bleeding onto the cloth or lace portions of her armor, and to make sure such doesn't happen too much more if it is.


Male Alacritous Bralani Stalker 5/Umbral Blade 4

::"As mighty as you are, my diminutive friend, you can't take out all four of these creatures at once. I will thin their numbers some"::

1d20 + 22 ⇒ (10) + 22 = 32 Perception check to notice which of the climbing gugs is most damaged


Rocks fall, everyone dies
Drisquar wrote:

::"As mighty as you are, my diminutive friend, you can't take out all four of these creatures at once. I will thin their numbers some"::

1d20+22 Perception check to notice which of the climbing gugs is most damaged

One of them has been damaged by a dive-bombing celestial bat. It is the one closest to Drisquar.


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

Shimsil once again flings spectral blades at his foe.

1d20 + 16 ⇒ (2) + 16 = 18
1d10 + 2 + 5 + 2 + 2d8 ⇒ (1) + 2 + 5 + 2 + (1, 7) = 18

again: 1d20 + 11 ⇒ (20) + 11 = 31
again: 1d10 + 2 + 5 + 2 ⇒ (6) + 2 + 5 + 2 = 15


Rocks fall, everyone dies
Shimsil wrote:

Shimsil once again flings spectral blades at his foe.

Did you want your dominated Drow Magus to do anything? If not, I may occasionally bot her for entertainment.


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

Shimsil once again flings spectral blades at his foe.

Did you want your dominated Drow Magus to do anything? If not, I may occasionally bot her for entertainment.

that is fine. I usually just do the +2 thing from arcane pool. I didnt want to go nuts with her TOO much, haha


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

I'll attack the same one. If there are none to attack
I'll take up position and ready an action to hit
The next one to climb over the edge.

Suns edge (Holy morning star B/P) 1d20 + 9 ⇒ (2) + 9 = 111d8 + 2d6 + 6 ⇒ (4) + (6, 2) + 6 = 18


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 listening to the gug's skitter up the walls for a moment, Da tusha decides to take action. He moves to the ledge and manifests mind thrust a second time, again, targeting an undamaged adversary.

Will 26 or take 11d10 ⇒ (6, 10, 8, 4, 2, 8, 10, 2, 7, 8, 5) = 70 damage


Rocks fall, everyone dies

Whoops, everyone posted, and I didn't even notice. Sort of. Assuming Drisquar attacks the Gug closest to him.

Botted Rolls:

Drisquar Bow 1: 1d20 + 16 ⇒ (3) + 16 = 19
Damage: 1d8 + 7 ⇒ (5) + 7 = 12

Drisquar Bow 2: 1d20 + 16 ⇒ (17) + 16 = 33
Damage: 1d8 + 7 ⇒ (3) + 7 = 10

Bat Smite 1: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 11 ⇒ (7) + 11 = 18

Bat Smite 2: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d8 + 11 ⇒ (4) + 11 = 15

Bat Smite 3: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d8 + 11 ⇒ (8) + 11 = 19

Misc. Saves:

Will vs. Mind Thrust: 1d20 + 12 ⇒ (5) + 12 = 17

Dely's Charisma Check: 1d20 + 10 ⇒ (18) + 10 = 28

Gug's Charisma Check: 1d20 ⇒ 12

Climb (DC 22) vs. Mind Thrust: 1d20 + 15 ⇒ (3) + 15 = 18
Climb (DC 22) vs. Drisquar: 1d20 + 15 ⇒ (11) + 15 = 26

Climb (DC 32) to catch self: 1d20 + 15 ⇒ (8) + 15 = 23

Fall Damage: 22d6 ⇒ (4, 1, 2, 5, 5, 2, 1, 4, 5, 2, 1, 4, 5, 2, 3, 1, 1, 1, 4, 5, 2, 4) = 64

Gug Jump: 1d20 + 3 ⇒ (15) + 3 = 18

"Come," Delyliath cajoles the charmed, entangled Gug, "Stand aside. This will be over soon, and a fearsome hunter like you must be curious what the flesh of your brethren tastes like?" The Gug nods its head and meekly pads to the corner of the room, smiling horrifically.

Shimsil and Mal's attacks go wide. The Summoner's bats flap ineffectually at their smite targets, and the four Gugs continue their pace up the wall. One, surprised by Da tusha's mental attack, staggers from the wall and falls backwards into the chasm. This time, no shouts greet its arrival at the bottom.

Two of the remaining Gugs squeeze into the doorway, side-by-side, while the third (now with 18 points of damage, thanks to an arrow of Drisquar's) swings up onto the bridge to face him, some distance away.

Initiative: Whole party is up again. Three Gugs remain, two of them crowding the doorway. (It's not obvious, but they have some slight footing and would likely not topple if hit or paralyzed)


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

Shimsil fires upon the ones in the doorway, figuring they are the most defenseless while simultaneously the nearest threat..

1d20 + 16 ⇒ (1) + 16 = 17
1d10 + 2 + 5 + 2 + 2d8 ⇒ (8) + 2 + 5 + 2 + (7, 7) = 31

again: 1d20 + 11 ⇒ (3) + 11 = 14
again: 1d10 + 2 + 5 + 2 ⇒ (3) + 2 + 5 + 2 = 12


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 centers a burst behind the gug's, hoping to paralyzing.

Will 23 or be paralyzed for 3d4 ⇒ (1, 4, 4) = 9 rounds.


Male Alacritous Bralani Stalker 5/Umbral Blade 4

How long has it been since the Bebilith fight? I have 6 mins to my Blur


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

The spectral dragon skull snapped out twice

Touch Attack: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Negative Energy Damage: 1d8 + 6 ⇒ (8) + 6 = 14

Haste Touch Attack: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
Negative Energy Damage: 1d8 + 6 ⇒ (4) + 6 = 10

If I hit the Gug has to make a DC 22 Fort save or be paralyzed (and look dead).

I'm aiming for the one on the bridge first. If it hits and fails the save I'll go for the one in front of Mal with the second attack. If the one on the bridge makes the save I will target it again.


Rocks fall, everyone dies
Drisquar wrote:
How long has it been since the Bebilith fight? I have 6 mins to my Blur

It's conceivable that there might be a few minutes left; you've done a bit, but it's been localized to one section of the dungeon and talking is a free action.


Male Alacritous Bralani Stalker 5/Umbral Blade 4

Dris fires off another pair of arrows at the approaching gug

1d20 + 15 ⇒ (11) + 15 = 26 Attack 1 for 1d8 + 6 ⇒ (8) + 6 = 14

1d20 + 10 ⇒ (2) + 10 = 12 Attack 2 for 1d8 + 6 ⇒ (7) + 6 = 13


Rocks fall, everyone dies

Gug saves:

Will 1 (DC 23): 1d20 + 9 ⇒ (14) + 9 = 23
Will 2 (DC 23): 1d20 + 9 ⇒ (13) + 9 = 22

Will 1 (DC 22): 1d20 + 9 ⇒ (12) + 9 = 21
Will 2 (DC 22): 1d20 + 9 ⇒ (13) + 9 = 22

Da Tusha's mental scream paralyzes one of the Gugs at the doorway, which collapses, although the other grabs onto it and shoves it forward as it falls to keep it from going over the edge. Shimsil's second soulbolt collides with the fallen Gug, which just lays there limply.

With Anaxian's first skull-slap, the Gug on the bridge collapses, and is quickly hit by both of Drisquar's arrows, now lying helpless and wounded.

Initiative: Illia- and Mal are up. One guy is paralyzed on the bridge near Drisquar; another one is paralyzed in the doorway. Both have been moderately wounded. One unparalyzed Gug still stands in the doorway, guarding over its helpless ally.


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

Attacking the same as before or holding and positioning if none are present.

Suns edge (Holy morning star B/P) 1d20 + 9 ⇒ (10) + 9 = 191d8 + 2d6 + 6 ⇒ (4) + (3, 2) + 6 = 15


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 is not acting. She also left the front lines some time ago. I tried to show this on the map, but my attempts made a mess so I stopped.


Rocks fall, everyone dies

Oh! Missed that. I'll update when I get the chance (sorry, my last few days have been even more hectic than usual, and I get to spend the next month figuring out if they'll kick me out of grad school and if so if I can possibly pull some science wizardry and get a few publications out anyway).


Rocks fall, everyone dies

The single unparalyzed Gug, still in the doorway (and taking penalties for sharing such a small space), lashes out with its claws against both Mal and Da tusha.

Gug's attacks:

Against Mal:
Bite: 1d20 + 13 ⇒ (13) + 13 = 26
Damage: 1d8 + 7 ⇒ (1) + 7 = 8

Claw 1: 1d20 + 13 ⇒ (4) + 13 = 17
Damage: 1d6 + 7 ⇒ (3) + 7 = 10

Claw 2: 1d20 + 13 ⇒ (10) + 13 = 23
Damage: 1d6 + 7 ⇒ (5) + 7 = 12

Against ZDt:
Claw 3: 1d20 + 13 ⇒ (5) + 13 = 18
Damage: 1d6 + 7 ⇒ (3) + 7 = 10

Claw 4: 1d20 + 13 ⇒ (14) + 13 = 27
Damage: 1d6 + 7 ⇒ (3) + 7 = 10

Bat attacks:

Bat 1: 1d20 + 7 ⇒ (13) + 7 = 20
Damage (Smite): 1d8 + 11 ⇒ (1) + 11 = 12

Bat 2: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d8 + 7 ⇒ (4) + 7 = 11

Bat 3: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d8 + 7 ⇒ (8) + 7 = 15

Other saves:

Will Save (DC 24): 1d20 + 12 ⇒ (10) + 12 = 22
Stun duration: 3d4 ⇒ (1, 4, 4) = 9

Mal stands resolute, the Gug's claws and teeth bouncing harmlessly off his armor. Da tusha is slightly less lucky, and gets raked for 10 damage.

Summoner's bats return to charge the one Gug still standing, and each hits, dealing a total of 38 damage. The creature reels from the pain, and Delyliath, flashing a toothy smile, convinces it to suddenly drop to its knees and surrender.

As far as you can tell, the Gugs that fell back into the chasm are either dead or simply not eager to rejoin the fight. Delyliath has charmed two, and a third lies dead, sprawled across the room in which most of the party stands.

There are currently two paralyzed Gugs, one by Mal (which is paralyzed only temporarily, but could be hit with a coup de grace), and one by Drisquar which is super-duper lich paralyzed. If the party wants to kill these guys—or at least act against the temporarily paralyzed one, post one or several rounds of actions and I'll resolve them in roughly initiative order.


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

Coup De Grace the paralyzed Gug

(1d8+6+2d6 vs. Evil) = 26 X 2 (crit range) = 52 DMG

Max crit damage, right. Then they make a fort save DC = damage. Correct?


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 wraps his tentacles around the creatures skull, tearing open a hole through which he devours the monsters brain.

This takes 2 rounds. I wasn't sure if I needed to make any rolls since he is paralyzed. Go ahead and make them for me if they are needed.


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 lazily flies down the chasm to investigate the gugs that fell and look for a possible lair.


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

Shimsil looks out over the edge, up and down the chasm. He isn't concerned with gugs, that is more of a meatbag problem. He just looks at the architecture, marveling at the expanse of such an old structure and the ruin it became.

<<All this, with a city overhead.>>


Rocks fall, everyone dies

Knowledge (dungeoneering or geography), DC 20—Shimsil may assume his mind-controlled companion has at least one rank in dungeoneering:

The chasm appears to cut all the way down to one of the fabled Vaults of Orv, large carved chambers that form a cavernous network at the lowest level of the Darklands. This does not appear to be one of the named, great chambers, but rather an old, forgotten space, filled with aberrations and possibly strange and wild magic.

Exploring the entire thing at this point in time may be unwise. But it does seem an odd place to build a city on top of.

Various saves:

Fort (DC 62: 1d20 + 9 ⇒ (4) + 9 = 13

Gug's Charisma: 1d20 - 1 ⇒ (13) - 1 = 12
Dely's Charisma: 1d20 + 10 ⇒ (13) + 10 = 23

Mal easily bashes the Gug to death, and then Da tusha steps forward and devours its brain. Dely's charmed Gugs seem a bit... put off by this, but she keeps them in line with a stern glance, and then one of them politely requests permission to eat one of the arms of the Gug that Mal has just killed.

Anaxian finds two crushed Gug corpses at the bottom of the chasm. There is no obvious sign of their lair, but with (I assume) a single casting of Treasure Map, he's able to find a cave entrance several hundred yards away leading to a tunnel full of slimes and jewels. I'll add the Gugs' cache to the loot list later, when I get the chance.

Drisquar, of course, has found a bridge across the chasm, which ends in a door identical to the one across from where the Gugs attacked.


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

Ah, I did not notice we were attacking he same guy, I should have looked at the map. ZDt would not have eaten a dead brain. May I retract that action? I'll just stand there looking menacing for a moment in place of it if that's cool


Rocks fall, everyone dies

I just figured ZDt's pretty hungry after all that imprisonment and will eat any brain he finds. Maybe Mal's coup de grace knocked the Gug's head off and Da tusha grabbed it before the thing's consciousness completely faded.


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

drow sergeant dungeoneering: 1d20 + 5 ⇒ (20) + 5 = 25 vs DC 20

"This cuts all the way down to the vaults of Orv. This isn't a main chamber, but some sort of ancillary wacky space. maybe some wild magic around."


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
The Dapper GM wrote:
I just figured ZDt's pretty hungry after all that imprisonment and will eat any brain he finds. Maybe Mal's coup de grace knocked the Gug's head off and Da tusha grabbed it before the thing's consciousness completely faded.

Whatever works.


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

It's just not something that's done by his race, and if it were, it would be considered a sign of weakness


Rocks fall, everyone dies
Zhǔ Dà túshā wrote:
It's just not something that's done by his race, and if it were, it would be considered a sign of weakness

Oh, sure. It's just also one of the biggest and freshest brains ZDt's seen in years, so I don't know how affected he is by hunger, but I assume it doesn't matter much either way. Carry on with the exploring!


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

Perhaps I should have already devoured the charmed drow then, or the demon spider. They're nice and fresh even. No worries though, I'm sure there will be another opportunity soon.


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 teleports to the bridge next to Drisquar and...

If the gug is dead
casts detect magic, looking over the northern door.

Perception: 1d20 + 22 ⇒ (9) + 22 = 31

If the gug is alive
wraps his tentacles around the creatures skull, tearing open a hole through which he devours the monsters brain.


Male Alacritous Bralani Stalker 5/Umbral Blade 4

I do not believe the gug on the bridge with me is dead, just lichalized


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

Appears dead without a DC 20 Perception or DC 15 Heal check.


Male Alacritous Bralani Stalker 5/Umbral Blade 4

I auto succeed on the perception


Rocks fall, everyone dies

Drisquar notices that the last Gug is only paralyzed, and Da tusha quickly sucks out its brain before turning to examine the northern door. (For the purposes of Detection, both doors appear to have identical runes and spells on them).

There are a number of magic auras immediately visible with Detect Magic, but most of them appear to be wards and locks on the other side of the door.

However, with his perception check, Da tusha is able to identify a single particular magical trap on this side of the door; it is a triggered insanity effect on anyone who looks at the door while within 10 feet of it.

The door also appears to be substantially locked.


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

Da Tusha finishes his meal quickly and wipes his mouth as he drops the gug's limp body to the bottom of the chasm.

It would be best to let one of the flies open these doors, or perhaps a spider.


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

What is the door made of? Can we get a detailed description please?


Male Alacritous Bralani Stalker 5/Umbral Blade 4

"Want me to slip through the cracks and see what's on the other side, before deciding if we want to attempt entry? Also, maybe opening it from that side would be easier."


Rocks fall, everyone dies
Anaxian wrote:
What is the door made of? Can we get a detailed description please?

Ah, right—forgot that this matters in a game like this.

The doors on either side of the chasm roughly match. Hewn stone with iron crossbars, half a foot thick, eight feet wide and ten feet tall, set into a stone wall that here appears to be carved from the wall of the chasm itself; here, there are no flagstones or mortar visible. A single keyhole can be seen, and an arcane lock holds the door shut in addition to other runes dimly painted on the door.

There may be a very, very small crevice at the bottom for Drisquar to slip through. The Bebilith that tore open the other door could probably do the same to this one, were it not for the Insanity trap painted on its surface.


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

Painted onto stone. That's what I wanted to know.

That is a very powerful ward. I think it may be useful.

Anaxian has adamantine arrow heads, and Marvelous Pigments. He is going to use the pigments to create a simple cylindrical metal housing for one of the arrow heads, essentially creating an adamantine tipped chisel.

Anaxian pulled a black arrowhead from somewhere and a small case of paint pots. Using a claw he finger painted over the arrow head, quickly layering the paint until it magically took a real form and he had a long, sturdy, sharp-tipped rod. He passed it to Mal.

This should suffice to remove the ward from the door. Simply chisel it out, perhaps a foot around the outside, careful not to damage it, if you would. I will handle the rest.

Assuming this works, Anaxian is going to use Shrink Object to turn the block of stone into something he can pocket, which will also serve to create a window in the stone slab.


Rocks fall, everyone dies

That is the most creative way I have ever seen someone disarm a trap, and I think you auto-succeed on the craft check involved.

An adamantine chisel should also be able to cut through the door, although that might take a bit of knowledge of locks or traps (or just a lot of architecture and engineering).

The door is a good six inches thick; chiseling off the runes leaves quite a lot left. It would actually take quite a bit of strength to drive the chisel all the way through, for the same reason that wearing a diamond ring doesn't let you punch dents into concrete.

Anaxian:

When you get the time to study it (which you can safely do, being undead), you determine that the symbol is subject to a Permanency effect. It appears to be triggered by either touching the warded object (which is now a small stone tablet with rough edges) or by approaching within one foot of the symbol itself, but like any symbol, poking somebody with it wouldn't trigger the symbol. Mal likely triggered it several times while removing it, without anyone noticing.

With a Spellcraft check of DC 26, you can identify a specific password (which is a random set of syllables) that disables the symbol for a 10-minute period.


Rocks fall, everyone dies

Okay, time for some plot bumps.

"Stand aside," the Summoner's Ghost says, speaking suddenly for the first time in hours, "This is no way to get things done." He points his ghostly hand and three fiery Thoqquas appear on the bridge, each of which eagerly burns its way into the door, leaving smoking holes large enough for a man to squeeze through. There are a few bursts of light and magic as the door's wards fire, and one or two of the elementals writhe around in some sort of pain, but in the end the door is nothing but a silent, smoking hole.

Shaking his head, the ghost quickly drifts through the hole—when you peer through, he is nowhere to be seen.

The room inside appears carved directly out of stone. Dim, ever burning torches in sconces light the walls. The floor, walls, and high ceilings are carved with rows of worn text and friezes depicting ancient battles.

Knowledge (history or planes) DC 20:

The carvings are faded, but you can make out two armies that appear to be doing battle, led on one side by a giant winged demon and on the other by some sort of large knight. A small dragon appears in several of these scenes, always whispering in the ear of the giant demon. The weathering and style of the carvings suggest this room to be three to four thousand years old, and the demon lord depicted does not appear to be one mentioned in contemporary history.

Linguistics DC 20:

The inscriptions, written in an archaic and poetic form of Abyssal, appear to name battles and leaders. Apparently, this room depicts a coalition of Serpentfolk, Drow, and their various demonic patrons who banded together to overthrow and imprison "The Black Prophet of and His Armies of Death."

Nothing remarkable sits in this room—its walls and floor appear bare. At the far side of the room is a fifteen-foot stone archway, under which hang thick, black curtains of what appear to be heavy fabric, possibly preserved through magic.

There is an inscription over this arch, as well, in large, clear letters—but it is not in the same language as the rest of the inscriptions.

Linguistics DC 25 or speak Necril or Ancient Osiriani:

The arch reads, Fiend! You stand at the precipice of death. Only the living may pass through, and only the lucky may pass twice."

Detect Magic:

There are two spells present in this room—a minor transmutation effect on the curtains, and a very strong conjuration spell that appears to form a barrier over the archway.

Detect Magic + Knowledge (arcana) DC 24:

There are two spells present in this room—a minor preservation spell on the curtains, and a very strong conjuration (healing) spell that appears to form a barrier over the archway.

The healing spell appears to be some sort of unusual resurrection effect, forming a barrier that extends over the archway and into the stone itself. This barrier has a slight curve to it.

As the party moves into the next room, Mal walks a bit ahead of the rest, and, curious, starts to sweep aside one of the archway's curtains... and recoils in horror. Turning back to the group, he slowly removes one of his gauntlets, revealing a raw and bloody—but very much alive—human hand underneath. "I think... I should go no further," he says, in a troubled tone, and retreats into a corner of the room to pray.

Since this is just a single room with not much in it, I'll update the map when things branch again.


Rocks fall, everyone dies

A few minutes after that, you hear a polite coughing sound, and three heads fall out of the air to roll on the floor of this chamber. You may recognize them as the three guards left to guard the entrance to this floor.

"A token of goodwill," an invisible voice says, politely, before there is a rattling sound and a pile of rather unique-looking magical weapons falls to the ground, "Although the next time you rob a Drow treasure vault, you might not want to forget to search the armory. This is to thank you for getting me this far in, but there's something in particular I'm looking for, and I was wondering if I could follow you until I find it."

Characters with true seeing may see something a bit different, which I'll leave it to TSG to describe.

I'll update the loot sheet.

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