Agents of the Darklands, Part 2: In Company of Forgotten Evils

Game Master thunderbeard

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Rocks fall, everyone dies

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Rocks fall, everyone dies

Alright, let’s open with a bang!

Over the next few days, the team sits in the lowest level of the Lavosha treasury, planning their assault.

Not much more is learned of the Belier devil the party killed, other than that the shadowdancer it possessed (who is now dominated by Delyliath) had only been recently affected, just preceding the party’s arrival in this city.

Delilyath makes frequent jumps in and out, coordinating with her enthralled Succubus; together with the newly-dominated Captain of the Palace Guard, the three of them plot a strategy for immediate takeover of the town upon the death of its queen.

Shimsil, controlling the guard sergeant sent to the basement to escort you, reports back that your party was unfortunately dragged into the depths of Orv by a gug raiding party. He and the Guard Captain inform the Queen that in two weeks they will send down an armed party to kill any remaining gugs and recover your valuables.

Illia- reports back to Sir John, informing him that the others could use his help in the assault. The Crimson Stranger suggests that a return to battle could help recover some of the fighting skills and memories he’s lost over eons of decay, and so he jumps back to meet the party in the treasury, transported in a bag of holding. With a quick divination, he is able to confirm that Lavosha is no longer under the patronage of the Demon Lord of Traps who once protected it, and that this time around, there should be no unpleasant surprises.

Zhu da Tusha, having given his word, honors it. When the party is ready to exit the dungeons, he sends a small force of Bebiliths, gugs, and enthralled drow alike screaming forward from its lower levels, tearing apart every soldier between the basement and the throne room.


Rocks fall, everyone dies

And so the party arrives to face down a Drow Queen in her throne room. (Not going to draw a diagram here unless people need it)

The approach to the throne room is 20' wide, and 30’ long. A row of four soldiers blocks the hallway, 10’ from the party, weapons drawn; another row of four soldiers stands 10’ behind them (20’ from the party), and a third row of four soldiers, with different insignias and drawn halberds, stands 10’ behind those (30’ from the party).

Beyond these rows of soldiers is the throne room itself, a square room fifty feet wide and deep. Though you’re too far away to see into the corners of the room, you can see the queen, still seated on her throne, an ornate work of wrought gold and bronze that forms a halo of bladed wings behind her. Her left hand sits on her lap, clutching a pile of gems, while her right holds a scepter of some sort, and a nimbus of arcane energy crackles around her. In front of the throne, two guards stand with halberds drawn.

Initiatives:

Anaxian: 1d20 + 2 ⇒ (18) + 2 = 20
Illia-: 1d20 + 6 ⇒ (1) + 6 = 7
Drisquar: 1d20 + 13 ⇒ (17) + 13 = 30
Meredian: 1d20 + 2 ⇒ (14) + 2 = 16
Sir John: 1d20 + 5 ⇒ (7) + 5 = 12

Soldier guards: 1d20 + 3 ⇒ (15) + 3 = 18
Halberd guards: 1d20 + 2 ⇒ (15) + 2 = 17
Enemies not visible: 1d20 + 7 ⇒ (11) + 7 = 18
Ol’ Queenie: 1d20 + 8 ⇒ (13) + 8 = 21

Combat Summary: 12 soldiers in throne room approach (wide hallway). Two more soldiers next to queen. Possibly other guards in the room not visible until you get further into the hallway.

Don’t worry if you’re still rebuilding, etc; either jump in now or wait until you finish, your choice, but we’ll be leveling after this stab-fest anyway.

Turn order:
1. Drisquar
2. Ol' Queenie
3. Anaxian
4. All other enemies
5. Meredian
Sir John
Illia-


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

"You wished to examine the treasure we retrieved from your dungeons, my good lady? It is of mild satisfaction to me that fulfilling this request did not contradict previous agreements."

Illia- decides to go with her Kolyarut disguise again, just to keep throwing them off for a bit.

~Haha, yes nailed it! I feel so cool!~ But she seems a bit too preoccupied with it and not with sword-ifying.


M Human Lich Cleric 3+2 / Warder (ZS) 4+2 / Battle Templar 3 / Lich +2

The Light after the Darkness

Sir John stepped into the dim room the others convened in. Intent on merely listening to their plans and gleaning more about what had transpired in the past several thousand years, his entrance was noticed, to his dissatisfaction. He took note of the gregarious erinyes responsible for his delivery, and thereby reconstitution, then looked to the others for clues as to their profession.

"Hmm... You must me the 'dragon-kitty' that Illia referred to," he says, regarding Anaxian. "and I am to understand that there is a 'perfect scout' by the name of Drisquar?" he asks, looking for such a suspect.

He is a tower of black iron, just over seven feet tall, his features obscured by full plate mail until he reached up to remove his helm. The sound of his armor didn't match that of iron slabs clamoring, but rather like thin sheets of elven metal. His face revealed to the group, they were met with mithral-colored eyes, his hair appearing to have once been close-cropped but since having grown out slightly. His face was comparable to a typical middle-aged guard captain or upstart warlord.

"I am Sir John, in my time known simply as 'The Black', knighted into Her Scarlet Majesty's service and now at your disposal, more or less... Though I won't be disposed of easily," he says with a genuine smile.

The once-mere-skull walks around the others to the side of the group opposite the entryway, and at his back a greatsword hangs by a short length of thick chain under its immense and ornate hilt, the blade visible as it lacks a scabbard. The flawless blade, over five feet in length, appears moist with a thin sheen of black oil. Under this mysterious sheen, thin veins of glowing red pulse arrhythmically.


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 chuckled in his dry-mind voice as his telepathy picked up Illia's internal monologue.

He had decided he liked her. She was entertaining, and quite useful as a buffer between him and his enemies. He was currently standing next to her foot.

I doubt this queen will live long enough to appreciate your impressiveness.

Need to figure out what spells I currently have active, but I won't be able to do it for two hours. Will post again soon.


Male Alacritous Bralani Stalker 5/Umbral Blade 4

The Light after the Darkness:

A tall, wiry, airy looking man with very pale blue skin, and hair that seems to always blow in the wind, smiles at the mention of Drisquar. [b}"I'm the perfect scout you seek"[/b]

Outside the queen's hall

"Should I just go dispatch the queen now? Seems silly to let her live much longer"


Rocks fall, everyone dies

Go for it, Dris. You've been walking past piles of dead Drow for the last 5-10 minutes, and these guys definitely look like they're about to start attacking your party.


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

Active Effects are listed in status bar.

False Life Temp HP: 1d10 + 9 ⇒ (6) + 9 = 15


Rocks fall, everyone dies

Heh. Fair enough, but I think these drow might target the shape-shifting regenerating robot assassin, the heavily armed and armored knight, or the hated surface elf before they notice the tiny animal padding along the floor behind them.


M Human Lich Cleric 3+2 / Warder (ZS) 4+2 / Battle Templar 3 / Lich +2

yeah ill probably try my armigers mark with fear aura and guards glare to lock one or two of them down. Itd work well on the queen except my DCs are low due to the character being MAD and she probably has a good will save.


Gugs: 1) 105/105, 2) 105/105, 3) 105/105. Belier 122/122. Chuul 1) 75/75, 2) 75/75
The Dapper GM wrote:
Heh. Fair enough, but I think these drow might target the shape-shifting regenerating robot assassin, the heavily armed and armored knight, or the hated surface elf before they notice the tiny animal padding along the floor behind them.

Oh, I think they'll have other targets than just them...

Behind Illia were three skeletal Gugs. They were coated in blackened, cooked blood. New blood seeped from between the bones and boiled to a hardened crust as it slowly dripped down their forms. Shimmers of heat lifted off them. Occasionally the caked blackness would crack and show glowing redness beneath the surface, like hardening lava.

They smelled like cooking meat, quietly sizzling and popping. Their many eyes and vertical mouths glowed like a furnace.

Anaxian had used the extra bones he'd found to make "improvements" to their forms. Each had an extra set of arms, which, given that each of a Gug's arms split at the elbow into two sets of terrible claws, gave each of the horrors eight sets of superheated rending talons.

(Bloody Burning Mudra Skeleton Gugs)

Behind them was a horrific creature. It hovered off the ground, the skeletal torso of an armless, man with three brutish skulls atop its shoulders. Long, prehensile tongues from each mouth were gyrating slowly. It's torso transitioned from a humanoid skeleton into strings of thick viscera where it's stomach and legs should be. It dripped sizzling, clear mucus from the flailing ligaments. It was reminiscent of a jellyfish, some strands lashing on their own, but most forming a tangled central core that ended in a thick knot of cartilage and connective tissue wrapped around a fang-filled sphincter. It lashed around like an angry serpent while the three upper heads gazed around with baleful ire.

It had been a powerful demon, a proud creature of unspeakable evil, able to employ the bodies of others as puppets.

Now it was a mockery. A puppet itself.

Anaxian loved poetic irony.

(Bloody Acid Skeleton Belier Devil)


Rocks fall, everyone dies

Oh, right.

Gugs Initiative: 1d20 + 7 ⇒ (1) + 7 = 8
Belier Initiative: 1d20 + 11 ⇒ (1) + 11 = 12

...which puts them at the bottom of the initiative order, with the other party members.


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *

Before you stands a regal drow female in an elegant gown and barefoot. She carries no weapons and any detection magics you may have do not work on her.

"Are you the skull?" she says plainly


Male Alacritous Bralani Stalker 5/Umbral Blade 4

Dris blasts the approaching Drow with a crackling bolt of lightning 6d6 ⇒ (5, 4, 3, 4, 5, 4) = 25 Lightning Bolt, Ref vs DC 16 for half. 1d20 + 6 ⇒ (20) + 6 = 26 Caster level check

He then seemingly vanishes and reappears next to the queen, striking one of the guards with his blade. Using Split Second, in my profile. 1d20 + 22 ⇒ (17) + 22 = 39 Acrobatics to avoid AoOs

1d20 + 16 ⇒ (1) + 16 = 17, swift action to activate Murderous Intent 1d20 + 16 ⇒ (7) + 16 = 23 using the Sting of the Asp strike for 1d6 + 7 + 1d6 ⇒ (4) + 7 + (6) = 17 + 1d6 ⇒ 1 and a DC 17 Fort save or take 2 points of Str damage(1 on a successful save).


M Human Lich Cleric 3+2 / Warder (ZS) 4+2 / Battle Templar 3 / Lich +2

Before the Battle

"Yes, my form had deteriorated over quite some time. The Red Queen restored me."


Rocks fall, everyone dies

Spellcraft DC 16:

She cast Grace to avoid an AoO from Drisquar...

The queen gracefully stands from her throne (provoking no AoO from Drisquar) and moves 20' forward to the center of the throne room. She calls out in Elven, and then proceeds to cast a spell.

Elven:

"Don't attack the Metal Man without a blessed weapon, but use shields and hammers on the skeleton!"

Spellcraft DC 19:

The spell she cast was Align Weapon, Communal—she appears to have given everyone in the room lawfully-aligned weapons, and the object she is holding is thus likely a Reach Metamagic Rod.


Turn order:
1. Anaxian (but Sir John's about to get some AoOs, which he can roll in advance if he prefers that to me rolling them)
2. All other enemies
3. Meredian
Sir John
Illia-
Drisquar
4. Queen


Rocks fall, everyone dies

Oh, whoops, I'm silly.

Fort DC 17: 1d20 + 6 ⇒ (10) + 6 = 16

Drisquar's strike connects, hitting the guard hard, though the halberd-wielding elf still stands.


M Human Lich Cleric 3+2 / Warder (ZS) 4+2 / Battle Templar 3 / Lich +2

what metal man, and what skeleton? because i am kinda assuming she is referring to me in both instances.

AoOs:

So, I get 10 AoOs a round, and my threatened reach for AoOs is 10ft. So I will roll all 10. Also, in case they try any funny ninjer business, the DC to use acrobatics in my 10ft zone is increased, as my CMD versus their acrobatics is considered 9 higher (so CMD 38 instead of 29, and add +5 to that if they are trying to go through my actual space instead of just a square i threaten)

Also, my Fear Aura is DC 15 Will or they are Shaken (i am assuming they have more than 5 HD), which will give them a -2 on their saves including my Paralyzing Touch). Most of my DCs are pretty low so I am hoping for the best and using all the synergy I can.

AoO 1: 1d20 + 14 ⇒ (8) + 14 = 22
slashing: 2d6 + 11 ⇒ (1, 6) + 11 = 18
negative: 1d8 + 4 ⇒ (7) + 4 = 11 and DC 15 Fort or paralyzed

AoO 2: 1d20 + 14 ⇒ (16) + 14 = 30
slashing: 2d6 + 11 ⇒ (4, 4) + 11 = 19
negative: 1d8 + 4 ⇒ (4) + 4 = 8 and DC 15 Fort or paralyzed

AoO 3: 1d20 + 14 ⇒ (6) + 14 = 20
slashing: 2d6 + 11 ⇒ (3, 6) + 11 = 20
negative: 1d8 + 4 ⇒ (7) + 4 = 11 and DC 15 Fort or paralyzed

AoO 4: 1d20 + 14 ⇒ (10) + 14 = 24
slashing: 2d6 + 11 ⇒ (2, 6) + 11 = 19
negative: 1d8 + 4 ⇒ (1) + 4 = 5 and DC 15 Fort or paralyzed

AoO 5: 1d20 + 14 ⇒ (5) + 14 = 19
slashing: 2d6 + 11 ⇒ (2, 5) + 11 = 18
negative: 1d8 + 4 ⇒ (6) + 4 = 10 and DC 15 Fort or paralyzed

AoO 6: 1d20 + 14 ⇒ (12) + 14 = 26
slashing: 2d6 + 11 ⇒ (4, 3) + 11 = 18
negative: 1d8 + 4 ⇒ (4) + 4 = 8 and DC 15 Fort or paralyzed

AoO 7: 1d20 + 14 ⇒ (9) + 14 = 23
slashing: 2d6 + 11 ⇒ (4, 5) + 11 = 20
negative: 1d8 + 4 ⇒ (5) + 4 = 9 and DC 15 Fort or paralyzed

AoO 8: 1d20 + 14 ⇒ (12) + 14 = 26
slashing: 2d6 + 11 ⇒ (4, 6) + 11 = 21
negative: 1d8 + 4 ⇒ (1) + 4 = 5 and DC 15 Fort or paralyzed

AoO 9: 1d20 + 14 ⇒ (12) + 14 = 26
slashing: 2d6 + 11 ⇒ (1, 1) + 11 = 13
negative: 1d8 + 4 ⇒ (4) + 4 = 8 and DC 15 Fort or paralyzed

AoO 10: 1d20 + 14 ⇒ (4) + 14 = 18
slashing: 2d6 + 11 ⇒ (5, 2) + 11 = 18
negative: 1d8 + 4 ⇒ (2) + 4 = 6 and DC 15 Fort or paralyzed

Also, a logic statement for you:

IF they are under a fear effect (such as my aura or any other fear effect)
AND IF they are struck by my AoO
AND IF they continue to try to move past me to attack the PCs behind me (and thus are not paralyzed)

I will use a free action on strike to use Armiger's Mark (from Warder class) on them, up to 6 of them. This Mark combined with [Fear] effects causes them to be subject to my Guard's Glare feat, which means they must make a DC 17 Will save [Mind-affecting, Fear] or be unable to move away from ME in any direction.

If any of that business happens, just let me know how many Marks to tick off of my daily uses. I can do up to 7, but I am saving one for later so i will only use up to 6 on these dudes.


Rocks fall, everyone dies

Cool; I'll use those AoOs in future rounds, until we run out, etc. You are *a* metal man, and a skeleton, but in this case Ilya is disguised as a thousand-pound justice robot, and Anaxian has a bunch of 10' skeletons looming in the hallway behind you.


M Human Lich Cleric 3+2 / Warder (ZS) 4+2 / Battle Templar 3 / Lich +2
The Dapper GM wrote:
Cool; I'll use those AoOs in future rounds, until we run out, etc. You are *a* metal man, and a skeleton, but in this case Ilya is disguised as a thousand-pound justice robot, and Anaxian has a bunch of 10' skeletons looming in the hallway behind you.

ah, thanks for clarifying. i was trying to figure out if she knew more about my real nature (regarding the comment about bludgeoning). Given that i was likely captured well before she took power, or at least long enough back to be a distant memory, i was trying to ascertain if she had used divinations against me. but, to me anyway, she seems less of a "always prepared" type and more of a "confident she will always win" type.


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

Ditto here with Fear Aura (DC 19). They might think it's coming from John though.

Anaxian focused on the queen and gestured with a wing. D̺̟̱̠̰̱͇͌̂̾i̹̣ͫ̓͑s͎͇͔p̣̥̪̦̺͠e̷͎̜̩̠̳̘̭͗l̩̬̪̦̼̈̌̓̅͞

Dispell Magic, caster level check: 1d20 + 9 ⇒ (17) + 9 = 26

That should dispel the highest level spell/effect she has active.

GM:

Lamarchand, Stone Call. Anaxian communicated to his familiar.

Inside the little dragon's hollow chest, the puzzle box where his heart should be clicked and churned, rearranging itself to a new configuration. Within one of its many small compartments a small, rune-carved dragon scale was manipulated, crushed and crumbled to dust.

Lamarchand can sense its surroundings out to a distance of 30 feet. It takes 10 on Use Magic Device to use a scroll of Stone Call (it can't fail to use scrolls of less than 5th level).

Dust and debris on the ground leapt into the air, expanded suddenly, and came crashing down as bouncing boulders. Everything in front of Illia suddenly became a churning mess of rubble.

Stone Call, Bludgeoning damage (no save): 2d6 ⇒ (1, 6) = 7

For the next 3 rounds everything in front of Illia is Difficult Terrain. (Sir John, this should make taking your AoOs a lot easier. Now they can't even 5' adjust). Creatures with flight are immune to this effect.

Then he took a moment to look around the room, scanning the life-auras of the combatants.

Deathwatch. Anaxian can tell if they are alive, undead, etc. and knows how many hit points they all have.

Once he'd assessed the enemy's strength, Anaxian commanded his minions forward.

Split formation. Flank from the sides. Kill the Drow. Belier, target the queen.

mechanical breakdown for clarity: standard action- cast dispel magic. move action- command minions. free action- deathwatch. free action- communicate with familiar. familiar's standard action- scroll of stone call.


Gugs: 1) 105/105, 2) 105/105, 3) 105/105. Belier 122/122. Chuul 1) 75/75, 2) 75/75

The monsters surged forward around Illia. Two skeletal gug went left. The third and the creature that had been a Belier demon went right. The Belier drifted over the rubble, unaffected by the difficult terrain. The gug were hindered until the reached the wall, at which point they climbed up it like horrible skeletal spiders. Their eight claws scrabbled and lashed out at nearby drow.

Gug 1. Move forward to the left toward the wall, attack first Drow in reach.
Attack with claw, reach: 1d20 + 17 ⇒ (4) + 17 = 21
Damage, slashing and fire: 1d6 + 7 + 1d6 ⇒ (6) + 7 + (2) = 15

Gug 2. Move forward to the left toward the wall, attack first Drow in reach.
Attack with claw, reach: 1d20 + 17 ⇒ (17) + 17 = 34
Damage, slashing and fire: 1d6 + 7 + 1d6 ⇒ (2) + 7 + (6) = 15

On the other side, the third Gug lashed out at the first target it reached.

Gug 3. Move forward to the right toward the wall, attack first Drow in reach.
Attack with claw, reach: 1d20 + 17 ⇒ (15) + 17 = 32
Damage, slashing and fire: 1d6 + 7 + 1d6 ⇒ (3) + 7 + (5) = 15

The Belier drifted upward, twenty feet off the ground above the drow, it's long tongue lashing out to grab the queen.

Belier. Fly forward above the drowns reach, attack the queen.
Attack with tongue lash, 20 ' reach : 1d20 + 18 ⇒ (15) + 18 = 33
Damage, bludgeoning and acid: 4d8 + 7 + 1d6 ⇒ (5, 2, 5, 4) + 7 + (2) = 25
Grab (grapple on hit): 1d20 + 25 ⇒ (19) + 25 = 44
Constrict (bludgeoning damage on successful grapple): 1d6 + 7 + 1d6 ⇒ (6) + 7 + (4) = 17
If target is grappled, it cannot speak or cast spells with verbal components (strangle)

Belier has reach of 20 feet with its tongues. If the grapple is successful, the queen is yanked 20' into the air, adjacent to the Belier, held aloft by it's tongue, and strangled.


Rocks fall, everyone dies

Dang, that was a lucky dispel check (and good rolls on the belier).

Also, sorry, should be guisarmes on the spearmen, not halberds. This is what I get for thinking I have the whole equipment table memorized.

Anaxian successfully dispels an unknown spell. It's not the Gugs/Beliers' turn yet (I accidentally deleted them from the initiative order), but their actions should be just as valid once the enemies act, so I see no reason not to let them go, other than the fact that they don't currently get AoOs on the moving Drow.

From within the room, you hear chanting, which Anaxian automatically identifies as two castings of Haste and two castings of Magic Circle Against Law.

Enemy rolls:

Reflex 1: 1d20 + 3 ⇒ (1) + 3 = 4
Reflex 2: 1d20 + 3 ⇒ (5) + 3 = 8
Reflex 3: 1d20 + 3 ⇒ (9) + 3 = 12
Reflex 4: 1d20 + 10 ⇒ (3) + 10 = 13

Will 1: 1d20 + 4 ⇒ (1) + 4 = 5
Will 3: 1d20 + 4 ⇒ (1) + 4 = 5
Will 4: 1d20 + 4 ⇒ (16) + 4 = 20
Will 6: 1d20 + 4 ⇒ (17) + 4 = 21
Will 7: 1d20 + 4 ⇒ (12) + 4 = 16
Will 8: 1d20 + 4 ⇒ (7) + 4 = 11
Will 9: 1d20 + 4 ⇒ (4) + 4 = 8
Will 10: 1d20 + 3 ⇒ (5) + 3 = 8
Will 11: 1d20 + 3 ⇒ (7) + 3 = 10
Will 12: 1d20 + 3 ⇒ (12) + 3 = 15

Fort 1: 1d20 + 6 ⇒ (4) + 6 = 10
Fort 2: 1d20 + 6 ⇒ (11) + 6 = 17
Fort 3: 1d20 + 6 ⇒ (12) + 6 = 18
Fort 4: 1d20 + 6 ⇒ (12) + 6 = 18

Sword Attack 1: 1d20 + 7 ⇒ (17) + 7 = 24
Sword Attack 2: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18

Guisarme Attack 1: 1d20 + 9 ⇒ (14) + 9 = 23
Guisarme Attack 2: 1d20 + 9 - 1 ⇒ (16) + 9 - 1 = 24

Guisarme Damage 1: 2d4 + 5 ⇒ (3, 2) + 5 = 10
Guisarme Damage 2: 2d4 + 4 ⇒ (2, 2) + 4 = 8

Sword AoO 1: 1d20 + 7 ⇒ (2) + 7 = 9
Sword AoO 2: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18
Sword AoO 3: 1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11
Guisarme AoO 1: 1d20 + 9 ⇒ (6) + 9 = 15
Guisarme AoO 2: 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14
Guisarme AoO 3: 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9
Guisarme AoO 4: 1d20 + 9 - 2 ⇒ (6) + 9 - 2 = 13

Forced re-roll: 1d20 + 18 ⇒ (17) + 18 = 35

Drisquar's lightning bolt (which I forgot about before) knocks out two swordsmen, injures one spearman, and hits the Queen squarely as well.

The three rows of soldiers move forward in a line through the difficult terrain to attack Illia- and Sir John, taken completely by surprise by the Lich's attacks of opportunity. Of the six soldiers who move into melee range, four are targeted and all four hit by opportunity attacks; of these, one drops from paralysis, and three others are knocked unconscious by the force of the blows, falling to the ground too quickly to even warn the others with their screams. Two swordsmen make it to melee range, with the four halberdiers unable to close the full distance through difficult terrain.

One sword clatters harmlessly off of Sir John's armor, and two bounce off of Illia-.

The two spearmen near the queen move to attack Drisquar; both attacks hit, but fail to pierce his damage reduction.

The three Gugs move to counterattack, taking out one of the two remaining spearmen and injuring the second.

Unfortunately, the hallway is the same height as width; Anaxian's Belier devil provokes atatcks of opportunity from the seven still standing elves it passes over, but each attack rattles harmlessly off of hardened bone. The Queen raises her hand as though to block the tongue with some kind of ability (forced re-roll from unidentified source), but fails to deflect it enough, and is yanked into the air.

Sir John and Illia- face one swordsmen (injured), with four spearmen (one badly injured) ten feet behind them. Drisquar faces two spearmen, one of them badly injured. Anaxian's horrors acted early because I was dumb, but it doesn't actually change anything this round whether they move before or after enemies (since the soldiers would bottleneck towards the middle to attack the armed party members anyway). The Queen is currently dangling in the air, a gruesome skeletal tongue wrapped around her throat.

Everyone except Anaxian and his horrors acts now.


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- also moves forward, heedless of enemy AoO using her flight, taking her time to clearly search every corner of the room she can for further threats. The enemies currently on the field are neutralized, in her opinion.

Perception, True Seeing, See in Darkness: 1d20 + 23 ⇒ (10) + 23 = 33

She activates her Golden Warrior Stance, and tries to end behind enemy lines. All her allies now flank enemies if there are two or more allies adjacent to a target.

In previous edition, I forgot Illia- got Mobility as a free Racial feat, so my AC is 40 vs the AoO.

If it doesn't take both her actions to spot any new threats, she will probably cast fear (DC 20, feel free to roll my CL 12 vs SR if necessary)on them unless they look robot-ee or otherwise immune to fear.


M Human Lich Cleric 3+2 / Warder (ZS) 4+2 / Battle Templar 3 / Lich +2

could i move such that a 30ft burst from my body would not harm allies? I assume not but i wonder. Also, did any of my armigers marks get used? And are the ones behind me looking like theyre just trying to surround me or are they going for our spellcaster in the back?


Male Alacritous Bralani Stalker 5/Umbral Blade 4

Dris focuses himself and adopts a mystical stance that basically turns him into a whirlwind of death. Swift action, activating Battle Dragon Stance.

He then unleashes a flurry of attacks on the guards.

Attacks:

1d20 + 16 ⇒ (16) + 16 = 32 Attack 1, potential crit, badly hurt guard.

1d20 + 16 ⇒ (19) + 16 = 35 Crit confirmed for 2d6 + 12 ⇒ (2, 5) + 12 = 19 and 1d6 + 5 ⇒ (5) + 5 = 10 from BDS, not sure if this is multiplied on a crit.

If that drops the wounded foe, he then attacks the other. 1d20 + 16 ⇒ (18) + 16 = 34 Attack 2, potential crit

1d20 + 16 ⇒ (1) + 16 = 17, so no crit, damage 1d6 + 6 + 1d6 + 5 ⇒ (1) + 6 + (3) + 5 = 15

Before I continue, need a ruling. Could I use Murderous Intent(In my profile) to roll twice to confirm a crit? Either way, I still have one attack with Shimsil and two with my dagger.


Rocks fall, everyone dies

Illia-: In each of the four corners of the room, you see a wizard, guarded by another swordsman, which you can convey to your allies.

Sir John: I don't think you currently can, unless you have a way to charge through enemies.

Drisquar: Nope, Murderous Insight says "attack roll," which I don't believe technically includes a confirmation roll.


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

"They've got a wizard and a swordguy on each corner of the room."

She fears one of the wizards, if she has time left.


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *

"Wizards are Irritating."

Meridian says as she waves a hand dismissively.

"Presumably I can now see at least one since Illia pointed them out."

As Mer waves a hand numerous candelabra and other assorted dense items around the room fly forcefully at one of the wizards.

Telekinetic crap assault 1d20 + 8 ⇒ (20) + 8 = 289d6 ⇒ (6, 1, 3, 4, 6, 4, 1, 2, 2) = 29

Presumably there's 225 lbs worth of dense crap in the room that I can fling at the target. I'll consider rebuilding as a telekineticist tomorrow. Exhausted from traveling now.

Edit: Can you crit with a candelabra? lol. If yes here's the confirm roll. 1d20 + 8 ⇒ (18) + 8 = 26


Rocks fall, everyone dies

The extra dice from BDS wouldn't multiply.

Rolls:

CL vs SR 1: 1d20 + 12 ⇒ (17) + 12 = 29
CL vs SR 2: 1d20 + 12 ⇒ (8) + 12 = 20
CL vs SR 3: 1d20 + 12 ⇒ (16) + 12 = 28
CL vs SR 4: 1d20 + 12 ⇒ (18) + 12 = 30

Will vs fear 1: 1d20 + 4 ⇒ (15) + 4 = 19
Will vs fear 2: 1d20 + 4 ⇒ (4) + 4 = 8
Will vs fear 3: 1d20 + 7 ⇒ (10) + 7 = 17
Will vs fear 4: 1d20 + 7 ⇒ (3) + 7 = 10

Telekinesis crit: 16d6 ⇒ (2, 5, 6, 1, 5, 2, 2, 1, 3, 2, 4, 1, 4, 4, 1, 2) = 45

No one resists Illia-'s fear; two wizards and their two soldier guards are now panicked and huddling in two corners of the room. The soldiers have already made their attacks of opportunity, and don't attack Illia-. Drisquar's critical hit slices one spearman cleanly in half, and injures the second (you can roll your dagger attacks if you want, but if you don't I'll assume they kill the second spearman as well).

Meredian does, in fact, hit one of the wizards cleanly in the side of the head for critical damage with a 200-lb candelabra, for 45 damage, shattering the elf's skull and staining the wall behind him with blood and bone.

One wizard stands. Two other wizards, and their soldier guards, huddle in the corner. Sir John faces a single injured swordsman, while three spearmen stand further down the hallway. Sir John is up.


M Human Lich Cleric 3+2 / Warder (ZS) 4+2 / Battle Templar 3 / Lich +2

Sir John swings the massive blade, Blackblood, with practiced ease as he strikes those who foolishly attempt to pass him. Now, with one remaining close, he continues the momentum of his swing in an upward slash.

As he brings his blade to bear against the guard nearest him, the magical veins in the blade pulse, tearing a minor hole in reality itself. The distortion cloaks Sir John in a brackish miasma. using Reach of the Divine to cast Entropic Shield on himself.

Using Red Zephyr Dance from Scarlet Throne
Atk 1: 1d20 + 14 ⇒ (20) + 14 = 34
slashing: 2d6 + 11 ⇒ (2, 4) + 11 = 17
negative: 1d8 + 4 ⇒ (7) + 4 = 11 and DC 15 Fort or paralyzed

confirm: 1d20 + 14 ⇒ (17) + 14 = 31
extra slashing: 2d6 + 11 ⇒ (5, 3) + 11 = 19
extra negative: 1d8 + 4 ⇒ (8) + 4 = 12

During the initial slash, Sir John steps into the attack with the practiced grace of a ballroom dancer, his momentum carrying him up towards the spearmen. can move 10ft, doesn't provoke AoOs, and if that gets me far enough I get the below strike:

Atk 2: 1d20 + 9 ⇒ (3) + 9 = 12
slashing: 2d6 + 11 ⇒ (3, 2) + 11 = 16
negative: 1d8 + 4 ⇒ (8) + 4 = 12 and DC 15 Fort or paralyzed

EDIT: forgot to cast defensively concentration: 1d20 + 8 ⇒ (11) + 8 = 19 vs DC 17


Rocks fall, everyone dies

Dice:

Belier Will: 1d20 + 10 ⇒ (17) + 10 = 27
Gug Will 1: 1d20 + 9 ⇒ (9) + 9 = 18
Charisma check: 1d20 + 5 ⇒ (9) + 5 = 14

The Queen drops her staff, letting it fall the the ground, takes an unknown action, and dangles in the air without moving, as though waiting for something.

Anaxian, you're up (but your horrors will go after the enemies). Make a DC 14 charisma check to maintain control of Gug #1.


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

"This is too easy. Perhaps this is a double? Or are the defenses of paranoid drow truly so pathetic?" Illia- says this aloud, to gauge the reactions of the defenders. "Though, I suppose it isn't paranoia when they're right.."


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *
Illia- wrote:
"This is too easy. Perhaps this is a double? Or are the defenses of paranoid drow truly so pathetic?" Illia- says this aloud, to gauge the reactions of the defenders. "Though, I suppose it isn't paranoia when they're right.."

"Or we're just awesome."


M Human Lich Cleric 3+2 / Warder (ZS) 4+2 / Battle Templar 3 / Lich +2

staff is now unattended for telekinetic purposes.


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

Heh. Heh. Heh.


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *
Sir John the Black wrote:
staff is now unattended for telekinetic purposes.

Noted.


Male Alacritous Bralani Stalker 5/Umbral Blade 4

1d20 + 16 ⇒ (20) + 16 = 36 Murderous Intent re-roll to confirm crit, for an additional 1d6 + 6 ⇒ (6) + 6 = 12 to the second guard

He then spins and hurls his dagger at the queen 1d20 + 12 ⇒ (20) + 12 = 32 possible crit

1d20 + 12 ⇒ (17) + 12 = 29 as she is the BBEG, I won't assume that crits, so just double 1d4 + 5 ⇒ (1) + 5 = 6


Rocks fall, everyone dies

Err, sorry, Dris, you're after the minions, but they go after Anaxian. You can keep those rolls for your action if you like.

Initiative reminder:
1. Anaxian
2. Non-queen enemies
3. Non-Anaxian party


Male Alacritous Bralani Stalker 5/Umbral Blade 4

Those attacks are leftover from my second round of actions. I have 3 with my scimitar and then two with my dagger, but I threw it instead.


Rocks fall, everyone dies

Ah, got it. The second guard also drops.


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

Charisma: 1d20 + 4 ⇒ (1) + 4 = 5

If she's attempting to take control of my Undead via Channeling or something, well, I bet I can do that a whole lot better than she can.

I want to see what she did before I chose my action. Sorry for the delay folks.


Rocks fall, everyone dies

There's no obvious way to detect it, but yeah, it's a Control Undead attempt using channeling (your belier made the save against it, but the nearest gug didn't, and had enough HD to keep it from controlling any other gugs. Since the gug acts with the rest of the party, instead of on your initiative, it won't take any actions yet.


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

No way to detect it besides suddenly not having control of it anymore? Isn't that something I'd realize? Wouldn't I at least notice that it suddenly stopped following last orders?

Anaxian had a strong suspicion of what had just happened. He flapped once taking to wing and landing on the Beliar's shoulder.

Immobilize her. he commanded it.

Move action, Fly up and across to Beliar and give orders. Rest of action forthcoming.


Gugs: 1) 105/105, 2) 105/105, 3) 105/105. Belier 122/122. Chuul 1) 75/75, 2) 75/75

Three horrible tongues lashed around the Drow queen, choking and binding. From below the savage worm-like maw rose to swallow her lower body, tangling her in the strands of viscera that made up it's lower half.

Grapple to Pin, bonus for controlling grapple for one round: 1d20 + 25 + 4 ⇒ (7) + 25 + 4 = 36
Constrict Damage: 1d8 + 7 ⇒ (2) + 7 = 9 plus Strangle


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's tail lashed out.

Tail Strike: 1d20 + 8 ⇒ (18) + 8 = 26
Damage, Conductive barb, piercing: 1d3 - 1 ⇒ (1) - 1 = 0 minimum 1
Negative energy: 1d8 + 5 ⇒ (2) + 5 = 7

Plus DC 19 Fort sleep poison and DC 21 Will paralysis. (drop are immune to magical sleep effects, but not to poison, so it should work)

Fear Aura DC 19 too, if it matters


Gugs: 1) 105/105, 2) 105/105, 3) 105/105. Belier 122/122. Chuul 1) 75/75, 2) 75/75

Now within reach of so many fleshy targets, the Gugs on the left side of the room lashed out in a horrible flurry of ropy arms.

All attacks at 10' reach. Gug will 5' adjust if they run out of targets. If they adjust and still run out of targets they'll spend the rest of their attacks savaging drow corpses.

Gug 1:

All attacks at 10' reach. Gug will 5' adjust if they run out of targets.
Gug 1, Bite: 1d20 + 17 ⇒ (6) + 17 = 23
Damage, teeth and fire: 1d8 + 7 + 1d6 ⇒ (4) + 7 + (4) = 15

Gug 1, Claw 1: 1d20 + 17 ⇒ (5) + 17 = 22
Damage, claw and fire: 1d6 + 7 + 1d6 ⇒ (5) + 7 + (1) = 13

Gug 1, Claw 2: 1d20 + 17 ⇒ (9) + 17 = 26
Damage, claw and fire: 1d6 + 7 + 1d6 ⇒ (6) + 7 + (5) = 18

Gug 1, Claw 3: 1d20 + 17 ⇒ (10) + 17 = 27
Damage, claw and fire: 1d6 + 7 + 1d6 ⇒ (2) + 7 + (4) = 13

Gug 1, Claw 4: 1d20 + 17 ⇒ (8) + 17 = 25
Damage, claw and fire: 1d6 + 7 + 1d6 ⇒ (2) + 7 + (3) = 12

Gug 1, Claw 5: 1d20 + 17 ⇒ (12) + 17 = 29
Damage, claw and fire: 1d6 + 7 + 1d6 ⇒ (6) + 7 + (2) = 15

Gug 1, Claw 6: 1d20 + 17 ⇒ (19) + 17 = 36
Damage, claw and fire: 1d6 + 7 + 1d6 ⇒ (1) + 7 + (2) = 10

Gug 1, Claw 7: 1d20 + 17 ⇒ (14) + 17 = 31
Damage, claw and fire: 1d6 + 7 + 1d6 ⇒ (5) + 7 + (3) = 15

Gug 1, Claw 8: 1d20 + 17 ⇒ (17) + 17 = 34
Damage, claw and fire: 1d6 + 7 + 1d6 ⇒ (4) + 7 + (5) = 16

Gug 2:

Gug 2, Bite: 1d20 + 17 ⇒ (8) + 17 = 25
Damage, teeth and fire: 1d8 + 7 + 1d6 ⇒ (6) + 7 + (5) = 18

Gug 2, Claw 1: 1d20 + 17 ⇒ (8) + 17 = 25
Damage, claw and fire: 1d6 + 7 + 1d6 ⇒ (6) + 7 + (1) = 14

Gug 2, Claw 2: 1d20 + 17 ⇒ (17) + 17 = 34
Damage, claw and fire: 1d6 + 7 + 1d6 ⇒ (4) + 7 + (2) = 13

Gug 2, Claw 3: 1d20 + 17 ⇒ (3) + 17 = 20
Damage, claw and fire: 1d6 + 7 + 1d6 ⇒ (5) + 7 + (6) = 18

Gug 2, Claw 4: 1d20 + 17 ⇒ (17) + 17 = 34
Damage, claw and fire: 1d6 + 7 + 1d6 ⇒ (5) + 7 + (5) = 17

Gug 2, Claw 5: 1d20 + 17 ⇒ (4) + 17 = 21
Damage, claw and fire: 1d6 + 7 + 1d6 ⇒ (3) + 7 + (2) = 12

Gug 2, Claw 6: 1d20 + 17 ⇒ (2) + 17 = 19
Damage, claw and fire: 1d6 + 7 + 1d6 ⇒ (5) + 7 + (5) = 17

Gug 2, Claw 7: 1d20 + 17 ⇒ (8) + 17 = 25
Damage, claw and fire: 1d6 + 7 + 1d6 ⇒ (4) + 7 + (4) = 15

Gug 2, Claw 8: 1d20 + 17 ⇒ (4) + 17 = 21
Damage, claw and fire: 1d6 + 7 + 1d6 ⇒ (1) + 7 + (2) = 10

I'll let you describe the carnage...


Rocks fall, everyone dies

Dice:

Concentration: 1d20 + 6 ⇒ (5) + 6 = 11

Guisarme Attack 1: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22
Guisarme Attack 2: 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26
Guisarme Attack 3: 1d20 + 9 - 2 ⇒ (1) + 9 - 2 = 8
Guisarme Attack 4: 1d20 + 9 - 2 ⇒ (8) + 9 - 2 = 15

Greased Invisible Hasted Escape Attempt, DC 31: 1d20 + 29 ⇒ (18) + 29 = 47

Drisquar does, in fact, land a critical hit against the Drow Queen.

The single injured soldier facing Sir John attempts to cast a spell defensively, but fails. The four Guisarmers move forward to attack Illia- and Sir John, staying near the center of the hallway to avoid AoOs from the Gugs and attacking with their reach weapons. Naturally, the weapons clatter uselessly off the party's armor.

Spells fly through the air, as the Drow begin to chant. The one functioning wizard casts Haste on all the enemies in the throne room . Of the two swordsmen in the corner, one hits the Queen with Grease, while moves to grab the fallen rod and uses it to cast Invisibility on the Queen where she hangs in the air.

And, newly quickened, invisible, and slippery, she uses a held action to slip out of the Belier's grasp.

One wizard stands, but he's now within reach of the Belier. Two other wizards, and their soldier guards, huddle in the corner. Sir John faces a single injured swordsman, while three healthy spearmen stand within striking range of him (and Illia-/the Gugs if they 5' step forward).

One of the three Gugs is currently under the Queen's control, but it won't act until after all players, since the Gugs rolled badly on initiative, and for simplicity's sake it's dropping until after Anaxian's next action.

Party Order:
Now up: All allies

On deck: All enemies, and one controlled Gug

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