DM DoctorEvil |
Soundburst and this shot here =)
I didn't record that one in my tracker, oops!. Glad you are paying more attention than I am. Unless someone speaks Aklo (not the most popular language), no one will have understood the derro's blabbering, but they were clearly upset about your home invasion and assault with deadly weapons.
Travigan Frost |
Travigan shakes his head and grumbles under his breath as no one answers his question and Tina gushes over the game that's been scattered across the floor. "Right. I'll take that as a 'no' then." The burly blacksmith scratches his chin through his beard then hefts his hammer back up off the floor and slings it over his shoulder. He strides over to the eastern passage and the rough hewn stairs and regards them briefly before adding, "Maybe this gruesome body-snatcher we're lookin' for is up this way?"
Marnos Moonshadow |
Guys, rather than just charging off, we should put ourselves in some kind of an order; Crux in the middle, I need to be just behind the Frontliners (I would guess Tina does too) and with someone who can hold off attacks in the rear if we get ambushed. Kalvin is a frontliner too and should be up there with Travigan. I'm not explaining this very well, but we need to think about it or else the squishies will end up in melee while the frontliners languish at the back.
DM DoctorEvil |
Majenko only regards Crux with a withering stare, which the wizard interprets as "Really, me communicate with those foul beasts? I am a lovely creature of air, they are of scum from below the earth, yuck."
The group climbs the rough-hewn stairs which narrow considerably; the ceiling also closing in on the group. As the stairs arch down again, they find themselves in a rabbit's warren of small narrow passage which Travigan and Kalvin have to squeeze to get through. Each of the passages, end in a flat panel with a small hook on the side. These appear to be secret passages which allowed the derro to move quickly and unseen through the complex.
There are three possible exits, one leads back into the bone pit of the ossuary, where you ran into the owlbear skeleton before. The other two lead generally south, one a bit farther east than the other.
Where to fellows?
Travigan Frost |
Travigan grunts as he clips his shoulder on a particularly tight portion of the passage, "Like blasted rats scurrying through their tunnels! Miserable little leg-humpin, mud-sucking..." his invectives pick up speed for a few run-on sentences before the burly blacksmith shakes his head and swallows his frustration. He glances at the others apologetically before shaking his head at himself again. With a sigh, he seems to capture his temper.
He clears his throat, "Sorry 'bout that." He gestures to the more easterly passage, "Either route seems as good as the other to me. How about we start that way?"
Marnos Moonshadow |
Trav,Marnos,Tina,Crux,Kal sounds good to me.
As Kalvin says, he really needs to be at the front. I'll take rear, I can use my falcata to hold off enemies if they attack from behind and I'm fast enough to reach the front with my bow if necessary. Other than that, fine. If we can travel 2 across (10' wide corridors), Tina ands Crux in the middle and Trav and Kalvin at the front. Agreed?
DM DoctorEvil |
Unlatching the easternmost secret door from the inside, the party sees it opens into a long corridor where the walls and ceilings are encrusted with dozens of yawning skulls, their mouths open into the dark holes in the walls.
DM DoctorEvil |
Tina and Marnos enter the hallway, searching for traps here and there. After a few seconds of fruitless searching, several of the skulls in the room begin spraying acid from their mouths. The acid bathes the searchers, burning them for 3 hp dmg each.
Marnos, ranged touch, attack 1: 1d20 + 5 ⇒ (13) + 5 = 18
Marnos, ranged touch, attack 2: 1d20 + 5 ⇒ (5) + 5 = 10
Marnos Dmg, attack 1: 1d3 ⇒ 3
Tina, ranged touch, attack 1: 1d20 + 5 ⇒ (15) + 5 = 20
Tina, ranged touch, attack 2: 1d20 + 5 ⇒ (14) + 5 = 19
Tina dmg, attack 1: 1d3 ⇒ 1
Tina Dmg, Attack 2: 1d3 ⇒ 2
Sorry kids, the DC for finding the trap was a relatively high DC 25. You do find the trap in a manner of speaking...and look...no eels, skeletal snakes instead.
DM DoctorEvil |
Tina: 1d20 + 4 ⇒ (7) + 4 = 11
Crux: 1d20 + 8 ⇒ (7) + 8 = 15
Marnos: 1d20 + 5 ⇒ (10) + 5 = 15
Travigan: 1d20 + 2 ⇒ (6) + 2 = 8
Kalvin: 1d20 + 3 ⇒ (5) + 3 = 8
Necro 1: 1d20 + 2 ⇒ (12) + 2 = 14
necro 2: 1d20 + 2 ⇒ (17) + 2 = 19
Necro 3: 1d20 + 2 ⇒ (17) + 2 = 19
The Knowledge category for these creatures is Know Arcana, DC 12
Skull Corridor - Surprise Round
19 Necro 2
19 Necro 3
15 Crux
15 Marnos
14 Necro 1
11 Tina
8 Kalvin
8 Travigan
Necro 2 races from its hiding spot in a niche in the wall, and prepares to strike at Marnos.
Necro 3 leaves its perch in an alcove in the southern portion of the corridor, then begins dancing and swaying to an unusual pattern, which Marnos begins to find quite hypnotic.
Marnos needs DC 11 Will save or be entranced and unable to move or act for 2d4 rounds similar to the Daze spell. Crux and Marnos if they made the Perceptino check. Remember, surprise round allows only single Move or Standard action, not both.
Marnos Moonshadow |
perception dc 12: 1d20 + 11 ⇒ (19) + 11 = 30 Well, I can hardly fail this one can I?
will dc11: 1d20 + 5 ⇒ (20) + 5 = 25 sweet
I was right about the snakes. Not about the skeletons.
Withdrawing his Falcata from the crevice he was poking it into, Marnos takes a swing at the snake skull as it approaches.
Falcata: 1d20 + 4 ⇒ (8) + 4 = 12 Yikes!
damage if hits: 1d8 + 2 ⇒ (1) + 2 = 3Double Yikes!
DM DoctorEvil |
As I understand the rules, you are allowed to take 10 on skill checks (even knowledge checks) when NOT under duress, such as in combat. This is now combat, so Crux is going to have to roll his knowledge check rather than taking the average, sorry.
Skull Corridor - Surprise Round - continued
Able to tear his gaze from the dancing and weaving skeletal snake, Marnos swings his falcata at the nearest, but is unable to make contact as the snake-like thing darts away.
Crux begins the incantations that will summon an extraplanar creature to assist versus the snakelike skeletons.
Creature 1 attacks Tina, who by chance, is immediately adjacent. But the fangs miss the small alchemist who sidesteps and stabs back at the skeletal creature with her longspear. Tina's attack also misses.
Necro 1 bite: 1d20 + 2 ⇒ (1) + 2 = 3
Travigan and Kalvin are up for the heroes, but each must still make the DC 12 Perception check above to act in the Surprise Round. Remember, those actions are move or standard actions only, not both.
Travigan Frost |
Perception (DC 12): 1d20 + 7 ⇒ (20) + 7 = 27
Travigan mutters a curse under his breath as the boney snakes begin slithering from their holes. He darts forward, past Tina and past Marnos, drawing his hammer as he goes. As he slips past the half-elf, he chortles, "I got ye covered, lad. Ol' Travigan'll help ye smash this pair back into dust!"
Move to square just south of Marnos
HP: 20/25
AC: 18 (11 T / 17 FF)
CMD: 16
F/R/W: +5/+1/+3 (+2 vs enchant, immune sleep)
Rage Rounds used: 0/8
Claw Rounds used: 0/5
Spell Slots used:
Level 1: [ ] [ ]
-Ongoing Effects-
DM DoctorEvil |
Skull Corridor - Surprise Round - continued
Travigan slips past Tina, and heads to support Marnos, readying his hammer as he comes.
Didn't move you south of Marnos, as that provokes an AoO. If you really want that square, LMK.
Waiting on Kalvin to finish the round; if he hasn't posted by tonight, I'll run him and move to the next round.
DM DoctorEvil |
Travigan, so it is. No AoO and you are now south of the inquisitor. I will run Kalvin for now just to keep things moving.
Skull Corridor - Surprise Round - concluded
Kalvin rushes forward, his longsword drawn positioning himself between the snake-thing and Tina, ready to defend her as necessary.
End of Surprise Round
DM DoctorEvil |
Skull Corridor - Round 1
19 Necro 2
19 Necro 3
15 Crux
15 Marnos
14 Necro 1
11 Tina
8 Kalvin
8 Travigan
The middle creature strikes out at Travigan, who recently went past. The blacksmith is able to ward off the fangs of the bony enemy, keeping himself safe.
The snake thing in the corner, continues it's swaying dance, trying to entrance Travigan and Marnos.
Those two must make DC 11 Will saves or be dazed for 2d4 ⇒ (3, 3) = 6 rounds. Crux and Marnos (if he makes his save) are up next.
Necro 2, bite: 1d20 + 2 ⇒ (10) + 2 = 12
Crux |
Crux finishes his summoning and the ground bulges and forms into the shape of a small four-legged animal similar to a badger. The elemental moves to aid Kalvin and Tina. "Be careful of their bite. It can cause paralysis. He moves up to be closer to his allies. He takes stock of the situation and aims one of his wands (Web Bolt) at Necro 2 (reflex DC 11)
Earth Elemental Slam: augment summons, power attack, earth mastery To Hit: 1d20 + 6 + 2 - 1 + 1 ⇒ (2) + 6 + 2 - 1 + 1 = 10 To Hurt: 1d6 + 4 + 2 + 3 + 1 ⇒ (4) + 4 + 2 + 3 + 1 = 14
Kalvin Theordos |
Sorry I missed this, like I've said in the Past, Sundays are rough cause I'm at Church from 8:30 AM to 5 pm and I have a home game afterwards. I'll post today. to make u for it
DM DoctorEvil |
Sorry I missed this, like I've said in the Past, Sundays are rough cause I'm at Church from 8:30 AM to 5 pm and I have a home game afterwards. I'll post today. to make u for it
No worries, Kalvin. I miss the weekends myself sometimes. Just trying to keep the flow going, since its combat and all.
DM DoctorEvil |
Skull Corridor - Round 1 - continued
Travigan feels himself being pulled into the entrancing dance of the necrophidius, but at the last moment is able to pull himself back to reality. Not so for poor Marnos, whose eyes glaze over as he stands in hypnotic awe of the fearsome snake thing.
Crux is able to finish his summoning spell, and a small earth elemental climbs into the fight, swinging at one of the skeletal snakes, but missing. Crux himself uses a wand trying to web up one of the enemies. The arcane energy hits the necrophidius causing a blob of sticky webs to envelope the snake.
Necro 2 now has the grappled condition, and his square becomes difficult terrain. Anyone entering the square must make a DC 11 Reflex or be entangled also.
Necro 1, trapped in the alcove by Kalvin, bites at the young paladin looking for his freedom. The bite gets past the hero's shield, scratching the exposed flesh of his arm, but not paralyzing this time.
Gathering his strength, the paladin of Iomedae attacks Necro 1 with all his might, trying to smash the vile snake out of existence, but the nimble enemy avoids his blade.
Necro 2 Reflex DC 11: 1d20 + 2 ⇒ (7) + 2 = 9
necro 1 bite: 1d20 + 2 ⇒ (20) + 2 = 22
Necro 1, crit confirm: 1d20 + 2 ⇒ (7) + 2 = 9 FAIL
Dmg, kalvin: 1d6 ⇒ 1
Kalvin DC 11 Fort: 1d20 + 6 ⇒ (18) + 6 = 24
Kalvin longsword, PA: 1d20 + 6 ⇒ (3) + 6 = 9
Tina and Travigan up to end the round.