Kuralaak |
sleight of hand: 1d20 ⇒ 20 Kuralaak smiles as the Trog walks away. It never realized Kuralaak yoinked an egg. Kuralaak puts the Trog egg in his pack. If the Trog comes back Kuralaak will 'coax' him into fighting many-mouth-thing with them. Otherwise, he and Kronus will have scrambled Trog egg tonight.
Hajar nar Jundi |
Eating sentient beings is probably a very evil act....
Hajar draws Tempest and heads towards the "many mouthed" thing.
Hajar nar Jundi |
One imho.
Kronus Deathmaw |
To be fair the act in and of itself is not evil its the reason for doing so that can make it evil.. for example most Lizardfolk are neutral... and they are WELL KNOWN for eating other humanoids. Which doesnt necessarily mean we WILL eat it.
Perception Vs Kura's SoH: 1d20 + 10 ⇒ (17) + 10 = 27
Kronus only makes knowing eye contact with Kuralaak before pocketing the large Trollodyte Tooth in a sack from one of the two guards before. " I ready if you all are.. I am filled with your 'Dawnflower's' Blessings.. this creature should be.. easy now that I am not weakened. " Speaking his usual raspy Common
Kuralaak |
To be fair the act in and of itself is not evil its the reason for doing so that can make it evil..
***head explodes from colledge philosophy class flashback***
Hm. So WHY did Kuralaak take the egg? He expects to meet more sentient Troglodytes in the immediate future, and figures he can save crossbow bolts by bargaining with the egg via entertaining role-playing. Unless of course that is not bargaining but hostage taking!? Now I've confused myself.
GM: Dave the Dwarf |
You walk through the door into the next room.
An archway opens into a small semi-circular chamber with a low, curved ceiling. A mix of rubbish and dried mud seals a doorway in the Southern wall.
You all hear a muffled mumbling. It is very uncomfortable to hear. Almost like the way you felt when you heard the sound of Xulthos's wings.
Through the Rubbish door a troglodyte voice calls out to you. Please come in to my chamber if you wish to loose you mind and receive the gift of Rovagug. Without waiting for an answer. You killed two of my pets and sent my flock out into the wilderness. All in the name of the Holy B#~@! Saranrae! Do not worrie once I have had my fun with you I will hunt down those wretches and turn them into true worshipers of Rovagug!
GM: Dave the Dwarf |
Quote:To be fair the act in and of itself is not evil its the reason for doing so that can make it evil..***head explodes from colledge philosophy class flashback***
Hm. So WHY did Kuralaak take the egg? He expects to meet more sentient Troglodytes in the immediate future, and figures he can save crossbow bolts by bargaining with the egg via entertaining role-playing. Unless of course that is not bargaining but hostage taking!? Now I've confused myself.
Raise it as a gnoll and take it as a cohort. Just mind F it and everyone around you LOL
Kronus Deathmaw |
Kronus roars out against the voice " I killed them because they were in my way.. And If I defeat them 'I' become stronger! I'll make sure your threat is the last words you shout as you die.. I'll be taking your teeth " Stepping through with Hajar.
Selina Aldaeth |
Selina remains oblivious to the gnolls' actions and is confused by the party's moral arguments. She remains quiet, glad that combat was avoided by the more silver-tongued party members, but she was ready to show the troglodytes true power. She keeps looking for her stuff, her eyes darting all over the place.
Hajar nar Jundi |
Hajar ignores the japes and gibes of the obviously insane creature.
This thing is a true worshiper of the Beast. I will destroy it and erase its name from existence. Stay behind me for I fear it will try to turn your mind against you.
Hajar casts protection from evil (5 min timer) on Grim then kicks in the door, or opens it whatever works best.
Detect Evil, then gonna smite like a champ.
GM: Dave the Dwarf |
2 Aura's of evil coming from the next room.
Since the door is mostly junk you more kick the stuff out of the way.
Mosaics covering the walls of this room depict armored men fighting dragons and other mythological creatures with long spears and curved swords. They are scarred in several locations where the plaster and brick face has torn free. A pile of dirty hides rests in the corner next to a large wooden cask filled with bones.
You see a Large Troglodyte standing towards the back of the room. You can see the evil intelligence shining in his eyes even from here. You know this is the being called Grundmoch.
Grundmoch wears a fine Breastplate with this symbol of his god Rovagug on the chest. I also wields a Great Axe. It looks as if he has been passing the time feeding bits of slaughtered Gnoll carcass to his pet. Anything valuable he is tossing in a corner. (That's where your gear is)
Raj knows what this creature is in the center of the room but he has never heard of one so large! It is of course a Gibbering Mouther but Large size!
Lets see who has initiative. I will use Grim's +5 dex and improved initiative for you guys.
Players Initiative: 1d20 + 8 ⇒ (12) + 8 = 20
Evil Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
GM: Dave the Dwarf |
Before you take your action.
Gibberring (Su) As a free action, a gibbering mouther can emit
a cacophony of maddening sound. All creatures other than
gibbering mouthers within 60 feet must succeed on a DC
20 Will save or be confused for 1d4 rounds. This is a mind affecting
compulsion insanity effect. A creature that saves
cannot be affected by the same mouther’s gibbering for 24
hours. The save DC is Constitution-based.
If you fail your will save roll a d4 and you are confused for that many rounds (This is a modified Gibbering Mouther for you rules guys =P)
Confused: A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it
attacks the creature that last attacked it until that creature
is dead or out of sight.
Roll on the following table at the beginning of each
confused subject’s turn each round to see what the subject
does in that round.
d% Behavior
01–25 Act normally.
26–50 Do nothing but babble incoherently.
51–75 Deal 1d8 points of damage + Str modifier to self
with item in hand.
76–100 Attack nearest creature (for this purpose, a
familiar counts as part of the subject’s self ).
A confused creature who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as
long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
Hajar nar Jundi |
Hajar 5' steps into the room and smites on the Mouther.
DAWNFLOWER!
Tempest: 1d20 + 13 ⇒ (5) + 13 = 18 Damage: 2d4 + 16 + 1d6 ⇒ (4, 2) + 16 + (5) = 27
LoH: 3d6 ⇒ (6, 3, 5) = 14
Will Save: 1d20 + 9 ⇒ (12) + 9 = 21
Grim gets a +2 bonus to his save
GM: Dave the Dwarf |
Mouther Stats.
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
Fort +8, Ref +4, Will +5
Defensive Abilities amorphous; DR 5/bludgeoning; Immune
critical hits, precision damage
Grundmoch
AC 25, touch 13, flat-footed 25
(+6 armor, +3 deflection, +6 natural)
Fort +12, Ref +4, Will +8
Grundmoch
Male troglodyte cleric 6 (Rovagug)
CE Medium humanoid (reptilian)
Init +4; Senses darkvision 90 ft.; Listen +4, Spot +2
DEFENSE
AC 25, touch 13, flat-footed 25
(+6 armor, +3 deflection, +6 natural)
hp 68 (8d8+32)
Fort +12, Ref +4, Will +8
OFFENSE
Spd 20 ft.
Melee: +1 greataxe +9 (1d12+4/×3)
Special Attacks rebuke undead 2/day (–1, 2d6+5), smite 1/day (+4
attack, +6 damage), stench
Spells Prepared (CL 6th)
3rd—blindness/deafness (DC 16), contagionD (DC 16), cure serious
wounds, dispel magic
2nd—cure moderate wounds (2), hold person (DC 15), resist
energy, shatterD (DC 15)
1st—command (DC 14), cure light wounds, divine favor, inflict
light woundsD (DC 14), obscuring mist, shield of faith
0—create water, cure minor wounds (2), guidance, mending
D domain spell; Domains Destruction, War
TACTICS
During Combat Grundmoch knows he is heavily armored, and
takes the first several rounds of combat to arrogantly cast his
offensive spells at foes, even in melee. He saves his wand to
use against enemies who prefer to fight at range. If the PCs
seem to be able to hit him, he casts hold person and blindness/
deafness on those PCs, then casts divine favor and switches to
his +1 greataxe.
Morale Grundmoch fights to the death.
STATISTICS
Str 14, Dex 10, Con 18, Int 8, Wis 16, Cha 8
Base Atk +5; Grp +6
Feats Improved Initiative, Lightning Reflexes, Martial Weapon
Proficiency (greataxe), Power Attack, Weapon Focus (greataxe)
Skills Concentration +8, Hide +6 (+10 in rocky or underground
areas), Knowledge (religion) +1, Listen +4
Languages Common, Draconic
SQ spontaneous casting (inflict spells)
Combat Gear wand of spiritual weapon (37 charges); Other Gear +1
breastplate, +1 greataxe
Selina Aldaeth |
Will save: 1d20 + 5 ⇒ (14) + 5 = 19...add additional +2 trait bonus for charm/compulsion effects
Success as confusion is a compulsion effect!
Selina moves back to Q22 and unleashes a Scorching Ray on the abomination!
Using Precise Shot
Ranged touch attack: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
Damage: 4d6 + 1 ⇒ (6, 6, 6, 1) + 1 = 20 fire
Selina Aldaeth |
Kuralak, unless GM is playing with some other rule, Will saves do not add Con modifier, only Wisdom bonus, which would have made your save a fail.
Kronus Deathmaw |
Will Save: 1d20 + 3 ⇒ (9) + 3 = 12
Confusion: 1d4 ⇒ 1
Confusion Action: 1d100 ⇒ 10
Kronus leaps at the creature.. but as he does so strange images of the Carrion King appear upon everyone around him for a split second and his anger goes awry before stabilizing... upon the Giant manymouth creature " RAAAAAHHH The hunter becomes the Hunted! "
Acrobatics: 1d20 + 7 ⇒ (6) + 7 = 13
Blessed Power Claw: 1d20 + 7 ⇒ (19) + 7 = 26
Blessed Power Claw Damage: 1d4 + 7 ⇒ (2) + 7 = 9
He leaps at the creature using the wall to bounce off of and strike from an alternate angle then digs his claw into one of its mouths with a uppercut punching motion into the roof of that mouth
Attack of Opp on Kronus and apparently claws do Slashing/Bludgeoning... go figure
GM: Dave the Dwarf |
Will save: 1d20+5...add additional +2 trait bonus for charm/compulsion effects
Success as confusion is a compulsion effect!Selina moves back to Q22 and unleashes a Scorching Ray on the abomination!
Using Precise Shot
Ranged touch attack: 1d20+3+1
Damage: 4d6+1 fire
Wow good rolls. 20 damage done to the mouther.
Kuralaak is confused for 1d4 ⇒ 3 rounds. Let's see what he does! 1d100 ⇒ 27
Kronus Deathmaw |
LOL well it will make you feel better that your crit.. wasnt a crit.. as its immune.. Good try tho and and least you didnt go crazy and turn on the group that would make our reputation seem real bad. Funny we both acted.. not hostile to the party
Iryna Marita Pantaeva |
Will Save![/dice: 1d20 + 8 ⇒ (19) + 8 = 27
[b]Iryna sees the blasphemous symbol on the Troglodytes chest and summons Sarenrae's power, focusing her magic to freeze the Rough Beast's minion in place.
Standard action Cast Hold Person (DC16). Move action close to move to O27, drawing her scimitar as she moves.
Hajar nar Jundi |
Hajar is in Q27, and don't do that. The Mouther has reach.
Hajar nar Jundi |
Combat Reflexes? I usually give my large creatures that feat as a GM, I'm an s$$hole like that....
Grim The Wanderer |
Will Save: 1d20 + 1 + 2 ⇒ (17) + 1 + 2 = 20
Round 1
Grim's weak mind resist the compulsion effect thanks to the protective magic cast upon him.
He will draw a dagger (free action) and move to engage the large creature.
Acrobatics: 1d20 + 13 ⇒ (6) + 13 = 19 to avoid AoO getting in melee combat
Dagger: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 281d4 + 1 + 3d8 ⇒ (3) + 1 + (5, 7, 6) = 22
You are going down creature !
Current AC 24
Hajar nar Jundi |
Your AC is 2 higher than that, prot. from evil
Selina Aldaeth |
Selina does not want to take -4 cover penalty to her attack roll so she yells to Hajar and Kronus to move out of the way (5' step?) before she unleashes another Scorching Ray at the mouther and then patiently waits.
Kronus Deathmaw |
Darn Wish it lasted more than a round I would have auto attacked the creature.. LETS SEE THE RESULTS!
Will Save Craziness: 1d20 + 3 ⇒ (2) + 3 = 5
Adjust Will save its +3 not +1 RL got confused with Kuralaak not that it made a difference
Craziness Roll: 1d4 ⇒ 4
Craziness Action: 1d100 ⇒ 29
Oh well lets hope they attack me this round
Kronus seems ready to strike out against the creature but sees the Carrion King appear all around him in a swarm of Gnolls, He issues out a roar toward... everyone snapping at Hajar, growling threateningly at the mouther.
OHhh and to not be blind.. yeah that's a thing
Fort Save: 1d20 + 7 ⇒ (13) + 7 = 20
Kronus Deathmaw |
Right but I fail a save.. and it doesnt say you stop making them if you fail and go through the duration so I assumed you make ANOTHER save after the d4.. which was the round Kronus acted normally... Mainly because the ability doesnt mention being immune after being effected once. Hrm and as a Free action I also assumed he would Gibber all the time
Hajar nar Jundi |
Raj!!!!!!
Yelling in dismay Hajar lashes out at the monstrosity in front of him.
Tempest: 1d20 + 13 ⇒ (10) + 13 = 23 Damage: 2d4 + 1d6 + 16 ⇒ (4, 1) + (4) + 16 = 25
The creature is still in melee even if we all step back 5', it has reach. The -4 penalty will persist as long as it is in melee with someone.