GM Left Hand of Doom |
Alright, well it looks like we're going to get into some combat, so I'll roll initiative for you guys, but we'll start tomorrow.1 suprise round and enemy goes first...
Bart 1d20 + 2 ⇒ (3) + 2 = 5, Blue Heron 1d20 + 5 ⇒ (9) + 5 = 14, Gii 1d20 + 2 ⇒ (9) + 2 = 11, Linndell 1d20 + 10 ⇒ (4) + 10 = 14, Paul 1d20 + 4 ⇒ (13) + 4 = 17= 19+2+5+14+11+14+17 = 82/7 = 12
Bartholomew Grayson |
Bartholomew, as they move closer, decides to take out his amulet and 'shift'. He suddenly feels very cold as shadows begin to twist and turn around his chest, and slowly seep further up and down his small, child frame. He shivers silently, and as he does this he attempts to keep to the darker area's of the tunnel to hopefully avoid notice from whatever enemy they might face. Bart's best spells were wasted last time they fought a serious threat and that just wouldn't do. As the shadows completely enveloped him, Bart crouches down, making himself an even smaller target.
Bart's Stealth: 1d20 + 16 ⇒ (4) + 16 = 20
Before they move further, and initiate the whole combat thing I wanted Bart to do this. Sorry for the delay again. He'll activate his shadow form on his amulet and spend one from that resource pool.
Paul Antairis |
Before they move further, and initiate the whole combat thing I wanted Bart to do this. Sorry for the delay again. He'll activate his shadow form on his amulet and spend one from that resource pool.
I guess "ret-con"?
As Paul waits for something to happen he turns and notices Bart do what it is he's doing and vanish into the darkness of the shadows.
His eyes narrow but he says nothing; instead he draws his other short-sword and continues to wait...
GM Left Hand of Doom |
Surprise round
Suddenly, from around the corner,two creatures rush out and appear in the passageway right in front of Linndell. One is a squat humanoid, if one could call it that with a pinched and swollen body in a tumorous fatty shape with spindly arms but long clawed fingers and toes. The other is a crackling orb of energy, giving off white and yellow sparks, floating in the air above the first creature only a foot or so below the dirt and rock ceiling.
(both are small sized and right on the square w/ 4 on it, the ceiling ranges in the mines from 14-18 generally)
Knowledge Planes to Identify DC 12 for the first, 13 for the second
ROUND 1
The crackling orb spins several times, and a strong smell of ozone fills the air, then a thin bolt of lightning comes shooting out of its center at Linndell, but it arcs past him and strikes the wall to the north.
The small disgusting fatty creature raises its arms up and waves them in a monkeylike gesture, and makes a Haghhking sound then spits a fist sized glob at the wall behind Linndell (point at D3/4). As it strikes the wall it explodes into a cloud of noxious green gas filling the immediate area (20ft radius) Fort DC 13
Linndell and Alar please roll Fort DC 13, EDIT: the area in green provides concealment like a fog cloud
Map
Your turn heroes!
Blue Heron |
The light of the sun and moon spill forth from Blue Heron's body. All characters in 30' get a +1 morale to hit, damage, and saves v fear.
She then boldly moves into the cloud to confront their enemies. E3
Ayreth |
Round 1
Hearing an explosion, Ayreth calls out, "What happenened?!" and runs forward.
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Full action: Run to J-3.
GM Left Hand of Doom |
@Blue: as a reminder, the dotted red area is a trap that has not been disarmed (yet), do you have enough movement to get around it? Assuming you still want to move foward.
Anyone who moves into green clouded area I'll need a Fortitude save (DC 13).
Linndell-you are currently nauseated as long as you are in the area of the cloud, and the condition persists for 1d4 + 1 ⇒ (2) + 1 = 3 rounds after.
GM Right Hand of Doom |
Blue, I haven't moved you yet until we get clarification on what Lefty asked earlier ... Once I do, I will move you this round. Thanks.
Linndell and Ayreth, you have been moved this round.
Please remember that the 10ft square area (with red dash lines) is the larger trap and it is still armed and should be bypassed. Thanks.
Paul Antairis |
Blue, I haven't moved you yet until we get clarification on what Lefty asked earlier ... Once I do, I will move you this round. Thanks.
Linndell and Ayreth, you have been moved this round.
Please remember that the 10ft square area (with red dash lines) is the larger trap and it is still armed and should be bypassed. Thanks.
What of the gray square at I:3?
Paul's nostrils widen at the stench in the cave, and his eyes narrow at the sounds of imminent battle.
He turns a glance behind briefly toward Bart, waiting to see what the boy will do first...
Paul Antairis |
Paul, the 5 ft sq grey area is the pressure plate trap Linndell disabled earlier. It is safe now.
Cool, thanks!
So Paul is holding action until Bart acts this round?
Only theoretically - I have to go to bed because it's 1:30 AM here and I have to work tomorrow. Please be patient for me on that count.
GM Right Hand of Doom |
* 10ft sq area marked with red dashes is the larger trap that is still armed. Move around it unless you want to set it off.
* 5ft sq grey area is the small trap/pressure plate disarmed by Linndell. Safe now.
* Green dashed area is cloud of noxious green gas. Provides concealment like fog cloud. Anyone who is in or moves into the green gas must make a Fort Save (DC 13).
* You may roll Know Planes (DC 12) to find out what the swollen bodied, spindly armed creature is, and, Know Planes (DC 13) to discover what the cracking orb of energy, giving off white and yellow sparks, is.
**********************************************************************
Success on Fort save for Blue and thanks for clarifying the position. Have moved you now.
Linndell at H:3 (nauseated for 3 rounds), Ayreth at J:3 and Blue at E:4.
Only Gii, Bart and Alar and Paul left to act in Round 1. Alar also needs to roll Fort save, please.
Bartholomew Grayson |
Bart's Knowledge (Planes): 1d20 + 10 ⇒ (7) + 10 = 17
Bart's Knowledge (Planes): 1d20 + 10 ⇒ (7) + 10 = 17
Bart steps forward toward the battle. He hadn't seen the creatures themselves, but Alar was easily able to provide a description, just as the smoke started to fill the area. Bart winced when he felt Alar's pain from the noxious cloud, but, weak as he was against physical attacks, Bart dare not get closer. He instead waited in his shadows, hugging a nearby wall near but not on the trap.
Bart's Stealth: 1d20 + 16 ⇒ (10) + 16 = 26
Alar takes a deep breath in the fog and immediately regrets it. The thing didn't just smell foul, it tasted foul. Rather then succumb though, the Lion shakes off the nasty taste and steps toward where he had last seen the creatures. The moment he gets close, the fog opens just enough for him to see, so he lashes out with his fangs against the creature that caused the noxious cloud to appear.
Alar will move to B4, moving around the trap, and then attack the small fat thing with a bite attack.
Alar's Fort: 1d20 + 5 ⇒ (13) + 5 = 18
Alar's Power Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Alar's Damage: 1d6 + 13 ⇒ (1) + 13 = 14 Damage = 7 str + 6 Power Attack
Miss Chance: 1d100 ⇒ 73 1-20 misses it.
Paul Antairis |
Only Gii, Bart and Alar and Paul left to act in Round 1. Alar also needs to roll Fort save, please.
GM - 2 things -
1. Even if I was able to use Knowledge Planes there isn't a way for me to do that because Left said the green stuff was like a fog cloud. As far as I know that means we can't see more than 5 feet into the cloud; and even if we were literally next to the creature, and still managed to hit the creature if we could hit the creature; there is a 20% chance that a successful hit will still fail. That being the case, if someone in the party had Knowledge Planes is there any way they could even use it since the creature is essentially invisible to anyone who isn't in the cloud and no more than 5 feet from it?
2. I'm waiting for Gii and Bart to go - but now I have to go to work and I won't be able to act in any case until we get back.
Follow-up: Since the enemy creature won Initiative and is acting in a Surprise Round and also has Concealment, even if Paul ran around the corner I don't think that "in-character" he would be able to do anything because he wouldn't know the creature exists at this time. Since there is no way for him to know about this "In-Character" I kind of have to wait to do something for a while anyway. But I'll have something up after the others make their posts and when I get home. See you then.
EDIT: I guess I'm waiting for Gii to go now - I'll have something up later when I get home from work.
Doctor Gii |
Round 1
Gii rushes forward upon hearing the commotion up ahead, weapon grasped tightly in both hands. "What is going on?" he asks hurriedly, eyes peeled and quarterstaff ready to strike.
Gii moves to H4 and readies an action to attack if either of the enemies enter melee range.
Paul Antairis |
Paul watches the Chelaxian boy near him disappear into the shadows; his eyes like ice as he watches the boy vanish; then he turns and watches his companions rush off in the other direction.
Paul debates what he'll do, but decides to leave the boy in the darkness he moves around the corner to aid his friends.
When he turns the corner he sees that there is foul looking cloud which his gaze cannot pierce.
If there was a threat inside it, or beyond it, there is no way he could hope to see it.
His only recollection from Linndell's words thus far is that there has been nothing but trap after trap in this filthy hole.
However, the only person in the company who is able to heal is the doctor; and he has moved dangerously close to the edge of this gloom.
So I guess Paul will "Double-Move" to 4:I so that he's able to take his next action on the next round. He has his weapons drawn; though.
GM Right Hand of Doom |
At end of Round 1, the map looks like this:
Through your connection to Alar and his descriptions communicated via your link, your knowledge planes reveals that the bloated creature is one of the lowest demons of the Abyss - a Dretch. And the second creature - the orb with the lights - is a small bound outsider called a Defender Globe. You may pass along this knowledge to your companions.
Alar managed to take a nice chunk out of the creature in front of him. It is in a bad way at the moment, but still alive.
The green stink cloud is still active.
We're now at the top of Round 2 and it's the bad guys turn.
Bartholomew Grayson |
Bartholomew winces as Alar's descriptions come to mind and he recalls quite well from the books he had read so long ago what they were. Through his spell, Bart is easily able to inform everyone else whats going on, and does so. "We got ourselves a demon and a Defender Globe. The demon's a Dretch, nasty things from the Abyss, but not very big. Alar says he took a chunk out of him, and now that he's close he can do a lot more, but that orb's going to be a bit tougher to pin down."
Ayreth |
Round 1 flavor:
Coming around the bend, Ayreth is confronted with the sight of the green gas cloud. "Ugh! Perhaps we might use the trap against them if we retreat some."
GM Left Hand of Doom |
ROUND 2
The ugly creature that Bart had identified as a dretch burbles and wobbles as it slashes ferociously at Alar with claws and teeth, while the defender globe spins again and shoots out a bolt of electricity and then moves along the ceiling towards the party (G2)...but a combination of poor visibility and Alar's nimbleness keeps him unscathed.
Your turn heroes!
Note: The defender globe is 16 ft up in the air, and I'll need another Fort save DC 13 from Blue and Alar
Linndell, you have 2 additional rounds of nausea
Bartholomew Grayson |
Alar lets out a roar! Knowing that he was facing a demon, the guardian lets go of any restraint and retaliates against the Dretch with great ferocity.
Bart, meanwhile, informs the group through his spell, "Alar is holding off the Dretch, but the Defender Globe is coming toward us. Everyone get ready!"
Alar will Full attack the dretch.
Alar's Fort: 1d20 + 5 ⇒ (19) + 5 = 24
Bite Attack: 1d20 + 7 ⇒ (1) + 7 = 8 Power Attack
Claw 1 Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Claw 2 Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Bite Attack: 1d6 + 9 ⇒ (4) + 9 = 13
Claw 1 Attack: 1d4 + 9 ⇒ (2) + 9 = 11
Claw 2 Attack: 1d4 + 9 ⇒ (3) + 9 = 12
Blue Heron |
Don't forget your +1s
Blue Heron whips out the wand of magic missiles and tries to channel her qi through it aiming at the globe.
Use Magic Device: 1d20 + 12 ⇒ (19) + 12 = 31
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2
Fortitude: 1d20 + 9 ⇒ (12) + 9 = 21
Paul Antairis |
Paul looks at the cloud and the creature floating just outside the cloud.
Without knowing its potential, or its power, he looks at Gii -
"Doc - get the hell back; you can't do anything here - get the hell back!" he calls out with a tight voice, his voice now switching to the Common Tongue for some reason...
I'm waiting on Gii's move here - depending on what he does will effect Paul's formal "In-Game" action.
Bartholomew Grayson |
Right, thanks! Hands, Alar will hit at +1 and deal an additional +1 damage with his attacks thanks to Blue Heron's Power of Faith.
Doctor Gii |
"BACK OFF, ANTAIRIS," Gii snaps, not even sparing a look to the other man as he worries about the enemies engaging his companions. "I am the Hand of the All-Seeing Eye and I do NOT need you to babysit me!" he finishes as he grips his holy symbol and stamps a booted foot on the hard ground.
"ΌΤΙ προστατεύει!" the Nethian states in a tongue that seems as if it should be coming from a beast many times his size, and a wave of light blue mist spreads out from his feet, enveloping Gii's comrades.
Gii uses his Deflection Aura domain power. +2 Deflection AC and CMD for 5 rounds for allies within 20 ft.
Spells Prepared:
1 - divine favor (1/1), obscuring mist (1/1), shield [D] (1/1), summon monster I (1/1)
2 - barkskin [D] (1/1), remove paralysis (1/1), summon monster II (1/1)
3 - dispel magic [D] (1/1), prayer (1/1), remove curse (1/1)
Paul Antairis |
"BACK OFF, ANTAIRIS," Gii snaps, not even sparing a look to the other man.
Paul's eyes widen in shock at the doctor's words.
Then his eyes go flat and he sheathes his masterwork shortsword; his other weapon ready in his hand.
Alright, I guess that for now Paul will use Total Defense at this time as he can't hit the creature in the cloud or the one that's 15 feet above him with a melee attack.
Ayreth |
Round 2 flavor:
Ayreth grins and asks, "How much do you trust me, Antairis?"
-----------------
Just double-checking: The globe and ceiling are 16ish feet up?
Paul Antairis |
"How much do you trust me, Antairis?"
Paul's eyes flick behind him momentarily.
"Thy heart is both proud and fierce and I deem that no creature may bend thy spirit unless thee choose to acquiesces - for that strength alone I trust thee more than thy may know..."
He speaks to her quickly, his eyes flicking back to the hovering sphere, but it seems that the tone of his voice has mellowed somewhat since the comments from Gii.
Ayreth |
Round 2
"Mar sin go mbeadh sé." Ayreth bows her head and extends her arms out to each side of herself, fingers extended. Her hands turn, the fingers of her left hand close so that each fingertip is touching the others. In front of her chest, she places the tips of those fingers against the palm of her right hand, and begins raising her hands as her head comes up. In response, Paul begins to Levitate off the ground to just under the ceiling of the tunnel.
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A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.
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GM Right Hand of Doom |
Blue, as the orb is on the other side of the fog, it gets concealment from your current position. I'm going to roll that for expediency.
1d100 ⇒ 75
Blue, your magic missile hit the Defender Globe for 2 damage and it is still up and moving.
Bart, you forgot to roll your miss chance as the dretch has concealment. I will roll one for each attack for you this round.
1d100 ⇒ 75
1d100 ⇒ 80
1d100 ⇒ 76
Alar's two claw attacks rend the dretch, ripping it apart the demon bursts into flame and disappears -- gone back from whence it came.
As Linndell tries to move away, the Defender Globe gets an AoO on him,
electrical bolt: 1d20 + 8 ⇒ (14) + 8 = 22
Electricity damage: 2d6 ⇒ (2, 4) = 6
Linndell is hit for 6.
The green cloud dissipates and the left tunnel is clear again.
End of Round 2.
Beginning of Round 3 -- I will have new map up soon. And bad guys are up.
GM Right Hand of Doom |
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ROUND 3
Just as the remains of the dretch finally disappear, from around the corner comes yet another crackling globe of energy along the ceiling. The new defender globe stops 5ft back from where the dretch fell (2nd globe at -A:4 on map) and an bolt of lightning arcs from its body out at Alar...but misses and strikes the ground in front of the lion!
Meanwhile, closer to the party, the first globe spins again and fires an electric bolt of its own.
Defender Globe 1 attack on Blue: 1d20 + 8 ⇒ (18) + 8 = 26
Electricity Damage: 2d6 ⇒ (6, 3) = 9
And it hits Blue for 9 damage.
Your turn Heroes!
NOTE: Linndell, this will be your last round of nausea.
During the day, as a consequence of the migraine (and bad dream), whenever great danger arises and you are confronted with a stressful situation in combat (or any risky activity), any time you undertake an action other than attack with a melee weapon (this includes unarmed strikes with your fists), you become sickened for the remainder of the round.
Also remember, you have -1 penalty on all Dexterity and Intelligence based skills checks and on all attack rolls during this day.
This will take effect from this round (3) as it was the GMs fault for not remembering until now. ;)
Ayreth |
Round 3
Ayreth calls out, "Antairis, try to push yourself along the ceiling. I will keep you up." She steps forward and rotates a finger at her side as if stirring a small pot. A spinning disc coalesces above her head. Paul, who has a decidedly different vantage point, can see that it is a spinning starknife. The disc shoots out a copy of itself toward the revealed and nearest Defender Globe.
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5' to I-3.
Std: Cast Spiritual Weapon.
SW: Starknife: 1d20 + 3 + 5 ⇒ (7) + 3 + 5 = 15
SW: Force Damage: 1d8 + 1 ⇒ (3) + 1 = 4
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Paul Antairis |
"Antairis, try to push yourself along the ceiling. I will keep you up."
Cool - I believe I can use my left hand to "take a 5-foot step" across the ceiling to 3:H and attack the creature at 2:G with my sword +1 short-sword which is still in my right hand.
If I'm not able to do this, I'll do something else - GM; can you confirm my chance to do that, or do I need some kind of "climb" check to move across the ceiling; if so, what would it be?
While I wait - Free Action:
"I see my trust is not misplaced! Thou art fierce as well as cunning and both are admirable qualities, especially in a friend..."
GM Right Hand of Doom |
Paul Antairis |
Round 3
"...I will keep you up."
Paul glances down at Ayreth and nods in assent. He pushes himself across the ceiling to H:3 and swings his magical shorstword at the globe at G:2.
Attack with Magical Sword and Blue's buff - coupled with a -2 and -1 penalty for Power Attack and for hovering...
1d20 + 9 + 1 - 2 - 1 ⇒ (12) + 9 + 1 - 2 - 1 = 19
If it hits -
1d6 + 1 + 1 + 1 + 4 ⇒ (4) + 1 + 1 + 1 + 4 = 11
Doctor Gii |
When the Defender Globe attacks Blue, Gii raises his staff into the air. "HOLD!" he calls, the lense at the top of the weapon glowing slightly.
Gii will attempt to absorb the Defender Globe's spell(?) into his staff.
Spellcraft: 1d20 + 9 ⇒ (4) + 9 = 13
Dispel check: 1d20 + 5 ⇒ (18) + 5 = 23
Blue Heron |
The electrical strike plays against her skin, but leaves her less burned than one might expect. Blue Heron pours more of her qi into the wand.
Use Magic Device: 1d20 + 12 ⇒ (8) + 12 = 20
Another magic missile bursts from the tip of the wand.
Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3
Bartholomew Grayson |
Bart and Alar both hold their actions, having no real recourse against things out of their reach. If anything else shows up I'll have them act but otherwise I think they're done for the round.