| Dungeon Master S |
You did, but I had to make a Perception check for you (at +2 for prodding weapon first) but only Grym beat the Ambush DC.
| Sandor Stouthammer |
[b]Round 1[b]
Sandor hopes the monster is out of AOO's and moves up to hit swinging with his axe. I can't move my piece since I am on my phone
AXE: 1d20 + 7 ⇒ (12) + 7 = 19
Dmg: 1d10 + 3 - 1 ⇒ (6) + 3 - 1 = 8
| Dungeon Master S |
I moved you in. Sandor lands a mighty hit to the.....middle of the monster.
| Sandor Stouthammer |
Does Odric get an AOO for being attacked with a grapple move? The flowchart says he does.
I looked for answer Odric, but all I found was another question which I posted in the discussion tab hoping DM S will take a gander at it before he resolves actions.
| Dungeon Master S |
Checked it out. Everything progressed correctly as best I can see. Otyugh makes a tentacle attack, has the grab ability (therefore no AoO) and the constrict ability.
| Dungeon Master S |
No, but I've added them to the map.
| Dungeon Master S |
Initiative re-post:
Morkeleb 19
Otyug 18
Odric 17
Sandor 16
Gaius 10
Grym 9
Ferox 8
It's Odric's turn. The otyugh has opted to not enter into a grapple with you, therefore taking a -20 to its check to maintain the hold. You can either break free with a standard action, or use a light weapon to damage the tentacle.
| Odric the Stout |
Crap, sorry I'm the slow one this time. We had house guests all weekend. My bad.
Round the First
Odric is disgusted and a bit startled. He half-expected the reeking mass to be an Otyugh but the speed of the attack and the overpowering stench still took him by surprise.
Odric lashes out with his beautiful new custom made falchion, trying to sever the tentacle around his neck.
Power Attack (Furious Focus) with MW Falchion: 1d20 + 7 ⇒ (2) + 7 = 9 for 2d4 + 4 + 2 ⇒ (4, 3) + 4 + 2 = 13 damage.
bah.
| Thorgrym the Tracker |
Grym now bleeding from two nasty monster bites moves to even the score. The ranger is on full attack blades swinging and thrusting...
svord attack 1d20 + 4 ⇒ (10) + 4 = 14
damage 1d6 + 2 - 1 ⇒ (6) + 2 - 1 = 7
dagger attack 1d20 + 4 ⇒ (11) + 4 = 15
damage 1d4 + 2 ⇒ (4) + 2 = 6
| Morkeleb the Mighty |
ROUND 2
I know Ferox has to post for round 1, but something tells me teh beastie will still be standing when he's done, so . .
Morkeleb discards the Daze wand, and brings out the wand of Burning Arc. With the muttered incantation, a bright , curved line of fire--much like, well, an arc--issues from the end of the wand to connect with the creature's skull.
Burning Arc fire damage: 3d6 ⇒ (6, 2, 4) = 12 Ref DC 13 for half
| Dungeon Master S |
Grym, both attacks come in quickly, but don't land a telling enough blow to damage the creature.
Someone autopilot Ferox....
REF: 1d20 + 2 ⇒ (2) + 2 = 4 Morkeleb's second wand lands a solid hit and burns the beast. The smell of cooked s!*$e monster nearly overwhelms the melee fighters..
| Dungeon Master S |
Ferox lands an arrow directly in center mass. The beast howls, "Food bite back! Hungries!!!"
The beast almost absentmindedly continues to strangle Odric Grapple: 1d20 + 13 - 20 ⇒ (4) + 13 - 20 = -3 but fails to maintain the hold.
The second tentacle goes for Sandor. Tentacle: 1d20 + 3 ⇒ (8) + 3 = 11, but can't gain purchase over the dwarf's armor.
Finally the otyugh tries to chomp through Sandor's armor. Bite: 1d20 + 7 ⇒ (16) + 7 = 23, and teeth succeed where noodly appendage failed. damage: 1d8 + 4 ⇒ (2) + 4 = 6 FORT: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16 (Success)
| Sandor Stouthammer |
round 2 hp 24/30
Sandor starts to curse and yell at the monster but remembers they are trying to be somewhat quiet. He tries to bury his axe in once again.
Axe combat ex: 1d20 + 7 - 1 ⇒ (5) + 7 - 1 = 11 ac=24
Dmg: 1d10 + 2 - 1 ⇒ (5) + 2 - 1 = 6
Movement: 5' step clockwise into the break in the wall if that is a viable move again I am on my phone and can't move my piece
| Dungeon Master S |
Odric, you can't reach the beast. It's got a much longer reach than you. Sandor, the beast blocks the entrance. You could attempt to tumble through...
Sandor lands another telling blow, and there are wounds all over the beast. A solid blow from Grym could end it all.
| Thorgrym the Tracker |
The ranger still bleeding from the damned monster's bite is ready to end this. A hard thrust...
Svord 1d20 + 6 ⇒ (11) + 6 = 17
svord damage 1d6 + 2 - 1 ⇒ (6) + 2 - 1 = 7
| Dungeon Master S |
On phone now. Grym's is a death blow. Out of initiative.
| Morkeleb the Mighty |
Meanwhile, remembering this type of creature's propensity to storing treasure in its crap, Morkeleb does the Detect Magic thing to scan the area. He also retrieves the Daze Monster wand, wiping it carefully on his soiled clothes before storing it again.
| Sandor Stouthammer |
He whispers ta Gaius I'm good for now lad, just wrenched me shoulder a bit. That thing got a big mouth latched onta me shield when I was avoidin the tenticle, and twisted it a bit.
Sandor stick's his head through the opening of the wall and looks to see if we attracted any attention.
Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Can someone check ta see if we disturbed the guard's back there before move along?
| Dungeon Master S |
The passage here is narrow, and semi-blocked up with refuse. It would be easy enough to tear down. Several pieces of broken furniture, dried hay, and fragments of lumber burn in a small fire at the center of this open, ruggedly carved cavern. Short alcoves filled with filthy, oversized rats’ nests dot the walls, and the disgusting drip of polluted black condensation echoes through the chamber. A thick flow of sewage spreads across the western edge of the chamber, seeping from a crack in the western wall to another in the south. A quartet of hybrid rat men torment some large black rats. They're laughing loudly and constantly. Somehow, miraculously, they haven't heard you.
| Sandor Stouthammer |
Any XP from the previous fight or will it all be awarded at the end of this section?
Waiting until Morkelb and everyone get done searching the area for treasures.
Pulling everyone to a group There are 4 baddies that we're not supposed ta kill about or 40 feet feet from the openin. They are on the other side of the fire so ya think we can get em ta sleep or otherwise unharmed? Only difficulty is that the passage is somewhat blocked, but I think we can take it apart quietly enough.
Looking at Morkelb Think ya can save one of those prestiga...presgig..presdididastations or what eva ya call em for me for when we get outta this sewage?
| Dungeon Master S |
I'm going to do XP at the end of this... scene...
| Gaius Lirsiiv |
I think sleep spell is still the right call, but we should be ready to pounce if it fails. We didn't disturb the shriekers and they likely think the Otyugh would handle anyone else in this direction. We have a good chance to completely catch them by surprise.
| Gaius Lirsiiv |
Channel Positive Energy heals 1d6 ⇒ 3 to everyone.
Grym needs some more attention so I'll use the Wand of Cure Light Wounds on him.
Cure Light Wounds1d8 + 1 ⇒ (4) + 1 = 5
Cure Light Wounds1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wounds1d8 + 1 ⇒ (3) + 1 = 4
Three charges expended.
| Morkeleb the Mighty |
DM, any result from the Detect Magic?
Perhaps we can save a more thorough search for after this threat is dealt with. Worry not, Sandor: I've prepared Prestidigidation and can therefore cast it at will this day; I shall get everyone as clean as I can forthwith!
.
I will gladly use a Sleep spell, but depending on their willpower and strength, there is no guarantee that all--or even any--of them will actually succumb. I have another method or two to try to keep at least one occupied, but violence might be necessary. Let me know when all is ready, and I'll proceed.
Morkeleb brings out his wand of Magic Missile, and readies his staff for casting.
| Dungeon Master S |
Will: 1d20 + 3 ⇒ (18) + 3 = 21
Will: 1d20 + 3 ⇒ (4) + 3 = 7
Will: 1d20 + 3 ⇒ (4) + 3 = 7
Will: 1d20 + 3 ⇒ (8) + 3 = 11
Three of the wererats drop into a deep sleep. The fourth stares at his now comatose playmates...and screams.
Ferox 1d20 + 7 ⇒ (3) + 7 = 10
Gaius 1d20 + 3 ⇒ (17) + 3 = 20
Grym 1d20 + 2 ⇒ (15) + 2 = 17
Morkeleb 1d20 + 1 ⇒ (14) + 1 = 15
Odric 1d20 + 4 ⇒ (4) + 4 = 8
Sandor 1d20 + 2 ⇒ (10) + 2 = 12
Wererats 1d20 + 2 ⇒ (5) + 2 = 7