GM SpiderBeard's Second Darkness (DrEvil Group) (Inactive)

Game Master Barvo Delancy

Chapter 4: Endless Night

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F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Trip attempt with Tremor, sickened: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24

Trig sends a ripple of earth at the Trog, trying to drop him to make him easier to kill.


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Saphren delays and watches the sorcerer attack the lone enemy. Unhappy that the creature still lives he then moves, tumbling into place to flank with Blossom.

Acrobatics: 1d20 + 8 ⇒ (6) + 8 = 14 Not great, but maybe that makes it because its prone, or it will miss due to being prone.

Falchion: 1d20 + 7 + 2 + 4 ⇒ (7) + 7 + 2 + 4 = 202d4 + 6 + 2d6 ⇒ (3, 4) + 6 + (4, 6) = 23 Includes +4 for prone.


Trogs and Stalactites - Round 9 - concluded

24 Saphren
19 Kwava
18 Trig(sickened)
16 Blue Trog (4 hp dmg)
14 Reva (sickened)
14 Camo Trog (8hp dmg)
10 Magnus
4 Blossom (sickened)

As Kwava shoots the Camo Trog down, Trig sends tremors through the earth, knocking the remaining enemy off his feet. While the trog is prone, Saphren rushes it, avoiding any attacks as he passes, gets behind the trog, and slashes it deeply with his falchion. The steel blade cuts the already wounded reptile into small pieces, ending the fight.

End of Combat

Whew! That was a good long battle! Killed 8 troglodytes (one escaped), three darkland sentinels, and one fungal crawler. Combined these kills are worth 1450xp per player. This raises the new total to 6813. This surpasses the next level's threshold of 6000. Congratulations on level 4! Please deal with changes to PC's in the discussion tab. The new xp threshold for level 5 is 10000, so you are also 20% of the way to that mark now. Good work!


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Trig notices how hurt Saphren is and digs out her scroll of infernal healing, and casts it on him. 1 minute duration, Saphren will heal 1 HP every round, and so will be at 19 in one minute.


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

The rogue marvels as his wounds close over time. My thanks. he says in acknowledgement of the spell. About half way through the spell's duration a strange look comes over him. This spell. It makes me feel different. I cannot decide if I like it or not…


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Spellcraft: 1d20 + 8 ⇒ (5) + 8 = 13

Reva is too busy throwing up against a wall to determine the spell Trig has cast and so instead looks over to the group.

"Magnus that was magnificent. I owe you a... whatever it is you drink. Kwava, I understand the urgency of your mission here but this is not a difficult area for us to get to and the alarm has been raised anyways. I desperately need rest. I'll go with the group if we are intent on continuing, but it has been a very, very long day."


Kwava concedes that the day has been long, between the wererats, the unrest at teh Goblin, and the finding and exploration of these tunnels.

"I fear my quarry knows we are on the scent, however." he says. "Without pursuit now, they may flee forever, and my mission will be a failure. Can we stretch this out just a bit more?"


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

With a disturbing evil glint in his eye Saphren nods. Lets go kill more stuff. He begins to look through the gear of the trogs to see if they carried anything useful.

Just play the side effect of that healing spell. :)


The trogs have some stone age clubs and javelins, but nothing else of interest. Looking around, you see that the northern part of the tunnels (north of the grease) looks like the home of the troglodytes. The more southern part, appears to have been a guard station, including where the darkland sentinels were positioned.

The fungal crawler just happened to be in the neighborhood.

The trog den is heavy with the reptilian stench to which you are now accustomed (end of sickened condition). There also are bits of fishbones, clumps of pallid fungus, a sludgy mixture of mud and waste that is ankle deep.

Among the muck, you find several empty wine bottles apparently the ones stolen from the Gold Goblin's cellar.


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

They hate me, they really, really hate me.

Reva trudges through the muck with an expression of sheer disgust on her face as her boots go glop glop glop.

Reva spreads out from the group, quickly inspecting the area for valuables, and also jogging south a bit to check the bodies of the trogs.

Taking 10 on perception for 22.


Cranky and Clanky Male Dwarf Fighter/5 | Init +4 | Perc +6; darkvision, stonecunning | AC 24/10/24 +2 vs. aberrations | HP 57/62 | F +10 R +2 W +3; hardy, steel soul, bravery +1] | CMB +8*, sledgehammer [+2 to bullrush, overrun, sunder and trip | CMD 18 +stability | warhammer +8 (1d8+8/x3)

Magnus brow furrows in confusion, and then apprehension before realizing that he's being praised. Once Reva has emptied her guts at his feet he pats her on the back, looking unsure of how to respond. "...ehhhhh danke, Reva." he says with an expression that tells clear as day that exchanging pleasantries is more terrifying to him than wave after wave of subterranean horrors.

"You heff a bit of shmutz on your face." he grunts, conjuring a handkerchief from his belt, grabbing Reva by the jaw and brusquely fussing over the Inquisitor's face before she has a chance to object. "There."

The old dwarf clasps his gauntlets behind his back and trudges through the muck down the northwestern passage.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Trig sidles over to Reva and gives her a quick hug, and whispers to her, "I'm exhausted too... but if we can stop this evil elf, we can go rest without worrying about having to come back here."


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Reva stares after Magnus, somewhat stunned at the rough, fatherly display of affection. She nods wearily over to Trig.

"You're right. My Goddess has sent me here and I'm too busy whining about being tired to see my path before me. Let's continue."

Lemme know if the Trogs have anything of note. Or uh, anything."


The search for loot or valuables in the troglodyte den is fruitless, and soon the party gives up digging through the muck and mire further.

Moving on, the party follows the tunnels as they angle back to the southeast. Eventually, the narrow passage opens into a large chamber that stretches off to the east. Most of the northern part of this cavern has collapsed, creating a large rubble field that fills nearly half this chamber (consider northern half difficult terrain).

Trig or Magnus:
You can tell the cave-in here was fairly recent. perhaps one of the strange manifestations in Riddleport collapsed part fo this chamber also.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

"This cave-in was recent. Not sure what might have caused it..."


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Saphren, with his more keen awareness of traps will fall into the second rank so that he might have a chance to notice a trap before it it tread upon.


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Reva flips her sword on hand as she looks around the cavern, the light from her glowing sword sending sharp, strange shadows around the place as she picks through the rubble.

"Well to our advantage we probably depopulated half of this cavern in that initial fight," says Reva idly. She listens intently as she peers through the darkness.

"We can also expect the trogs to be ready for us."

Perception: 1d20 + 12 ⇒ (6) + 12 = 18


Continuing on past the cave in, the cavern begins to descend in a series of lower and lower terraces which sometimes require jumping down rather than simple steps. The rock overhead appears very dense, and small trickles or drips of water, in several places, cause the floor to be quite wet and slippery. Puddles form, in some places as deep as 6 inches before fading back through unseen cracks in the rock.

Trig and Magnus:
If you had to guess, you'd bet the passage here passes below the Velashu River, which splits Riddleport in half.


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Reva pops the light spell around the cavern as she moves to avoid falling on a stalagmite. She looks around the caverns with some wonder.

"Fascinating. It's like an entirely new world."


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

"Magnus, do you think we're under the river here? How strange!"


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Reva hops down from a ledge and stares up at Trig incredulously.

"Beneath a river? Well I suppose if these are smugglers tunnels it'd make sense to cover the whole city."


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

"In the Darklands, tunnels go far below lakes, rivers, even seas... my grandfather told me about it."


The passage opens into a cavern which is bathed in a strange orangish-purple glow that seems to reduce visibility rather than increase it, and in fact, seems to inhibit other light sources as well. The glow comes from a number of large rock nodules placed at intervals throughout the room. The eastern portion of the chamber is occupied by a still black pool that reflects the strange light.

Know Dungeoneering DC 20:
You recognize the glowing crytals as caphorite, a mineral from the Darklands, which is used to illuminate areas, and make illumination more difficult for surface dwellers.

The area is considered dim light, even if you have torches or other natural light sources. Tell me if you are using magical light. If you have darkvision or low-light vision you are not affected, otherwise 20% miss chance on any attacks while light is dim

Perception DC 15:
You hear a splash from the otherwise still pool and see a ripple spreading from the center. There is obviously something rather large in the water.

GM rolls:
1d20 + 14 ⇒ (1) + 14 = 15


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Leading the way Saphren notes the strange glowing rocks but has not heard of them before. He pauses for a moment as he looks at the pool but fails to notice the ripple running across its surface. Scavenger racial trait adds +2 to perception to find hidden 'objects". I can't quite make it it here.

Knowledge Dungeoneering: 1d20 + 4 ⇒ (1) + 4 = 5

Knowledge Dungeoneering: 1d20 + 8 ⇒ (6) + 8 = 14


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Knowledge(dungeoneering): 1d20 + 8 ⇒ (6) + 8 = 14 "Those crystals remind me of something Gramps told me about, but I can't quite remember."

Perception: 1d20 + 8 ⇒ (17) + 8 = 25 "Look out, something in the water!" Trig hides behind Magnus.


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Reva is using a light spell but has low-light vision.

Knowledge Dungeoneering: 1d20 + 6 ⇒ (20) + 6 = 26

"I read about these in my studies," says Reva as she stares at the glowing rock nodules. "Caphorite. Glowing mineral from the Darklands. I'm not sure if the Darklands have a border or not. These caves could go on forever."

Perception: 1d20 + 12 ⇒ (11) + 12 = 23

Reva has her sword drawn in an instant at the ripple in the pool.

"Whatever that is in there, I'd be very happy if we can avoid it."


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

With discussion of a creature in the water Saphren quickly steps away from the edge of the pool.


Cranky and Clanky Male Dwarf Fighter/5 | Init +4 | Perc +6; darkvision, stonecunning | AC 24/10/24 +2 vs. aberrations | HP 57/62 | F +10 R +2 W +3; hardy, steel soul, bravery +1] | CMB +8*, sledgehammer [+2 to bullrush, overrun, sunder and trip | CMD 18 +stability | warhammer +8 (1d8+8/x3)

Knowledge: 1d20 + 3 ⇒ (19) + 3 = 22
Perception: 1d20 + 6 ⇒ (2) + 6 = 8

"Caphorite, little Trig. The creatures of ze Darklands use them as defence against surface dvellers. But vhat brought them so near the surface?" he says, peering to Kwava. "Elf. Vhat do you know of this? Does our fugitive heff allies in the godless depths of the world?"

His inquiries are cut short however by Trig's exclamation. He raises his shield and readies himself for trouble, shielding the gnome from sight as best as he can.


Initiatives:

Magnus: 1d20 + 4 ⇒ (11) + 4 = 15
Saphren: 1d20 + 5 ⇒ (2) + 5 = 7
Reva: 1d20 + 7 ⇒ (12) + 7 = 19
Trig: 1d20 + 2 ⇒ (15) + 2 = 17
Blossom: 1d20 + 2 ⇒ (2) + 2 = 4
Kwava: 1d20 + 3 ⇒ (3) + 3 = 6
Grick 1: 1d20 + 2 ⇒ (12) + 2 = 14
Grick 2: 1d20 + 2 ⇒ (19) + 2 = 21

Underground Pool - Round 1
21 Grick 2
19 Reva
17 Trig
15 Magnus
14 Grick 1
7 Saphren
6 Kwava
4 Blossom

Kwava begins to answer Magnus' query about his elven prey, but just as he speaks a pallid, slimy, worm-like creature leaps from the surface of the pool. It is the size of a human, its mouth a sickening tangle of tentacles and hooked jaws.

Knowledge for this is DC 14 Dungeoneering.

The hook-jawed aberration leaps at Kwava, it's toothy maw trying to close on the elf, ripping at his bow arm for 3 hp.

Grick2 bite: 1d20 + 4 ⇒ (18) + 4 = 22
Dmg, Kwava: 1d4 + 1 ⇒ (2) + 1 = 3

Reva, Trig and Magnus up before the other creatures gets a go at you.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Knowledge(dungeoneering): 1d20 + 8 ⇒ (9) + 8 = 17 "I think these are called Griks!"

What else do I know about them? DR might be useful to know...


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Is Reva awre of hte second grick on the map?


The second grick hasn't surfaced yet, so no one is aware of it yet.

Trig:
You know gricks are fearsome predators that live underground. You have never heard of them living in water before, but if these are related to the ones you know, they have a very rubbery tough hides which makes them very resistant to most types of damage, except magic.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

"Damnation! Its hide is resistant to mundane weapons!"

Trig pulls out her scroll of Magic Weapon and casts the spell on Magnus's hammer.

-Posted with Wayfinder


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Reva swears as Trig calls out the grick's resistance. She looks down at her sword and decides to step back, taking a moment to study the fight.

"Try to get a flank on it! I'm not sure I can hit that thing otherwise!"

Standard action to switch teamwork feat to precise strike, gives me a 1d6 sneak attack. How deep is the water behind Reva?


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Isn't there a judgment that Inquisitors get that lets them penetrate DR/Magic without a magic weapon?

-Posted with Wayfinder


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Sure is. Reva used her one judgement for the day with the wererats; we're on that same in game day unless I missed something.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Ah, but you get a second judgement per day at 4th level! Ooh, and your Lend Judgement spell could give it to Saphren or Kwava (or both with two castings) too!


Hard to tell how deep the pool actually is, but it falls off rather quickly, and is easily 10' deep within the first 5' of the water.

Underground Pool - Round 1

Reva studies the fear inspiring gricks, trying to remember her battle training and how to overcome creatures resistant to normal damage.

Trig takes out her Magic Weapon scroll, reading it quickly. The arcane energies imbue Magnus hammer with a dweomer that causes it to act as if enchanted.

Still waiting for an action from Magnus, now with a magic weapon for the next minute. I will run him if we don't see a post by morning.


Cranky and Clanky Male Dwarf Fighter/5 | Init +4 | Perc +6; darkvision, stonecunning | AC 24/10/24 +2 vs. aberrations | HP 57/62 | F +10 R +2 W +3; hardy, steel soul, bravery +1] | CMB +8*, sledgehammer [+2 to bullrush, overrun, sunder and trip | CMD 18 +stability | warhammer +8 (1d8+8/x3)

Magnus thoughtfully inspects his warhammer, which has begun to thrum with magical energy. "Kol ha havod, little Trig! I shall be strikingk them as the Father strikes hot iron!"

Dwarven:
"All of the honor." (Well done.)

Knowledge (dungeoneering): 1d20 + 3 ⇒ (8) + 3 = 11
Hammer (no PA): 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 + 8 ⇒ (5) + 8 = 13 Sorry about the wait! Folk festival and subsequent recovery...


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Omg. I'm totally naming my first born Trig. And folk festivals are always worth the time.

Feeling a renewed surge of power from her deity, Reva grabs her symbol.

"Gaha oiad olpirt ol oiad nazpsad balzizras!"

Celestial:

"By the light of the sword I judge you!"

A pale white outline comes over Reva's sword as she gets ready to start thwacking away at the Grick.

Swift actin to judge smiting.


Underground Pool - Round 1 - continued

Magnus, his hammer now filled with arcane magic, strikes out at the surfaced grick, smashing it well and truly despite the things rubbery skin.

Nearby, Reva invokes her deity and passes judgement on the grick, allowing her to smite the terrible predator.

From under the surface of the water, another grick leaps, this one making an attack on Reva, who is now flanked by the killers, but the bite of the creature is just deflected by the brave inquisitor.

Taking a 5' step back, Kwava fires at the first and nearest grick with his bow.

Grick 1 bite, flanking: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Kwava bow, PBS, rapid shot: 1d20 + 7 ⇒ (15) + 7 = 22
Kwava bow, PBS, rapid shot: 1d20 + 7 ⇒ (7) + 7 = 14
Dmg grick, PBS: 1d8 + 2 ⇒ (8) + 2 = 10

Saphren and Blossom are up. Not sure if Blossom is back to the game yet or now, so I will keep an eye out and DMPC if needed.


Will run both these characters if we don't see activity by tonight. I know they both checked in with perhaps missing time.


Underground Pool - Round 1 - concluded

Not wanting to be stuck between the two carnivorous worms, Saphren backs away, trying to circle one of the gricks for a attack from the flank. Unfortunately, Saphren misjudges the quickness of the grick, and takes a horrific bite on his leg for the trouble. He does circle the creature, taking a flank attack. While the falchion does not cut through the rubbery hide like normal, the precision and power damage still makes a significant wound for Grick 1.

With little she can do to harm the gricks, Blossom hangs back, not wanting to be their next meal.

Acrobatics to avoid AoO vs CMD 16: 1d20 + 9 ⇒ (3) + 9 = 12
Grick bite AoO: 1d20 + 4 ⇒ (20) + 4 = 24
Crit Confirm: 1d20 + 4 ⇒ (15) + 4 = 19 CONFIRM
Crit Dmg, Saphren: 2d4 + 2 ⇒ (4, 4) + 2 = 10
Saphren falchion, power attack, flanking: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Dmg, power attack, sneak attack: 2d4 + 9 + 2d6 ⇒ (2, 1) + 9 + (5, 5) = 22

After that damage, I have Saphren at 16/30hp. Blossom just doesn't have anything that will get past the DR and no spells left that would be effective here.

End of Round 1


Underground Pool - Round 2

21 Grick 2 (23 dmg)
19 Reva
17 Trig
15 Magnus
14 Grick 1 (12 dmg)
7 Saphren
6 Kwava
4 Blossom

The first grick to attack, now grievously wounded, strikes out with its tentacles and teeth at the trapped Reva, striking her only once, and mild scratch at that.

grick 2 bite, flanking: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Grick 2 Tentacle 1, flanking: 1d20 - 1 + 2 ⇒ (3) - 1 + 2 = 4
Grick 2 Tentacle 2, flanking: 1d20 - 1 + 2 ⇒ (7) - 1 + 2 = 8
Grick 2 Tentacle 3, flanking: 1d20 - 1 + 2 ⇒ (18) - 1 + 2 = 19
Grick 2 Tentacle 4, flanking: 1d20 - 1 + 2 ⇒ (3) - 1 + 2 = 4
Dmg Tentacle 3, Reva: 1d4 ⇒ 1

Reva, Trig, and Magnus up now for the good guys.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Trig starts summoning a more powerful creature, drawing upon her connection to the earth.

Summon Monster II.

"I'll get a flanking partner for you in a moment, Reva!" she calls out.


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

"Thanks Trig! Going to be out of position for a moment..." calls out Reva as she parries and tries to avoid the tentacles. Reva sidles across the Grick and lunges out at Saphren, chanting a spell and tagging him.

Casting 'lend judgement' on Saphren, so now his attacks bypass DR/magic.


Cranky and Clanky Male Dwarf Fighter/5 | Init +4 | Perc +6; darkvision, stonecunning | AC 24/10/24 +2 vs. aberrations | HP 57/62 | F +10 R +2 W +3; hardy, steel soul, bravery +1] | CMB +8*, sledgehammer [+2 to bullrush, overrun, sunder and trip | CMD 18 +stability | warhammer +8 (1d8+8/x3)

Hammer (Power Attack): 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d8 + 8 ⇒ (8) + 8 = 16

Magnus ensures the wounded Grick is good and dead.


Underground Pool - Round 2 - continued

Reva steps out from between the two man-eating worms, casting a spell as she moves. Touching Saphren, she shares her ability to judge enemies with the rogue, who now sees the weakenesses in the grick's body structure.

Trig begins summoning another ally for the battle with the gricks.

Magnus smashes his still-enchanted warhammer into the lead grick, squashing it like a bug, ending its life.

Drawing a bead on the remaining worm, Kwava fires two shots from his bow in rapid succession.

Kwava bow, rapid shot, pbs: 1d20 + 8 ⇒ (13) + 8 = 21
Kwave bow, shot 2, pbs: 1d20 + 8 ⇒ (3) + 8 = 11
Bow dmg, pbs: 1d8 + 2 ⇒ (3) + 2 = 5

Saphren and Blossom are up for the party. Not sure either is back, so I'll run them tonight if now action between now and then.


Underground Pool - Round 2 - concluded

Saphren, now imbued with Reva's judgement, swings his mighty falchion down in another power stroke, trying to end the fight right now. The half-orc rogue steps back after delivering a blow, hoping to avoid the counter-attack.

Saphren, Power attack: 1d20 + 8 - 1 ⇒ (14) + 8 - 1 = 21
Dmg, Power attack, judgement: 2d4 + 6 + 3 ⇒ (1, 1) + 6 + 3 = 11 ugh, snake eyes...

Blossom is still quite unclear how she can harm the gricks, and just stands back out of everyone else's way.

End of Round 2


Underground Pool - Round 3

19 Reva
17 Trig
15 Magnus
14 Grick 1 (23 dmg)
7 Saphren
6 Kwava
4 Blossom

Looks like Reva, Trig, and Magnus are up for the good guys as this fight starts to wind down.

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