| Ansruath |
Ansruath watches calmly as Dehrisan floats around in the room wondering "How did whoever cast this spell get it to do all this." He than says "Are we done with this room? If so I would like to keep moving on unless you all want to go back to the town to check these items out?"
| Ringtail |
Running 3 PbP, 2 in-person games, and playing in 3 in-person games was more effort than I gave it credit for. I can't juggle as many games as I could when I was a kid; wasn't expecting to have this much trouble keeping up. Still, I'm enjoying myself, if posting a bit slower than I had anticipated.
Having come across a dead end, the group backtracks to the last branch they could've taken; the door to the South of the enormous prison where the strange monstrosities attacked the group as they traversed the rickety walkway. Opening the passageway, however, it appears to lead back into the room passed by once before, the small chamber containing the frightening statue of an incredibly irate woman clutching a rune covered book and ivory glaive. From there the group presses East, down a long, gradual, 5' wide stair, perhaps 60' long, before coming to another door. Prying it open, inside everyone can see water rippling quietly in a circular stone pool lined with skulls. Smears of what looks to be dried blood mar the rim of the low fountain. On the oppisite end of the 15' wide rotunda is another stone door bearing the mark of a hooked, seven pointed star. Heading into the room, suddenly two strange figures burst from the font. They appear to be human heads covered in sanguine scales, with enormous ears shaped like bat wings holding them aloft. They hiss and slaver as they flutter and menace Ansruath.
Initiative:
Alyoma 1d20 + 1 ⇒ (6) + 1 = 7
Ansruath 1d20 + 5 ⇒ (12) + 5 = 17
Dehrisan 1d20 + 4 ⇒ (17) + 4 = 21
Flitter 1d20 + 6 ⇒ (3) + 6 = 9
Gorgoron 1d20 + 1 ⇒ (1) + 1 = 2
Tardek 1d20 + 5 ⇒ (3) + 5 = 8
Enemies 1d20 + 1 ⇒ (2) + 1 = 3
| Ansruath |
Round 1, Init 17, 17/22 HP
Ansruath growls at the creatures than says "We do not get a break do we?" He than brings his sword to swing at the one of the creatures from below it than switching the strike to hit at it's side.
One at I-14
Power Attack and Damage Roll
1d20 + 5 ⇒ (13) + 5 = 181d10 + 7 ⇒ (3) + 7 = 10
It cool Ringtail at least you having fun with it all that matters.
| Tardek Skarn |
Round 1
Tardek raises his crossbow and levels it at the strange creature, firing with a click and a loud twang.
1d20 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (2) + 1 = 3
However it sails wide and he retreats down the tunnel away from the creature with a curse.
Too narrow, I'm of less use. Get into that room and surround it!
| Alyoma |
I keep having to go back to the past... I better get on the ball here.
Alyoma will cast Detect Magic on the items, once the group has them.
Knowledge Arcana 1: 1d20 + 5 ⇒ (16) + 5 = 21
Knowledge Arcana 2: 1d20 + 5 ⇒ (7) + 5 = 12
Knowledge Arcana 3: 1d20 + 5 ⇒ (15) + 5 = 20
Spellcraft check on wand: 1d20 + 6 ⇒ (18) + 6 = 24
I'll cheat a bit and use Read Magic on the scroll.
Knowledge Local for bottle of wine: 1d20 + 2 ⇒ (1) + 2 = 3
Alyoma will freely discuss the items and magical findings with everyone.
She will ask Dehrisan if he wants the magic, or if she should keep them.
And back to the present
Alyoma is too far back to attempt anything, but she will load her crossbow and will shoot one of the monsters if they come her direction.
| Ringtail |
Initiative Restated, in Order:
Dehrisan 21
Ansruath 17
Flitter 9
Tardek 8
Alyoma 7
Enemies 3
Gorgoron 2
Wow, low rolls all around, barring 2, what a gap!
Round 1 resolution:
Dehrisan hisses a hex as one of the fluttering creatures, which immediately shudders, but the curse hold no longterm purchase.
Will save vs Evil Eye: 1d20 + 2 ⇒ (17) + 2 = 19
Ansruath lashes out with a expert slash and clips through the little monster's side, skipping off of bone, what he can only guess to be its skull. It shrieks and oozes dark blood, but remains aloft. Tardek, since Flitter is having technological difficulties, do you want to snag him until he returns, or should I? After missing a shot Tardek moves back away from the group to allow more room for those who wish to engage the strange monstrosities in melee combat. Alyoma levels her crossbow but waits for a clearer shot before firing. One of the bat-winged heads lets out a terrifying howl. Its ululating shriek echoes throughout the chamber and hallway, being felt in the bones of all who hear it, and inspiring such dread and despair that one can't even bring themselves to flee.
Group Fortitude saves DC 12 to save time:
Alyoma: 1d20 + 1 ⇒ (2) + 1 = 3
Ansruath: 1d20 + 6 ⇒ (7) + 6 = 13
Dehrisan: 1d20 + 1 ⇒ (9) + 1 = 10
Flitter: 1d20 + 8 ⇒ (4) + 8 = 12
Gorgoron: 1d20 + 4 ⇒ (18) + 4 = 22
Tardek: 1d20 + 4 ⇒ (4) + 4 = 8
Alyoma, Dehrisan, and Tardek are paralyzed with fear for 2d4 rounds: 2d4 ⇒ (1, 2) = 3
Hissing at its failure to ensnare any of the front combatants, the creature' ally visciously bites at Ansruath's, its quick strike hindered by Dehrisan's curse.
Bite on Ansruath: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21
Damage: 1d4 ⇒ 2 + poison DC 12
Ansruath's Fortitude save vs poison: 1d20 + 6 ⇒ (2) + 6 = 8
As the fiend's fangs sink into the half-elven warrior's shoulder, he feels the hot sting of venom coursing through his blood. Veins on his wrists and the side of his neck turn blackish-purple as the poison takes effect. The poison makes the damage vile. The wound inflicted by the bite cannot be cured without magical healing that succeeds on a CL check at a DC of 20.
That resolves us down to Gorgoron. Luckily the paralysis duration was rolled low, so we can fly through the rounds with those active until everyone else gets back into the fight.
| Gorgoron |
Round 1 - Initiative 2
Knowledge: Planes re: creatures 1d20 + 4 ⇒ (11) + 4 = 15
"These are 'Vargouilles!' They can be harmed by any weapons. But do not let them get you helpless!"
Casts: Protection from Evil
After casting his spell, Gorgoron drops his spear to the ground in order to move in closer, due to the tight quarters. He draws his sword instead as he steps forward to meet one of the creatures, and allow his comrades to move in behind him.
Moves to H16
Round 2 - Initiative 2
Gorgoron attacks with a vicious swing.
Attack the creature at I16
1d20 + 3 ⇒ (12) + 3 = 151d6 + 2 ⇒ (5) + 2 = 7
| Ringtail |
Initiative:
Dehrisan - Paralyzed until Round 4
Ansruath
Tardek - Paralyzed until Round 4
Alyoma - Paralyzed until Round 4
Enemies
Gorgoron
Flitter
Finishing Round 1 resolution:
Gorgoron shields himself from the Vargouilles' attacks with a quick prayer to Sarenrae. A warm shield of sunlight flashes about him ever so faintly as the spell completes and he steps up next to Ansruath, drawing his scimitar. Flitter moves up to Gorgoron's recently vacated position and fires a bolt at the wounded creature, catching it in its tattered wing and damaging the disgusting thing even further.
Flitter's attack on Vargouille: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Round 2 resolution:
Alyoma, Dehrisan, and Tardek find themselves stricken with a supernatural terror, a feeling of dread and despair so great that they can't even force their limbs to follow mental command, and stand helpless. Luckily they are far enough back that the strange, otherworldly creatures will have to get through their allies first. Ansruath gives another powerful slash, easily rending the beast's wing and several wavering tentacles from its slavering, bulbous head, and dropping it twitching and dead to the stone below. Its cohort, hissing in anger bites at Ansruath again, but this time its fangs fail to find purchase.
Bite on Ansruath: 1d20 + 5 ⇒ (4) + 5 = 9
Flitter begins to crank up his crossbow for another shot while Gorgoron quickly slashes as the beast, catching its chin with a dark spray of blood.
Round 2 is resolved. Keep swinging like that guys and we'll be finished with this combat as of my next post.
| Gorgoron |
Round 3 - Initiative 2
Gorgoron winds up and swings again with his deadly curved blade.
1d20 + 2 ⇒ (11) + 2 = 131d6 + 2 ⇒ (6) + 2 = 8
| Ringtail |
Initiative:
Dehrisan - Paralyzed until Round 4
Ansruath
Tardek - Paralyzed until Round 4
Alyoma - Paralyzed until Round 4
Enemies
Gorgoron
Flitter
Round 3 resolution:
With one final swipe Ansruath finishes the extraplanar creature off, its lifeless form dropping to the marble below.
Combat over.
Almost immediately as the vargouille falls the wave of terror that had washed over those who succumbed to its horrifying shriek recover the wits and are able to force themselves to stir once more. A cursory glance about the room reveals nothing more, aside for the door at the far end of the small chamber. Opening the portal, back in formation, the group discovers a spiral stair, much like the last one that they had seen past the mutated goblin. It is caved in only a few feet down; piles of rubble centuries old at least have settled into every crevice, blocking passage. There is no telling how deep this ancient ruin might have once bored. Turning about the group retreats back toward the entrance from the smugglers tunnel, where one man made passageway lies yet unscouted. Even though the party has only briefly been in these old catacombs, unsettling feelings have begun to wash over you, like a supernatural chill to the bone. If the old prison cells and the torture chamber weren't clue enouch it soon becomes readily appearent that this is a dark and vile place.
I unfortunately left my copy of Burnt Offerings at home today, but when I get off of work in a few hours I will continue with the final leg of the dungeon crawl narrative, and them we can get back up to speed. You weren't kidding, Tardek, running a dungeon in PbP can be a bit of a drag.
| Ringtail |
The tunnel widens here into what appears to have once been a small shrine for to the Northeast steps lead up to a platform of gray stone. Sitting atop the raised section is an ancient alter, little more than a jagged block of black marble with a shallow concavity on top of it. This basin if filled with what appears to be filthy water, gnetly rippling in an unsettling way, despite the lack of breeze unground. A set of double doors exits this chamber to the Southeast, their stone facade marred by that familiar seven-pointed star with hooked tips.
If there is any exploration wanted in the room, please just spoil it back.
Pushing open the enormous doors an enormous room is revealed. This huge chamber looks like nothing more than an immense underground cathedral. Stone doors stand to either side of the main entrance, but beyond this, the walls are carved with strange spikey runes. In the center of the room is a large pool, a ring of polished human skulls, stangely warped and mishappen balance taop stone spikes arranged in a circle aorund the deeper midsection. At the far end of the room, a pair of stone stairways lead up to a pupit on which sits a second pool, this one triangular and filled with churning, bubbling water that looks almost like translucent lava. Yet while wisps of what look like heat and steam rise from the strange orange liquid, the room itself is deathly cold, and puffs of your breath hang heavy and visible in the air.
Hovering above the triangular pool of mysterious liquid is a stange little creature fluttering on almost comically undersized wings. Onyx ram horns curl back from the twisted head of this tiny winged demon-like being, and its body is thin and wiry. Appearently female and a bit smaller than a halfling, she wears robes that seem archaic, a cross between a scholar's garments and the vestments of a dark priestess. As the doors open she digs a dagger sculpted of cold iron, which hisses against her flesh as she grasps it in her claws, against the palm of her hand and allows a dark dribble of black blood to fall into the churning pool below.
With a flash of light two more of those strange monsters that the group faced at the entrance to the catacombs shamble out of the font with surprising swiftness. After this event, the soft glow from the bubbling pool flickers and dims, and a scowl crosses the small entities face as she glares at the party and hisses an order to attack at the brutes she conjured.
Map and initiative coming soon.
| Ringtail |
Initiative rolls:
Alyoma 1d20 + 1 ⇒ (18) + 1 = 19
Ansruath 1d20 + 5 ⇒ (20) + 5 = 25
Dehrisan 1d20 + 4 ⇒ (5) + 4 = 9
Flitter 1d20 + 6 ⇒ (8) + 6 = 14
Gorgoron 1d20 + 1 ⇒ (1) + 1 = 2
Tardek 1d20 + 5 ⇒ (15) + 5 = 20 +2 if DEX mutagen is active
Demon-Thing 1d20 + 8 ⇒ (8) + 8 = 16
More Monsters 1d20 + 5 ⇒ (1) + 5 = 6
Initiative:
Ansruath
Tardek
Alyoma
Demon-Thing
Flitter
Dehrisan
Monster
Gorgoron
| Ansruath |
Round 1, Init 24, 15/22 HP
Move to G-8
Ansruath rushes forward roaring as he does so while growling at the creatures before him "Such a good place to die, I hope you made peace with your god." While doing so he moves his sword in a readied stance.
Going for a Intimidate
Intimidate check:1d20 + 5 ⇒ (12) + 5 = 17 +4 if smaller
| Alyoma |
Sense Motive: 1d20 + 9 ⇒ (10) + 9 = 19
Drat!
Round 1, Init 19
Alyoma steps into the room, and calls upon her connection with the stars to create a shower of minute meteors upon one of the creatures.
3/5 1st level spells, 5/6 minute meteors
Move to G7.
Minute Meteor attack vs creature at G12.
Damage: 1d4 + 1 ⇒ (1) + 1 = 2 Reflex save DC 14 negates.
| Gorgoron |
Knowledge: Planes 1d20 + 4 ⇒ (17) + 4 = 21
Sense Motive 1d20 + 3 ⇒ (12) + 3 = 15
Recognizing the creature from his recent lessons with Father Zantus, and his memory being jogged by sight of the creature itself, Gorgoron shares the most important facts he can bring to mind.
"This is the Quasit! The creature we were looking for; use your Cold-Iron against it! Lightning is useless; Cold, Fire and Acid nearly so. Its claws are poison, it can turn invisible and cause fear in its enemies as well. Be steadfast and attack swiftly."
Round 1 - Initiative 2 (Again Ringtail? Two natural 1's in a row...?)
Gorgoron moves forward, keeping pace with Ansruath, and casts a proctive magic over him.
Move to G7 and casts Shield of Faith on Ansruath (+2 to AC for 2 minutes).
| Gorgoron |
Oops. I'll move to F7 then. Just as good ;)
I am just following Ansruath, but I wonder if he should not be moving towards the stairs... There is not much he can do at the bottom of the wall unless the baddies decide to drop down...
| Dehrisan |
"This is the one, eh?" Dherisan reaches for one of the bulging pouches of flour on his belt as he hears Gorgoron's warning and then leans to Flit. "Have your crossbow ready," he whispers. "I'll try to offer this as a 'gift,' and if it accepts, I need you to hit the pouch dead center."
He takes a step forward, visibly bearing the pouch of flour in a non-threating, placating manner. "We come to present you with a gift." His voice takes on a an almost supernaturally soothing quality, echoing sweetly in the minds of those who hear it. "A simple gesture of our good faith."
Dherisan moves into range (can't see the map right now, stupid proxy server) and casts Beguiling Gift to get the quasit to accept a bag of flour. DC 14 will save to resist, otherwise she must accept what's offered and use it in whatever way seems the most sensible (a weapon would be wielded, a shirt would be worn, an apple would be eaten).
| Ringtail |
Sigh, lets try this again. 3rd times the charm. 1st time I was typing up the resolution, Firefox decided to freak out and go browsing on its own, losing all of my work. The 2nd time, my cats were running around and playing and one got tangled up in the cord, unplugging my computer. So here we go again. Sorry about the slowing of my post over the weekend, gaming ran long, as usual. I'm going to delay Tardek until the end of the round and will act for him if he doesn't have an action up by the time everyone declares for the following round. And Dehrisan: is this really the time to have the enemy bake you a cake? ;P
Initiative:
Ansruath
Tardek
Alyoma
Quasit
Flitter
Dehrisan
Monsters
Gorgoron
Round 1 resolution:
As Ansruath stalks forward the eneies up the stairs seem momentarily taken aback. The strange creatures with split mandibles growl like dogs backed into a corner and the Quasit's lips twist into a sour snarl. Moments later Alyoma calls upon the ancient power that lies deep in her blood, conjuring up a shower of flaming stars, whirling about one of the brutes, but it takes its focus from the swordsman quickly enough to dive safely to the side.
Reflex save: 1d20 + 2 - 2 ⇒ (19) + 2 - 2 = 19
The small, winged demon flutters forward, staying 10' or so above the marble floor. "Strong words coming from a useless half-breed," it responds, its voice grating like oil-soaked nails and broken glass underfoot, with a strangely feminine lilt. Its eyes glow a blood red as Ansruath feels waves of abyssal energy wash over him. She chants a quick ritual and gestures cruelly. Whatever the foul effects of the spell, it passes harmlessly.
Ansruath's Fortitude save: 1d20 + 6 ⇒ (10) + 6 = 16
She huffs as the spell seems to not have taken purchase.
Will save: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13
Flitter's attack roll on the quasit's flour: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d8 + 1 ⇒ (8) + 1 = 9
As your foe becomes enchanted and reaches down for the bag offered by your witch, Flitter levels his crossbow and takes a well aimed shot over the disturbing fountain, his bolt tearing through the bulging sack. With a bright plume of flour the little demon is completely covered. Dehrisan knows the tactic is a success before he even wipes the powder from his eyes. The quasit won't be be turning invisible today. She screams in anger and turns to glare at the small crossbowman. The monsters surge to aid their master. One moves and tries to attack Ansruath over the railing of the stair. Its fangs find flesh beneath the half-elf's armor and inject their magically cursed venom into his veins, but luckily the warrior is able to shake off its effects. The other gnashes its sharp teeth at Dehrisan, who is easily able to dodge the clumsy attack.
Bite on Ansruath with a +1 for high ground and a -2 for being shaken, (who has a +4 AC from cover) 1d20 + 3 - 2 + 1 ⇒ (19) + 3 - 2 + 1 = 21
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Ansruath's Will save: 1d20 ⇒ 14
A prayer to Sarenrae on his lips Gorgoron moves toward Ansruath, protecting him with a semi-tangible shield of sunlight.
Bite on Dehrisan: 1d20 + 3 - 1 ⇒ (3) + 3 - 1 = 5
| Ansruath |
Round 2, Init 24, 10/22 HP
"I am far from useless fiend." Seeing that the Quasit is to high for him to hit easily he faces the strange creature that bit him.
He moves his blade to strike at the beast.
Power Attack and Damage Roll:
1d20 + 5 ⇒ (17) + 5 = 221d10 + 7 ⇒ (6) + 7 = 13
| Gorgoron |
Round 2 - Initiative 2
This likely being the last battle of the day, Gorgoron will cast his final spell, Divine Favour, upon himself.
| Alyoma |
Round 2, Init 19
Deciding to take care of the creatures before she attacks the quasit, Alyoma loads her crossbow with a normal bolt and shoots at the creature that Ansruath is attacking.
AC 16, HP 12/12
3/5 1st level spells, 5/6 minute meteors
Load and fire crossbow at creature at F9.
Attack Roll:1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 2
Damage: 1d8 ⇒ 6
| Tardek Skarn |
Hi! Sorry for the long absence, I started college last week and it was hectic to say the least.
Round 1
Tardek looks around, ascertaining the layout of the battlefield, before moving into position and taking a shot.
Move to K4, shoot K8.
1d20 + 3 ⇒ (12) + 3 = 15
1d8 + 1 ⇒ (8) + 1 = 9
Round 2
Tardek reloads with haste and fires again at the strange monster.
1d20 + 3 ⇒ (2) + 3 = 5
1d8 + 1 ⇒ (6) + 1 = 7
| Dehrisan |
Spellcraft: 1d20 + 8 ⇒ (5) + 8 = 13
Dherisan staggers back as he wipes the flour off his face, a smile spreading across his face. His left eye glows softly as he spits a curse of vulnerability at the demon. "I'm dulling its defenses!" he shouts. "Hit it with everything you've got!"
Dherisan 5-foots back and uses Evil Eye to impose a -2 to saving throws. DC 14 will save to lower duration to 1 round.
| Ringtail |
Initiative:
Initiative:
Ansruath
Tardek
Alyoma
Quasit
Flitter
Dehrisan
Monsters
Gorgoron
Tardek fires a bolt that buries itself deep in the disgusting monster's torso. Its mandiblesspread as it yowls a horrifying ululation, eyes flashing, promising a painful end to the half orc. Ansruath's blade cleanly slices through one of the other brute's legs, nearly severing the limb, and taking a chunk of stone with it. Thick rivulets of dark blood cascade over the edge of the stair. The alchemist reloads for another shot, but the second attack goes unfortunately wide. Alyoma has similar problems, the swift motions of battle causing difficulties with her aim.
Touch attack on Dehrisan 1d20 + 10 ⇒ (1) + 10 = 11 Well, that's not going to work.
The small, winged demon curses in the abyssal tognue words too foul to have Taldane translations before swaying her claws and chanting. Arcane lighting sparks from her blackened claws in jagged, blue forks as she drops down, reaching for the witch, enraged with losing its primary method of defense. Its anger seems to cloud its judgement and its combat prowess, as its swipes come up short and the magical electricity stays within its grasp. Flitter reloads his heavy crossbow for another shot.
Quasit's Will save: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14
Dehrisan's next hex causes the little creature to falter in her defenses even further, if only for a moment. The monster that had been struck by Tardek's bolt growls as it turns its attention from the half-elven witch and charges the alchemist.
Bite on Tardek: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Tardek's Will save: 1d20 ⇒ 2
Tardek is sickened for 1 minutes: 1d6 ⇒ 1
As the brute engages Tardek, the tiny demon hisses angrily in the demon tongue.
The other focuses its full attention on Ansruath (who gets +4 AC due to cover). Again its fangs find purchase and inject their strange anger inducing venom, but again the warrior staves off its effects.
Bite on Ansruath: 1d20 + 3 ⇒ (19) + 3 = 22
Ansruath's Will save: 1d20 ⇒ 14
Damage from the bite: 1d6 + 1 ⇒ (2) + 1 = 3
Claw on Ansruath: 1d20 + 3 ⇒ (1) + 3 = 4
Claw on Ansruath: 1d20 + 3 ⇒ (2) + 3 = 5
Gorgoron steels himself for combat with a battle blessing of Sarenrae, her warmth and strange flooding him, even when the world around him is flooded with demons and monsters.
| Dehrisan |
Still can't view the map. Looks like a need to replace my VPN again...
Round 3, Init 9, HP 12/12
"Dammit, just hang on!" Dherisan shouts as at Ansruath as he weaves through the battlefield. Pale blue energy forms around his hand he reaches for the warrior, and with his touch Ansruath's wounds begin to close.
Move towards Ansruath as safely as I can, though I'm willing to provoke one AO if I have to in order to reach him this round. Hit Ansruath with a healing hex (I don't think I've used it on anyone yet this day, have I?).
Healing 1d8 + 2 ⇒ (8) + 2 = 10
| Alyoma |
Round 3, Init 19
"Die, you foul creature!" Alyoma shouts, as she tries again to hit the monster. "Why won't you die!"
AC 16, HP 12/12
3/5 1st level spells, 5/6 minute meteors
Load and fire crossbow at creature at F9.
Attack Roll: 1d20 + 2 - 4 ⇒ (14) + 2 - 4 = 12
Damage: 1d8 ⇒ 5
I guess it won't die because I keep missing it.
| Gorgoron |
Round 3
"Keep it together, Ansruath! We have them on their heels!
Gorgoron draws his healing wand, and touches it to the wounded fighter.
1d8 + 1 ⇒ (4) + 1 = 5
| Ringtail |
Initiative:
Initiative:
Ansruath
Tardek
Alyoma
Quasit
Flitter
Dehrisan
Monsters
Gorgoron
Ansruath gives a mighty swing, but his blade skips off of the thick stone railing with an unsatisfying CTHUNK!, narrowly missing the vile, snarling brute, who clicks its mandibles in response. Almost at the same time as Ansruath attacks, Tardek retaliates against the monster besetting him with a fearsome, albeit clusmey swing, the magical venom clouding his judgement. Alyoma fires a bolt at creature engaging in combat with her half-elven compatriot, but unfortunately her foe won't stand still long enough for her to get a clear shot in. The flour-covered, little demon growls in a voice too low and throaty for its tiny frame, twitching an eye at Dehrisan for his spells and curses, but turns toward the dwarf roaring in outrage. "You'll pray to no god of light here! This is the sanctum of the Mother of Monsters!" She surges forward, miniscule fist still full of magic lightning and reaches out to send the arcane sparks into Gorgoron's armor.
Touch attack roll on Gorgoron with a +3 for wearing scale mail armor: 1d20 + 10 + 3 ⇒ (9) + 10 + 3 = 22
Electricity damage: 3d6 ⇒ (1, 4, 2) = 7
Forks of blue and black lightning dance along the dwarf's armor and into his flesh below. The priest feels his muscles tense and his hair bristle for the briefest moment of pain before the spell passes. Flitter takes a few sidesteps away from the brute attacking his assistant and levels his crossbow for a shot of his own.
Flitter's attack roll: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d8 + 1 ⇒ (7) + 1 = 8
His bolt pierce's the beast's side and it howls in pain, swaying for a moment, but steadying itself as it sniffs the air and turns its attention toward the halfling with a glare. It notices Dehrisan as he rushes to Ansruath's side, just quickly enough to throw a razor-sharp claw his way before he leaves his grasp.
AoO on Dehrisan: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Healing magics colleasce about Dehrisan's hand as he calls upon his ability to heal the wounded, knitting some of his friend's deeper injuries.
Bite on Ansruath (with a +4 AC due to cover): 1d20 + 3 ⇒ (20) + 3 = 23
Always the bite, eh? At least he was healed for 10 right before the attack and will be healed a bit more right afterward.
Critical confirmation: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 2d6 + 2 ⇒ (4, 3) + 2 = 9
Ansruath's will save: 1d20 ⇒ 17
Claw on Ansruath (with a +4 AC due to cover): 1d20 + 3 ⇒ (1) + 3 = 4
Claw on Ansruath (with a +4 AC due to cover): 1d20 + 3 ⇒ (16) + 3 = 19
The monster attacking Ansruath shunts its disgusting face through the spaces in the railing supports and gives a powerful bite, its fangs sinking deep into the warrior's flesh, its eyes flashing as the angering toxin is released into its victims. A badly wounded Ansruath manages to shake off the effects, but rivulets of blood seep out from holes punched into his armor by the creatures teeth. The monster beset by Tardek and Flitter steps over to threaten both, retaliating at the halfling with a bite while slashing at Tardek with its massive claws, but all of its attacks fall short of their marks.
Bite on Flitter: 1d20 + 3 ⇒ (12) + 3 = 15
Claw on Tardek: 1d20 + 3 ⇒ (2) + 3 = 5
Quick as can be Gorgoron pulls a healing wand and continues to magically bind Ansruath's many wounds.
Claw on Tardek: 1d20 + 3 ⇒ (10) + 3 = 13
| Gorgoron |
Round 3 - HP 17/10
"Ow."
Since Gorgoron goes last, I'l hold declaring his action until after the baddies have gone, if you don't mind.
| Alyoma |
Round 4, Init 19
Alyoma grumbles to herself about her shooting, and points a finger at the creature, unleashing a bolt of cold.
"Eat this!" she says.
AC 16, HP 12/12
3/5 1st level spells, 5/6 minute meteors
Ray of Cold at creature at F9.
Ranged Touch Attack: 1d20 + 2 - 4 ⇒ (6) + 2 - 4 = 4
Damage: 1d3 ⇒ 2
Man, are the dice cold!
| Ringtail |
Initiative:
Initiative:
Ansruath
Tardek
Alyoma
Quasit
Flitter
Dehrisan
Monsters
Gorgoron
Ansruath's attacks continue to be twarted by the annoying stone railing, but Tardek, mind adrift with vengeful thoughts brought on by the fury inducing venom smashes the skull of the brute before him, dropping it in a crumpled heap to the marble floor. Alyoma's beam of frozen motes unfortunately goes wide. The quasit flutters back a few feet and slides her small blade along her talon-like claws, scowling as she coats the weapon with a dark residue secreted from them. Flitter reloads for another shot, cranking his small crossbow taught. Dehrisan fires a shot over Ansruath's shoulder, aiming for the remaining beast on the stairs, but the shot doesn't find its mark. The vile creature continues to wildly slash and bite at the half-elven warrior, wih no signs of fatiguing on its hideous face..
Bite on Ansruath (who enjoys a +4 AC bonus from cover): 1d20 + 3 ⇒ (1) + 3 = 4
Claw on Ansruath (again with a +4 AC bonus): 1d20 + 3 ⇒ (2) + 3 = 5
Claw on Ansruath (again with a +4 AC bonus): 1d20 + 3 ⇒ (13) + 3 = 16
Down to Gorgoron.
| Alyoma |
Round 5, Init 19
Alyoma, seeing Ansruath solidly hit the creature, turns her attention to the quasit.
"Now to deal with you," Alyoma comments with a smile.
Uttering her spell, she hurls a bolt of force at the flying creature.
AC 16, HP 12/12
2/5 1st level spells, 5/6 minute meteors
Magic Missile at Quasit at G5.
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
That's more like it.
| Gorgoron |
Round 4 - Initiative 2
As the Quasit moves back, Gorgoron gains enough room to maneuver his long cold-iron spear. He wheels towards the fluttering creature, and thrusts towards it with the razor sharp point.
1d20 + 4 ⇒ (17) + 4 = 211d8 + 4 ⇒ (7) + 4 = 11
ooh, nice solid attack!
He yells, "May your mother of monsters burn in the Dawnflower's light, and you along with her!
| Ringtail |
When did it become Friday? Days are starting to run together.
Initiative:
Ansruath
Tardek
Alyoma
Quasit
Flitter
Dehrisan
Monsters
Gorgoron
Gorgoron gives a mighty thrust, its cold iron tip sizzling as it pierces the quasit's gangly form like water on hot steel. The little beast hisses in pain as a spray of thick, black and green blood erupts from the wound. The winged demon struggles to keep aloft and flutters its tattered wings wildly, eyes alight with ire. Taken aback by the turn of events in your party's favor. Her fear is punctuated by Ansruath powerful slash, nearly cleaving the brute before him in twain from shoulder to hip, ending its wild asault and leaving the quasit without aid on the battlefield and nearly defenseless without her innate ability to become invisible. (We'll just delay Tardek for now.) Alyoma gives a quick arcane chant and flourish, slamming a bolt of force into the cretin, the strong blast of energy nearly the size of the minute monstrosity. The panting demon curl's her lips into a determined snarl and flicks her wrist, sending the tiny dagger coated in demonic resin at the dwarf in retaliation.
Attack roll on Gorgoron: 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 1d2 ⇒ 2 Woohoo! MAXIMUM DAMAGE...2
Gorgoron can make an AoO in retaliation, as we did need to throw the dagger- being tiny sucks. But with his AoO he can roll a saving throw vs the poison on the dagger, obviously applying the typical dwarven resistance.
After seeing her weapon hit its mark, and her foe remain standing the demon asesses the situation and flutters toward the exit. Cursing in its vile tongue.
It has a fly speed of 50', with the twists and turns in the dungeon it would be difficult to chase and kill with ranged weapons, but possible. If the group wishes to pursue it, we can remain on initiative, otherwise, with the enemies either dead or fleeing we can move off of initiative and allow for exploration of the final chamber and finally leave the dungeon crawling portion of the adventure behind.