| DM Wrath |
Choosing to ignore the strange looking creature that Durik had managed to glimpse, the party checked out the other passageways that this room had leading into it.
The door that Feldspar had pointed to stood slightly ajar, as Tania listened at it she couldn't hear anything untowards from that direction. Pushing it open carefully, she could just make a long corridor with a few side passages. The corridor appeared to end in another door, but she could only just see this in the shadoy light from the parties torches. Again the lanterns and torches here had been quenched.
The newly opened room contained stacked crates and barrels, all of them looking very aged and some with mould growing from between the joins in the timber. whomever had stored this equipment had not been here for a long time.
Another rough tunnel led from this room, showing signs of natural erosion where the rest of this place had seemed purely man made. The slow roar of the surging ocean could be heard coming from up this way.
Perception DC14 in this room
Perception DC 18 (as for DC 14 plus...)
Will need to update map later, got guests arriving any minute
| Feldspar Flamebeard |
Perception Check: 1d20 + 2 ⇒ (18) + 2 = 20
Feldspar nods grimly as he too recognizes the remains. "What we are dealing with here goes far beyond goblins, I think. Goblins might be so cruel but they do not have such...skill."
Mouthing a quiet prayer, Feldspar calls on Torag to allow him to see clearly.
Detect Evil, taking a few seconds to scan each of the possible directions.
| DM Wrath |
Sorry about the lack of posting recently. Been busy with family and getting ramped up for Teaching again. I've had to cut back my commitment online, and just informed my Kingmaker game that I have to drop it. <sigh>. This game is easy to run in comparrison to that, so I will still be running it (to reassure you all).
I will get an in game post up tonight for you, when I don't have my kids bouncing all over me every 5 minutes and can get some time to think. I'm also a bit bummed about having to drop my Kingmaker game right at this moment, so not in the frame of mind to write creatively. Will be here tonight though.
Cheers
| DM Wrath |
Idrian and Durik both move across and carefully inspect the remains of the fallen bugbear. To their horror, they discover the creature hadn't been skinned at all. Two large puncture wounds in the side of the the remaining hide dripped some form of acidic fluid, smelling of rancid meat and stained with stringy clumps of congealed blood. It appeared as if something had injected an acidic fluid into the creature then sucked the mess it made out of the body, leaving just the withered husk behind. Even then bones had dissolved away.
Feldspar called upon Torag to aid him and he brought his divine sight to bear. He scanned all directions, finding no sign of evil. However, in his look, he was the first to see the tentacled horror that Durik had noticed in the prison room slide down in an oozing mess upon the floor at the door. It had used the time while the group was distracted with the hobgoblin corpse to close the gap, and now was in a position it could attack them from.
It looked like a mess of writhing tentacles wrapped around a bulbous head. A strange proboscis protruded from its its cetral dome, oozing an amber liquid that hissed and bubbled where it struck the stone floor.
Dungeoneering checks to identify anything about this little beauty.
Inititiatives - Group 1= Idrian and Durik. Group 2 = Tentacled beast. Group 3 = Jo'no, Tania, Mikka and Feldspar (who rolled a 1 so must have been a bit shocked to see this thing so close hehe
No surprise round, as Feldspar sees it and warns you before it goes.
| Durik |
Round 1
HP = 28/28
AC = 17
Weapon Equipped = None
Arrows = 37/40
Speed = 40'
Inquisitor Spells Known (CL 4, +6 melee touch, +5 ranged touch):
2 2/2 Cure Moderate Wounds (DC 14), See Invisibility
1 4/4 Bless Water (DC 13), Divine Favor, Protection from Evil, Cure Light Wounds (DC 13)
0 Acid Splash, Create Water, Detect Poison, Read Magic, Light, Detect Magic
Teamwork Feat: 2/2
Agile Feet: 5/5 Ignore difficult terrain.
Judgement: 2/2
Status Effects = None
Durik quickly looks around the corner to identify the beast before ducking back to call upon Desna's aid in banishing it.
Look around corner to see creature and make dungeoneering roll, then cast Divine Favor
Knowledge: Dungeoneering +6
1d20 + 6 ⇒ (6) + 6 = 12
| Idrian |
[ooc]AC 18, FF 14, T 14; HP 33/28
Arcane Pool 4/4[/ooc ]
Know: Dungeon 1d20 + 8 ⇒ (3) + 8 = 11
Composite Longbow +1 str +3: deadly aim, pb shot
to hit 1d20 + 8 - 1 + 1 ⇒ (1) + 8 - 1 + 1 = 9 damage 1d8 + 2 + 2 + 1 ⇒ (3) + 2 + 2 + 1 = 8
Idrian aim is off as he is still shuddering in revulsion at the sight of what he is sure what did that to the bugbear.
| DM Wrath |
Durik and Idrian both stare at the creature in the light of Feldspar's glowing hammer. Neither of them can recall anything about these beasts, though it doesn't look natural.
Idrians shot is well wide of the mark, mostly as a consequence of having to draw a bead through so many of his companions.
The creature slithered forwards, its tentacles reaching out towards Feldspar in a conserted effort to wrap themselves around the dwarf. It couldn't find a way to wrap a sensitive part though, sliding off his dwarven crafted armour (hits AC 16, which is a miss I believe)
Jo'no
Group 3 to act. That's everyone else that hasn't acted yet :)
The creature moved directly forwards into base contact with Feldspar. Tania is in diagonal base contact this means. It has reach with its tentacle, so be warned casters and range attackers.
| Tania Teg |
Tania wields her sword in a defensive stance as the creature approaches. Then, she ducks and rolls through, hoping to surprise the monster and get behind it.
Acrobatics to Q16: 1d20 + 8 ⇒ (16) + 8 = 24
She then raises her sword and conjures arcane waves of energy through it. She slices at the beast with the blade, planting her right fist forward and letting the blade drop in a diagonal arc.
SwA: Arcane Strike
StA: Longsword 1d20 + 11 ⇒ (3) + 11 = 14; 1d8 + 8 ⇒ (8) + 8 = 16 -2 to hit if Tania couldn't get into a flanking position with her acrobatics.
| Feldspar Flamebeard |
Round 1: AC 18 (with shield) HP: 36/36
"Foul beast," Feldspar growls as he brings his warhammer around and attacks.
Now when you say base contact, does that mean I can hit it from where I'm standing? Or do I have to move closer to its center to attack it in the midst of all those tentacles? I'm assuming that I can attack.
Power Attack: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25
Damage: 1d8 + 4 + 4 ⇒ (1) + 4 + 4 = 9
| Mikka |
Mikka took a step back chanting and gesturing as she did, one hand passing over the birthmark on her belly that served as a focus for her divine power.
Her eyes seemed alight, burning like coals an the dimly lit room, and as her glare intensified, the creature's hide began to smoke.
"Burn"
DC 19 Fort save of take 1d6 fire, if it fails then make DC 19 Reflex save or burst into flames.
| DM Wrath |
Round 1b
Tania tumbled and leapt past the writhing mass of tentacles, avoiding the slimy appendages with grace. Unfortunately, her efforts left her little ability to actually strike the creature.
Feldspar used the distracting influence of the nimble bard to his benefit though. His great hammer rose and fell in the perfect rythm. The heavy metal head slammed into the abberation, causing a swelling bruise to spread across its dark leathery flesh almost immediately.
Jo'no used the space between he and the questing tentacles to his advantage. He summoned forth another of his burning spheres, dropping it onto the creature and singing the hide with a hissing pop. The smell of burning seaweed and old fish began to fill the air.
Mikka tried to step back and cast, however Jo'no prevented her move as he blocked the passage behind her. She cast her spell, even as the long tentacle tried to grasp her. The appendage missed though, and her spell flashed into the beast burning it (3 damage). While the Tentamort couldn't avoid the initial burn, its wet hide failed to catch fire.
Round 2a
Idrian took aim again, holding his shot until the perfect moment arose for his arrow to bypass his companions. He breathed out and released the shot, watching as it sunk into the creature and a strange kind of keening wail arose from it. The tentacles writhed one last time then fell limply to the floor. The ancient aberration lay smouldering and broken on the ground between Feldspar and Tania, a few centuries of life ended in seconds by this capable band.
Combat over, very fast too. Well done, it had an AC of 23 and 30 HP, but you guys tore though it with ease :).
Where to now?
| Feldspar Flamebeard |
Nice change of dice rolls from the fight with the dogs! Good job, everyone!
Feldspar cleans his hammer with satisfaction and turns to the group. "Whatever the beast was, it's dead now. We should continue but the question is where? I'm still inclined to see where this passage leads."
He points to the door Tania had opened for him earlier.
| DM Wrath |
With Felspar and Tania leading the way, the small band carefully entered the dark corridor. The lights they brought with tehm illuminated the stonework, showing that this passage had seen some heavy use in recent times. The door at the far end of the hall was unlocked, but it creaked alarmingly as it opened, apparently succumbing to rust from the salty air that seemed to have made its way into these parts of the complex.
The small room beyound the door was heavily graffitited with goblin artwork. Most of this appeared to be crude images of goblins involved in acts of violence against humans, horses and dogs, but one wall held a much larger and better designed image. It depicted a profile of the rock and the goblin fortress above, painted in some accuracy. A hollow chamber appeared to have been panited into the rock below the goblin complex, and a large and msular goblin with flaming red eyes and savagely pointed teeth was painted within this chamber. If the scale was anything to go by, this goblin was well over 30ft tall.
Another door led from this room, and a band of flickering light could clearly be seen coming from beneath it.
Perception DC15
Perception DC22 (as for 15 plus...)
The man states "Well, I hope the barrier holds 'em long enough"
and the woman replies "I hope Nualia finishes in time so we can all survive this"
| Idrian |
Perception 1d20 + 12 ⇒ (10) + 12 = 22 +2 v Humanoid (goblinoid)
Idrian halts the group, then has them pull back some. "There's at least two up their waiting to ambush us. They set up a barricade of some kind to hold us off while a third finishes other preparations."
Idrian will cast Shield on himself.
| DM Wrath |
Feldspar's hand closed around the handle of the door and found it unlocked. However, something heavy barred his attempt at opening it first time. It took him two serious shoves with his shoulders to force the door, and even then it only allowed entrance for one person to squueze through.
As he was pushing his way in, a shout from across the other side of the new room let them all know their opponents were aware of them. A females voice immediately began to chant in the mystic language of the arcane as he set off a spell on Feldspars first attempt.
Spellcraft DC 20(higher difficulty as cant see caster and some distance)
As Feldspar finally forces the door enough to see and move, he is confronted by a larger room. The furniture has been moved to either stack against his door or force a barrier behind which a heavily armoured human man stands ready to reciecve their attacks. Behind this man, a dark skinned woman dressed in the garb of a caster had just finished a spell and the dwarven paladin watched as 6 images of teh girl suddenly appeared in the area where she stood, continually shifting so that it was difficult to tell whcich was the real woman.
Initiatives. - Well you all manage to go before my two. No surprise round naturally, the barred door made sure of that. The door must be squeezed through, which halves movement for that square and prevents charging.
I couldn't map it very well, but the man has upturned a heavy oak table which he's turned at an angle between the two walls to create a barricade for defense. He has better AC because of this, but then so will anyone else fighting on the other side of him. It is impossible to engage him without the barrier between you unless you jump up on the edge of thet able itself, which will require athletics checks and will most likely provoke AoO's.
The furniture in the map isn't actually there except for the barrier I added. The remaining squares are bare. Sorry for any confusion.
Round 1, over to you. Be careful of positioning and blocked squares. Targeting through the door at the moment grants cover to the two baddies since it is only partially open. Make sure you can move to free square, since you're all pretty cramped at the moment, so track movement of your friends if they post before you.
| Mikka |
Spellcraft1d20 + 10 ⇒ (14) + 10 = 24
Initiative1d20 + 2 ⇒ (6) + 2 = 8
Seeing the armored man's ready stance and recognizing the defensive abilities of the woman's spell, Mikka begins a chant in lilting druidic, culminating in a shout as a rain of dirt, gravel, and small pebbles come crashing down from the ceiling, hammering them both.
2d6 ⇒ (5, 4) = 9 Bludgeoning damage Spells area spans from G8 back 80ft wherever possible, cylinder with a 40ft radius, and the armored man is at the front edge. NO SAVE
| Durik |
Round 1
HP = 28/28
AC = 17
Weapon Equipped = None
Arrows = 37/40
Speed = 40'
Inquisitor Spells Known (CL 4, +6 melee touch, +5 ranged touch):
2 2/2 Cure Moderate Wounds (DC 14), See Invisibility
1 2/4 Bless Water (DC 13), Divine Favor, Protection from Evil, Cure Light Wounds (DC 13)
0 Acid Splash, Create Water, Detect Poison, Read Magic, Light, Detect Magic
Teamwork Feat: 2/2
Agile Feet: 5/5 Ignore difficult terrain.
Judgement: 2/2
Status Effects = None
Durik moves up and fires at the warrior.
Move to D10 and fire
Longbow Point Blank
1d20 + 7 ⇒ (5) + 7 = 121d8 + 3 ⇒ (7) + 3 = 10
Wrath
|
Spellcraft1d20+10
Initiative1d20+2Seeing the armored man's ready stance and recognizing the defensive abilities of the woman's spell, Mikka begins a chant in lilting druidic, culminating in a shout as a rain of dirt, gravel, and small pebbles come crashing down from the ceiling, hammering them both.
2d6 Bludgeoning damage Spells area spans from G8 back 80ft wherever possible, cylinder with a 40ft radius, and the armored man is at the front edge. NO SAVE
Mikka, you may want to reconsider that. The centre of your spell can only be placed at the wall behind the Girl at the furthest. That's going to hit Tania feldspar and Jo'no as well. Additionally, you'd have to move where Jo'no is currently standing to see that spot. Remember spells are targeted from their centre, not their edge. Cheers