| Black Tom |
As you return the room with the idol looks undisturbed. As Vulcan can confirm, there doesn't seem to be much congress between the three temples, and the references the priests made to the other cultists were very disparaging. "Freaks" was one of the nicer words used.
The door with the Rovagug symbol is opposite the door to the Zon-Kuthon temple, and the key fits in the lock. Chisora takes her time to search for traps, but the door seems safe enough.
Beyond the door, a narrow stairway winds its way down into the darkness.
Now I'd like to know your marching order and any preparations you want to make. Also you can make a Perception check each in advance.
| Valgrim Twin-Axe |
When ready, Valgrim leads the party down the stairway. He whispers to the party, "If I cross me axes over me head, we've got trouble ahead and you should stop and be quiet!" He's going to be 30' ahead of the rest of the party, navigating with darkvision and trying to be stealthy. Chisora will be at his side (if possible; if not behind him), having cast Light on a coin, and keeping it clenched in her fist, only revealing enough for her to see 5' in front of her. Valgrim has both his waraxes in hand, while Chisora wields her whip.
Stealth check for Valgrim : 1d20 + 2 ⇒ (17) + 2 = 19
Perception check for Valgrim: 1d20 + 7 ⇒ (11) + 7 = 18...add +2 if undead or anything do with stonecunning
Stealth check for Chisora: 1d20 + 8 ⇒ (1) + 8 = 9
Perception check for Chisora: 1d20 + 7 ⇒ (4) + 7 = 11...add +1 if traps involved
| Vug Vang |
previously...
Vug does her preparations in a frantic hurry, desperately trying to get back before the rest of the party is trapped. Upon seeing them safe, she cries tears of relief, but her trust in Valgrim's judgment has been impaired for the moment.
She hands Chisora a tanglefoot bag and says: "If you see someone casting spells, throw this at him. It may tangle him enough to ruin his spells."
now...
Perception check: 1d20 + 8 ⇒ (3) + 8 = 11
Vug drinks her elixir of dexterity and hangs back with her lit torch in one hand and her new bow in the other.
| Black Tom |
The room that appears at the end of the stairs is a natural cave, about 25 feet in diameter. The passage continues at the other end.
A forest of stalactites and stalagmites fills this cavern. The rocky formations make it difficult to see far ahead, as they choke most of this natural cave. The steady, rhythmic splash of water dripping into a puddle echoes through the chamber. The ground here is rough and uneven.
| Valgrim Twin-Axe |
If Valgrim does not detect anything unusual, he moves into the room, weapon in hand, using his darkvision on the ground and ceiling. How high is this room? Does he see the ceiling?
| Black Tom |
As Valgrim and Chisora gingerly make their way into the room, suddenly two gray shapes emerge from behind the stalagmites and take a swing at Valgrim, who is hit once for 5 points of damage.
Your opponents are some sort of grayclad humanoids with an ashen complexion, lanky black hair and eyes covered with a milky film. They snarl as they have at you with their crude axes.
Time to roll for initiatives. Valgrim can indeed see the ceiling which is about 20 feet up.
The light grey area is difficult terrain. The darker grey is stalactites or stalagmites. Those squares take four squares of movement and provide cover.
Let me know if I got your marching order wrong.
| Black Tom |
As Valgrim and Chisora gingerly make their way into the room, suddenly two gray shapes emerge from behind the stalagmites and take a swing at Valgrim, who is hit once for 5 points of damage.
Your opponents are some sort of grayclad humanoids with an ashen complexion, lanky black hair and eyes covered with a milky film. They snarl as they have at you with their crude axes.
Time to roll for initiatives. Valgrim can indeed see the ceiling which is about 20 feet up.
The light grey area is difficult terrain. The darker grey is stalactites or stalagmites. Those squares take four squares of movement and provide cover.
Let me know if I got your marching order wrong.
| Black Tom |
As Valgrim and Chisora gingerly make their way into the room, suddenly two gray shapes emerge from behind the stalagmites and take a swing at Valgrim, who is hit once for 5 points of damage.
Your opponents are some sort of grayclad humanoids with an ashen complexion, lanky black hair and eyes covered with a milky film. They snarl as they have at you with their crude axes.
Time to roll for initiatives. Valgrim can indeed see the ceiling which is about 20 feet up.
The light grey area is difficult terrain. The darker grey is stalactites or stalagmites. Those squares take four squares of movement and provide cover.
Let me know if I got your marching order wrong.
| Valgrim Twin-Axe |
DM, did you factor +4 cover bonus to my AC from the stalagmite with the hit? My FF AC was 22 then, just mentioning.
Initiative for Valgrim: 1d20 + 1 ⇒ (15) + 1 = 16
Initiative for Chisora: 1d20 + 4 ⇒ (1) + 4 = 5
If in the same position, Valgrim will take a swing at the gray humanoid in AA9 with cover, using Power Attack and then take a 5' step directly back:
1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d12 + 9 ⇒ (2) + 9 = 11
"We've got company fellas!"
| Black Tom |
Sorry, forgot to say that the monsters attacked in the surprise round. The monsters go on 6, so Valgrim, Vug and Bubba beat them. And yes, one of them rolled really well.
Valgrim's axe strikes true and the gray-skinned monster yelps in pain. Vug and Bubba move into position, Vug sending an arrow bouncing off a stalagmite.
Need initiatives from Feres and Vulcan. Chisora goes after the monsters.
| Friar Feres |
Initiative: 1d20 ⇒ 12
Feres step up next to Vug, whispers a quick prayer, and touches the elf on the shoulder to grant her a bit of Sarenrae's guidance.
Move action to square AC-6; Standard action to cast Guidance on Vug, granting her a +1 competence bonus on a single attack roll, saving throw, or skill check; duration 10 rounds or until discharged.
Personal spells in effect: None
| Black Tom |
The wounded monster is struck by Vulcan's hailstone in the face. With a crunching sound he collapses. His mate steps in front of Valgrim and gives him a devastating chop with his battleaxe for 9 points of damage.
The third gray-skinned figure shrieks and runs down the sloping corridor at the other end of the room.
You're up. Will update map when I get home later tonight.
| Valgrim Twin-Axe |
Valgrim grimaces in pain at the hit. "Friar, some healing would be appreciated. As for you, you ugly bastard, die!" Same attack as before with Power Attack.
1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d12 + 9 ⇒ (7) + 9 = 16
| Valgrim Twin-Axe |
Still missing 7 hps and that guy will most likely be back with more buddies, so could I bother you for another charge, Friar?
Once he does receive more healing, Valgrim will move to G11 and look down that passagway heading SW. Does he see anything with his 60' darkvision?
Perception: 1d20 + 7 ⇒ (16) + 7 = 23...add +2 if stonework involved.
"Does anyone know what the heck those things were?"
Kn. Dungeoneering: 1d20 + 4 ⇒ (15) + 4 = 19
Kn. Nature: 1d20 + 4 ⇒ (8) + 4 = 12
Chisora: Kn. Dungeoneering: 1d20 + 4 ⇒ (5) + 4 = 9
| Black Tom |
The monsters are grimlocks, a species of subterranean humanoids notable for their blindness (and blindsight) and bloodthirst.
The passage twists so that Valgrim doesn't see anything more than stairs continuing downwards. But by the sound of it, someone down there is upset.
| Vug Vang |
Vug picks up her torch. "Blind, you say? Well, then I'm glad I didn't buy any f-f-flash powder. But a little f-fire will probably do the trick just f-fine. I mixed a little sulphur in my latest batch of bombs -- that'll give their noses something to think about!" She titters eagerly at the thought of the noxious clouds of pure stink.
Apparently her recent moodiness is gone for the moment.
| Valgrim Twin-Axe |
"Thanks, Friar! Grimlocks, huh? Makes sense, the journal did mention Grallak Kur and his minions came from the Underdark. Well, it looks like they ain't coming to us, so we'll have to come to them. The journal also said they are few in number and battered after their pilgrimage. Everyone keep a sharp eye out. These blind bastards tend to blend with the stone background." Valgrim leads the party down the cavern, unless someone else chimes in with a better idea.
| Black Tom |
Descending a crude set of stairs cut into the rock, you emerge into a large cavern facing a cliff.
The green area is about 40 feet down. The gray area is occupied by stalactites or stalagmites.
As Bubba predicted your grey-skinned friend has company. Two weird grey-skinned cat-like predators growl at you as you enter.
Knowledge (nature) 14:
Perception 21
Initiatives, please. If you beat 15 you get to go first.
| Valgrim Twin-Axe |
Valgrim Kn. Nature: 1d20 + 4 ⇒ (14) + 4 = 18
Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Chisora Kn. Nature: 1d20 + 4 ⇒ (2) + 4 = 6
Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Valgrim Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Chisora Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Valgrim moves to W14 and attacks creature K with Power Attack (add +4 to AC for cover).
Attack:1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d12 + 9 ⇒ (8) + 9 = 17
"Get rid of the cats first! They can spook you and take you out of the fight!"
AC 20, 24 with cover.
| Vug Vang |
nature: 1d20 + 9 ⇒ (3) + 9 = 12
perception: 1d20 + 8 ⇒ (16) + 8 = 24
initiative: 1d20 + 5 ⇒ (20) + 5 = 25
Vug tosses one of her newly developed stink bombs in W16. "Take a whiff of this, Charlie!" she chortles.
attack roll to hit AC 5 to target the right square: 1d20 + 8 ⇒ (20) + 8 = 28
dmg: 5 fire (ref DC 14 for 1/2), stinking cloud effect for 1 round (fort DC 14 or be nauseated for as long as you're in the cloud & 1d4+1 rounds after)
| Black Tom |
Valgrim plays curiosity and kills the cat. Vug's bomb detonates behind it and singes the grimlock and the surviving krenshar.
Coughing and sputtering they approach. The grimlock takes a swing at Valgrim and misses, while the cat assuming it survives Valgrim
s AoO gives out a bone-chilling screech as it pulls the skin off its face, revealing a skull-like structure. Valgrim needs to make a Will 15 save (not spell-like) or be spooked.
You are up. The light green area is the stink that persists until Vug's next initiative, so if you choose to delay you can ignore it.
| Valgrim Twin-Axe |
In 3.5, the krenshar's scare was a supernatural/extraordinary ability that did not provoke an AoO. Its movement also does not provoke due to cover.
Will Save: 1d20 + 1 ⇒ (4) + 1 = 5...Valgrim screams and hightails back up the cavern, provoking AoOs from both.