Tzleztor |
The Mephit gives the wizard a rebellious look and begins to pout.
"You never want to get into the action. You always stay in the back and cast your spells. Don't you ever want to sink your claws into a creature once in a while? I know you do not have claws but you know what I mean."
GM Jhaeman |
The doors swing open to reveal a sun-drenched, dusty canyon. Layers of reddish rock create small plateaus that rise up in graduated ledges against the walls of the room, which appear to be impossibly high canyon walls. Tall natural rock pillars of orange stone rise up from the parched earth, all seemingly randomly dispersed throughout the barren landscape. One of these hoodoos soars well above the rest, easily rising thirty feet into the sky above. To the northeast, a fissure in the walls opens up and reveals a night sky full of stars in the distance.
Deldri notices there are tiny creatures hiding behind the pillars!
Deldri, you may take a move or standard action in this surprise round.
The plateaus start at 10’ high and rise in 10’ steps (with the highest at 30’). They require a DC 10 Climb check to scale.
Perception (Tzleztor): 1d20 + 9 ⇒ (15) + 9 = 24
Perception (Xilt): 1d20 + 13 ⇒ (9) + 13 = 22
Perception (Dat): 1d20 + 21 ⇒ (3) + 21 = 24
Perception (Hal: 1d20 + 8 ⇒ (4) + 8 = 12
Perception (Spackle): 1d20 + 7 ⇒ (20) + 7 = 27
Perception (Bom w/ H.A.): 1d20 + 13 ⇒ (4) + 13 = 17
Perception (Ulfur): 1d20 + 4 ⇒ (10) + 4 = 14
Perception (Deldri): 1d20 + 15 ⇒ (14) + 15 = 29
Initiative (Deldri): 1d20 + 5 ⇒ (7) + 5 = 12
Initiative (Bad Guys Type 1): 1d20 + 5 ⇒ (20) + 5 = 25
Initiative (Bad Guys Type 2: 1d20 + 1 ⇒ (13) + 1 = 14
Bom Skjold |
Bom will use his HA for Init
GM Jhaeman |
Initiative (Round 1)
Bad Guys 1
Hal
Bad Guys 2
Xilt
Deldri
Dat
Bom
Spackle
Bold may go!
Initiative (Bom w/ H.A.): 1d20 + 7 ⇒ (2) + 7 = 9
Initiative (Xilt): 1d20 + 11 ⇒ (2) + 11 = 13
Initiative (Dat): 1d20 + 1 ⇒ (10) + 1 = 11
Initiative (Hal): 1d20 + 8 ⇒ (14) + 8 = 22
Initaitive (Spackle): 1d20 + 2 ⇒ (3) + 2 = 5
GM Jhaeman |
Henry "Hal" Lancaster |
Hal attempts to identity the creatures, moving into the room for a better look.
"I don't believe I've ever seen creatures like these before. However, I can always come up with a brief ditty about them in the moment."
Hal begins to sing about the creatures and how they are about to die.
Bardic Performance: Inspire Courage +1/+1
Spackle McGapfiller |
Spackle steps into the room and snaps off a shot.
Nature: 1d20 + 8 ⇒ (5) + 8 = 13
Nature: 1d20 + 8 ⇒ (5) + 8 = 13
"Pugwumpis 'n vexgits. That there's a combination sure ta ruin a day. Them pugwumps 'r all fer makin' some bad luck 'n dangerous traps they be callin' 'jokes'. Ain't nuthin' funny 'bout 'em though. The vex'ees there enjoy fightin' larger races, me included. Sure'n they're spoilin' fer a fight."
Hornbow vs BLACK {PBS/IC}: 1d20 + 8 + 1 + 1 ⇒ (10) + 8 + 1 + 1 = 20
Damage {PBS/IC}: 1d10 + 1 + 1 + 1 ⇒ (5) + 1 + 1 + 1 = 8
Added color outlines to the 'badguys'
Bom Skjold |
Nature: 1d20 + 7 ⇒ (4) + 7 = 11
Nature: 1d20 + 7 ⇒ (6) + 7 = 13
Going to Delay until the people in front have a chance to clear out and then decide where I'll move to/what I'll do
Xilt Sphinx |
Xilt enters the room to see what they are up against before deciding on his action (Standard).
Knowledge Nature Dog Headed DC 10: 1d20 + 14 ⇒ (15) + 14 = 29
Knowledge Nature Insect DC 11: 1d20 + 14 ⇒ (12) + 14 = 26
Questions for both types are 1)Spell Like Abilities, 2)Supernatural Abilities and 3)Special Attacks
Tzleztor |
The action loving Mephit flies into the room. He flies over his enemies and begins to draw all the moisture in the room
"I do not know how these guys are going to taste as jerky but let us find out."
Dehydrate Fortitude DC 14 1/2 damage. 20' area of effect from Mephit: 2d8 ⇒ (2, 8) = 10
GM Jhaeman |
Spackle’s arrow flies true and catches one of the little dog-headed gremlins in the throat! The pugwampi collapses to the ground, dying. The other pugwampis start to chatter.
Tzleztor flies into the room, fighting foes smaller than he is! He draws the moisture out of the air, to devastating effect on the vexgits and puwampis. Two collapse, their skin dry and leathery, while the others look so hurt a feather could blow them over.
Fortitude Save (Pugwampi A): 1d20 ⇒ 3
Fortitude Save (Pugwampi C): 1d20 ⇒ 17
Fortitude Save (Pugwampi D): 1d20 ⇒ 14
Fortitude Save (Vexgit A): 1d20 + 2 ⇒ (14) + 2 = 16
Fortitude Save (Vexgit B): 1d20 + 2 ⇒ (1) + 2 = 3
GM Jhaeman |
Xilt, Dat, and Bom can still go and then we'll proceed to Round 2. So far you guys are being shown up by a familiar :)
Bom Skjold |
Bom gives command to Ulfur to follow as he advances into the room, drawing one of his cold iron chakram. Taking advantage of his long stride enchantment, he reaches the creature on the right red and attempts to hammer it with the cold iron spikes on his shield.
Shield Bash+Power Attack: 1d20 + 9 ⇒ (6) + 9 = 15
Damage (Cold Iron spikes): 1d6 + 8 ⇒ (4) + 8 = 12 Using shield as primary weapon, so full STR bonus +lvl 6 PA, I think is another +4
Saw there are some pugwampi there and I OOC know about their aura, so...
Shield Bash+Power Attack (unluck): 1d20 + 9 ⇒ (6) + 9 = 15
Shield slam makes this a Bull Rush with the attack as the maneuver roll, which I will use if there is a solid wall behind the creature...in which case the creature is knocked prone.
Stop Dat |
Dat enters snake stance crouching low then runs over and attacks.
Attack: 1d20 + 14 ⇒ (8) + 14 = 221d20 + 14 ⇒ (2) + 14 = 161d4 + 8 ⇒ (1) + 8 = 9
Ears the Deinotherium attempts to trample the Pugwampis.
Trample Damage: 2d6 + 10 ⇒ (4, 1) + 10 = 15 DC 23 Ref for half.
GM Jhaeman |
Bom strides into the room and slams his spiked shield into the sole remaining vexgit, impaling it! The fey’s corpse has to be manually removed. Simultaneously, Dat’s deinotherium tramples the pugwampis into sticky paste. With the gremlins dead or dying, a moment’s glance shows they had been chipping away at the pillars, hoping to push them over on you!
Even if they made the save, the trample damage is enough to finish off the pugwampis.
We’re off initiative.
Henry "Hal" Lancaster |
"Well that was short work. Nicely done, everyone."
Hal searches the room for anything of interest.
If he finds something he stops to look at it.
If nothing to be found, he heads toward the next tunnel/passageway.
"Where do you think this leads to? Curious. Always curious."
GM Jhaeman |
Hal searches the room carefully. You notice he stops at the large, 30' tall hoodoo to the southwest. There are strange striations in the rock.
Will save: 1d20 + 4 ⇒ (18) + 4 = 22
Xilt Sphinx |
Xilt nods.
"Yes. I say we clear out this level and then come back to mine the ore. It makes no sense to do it while monsters are about."
He looks around.
"Is everyone ready to continue?"
Bom Skjold |
Bom stows his chakram and cleans off the vexgit. At the mention of mithral, Bom's eyes sparkle at the thought of a mithral...anything as he inspects the hoodoo.
K. nature w Guidance: 1d20 + 8 ⇒ (2) + 8 = 10
Bom shrugs. "Well, I can't see it, but if you say it's there. Still, I am not so sure we are seeing what we are seeing. So I agree with the half-orc. Let's clear this place out from end to end. If this be a real and not some arcane trick, then we come back and see what we can find."
Once the group decides to move on, Bom uses his wand of HA again.
Stop Dat |
Dat is happy to move on. He will cast greater magic fang on himself. Using anointing oil and place magic to increase the caster level to 8 for a +2 bonus.
"Yes."
Dat scans into the next room with spirit sight.
Henry "Hal" Lancaster |
"Things are not what they complete appear to be here. The scenery here is just an illusion. Perhaps it's like that for all of these chambers. Hmm. I doesn't seem to be harming us though. I'm not too worried about it. Let's keep going."
Spackle McGapfiller |
The bard considers what he knows about illusionary magic. "Thought I learnt that them kinda spells kin only effect sumthin' with smarts so they kin understand it. Ifin' that's bein' true, it means that alla these 'r meant ta be filled with thinkin' creatures, amIright?. Can't 'magine they're gonna be too happy 'bout seein' anybody."
Xilt Sphinx |
Xilt draws forth a rod and a tiny piece of metal to fortify his spell.
He speaks a word of power and a moment latter he is no larger than a halfling. He places his rod of extend back in his pack and draws forth a rod of intensify.
Reduce Person (extended) with power component - duration 16 minutes.
The diminutive wizard is whisked away by his familiar and flown over the elevated terrain.
Tzleztor |
The Mephit sighs as he is turned into a pack animal by his master.
"This is so humiliating. Perhaps I need to start my own union or something?"
GM Jhaeman |
For the purposes of buffs everyone, I’m going to say it’s been about five minutes since you entered the dungeon.
GM Jhaeman |
As you walk into the next chamber, you realise you’ve come into the same “night sky” chamber you saw before only this time you’re on top of the cliffs. The cliffs descend to hard dirt 40’ below, a landscape intermittently dotted with dead trees. To your left, a set of natural stairs descends to the ground. Ahead, to the north, a wooden door is set into the black rock wall.
The ground you’re walking over seems to shudder for a moment. Instants later, animated piles of mud seem to flow out from the rock and congeal into a rough semblance of humans. The dripping piles of sludge have cut off escape, and raise up limbs to strike!
Initiative (Round 1)
Dat
Xilt
Bom
Spackle
Hal
Mud Monsters
Deldri
Bold may go!
Initiative (Deldri): 1d20 + 5 ⇒ (1) + 5 = 6
Initiative (Bom w/ H.A.): 1d20 + 7 ⇒ (8) + 7 = 15
Initiative (Hal): 1d20 + 8 ⇒ (5) + 8 = 13
Initiative (Spackle): 1d20 + 2 ⇒ (13) + 2 = 15
Initiative (Xilt): 1d20 + 12 ⇒ (3) + 12 = 15
Initiative (Dat): 1d20 + 1 ⇒ (19) + 1 = 20
Initiative (Mud Monsters): 1d20 ⇒ 13
GM Jhaeman |
Xilt Sphinx |
Xilt looks at the Mud Monsters trying to remember what he might have read about them. He then remembers that they were part of a paper that he wrote for the academy on extra-planar creatures.
KS-Planes: 1d20 + 19 ⇒ (16) + 19 = 35
Please include any one detail about the mud men that you find personally interesting as his check is 35.
Xilt sighs as he considers his options. He lets loose yet another volley of magic missiles at the Mud Monster next to Dat.
"Be careful. They can entangle you in their mud. Tzleztor if you please."
Magic Missile: 4d4 + 4 ⇒ (1, 4, 2, 1) + 4 = 12
Tzleztor |
The Mephit spends his entire turn air lifting his master far off the ground (40' high).
"You get to have all the fun and all I get to do is lift."
Spackle McGapfiller |
The bard knocks an arrow as he begins to encourage his allies.
"C'mon lads. Time ta give 'em what for!"
Begin Inspire Courage. +2 to hit, +2 to damage, +2 to saves vs FEAR.
2nd of 25 rounds. 23 rounds of Bardic Performance remain
Henry "Hal" Lancaster |
Hal 5ft up to mudman. He dual wields, slice and dice.
Rapier Attack: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
Rapier Damage: 1d6 + 2 + 2 ⇒ (6) + 2 + 2 = 10
Short Sword Attack: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Short Sword Damage: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Deldri |
Deldri casts bless again to help the party.
Know planes: 1d20 + 8 ⇒ (17) + 8 = 25
"Hey guys don't use acid on these mud people and watch out they can grab you!"
Bom Skjold |
Bom calls out to the Inquisitor, "Could you step to the side"
Can Deldri take a 5' step to his right so Bom can try to set up a flank with the wolf?
To speed this up, I'm going to assume Deldri can either 5' step to the side, or 5' step back
Bom looks down to Ulfur, "Now's your chance to have some fu...what is that you are eating? Did you grab one of those dried up fey?" Bom shakes his head as Uflur seems to swallow what must have been one of the pugwampi. "How does that taste anyway?" Before the wolf can answer, Bom moves forward, drawing his sword and whistles Uflur to flank and attack.
Uflur gets a running start and easily leaps over the steps behind the elemental I think it's a 5' jump and Ulfur auto-succeeds with a +18 or so, where upon he turns and tries to bite the elemental.
Bite with Flank + Inspire + Bless: 1d20 + 6 + 2 + 2 + 1 ⇒ (3) + 6 + 2 + 2 + 1 = 14
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Trip if Bite hits: 1d20 + 11 ⇒ (7) + 11 = 18
With Uflur in position, Bom swings for power
Adamantine Sword with Flank + Inspire + Bless - PA: 1d20 + 11 + 2 + 2 + 1 - 2 ⇒ (20) + 11 + 2 + 2 + 1 - 2 = 34
Damage+PA+Inspire: 1d8 + 5 + 4 + 2 ⇒ (2) + 5 + 4 + 2 = 13
Crit Confirm: 1d20 + 11 + 2 + 2 + 1 - 2 ⇒ (7) + 11 + 2 + 2 + 1 - 2 = 21
Damage+PA+Inspire: 1d8 + 5 + 4 + 2 ⇒ (1) + 5 + 4 + 2 = 12
Oh wait. Elementals are immune to crits and flanking...oh well, that 20 still hits.
Stop Dat |
Dat seeing a creature right in front of him flurries. Attempting to destroy the body and return it to its plane.
UAS: 1d20 + 14 + 1 + 1 ⇒ (5) + 14 + 1 + 1 = 21
Damage: 1d4 + 8 + 2 ⇒ (3) + 8 + 2 = 13
UAS: 1d20 + 14 + 1 + 1 ⇒ (15) + 14 + 1 + 1 = 31
Damage: 1d4 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Ears trumpets from his trunk before attacking.
Tusk: 1d20 + 11 + 2 + 1 ⇒ (9) + 11 + 2 + 1 = 231d8 + 7 + 2 ⇒ (6) + 7 + 2 = 15
Slam: 1d20 + 10 + 2 + 1 ⇒ (10) + 10 + 2 + 1 = 232d6 + 7 + 2 ⇒ (3, 3) + 7 + 2 = 15
Spackle McGapfiller |
Just as a reminder to everyone, between my Inspire Courage and Deldri's Bless, you are all +3 to hit, +2 to damage & +2 to saves vs FEAR
Bom Skjold |
@Dat - Shouldn't the icon for the Deino be 2x2 squares as a large creature?
GM Jhaeman |
Magic missiles slam into one of the mud creatures, weakening it enough for Dat to finish it off with a flurry of blows! Meanwhile, Bom and his wolf splatter mud everywhere—but their foe still stands.
The remaining mud monster tries to flow over Bom, but the Ulfen slides easily out of the way.
I know it’s a bit confusing from the map, but you’re basically on a narrow land-bridge over the valley floor 40’ below. You have to stay single-file (unless you’re flying), and large creatures will be squeezing. I’ve readjusted the minis a little.
Deldri, you went out of turn and wouldn’t have been able to 5’ step. I don’t want to try to re-create the initial situation, so we’ll just go with it.
Attack roll vs. Bom: 1d20 + 7 ⇒ (3) + 7 = 10
Bom Skjold |
Bom waits for Ulfur to attack, hoping the wolf can topple the mud creature.
Ulfur Bite + Inspire + Bless: 1d20 + 6 + 3 ⇒ (14) + 6 + 3 = 23
Damage+Inspire: 1d6 + 5 ⇒ (5) + 5 = 10
Trip: 1d20 + 9 ⇒ (15) + 9 = 24
Guessing that might do it, but will not include a prone modifier in my attack.
"Ulfur, you can have all the fey jerky you want!"
Bom goes to work on the mud man, trying to make Gorum notice.
Main Attack+Bless + Inspire - TWF - PA: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 1d8 + 11 ⇒ (8) + 11 = 19
Iterative: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d8 + 11 ⇒ (4) + 11 = 15
Shield Bash+Bless + Inspire - PA: 1d20 + 12 ⇒ (11) + 12 = 23
Damage+Inspire+PA: 1d6 + 2 + 2 + 2 ⇒ (2) + 2 + 2 + 2 = 8
Bom Skjold |
With the threat having been dissolved, Bom speaks up. "Perhaps we should search this area."
Bom takes a look around from the ridge.
Perception: 1d20 + 11 ⇒ (6) + 11 = 17
Perception: 1d20 + 11 ⇒ (5) + 11 = 16
Perception: 1d20 + 11 ⇒ (6) + 11 = 17
Perception: 1d20 + 11 ⇒ (12) + 11 = 23