Scarred One |
Scarred One pulls out his tools and heals others
"Do you think there are more of those skulls flying below?"
I think I should prepare Fearie Fire spell for future
Yan Tovis |
1 person marked this as a favorite. |
Back down.
Yan heads to floor 6 where they had another way down to level 7. See slide 6. Recommend we explore the wisps' way when we have faerie fire
Pirate GM |
Down the main shaft, past the stoned fleshwarp defender, eventually the spiral staircase bottoms at a circular chamber’s red stone floor. Four wide passages lead away in opposite directions, three of them ending at a door. The west passage features the most impressive of these doors, which are 15 feet high and inscribed with a blazing pentagram. The southwest stairway descends from this room and appears choked with boulders, rubble, and dust.
There is magic present.
As before the stench of brimstone is nearly overwhelming. Unlike the eerie silence that met you before, you hear infernal coming from the north, followed very quickly by the sound of squishing.
Looking that direction you see a bearded devil pointing your direction and a whole horde of Grothluts squishing their way in your direction.
Yan: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
Scarred One: 1d20 + 15 + 1 ⇒ (14) + 15 + 1 = 30
Sendoski: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Oorgatch: 1d20 + 13 + 1 ⇒ (1) + 13 + 1 = 15
Bearded devil: 1d20 + 13 ⇒ (18) + 13 = 31
1: 1d20 + 5 ⇒ (16) + 5 = 21
2: 1d20 + 5 ⇒ (17) + 5 = 22
3: 1d20 + 5 ⇒ (1) + 5 = 6
4: 1d20 + 5 ⇒ (8) + 5 = 13
5: 1d20 + 5 ⇒ (15) + 5 = 20
6: 1d20 + 5 ⇒ (5) + 5 = 10
The Bearded Devil doesn't wait for his army though and disappears in a puff of brimstone before reappearing in front of Yan. He's got black leather bracers with a bright red gem inside of each wrist as well as another wicked looking glaive
glaive vs Yan: 1d20 + 15 ⇒ (6) + 15 = 21
Which Yan dodges!
Initiative:
Scarred One
Sendoski
Grothlut 2
Grothlut 1
Grothlut 5
Bearded Devil
Oorgatch
Grothlut 4
Yan
Grothlut 6
Grothluts 3
Scarred One and Sendoski are up.
slice: 1d20 + 15 ⇒ (13) + 15 = 28
slashing damage: 1d8 + 7 ⇒ (3) + 7 = 10
Evil Damage: 2d6 ⇒ (1, 4) = 5
Persistent Bleed 1d6 (Flat 20)
You also get moved 5 feet of the devil's choosing.
Scarred One |
Scarred One takes a step back, and begins to cast. Thick vines explodes from the ground and try to wrap the devil...
Murderous Vines@Bearded devil vs Fort DC: 1d20 + 15 ⇒ (16) + 15 = 31
Damage, bludgeoning, piercing: 3d6 + 2d8 ⇒ (2, 4, 3) + (7, 3) = 19
Casting Murderous Vines. If hit creature is grabbed, escaped DC is 25, If it is grabbed by the end of its turn it gets 2d6 bludgeoning dmg
Pirate GM |
Will+ Magic Resistance: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31
More Will+ Magic Resistance: 1d20 + 11 ⇒ (17) + 11 = 28
The Devil laughs off Sendoski's spells.
A trio of the Grothlut's oozes forward, their slug like tails leaving a trail of disgusting slime on the ground.
As they approach they begin to moan piteously.
Devil Will: 1d20 + 11 ⇒ (13) + 11 = 24
Devil Will: 1d20 + 11 ⇒ (14) + 11 = 25
Devil Will: 1d20 + 11 ⇒ (18) + 11 = 29
The Bearded Devil seems unaffected at least.
Each is will DC 17 (aura 60 feet, auditory, emotion, mental, occult), failure is sickened 1, crit fail is sickened 2 (penalties don't further stack)
Initiative:
Bearded Devil
Scarred One (Will 17) (Will 17) (Will 17)
Sendoski (Will 17) (Will 17) (Will 17)
Grothlut 2
Grothlut 1
Grothlut 5
Oorgatch (Will 17) (Will 17) (Will 17)
Grothlut 4
Yan (Will 17) (Will 17) (Will 17)
Grothlut 6
Grothluts 3
Oorgatch is up!
(3x Will DC 17 for everybody!)
Oorgatch |
Will: 1d20 + 13 ⇒ (3) + 13 = 16
Will: 1d20 + 13 ⇒ (1) + 13 = 14
Will: 1d20 + 13 ⇒ (7) + 13 = 20
figures
soery, don’t have the energy to post more tonight
Yan Tovis |
Will (E): 1d20 + 13 ⇒ (19) + 13 = 32
Will (E): 1d20 + 13 ⇒ (3) + 13 = 16
Will (E): 1d20 + 13 ⇒ (2) + 13 = 15
Oorgatch |
Oorgatch retches.
Fort: 1d20 + 12 - 2 ⇒ (2) + 12 - 2 = 12
Fort: 1d20 + 12 - 2 ⇒ (17) + 12 - 2 = 27
Suddenly, he feels much better, so he attempts to create a diversion
Deception (E): 1d20 + 13 ⇒ (5) + 13 = 18
back to this again.
Pirate GM |
Oorgatch feels better but doesn't get much else done.
Yan is also sickened by the moan.
The 4th fleshslug makes it all the way to Oorgatch and claws.
claw: 1d20 + 11 ⇒ (8) + 11 = 19
but can't connect.
Initiative:
Bearded Devil -19 Vine Grappled (DC 25)
Scarred One (Will 17) (Will 17) (Will 17)
Sendoski (Will 17) (Will 17) (Will 17)
Grothlut 2
Grothlut 1
Grothlut 5
Oorgatch
Grothlut 4
Yan | Sickened 1
Grothlut 6
Grothluts 3
Yan is up!
Will saves Scarred One/Sendoski
Yan Tovis |
Yan retches, sparing a look at naught as he's seen the cat do it so many times.
Fort (E): 1d20 + 13 ⇒ (17) + 13 = 30
He enters his stance. Remember when these grolthguts were dangerous? Let's send these old friends on to the Boneyard.
Inspiring Marshal Stance, DC 22: 1d20 + 14 + 1 ⇒ (20) + 14 + 1 = 35 => Stance is a 20' aura.
Critical Success Your marshal's aura increases to a 20-foot emanation and grants you and allies a +1 status bonus to attack rolls and saves against mental effects.
Success As critical success, but your aura's size doesn't increase.
Failure You fail to enter the stance.
Critical Failure You fail to enter the stance and can't take this action again for 1 minute.
He slashes at the Devil:
Disrupting Ghost Touch Bladed Scarf +1, Blade Ally, Stance, Trip: 1d20 + 16 + 1 ⇒ (18) + 16 + 1 = 35
S: 2d8 + 4 ⇒ (3, 3) + 4 = 10
Pirate GM |
Yan does his best to prent to be the cat and inspires his allies and coughs up a hairball.
His digestion is rewarded as he crits and trips the vinebound devil.
The wound immediately partially heals however. DR5 , which I just remembered will apply against the vine.
The remaining Grothluts move forward, #6 making it most of the way down at hall before projectile vomitting a ball of indescrible disgustingness at Yan.
digestive spew vs Yan @range: 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25
nat 20 upgrades fail to normal hit.
acid damage: 2d6 ⇒ (4, 1) = 5
acid splash: 1d6 ⇒ 1
Yan and his allies all get splashed a bit by the acid. The nearby Grothlut seems immune.
The final slugwarp spends all its time slithering forward.
flat5 to cast while grappled: 1d20 ⇒ 8
The devil disappears and reappears back in the room he started from.
Rather annoyed to be still prone and grabbed by the vines he tries to break out.
escape vs vines: 1d20 + 15 ⇒ (20) + 15 = 35
The Devil's beard rips the vines off
Initiative:
Bearded Devil -29 Prone
Scarred One 95/96 (Will 17) (Will 17) (Will 17)
Sendoski 56/57 (Will 17) (Will 17) (Will 17)
Grothlut 2
Grothlut 1
Grothlut 5
Oorgatch 86/87
Grothlut 4
Yan 93/99
Grothlut 6
Grothluts 3
Scardoski up (and 3x will saves each)
Sendoski Osprey |
Will Save: 1d20 + 16 ⇒ (4) + 16 = 20
Will Save: 1d20 + 16 ⇒ (10) + 16 = 26
Will Save: 1d20 + 16 ⇒ (14) + 16 = 30
Sendoski animates objects in the area to damage the Grothluts.
Animated Assult: 2d10 ⇒ (10, 10) = 20
DC 25 Reflex
He then casts shield incase the devil appears.
Pirate GM |
Grothlut2: 1d20 + 5 ⇒ (14) + 5 = 19
Grothlut3: 1d20 + 5 ⇒ (3) + 5 = 8
Grothlut4: 1d20 + 5 ⇒ (12) + 5 = 17
Grothlut6: 1d20 + 5 ⇒ (4) + 5 = 9
F, CF, F, CF
The slugwarps make little effort to get out of the way, some taking massive damage.
Initiative:
Bearded Devil -29 Prone
Scarred One 95/96 (Will 17) (Will 17) (Will 17)
Sendoski 56/57
Grothlut 2 -20
Grothlut 1
Grothlut 5
Oorgatch 86/87
Grothlut 4 -20
Yan 93/99
Grothlut 6 -40
Grothluts 3 -40
Scarred One is up!
Scarred One |
Will save DC17: 1d20 + 15 ⇒ (11) + 15 = 26
Will save DC17: 1d20 + 15 ⇒ (6) + 15 = 21
Will save DC17: 1d20 + 15 ⇒ (4) + 15 = 19
Scarred One feels fine, for the most part.
He looks at the disappearing devil and sends a ball of flames at the creatures coming closer
Fireball, reflex save DC25@ all grothluts, fire: 6d6 ⇒ (1, 4, 1, 2, 4, 4) = 16
Then he raises his shield
Pirate GM |
Scarred One toasts the Grothluts.
Save 1: 1d20 + 5 ⇒ (17) + 5 = 22
Save 2: 1d20 + 5 ⇒ (16) + 5 = 21
Save 3: 1d20 + 5 ⇒ (8) + 5 = 13
Save 4: 1d20 + 5 ⇒ (17) + 5 = 22
Save 5: 1d20 + 5 ⇒ (15) + 5 = 20
Save 6: 1d20 + 5 ⇒ (11) + 5 = 16
F,F,CF,F,F,F
The fire does not go well for the Grothluts. 3 and 6 both explode, sending toxic flaming entrails all over the battlefield sending guys and such everywhere!
#3 Acid Damage: 2d6 ⇒ (6, 5) = 11
#6 Acid Damage: 2d6 ⇒ (2, 5) = 7
30ft bursts of disgusting guts. You all are in range, the bearded devil is out.
Basic fort DC 19 (+Sickened 1 on fail and sickened 2 on crit fail)
The remaining mindless slugwarps continue their assault.
#2 moves forward, slamming into Scarred One.
claw vs Scarred: 1d20 + 11 ⇒ (12) + 11 = 23
more claw: 1d20 + 7 - 4 ⇒ (17) + 7 - 4 = 20
But it can't connect.
#1 moves into the animated assault, not caring anything for its own safety.
claw vs Yan: 1d20 + 11 ⇒ (10) + 11 = 21
more claw: 1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 16
It also has no luck.
#5 moves up and spits at Yan, twice.
spit: 1d20 + 7 ⇒ (8) + 7 = 15
more spit: 1d20 + 7 - 5 ⇒ (13) + 7 - 5 = 15
It can't even manage an effective acid splash with its upchucked digestive enzymes.
Initiative:
Bearded Devil -29 Prone
Scarred One 95/96 Fort 19/19
Sendoski 56/57 Fort 19/19
Grothlut 2 -36
Grothlut 1 -16
Grothlut 5 -16
Oorgatch 86/87 Fort 19/19
Grothlut 4 -36
Yan 93/99 Fort 19/19
Oorgatch is up!
Yan Tovis |
Hold my ale.
Fort (E): 1d20 + 13 ⇒ (4) + 13 = 17
Fort (E): 1d20 + 13 ⇒ (15) + 13 = 28
Oorgatch |
Fort: 1d20 + 12 ⇒ (17) + 12 = 29
Fort: 1d20 + 12 ⇒ (11) + 12 = 23
Oorgatch steps to the side before trying to feint #4
Deception (E): 1d20 + 13 ⇒ (1) + 13 = 14
I know this is silly, but I NEED some success here.
Deception (E): 1d20 + 13 ⇒ (12) + 13 = 25
He then does an impaling finisher on 4 and 1
+1 Ghost Touch Striking 'branch': 1d20 + 16 + 1 ⇒ (4) + 16 + 1 = 21
Magic, Ghost Touch, Piercing + precision: 2d6 + 4 + 3d6 ⇒ (2, 4) + 4 + (6, 4, 6) = 26 | deadly: 1d8 ⇒ 5
one roll for both
Pirate GM |
Yan gets guts all over and feels worse for it.
Oorgatch endures most of it, digs deep for some panache and explodes #4 and wounds #1.
more acid explosion: 2d6 ⇒ (3, 1) = 4
basic fort 19, sickened 1/2 on F/CS
Initiative:
Bearded Devil -29 Prone
Scarred One 95/96 Fort 19 (11)/19 (7)/F19 (4)
Sendoski 56/57 Fort 19 (11) /19 (7)/F19 (4)
Grothlut 2 -36
Grothlut 1 -82
Grothlut 5 -16
Oorgatch 83/87 F19 (4)
Yan 79/99 Sickened 1 F19 (4)
Yan is up!
Save(s) for all!
Yan Tovis |
Fort (E): 1d20 + 13 ⇒ (4) + 13 = 17
Yan smites & attacks 1.
Disrupting Ghost Touch Bladed Scarf +1, Blade Ally: 1d20 + 16 - 5 - 1 ⇒ (9) + 16 - 5 - 1 = 19
S: 2d8 + 4 ⇒ (4, 4) + 4 = 12
Smite Evil (Good Damage): 4 = 4
Disrupting Ghost Touch Bladed Scarf +1, Blade Ally: 1d20 + 16 - 5 - 1 ⇒ (2) + 16 - 5 - 1 = 12
S: 2d8 + 4 ⇒ (1, 3) + 4 = 8
Smite Evil (Good Damage): 4 = 4
Choose:
- The ally is unharmed by the triggering damage.
- The ally gains resistance to all damage against the triggering damage equal to 8. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn.
- Yan will make it stupefied 2 for the same duration if it's a caster or looks like one
Pirate GM |
Yan and Oorgatch get covered in acidic guts!
Looks like -5 accidently applied to first attack, not that a 19 wouldn't hit anyway/
Yan hits a Grothlut, although there in no holy burning flame.
Not evil
There is however another guts explosion!
acid damage: 2d6 ⇒ (1, 3) = 4
basic fort 19, sickened 1/2 on fail/crit fail
Nearly out of expendable troops, the Bearded Devil stands up, dusts themselves off and disappears in a puff of brimstone.
Initiative:
Scarred One 95/96 Fort 19 (11)/19 (7)/F19 (4)/F19 (4)
Sendoski 56/57 Fort 19 (11) /19 (7)/F19 (4)/F19 (4)
Grothlut 2 -36
Grothlut 5 -16
Oorgatch 79/87 Sickened 1 /F19 (4)
Yan 75/99 Sickened 1 /F19 (4)
Scardoski up!
Saves for all.
Sendoski Osprey |
Fort Save: 1d20 + 14 ⇒ (3) + 14 = 17
Fort Save: 1d20 + 14 ⇒ (16) + 14 = 30
Fort Save: 1d20 + 14 ⇒ (16) + 14 = 30
Fort Save: 1d20 + 14 ⇒ (6) + 14 = 20
Sendoski Osprey |
Sendoski maintains his animated assult, and sends debris flying at Grothlut 2.
Animated Assult: 1d10 ⇒ 6
Telekinetic Projectile: 1d20 + 15 - 1 ⇒ (4) + 15 - 1 = 18
P/S: 4d6 + 4 ⇒ (4, 1, 6, 6) + 4 = 21
Scarred One |
Fort Save: 1d20 + 14 ⇒ (4) + 14 = 18
Fort Save: 1d20 + 14 ⇒ (5) + 14 = 19
Fort Save: 1d20 + 14 ⇒ (6) + 14 = 20
Fort Save: 1d20 + 14 ⇒ (6) + 14 = 20
Scarred One does not feel to well, he extends his hand and zaps the two creatures, but before that he retches
Fort Save: 1d20 + 14 - 1 ⇒ (17) + 14 - 1 = 30
Electric arc, reflex save DC25: 4d4 + 4 ⇒ (3, 1, 3, 4) + 4 = 15
Pirate GM |
reflex vs Assault: 1d20 + 5 ⇒ (15) + 5 = 20
Sendoski is sickened by the first explosion but largely avoids the rest.
The Grothlut makes little effort to get out of the way of the assault but Sendoski can't land a hit on the other one due to being sickened.
Scarred One gets hit twice before learning to endure.
Second roll also fails due to sickened from first roll.
#2 Ref: 1d20 + 5 ⇒ (2) + 5 = 7
#5 Ref: 1d20 + 5 ⇒ (8) + 5 = 13
After cleaning himself off he zots both remaining fleshwarps, destroying them both and sending more guts everywhere!
disgusting demise: 2d6 ⇒ (1, 6) = 7
disgusting demise: 2d6 ⇒ (6, 4) = 10
Out of combat, saves for all. There are potentially enough pieces in motion at the moment that time tracking may matter.
Scarred One 77/96 /F19 (4)/F19 (7)/F19 (10)
Sendoski 43/57 Sickened /F19 (7)/F19 (10)
Oorgatch 79/87 Sickened 1 /F19 (4)/F19 (7)/F19 (10)
Yan 75/99 Sickened 1 /F19 (4)/F19 (7)/F19 (10)
Oorgatch |
Fort: 1d20 + 12 - 1 ⇒ (20) + 12 - 1 = 31
Fort: 1d20 + 12 - 1 ⇒ (14) + 12 - 1 = 25
Fort: 1d20 + 12 - 1 ⇒ (16) + 12 - 1 = 27
Oorgatch retches, again, and feels better.
Fort: 1d20 + 12 - 1 ⇒ (8) + 12 - 1 = 19
”Careful..He may come back. ”
Scarred One |
FOrt, DC19: 1d20 + 14 ⇒ (14) + 14 = 28
FOrt, DC19: 1d20 + 14 ⇒ (8) + 14 = 22
FOrt, DC19: 1d20 + 14 ⇒ (3) + 14 = 17
Scarred One tries to feel better again
FOrt, DC19, retch: 1d20 + 14 - 1 ⇒ (8) + 14 - 1 = 21
Yan Tovis |
Fort (E), Sick 1: 1d20 + 13 - 1 ⇒ (6) + 13 - 1 = 18
Fort (E), Sick 1: 1d20 + 13 - 1 ⇒ (2) + 13 - 1 = 14
Fort (E), Sick 1: 1d20 + 13 - 1 ⇒ (10) + 13 - 1 = 22
Scarred One |
Scarred One looks around "Should we go up the stairs to heal? Or should I use my battle healing and we press forwards?"
I vote to move up 1 level and heal properly
Scarred One |
treat wounds, dc20: 1d20 + 20 ⇒ (11) + 20 = 31
HP: 4d8 + 10 - 1d8 ⇒ (8, 5, 7, 7) + 10 - (4) = 33
treat wounds, dc20: 1d20 + 20 ⇒ (4) + 20 = 24
HP: 4d8 + 10 - 1d8 ⇒ (8, 5, 8, 5) + 10 - (8) = 28
treat wounds, dc20: 1d20 + 20 ⇒ (9) + 20 = 29
HP: 4d8 + 10 - 1d8 ⇒ (6, 1, 7, 2) + 10 - (8) = 18
going from the top and using loh on cool down we need about 30 mins
The old one patches others...
Scarred One |
"How about we first check the corridors and chambers that we see?"
Asks the old Orc. Northern chamber first and then corridors with doors? Checking for trails and traps first. I don't think the guts have any items?
Oorgatch |
”Works for me, as long as we get out of this area quickly. ”
Pirate GM |
No treasure on the mindless exploding fleshwarp slugs.
Heading to the north where the devil and friends came from you find a chamber who's well-worn floor attests to its constant use. The walls angle up to the ceiling 20 feet overhead. It seems to have been use as a training hall of sorts for the slugs. The northern wall has a mine shaft elevator, but a wall of shimmering orange energy blocks the passage leading into it.
The wall is definitely magical and some investigation will reveal that it seems to be a permanent, glowing wall of force.