Fadil Ibn-Kazar

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Goblin Squad Member. RPG Superstar 6 Season Star Voter. Organized Play Member. 2,277 posts (12,112 including aliases). 4 reviews. No lists. No wishlists. 16 Organized Play characters. 23 aliases.


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Shadow Lodge

She takes a few hits between you and keeps swinging. The magic missiles, a few shield slams, and one erinyes arrow have clearly hurt her but she's deep into her fungal madness now. Bor looks into her eyes and sees a dark reflection of his own road.

Attack @ Bor: 1d20 + 19 + 2 ⇒ (15) + 19 + 2 = 36
Damage: 1d4 + 6 ⇒ (1) + 6 = 7
Cold: 1d6 ⇒ 6

Attack @ Bor: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21
Damage: 1d4 + 6 ⇒ (2) + 6 = 8
Cold: 1d6 ⇒ 3

Attack @ Bor: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
Damage: 1d4 + 6 ⇒ (1) + 6 = 7
Cold: 1d6 ⇒ 1

Attack @ Bor: 1d20 + 15 ⇒ (12) + 15 = 27
Force Damage: 1d8 + 4 ⇒ (1) + 4 = 5

Party is up for what will most likely be the last round, depending on your rolls. Her AC is in the low 30s.

Shadow Lodge

Faolan misses his first few throws then finds his footing, enabling one of Bazsil's arrows to hit. Krowe's magic proves more effective than his devlish concubines, who are no doubt thrown off by the deadfall.

The pech continues her silent assault, pummeled by Faolan but undaunted. Bor notices that her pick seems to be hitting even harder than before.

Attack @ Bor: 1d20 + 19 + 2 ⇒ (18) + 19 + 2 = 39
Damage: 1d4 + 6 + 2d6 ⇒ (4) + 6 + (2, 1) = 13
Cold: 1d6 ⇒ 4

Attack @ Bor: 1d20 + 14 + 2 ⇒ (10) + 14 + 2 = 26
Damage: 1d4 + 6 + 2d6 ⇒ (3) + 6 + (3, 5) = 17
Cold: 1d6 ⇒ 6

Attack @ Bor: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
Damage: 1d4 + 6 + 2d6 ⇒ (4) + 6 + (4, 1) = 15
Cold: 1d6 ⇒ 1

Attack @ Bor: 1d20 + 15 ⇒ (19) + 15 = 34
Force Damage: 1d8 + 4 ⇒ (8) + 4 = 12

Party is up. The slightly off her rocker fungus worshiper is proving tougher than you expected.

Shadow Lodge

You easily smash the last scorpion to pieces. The pech attacks Bor, as does her heavy pick.

Attack @ Bor: 1d20 + 19 ⇒ (2) + 19 = 21
Damage: 1d4 + 6 ⇒ (1) + 6 = 7
Cold: 1d6 ⇒ 3

Attack @ Bor: 1d20 + 15 ⇒ (9) + 15 = 24
Force Damage: 1d8 + 4 ⇒ (1) + 4 = 5

Party is up, doubt she'll last the round.

Shadow Lodge

Two of the arrows pierce the pech as yet another scorpion falls. The last one continues to resist Bor with it's insectile lack of understanding. The pech snarls at Krowe and quickly casts another spell before reaching into her bookshelf and pulling a lever.

A deadfall swings down from the passage and into Krowe and his fallen friends. As it slams into them he notices that the trunk appears to be that of a mushroom and the spikes are sharpened mushroom heads.

Attack vs Krowe: 1d20 + 15 ⇒ (17) + 15 = 32
Damage: 8d6 ⇒ (1, 1, 4, 6, 1, 1, 4, 4) = 22
If hit, 1d4 ⇒ 4 mushrooms break off in your skin and impose a -1 per mushroom penalty to attack and skill checks until removed, which takes a DC 20 Heal check.

Attack vs Erinyes 1: 1d20 + 15 ⇒ (7) + 15 = 22
Damage: 8d6 ⇒ (2, 3, 1, 1, 1, 4, 6, 6) = 24
If hit, 1d4 ⇒ 4 mushrooms break off in your skin and impose a -1 per mushroom penalty to attack and skill checks until removed, which takes a DC 20 Heal check.

Attack vs Erinyes 2: 1d20 + 15 ⇒ (4) + 15 = 19
Damage: 8d6 ⇒ (5, 1, 2, 5, 6, 5, 2, 4) = 30
If hit, 1d4 ⇒ 2 mushrooms break off in your skin and impose a -1 per mushroom penalty to attack and skill checks until removed, which takes a DC 20 Heal check.

Meanwhile, the last hugh scorpion attempts to finish Bor.

Constrict: 1d8 + 10 ⇒ (8) + 10 = 18

Attack @ Bor: 1d20 + 17 ⇒ (4) + 17 = 21
Damage: 1d8 + 10 ⇒ (7) + 10 = 17

Attack @ Bor: 1d20 + 15 ⇒ (12) + 15 = 27
Damage: 1d8 + 10 ⇒ (8) + 10 = 18
Fort Save DC 22 or lose 1d4 ⇒ 4 STR

Party is up, both the deadfall trap and the odds have swung their way. Only one scorpion and the pech remain, she now has a heavy pick made of energy floating next to her.

Shadow Lodge

Bazsil and Krowe escape the clutches of the overgrown cave dwellers while Bor and Faolan smash one to pieces. They begin on the second but find themselves attacked before they can finish.

Attack @ Faolan: 1d20 + 19 ⇒ (2) + 19 = 21
Damage: 1d8 + 10 ⇒ (5) + 10 = 15
Grab: 1d20 + 23 ⇒ (5) + 23 = 28

Attack @ Faolan: 1d20 + 19 ⇒ (17) + 19 = 36
Damage: 1d8 + 10 ⇒ (4) + 10 = 14
Grab: 1d20 + 23 ⇒ (8) + 23 = 31

Attack @ Faolan: 1d20 + 15 ⇒ (7) + 15 = 22
Damage: 1d8 + 10 ⇒ (5) + 10 = 15
Fort Save DC 22 or lose 1d4 ⇒ 3 STR

Attack @ Bor: 1d20 + 19 ⇒ (9) + 19 = 28
Damage: 1d8 + 10 ⇒ (4) + 10 = 14
Grab: 1d20 + 23 ⇒ (19) + 23 = 42

Attack @ Bor: 1d20 + 19 ⇒ (16) + 19 = 35
Damage: 1d8 + 10 ⇒ (5) + 10 = 15
Grab: 1d20 + 23 ⇒ (5) + 23 = 28

Attack @ Bor: 1d20 + 15 ⇒ (6) + 15 = 21
Damage: 1d8 + 10 ⇒ (3) + 10 = 13
Fort Save DC 22 or lose 1d4 ⇒ 2 STR

Meanwhile the pech launches a chaotic burst of energy at Krowe.

Chaos Hammer, 5d8 ⇒ (4, 3, 1, 4, 7) = 19 damage and you are slowed for 1d6 ⇒ 2 rounds. DC 18 Will Save to halve damage and negate slow.

Party is up.

Shadow Lodge

The scorpions have no mind to speak of and are immune to both madness and being magically compelled to stillness. They lash out at Bor, Krowe, and Bazsil.

Attack @ Krowe: 1d20 + 15 ⇒ (17) + 15 = 32
Damage: 1d8 + 8 ⇒ (4) + 8 = 12
Grab: 1d20 + 21 ⇒ (13) + 21 = 34

Attack @ Bor: 1d20 + 15 ⇒ (10) + 15 = 25
Damage: 1d8 + 8 ⇒ (4) + 8 = 12
Grab: 1d20 + 21 ⇒ (8) + 21 = 29

Attack @ Bazsil: 1d20 + 15 ⇒ (17) + 15 = 32
Damage: 1d8 + 8 ⇒ (5) + 8 = 13
Grab: 1d20 + 21 ⇒ (14) + 21 = 35

Orellie attempts the same spell Krowe did on Faolan instead.

Hold Monster at Faolan, DC 19

Party is up, Bazsil and Faolan for Round 1 and Krowe and Bor for Round 2.

Shadow Lodge

She stares at Bazsil as he continues to press. "This ring? My pre trophy? No, I think not." She moves back in the cave, towards a shelf. "I know exactly what you dearies need." She mutters to herself and rummages for a bit before turning to you.

"You need...scorpions!"

As she shouts this, 3 shapes separate from the ceiling and drop down on you. You aren't sure how she commanded them, but three scorpions are now among you.

Initiative:

Baszil: 1d20 + 10 ⇒ (4) + 10 = 14
Faolan: 1d20 + 3 ⇒ (5) + 3 = 8
Bor: 1d20 + 1 ⇒ (18) + 1 = 19
Krowe: 1d20 + 7 ⇒ (17) + 7 = 24
Orellie: 1d20 + 10 ⇒ (5) + 10 = 15

Only Krowe and Bor are ready for surprise scorpions.

Krowe and Bor act first in Round 1, then her, then Bazsil and Faolan.

Shadow Lodge

I mean, if she actually had a plan she wouldn't be stuck in the fungus kitchen complaining to strange men would she.

"Kill that mushroom brained acid sniffing worm? You? You think you are worthy?!" She chuckles and hands out tea and mushroom biscuits. "Head down the pool if you dare, that will take you to her."

She'll prattle on for a while but doesn't have a lot of information to give. She does seem to have the fourth ring around her neck but despite you swaying her to neutral she doesn't seem inclined to give it to you.

Shadow Lodge

She gives a phlegmy chuckle that reminds you of dead bodies washed downstream by the spring thaw. "You mean the mandragloires? Annoying little buggers aren't they? My plans? I plan to unseat that scaly scabrous pretender to my station. I, I am the advisor to Her Dark Majesty, and no other! I won't let some plant dragon take my place. No, soon my Lord will give me the power to ascend even higher and that shriveled toadstool won't dare laugh at me!"

Shadow Lodge

The pech looks at you with her oversized eyes. "The Queen, our Blighted Savior, the Handmaiden of Cyth-V'sug, Her Majesty Arlantia of course!"

You spot the fourth and final ring hanging from a chain around the fey's neck. She brings out five mugs and pours some of the liquid in each. "Now, would you care for some mushroom cake with your tea?"

Shadow Lodge

You finish inventorying your loot and push ahead. Blooms of bright red, yellow, and purple mushrooms line the walls of this swelteringly hot chamber, intermixed with vibrant, healthy stands of snow flowers, sugar stick, and various orchids. To the north lies a disarrayed campsite, with a bedroll, a pot positioned over a smoldering fire, and other supplies strewn about. Pages of yellowed parchment are scattered messily across the loamy floor.

You see a pech, a fey being, stirring at the pot. "Travelers? Hmph! What could you possibly want? Don’t seem like the type to come sniffing my pretty flowers. I’m very busy—very busy, indeed, though that blasted dragon scoffs at my work for our mistress’s schemes. I assume you aren’t here on that scrabbly pretender’s behalf. You here to mock me, is that it? Or maybe someone finally appreciates my brilliant plans and important work?"

Shadow Lodge

Ref DC 24: 1d20 + 10 ⇒ (16) + 10 = 26
Ref DC 24: 1d20 + 10 ⇒ (9) + 10 = 19
Ref DC 24: 1d20 + 10 ⇒ (13) + 10 = 23

One of the hobgoblins dodges the chain lightning, the other two are not so lucky. They are left further off balance by Bor and Bazsil, which is all Faolan needs to finish the fight.

Combat over!

As you prepare to loot the corpses you note that every single one of them has some strange mold under their armor. Krowe is able to identify it as mindslaver mold, a parasitic mind control fungus from the First World. You quickly hack at it, destroying these sentient horrors.

A quick search of the now fungus free bodies reveals that Afet had another ring in her belt pouch, a match to the two you have already obtained. The Abyssal around the band reads, "Til all hands bear the sin they’ve earned."

In addition you find the following.

+2 breastplate x4
+1 light steel shield x4
+1 shocking burst longsword x4
mwk cold iron dagger x12
amulet of natural armor +2 x4
cloak of resistance +2 x4
ring of protection +3 x4

Perception DC 30:

You notice a metallic glint coming from a carefully arranged bed of moss. Under the moss is a sturdy bronze lockbox holding some of the hobgoblins’ gear. The box contains a bag of holding (type IV), a gem of seeing, and a single ring gate.

You have one more room to explore here. I am leaving tomorrow afternoon for work travel until Friday so posting will be slowed until then, but I am going to be checking this thread all day to advance us. We're almost done with Book 5.

Shadow Lodge

Faolan and Bazsil bring down Afet.

Will Save DC 24: 1d20 + 11 ⇒ (1) + 11 = 12
Will Save DC 24: 1d20 + 11 ⇒ (8) + 11 = 19
Will Save DC 24: 1d20 + 11 ⇒ (6) + 11 = 17
1d100 ⇒ 47
1d100 ⇒ 87
1d100 ⇒ 96

One of them babbles and the other two attempt to attack 1d2 ⇒ 1 Faolan.

Attack @ Faolan: 1d20 + 19 + 2 ⇒ (9) + 19 + 2 = 30
Damage: 1d8 + 6 ⇒ (4) + 6 = 10
Electricity: 1d6 ⇒ 2
Sneak: 4d6 ⇒ (2, 5, 4, 5) = 16

Attack @ Faolan: 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20
Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Electricity: 1d6 ⇒ 1
Sneak: 4d6 ⇒ (4, 4, 2, 4) = 14

Attack @ Faolan: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Electricity: 1d6 ⇒ 5
Sneak: 4d6 ⇒ (4, 3, 1, 3) = 11

Attack @ Faolan: 1d20 + 19 + 2 ⇒ (19) + 19 + 2 = 40
Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Electricity: 1d6 ⇒ 2
Sneak: 4d6 ⇒ (4, 1, 6, 4) = 15
Crit @ Faolan: 1d20 + 19 + 2 ⇒ (4) + 19 + 2 = 25
Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Electricity: 1d10 ⇒ 10

Attack @ Faolan: 1d20 + 14 + 2 ⇒ (13) + 14 + 2 = 29
Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Electricity: 1d6 ⇒ 5
Sneak: 4d6 ⇒ (4, 1, 6, 4) = 15

Attack @ Faolan: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Electricity: 1d6 ⇒ 6
Sneak: 4d6 ⇒ (3, 2, 4, 3) = 12

Party is up.

Shadow Lodge

Ref DC 24: 1d20 + 10 ⇒ (18) + 10 = 28
Ref DC 24: 1d20 + 10 ⇒ (9) + 10 = 19
Ref DC 24: 1d20 + 10 ⇒ (3) + 10 = 13
Ref DC 24: 1d20 + 10 ⇒ (1) + 10 = 11
Fort DC 23: 1d20 + 15 ⇒ (13) + 15 = 28

Afet resists both the electricity and the knockout punch, but the rest of her commandos are not so lucky. Despite going first Bazsil's arrows miss completely and the hobgoblins surround Faolan and Bor.

Attacks:

Attack @ Faolan: 1d20 + 19 + 2 ⇒ (10) + 19 + 2 = 31
Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Electricity: 1d6 ⇒ 2
Sneak: 4d6 ⇒ (5, 6, 5, 3) = 19

Attack @ Faolan: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25
Damage: 1d8 + 6 ⇒ (5) + 6 = 11
Electricity: 1d6 ⇒ 5
Sneak: 4d6 ⇒ (1, 6, 5, 4) = 16

Attack @ Faolan: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Damage: 1d8 + 6 ⇒ (5) + 6 = 11
Electricity: 1d6 ⇒ 6
Sneak: 4d6 ⇒ (3, 4, 5, 1) = 13

Attack @ Faolan: 1d20 + 19 + 2 ⇒ (12) + 19 + 2 = 33
Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Electricity: 1d6 ⇒ 2
Sneak: 4d6 ⇒ (2, 5, 6, 3) = 16

Attack @ Faolan: 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35
Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Electricity: 1d6 ⇒ 2
Sneak: 4d6 ⇒ (1, 2, 6, 1) = 10
Crit Confirm: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27
Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Electrical Crit: 1d10 ⇒ 4

Attack @ Faolan: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30
Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Electricity: 1d6 ⇒ 3
Sneak: 4d6 ⇒ (2, 6, 6, 1) = 15
Crit Confirm: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Electrical Crit: 1d10 ⇒ 7

Attack @ Bor: 1d20 + 19 + 2 ⇒ (1) + 19 + 2 = 22
Damage: 1d8 + 6 ⇒ (7) + 6 = 13
Electricity: 1d6 ⇒ 6
Sneak: 4d6 ⇒ (4, 6, 1, 1) = 12

Attack @ Bor: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21
Damage: 1d8 + 6 ⇒ (7) + 6 = 13
Electricity: 1d6 ⇒ 4
Sneak: 4d6 ⇒ (4, 1, 5, 5) = 15

Attack @ Bor: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Electricity: 1d6 ⇒ 5
Sneak: 4d6 ⇒ (5, 4, 4, 1) = 14

Attack @ Bor: 1d20 + 19 + 2 ⇒ (1) + 19 + 2 = 22
Damage: 1d8 + 6 ⇒ (7) + 6 = 13
Electricity: 1d6 ⇒ 2
Sneak: 4d6 ⇒ (3, 2, 6, 4) = 15

Attack @ Bor: 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20
Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Electricity: 1d6 ⇒ 3
Sneak: 4d6 ⇒ (5, 4, 3, 3) = 15

Attack @ Bor: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
Damage: 1d8 + 6 ⇒ (5) + 6 = 11
Electricity: 1d6 ⇒ 6
Sneak: 4d6 ⇒ (2, 5, 4, 4) = 15

Party is up. Bor and Faolan are flanked by 4 hobgoblins commandos.

Shadow Lodge

Just need a Faolan and we're gtg.

Shadow Lodge

The hobgoblins do not seem upset at your taunts. "The entrance to her throne room is hidden. There’s some damnable nursery rhyme to reveal it, but Hadregash knows what sing-song fey nonsense it may be. Not that you'll get a chance to find out."

She throws a vial at you and the scrum is about.

Attack @ Bazsil: 1d20 + 15 ⇒ (6) + 15 = 21

With the range the vial misses and a cloud of pollen is released into the air.

Initiative:

Baszil: 1d20 + 10 ⇒ (13) + 10 = 23
Faolan: 1d20 + 3 ⇒ (12) + 3 = 15
Bor: 1d20 + 1 ⇒ (20) + 1 = 21
Krowe: 1d20 + 7 ⇒ (8) + 7 = 15
Hobs: 1d20 + 6 ⇒ (7) + 6 = 13

Party is up, Round 1, fight!

Shadow Lodge

Bazsil:

Something is off about these hobgoblins, almost as if they are being controlled.

Afet pauses as the hobgoblins begin to move backwards at the same time, farther away from the obviously hostile Faolan.

"We killed them, they sought to keep us from our mission to kill Arlantia. You refuse to parlay then? That's too bad, we had thought you would wish to learn how to slay the dryad queen."

Shadow Lodge

After a pause one of the hobgoblins steps slightly forward.

"It is good to see any face not infested with fungus, even if it has to be as soft as yours. I am Afet, of the Ironfang Legion, and offer parley. We are trapped in this cursed place, unable to find an exit or confront its ruler. I’ll send my soldiers away if you’ll join me for a time and discuss some chance of alliance. I can probably stand the sight of you until we leave this wretched hole."

Shadow Lodge

Digging through the filth and acid you find a few treasures hidden in the cubbies. One contains a magical void identifiable as a portable hole. The other holds 542 gp and a platinum idol of twisting teeth and tendrils (worth 9,000 gp). In a third cubby is a manual of bodily health +2.

Glad you spent the time to filter through refuse, you press to the west. Ahead you see the passage narrow and you push through cautiously. Beyond is a large cavern with a light but steady rain of moisture falling from the cavern ceiling. The acrid scent of organic decay hangs over this dead-end expanse like a thick fog. To the north, twisted wicker chairs and dirty bedrolls tumble haphazardly in front of a field of oversized mushrooms. To the south languish enormous rotting corpses with horns and pincer-tipped arms. The ceiling feels strangely low, though the midnight void above seems to stretch upward indefinitely.

K. Planes DC 23:

The corpses are glabrezus, foul denizens of the Abyss.

You see four hobgoblins sparring in the open field by the bedrolls. As they notice you enter the cavern all four turn in unison and stare at you silently.

Shadow Lodge

You heal up and search the area, avoiding spore clouds and acid pools as you do. You notice that there is a lot of filth and debris in most of the holes, but it's difficult to tell if there's anything magical in them.

Any loot here is piled behind garbage, the vemerak seemed to enjoy building odd shrines made of acid pocked bones and congealed slime you're pretty sure used to be fey flesh. You can make Perception checks if you want to search further, you have time while Faolan is healed.

Shadow Lodge

All of Krowe's rays are diffused by the spore cloud around the creature. Dead skin and strange fungus as armor seem strange to you but then the vemerak itself is otherworldly. Sadly even acid, spores, and tentacles are not enough to save it from Faolan who slams his shield into the abberation to the beat of Bor and Bazsil coughing.

The tentacles go limp and the multi-ton corpse falls to the floor, Faolan floating free and flying above as he watches yet another foe brought down. You stand in the acid pitted lair and wait but not further sounds are heard, not even mushrooms giggling.

Shadow Lodge

Faolan beats holy hell out of the vemerak while Spasi and Bor pierce it from a distance. The creature bellows in pain and attacks Faolan. The acid it breathed out before doesn't seem to have touched your clothes, only your skin, but the acid forms a caustic cloud around all of you.

DC 24 Fort save or be nauseated for 1d4 ⇒ 2 rounds.

Bite @ Foalan: 1d20 + 22 ⇒ (8) + 22 = 30
Damage: 2d6 + 11 ⇒ (6, 6) + 11 = 23

Claw @ Faolan: 1d20 + 22 ⇒ (8) + 22 = 30
Damage: 1d8 + 11 ⇒ (3) + 11 = 14
Grab: 1d20 + 29 ⇒ (17) + 29 = 46

Claw @ Faolan: 1d20 + 22 ⇒ (17) + 22 = 39
Damage: 1d8 + 11 ⇒ (4) + 11 = 15
Grab: 1d20 + 29 ⇒ (19) + 29 = 48

Tentacle @ Faolan: 1d20 + 19 ⇒ (5) + 19 = 24
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Grab: 1d20 + 29 ⇒ (15) + 29 = 44

Tentacle @ Faolan: 1d20 + 19 ⇒ (9) + 19 = 28
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Grab: 1d20 + 29 ⇒ (8) + 29 = 37

Tentacle @ Faolan: 1d20 + 19 ⇒ (20) + 19 = 39
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Grab: 1d20 + 29 ⇒ (18) + 29 = 47
Tentacle Crit: 1d20 + 19 ⇒ (9) + 19 = 28
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Party is up.

Shadow Lodge

Bazsil's arrows miss the creature, even unprepared as it was for the attack. Faolan then flies directly at the creature, encountering Bor's spell on the way.

I'm not sure there's a way around this, Bor case it right in front of the creature 60' away and Faolan flew 60' up to the creature, I think in his enthusiasm Faolan will need to make a save.

Krowe is able to identify this as a vemerak but knows nothing else about the creature. K. Dungeoneering comes to 24, just enough to get a name.

The source of the pitted holes in the walls and floor becomes apparent at the vemerak breathes acid on Faolan and Bor.

Acid: 14d8 ⇒ (2, 6, 3, 8, 7, 1, 5, 4, 4, 4, 7, 4, 4, 4) = 63
DC 24 Ref for half.

Party it up. Krowe has hasted everyone and Faolan needs to make a save against the wall of blindness.

Shadow Lodge

Assuming you spent an hour eating we'd call it a hour and five minutes since the last fight.

Shadow Lodge

You make your way back east and look into the passage to the west. The cavern ceiling and mushroom fibers have formed a dark cooridor here, parts of which you were able to see through holes in the "roof".

Perception:

Baszil: 1d20 + 16 ⇒ (14) + 16 = 30
Faolan: 1d20 + 17 ⇒ (11) + 17 = 28
Bor: 1d20 + 20 ⇒ (11) + 20 = 31
Krowe: 1d20 + 17 ⇒ (1) + 17 = 18
1d20 ⇒ 16

As you move deeper into the tunnel you begin to see pockmarked holes in the floor and walls of the passage. Looking up, all of you see a giant monstrosity clinging to the ceiling. It's easily 20 feet long and 10 feet tall, it appears to be a insect man with multiple legs, claws, and 3 tentacles.

Initiative:

Baszil: 1d20 + 10 ⇒ (5) + 10 = 15
Faolan: 1d20 + 3 ⇒ (17) + 3 = 20
Bor: 1d20 + 1 ⇒ (4) + 1 = 5
Krowe: 1d20 + 7 ⇒ (10) + 7 = 17
Dwayne The Scorpion King Johnson: 1d20 + 7 ⇒ (2) + 7 = 9

Unfortunately despite sitting quietly in its lair and waiting for you, ready for you, it would appear that it's just not easy being a 6 ton insect man on the ceiling and you all get the drop on it.

Party gets Round 1, no surprise round. It is hostile and about 60 feet away on the ceiling.

Shadow Lodge

You fly towards the mushroom canopy but can't tell much. You avoid the acid dripping into the pool and don't hear any giggling or see the flying mushrooms that attacked you earlier.

You can tell the cavern extends farther to the west and there appear to be areas to the south and northwest you haven't explored. There don't appear to be any obvious exits.

Frustrated by your search, you head back down to the acid pool and eat some berries.

From where you sit you can move to the northwest, west, or south. South isn't far but there is a section you haven't explored.

Shadow Lodge

You've crossed the planar boundary into the heart of the corruption, odds are very good that word of recall won't work the way you hope.

Bazsil sees that some of the mushrooms are flying, probably similar to the one that stabbed him earlier. As for the dryad, you recall that the three you met earlier were also spellcasters, it's very likely that she transformed herself into a dire tiger (knowing that transforming into a giant snake is pointless) and is now dead.

Shadow Lodge

The tiger falls beneath your attacks and the demons do not fair much better, eventually dropping. The cavern is momentarily quiet before you hear giggling laughter echo from all around you.

In a large, spiral shell by the pool, stuffed into a large dirty sack are an amulet of spell mastery, grinding bracers of armor +4, vampiric gloves,
and 2,445 gp in loose coins and trinkets.

There is no obvious path from here, you are in a clearing with an acid pool in the middle of a mushroom forest.

Shadow Lodge

Faolan puts the hurt on the tiger while Bazsil and the elemental work on the babaus.

The demons, tiger, and flying knife continue to focus on Faolan.

Attack 1 @ Faolan: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23
Damage: 1d8 + 7 ⇒ (8) + 7 = 15

Attack 2 @ Faolan: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28
Damage: 1d8 + 7 ⇒ (2) + 7 = 9

Attack 3 @ Faolan: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32
Damage: 1d8 + 7 ⇒ (1) + 7 = 8

Attack 4 @ Faolan: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28
Damage: 1d8 + 7 ⇒ (4) + 7 = 11

Bite @ Faolan: 1d20 + 18 + 2 ⇒ (9) + 18 + 2 = 29
Damage: 2d6 + 8 ⇒ (6, 4) + 8 = 18

Claw @ Faolan: 1d20 + 18 + 2 ⇒ (9) + 18 + 2 = 29
Damage: 2d4 + 8 ⇒ (4, 1) + 8 = 13

Claw @ Faolan: 1d20 + 18 + 2 ⇒ (3) + 18 + 2 = 23
Damage: 2d4 + 8 ⇒ (2, 1) + 8 = 11

Attack @ Faolan: 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34
Force Damage: 1d4 + 2d6 ⇒ (4) + (6, 6) = 16

Party is up, Faolan is surrounded.

Shadow Lodge

The omox drops and the babaus seems a little confused by their current situation. Overall though demons gonna demon and they get to work with their spears on Faolan.

Attack 1 @ Faolan: 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 1d8 + 7 ⇒ (5) + 7 = 12

Attack 2 @ Faolan: 1d20 + 12 ⇒ (8) + 12 = 20
Damage: 1d8 + 7 ⇒ (7) + 7 = 14

Attack 3 @ Faolan: 1d20 + 12 ⇒ (2) + 12 = 14
Damage: 1d8 + 7 ⇒ (5) + 7 = 12

Attack 4 @ Faolan: 1d20 + 12 ⇒ (4) + 12 = 16
Damage: 1d8 + 7 ⇒ (4) + 7 = 11

At the same time, a massive tiger jumps on him from where the dryad was previously hiding.

Bite: 1d20 + 18 ⇒ (9) + 18 = 27
Damage: 2d6 + 8 ⇒ (4, 3) + 8 = 15

Claw: 1d20 + 18 ⇒ (1) + 18 = 19
Damage: 2d4 + 8 ⇒ (3, 3) + 8 = 14

Claw: 1d20 + 18 ⇒ (6) + 18 = 24
Damage: 2d4 + 8 ⇒ (4, 1) + 8 = 13

And if that wasn't enough, a flying knife made of darkness also comes flying out at him.

Attack: 1d20 + 15 ⇒ (3) + 15 = 18
Force Damage: 1d4 + 2d6 ⇒ (4) + (6, 4) = 14

Party is up.

Shadow Lodge

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Bazsil if it's ok I'm going to switch your target to the omox, Faolan wasn't able to kill it alone but your two arrows will finish the job and leave you with only the 4 babaus. Just need Krowe's actions and I'll stab the crap out of Faolan.

Shadow Lodge

Sorry for the delay folks, Thursday at work on a holiday week in October is a tiramisu of suck, which was also the name of my high school band.

Will Save DC 23: 1d20 + 5 ⇒ (3) + 5 = 8
Will Save DC 23: 1d20 + 5 ⇒ (10) + 5 = 15
Will Save DC 23: 1d20 + 12 ⇒ (4) + 12 = 16
1d2 ⇒ 2

Both of the horned demons and one of the acid blobs vanishes as Bor's spell takes hold of them.

Banishment is not affected by the Darkblight and so works normally.

The rest of the party gathers up while Faolan is stuck in acidic goop. The final demon also decides everything is better with friends and the odds of Bor having two banishments are low, summons help.

1d100 ⇒ 44
1d4 ⇒ 4

Four more horned demons join the fight.

Party is up, Faolan is still entangled and the acid demon is still in the pool. Dryad has not been seen.

Shadow Lodge

The dryad shrugs. "Maybe I'll turn the loud one into a chair."

She rolls behind the mushroom as the pool comes to life. Two blob like creatures spring out of the acid.

Initiative:

Baszil: 1d20 + 10 ⇒ (13) + 10 = 23
Faolan: 1d20 + 3 ⇒ (16) + 3 = 19
Bor: 1d20 + 1 ⇒ (12) + 1 = 13
Krowe: 1d20 + 7 ⇒ (2) + 7 = 9
Pool Blobs: 1d20 + 11 ⇒ (10) + 11 = 21

Bazsil is able to act then the sentient pool noodles attack. The first pulls a blob of acid out of its body and throws it at Faolan.

Attack @ Faolan: 1d20 + 20 ⇒ (19) + 20 = 39
Damage: 1d6 ⇒ 4
Acid: 3d6 ⇒ (4, 1, 6) = 11
DC 23 Ref or become entangled for 1d6 ⇒ 2

The second summons friends.

1d100 ⇒ 73
1d4 ⇒ 2

2 emaciated horned skeletons creatures covered in slime appear on the shore.

K. Planes DC 16:

The horned skeletons are babaus, demons with spears and slimey bodies.

K. Planes DC 22:

The pool noodles are omox demons, acid demons who smother their victims.

Party is up. Bazsil will get two rounds of actions, one before the slime summoning party and one with the rest of the group after.

Faolan is on the west side of this map. Bazsil is on the north and Krowe and Bor are east. Each square is 10 feet for ranging purposes. The dryad is hiding behind a mushroom and the blobs are in the middle of the pool.

Shadow Lodge

1d20 ⇒ 12
1d20 ⇒ 17

Faolan:

They don't seem to be under the influence, but you're quite certain she's lying her leaves off.

"My tree, that's kind of personal don't you think? Nonetheless, if you'll help me out of here I'll show you where it is. It's a perfect little willow on the edge of a pool. Not a nasty pool like this but a cold mountain pond with silver fish. It's just the right amount of wet, not like this place where everything is dank and moist."

Shadow Lodge

Bazsil:

The woman appears to be a dryad. You can't tell if she's blighted or not from here, you do recall that the three you met by the tree upstairs were also dryads.

"You may call me Erado. I agree, mushrooms are the worst! I was captured and brought here by a terrible bandersnatch then left by this pool. The fumes are murder on my hair and I miss my tree. Can you help me?"

Shadow Lodge

You hear giggling from the mushrooms and catch movement out of the corner of your eye. Every time you spin to protect yourself, there is nothing to be seen.

Bazsil:

DR 5/magic; Immune plant traits; Resist acid 10, cold 10,
electricity 10, fire 10; SR 24
Weaknesses vulnerable to supernatural darkness

You continue to move through the mushrooms, chasing the sound of mycelial laughter until you arrive at a break in the mushrooms. A hill of twisted wicker and gore rises above the canopy here, presenting an oasis-like pool surrounded by fetid plant life. A stream of greenish liquid rhythmically drips from the ceiling into the roiling pool at the center, releasing a caustic smell. Beside the pool, patches of ridge-like mushrooms tower
ten feet tall. The flickering glow of phosphorescent insects occasionally illuminates ominous shapes.

Laid out on a mushroom near the pool you see a beautiful woman. She blinks as you crest the slope of the hill and come into sight. "Oh my poor dears, what has brought you to the depths of this hideous palace? Did those awful mandragloires chase you here?"

Shadow Lodge

You heal up and move into the mushroom forest. You hear rustling and squelching in the thick fungus carpet as you search for a path. Even the air seems hostile with thick spore clouds floating above mounds of smaller mushrooms.

You hear a strange giggling from your left, when you turn to face it Bazsil feels himself stung from behind!

Attack: 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
If it hits you need to make a DC 17 Fort Save or take 1d3 ⇒ 3 Con damage from poison.

Turning to see what struck him you see a winged mushroom flying back into the depths of mushrooms.

K. Planes DC 21:

That looked like a mandragloires, a mandragora fed on corpses and mushrooms in the Abyssal realm of Jeharlu where Cyth-V'sug holds sway.

Shadow Lodge

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It's 5 rounds for the trap and then a decent length tunnel, I believe you had fly on earlier so it'd be gone but the longer buffs would remain.

Shadow Lodge

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Most of you fly above the trap while Bor is ever so briefly touched by acidic earth. Thinking quickly the three of you swoop down and pick him up.

Take the first round of acid damage, at this point we'll assume you're seasoned enough adventurers that an acid earth trap wouldn't panic you into not picking your friend off the ground.

You wait for the earth to recede and find a renewed purpose within yourselves. The way you quickly snatched Bor off the ground and kept him out of harm's way. Bor accepting help even in the midst of his own madness. Krowe taking a gloom blade that he almost certainly probably won't use against you when you least expect it. Bazsil.

With this resolve and inner strength you don't even stop to wonder where the quicklings went or how you didn't notice they haven't been with you for some time. Ahead, the deeper darkness of a palace warped and twisted by an immortal fey who fancies herself a god awaits you and you descend into it.

Massively tall mushrooms spiral up toward the ceiling above, their fanlike gills stirring gently on an unfelt breeze and nearly reaching the loamy soil coating the floor. The air here is moist, claustrophobic, and cloying. The cavern extends to the west, though you see no obvious path now.

Shadow Lodge

As you move into the center of the room, the earth swells and instantly fills the room to a height of approximately six feet. Those of you walking are caught in the trap.

10d6 ⇒ (1, 6, 6, 3, 5, 4, 2, 5, 1, 5) = 38 bludgeoning damage and anybody Large or smaller is imprisoned and pinned. A DC 19 Ref Save for half damage also avoids imprisonment. If you are imprisoned you may attempt a DC 30 CM or Escape Artist check to free yourself.

Every round you are touching the earth you take acid damage. It is more for imprisoned creatures. I will roll 5 rounds of dice for imprisoned or not imprisoned creatures. Take whichever damage is appropriate for your status in that turn. If something happens that changes the trap (you negate it or dimension door past it or some such) then that portion of damage is negated.

Imprisoned: 2d6 ⇒ (6, 4) = 10
Touching Earth: 1d6 ⇒ 4

Imprisoned: 2d6 ⇒ (6, 3) = 9
Touching Earth: 1d6 ⇒ 5

Imprisoned: 2d6 ⇒ (6, 1) = 7
Touching Earth: 1d6 ⇒ 4

Imprisoned: 2d6 ⇒ (4, 6) = 10
Touching Earth: 1d6 ⇒ 1

Imprisoned: 2d6 ⇒ (1, 3) = 4
Touching Earth: 1d6 ⇒ 4

Shadow Lodge

You quickly search the weapons and armory while carefully attempting to pull quills from each other. In addition to the armor and weapons on the blightguards, you find the following on the racks around the room.

+1 cold iron wounding greatsword
+2 shocking burst scimitar
gloom blade
Large masterwork scythe
Medium masterwork scythe

There are also a variety of non-magical weapons in various states of disrepair.

You push forward, hopeful the bandersnatch does not return. The cavern here narrows and begins a steep decline. The walls’ woody growths plunge into total gloom ahead, but the lengths that are visible bear hideous, blackened scars, as if stained or burned.

DC 20 Craft (alchemy) or K. Arcana:

The scorch marks were made by acid and stop abruptly 6 feet above the floor.

The passage continues down should you press forward.

Shadow Lodge

1d20 + 9 ⇒ (8) + 9 = 17

The invisible stalker and Faolan finish off the last blightguard while Krowe and Bazsil blast the bandersnatch with fire and song. It is Bor who really cripples it with madness and curse. It drops Bor and slaps him with its tail as it flees back down the corridor.

Attack @ Bor: 1d20 + 24 - 7 - 8 ⇒ (20) + 24 - 7 - 8 = 29
Damage: 2d6 + 5 ⇒ (1, 1) + 5 = 7
Attack @ Bor: 1d20 + 24 - 7 - 8 ⇒ (19) + 24 - 7 - 8 = 28
Additional Damage: 4d6 + 10 ⇒ (1, 5, 2, 3) + 10 = 21

Would've rather made that 20 against the curse but it is what it is. The bandersnatch has double moved back down the corridor, 120'. We are out of combat unless you pursue.

Shadow Lodge

Bor Olrum wrote:
Oh looked like I passed the save. If I still need to roll on the random table here is the roll below.

Ah, sorry, yes, posted too early and misread the number, you're good.

Faolan drops another blightguard while Bor attempts to mind bond with a bandersnatch. Bazsil attempts to help, sadly missing with all three arrows.

Pushing on while Krowe deals with quill aftermath.

Bor takes 1d10 ⇒ 8 damage attacking Frumy and is sickened as a quill embeds itself in his hand. Removing one quill requires a DC 20 Heal check made as a full-round action. For every 5 by which the check exceeds the DC, one additional quill can be removed. On a failed check, a quill is still removed, but the process deals 1d10+6 points of damage to the victim.

Acrobatics: 1d20 + 17 ⇒ (11) + 17 = 28
Attack #1 @ Faolan: 1d20 + 16 ⇒ (12) + 16 = 28
Damage: 2d8 + 12 ⇒ (4, 7) + 12 = 23

Bite @ Bor: 1d20 + 29 - 7 ⇒ (3) + 29 - 7 = 25
Damage: 2d6 + 11 ⇒ (1, 5) + 11 = 17
Grab: 1d20 + 37 ⇒ (13) + 37 = 50

Bite @ Bor: 1d20 + 29 - 7 ⇒ (15) + 29 - 7 = 37
Damage: 2d6 + 11 ⇒ (1, 5) + 11 = 17
Grab: 1d20 + 37 ⇒ (14) + 37 = 51

Claw @ Bor: 1d20 + 29 - 7 ⇒ (5) + 29 - 7 = 27
Damage: 1d8 + 11 ⇒ (3) + 11 = 14

Claw @ Bor: 1d20 + 29 - 7 ⇒ (1) + 29 - 7 = 23
Damage: 1d8 + 11 ⇒ (8) + 11 = 19

Tail @ Bor: 1d20 + 24 - 7 ⇒ (4) + 24 - 7 = 21
Damage: 2d6 + 5 ⇒ (4, 2) + 5 = 11

If the tail hits, same rules as the quill, you're sickened until you pull it out. Doesn't look like this one did though.

Party is up, 20% miss chance on blightguard as it continues to dance around.

Shadow Lodge

One of the rare Fort Saves vs. confusion, I checked and it's not a typo and the gaze special ability allows for either depending on creature entry. Do you have something to bypass the random roll? My understanding is that a confused creature will default to attack if it was attacked but the bandersnatch did not attack you other than the gaze.

Shadow Lodge

Faolan's shield proves less effective than usual, the blightguards moving so fast he has trouble hitting them. It's still enough to take down the injured one and Bazsil, Krowe, and the Invisible Stalker attack another.

Elemental Miss Chance: 1d100 ⇒ 38
Elemental Miss Chance: 1d100 ⇒ 85

Spell Penetration: 1d20 + 15 ⇒ (17) + 15 = 32
5d4 + 5 ⇒ (2, 3, 2, 1, 1) + 5 = 14

Bor decides that the blightguards surrounding him are less threatening than the bandersnatch, walking away from their sickles to confront the beast. Madness, who can say?

AoO #1 @ Bor: 1d20 + 16 ⇒ (2) + 16 = 18
Damage: 1d8 + 12 ⇒ (3) + 12 = 15

AoO #1 @ Bor: 1d20 + 16 ⇒ (7) + 16 = 23
Damage: 1d8 + 12 ⇒ (1) + 12 = 13

These two miss but I think of the three attacks against you last round at least 2 hit?

The remaining two blightguards hop around Faolan.

Acrobatics: 1d20 + 17 ⇒ (5) + 17 = 22
Attack #1 @ Faolan: 1d20 + 16 ⇒ (4) + 16 = 20
Damage: 2d8 + 12 ⇒ (6, 5) + 12 = 23

Acrobatics: 1d20 + 17 ⇒ (2) + 17 = 19
Attack #2 @ Faolan: 1d20 + 16 + 2 ⇒ (19) + 16 + 2 = 37
Damage: 2d8 + 12 ⇒ (2, 1) + 12 = 15

Krowe, with that roll you know the bandersnatch is immune to fear, paralysis, poison, and sleep. Special attacks are bounding charge, brutal tail, a gaze attack, lash out (swift attack in addition to regular attack), pain (if the quill hits you must make a save or it's embedded in your skin), pounce, rake, and rend. No resistances.

Bazsil, if the quill hit you last round you need to make a DC 25 Reflex save or the quill is embedded and you become sickened. You must take a full round to remove it and a DC 20 Heal check, if the check fails it's still removed but you take damage.

The bandersnatch turns its horrible gaze on Bor, attempting to drive him mad(er).

DC 26 Fort Save or be Confused for 1 round. This is a swift action so it will also attack.

Seeing Krowe spit magic at the blightguards, Frumy launches 4 quills at Krowe.

Attack @ Krowe: 1d20 + 23 ⇒ (5) + 23 = 28
Damage: 1d8 + 11 ⇒ (2) + 11 = 13

Attack @ Krowe: 1d20 + 23 ⇒ (5) + 23 = 28
Damage: 1d8 + 11 ⇒ (1) + 11 = 12

Attack @ Krowe: 1d20 + 23 ⇒ (15) + 23 = 38
Damage: 1d8 + 11 ⇒ (5) + 11 = 16

Attack @ Krowe: 1d20 + 23 ⇒ (18) + 23 = 41
Damage: 1d8 + 11 ⇒ (2) + 11 = 13

DC 25 Reflex save or the quill is embedded and you become sickened. You must take a full round to remove it and a DC 20 Heal check, if the check fails it's still removed but you take damage. You can remove one additional quill for every 5 over 20 on the Heal check, but only 1 on a failed check.

Party is up! 20% miss against blightguards remains.

Shadow Lodge

One of the blight guards goes down and another is badly wounded by the group ganging up on him. The three remaining jump and move around, this time switching to Bor as their target.

Acrobatics: 1d20 + 17 ⇒ (8) + 17 = 25
Attack #1 @ Bor: 1d20 + 16 ⇒ (2) + 16 = 18
Damage: 2d8 + 12 ⇒ (5, 6) + 12 = 23

Acrobatics: 1d20 + 17 ⇒ (8) + 17 = 25
Attack #2 @ Bor: 1d20 + 16 + 2 ⇒ (13) + 16 + 2 = 31
Damage: 2d8 + 12 ⇒ (8, 8) + 12 = 28

Acrobatics: 1d20 + 17 ⇒ (11) + 17 = 28
Attack #3 @ Bor: 1d20 + 16 + 2 ⇒ (17) + 16 + 2 = 35
Damage: 2d8 + 12 ⇒ (8, 7) + 12 = 27

It is at this point you learn that Frumy is another First World predator, one who seems to have been lounging in a cave behind you and who is now attracted by the sound of yelling and combat.

K. Arcana 25:

This is a bandersnatch, a Huge creature with almost supernatural levels of stealth and perception, making it a peerless tracker and hunter. This appears to be a lesser variety.

The huge creature announces its arrival by launching quills at the flying bard.

Attack @ Bazsil: 1d20 + 23 ⇒ (4) + 23 = 27
Damage: 1d8 + 11 ⇒ (8) + 11 = 19

Party is up. You have a 20% miss chance against the blightguards. Frumy is behind Bazsil by 30 feet, putting him about 60 feet from Faolan and Bor who are engaged with blightguards.

Shadow Lodge

The blightguards take their lumps and move in to hit Faolan with their sickles.

Attack #1 @ Faolan: 1d20 + 16 ⇒ (1) + 16 = 17
Damage: 2d8 + 12 ⇒ (5, 1) + 12 = 18

Attack #2 @ Faolan: 1d20 + 16 + 2 ⇒ (9) + 16 + 2 = 27
Damage: 2d8 + 12 ⇒ (6, 7) + 12 = 25

Attack #3 @ Faolan: 1d20 + 16 + 2 ⇒ (11) + 16 + 2 = 29
Damage: 2d8 + 12 ⇒ (7, 4) + 12 = 23

Attack #4 @ Faolan: 1d20 + 16 + 2 ⇒ (13) + 16 + 2 = 31
Damage: 2d8 + 12 ⇒ (8, 1) + 12 = 21

Faolan is surrounded. Because they moved, they have concealment for a 20% miss chance when you attack them. Bazsil's arrows appeared to do full damage.

"Tell me boys, did ye meet Frumy?"

You're not sure who Frumy is, but it is now party turn.

Shadow Lodge

You make your way 100' down the corridor that leads deeper into the palace. You see a flickering light ahead from an opening to your left. The scent of must and decay permeates this room, overlaid by the reek of decaying flesh. Wicker frames support ratty bedrolls along its northern and eastern walls, and a large cauldron in the center bubbles with foul liquid. A rack along the southern wall holds an array of vicious weapons.

Four blightguards have their weapons ready and are standing in a lose formation. They are ready for you but do not seem to be concerned. The one farthest to the right laughs. "Look Earl, our intruders have returned!" One of the blightguards grunts at this and you see he has a string of ears around his neck.

Initiative:

Baszil: 1d20 + 10 ⇒ (17) + 10 = 27
Faolan: 1d20 + 3 ⇒ (2) + 3 = 5
Bor: 1d20 + 1 ⇒ (16) + 1 = 17
Krowe: 1d20 + 7 ⇒ (19) + 7 = 26
Blightguards: 1d20 + 10 ⇒ (8) + 10 = 18

Despite them being part quickling, Baszil and Krowe manage to get the first action.

Bazsil and Krowe, then blightguards, then Bor and Faolan.

Shadow Lodge

You fly down and find two dwarves propped up against the wall of the pit. Their legs have been broken and they are being slowly engulfed by fungus.

Bor says deeper, Bazsil says left.

Shadow Lodge

The baregara goes down under the party's assault. You find nothing of interest on them, it does become clear that their thick hides protected them from the razor sharp rocks in this area. You carefully and slowly pick your way through, glad you weren't forced to fight in these hazardous conditions.

You see that the pit in the center of the room is 50' deep and the edges are treacherous. You secure yourselves in order to look down and can see two corpses propped against the wall. It's difficult to make out details from here.

You may either rope (of fly) down to the bottom of the pit, or continue deeper into the palace. If you continue deeper, there is a room off to the left or the main passage continues to the right.

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