Paper Golem

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162 posts. Alias of Dave Herman.


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Sorry everyone, been a beast of a week. Keep falling asleep...


Weather is giving me spotty internet atm


Should be fixed


Valki Valka wrote:
Can't move the images - the map says it's view only.

hmmm... It shouldn't be. I'll try fixing it tomorrow.


Valki Valka wrote:

Wait, they're not moving? I thought they were converging on Rhangil. Would she know about the disease before Othrev told her?

[dice=Know:dungeoneering]1d20+5

They haven't moved yet due to their low initiative roll. And yeah, I would say you know about the disease, plus their immunity to crits and flanking.

Oh, and if haven't yet, please move yourselves on the map as appropriate.


Θ3Ξ5 wrote:

Θ3Ξ5 reiterates for the newcomers. "These are slime molds. They carry disease. Do not let them touch you." It proceeds to fire another arrow at the slime it hit last time.

Othes:
You would also know that these creatures are both blind and immune to flanking, crits and sneak attack
Takek Iron-Back wrote:

Are the blobs on the map the molds, or the piles that the molds were eating off of? When I know that answer for sure, I'll feel more comfortable moving Takek. In the mean time...

Technically those are the piles that spawned the molds, but also their location. If they get a chance to move I will put up pictures for them


Felix Nimbledigit wrote:


Do I need to wait for Rhangil before I can act?

Since the molds are going last, everyone should go. I'll sort everything out later


Initiative rolls
Felix: 1d20 + 4 ⇒ (13) + 4 = 17 If you choose to get involved
Takek: 1d20 + 1 ⇒ (6) + 1 = 7
Valki: 1d20 + 3 ⇒ (10) + 3 = 13
Valki: 1d20 + 3 ⇒ (4) + 3 = 7

Initiative order: Rhangil, Felix, Valki, Othes, Takek, Slime Mold


Rhangil, Othes:
Rhangil throws an amazing accurate dagger and it hits dead center. The ooze makes a hissing sound and dashes towards Rhangil. Othes achieves a similar result.
Sadly, slime molds are immune to crits.

Initiative rolls:
Rhangil: 1d20 + 8 ⇒ (9) + 8 = 17
Othes: 1d20 + 3 ⇒ (9) + 3 = 12
Slime Mold: 1d20 + 1 ⇒ (4) + 1 = 5

Everyone else hears a commotion coming from around the corner Othes and Rhangil went.


Okay everyone, should be ready to get things moving along again in the next day or two.


Hey guys, super busy with a new job. It will take a couple days for normalcy to reappear in life...


Rhangil has clearly hacked the dice roller, lol


Everyone still here?


Rhangil:
Not getting in as close as Othes, you can't see as far into the room, you do make out a large pile with something moving in it, and what appears to be a tiny foot sticking out of the bottom.


Rhangil, are you going to ignore Othes motioning you to stop?


Othes:
Your experience escorting salvagers through the ruins of Numeria tells you that these unnaturally large mold mounds are almost certainly gestating Slime Molds (Feel free to look them up, with that check). They probably aren't fully grown yet, so not nearly as dangerous as they could be. They are also very likely growing over corpses, though of what, you can't say without investigating. Perhaps one of the lost expeditions?


Othes:
The shallow creek runs through the middle of this cavern, while to the south a stony bank rises up from the water. Thick carpets of green and gray mold and fungus grow on the bank, particularly around a trio of three-foot-high, foul-smelling mounds.
Perception: 1d20 + 8 ⇒ (4) + 8 = 12
You see movement in the mounds.


Note that as far as you can see the water is wading depth going further. Of course, you can only see so far...


So, what's the plan?


Θ3Ξ5 wrote:
How long a rest would be needed?

It only lasts one minute, so the time is negligible


You are presented with two options to explore. The now shallow stream continues around a bend to the north, and to your east a tunnel leads towards a chamber filled with stalactites. You can tell, however, that any further exploration will require a light source for anyone without darkvision.

DC 11 Knowledge Nature:
The glowing glands of the dead fire beetles should last for at least a day, and provides low light in a 10 foot radius.

You can rest off the sickened effect now, if you so desire


Okay they are dead or gone. Rhangil gets a hero point.


Rhangil neatly skewers another bug, while Othes glows strangely and manages to clip another. Felix lands a solid blow, squashing a third, but Valki, still affected by the waters, misses again. Finally Takek channels a small amount of healing to the party, excluding the beetle Othes hurt. That one, badly injured, withdraws back to the crevice it came from. Only one remains, and being mindless, continues to attempt to gnaw at Valki

Bite vs Valki: 1d20 + 1 ⇒ (11) + 1 = 12 Miss

Last one here, everyone can take flanking bonuses on their next attack


Rhangil Vesperin wrote:
Whoops forgot that that was a crit threat. [dice=]1d20+5; 1d6

Overkill, honestly. They only have 4 hp. But good on ya, apparently the dice gods favor you and no one else. I think that's your third crit in the game so far!


Felix Nimbledigit wrote:


"It would seem that they are resistant to fire," he mentions, almost clinically.

Note that one of them appears to perfectly crispy. The others just got extremely lucky


Most of the party continues to flail ineffectively at the attacking insects, except Rhangil, who perfectly skewers one of them upon his rapier. It twitches spasticly and dies. Felix, on the other hand, manages to get confused enough by their movement he actually manages to hit himself. The beetles continue their attack.

Who does Felix hit: 1d5 ⇒ 4 Himself! Take 3 points nonlethal

Bite vs Felix: 1d20 + 1 ⇒ (2) + 1 = 3
Bite vs Othes: 1d20 + 1 ⇒ (19) + 1 = 20 Hit Damage: 1d4 ⇒ 1
Bite vs Takek: 1d20 + 1 ⇒ (15) + 1 = 16
Bite vs Valki: 1d20 + 1 ⇒ (18) + 1 = 19 Hit Damage: 1d4 ⇒ 4

Next round, go!


Θ3Ξ5 wrote:
I'm going away on a family vacation. I don't know what my Internet access will be like. I'll be back on Wednesday. Feel free to bot me if needed.

Thanks for letting me know.


Waiting on Felix. It's the weekend though, so now worries here.


Takek Iron-Back wrote:
Sorry, that's a hit. The AC listed after the slash (with an asterisk) is if he has Shield of Faith active. Which he did in the previous fight, but it should definitely have expired by now. I'll fix that in the morning.

Gotcha. Man, these are some deadly CR 1/3 monsters


Before the luminous insects can close in to attack, the party is able to launch an attack. However, a combination of the foul waters and the small size of the creatures works in the beetles favor, as everyone swings or shoots wildly, except for a single bomb that whilrs through the air and connects squarely with one towards the back. It makes a creepy squeeking sound as its burnt husk falls into the wretched stream. Remarkably, three others which should seemingly have been caught in the blast manage to fly out and away from the explosion and appear to be unaffected. The survivors close in to attack everyone.

Bugs reflex save: 1d20 ⇒ 20 Well, natural 20...
Bug 1 Bite vs Rhangil: 1d20 + 1 ⇒ (13) + 1 = 14 Miss
Bug 1 Bite vs Othes: 1d20 + 1 ⇒ (15) + 1 = 16 Hit Damage: 1d4 ⇒ 2
Bug 1 Bite vs Felix: 1d20 + 1 ⇒ (17) + 1 = 18 Miss (You should update your header to include mage armor)
Bug 1 Bite vs Valki: 1d20 + 1 ⇒ (13) + 1 = 14 Miss
Bug 1 Bite vs Takek: 1d20 + 1 ⇒ (17) + 1 = 18 Hit? (Are you 17 or 19, I'm unsure?) Damage: 1d4 ⇒ 3


Takek Iron-Back wrote:

Yep. It's amazing how devastating "sickened" can be at low levels. DM, Takek has the same Init as the baddies. I was waiting to see what everyone else/the bugs did first, but just noticed that they had no Dex bonus to their Init roll, so I guess that would put Takek acting just before them. My apologies on the delay. (That said, you forgot to roll twice for Valki Valka again.) ;-)

Ya know, I totally intended to take that into account, and then completely forgot. So...

Valki Initiative: 1d20 + 3 ⇒ (12) + 3 = 15

Revised Initiative Order = Rhangil, Othes, Felix, Valki, Takek, Bugs

Also, Felix, I'm going to say yes you can this round since thee beetles haven't had a chance to move in close yet.


Θ3Ξ5 wrote:
Θ3Ξ5 is sickened, so his initiative is at -2.

Actually, I believe Initiative is on of the few rolls sickened doesn't affect. Either way, not really worried about it for this encounter


Pretty impressive guys.... BTW they are AC 12. Lol. Sorry, couldn't resist a lil bit o snark, since I figured you would steamroll this.


Felix Nimbledigit wrote:
Is there a clump of bugs that I can manage to hit with a bomb?

Yes - but you risk hitting your companions in this small space.


You barely get a chance to collect yourselves when several small, glowing things emerge from cracks in the cave wall. They head directly for you, agitated by your presence in their territory.

Initiative
Felix: 1d20 + 4 ⇒ (16) + 4 = 20
Othes: 1d20 + 3 ⇒ (19) + 3 = 22
Rhangil: 1d20 + 8 ⇒ (15) + 8 = 23
Takek: 1d20 + 1 ⇒ (8) + 1 = 9
Valki: 1d20 + 3 ⇒ (4) + 3 = 7
Bugs: 1d20 ⇒ 9

There are six. Not going to do a combat map for this, I don't think it's necessary.


No worries. I've been sick with the death flu for two weeks.


Map up when I remember how to use google docs. Probably tomorrow.


You make your way to the temple of of Brigh, where the head cleric Joram Kyte sees you. He is an older man, human, and is dressed in the practical garb of a craftsman. With a rod of extend spell in hand, he utters a short prayer and wave of divine magic washes over you. A strange cold feeling grows in your lungs (or air circulation system, in Othres' case). ”That should last you four hours, which should be more than enough to have a look around. Be mindful of your time though, unless you are confident in your swimming, or can hold your breath well. No, hurry on! The clock is ticking.”

The weeping lies placidly before you, emanating a sulfurous stench. There is no sign of life within several yards of the pool, not even insects. It looks horrible, but you know it is the only way into the caves, so you brave the brackish pool.

Technically, you're supposed to make a DC 10 Swim check, but there's no penalty for failure so I'm just gonna skip that. There will, however, be a DC 15 fort save to avoid being sickened.

Everyone makes their way cautiously through the underwater tunnel you find beneath the pond. It gets tight in a few places, but never in any way that is an issue. After a short swim, you emerge into a chamber with a small beach. The air is bitter and stinks of mold and vinegar, but it is breathable despite its unpleasant flavor-narrow vents and fissures provide enough air circulation to keep the atmosphere breathable, if disagreeable. There is just enough light to make out your generall surroundings. The water here averages only 2 feet deep, and maintains the same unhealthy taint found outside in the Weeping Lake. The foul-smelling air makes the eyes water in this cave, but despite this worrying effect, has no further impact.


Sorry for my slowness, work has been weird, I've had a cold and my sleep schedule has been screwy. Job interview and dostor's appointment tomorrow, but I will get this moving again during the day. GM's honor.


Alright, I'll get this moving along to the next part of the adventure pronto, unless anybody wants to go shopping first. If so, just post what you are hoping to get and I'll go over it for ya.


"Only that he planned to push further under the hill, past the metal doors," Val responds.


Ok, finally done with stupid IRL. Sorry it took me a bit longer than anticipated.


Knowledge checks on the robot: Felix, you don't have the technologist feat, so you aren't going to be able to learn too much. Othes, you can tell it has damaged parts from before the fight that likely caused it to malfunction. It appears that in was in a sleep mode or something similar and was recharging. Anything else you want to know? The roll was pretty good

Description from the book, cause I forgot to do it before and am feeling lazy right now:
The repair drone is 5 feet tall and made of a gray and white metal-like polymer. Its three spiderlike legs allow it to navigate over broken terrain and rubble with ease. Its torso and arms and head are vaguely humanoid, with one "eye" in the center of its head and a four-fingered hand on each arm. Bits and pieces of its chassis are missing, exposing the delicate circuitry within.


Val Baine blushes a bit when Takek kisses Valki Valka, looks at Rhangil and replies in a relieved voice, "Yes! You are Rhangil, yes? I know my dad has worked with you before." She moves over to tho smashed automaton and gives it a kick. "Stupid thing! We thought it wasn't functional. Otherwise dad wouldn't have just left it like that in the house. Dammit. I hate not knowing what to do! You say you're going to go look for my father? Thank you so much! I can give you free room and board at the Foundry if any of you need it. And food too. I'm afraid I can't help much beyond that, he took his maps and gear with him..."
She pauses, looking like she's struggling to hold back tears. With a stifled sniffle, she looks at Valki and adds, "I'm Kellid too. An orphan though. I was too young when to remember much of it though. Khonnir's been my father for most of my life."


My apologies, it's going to be hard for me to get a post in before monday. I will try my best though.


Will return tomorrow.


Won't be able to post tomorrow, for most likely obvious reasons.


Rhangil reaches out and devastates the machine with his spell, followed by an excited Valki Valka smashing its remains with her greatsword. The girl leans around the doorway with a grin. "You must be kellid!"

End combat


Takek Iron-Back wrote:


So, one of my favorite tricks with Create Water (some GMs allow it, some don't. Most seem to require a Raged Touch Attack or a regular "Aid Another" check. But the concept is basically a ranged Aid Another attempt, going off of the theory that 16 pounds of water (a gallon of water is 8lbs, and the spell creates 2 gallons/level) dumped on one's head is somewhat distracting. If you don't allow it, then it'll just be a wet robot. If you do, here's a roll for success. [dice=Ranged Aid Another?]1d20 Add +2 if it's Dex-based Ranged Touch

Hmm, well the rules don't really allow it, but I like the idea. Let's split the difference, and call it a +1 circumstance bonus on Valki's next attack (and Rhangil or Felix if they use electricity based attacks)


Felix's bolt hits the automaton, but does not effectively penetrate the machine's metal plating. Meanwhile, Othes shoots another arrow through the hole, but his target moves at the last second and the attack misses. Valki charges in, swinging her sword just a bit to wildly and misses as well.

The robot reacts to the party's interference in its glitched out programming and bodychecks the barbarian woman shouting at it.

Slam: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

DM Notes:
Automaton Hp 1/20

The girl in the hallway looks approvingly at Rhangil, saying, "Yes! Electricity! My Dad says they are vulnerable to it!"

Takek, finish round 3. Then everyone else... GO!

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