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DM Stylz's page
3,958 posts. Alias of Gilthanis.
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Brantjis takes a swing, and he feels his blade catch on the squishy body of the Qlippoth. He rips whatever counts as its squishy body apart as it dissolves into a puddle of goo. The immediate threat of the Qlippoth is no more, and the sleeping threat is Tasutek is easily solved as he slumber as the parry plans their attack.
Tashkent has a wand of sound burst and wears magical breastplate. You exit the mines, as you backtrack to make sure Bertrag and the other have made it out safely, which they have. You take the next couple days and reach the monastery safely once more.
Betrag will tell of his accounts of meeting and interacting with your group. Aeotsep will warmly congratulate each of your on the successful mission and trial you’ve just accomplished. Itepthta and Menkha will formally transfer their ownership of the sky key to that of the Society upon your agreement. As well as giving you a sealed letter to deliver to the Society captain on the monastery’s behalf for the manner in which you’ve excelled at the Trials put forth before you.
Itephta goes up to each of you in turn and smiles, “You have done a great done and great deed today. If any of you wish to come back and train with, our doors are always open to you. You are an honorary member of our monastery and our studies are your studies if you ever wish them to be”
When you reach back to your starting point in your journey, Venture-Captain Norden Balentiir praises you each for a job well done. He arranges to have a ship take him and several other agents to Absalom so that he might ensure the relic arrives safely. Acknowledging that additional security is always appreciated, he welcomes any of you whom wish to join him. For those with business elsewhere, he arranges for the safe transportation and wishes you all the best wherever their next adventure takes them.
and that’s a wrap folks. How do you report a completed session…it’s been forever since I’ve done one lol
2nd ray hit: 1d6 ⇒ 2
Round 5-6
Tasutek 23 (D.F., asleep until round 10) (21 damage)
—-
Branthis 19
Andrelis 18 DMNPC
Zeta 18 heroism active sick Z then V: 2d6 ⇒ (3, 2) = 5 (Z sick until end of round 6; V until end of round 5)
—-
Thognorok 17 (28 damage)
—-
Shenendril 15 sick: 1d6 ⇒ 2 (sick until end of round 5)
Ilarien 14 (Misfortune save made by Q)
One of the lantern archon’s rays hits the beast and causes the first noticeable damage. It shrieks in pain, as it continues to wriggle in anger.
Round 5
Tasutek 23 (D.F., asleep until round 10) (21 damage)
—-
Branthis 19
Andrelis 18 DMNPC
Zeta 18 heroism active sick Z then V: 2d6 ⇒ (3, 2) = 5 (Z sick until end of round 6; V until end of round 5)
—-
Thognorok 17 (22 damage)
—-
Shenendril 15 sick: 1d6 ⇒ 2 (sick until end of round 5)
Ilarien 14 (Misfortune save made by Q)
Zeta is able to slam the creature, while their trusty companion Vellestir misses with his spear.
The creature lashes out 3 times at Zeta.
1d20 + 8 ⇒ (11) + 8 = 191d20 + 8 ⇒ (19) + 8 = 271d20 + 8 ⇒ (16) + 8 = 24
total damage + 2 Foet saves DC 14: 2d6 + 4 ⇒ (5, 4) + 4 = 13
each diaper fort save versus position is STR damage: 1d2 ⇒ 11d2 ⇒ 1
Round 5
Tasutek 23 (D.F., asleep until round 10) (21 damage)
—-
Branthis 19
Andrelis 18 DMNPC
Zeta 18 heroism active sick Z then V: 2d6 ⇒ (3, 2) = 5 (Z sick until end of round 6; V until end of round 5)
—-
Thognorok 17 (17 damage)
—-
Shenendril 15 sick: 1d6 ⇒ 2 (sick until end of round 5)
Ilarien 14 (Misfortune save made by Q)
Branthis misses as he feels the poison race through his veins.
Round 5
Tasutek 23 (D.F., asleep until round 10) (21 damage)
—-
Branthis 19
Andrelis 18 DMNPC
Zeta 18 heroism active sick Z then V: 2d6 ⇒ (3, 2) = 5 (Z sick until end of round 6; V until end of round 5)
—-
Thognorok 17 (17 damage)
—-
Shenendril 15 sick: 1d6 ⇒ 2 (sick until end of round 5)
Ilarien 14 (Misfortune save made by Q)
The summoned dog bites the Qlipporh, but isn’t able to deal much damage
anyone ending your turn within 30’ of creature needs to make a will save DC 13 or be sick for 1d6 rounds
will versus misfortune: 1d20 + 5 ⇒ (16) + 5 = 21
Ilarien tries to cause misfortune to the Qlippoth… but the soul beats has already seen more misfortune and despair that it’s unaffected by such parlor tricks.
Round 4-5
Tasutek 23 (D.F., asleep until round 10) (21 damage)
—-
Branthis 19
Andrelis 18 DMNPC
Zeta 18 heroism active sick Z then V: 2d6 ⇒ (3, 2) = 5 (Z sick until end of round 6; V until end of round 5)
—-
Thognorok 17 (16 damage)
—-
Shenendril 15 sick: 1d6 ⇒ 2 (sick until end of round 5)
Ilarien 14 (Misfortune save made by Q)
Round 4
Tasutek 23 (D.F., asleep until round 10) (21 damage)
—-
Branthis 19
Andrelis 18 DMNPC
Zeta 18 heroism active sick Z then V: 2d6 ⇒ (3, 2) = 5 (Z sick until end of round 6; V until end of round 5)
—-
Thognorok 17 (16 damage)
—-
Shenendril 15 sick: 1d6 ⇒ 2 (sick until end of round 5)
Ilarien 14
Branthis manages to fight off the sick feeling in his gut, and smacks the otherworldly beast. The beast retaliates by taking 3 bites at Branthis.
1d20 + 8 ⇒ (17) + 8 = 251d20 + 8 ⇒ (12) + 8 = 201d20 + 8 ⇒ (19) + 8 = 27
combined damage: 3d6 + 6 ⇒ (4, 1, 4) + 6 = 15 + 3 DC 14 Foet saves versus poison or take STR damage: 1d2 ⇒ 21d2 ⇒ 21d2 ⇒ 2
Round 4
Tasutek 23 (D.F., asleep until round 10) (21 damage)
—-
Branthis 19
Andrelis 18 DMNPC
Zeta 18 heroism active sick Z then V: 2d6 ⇒ (3, 2) = 5 (Z sick until end of round 6; V until end of round 5)
—-
Thognorok 17 (11 damage)
—-
Shenendril 15 sick: 1d6 ⇒ 2 (sick until end of round 5)
Ilarien 14
Both Zeta and Vellestir are sick as they both attack. Luckily the blob of fleshy goo isn’t very mobile as it gets poked and slashed according. Much like the arrow from before, it’s seems to resist some of the damage done to it.
will save: 1d20 + 7 ⇒ (8) + 7 = 15
Round 4
Tasutek 23 (D.F., asleep until round 10) (21 damage)
—-
Branthis 19
Andrelis 18 DMNPC
Zeta 18 heroism active
—-
Thognorok 17 (5 damage)
—-
Shenendril 15 sick: 1d6 ⇒ 2 (sick until end of round 5)
Ilarien 14
The mighty warpriest of Rovagug cannot keep his eyes open as Slumber is cast upon him.
Any word about Andrellis. I tried to PM them but to no avail.
the summoned dog is sickened as well
Round 3
Tasutek 23 (D.F., cast hold person on Illlarian DC 15 Will ) (21 damage)
—-
Branthis 19 (burning hands for 4 damage)
Andrelis 18 DMNPC
Zeta 18 heroism active (strikes for 20 damage)
—-
Thognorok 17 (5 damage)
—-
Shenendril 15 sick: 1d6 ⇒ 2 (sick until end of round 5)
Ilarien 14
Sickened: -2 attack/damage/saves/skills checks/ability checks
Shenendril feels sick as the creature moves about. Her aim is true despite her sickened state. The amorphous creature’s grotesque body seems to absorb the brunt of the arrow piercing what constitutes as flesh.
reflex: 1d20 ⇒ 18
The Thognorok manages to squirm and wriggle to avoid the brunt of the fiery flames from Brathis’ outstretched palm.
The Thornton ignores the flames, and focuses its attacks all upon Zeta. As the creatures insectile legs twitch and writhe about everyone except Illarien start to feel their stomach churn and toss around like a ship on the high seas. Despite not having to move, Zeta’s defense prove more then formidable to the creature attempted malice.
thognorok versus Zeta, +8 each: 1d20 ⇒ 71d20 ⇒ 51d20 ⇒ 4
Everyone but Illarien please make a Will Save
Round 3
Tasutek 23 (D.F., cast hold person on Illlarian DC 15 Will ) (21 damage)
—-
Branthis 19 (burning hands for 4 damage)
Andrelis 18 DMNPC
Zeta 18 heroism active (strikes for 20 damage)
—-
Thognorok 17 (4 damage)
—-
Shenendril 15
Ilarien 14
Ilarien can recall that Thognorok Qlippoths are immune to cold, mind-affecting effects and poison
Ilarien wrote: It can, yes.
[Dice=Knowledge (Planes) check]1d20 + 14
If that's not good enough for at least basic information we're in serious trouble.
Somehow missed the roll, sorry
Illarien looks at the grotesque creature and after some quick pondering realizes it is a Qlippoth, more specifically a Thognorok.
please choose one of the following: Defensive, Immunities, Resistances, Offensive, Special
14 would have made the save. Forgot about Heroism. So that round your ok. But it doesn’t say it’s only one time so you’ll have to make another Will save on my creatures turn. Does Vellestir provoke an AOO from the ugly enemy for traveling through squares?
Round 3
Tasutek 23 (D.F., cast hold person on Illlarian DC 15 Will ) (19 damage)
—-
Branthis 19
Andrelis 18 DMNPC
Zeta 18 heroism active (strikes for 18 damage)
—-
Thognorok 17
—-
Shenendril 15
Ilarien 14
concentration DC 17: 1d20 + 8 ⇒ (14) + 8 = 22
Tasteless moves next to the dog that tried to bite him. He focuses on Illarien as he successfully casts a spell in hopes to interrupt her summoning spell.
DC 15 Will save Illairen versus Hold Person spell
Round 3
Tasutek 23 (D.F., cast hold person on Illlarian DC 15 Will ) (1 damage)
—-
Branthis 19
Andrelis 18 DMNPC
Zeta 18 heroism active+sickened until end of round 7)
—-
Thognorok 17
—-
Shenendril 15
Ilarien 14
spellcraft on Illarien: 1d20 + 5 ⇒ (17) + 5 = 22
summon monster 3?
If Planes can be used for Outsider subtype go for it
Round 2
Tasutek 23 (D.F., misses javelin) (1 damage)
—-
Branthis 19 (hits Tasutek with acid flask for 1 damage)
Andrelis 18 DMNPC
Zeta 18 (heroism active+sickened until end of round 7) (double move)
—-
Thognorok 17
—-
Shenendril 15
Ilarien 14
Zeta and Vellestir both move forward. Zeta is able to close the gap and get directly in front of the mad cleric, Tasutek. She lets a sly grin cross her face as the battle they crave desperately is about to commence. Vellestir flies to provide support for its master.
Tasutek smiles as Zeta gets right in his face. Little does she realize that below the surface of the webbing lurks a grotesque creature. What protrudes from the water is a wriggling, mass of spindly legs and eyes. They twitch randomly and seeing such a horrific sight makes your stomach churn much like the fumes wafting off the water. The creature tries to take a bite out of Zeta. Zeta manages to deflect the attempted bit into their flesh, but her stomach churns as the revolting creatures movements make her sick.
bite versus flat footed Zeta 20: 1d20 + 8 ⇒ (8) + 8 = 16
damage + poison: 1d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8
Zeta will save: 1d20 + 0 ⇒ (11) + 0 = 111d6 ⇒ 5
Round 2
Tasutek 23 (D.F., misses javelin) (1 damage)
—-
Branthis 19 (hits Tasutek with acid flask for 1 damage)
Andrelis 18 DMNPC
Zeta 18 (heroism active)
—-
??? 17
—-
Shenendril 15
Ilarien 14
Branthis tosses an acid flask that breaks and splashes Tasutsk. While the acid burns are more or less superficial, it does some actual damage.
javelin: 1d20 + 4 ⇒ (6) + 4 = 10
damage: 1d6 + 3 ⇒ (6) + 3 = 9
The javelin flies wide of the intended target of Shenendril. Andrelis finally moves forward, and Branthis moves forward to get closer to the action.
Round 2
Tasutek 23 (D.F., misses javelin)
—-
Branthis 19 DMNPC
Andrelis 18 DMNPC
Zeta 18 (heroism active)
—-
??? 17
—-
Shenendril 15
Ilarien 14
Round 2
Tasutek 23 (moved but haven’t acted yet. More to come after work)
—-
Branthis 19
Andrelis 18
Zeta 18 (heroism round 1)
—-
??? 17
—-
Shenendril 15
Ilarien 14
Shenendril moves forward while Ilarien buffs Zeta. Shenendril fires an arrow, but it misses its mark.
Tasutek moves forward and throws his javelin at Shenendril.
Round 1:
Tasutek 23 (casts d.f. & moves)
—-
Branthis 19
Andrelis 18
Zeta 18
—-
??? 17
—-
Shenendril 15
Ilarien 14
Andrelis isn’t sure what’s going on and just stands there DMPC delay him.
Andrelis, you okay? It’s your turn mate :)
Vellestir feels sick as they hover over the water sick for 1 round
Round 1:
Tasutek 23 (casts d.f. & moves)
—-
Branthis 19
Andrelis 18
Zeta 18
—-
??? 17
—-
Shenendril 15
Ilarien 14
Branthis moves forward, and Zeta follows suit. Vellestir moves forward and uses his breath weapon to burn away some of the webbing blocking their path forward.
Fort saves for Vellestir & Zeta please for being next to water
Correct, it was a way to remind those that have to go in Andrellis & Zeta :)
Such a pity then. I suppose I shall have to deal with the likes of you then myself. He moves rather swiftly and cast a spell.
zeta initiative: 1d20 + 4 ⇒ (14) + 4 = 18
shenendril initiative: 1d20 + 3 ⇒ (12) + 3 = 15
ilarien initiative: 1d20 + 4 ⇒ (10) + 4 = 14
andrelis initiative: 1d20 + 4 ⇒ (14) + 4 = 18
branthis initiative: 1d20 + 2 ⇒ (17) + 2 = 19
tasutek: 1d20 + 4 ⇒ (19) + 4 = 23
???: 1d20 + 1 ⇒ (16) + 1 = 17
Round 1:
Tasutek 23 (casts d.f. & moves)
—-
Branthis 19
Andrelis 18
Zeta 18
—-
??? 17
—-
Shenendril 15
Ilarien 14
Shenendril moves forward and see two things: there is a mass amount of webs directly in front of her white spaceand there is a human male standing further ahead. The humans face is severely scarred and mutilated, which can only be surmised as an attempt to gain favor with Rovagug.
Ilarien doesn’t feel to good, as her stomach turns in knots and she feels sick sickened for 1 round
Shenendril and the human lock eyes.
Ah, you must be the ones interrupting my sacrifices to the Rough Beast and World Breaker Rovagug. So, have you come to sacrifice yourselves to him?
You group head out of the fortress as Bergrag helps to escort the prisoners out of the fortress and out of the mine to freedom and safety. You begin to head down the only path you’ve yet to take, as it slowly descends 500 or so feet. You carefully progress as you check each short tunnel offshoot, dead end, squeezing through tight spots and making sure you don’t miss something.
After the 500 or so feet, you enter a larger cavern. The conditions in the cavern are significantly worse compared to the area you just came from. The fumes wafting from the water cause your stomach to churn violently as your body debates if it too much to handle. You fear that getting closer will just cause this feeling to get worse. if in/adjacent the water make a Fort save please
all I know is that deeper in the mine is where they were taking those it be sacrificed. I could t let that happen to others so I fought. The four knights you fought earlier were the ones trying to break down the fortress. I guess they were just planning on waiting out our demise due to starvation, but luckily you showed up. The air is foul down that way, I can I it imagine what lies in wait.
Aye, I am he nods at Branthis. I don’t know much, but I’ll answer whatever I can
After Zeta speaks, you hear silence for a few moments. Whomever was speaking seems to listen to the words spoken by Zeta and Shenendril. The door begin to open. Upon your entrance, you see a Dwarven monk along with five survivors. All six of them are famished, and none appear to be really able to provide much help beyond getting out of the mines.
moved Andrelis over to where you’re currently at
As you carefully assess the tower, you hear a voice inside call out.
Whose there?
Branthis tosses the glowing stone and sees a large patch of brown mold across the southern wall stretching the length of the wall. Branthis k owns that as long as there is no heat source such as an open flame, it’s actually harmless. If exposed to open flame the brown mold spreads quickly and will cause those nearby to take no lethal cold damage.
You go up the passage, you spot an unremarkable cavern were it not for the metal tower that occupies most of the space and pushes against the fractured ceiling. It doesn’t take much to know that the tower is keeping the cavern from collapsing on top of you all.
You are staring at an instant fortress
The next room (left on the map), appears to be a makeshift campsite the knights would use to sleep. As you enter the area black ovala cold chill overcomes you and sends the occasional chill down your spine. The southern half of the room is dark however.
K dungeon please
Each knight will have the following: potion of cure moderate wounds, mwk scale mail, mwk light steel shield, mwk dwarven waraxe, mwk throwing axe, antitoxin.
Zeta and Vellestir combine their attacks. The dragon manages to jab the knight with a spear, allowing Zeta deliver the final blow to their adversary. The lone knight left is the one that is asleep on the ground. The group delivers a coup-de-gras on the helpless opponent. After the final blow is delivered, the mines fall silent, except for your labored breathing after the battle.
I’m calling the fight as I presume Branthis would have waited on Zeta to get a free critical hit in since the enemy is helpless.
Round 4
Branthis:
Zeta:
Shenendril:
DDK Blue (3 damage + asleep 4 rounds)
DDK Yellow (14 damage)
Andrelis
Andrelis manages to put his knight out of the fight with a well placed sword strike to the liver. The enemy collapses to the ground leaving only one conscious enemy left standing.
Round 3
Branthis: 8 damage to yellow
Zeta:
Shenendril: arrow misses, dog bites green for 4
Illarien: slumber green
DDK Blue (3 damage + shaken + asleep 4 rounds)
DDK Yellow (14 damage)
DDK Green (19 damage)
Andrelis
Vellestir isn’t able to connect with its spear on one of the knights, it provides ample distraction to allow Zeta to deliver a powerful blow to the same knight. The knight is clearly feeling the pain, but presses onward. Both knights, attack the clearly biggest threat in Zeta. Both are still to shaken to focus their rage and anger as they both make as their intended target.
1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 71d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13
Round 3
Branthis: 8 damage to yellow
Zeta:
Shenendril: arrow misses, dog bites green for 4
Illarien: slumber green
DDK Blue (3 damage + shaken + asleep 6 rounds)
DDK Yellow (14 damage + shaken)
DDK Green (4 damage + shaken)
Andrelis
Andrelis manages to roll through the square of one of the intersections thus and position themselves for a future attack.
Ilarien then tries to use her slumber hex on the knight that wasn’t targeted by Branthis. The knight’s willpower is stronger as it fights off the witch’s hex.
will green: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20
Round 3
Branthis: 8 damage to yellow
Zeta:
Shenendril:
Illarien: slumber green
DDK Blue (3 damage + shaken + asleep 6 rounds)
DDK Yellow (14 damage + shaken)
DDK Green (shaken)
Andrelis
Round 2
Branthis: swing misses
Zeta: attacks red for 20
Shenendril: summons dog
Illarien: slumber blue
DDK Blue (3 damage + shaken + asleep 6 rounds)
DDK Yellow (6 damage + shaken) miss Zeta
DDK Green (shaken) miss Zeta
Andrelis
The two remaining doomsday knights each attack Zeta as their comrade is passed out on the ground. Both miss their target as they are still shaken.
yellow then green: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 161d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13
Round 2
Branthis: swing misses
Zeta: attacks red for 20
Shenendril: summons dog
Illarien: slumber blue
DDK Blue (3 damage + shaken + asleep 6 rounds)
DDK Yellow (6 damage + shaken)
DDK Green (shaken)
Andrelis
blue will slumber: 1d20 + 4 - 2 ⇒ (10) + 4 - 2 = 12
DDK on my next break
Round 2
Branthis: swing misses
Zeta:
Shenendril:
Illarien:
DDK Red (blinded) (1 damage)
DDK Blue (3 damage + shaken) hit Zeta for 11 damage
DDK Yellow (6 damage + shaken) miss Branthis
DDK Green (shaken) cone of detect good
Andrelis
Andrelis’ fearsome display of martial prowess causes the usually steadfast knights to debate their fighting prowess of their own…except for the one who is currently blinding from the glitter in its eyes.
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