Hialin

DM Thasmudyan's page

71 posts. Alias of Lord Thasmudyan.


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Valorius wrote:
Am I in control of myself?

yep you are so is jon and cornelius the effect only lasted about two rounds. you however are a bit groggy.

Strangely as quickly as the excitiment had begun the effects of the holes end on your compatriots. You all look around at each other for a moment as if waiting for someone to start throwing there valuables to the holes again. After a moment several let out a deep sighs of relief as nothing else occurs.

Now onto you interrogation of the prisoner


Dunleary spelltricker wrote:
Have internet so whats going on?

You and Jon missed Val and Jon and cornelius lossing a few items to 9 magic eating holes :) Jon you need to remove from your sheet your bag of holding that is attached to your horse and anything that might have been in it. Also your flaming sword, the lance and you wooden shield, Sorry.

Neifel sits on jon and jon seems to stop fight back but as with Val no seems to have a strange glazed look on his face. Cornelius seems to have stopped bucking as well


'Whirlpool' McGoon wrote:
DM Thasmudyan wrote:


McGoon I don't see why not but these things each magic and equipment it might not work for very long
Maybe I'm not understanding; I thought they chewed anything inside the holes. How could they chew a slab of ice that's on top of the holes?

the trap doesn't state it would but the thing is anything put near it gets sucked in


Valorius wrote:
Have I snapped out of the charm, or am I still confused?

yep, you have. thats why I stated you had willing allowed yourself to be dimension door'd you are now on the other side of the wall of stone though


After everyone takes a second to pick up there jaws off the ground after seeing both Jon and Val drop there wonderful swords into the holes that at the begin of the round spit back out nothing but gnarled de-magicked hunks of metal. Kara decides to try and tackle Val to prevent him from throwing anything else into the holes. She is able to grapple him quite effectively only to notice that the glazed over look seems to mostly have faded though he still seems quite confused about whats going on. Val then decides he is not sure why Kara is all over him and breaks the grapple on his turn and backs up a bit. Dun, Throp, and Niefel just stand there dumbfounded about what is going on and decided not to act this round. Kjell however thinks it would be a better idea to remove the effected people from the room and touch all three victims, before casting dimension doors. Unfortunately when Kjell finishes casting the only person who shifts back to the other side of the wall of stone with him is Val; as Jon and Jon's horse still seem unwilling to move from this room. During there turn Jon and Cornelius each shed more gear. the first tosses his +2 wooden shield at the hole which again begins to be chew. The horse begins bucking and kicking again and the lance that was stored on him falls off and flies towards an awaiting hole that starts a chewing.

McGoon I don't see why not but these things each magic and equipment it might not work for very long


Kara Shalondel wrote:


Kara charges at Val, hoping to grab him and drag him out of the room, and the magical effect that has taken hold of him.

Give me a grapple check


So Val and Jon and Jon's horse all begin to feel tingly everyone else notices they get this kind of far off look in their eyes, Jon's horse is the first to have a reaction he bucks and then kicks, until Jon's Bag of Holding falls of, strangely it begins to fall and then in mid-air is sucked into one of the nine waiting holes which "chews" it up, Val is the next one with that far of glazed look he looks down at his scimitar and shrugs and toss it at one of the other holes. It as well proceeds to be "chewed". Jon having nothing better to do himself takes Val course of action and tosses his flaming bastard sword into the next waiting hole.
They all seem ready to continues throwing in objects at the holes.

its not a combat initiative I just need an order of actions as this effect will last for 4 rounds on all three of them.
rolled a 6;
Kara: 20
Dunleary: 17
Val: 14
Thropan: 12
Niefel: 9
Kjell: 8
McGoon and Jon and Cornelius (jon's horse): 7
Let me know what action you will take.


Since Jon hasn't posted in awhile and Dun is unable to post right I will roll there saves for them...

Dun's will save: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28
Jon's will save: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
Jon's Horse's will save: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8


Kara Shalondel wrote:

No, no, I was reading the description wrong, I thought that the sealed room and the 15x15 room were different rooms, hence the not teleporting, but if the 15x15 room is the sealed room, then I would have teleported with the rest of the party.

Yeah that is fine kara, here is a copy of the map


Kara Shalondel wrote:

Kara sits and talks to Thropan wondering what is happening on the other side of the wall.

I'm starting to think that not putting up my hand to teleport into this room was a good idea...again, I'm not saying anything about your evil DM ways, Thasmudyan...:P

hehe....oh and i thought you were in the 15x15 room?


with that.....anyone in 25x25 room needs to roll Will save, which is everyone except Kara


'Whirlpool' McGoon wrote:
The 25x25...assuming it checks out OK

sorry thought I had posted the result of the detect magic...

Kjell notices the holes in the 25x25 circular room are glowing magical, it seems it is moderately powerful enchantment of some sort.


'Whirlpool' McGoon wrote:

"Ah! This looks like the perfect place for a little quiet interrogation," McGoon whispers, rubbing his hands together eagerly. A faint sound of seagulls and dripping water sounds in the distance, and his clothing appears to float in an invisible current.

He scans the area for magical auras, then helps bring the gnoll inside. Once everyone is ready and the gnoll is tied up and gagged, he brings the hyena-man back to consciousness with a few spells of light healing.

"Sorry we had to knock you on the head, friend," he begins soothingly, "but we had to know that you wouldn't call out for help. We have a little proposition for you."

Hopefully this guy speaks Taldan...

are you doing this in the 15ft by 15ft room or the 25ft by 25ft room?


Valorius wrote:
With his scimitar in one hand, Valorius tries to open the door.

In the room beyond the doorway you see a thin layer of dust covering the floor of this empty circular room. Nine shallow holes are aligned at perfect intervals about the periphery of the chamber’s stone floor. The room looks to be about 25ft by 25ft.


After linking hands Kjell cast dimension door, you all wink out of existence and re-appear in the room on the other side of the wall of stone. The light enspelled crowbar cast light across the room. to the north is the wooden door.


Who all is dimenson dooring in?


Kjell Frostbeard wrote:

Kjell gestures and Valorius's crowbar begins to glow with a pearlescent light. "Done! And I'll magick it in there to keep it from clattering around, too."

Cast light on the crowbar, then mage hand and have the hand float the crowbar through the gap in the wall into the room beyond.

With crowbar now in the other room you can tell its about a 15ft by 15 ft room with a door directly across from the wall of stone, your thinking of teleporting through, the door seems old and is made of wood and look real sturdy. Aside from that nothing else of interest is in this small room.


Kara Shalondel wrote:
"Seeing what happened last time, Kjell....

you say this as if i would do something evil and dm like ;p


'Whirlpool' McGoon wrote:
untrained Know: Arcana 1d20+1

One of the two symbols your sure is some sort of personal sigil your not sure whose but it does seem somewhat familiar. The other one seems to be a symbol warning of danger.


After looking over the wall with the strange marking on it you are pretty sure this is a wall of stone, McGoon. You would guess it has been here for at least a decade or more considering how much dust and dirt there is on it. Something about the symbols on this wall are familiar. Give me a Knowledge arcana check, McGoon


Kara Shalondel wrote:

"Ah, footprints, sorry, I was distracted by those symbols."

Kara starts looking for footprints and if she finds any, she tries to identify them.

Survival/Tracking Roll: 1d20+27=38

you don't see any footprints at all. you would be surprised if anyone has been up this passage in the last two decades for as much dust and dirt that is on the ground. the only thing that is out of the ordinary is the symbols on the wall.


Val begins to prod the whole (;p) and doesn't notice anything unusual. Dunleary casts Detect Magic thinking something magical must on the other side of the wall and is quite surprised when the its not the door he sees 10 ft way through the hole that glows but the wall that he is peaking thru. The wall itself seems to radiate strong conjuration magic.


bumpity bump bump, k guys just making sure ya all are still alive i know its xmas holiday for most but lets get this thread a moving.


Kara heads down the passage to the north ten feet after turning due north, this ten-foot-wide stone passage ends abruptly in a stone wall of decidedly different manufacture than the side walls and floor. Two arcane symbols, about the size of a human head, mark the wall at eye level. A hammer and chisel lie upon the floor in front of the wall, immediately below a fist-sized hole knocked into its center. Beyond the hole lies absolute darkness.


Valorius wrote:
Hi, I'm back and well. Sorry for the absence.

No worries, I figured everyone was doing family stuff.


The turtle-gnoll is completely unconscious but Niefelbjorn's "encouragement" for silence is good measure as the gnoll seems to stay quiet. McGoon looks north and south both seem quiet and very dark. If there was a pin that could drop in some part of the dungeon your sure you would hear it. Some would say it is deathly silent.....


bump! what are you all doing going north south or east?


Kara looks over the floor in front of the now closed door and near the opening to the immense hall to the east. You notice mostly gnoll tracks and several humanoid looking tracks most don't seem too recent except for the tracks that have lately been left by the now dead gnolls. Kjell on the other had bashes the poor turtle into submission the turtle stops its squirming after 30 or so seconds but seems to still be alive despite the rough treatment. Kara and Dunleary notice that the fountain chalice changes again this time to a warm crimson hue about a minute after turning indigo.


Valorius wrote:
I've been ill for the past couple days. Please NPC me, thank you.

no prob

Val and Jon with his horse follow behind the party through the door, as they step through the doors the doors close behind them.


Kara Shalondel wrote:
Perception:1d20 + 16

Before you turn away from the chalice fountain you notice that the green luminescence changes to a deep indigo. Dunleary the fountain gives off a faint illusion aura.


give me a quick perception check Kara


here is the map be aware some of the white area near the fountain is not currently within line of sight. will require exploring to see more detail.

Maure Castle map


'Whirlpool' McGoon wrote:
I don't suppose you could whip up a quick map, could you?

yeah give me a few moments was working on it


just a question is the whole group going through the doors or not so far I got Kjell/Niefelbjorn and McGoon going to the west and Kara and Thropan standing just inside the door. let me know

Kjell and McGoon

Spoiler:

When you get to the end of the short 25 ft corridor across from you is a wall the hallway continues north and then after about 20 ft the corridor turns northeast and due to the darkness in corridors you can't see anything after the corridor goes another 5 ft northeast. Opposite this corridor is a short 10 ft corridor that quickly goes around another corner heading east that you can't see down from your angle.


Kara Shalondel wrote:

okay, I'm back now, thank you DM for setting my character on Cruise Control while I was away.

no prob, oh and the gnolls are in the doorway you can always drag them into the dungeon to strip them of valuables

You notice each one of the gnolls is wearing beautifully crafted studded leather armor, carry well-crafted dire flails, and fine cloaks. You look around the room beyond the doors. You are in a corridor that is 20 ft across. West of you is a smaller corridor that's only 10 ft across. South of you is a short corridor that ends at a set of double doors. East of you the corridor spills out into a room so immense that your light merely reveals a fraction of its size you can hear the sounds of water and see the edge of immense fountain some 100 ft away. A strange greenish light illuminates the fountain. You can see the outline of a chalice at the top of the fountain. You seem to think the light is emanating from chalice.


Valorius wrote:

Val flips the turtle onto it's back.

"My, I do have a hankering for turtle soup. But would this one taste like dog?"

more like hyena :X


Your pretty sure from what Kara previously said that these "patrols" are not as often as you would like, probably once every few weeks at best more likely once every month or so. It occurs to you that you might want to get through these doors before they close for another few weeks.


sorry about not posting busy couple of days. here are the results of round 2

So round two opens up with another assualt from Kara as she again brutalizes G1. The poor Gnoll now is a pin cushions with 3 more arrows landing in his hide. Its all too much for him and he dies on the spot. Dunleary begins casting Enlarge on friend Val (which will be in effect on Round 3). Val attacks G3 with several slashs of his scimitar but only connects once despite a valiant effort. The Gnoll takes the hit and continues to breath. Neifelbjorn decides to show Val how its done and again makes another bloody mess on the ground out of G3 first biting then tripping and then clawing the Gnoll to death. G4 takes a 5 ft step and tries to beat Val for hitting his friend and only connects once with his flail (Val 16 dmg). Kjell uses his Arcane Strike to pommel G4 after moving up beside Neifelbjorn into L38. The Gnoll takes the hit and keeps on ticking until McGoon's spell goes off and turns him into a slimy turtle. All the while Jon hangs back.

Round 3


Bump

Kara is going to do a full attack
ranged combat breakdown:
1st shot 2 arrows (Manyshot) +17
To Hit:1d20 + 17 ⇒ (15) + 17 = 32
Damage:1d8 + 2 ⇒ (1) + 2 = 3,1d8 + 2 ⇒ (6) + 2 = 8

2nd shot 1 arrow (BAB) +12
To Hit:1d20 + 12 ⇒ (14) + 12 = 26
Damage:1d8 + 2 ⇒ (5) + 2 = 7

3rd shot 1 arrow (BAB) +7
To Hit:1d20 + 7 ⇒ (8) + 7 = 15
Damage:1d8 + 2 ⇒ (5) + 2 = 7

4th shot 1 arrow (Rapid Shot) +17
To Hit:1d20 + 17 ⇒ (18) + 17 = 35
Damage:1d8 + 2 ⇒ (6) + 2 = 8


Valorius wrote:

Just in case you didn't notice, I made the attack rolls for the round 1 earlier on this page:

Round 1 rolls

My bad I saw a notate your attacks on my spreadsheet I am keeping just forgot to notate it in the round one sum up Sorry.

Oh and Valorius followed up Kara's attacks with a mighty attack on the G1 and took a good chunk out of his hide During round 1


'Whirlpool' McGoon wrote:

"WHAT!?" McGoon almost chokes in disgust at the sight of a non-turtle. "Let's see if you can shrug off two curses in a row, smart guy!"

He tries again to turn a gnoll into a turtle (assuming any are left alive).

heh as long as neifel doesn't chow down too much


'Whirlpool' McGoon wrote:


You need to give us access to view it. The easiest way is to go to "Share"->"See who has access..."->"Change", and select "Let people view without signing in".

done and done. thanks again McGoon


With the opening of combat Kara attacks with a rain of arrows on the front Gnoll (G1); All but one arrows hit, turning him into a pin cushion but he survives the onslaught. Next Dunleary begins chanting and drops a grease spell right in front of the door making it a bit of a slippery situation for the Gnolls. Luckily none of the fall to the ground. Thropan hangs back with Kara awaiting his master's orders. Niefelbjorn is apparently a bit peckish and decides the gnolls look tasty he reaches out to the nearest gnolls (G2) and bites down remove the gnolls leg which causes the gnoll to fall to the ground. Niefelbjorn follows up by tearing into the same gnolls leaving nothing but a bloody stain on the ground within seconds.

The Gnolls seem angry and start to attack back the hurt on G1 attacks val with his dire flail, he luckily on connects once because it is a good hit. (16 damage Val). The other two take 5 ft steps and attack Niefelbjorn and fail utterly to cause any sort of damage much less hit him despite is overwhelming size. Kjell casts Haste and get everyone except Kara and Thropan. McGoon attempts to make one of the gnolls in to a turtle but they Gnoll he goes after (G3) shrugs off the spell and is not affected. Jon hangs back as if waiting for a chance to make his attack.

All right the resolves the first round, next round actions please. and here is where everyone is now. Round 2


did a revision of McGoon map and saved a copy of it on my gmail acct here is a link let me know in your post where you will be moving based of the excel field also as you explore this map will get bigger. :)
Give me about 20 minutes and I will be posting round 1 sum up
the map is pre-round one actions


'Whirlpool' McGoon wrote:

Would a simple Google spreadsheet do the trick for now?

http://spreadsheets.google.com/ccc?key=t5WwuLOglmu7EqY3yV2GuIA

Let me know if you can't edit it.

that is awesome I will be using this from now on. makes my life a lot easier than trying to figure out map tools :) thanx McGoon. I will mess with it when I get home after 4 to see if i can edit it. the only alteration is that the doors aren't as wide as you have them they are only 10ft not 20ft across. Everyone else I will be posting round 1 sum up after 430pm my time today when I get off work.


Dunleary spelltricker wrote:
I'll fight defensively AC= 30 and acro behind the gnoll Valorius is fighting. Then I'll att it w/vital strike

Unfortunately the flanking is going to be impossible this round Dunleary. First off the Gnolls are standing in the doorway. Secondly they are within a 5-10 foot space bunch up together. Also your attack comes before Valorius so any flanking couldn't be set up till next round. Sorry about the confusion, this why I am trying to get maptools up and running to make it easier to show where everyone is.


Kjell Frostbeard wrote:
DM Thasmudyan wrote:
Just wondering the range on this spell as both Kara and Thropan are not near the party and are infact 120+ feet away.
Sorry, you're right. No two targets can be more than 30' from each other. Kjell will try to get as many people as he can with it; I think he should get everyone but Kara and Thropan, but I'm not 100% clear on where everyone is in the room.

Everyone except Kara and Thropan are in a 20 ft by 30 ft room that is in front of the door. Everyone within this room is within the 30 ft required. I will try and come up with someway to do maps for you guys still trying to make heads or tails of maptools not having much luck with editing maps. once I do it will make combat a lot easier.


Kjell Frostbeard wrote:

Kjell casts haste on the party (+1 to hit, +1 to AC, +1 to reflex saves, +30' movement, one extra attack at full BAB) and 5' steps (or moves, if needed) to remain adjacent to Neifelbjorn.

Just wondering the range on this spell as both Kara and Thropan are not near the party and are infact 120+ feet away.

Oh and in case everyone is wondering I am waiting till most of, if not all of the party has posted their actions for the round before I do a big sum up of the actions this round and who hits what and what dies from your onslaught of vicious attacks against my poor defenseless/innocent gnolls :P


Valorius wrote:
If I go hand-to-hand with the gnolls, will I get in the way of Kara's arrows?

as long as she doesn't roll a one you'll be fine


Kara Shalondel wrote:

i realised that there are some things i didnt clarify on my character profile, like my +4 inititative if I am underground or in a dungeon from Favoured Terrain, I'll clarify those immediately

Go ahead and notate this on your sheet as there are not going to be a lot of time this won't need to be factored in


Just wanted to re post this as the initiative was incorrect
Kara: 19
Dunleary: 16
Valorius: 13
Thropan: 11
Neifelbjorn: 8
4 Gnolls & Kjell: 7
McGoon & Jon: 6

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