Wizard

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180 posts. Alias of Daedeloth.


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As the group starts to head back, you are all struck with an intense headache.

Everyone make a DC 15 Will save.


Hal does not locate anything in the area that seems to be the source of the compulsion.

The area is a dead end.


Hal believes the dwarves are under the influence of some sort of magic, something like a charm or compulsion.

Guess you need to make some rolls to see if you can restore stats to normal with 6 charges.


charges: 2d6 ⇒ (2, 4) = 6

Hal determines it is a wand of lesser restoration.


Dwoldrean Brewbelly wrote:
-lol, I f%!~ing hate Dwol and this campaign. Am completely ready to just hand over the axe and crown and be an evil lieutenant for King Brald; anti-paladin status here we come!-

So be it.

There is a thunderclap and a flash of light. The group awakes as if from a dream.

“Another round for you lot or have you had enough?”
Asks an aged barkeeper in a rundown bar somewhere near a seaside as the sound of the sea and the smell of saltwater fills the place.

Dwol has a +1 waraxe instead of Skylord’s waraxe.
Dwol has +2 headband of charisma instead of Skylord’s headband. He is no longer any relation to the Skylord.


Chack finds a wand and 500 gp of valuables.

The dwarves ceased their labors when the high helm went down, they are still, vacant eyed, and completely non-responsive to Dwol and the rest of their surroundings.

Hal detects magic on the wand.


High helm goes down, blasted by Garric’s arrows!

Dwol and Chack end the otyugh.

Last otyugh disappears when high helm goes down.

Garric is released from his confusion.


Garric: remember to make your confusion roll at the beginning of your turn

The new otyugh is the closest creature to you


Chack lands a series of devastating strikes and with Hal’s help they take down an otyugh. Dwol hacks away at the remaining one. Despite his confusion, Garric continues to attack the dwarf doing considerable damage but something is lessening the damage he thinks he should be doing.

On Dwol:

tent: 1d20 + 15 ⇒ (13) + 15 = 28
dam: 1d8 + 8 ⇒ (8) + 8 = 16

tent: 1d20 + 15 ⇒ (9) + 15 = 24
dam: 1d8 + 8 ⇒ (1) + 8 = 9

bite: 1d20 + 15 ⇒ (5) + 15 = 20
dam: 1d8 + 8 ⇒ (1) + 8 = 9

The high helmed dwarf appears to cast another spell or use some innate magic and another otyugh appears in the back of the group and attacks GH: 1d2 ⇒ 2 Hal.

On Hal:

tent: 1d20 + 15 ⇒ (16) + 15 = 31
dam: 1d8 + 8 ⇒ (6) + 8 = 14

tent: 1d20 + 15 ⇒ (2) + 15 = 17
dam: 1d8 + 8 ⇒ (8) + 8 = 16

bite: 1d20 + 15 ⇒ (13) + 15 = 28
dam: 1d8 + 8 ⇒ (8) + 8 = 16

For each hit make a DC21 Fort save or take
1 con and 1 dex damage for each failed save


Dwol attacks landing a solid blow to one of the otyughs.

The rest of the group hearing the sounds of battle moves forward and through the illusory wall. Hal then casts his spell and Chack and Garric each are able to make a single attack.

Chack strikes an otyugh and Garric hits the dwarf.

One of the otyughs attacks Chack while the other continues on Dwol.

Chack
tent: 1d20 + 15 ⇒ (20) + 15 = 35
dam: 2d8 + 16 ⇒ (3, 3) + 16 = 22

tent: 1d20 + 15 ⇒ (7) + 15 = 22
dam: 1d8 + 8 ⇒ (7) + 8 = 15

bite: 1d20 + 15 ⇒ (3) + 15 = 18
dam: 1d8 + 8 ⇒ (7) + 8 = 15
Chack make a DC 21 fort save each time you are hit or take:
dex dam: 1d2 ⇒ 1
con dam: 1d2 ⇒ 1

Dwol
tent: 1d20 + 15 ⇒ (8) + 15 = 23
dam: 1d8 + 8 ⇒ (1) + 8 = 9

tent: 1d20 + 15 ⇒ (11) + 15 = 26
dam: 1d8 + 8 ⇒ (4) + 8 = 12

bite: 1d20 + 15 ⇒ (4) + 15 = 19
dam: 1d8 + 8 ⇒ (2) + 8 = 10

The dwarf casts a spell on the 2 members of the group in the back.

Hal and Garric make DC19 Will save or become confused for 7 rounds.

Table: Confusion Effects
d% Behavior
01-25 Acts normally
26-50 Does nothing but babble incoherently
51-75 Deals 1d8 points of damage + Str modifier to self with item in hand
76-100 Attacks nearest creature (for this purpose, a familiar counts as part of the subject’s self)


Dwol sees a cavern about 20’x30’. There are 3 dwarves with mining tools and a small earth elemental toward the far end working. Directly in front of Dwol are a pair of three legged horrors with a giant mouth and three tentacles (which he recognizes as some sort of otyugh). Behind the otyughs is a high helmed dwarf.

init D/M: 2d20 ⇒ (5, 11) = 16

The otyughs attack while high helm mutters and gestures.

tentacle: 1d20 + 15 ⇒ (10) + 15 = 25
dam: 1d8 + 8 ⇒ (6) + 8 = 14

tentacle: 1d20 + 15 ⇒ (16) + 15 = 31
dam: 1d8 + 8 ⇒ (5) + 8 = 13

bite: 1d20 + 15 ⇒ (10) + 15 = 25
dam: 1d8 + 8 ⇒ (2) + 8 = 10

tentacle: 1d20 + 15 ⇒ (14) + 15 = 29
dam: 1d8 + 8 ⇒ (2) + 8 = 10

tentacle: 1d20 + 15 ⇒ (11) + 15 = 26
dam: 1d8 + 8 ⇒ (4) + 8 = 12

bite: 1d20 + 15 ⇒ (3) + 15 = 18
dam: 1d8 + 8 ⇒ (1) + 8 = 9

The rest of the party hear the sounds of a scuffle.


The group concludes the end of the passage is illusory and there is something beyond it.


Hal is able to disable the trap without too much difficulty.


Hal discovers a trap about 20’ into the dead end passage. He also thinks something about the end of the passage looks odd.


The third passage extends only 35’ before it dead ends.


Hal leads to the second passage on the left.

It resembles the first passage to the left except it slopes upward and the air does not feel any warmer than the main passage.


No magic or evil detected.

The party advances to the first passage on the left. The 10’ wide passage leads downward, it looks hand hewn and lacks any light source, the air feels warmer than that of the main cavern.


Hal examines and then opens the door.

The door opens into a large cavern about 20' wide by 200' long (the ceiling is approximately 50' along the center of the cavern but only about 35' along the edges). It looks natural in origin with stalactites growing down from the ceiling, but if there were stalagmites they have been removed.
It looks like there are 2 side passages on the left (50' ahead, 100' ahead) and 1 on the right (150' ahead).


Hal disables the trap, no demons.


The helm did not detect as magic.

Hal sees the disturbance and determines it is a trap similar to the electrical one just encountered.


Hal casts detect magic and determines the war hammer is magical +1. He detects no other magic on the dwarf. A previous dwarf with helm flickered with evil, to include dwarf and helm.
What is Hal doing with the helm?

Dwol proceeds about 20’ down a 50’ hallway (door at far end) before noticing the floor in front of him looks disturbed.


Hal believes the creature was some type of aberration.


The creature goes down, shimmers and is replaced by the dwarf which appears to be dead as well.


Dwol lands his first strike, Hal pummels the creature with force missiles, Chack misses then connects, Garric hits thrice. The tentacled mass takes a massive amount of damage but definitely has some sort of DR.

Garric, no point blank shot from 40’.

The tentacles continue attacking the party.

Chack

te: 1d10 + 15 ⇒ (6) + 15 = 21
dam: 2d6 + 8 ⇒ (2, 5) + 8 = 15

Dwol
te: 1d10 + 15 ⇒ (1) + 15 = 16
dam: 2d6 + 8 ⇒ (6, 2) + 8 = 16

te: 1d10 + 15 ⇒ (5) + 15 = 20
dam: 2d6 + 8 ⇒ (6, 6) + 8 = 20

Hal
te: 1d10 + 15 ⇒ (9) + 15 = 24
dam: 2d6 + 8 ⇒ (3, 6) + 8 = 17

DC16 fort or take 1d4 strength damage


Dwol’s grapple attempt fails.

The dwarf shimmers and is replaced by some type of large grey tentacled creature.

Tentacles lash out at Dwol, Chack and Hal. I have Garric 40’ away.

Chack

te: 1d20 + 15 ⇒ (4) + 15 = 19
dam: 2d6 + 8 ⇒ (6, 5) + 8 = 19

Dwol
te: 1d20 + 15 ⇒ (3) + 15 = 18
dam: 2d6 + 8 ⇒ (3, 6) + 8 = 17

te: 1d20 + 15 ⇒ (17) + 15 = 32
dam: 2d6 + 8 ⇒ (2, 6) + 8 = 16

Hal
te: 1d20 + 15 ⇒ (12) + 15 = 27
dam: 2d6 + 8 ⇒ (2, 2) + 8 = 12

If hit make a DC 16 fort save or take 1d4 strength damage.


Dwol gets slammed by a warhammer as he attempts to grapple. AOO.

aoo: 1d20 + 12 ⇒ (20) + 12 = 32
dam: 3d8 + 12 ⇒ (6, 5, 4) + 12 = 27

Go ahead and make your CMB roll.


ref: 1d20 + 9 ⇒ (15) + 9 = 24

The dwarf avoids the bolt.

Are Dwol and Chack taking a standard action?


As Hal moves towards the door, it swings open, a dwarf with one of the strange high helms enters the room.

init mp : 2d20 ⇒ (4, 19) = 23

Party action.


The trap that just keeps on giving!

On Hal touch AC.

touch: 1d20 + 9 ⇒ (7) + 9 = 16
zap: 5d6 ⇒ (3, 4, 1, 6, 3) = 17

After setting off the trap, Hal disables it.


It’s a trap, Hal can attempt to disable.


About 40’ to the door.


dam: 5d6 ⇒ (2, 6, 5, 3, 3) = 19

Dwol gets zapped a second time before leaving the trapped area.


Hal realizes the trap is still functioning as he approaches Dwol and Chack. He stops short of the trap and keeps Garric from entering the area.

Dwol and Chack make a DC19 reflex save to try to dive out of the trapped area.


lr: 1d2 ⇒ 2

Dwol and Chack circle the room moving to the right side of the room, when they are about three quarters of the way around the room they can see a door at the far side but they also spring a trap, getting zapped by electricity from the floor.

On touch AC:

chack: 1d20 + 9 ⇒ (18) + 9 = 27
dam: 5d6 ⇒ (1, 6, 3, 3, 2) = 15

dwol: 1d20 + 9 ⇒ (7) + 9 = 16
dam: 5d6 ⇒ (6, 2, 2, 2, 1) = 13


What is everyone else doing? Going with Dwol? Staying at entrance? Something else?


Garric can see the dwarves are breathing but they seem unaware of their surroundings.

Dwol moves past the dwarves to stand in front of one of the many piles of ore but that doesn’t really improve his view. He will need to move all the way to the far side of the room or to the left or right wall to check for exits.


No evil is detected.

Hal detects some sort of magic but it is unlike anything he is familiar with.


Dwol opens the door revealing a very large cavern (approximately 50’x200’ with a 30’ ceiling. There are piles and piles of iron ore standing 10-15’ tall throughout the room. There are 6 dwarves standing about 12’ in front of the door standing perfectly still.


The group overwhelms the demon with their attacks (mostly Chack) and it’s dead body fades away leaving nothing behind.


Chack and Dwol move forward to attack the demon each landing their sole attack, while Garric stands and fires, putting a pair of arrows into the demon. All the attacks partially pass through the insubstantial creature doing less damage than normal. Hal casts daylight on Dwol’s shield brightening the area.

CH: 1d2 ⇒ 1The demon shies away from Dwol and attacks Chack.

Chack on touch AC
claw: 1d20 + 11 ⇒ (19) + 11 = 30
dam: 2d6 ⇒ (3, 1) = 4

claw: 1d20 + 11 ⇒ (6) + 11 = 17
dam: 2d6 ⇒ (4, 2) = 6

bite: 1d20 + 11 ⇒ (19) + 11 = 30
dam: 2d6 ⇒ (3, 5) = 8

DC14 fort save for each hit or take 1d3 con damage


What object is Hal casting daylight on?


Hal knows it is some sort of incorporeal demon that is resistant to magic and the elements and detests sunshine.


Dwol?


A shadowy bat-winged demon appears! It’s teeth and claws are the only parts of it that seem substantial, the rest of it is lost in darkness.

Touch attacks on Hal:

claw: 1d20 + 11 ⇒ (13) + 11 = 24
dam: 2d6 ⇒ (1, 2) = 3

claw: 1d20 + 11 ⇒ (10) + 11 = 21
dam: 2d6 ⇒ (5, 6) = 11

bite: 1d20 + 11 ⇒ (4) + 11 = 15
dam: 2d6 ⇒ (3, 1) = 4

Any attack that hits make a DC14 Fort save or take 1d3 Con damage.


The landing area in front of the doors is about 15’x15’ and appears untrapped, the doors however do appear to be trapped.


Express elevator to hell! Goin’ down!

Will go out on a limb and make the wild assumption that Garric boards the platform as well.

The platform descends about 120’ and then stops at a small platform with double doors.


Chack is able to retain her rope and board the platform without any problems.


When Chack closes the doors to tie the rope, the sound of the platform scraping the walls as it rises up to the level of the group and pauses.


If Chack closes the doors she could loop the rope through the door handles, you would use approximately 12’ of rope to reach the shaft.


The platform does not respond to Chack’s pleas.

Dwol had just run back in the other room with the red fog moving forward and just witnessed it envelop the captive dwarf.

As Dwol returns to his companions from the previous room the mist begins to flow forward further filling the previous room and creeping closer to the group.

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