The Waiting Beast

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86 posts. Alias of Doomed Hero.


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Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

Deleted the pit from the map. Now that it isn't there, I can move Gate to a more central location where his reach will make a bigger difference.

As directed, the horrid serpent-thing resurfaced with it's prey. The troll is unconcious, so no roll necessary to move it with me.

Free of the ground, it continued to coil around the troll. It hadn't been told not to seek additional prey while it waited, so it indulged itself.

Bite vs. Trollhound, Power Attack, reach: 1d20 + 10 - 2 ⇒ (14) + 10 - 2 = 22
Damage: 1d8 + 15 ⇒ (4) + 15 = 19

Holding the troll, so I don' think I can grapple the dog too. Reach is 20' though, so I'm in great position to support Dylan if he backs up.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

The troll is underground and grappled, so I really hope not.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

Maintain Grapple, controlling grapple: 1d20 + 23 + 4 ⇒ (16) + 23 + 4 = 43

Grapple rules: Move: You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.

The unnatural snake did not seem to like the little fire spirit coming after it's prey. With a mighty yank it buried itself and the troll under the dirt.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

Oops!

Damage: 1d8 + 9 ⇒ (1) + 9 = 10


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

AoO Bite, haste: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16 oof, I'm on a bad roll streak right now.

Grab (if bite hits): 1d20 + 23 ⇒ (6) + 23 = 29


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

As the troll hauled itself out of the extra-dimensional pit, Judah's terrible guardian snapped out from beneath the ground...

Bite, haste, reach: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16

...but it missed. Sorry Lorant, I tried.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

Initiative: 1d20 + 2 ⇒ (20) + 2 = 22


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

Hey GM, it looks like the troll climbing out of the pit shoudl trigger Gate's readied attack. Would that action go off before or after the Troll attacked Lorant?


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

With nothing nearby and threatening it's master, the mostly buried horror was content to keep chewing it's troll.

Readied action to attack any enemy that gets within 20 feet.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

Judah's unnatural guardian left the still body of the troll underground. As the ground above it compressed under the weight of the second troll, Gate lunged through the the ground like a striking serpent.

Bite at Troll 2, vs Flat Footed? (attacking from concealment/cover), power attack, haste: 1d20 + 10 - 2 + 1 ⇒ (12) + 10 - 2 + 1 = 21
Bite Damage, power attack: 1d8 + 9 + 6 ⇒ (2) + 9 + 6 = 17

Free Grapple (grab), power attack, haste: 1d20 + 23 - 2 + 1 ⇒ (9) + 23 - 2 + 1 = 31

If successful, the first troll gets yanked under to join it's friend tombed underground.

Gate doesn't know about Troll physiology and hasn't been ordered to decapitate them or anything, but I think Trolls still need to breathe. So if the first troll's regeneration isn't fast enough to wake it up and let it dig itself out, I think it's going to suffocate to death.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

Judah's unnatural guardian continued to strangle and chew the troll.

Maintain Grapple, controlling grappler, haste: 1d20 + 23 + 4 + 1 ⇒ (17) + 23 + 4 + 1 = 45

Natural Attack, bite, haste: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20
Damage: 1d10 + 9 ⇒ (3) + 9 = 12


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

A massive serpentine thing erupted from the ground and lashed out at the troll.

Bite, haste, reach: 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15 A miss, i think

Haste attack Bite, haste, reach: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
Damage: 1d10 + 9 ⇒ (1) + 9 = 10

Grapple: 1d20 + 24 ⇒ (8) + 24 = 32

It wrapped around the ugly giant, and dragged it partially into the dirt.

Gate's CMD is 24. AC is 20, and has cover from the ground. I've re-positioned the troll so it is in the closest adjacent space to Gate. Gate is currently 10 feet underground. The troll is 5 feet underground, which means it's buried to the thighs or waist? Not sure how that will affect it.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

Maintaining Grapple, Bite

Grapple to Bite, power attack, controlling grappler: 1d20 + 23 - 2 + 5 ⇒ (3) + 23 - 2 + 5 = 29
Bite Damage: 1d8 + 15 ⇒ (6) + 15 = 21


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

I'm going to assume this is a surprise round and only take a single Standard Action

The ground below one of the dogs erupts in a shower of dust and dirt...

Stealth, with improved cover (if necessary to get within 20 feet, below the dogs): 1d20 + 17 ⇒ (2) + 17 = 19

Bite, blind attack, vs Flat Footed, 20' reach: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d10 + 10 ⇒ (8) + 10 = 18
Concealment, even number hits: 1d10 ⇒ 5
Concealment, blind-fight reroll: 1d10 ⇒ 1

Grab: 1d20 + 25 ⇒ (15) + 25 = 40 If successful, the dog is dragged 15' into the ground, adjacent to Gate. Yoink!


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

O̢̼̫͖̙͖n̘͔̝͙̞e͍̠͕̫̫͜,̡̢͚͍͉͕ y̡̪̟̼͚͜e̺͚̫͇͎̟s̙͇̺͙͜.͚̻̫͎͎͚ T͖̺͉͚͓̺w͕̻͇̘͜͜o͚̪͔͉̝,̡̢͙̫̞͔ u͓͙n͖̦̠̻͍̠l͇͉͖͖͙i͚͉͕͖͇̙k̫̞͚̙͉̝e͔͕͇̟͍̞l͍͍̞̺̫̟y̡̢͕͕͓͇.͉͚͙͚͜ the thing answered in Judah's mind.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

The creature reached into his master's mind and showed him many things.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

Without a sound the amorphous thing rearranged itself into a serpentine beast and burrowed into the ground.

Take 10 on Stealth and Perception for 19 and 16. Popping up from Burrowing every once in a while to scan. Peeking my eyes up like a periscope keeps most of me in the ground, which should count as Improved Cover (+10 stealth bonus)

I will scout further ahead than 100 feet to give us a better idea of what we're heading into.

If I see anything particularly interesting or dangerous, I'll use Bond Senses to show Judah directly (Judah's Perception is +13, so he might notice more)


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

Behind him in the street, the serpentine thing didn't reply. Instead it's horrible leech-flower mouth snapped closed and it disappeared back into the ground the moment Judah began to panic. The earth displaced enough to show roughly where it was as it moved nearer to the doorway, hidden and waiting to protect it's master.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

The ground rumbled and bulged before caving in as a large, inky tendril pushed it's way free of the dirt. It was black and rubbery looking, covered in odd folds and cracks. Faint yellow light on it's bulbous end formed an asymetiric symbol that matched the one that curved around Judah's eye.

The yellow mark tilted towards Judah, then split in a dozen places, blooming like a flower made of meat and teeth.

It seemed like it was waiting for something.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

In Judah's mind, a thousand whispers answered in one voice.

Psychopomp. Ushers of morbidity. Guides beyond the realm of flesh. Useful to those who travel beyond mortal thresholds. A hindrence to any who return.


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Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

Ev̮͍͍̫̺̗͚e̫͓ͅn͉͔̜̻͈͘ ͇̪d̠̳͓̦̝͚͞ͅe͇̻a̞̞̖͜t̛̤̯̘̺̻h̫̦̗̱ ̙̮̝̥͍̗͎m͔̩̫͎a͇y ̳̳d͇̤i̻e̠̙̗̼̼ͅ the creature whispered in Judah's mind. I̹̘͜f͞ ̬͕̭y̭͈̩̖̳o̙̻̘̹̭̮̻͜u̙̯̫̰͙͓ ͇̹̬̙͙̣͉s̻̥̣̼̦ha̺̭̮͈̼̠̜p͏̹̮͎̯͔̻e̢ m̺̙͙̗̞̯̟ę̫̫̖͖̝͖ ̻̠͈͍̼t̻͈̟̠o͙̰̱͈̱̥͟ ̩̺̬̝ͅt̞̠̗͝h͈͖a̢̼̠͇̝͙t̯͚ ͈̦̹̻̭p̘̕u̻̗̜͉͍̱r͙̺͢p͕͎͎̝ǫ͔͓͔̣̱̰̰s̴͖̻̝e̗̬̳̥.͍̭


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

Perception: 1d20 + 5 ⇒ (10) + 5 = 15


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

E͕̪̟͇̟t̮͈e̯͙̼̠̣͜r̰͎͖̟n͎̟̺͚͙̙͔͘a̘l͝l̶y̛̘̲̤̯̲̱ the thing whispered in his mind.

By the time they reached thier previous position, the ground had begun to bulge and crack with the telltail signs of Judah's guardian moving below the ground.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

The faceless thing tilted it's head for a moment, then quietly burst like a balloon full of ink. Black liquid that had been a humanoid shape a moment before fell to the ground and ran into the cracks and shadows, vanishing into the liminal spaces it had been called from.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

The inky, faceless creature simply started moving again as if nothing happened. With no further threats in the room it crawled head first back down the ladder to rejoin it's ward.

Don't forget to search the room.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

Not immune. Gate takes a nap.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

HP 30/33

Fort save DC 13: 1d20 + 5 ⇒ (1) + 5 = 6


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

The inky black figure wormed it's way through the trapdoor, for a moment seeming more serpentine than humanoid, moving with an unnatural jerk and slither. A claw lanced out from behind the tiny thing.

Move into the room to flank, attack. If they threaten squares, this provokes an AoO (if they're small enough to have a reach of 0, they don't threaten)

Acrobatics to avod AoO: 1d20 + 5 ⇒ (14) + 5 = 19

Claw attack, flanking: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Crit Confirm: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Bonus Damage: 1d6 + 3 ⇒ (6) + 3 = 9


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

Taking it's cue from it's current charge, the black, long-limbed thing slunk behind.

Stealth: 1d20 + 7 ⇒ (5) + 7 = 12


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

The winged thing didn't have a face. Instead it had a puckered ring that looked like a fanged anus, and a glowing yellow rune that matched the one that curled around Judah's eyes. If it had eyes, they would have been staring intently at the bronze shape in it's hands.

Time seemed to stand still for a long moment, then slowly, it turned the polyhedron. Something clicked. The shape changed. There were more sides now than a moment ago. The creature tilted it's head in thought.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

The shadow-winged specter pounced on it's master's foe.

Bite, haste, flanking: 1d20 + 7 + 1 + 2 ⇒ (14) + 7 + 1 + 2 = 24
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Bite (haste bonus attack), haste, flanking: 1d20 + 7 + 1 + 2 ⇒ (20) + 7 + 1 + 2 = 30
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Crit Confirm: 1d20 + 7 + 1 + 2 ⇒ (10) + 7 + 1 + 2 = 20
Crit Bonus Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Claw 1, haste, flanking: 1d20 + 7 + 1 + 2 ⇒ (14) + 7 + 1 + 2 = 24
Damage: 1d4 + 4 ⇒ (3) + 4 = 7

Claw 2, haste, flanking: 1d20 + 7 + 1 + 2 ⇒ (7) + 7 + 1 + 2 = 17
Damage: 1d4 + 4 ⇒ (2) + 4 = 6


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

Rebounding off the floor with a leap and a flap, the inky winged thing launched itself toward the next prey.

Fly (ascend): 1d20 + 10 ⇒ (12) + 10 = 22 Ascending costs double movement. Pythagorus says the distance of the angle up to the catwalk is just over 20 feet, so all Gate can do this action is move.

Gate is now north of the Skin Stealer, flanking with Yellow.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

After swooping down at it's prey, the great inky thing hit the wall in a crouch, fell to the ground, and sprang right back up into the air to continue it's savage assault.

Jump/flap to 5' adjust up and Full Attack

Bite 1: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Bite 2 (from Haste): 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Claw 1: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d4 + 4 ⇒ (2) + 4 = 6

Claw 2: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d4 + 4 ⇒ (2) + 4 = 6

It's great wings held it aloft as it savaged the man on the wall.

Fly to Hover (DC 15): 1d20 + 10 ⇒ (5) + 10 = 15

AC is now 21 (haste and mage armor)


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

Gate, Last round

I don't know if the other enemy is noticable throughb the doorway behind Gate, but just in case-

Perception: 1d20 + 5 ⇒ (1) + 5 = 6
Lol, nope!

The shadow creature stepped off the catwalk silently and let its massive wings carry it towards it's prey.

based on the map, Gate doesn't have a straight line to the spider guy (the catwalk and vats are in the way, so no charge and he has to make a fancy flying turn to reach his target.

Flying Turn (DC 15): 1d20 + 10 ⇒ (5) + 10 = 15

Swoopy Bitey: 1d20 + 7 ⇒ (20) + 7 = 27
Bite: 1d6 + 4 ⇒ (1) + 4 = 5

Fly to Hover (DC 15): 1d20 + 10 ⇒ (4) + 10 = 14 Crud.

After swooping in to attack, the nightmarish creature was forced to land. There just wasn't enough room to maneuvvor it's great wings.

With Mage Armor, AC is now 20 (18 this round from Charging

EDIT: Crit Confirm!

1d20 + 7 ⇒ (14) + 7 = 21
Bonus Crit Damage: 1d6 + 4 ⇒ (3) + 4 = 7


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

Gate has a CMB of 19

The lanky shadow lashed out as it's prey made to escape.

AoO: 1d20 + 8 ⇒ (2) + 8 = 10
Bite Damage: 1d6 + 4 ⇒ (2) + 4 = 6


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

Out of the blackness behind the cloaked figure on the catwalk, a shadow loomed. For a moment it was serpentine, but it unfolded like it was turning inside out.

Spindly legs pushed it up into a bipedal stance. Great black wings unfolded. It's eatureless face split and opened, yawning into a leech-like abyss as it lunged.

Gate is manifesting in it's Quadraped form, with a +4 Str and Con from Enhanced Summoning. It's being summoned in the doorway behind the guy who cast Darkness to cut off escape. So now that guy has Gate right behind him, and an elemental on either side.

Claw 1: 1d20 + 7 ⇒ (1) + 7 = 8
Slashing Damage: 1d4 + 4 ⇒ (1) + 4 = 5

Claw 2: 1d20 + 7 ⇒ (12) + 7 = 19
Slashing Damage: 1d4 + 4 ⇒ (2) + 4 = 6

Bite: 1d20 + 7 ⇒ (16) + 7 = 23
Slashing Damage: 1d4 + 4 ⇒ (4) + 4 = 8


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

He's only around to open locks.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

Y̶̝͈͍̰̝̻̮o̠͙͇ṵ̡̗̣͖̲̬ a̠̞̩s̱̙͔̦̲̠̰͝ke̦̟̜̭̮̥̯d͚̠̫̪̮̘ ̛̖w̨̳͖̗e͎͓ ͏̠̳͙͉̪r̥ę͉̬̟̙̮p̸̰̬̖̼̱̗͍o͇̙̳̯ͅr̵͙̣̞̳̜t ̭̠͉̮͢w̢͈̹͓̼h̭͙͚ͅa͖̫̫̣̯̖͇t ̝͈̞w͎ạ͈͖̼͙̪s̤ ̹̬̖͓i̛̱n̢s̩͙̟̣̦̫i͓͡d̫͔ͅe̠ ̦͚̠̪̥̫̘͘t̸̼͚͔h҉͙͙̜̟̼̟͎e̱̹͕̜̟̪ͅ ̗͍̮̰́s̬t̟͇̙͘r͎̫̼̺̞ư̙̗ͅc͇͓͈͈̟̀ͅt̡̞̮̹͈̪̙̟u̵̲̝̣̺͈͉͉re̠̩͇̠̕.͙̀


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

Ī̵͕̳̳̯̠͔̜͆̎̓͛͒̾͆͗͐̃͘͝ ̴̢̧̘͎͎͇̣͓͉̬̆͂͠͝͝c̷̨̹̯̣̬͍̜̩̈̓͊͜ͅà̶̲n̴̨̰̹̟̠̼̥̜̤͙̻̺̪̊̓͑̄̽̏͌͆̚ the thing's cacophonous whisper slithered through his mind.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

"We̤̫͖ͅ ̯̦ar̮͞e̻͘ ̡̰̗͕͍̩w̢̩̹̝h̞̗̜̥ͅa҉̝̖̣͓̰̭̠t̢̺̦͕ ̸̠̠̳̯̼͚̟y̱͈̗o̞u̫̬̗̫̙ͅͅ ̸n̸e͔̗̰e̢͈̳̣̯̼͍̜d ̸̮̘̠us̻̜̘͎̪ ̤̤͢t͚̩̗̳͝o̻͖̣̤͞ ͈̱̞̻̞b̸̩̲e̥̥̫͖̰" the thing answered.

Let me know if you need me to roll stealth or perception


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

T̻̟͖̤̣͚́he̝̺ ̙̖f̙̭͎̦̥̜̝l̳̻͔e̦̝͙̗̮̮̻͘s̰h̙̜̪̭̱̙ ̗̱̰̻̪h҉̮̱̮̘̰͎̻a̖͕͝s̘̼̻̰̰̞̳͟ ̧̯̻͚͓̬̼͇b̢̞e̞̦̣͕͢é̠̻͖̦̤̺n̢̜ ͔͢s̝̥͇͇̘h̬̻͚͔̝̘̹e̱̝d̸͍͍͙̙͕͙͉,̗̙̣͈̳ ̴̖̠͎̩r̤̹̰ͅe҉͈̰p̹͇͓̺̫l̯̜̤̱̳̺a̧̪c̙̱̘̫̹e҉̥̦̺͚d ͅwi̗̲͚͝t̹̱̯̪̯ẖ̭̣ ̷͚e̬̯̗̯ͅͅa̮͓̭̙̼̤r̝̪̬̗t̛͎̤̞̫͓̙͍h͙ ̡̹à͎n̜̱͕̣̘d̫̜̰͇͚̲͍ ̠͎͕̮͓͉͡s͍̙̤̝̗̲͔̀t̢͓̤̱̮̠̤̗o̼̘͉̤̞͝n̛e̬̱̤, the thing said.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

A̵̝̱̝̘̦̣͔ ̪̠̱̼͇d͉͖̪i̸̼̯̲̻͓͎f̡̺̠̪f̱e̺͔͕͔̺̝͎r̛͙͇̲͖̲̯e͓̼̪̩̺͘nt͙̭̠̦ ͇͉̯̬̭͚́ͅc̗̳̣̭o̶̫̦̱̩ͅn҉̫̼͔̤͓͍̘f̩̥͍̘͓͈i̡̹̞g͙̪̮̠͙͉͠u͡r̳̼͈̫a̩t̫͔̖̬̳ͅi̱̳̺͙̯̭̦o̝̭ ͚n̻͔͚͍̱̘ w͈̙̣̝a̝̹̖̥s̡̹ ̼̮ͅn̞͎͓͉e̷̤̼e̝̘͚͎͠d̻̤͜e̡̥̣d̮̻̳̤ ̬̩ͅt̝̝̲̖͙o̵͙͎̝͉̹͙ ̬̣̠͞c̢͎̠̻̗̖͚o͉̠͔̣m̳̰̼̭̹̟̳̕p̮l̫̹̰̻̹̗et̨̖̖̬ḛ ̖̗̮̻͕͇́y̷͍̥͕̫ou͔r̴̤̦ ͈̲̜͕̗̫̫r͙eq͎̼͈ͅụ̻̬͔̫̫̪͝e͇s̻͎͚t͓̰̘̘͓̪͟ the thing in his head said in a thousand stitched-together whispers.

Judah uses Summon Monster 2 to summon a Small Earth Elemental, which uses Earthglide and Tremorsense to watch the back door of the shop while staying below ground in full cover.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

The ground began to rumble. Soft earth bulged, then formed a sink hole.

Using burrow speed to dig/push a coffin out of the ground.

Stealth: 1d20 + 8 ⇒ (3) + 8 = 11 Trying to stay hidden.

The bulging coils of the creature below churned in the ground, breaching the surface briefly.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

"Ļ̞̙̥̣̼̞ͮ͌ͅo̸̗̫̊̏ͤo̤̼̦̭̩̮̤͐́͌̇͞k̹̩̮̬̲̳̒̀ ̡̲͍͖͔̩͉̦̋ͬa̬̳͎̜͎̹̼̜ͭ͢g̸̺̟͐̊ͅa̗̩̰̺̺̔ͬ̐͆͝ḭ̴͈̂ͥ̈n̷̥̲̩̠͈̖̞̟̄" his guardian whispered in his head.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

Ȩ͙̹̬̻̭̞̐ͩ̿͊t̳̞̪̖̤ͧ͆̂̀e̸̠͎͎̫̩̻̺̓ͩr͈̞͋͡n̶̤̰̻̍̃̂̋ȃ̵̜̻̝͈̖l̞͙̄̀̏́l͖̜͎̘̏ͬ͘y̡̲͙̅ ̰̙̯


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

The blotchy serpentine creature disappeared as quickly as it had emerged, dragging half the manticore carcass into the ground with it.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

Since it's summoned, Gate gains the benefit of Judah's Augment Summoning feat.

Gate is initially summoned below the surface of the ground. That should make the Manticore flat footed to it, unless it has something like tremorsense or blindsight.

The ground erupted as the serpentine thing burst forth...

Move into range with Burrow (and Jump if necce3ssary)

Bite vs Flat Footed, Reach: 1d20 + 7 ⇒ (9) + 7 = 16
Bite Damage: 1d6 + 5 ⇒ (5) + 5 = 10

If the Bite hits-
Grab (grapple): 1d20 + 7 ⇒ (13) + 7 = 20


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

or something decides it wants a snack


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

This is a big level for everyone's favorite eldritch horror.

Gate doesn't get a new hit dice, so all it's numbers stay the same, but it gets a whole slew of new evolutions to play with.

In it's serpentine form, it gains Grab.

In it's quadraped form, it's now a flying, pouncing, rendmonster.

In it's humanoid form, it's learned from Ed, and has Shadow Form, Shadow Blend, and is getting very good at impersonating Judah.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

"Y̛o͎͚̠̯̲͝ú ̲͟c̷͓̳̜a̢̦̬̼͉̞͎l̲͈̣͇l̷̼̬̗̖͇e̶̜̟ͅd̲̜̯̗.͖̲͝ ͈W͍̙͔̪̜e ̴͙͕ć͎̪̪̦a̱̣̭̘͖̬̰m̧̼̱e̸̠̝̰̤̝.̣̘̗̙ ͓̳̹̻̹͕̲Y̺͇͉̻͕o̶̹̫̜̩̝͇u̶̘̠̲̠ ͈͈b̬͚̕ͅa̴͎͈̺̖̹̜n͈͕͇̯̹̘͝i̶̭͔̹̼̹̞ͅs̖̟̜̪̕ͅh̙̺͉̦̻̭. ̜̬̻̬̻̜͖Wͅe͔̞̼͔ ̧͓w̙̟a̯̻̮̹̤̤̫i̸t͏.̨̟̲:" the things strange multi-toned voice echoed quietly through the shaking stones.

Then it burrowed beneath the ground again. This time, the ground seemed to give way to... somewhere else. A layer of subtle scintillating colors, like oil spilled on water, coated the black, organic looking tunnel it left behind. Then the tunnel closed like a wound as the ground fell into it.

The creature was gone.

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