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91 posts. Alias of Peasant Railgun.


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Jhadar Kusika wrote:
Just hope I make it back across that stream okay!

Jhadar and Splug clear the rubble from F10 and F12 and carry their companions into the room to the north. As the rocks are tossed into the hole, Jhadar hears [Perception] a loud clang. He casts light onto another rock and drops it into the hole. The illumination from the rock shows a water pipe exactly like the one he saw in the cavern with oozes.

Consulting his captured notes and using Voyvod's alchemical equipment, Jhadar uses Arcana and Nature to combine the gravespawn potion and the rejuvenating mushrooms into an antidote to revive his companions. With the climbing kit and rope Jhadar saved earlier, the party climbs down the shaft [Athletics], out of the frog-shaped pipe. Carefully avoiding the rushing stream, the party climbs up the hanging vine, out of the rift and back to the safety of the campsite.

You have thwarted Voyvod's dark plans and rescued your adventuring companions. Congratulations! This ends the adventure.

No 4th Edition experience would be complete without the obligatory Skill Challenge so I tacked on the last encounter as a skill challenge to find and revive your companions. It was a complexity three challenge with eight successes needed to gain 300 XP (equivalent to defeating three standard monsters).

You also get 200 XP for surviving the adventure. Enough XP to hit level two!


With your staff providing illumination, Splug works on the manacles using Thievery.

1d20 + 10 ⇒ (6) + 10 = 16

Not long after your companions are unchained, you cast light on your clothes, and with Splug's help, the two of you carry your friends one-by-one out of the darkness.


Jhadar Kusika wrote:

Is this near the end of the adventure?

This is the last encounter.


Make a Heal check as you consider the next course of action.


Splug follows you east towards the darkness. The illumination from your staff struggles to shine more than five feet away as you are swallowed by the chilling, supernatural darkness.

When you reach M10 light falls on the end of the cavern, and you notice four humanoid figures chained to the walls. These people are clearly alive but in some sort of magical stupor. They wear only tattered mundane clothing. You suddenly realize that these people are your traveling companions! Perhaps you can find something to rouse them, but nothing here does the trick.

Here's where I hand narrative control to you to fill in the description of your companions…

Or if you'd rather not, some familiar faces:
Firstly there is a determined-looking Keleshite woman with tattoos under her eyes. Next to her, is a lithe silver-haired elf maiden. Third is a blond Varisian woman with tattoos on her arms and legs. Finally, to your north is a dark-haired Andoren man snoring away.


Bright light shines from the end of your staff, bathing the damp cavern in a warm glow. Splug goes over to a particularly large specimen…

Nature 1d20 + 1 ⇒ (16) + 1 = 17

…and snaps the stem off, revealing a distinctive colouration under the cap that you recognize as belonging to a species with curative properties. Splug finishes the mushroom in several bites Perception: He is very hungry :) and gathers several more to eat.


Now that you're standing closer to the mushrooms, you get the feeling that you may have encountered this variety before in your study of Nature.


Jhadar is in I12. Splug is standing on the rocks in J12, squinting into the darkness to the east. Line of sight ends at K11–K13.


Using Dungeoneering you discern that the rock pile at F10 is unstable, making the square hazardous to cross (Athletics DC 10) without clearing the rocks away.


Athletics 1d20 + 7 ⇒ (6) + 7 = 13

Splug wades in alongside you, and although the current is not strong enough to wash you away, you're reassured by his assistance.

Jhadar Kusika wrote:
EDIT: Eeep! Please don't be DC 15!

DC 10 :)


Jhadar Kusika wrote:
Love the backstory tie-in.

Thanks! I'm glad you enjoyed it.

After a short breather Splug seems to have recovered from his close call with death. He gets up and follows you past the natural column through the doors to the south east.

This area is another natural cavern, with dim light coming from the nearby room of worked stone where you defeated Voyvod. Water cascades down the wall to the east and into the hole here. The terrain is rocky, and further to the east, a deep darkness pervades. Clusters of strange mushrooms grow to the south, lending a fungal smell to the wet scent of the cave.

Before you proceed, please make Dungeoneering, Nature and Perception checks.

If you decide to cross the stream:
make a Athletics check


Through your trained arcane eye and meticulous investigation of the various unburnt tomes, notes and apparatus you discern that experimentation mostly in the schools of necromancy and enchantment was conducted here. There is evidence the process of tainting the roots and oozes indigenous to the area was perfected here.

Perhaps more disturbing are the lists of material components needed for the creation of a vast army of undead thralls. The extensive notes here remind you of your apprenticeship in Nex when your mentor—purely out of academic interest—showed you the captured notes of a slain Gebbite infiltrator detailing foul necromatic rituals. Although it follows processes formulated differently to Garundi schools of magic, it unmistakably achieves the same goal.


Your timing is excellent and Voyvod gets an undead face full of magic missile. Voyvod's vile form slumps against the wall, hopefully never to rise again.

With Voyvod gone the dark whispers that had been gnawing at your psyche are finally banished, returning your mind to a familiar peace.

Well done! You earn 500 XP for defeating Voyvod and co.

If you search the place:
You find 350 GP worth of valuables as well as your companions' gear.

Splug spends his final healing surge and is no longer bloodied.


CRITICAL HIT!

Your magic missile flies true and cuts Voyvod's arm off! 12 damage!

Unable to move Splug grants Jhadar another attack as he tries to free himself from immobilization. 1d20 ⇒ 9.


Turning to face Splug, Voyvod unleashes another deathchill bolt…

1d20 + 7 ⇒ (17) + 7 = 24 vs. Reflex
1d8 + 3 ⇒ (7) + 3 = 10 necrotic damage

…hitting Splug square in the chest. Splug's face turns even greener as he is bloodied and immobilized.

And now we come back to Jhadar.


The missile of force takes a chunk out of the corner but does not harm Voyvod.

Splug moves to H1 and hurls a dagger at Voyvod.

1d20 + 8 ⇒ (18) + 8 = 26 vs. AC
The dagger sticks into Voyvod's undead torso dealing 1d4 + 3 ⇒ (3) + 3 = 6 damage and Voyvod is now bloodied.


Voyvod moves to H6 and launches a deathchill bolt at Splug…

1d20 + 7 ⇒ (8) + 7 = 15 vs. Reflex

…which slams into the bookcase behind Splug.

It is now Jhadar's turn.


Voyvod howls in frustration from being smashed by a your missile storm.

I forgot to factor in the +3 from Action Surge for your second magic missile, so to make up for it your third magic missile hits and does 11 force damage.


The magic missile flies over the burning table into Voyvod's face! The second bolt takes a big chunk out of the desk.

Splug continues to cringe from the cold, granting Jhadar a free attack.

Saving Throw 1d20 ⇒ 15 and Splug breaks free of the immobilization.


The remaining wisp is shattered by Jhadar's magic missile.

Reacting to Splug's approach, Voyvod shifts to F4 and unleashes a bolt at Splug.
1d20 + 7 ⇒ (12) + 7 = 19 vs. Reflex
Voyvod's deathchill bolt drains life from Splug dealing 1d8 + 3 ⇒ (5) + 3 = 8 necrotic. Splug is immobilized (save ends).

It is now Jhadar's turn.


Howling with rage, Voyvod ducks as Jhadar sets the bench, bookshelf and desk on fire, incinerating the second wisp.

Initiative Order:
18 Jhadar
13 Splug
13 Voyvod
12 Wisps

On Splug's turn he will cringe, granting Jhadar a free attack. After that is resolved he will move to B2 then to E2.


Voyvod points with a bony claw towards the southern exit (H8), "They sleep in the thickest darkness," Voyvod’s look of amusement becomes a mask of rage, "though you will never wake to see them!"

Roll Initiative
Voyvod
1d20 + 3 ⇒ (10) + 3 = 13
Wisps
1d20 + 7 ⇒ (5) + 7 = 12
Splug
1d20 + 5 ⇒ (8) + 5 = 13


Jhadar Kusika wrote:
'I want my companions back, Voyvod or whatever you are, back as they were, not touched by your deranged experimentation.'

Voyvod replies, "No. They are needed, as are you. For you managed to awaken and resist, Voyvod needs you most of all."


Splug steps out from behind the bookcase as well.

As the wispy shapes begin to whimper and groan, the thin humanoid raises a hand and speaks to you in a hoarse whisper.

"We are Voyvod. Welcome to our home. I see our creatures have brought you to us as we wished. You seem to be more resilient than your companions. You shall make an excellent subject for our experiments."

"Your erstwhile companions sleep, unlike you, in the thickest darkness of the cavern until we wish to use them. They sleep until Voyvod no longer wishes it."


On the map of the lab, Jhadar observes from behind the bookshelf at A4.


Splug opens the secret door a fraction and holds his other hand up to signal 'Stop.'

When the coast is clear he waves you over and through the portal you spot two more tainted wisps of the type you fought before, as well as the undead humanoid. The undead humanoid is wearing robes of a style you are sure to be at least ten centuries old. Your knowledge of history recalls that centuries ago this area was under the control of the Whispering Tyrant, Tar-Baphon.


Splug nods and moves to the door and stealthily opens it a fraction to peer beyond.

Stealth 1d20 + 10 ⇒ (12) + 10 = 22
Perception 1d20 + 1 ⇒ (2) + 1 = 3

Monster knowledge check
Nature
1d20 + 1 ⇒ (18) + 1 = 19

He carefully closes the door and whispers to you, "Splug see two wisps and an undead human in robes working at magic table."

Please make an History check in advance.


You turn and see Splug waiting a couple of steps behind. He seems at home in the dark and looks at you expectantly.


You notice that the stonework of this passage is rougher than the worked stone of the previous area and leads to a suspicious dead end. The wall in front of you is wooden and hinged on the right.

You quickly spot a clasp and discern that this is a secret door, and you are standing on the undisguised side.


Hooray! The site went down last night and took my post with it.

Jhadar confidently opens the trapdoor and emerges in a narrow passage that leads away into the darkness. He doesn't set off any traps and there aren't any monsters waiting to pounce. (I apologize for wasting your time with this red herring, it's the module's way of trying to mess with you.)


You aren't sure, but there doesn't seem to be anything unusual about the door.


The ladder leads up ten feet to a stone trap door.

If you'd like to climb the ladder and then inspect the door:
Please make a DC 15 Perception check.


You cross the blood sigil and nothing untoward happens. You notice a small vial amongst the dust on the circle.

If you decide to pick up the vial:

You identify the bottle as a gravespawn potion.

Gravespawn Potion
This deep purple, putrescent liquid fends off diseases and poisons.
Potion (50 gp)
Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, gain resist 5 necrotic and resist 5 poison until the end of the encounter. You also gain a +5 power bonus to your next Endurance check against any disease of level 5 or lower.


You recognize this type of circle from your studies as a blood sigil.

Boxed Text wrote:
A creature standing in any square the circle touches can take 1d6 damage to treat a natural attack roll of 19 as a critical hit. A creature that dies in the circle will be turned to black dust.

BTW you gain 150 XP and another action point for reaching another milestone.


Jhadar's first magic missile slams into the zombie's torso leaving a huge wound. The zombie staggers, avoiding the second missile. The third missile slams into the zombie, its momentum causing the zombie to topple over! You can thank Action Surge! for turning this into a hit!

Splug warily goes over to check the body with his sword. The now twice-dead zombie does not move.

You are now out of combat. Splug spends two surges to take his health back to full.


Sadly the zombie leaves the column of flame unscathed and once again tries to grab Splug from E5.

1d20 + 4 ⇒ (20) + 4 = 24 vs. AC

Ouch! This is going to hurt. The zombie punches Splug in the face and then grabs him by the nose, inflicting 11 points of damage. Splug is now immobilized.

Sensing more attacks to come, Splug cringes and implores you to help. +2 to defences, and Jhadar can make a free attack.

Save against immobilization 1d20 ⇒ 9


Splug swings again at the zombie, goading it to advance and put some distance between you and it.

1d20 + 8 ⇒ (11) + 8 = 19 vs. AC

1d8 + 2 ⇒ (3) + 2 = 5 damage, and the zombie is barely holding itself together.

Splug shifts to E6. And we are back to Jhadar.


It just isn't Jhadar's day as his magic missile veers off-course away from the zombie.

On its turn it moves in to swing at Splug.

1d20 + 4 ⇒ (5) + 4 = 9 vs. AC

And misses by a mile.


The blow does not connect as Splug dodges out of the way to hack its legs.

1d20 + 8 ⇒ (11) + 8 = 19 vs. AC

1d8 + 2 ⇒ (1) + 2 = 3 Splug's longsword does not cut as deep he had hoped.

The zombie is now bloodied.

Splug moves to D5. And now we're back to Jhadar.


Jhadar tries to take the zombie's head off with a well-timed magic missile. Alas the bolt narrowly misses the zombie as it turns and reaches down to slam Splug.

1d20 + 4 ⇒ (7) + 4 = 11 vs. Reflex


Splug tries to stab the zombie in the back!

1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25 vs. AC

1d8 + 2 + 1d6 ⇒ (8) + 2 + (3) = 13 damage and the zombie staggers from Splug's attack!

Now it's Jhadar's turn.


Unable to bite Jhadar, the zombie brings its fists up again to slam!

1d20 + 4 ⇒ (12) + 4 = 16 vs. AC

But misses thanks to Second Wind!


Jhadar Kusika wrote:
Jhadar steps back from the fearsome zombie to catch his breath.

Let's see if you save against immobilization first!

1d20 ⇒ 14 Unless the zombie slams you again you'll be able to shift on your next turn.


On Splug's turn, he will provoke an attack of opportunity by leaving G5.

1d20 + 4 ⇒ (4) + 4 = 8 vs. AC

And continue his movement to B4.

Splug uses his Standard Action to charge the zombie.

1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11 vs. AC

The zombie turns to face the goblin circling around it putting up its arms to fend off Splug's blows.

Now it's Jhadar's turn. You also get a saving throw at the end of you turn to escape immobilization.

Advice:
You could shift and then use either Thunderwave or your Second Wind, but not both unless you spend an action point.

Second Wind lets you spend a healing surge and a +2 to all defences until the start of your next turn.


On its turn the zombie moves across the sigil circle to slam Jhadar.

1d20 + 4 ⇒ (14) + 4 = 18 vs. AC

Jhadar takes 1d8 + 3 ⇒ (7) + 3 = 10 damage and is immobilized (save ends).
(You can still get your normal actions, but can't move from that square).


The burst of thunder dissipates the first tainted wisp.

Jhadar's follow-up with burning hands reduces the closest one to nothing.

The zombie appears to sizzle due to the radiant heat but is otherwise unfazed.


The other wisp glides from E1 to F3 and tries to sink its incorporeal claws into Jhadar.

1d20 + 5 ⇒ (2) + 5 = 7 vs. Reflex

And shrieks in frustration as it cannot connect!

It's Splug's turn and he uses Cringe to grant Jhadar a free at-will attack.

As he's still dazed, this is all he can do this turn.


The tainted wisp at A6 glides over and tries to transfer some of its madness to Splug!

1d20 + 5 ⇒ (2) + 5 = 7 vs. Reflex

But Splug is too fast and dodges its incorporeal claws!


As your vision returns you see that the chamber in front of you is shaped like one-quarter of a circle with a small chamber attached in the west and an area of rune-covered stonework in a wide alcove to the east. Near the center of the arc of the western wall is a glowing circle of arcane sigils with drifts of dark dust on it. It illuminates the room with bright, blood-red light.

In the open doorway to the western chamber, a dark, thin humanoid sways, growls, and gurgles, its green glowing eyes sweeping the room. Behind it, the light of the sigil reveals a ladder in the shadows of the small chamber. Two shapes, each like the upper half of a human made of dark smoke, float in the corners.

Initiative Order
Tainted Wisps 1d20 + 7 ⇒ (17) + 7 = 24
Splug = 23
Jhadar = 13
Tainted Zombie 1d20 + 2 ⇒ (5) + 2 = 7

The humanoid groans, and the wispy shapes shriek as they attack!


Splug's Perception check 1d20 + 1 ⇒ (6) + 1 = 7

Splug follows closely behind as the two of you work your way over the rubble towards the worked area. You enter the area and the last thing you see is the sudden flare of arcane runes etched into the tiles. Your vision turns white, and your mind is filled with pain.

Against Jhadar:
1d20 + 5 ⇒ (4) + 5 = 9 vs. Will

Against Splug
1d20 + 5 ⇒ (18) + 5 = 23 vs. Will

With his superior mental power Jhadar manages to shrug off the pain. Although Splug is not so fortunate and is dazed until the end of his next turn. He'll only be about to take a single action per round.

You hear malign entities approach and pray to Nethys for your vision to return soon! Roll initiative.

Splug's initiative 1d20 + 5 ⇒ (18) + 5 = 23

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