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Chapter 2: Where evil lurks


Michael

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A slightly better round than the round before, as Carmine and Nizell are able to land a few decent blows

Kerapsis steps back to heal, and Molgrug kindly steps into the breach to give the construct's 3rd arm something to hit.

The construct connects with Nizell for 9pts.

Your turns.

 

Edited by Michael (see edit history)
Name
Hit on Molgrug
10
1d20+7 3
hit on Brandisher
9
1d20+7 2
hit on Nizell
21
1d20+7 14
damage on Nizell
9
1d6+4 5
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ref save DC 13

"Frigid Holywater that hurt"

Nizell still uses a shield and battle axe as her flesh is somewhat fragile and already the wounds from the constructs claws and it's acid have her severely wounded.

For now she decides to risk attacking it again but will soon have to hold off any try some curing.

 

 

image.png.168e1e77f98ee8835db60afa6c844ab8.png

Nizell, Mage Slayer

Senses: Darkvision 60ft, Telepathy 100ft Spot/Listen +13 
Level 2: HP: 9/22 Speed 40ft Init:3
AC: 21, Touch: 13, Flat-footed: 18

Saves: Fort +7, Ref +6, Will +3 (+1 vs spells)
Spells:[5x0, 1x1] No Light, Ghost Sound, Open/Close, Mending, Critical Strike, Cure light W
Special: Fast Healing 1, Sneak attack +1d6, Improved Grab (Ex), Detect Magic 1/d, Steel Spells (0,1)

Edited by Grand Poobah (see edit history)
Name
ref save DC 13
23
1d20+6 17
Battle Axe
16
1d20+6 10
Tail
18
1d20+6 12
Battle axe damage
7
1d8+4 3
Tail Damage
9
3d6+4 1,1,3
Grapple
22
1d20+6 16
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Carmine

image.png.8e59b9e1b3ecb545b7b1d480541a7c71.png | AC 14 |  Fort 06 - Reflex 06 - Will 09  |  Claw +3 (1d3+1) | Eldritch Blast +5 (1d6)


"This does beg the question." Carmine stays out of reach and casts another bolt at it. "Why is it here?"

"A complicated design. Some effort and expense has gone into it's creation. What of value have we missed?"

 

 

 

 

OOC

Dark One's Own Luck = +2 Bonus to a single save. Changeable as Standard Action. Currently on Fortitude.

Detect Magic is Active

 

 

 

 

 

 

Name
Pew Pew Pew
25
1d20+5 20
Confirm Critical
13
1d20+5 8
Unlikely to be a Crit
5
1d6 5
...but just in case...
3
1d6 3
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Molgrug

After sighing and following everyone else through the portal, Molgrug inspects the group's new surroundings with dispassion.

"Yes, well..." Molgrug grumbles, his eyes widening as one of the claws rakes towards him. He easily dodges, the creature clearly more concerned with the more martial fiends, and jabs again with his energy-enhanced paws. "...if this this would just... keep still a moment!"

Given how the thing is flailing its arms about, however, Molgrug is unwilling to get close enough to land a proper hit and instead scurries backward again.

 

 

Actions

Make a knowledge check to identify the creature.

Move action: Move to adjacent.

Swift action: Shift essentia to Lightning Gloves.

Standard action: Attack with Lightning Gloves (this is a touch attack).

Statblock

[URL=/sheets/?id=2794812][B]Molgrug[/B][/URL] [B]Senses:[/B] Darkvision 60ft, Spot/Listen +7, [B]Init:[/B] +2 [B]HP:[/B] 16/16 [B]AC:[/B] 17, [B]Touch:[/B] 12, [B]Flat-footed:[/B] 14 [B]Saves:[/B] Fort +5, Ref +5, Will +6 (+2 vs mind-affecting spells, +4 vs poison) [B]Soulmelds:[/B] Mage's Spectacles (0), Lightning Gauntlets (1) [B]Spells:[/B] Command, Resurgence, Obscuring Mist, Sandblast, Detect Magic, Read Magic, Light, Create Water [B]Special:[/B] None
Molgrug
Senses: Darkvision 60ft, Spot/Listen +7, Init: +2
HP: 16/16
AC: 17, Touch: 12, Flat-footed: 14
Saves: Fort +5, Ref +5, Will +6 (+2 vs mind-affecting spells, +4 vs poison)
Soulmelds: Mage's Spectacles (0), Lightning Gauntlets (1)
Spells: Command, Resurgence, Obscuring Mist, Sandblast, Detect Magic, Read Magic, Light, Create Water
Special: None
Edited by TheFred (see edit history)
Name
Melee touch attack
5
1d20 5
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image.png.70101dd5270428c6f4a8c31d841880e2.pngKerapsis|Female, Medium Outsider (Tanar'ri, Extraplanar, Evil, Chaotic), Vrock, Cleric 2

HP: 18/21 | AC/Touch/FF: 21/13/18 | Str/Dex/Con/Int/Wis/Cha: +4/+3/+3/+0/+3/+0 | F/R/W: +6/+6/+6 | Speed: 30ft | Spells Active: 


Kerapsis seals her wounds and jumps back into the fray. Stepping back to the creature, she swings sword and beak towards it.

OOC / Actions

5 foot step back to the creature

full attack

Name
Longsword
8; 11
1d20+7; 1d8+4 [1]; [1,7]
Bite
20; 7
1d20+4; 1d6+2 [16]; [16,5]
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Nizell's axe goes wide but the tail connects, though without the grapple (4pts, and the creature is AC 18, touch 13)

Carmine gets the feeling constructs cannot be criticalled, though the blast does hit (5 pts)

Molgrug misses. Is that "again", or "still"?

The freshly healed Kerapsis steps back into the fray with a solid bite (3pts)

Brandisher also scores a hit.

The construct starts making weird, jerky movements, steam hisses from its joints. There's a moment of silence, then...

KABOOOOOM!

The thing explodes in a storm of fire driven shrapnel

Everyone within 20' radius (so everyone except Carmine) takes 9 fire and 12 physical damage, ref save DC 13 for half

For some reason, perhaps the constructs demise, the previously docile zombies become agitated. With grrs and arghs they lumber towards the battered fiends.

Edited by Michael (see edit history)
Name
oppose grapple
29
1d20+11 18
fire damage
9
3d6 2,4,3
shrapnel damage
12
3d6 4,4,4
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Molgrug

 

Molgrug had been wisely keeping his distance... but what he hadn't expected was for the thing to explode!

"Gaaah!" He exclaims in an incoherant panic. Fortunately, the extra distance does at least give him a bit more time to dart behind Kerapsis - and dodge a rather deadly-looking piece of sharpnel that whistles past his ear.

"Ow, that... ugh. Look now, you've made the shambling ones angry too!"

 

 

 

Mechanics

Reflex save successful, so Molgrug takes 4 fire and 6 physical, leaving him on an upsetting 6/16.

Actions: Move a bit, then ready an action to lightning-zap and zombie who gets close. No need to rush in, after all!

Statblock

[URL=/sheets/?id=2794812][B]Molgrug[/B][/URL] [B]Senses:[/B] Darkvision 60ft, Spot/Listen +7, [B]Init:[/B] +2 [B]HP:[/B] 6/16 [B]AC:[/B] 17, [B]Touch:[/B] 12, [B]Flat-footed:[/B] 14 [B]Saves:[/B] Fort +5, Ref +5, Will +6 (+2 vs mind-affecting spells, +4 vs poison) [B]Soulmelds:[/B] Mage's Spectacles (0), Lightning Gauntlets (1) [B]Spells:[/B] Command, Resurgence, Obscuring Mist, Sandblast, Detect Magic, Read Magic, Light, Create Water [B]Special:[/B] None
Molgrug
Senses: Darkvision 60ft, Spot/Listen +7, Init: +2
HP: 6/16
AC: 17, Touch: 12, Flat-footed: 14
Saves: Fort +5, Ref +5, Will +6 (+2 vs mind-affecting spells, +4 vs poison)
Soulmelds: Mage's Spectacles (0), Lightning Gauntlets (1)
Spells: Command, Resurgence, Obscuring Mist, Sandblast, Detect Magic, Read Magic, Light, Create Water
Special: None
Edited by TheFred (see edit history)
Name
Reflex save
15
1d20+5 10
Touch attack (if necessary)
3
1d20 3
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Carmine

image.png.8e59b9e1b3ecb545b7b1d480541a7c71.png | AC 14 |  Fort 06 - Reflex 06 - Will 09  |  Claw +3 (1d3+1) | Eldritch Blast +5 (1d6)


"Note to self. Don't stand near the angry statues." Carmine mutters.

Taking a short step away from the zombies, he sighs and performs the single attack this sadly reduced in power form has available to use.

"In our previous life, there was a human I once knew. Terribly good cook, by the way. Made an excellent Lamb Biryani. On any road, he had an interest in necromancy that was profound. Experimented with corpses endlessly."

"I once saw him kill a man, extract the soul and sever it from judgement to make it a ghost, and then raised the corpse as a zombie." Carmine chuckles. "He then bound the ghost to the zombie and made the soul watch his corpse being used as a personal servant to the man who killed him."

Carmine chuckled again. "It was an excellent idea. I did the same thing to the necromancer, once I got bored of him. Poor sod is probably still wandering the halls of Karazhan, polishing the silver and refilling the water bowl for the hell hounds."

 

OOC

Dark One's Own Luck = +2 Bonus to a single save. Changeable as Standard Action. Currently on Fortitude.

Detect Magic is Active

 

Shooting at the zombie that is the farthest away against the south wall. Not the one in the corner.

21 feels like it might hit.

 

 

Name
Pew Pew Pew at South Zombie
21
1d20+5 16
roll
4
1d6 4
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Nizell is in close with her tail wrapping about but not restricting the construct as it starts to make noises.

tic..tic...ticc...grr...tic,...tic....

"Guys this is not ....."

tic..tic..grr...BBOOMM

She is too late to avoide the damage when it starts to explode, body memmory takes over and the leaps away rolling with the force of the explosion. It takes her in a high arc before her limp body hits to stone floor.

 

 

 

Ref save DC13  (4 fire , 6 physical)

Nizell, Mage Slayer

Senses: Darkvision 60ft, Telepathy 100ft Spot/Listen +13 
Level 2: HP: -1/22 Speed 40ft Init:3
AC: 21, Touch: 13, Flat-footed: 18

Saves: Fort +7, Ref +6, Will +3 (+1 vs spells)
Spells:[5x0, 1x1] No Light, Ghost Sound, Open/Close, Mending, Critical Strike, Cure light W
Special: Fast Healing 1, Sneak attack +1d6, Improved Grab (Ex), Detect Magic 1/d, Steel Spells (0,1)

Edited by Grand Poobah (see edit history)
Name
Ref save DC13
15
1d20+6 9
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image.png.70101dd5270428c6f4a8c31d841880e2.pngKerapsis|Female, Medium Outsider (Tanar'ri, Extraplanar, Evil, Chaotic), Vrock, Cleric 2

HP: 12/21 | AC/Touch/FF: 21/13/18 | Str/Dex/Con/Int/Wis/Cha: +4/+3/+3/+0/+3/+0 | F/R/W: +6/+6/+6 | Speed: 30ft | Spells Active: 


Kerapsis nimbly dodges aside as the construct explodes, but some pieces of shrapnel manage to still embed themselves in her leathery skin. "Ksss!" she hisses in pain.

She glances down at Nizell's battered unconscious body, resolving to assist before she loses much blood, but at the moment, she moves past and approaches the zombies. Gnashing her beak, Kerapsis eyes the undead and shouts "Cower!" as she attempts to assert her dominance over them.

OOC / Actions

Nat 20, wooo! Resists the fire, so just takes 6 physical from shrapnel.

Rebuke Undead attempt: Most powerful undead I can affect is 1HD, if they only have 1HD, then both would be rebuked.

5ft step towards zombies.

Edited by Polyphemus (see edit history)
Name
Reflex DC 13
26
1d20+6 20
Rebuke Check
9
1d20+2 7
Rebuke HD if sucessful
5
2d6+2 2,1
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Not all of the fiends recover gracefully from the exploding gargoyle construct, but at least none die.

What could have been an issue with the zombies is made a non issue courtesy of Kerapsis, who uses his unholy power to rebuke the undead.

Amongst the rubble of the construct is a spindle shaped crystal, it's about 1' long and a few inches wide in the middle, and looks like rose quartz.

Combat over, I assume you can dispatch helpless zombies, and everyone recovers their HP...eventually.

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Carmine

image.png.8e59b9e1b3ecb545b7b1d480541a7c71.png | AC 14 |  Fort 06 - Reflex 06 - Will 09  |  Claw +3 (1d3+1) | Eldritch Blast +5 (1d6)


 

"Well, that is a curiosity." Carmine notes the odd stone. "I wonder what it does."

Carmine, however, ponders the question from a distance. It might be as explody as the statue after all.

 

 

 

 

 

 

 

OOC

Dark One's Own Luck = +2 Bonus to a single save. Changeable as Standard Action. Currently on Fortitude.

Detect Magic is Active

 

 

Studying the Spindle with Detect Magic

I feel it would be very poor form to have stayed distant and then jump up and grab.

 

 

 

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MolgrugOnce the zombies have been dispatched - Molgrug maintaining a wise distance - the arcanaloth turns to look at whatever Carmine is musing about. Of course, the other fiends would wonder, because they are not equipped with either the knowledge or the mental faculties to work things out for themselves!

"Yes, well, looks like... a stone," he declares, eyeing the quartz. "More specifically, a mineral - some kind of quartz, most likely. It is, in fact, one of the most abundant minerals on the Material Plane... or, at least, the Material Plane that we were going to invade... "

He adjusts his spectacles, which seem to grow more vibrant as he stoops closer to examine the rock.

"Some more primitive civilisations believe quartz to be a form of ice, owing to its occurrence near glaciers! I mean more primitive mortal civilisations - not demons. In this case, however, notice the faint pinkish hue... more a sort of orchid, or light carnation pink, in fact... too dark to be a watermelon, at any rate, that's for sure - ha ha!" 

Mechanics

Molgrug will shift his essentia back to his Mage's Spectacles, then roll whatever might give him a hint. I might try a UMD to blindly activate, but not yet. 🙂

Statblock

[URL=/sheets/?id=2794812][B]Molgrug[/B][/URL] [B]Senses:[/B] Darkvision 60ft, Spot/Listen +7, [B]Init:[/B] +2 [B]HP:[/B] 16/16 [B]AC:[/B] 17, [B]Touch:[/B] 12, [B]Flat-footed:[/B] 14 [B]Saves:[/B] Fort +5, Ref +5, Will +6 (+2 vs mind-affecting spells, +4 vs poison) [B]Soulmelds:[/B] Mage's Spectacles (1), Lightning Gauntlets (0) [B]Spells:[/B] Command, Resurgence, Obscuring Mist, Sandblast, Detect Magic, Read Magic, Light, Create Water [B]Special:[/B] None
Molgrug
Senses: Darkvision 60ft, Spot/Listen +7, Init: +2
HP: 16/16
AC: 17, Touch: 12, Flat-footed: 14
Saves: Fort +5, Ref +5, Will +6 (+2 vs mind-affecting spells, +4 vs poison)
Soulmelds: Mage's Spectacles (1), Lightning Gauntlets (0)
Spells: Command, Resurgence, Obscuring Mist, Sandblast, Detect Magic, Read Magic, Light, Create Water
Special: None
Name
Knowledge (Geography?) to recall "interesting" properties of quartz
14
1d20+5 9
Knowledge (Arcana) to know why quartz is in a construct
11
1d20+9 2
Spellcraft just in case
32
1d20+15 17
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d93a9c9c813e7f384687dd9f0caf8c18.jpg.26bd69dfc08a488ff7c5950ed6ba4327.jpgBrandisher wipes the odorous zombie blood off his sword. After the construct's explosion, the battle became altogether trivial.

His wounds, while significant, are already knitting themselves back together.

 

"Whatever the color, it must have served a purpose."

 

He approaches the crystal, and picks it up to examine it closer.

 

"And so it might have value to us."

 

Show Actions

Brandisher will hold on to the gemstone unless anyone else has a plan - or until something happens with it.

Show Statblock

Brandisher

Paladin of Tyranny lvl 2

Senses: Darkvision 60 ft., Low-Light Vision;

HP 3/24;

AC: 20; Touch: 11; Flat-Footed: 19;

Saves: Fort +8, Ref +6, Will +7;

Resist Electricity 5; Resist Acid 10; Immune to Poison

Edited by Enkhoffer (see edit history)
Name
Reflex Save
10
1d20+6 4
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The crystal radiates strong but not school specific magic. Molgrug thinks it might well be one of these Eberron or Khyber or Sybaris shards that their hosts mentioned, though given its colour it's unlikely to be the special dark shard you were sent here for.

 

This one, it would appear, empowers magical constructs.

Edited by Michael (see edit history)
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