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Chapter 2: Where evil lurks


Michael

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Nizell is not going to stop Kerapsis going after the crystal, what could possibly go wrong?

She will however may her way into the corridor and once the others are finished with Dash'ken she will move forward to the door and Listen

Name
Listen
31
1d20+13 18
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Carmine does not expect Kerapsis is going to be stupid enough to go after the crystal.

He will follow down the corridor to the next obstacle. Curious about the side rooms, Carmine pokes into the smaller chamber to investigate the object within.


In no way a front line fighter, Carmine will not step into the first rank.

As they are not blocked out, Carmine's Player is not expecting to find much of interest in the side rooms but Carmine is too curious to pass them by.

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The room to the north is bare, the room to the south contains an ancient forge, which...well relative to the rest of this complex, hasn't fared too badly in time's embrace. A lump of metal sits on an anvil, it's silvery hue and slightly magical aura suggesting it might be mithril, and as such worth something to someone with smithing skills.

Nizell can hear some voices beyond the door, although it sounds more like meaningless gibbering than speech.

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image.png.70101dd5270428c6f4a8c31d841880e2.pngKerapsis|Female, Medium Outsider (Tanar'ri, Extraplanar, Evil, Chaotic), Vrock, Cleric 2

HP: 21/21 | 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 is tempted to snatch up the crystal, but she's too proud to do it after Molgrug asked her to.

"Grab it yourself," Kerapsis snaps back at Molgrug as she follows the others out of the room to the west. Catching up with Nizell by the closed door she says "let's keep moving" and opens the door, moving into the room.

OOC / Actions

 

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Posted (edited)

Kerapsis pushes through the next door along, and discovers the creatures making the gibbering.

They are foul, misshapen lumps, looking like two goblins that somehow got mushed together and then were slow roasted over a fire. They have 4 arms, 2-4 legs, and a large lumpy head with 2 mouths and 2-4 eyes. They hold crude weapons in each hand. A rotten smell exudes from them suggesting that on top of everything else that must have been done to them, they have also been turned into undead.

The south half of the room holds an altar upon which rests an ornate black-silver sceptre.

 

The gibbering undead multigoblins attack!

 

Roll init with your next post, have an action if you beat monster init of 13

Edited by Michael (see edit history)
Name
monster init
13
1d20+4 9
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Carmine

CarmineAC 14 | Init +3 |  Fort 04 - Reflex 07 - Will 10  |  Claw +3 (1d3+1) | Eldritch Blast +5 (1d6)


Carmine follows Kerapsis into the room. He observes the mushy goblinoids and curls his lip at the sight of their deformed bodies. And he spots the scepter laying openly on the alter. Torn between attacking the zombie-jamboree and collecting the scepter, he dithers for a moment on which action to take.

 

 

 

OOC

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

Detect Magic is Active

Rolled Crappy Init. Moved into room and 1 block south so my icon is not blocking anyone. Technically should be standing in doorway.

 

 

Name
Initiative +3
4
1d20+3 1
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image.png.70101dd5270428c6f4a8c31d841880e2.pngKerapsis|Female, Medium Outsider (Tanar'ri, Extraplanar, Evil, Chaotic), Vrock, Cleric 2

HP: 21/21 | 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 chuckles to herself at the sight of the deformed undead. Whatever being or phenomena made these abominations must have a sense of humor.

She takes another step into the room and snarls, attempting to assert her power over the pitiful freakish undead. But the crudely put together beasts seem to resist her efforts.

OOC / Actions

My posting may be sporadic for a bit. Should be fine for combat and most other posts, but feel free to move things along if I start to lag behind.

 

Rebuke undead: highest HD affected is cleric level -2 (0)...

Edited by Polyphemus (see edit history)
Name
Init
19
1d20+3 16
Rebuke undead
6; 11
1d20+2; 2d6+2 [4]; [4,6,3]
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Nizell reads the words from a grease scroll she picked up from their human hoasts. She places the patch so that it will both slow and control the advance of the undead horrors. Thinking to both intice the northern possitioned undead to enter the grease and ready herself she then moves in to be next to the sceptor.

Shield at the ready she "Bangs" on it whilst she yells to hopefully draw them towards her and through the grease.

"cmon you stinky piles of goblin bits"

"Bang, bang, bang"

OOC: I assume she cant pick up the sceptor as well.

 

------

Nizell, Mage Slayer

Senses: Darkvision 60ft, Telepathy 100ft Spot/Listen +13 
Level 2: HP: 22/22 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)

 

Int

Edited by Grand Poobah (see edit history)
Name
Int
20
1d20+3 17
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Posted (edited)

Kerapsis attempts to exert supernatural control over the twisted undead, but fails.

Nizell lays down some strategic grease, causing one of the critters to fall over.

Brandisher rushes in and appraises the situation.

The creatures rush to attack, and though they run through the grease they are not affected by it. The one that fell prone managing to get upright as well.

The smushed up goblins claw and scratch on arrival. It is clear to the fiends that there's enough working brains left in the binary undead critters that they can probably swing quite a few limbs given the chance, which is a worry, given how well they swung just the one.

Carmine takes 8, Kerapsis 7. Sceptre is on altar north adjacent to Kerapsis+critter

Actions from Molgrug and Carmine.

Edited by Michael (see edit history)
Name
ref save
11
1d20+5 6
some more dex saves
18; 20; 17
1d20+5;1d20+5;1d20+5 [13]; [13,15]; [13,15,12]
attack on Carmine, 2 on Kerapsis
16; 24; 10
1d20+6;1d20+6;1d20+6 [10]; [10,18]; [10,18,4]
damage on Carmine, Kerapsis
8; 7
1d6+2;1d6+2 [6]; [6,5]
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Molgrug

Whilst the rest of the group are heading off to investigate whatever horrors lurk ahead, Molgrug lingers behind. He's always known he was travelling with a bunch of nincompoops, but even so he can't help but be slightly baffled that after identifying their whole reason for being here they've decided to march off and leave it behind.

"Yes, well, you don't mind if I hold on to this, do you?" The ice-entombed whatever-he-is naturally doesn't respond. Unfortunately, the ice also covers the crystal shard, and Molgrug tugs at it to no avail. "Hmm... seems it's a bit iced over... reminds me of a time I had to audit the fourth-quarter returns figures for a group of gelugons. Now that was an interesting case, let me tell you! Hmm... bless it, it's a bit... stuck... grr..."

He tries chipping away at the ice with his claws. If only he had been so frazzled by that portal - a simple fire spell would melt all this in no time!

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
Str check to free shard
1
1d20-1 2
Claw damage vs ice (min 1)
3
1d4-1 4
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Carmine

CarmineAC 14 | Init +3 |  Fort 04 - Reflex 07 - Will 10  |  Claw +3 (1d3+1) | Eldritch Blast +5 (1d6)


Cursing in multiple languages as he withdraws for safety, Carmine glares at the goblin-gooks.

"First blood might be yours, but it is your blood which will stain this floor while I play bocce ball with your skulls!"

This is followed by a blast of arcane energy at the thing in the doorway.

 

 

 

 

 

OOC

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

Detect Magic is Active

Target Goblin-Gook furthest on the right that is standing in the doorway.

 

 

Name
Ranged Touch Attack vs Goblin-Gook
12
1d20+5 7
Does not feel successful, but just in case....
6
1d6 6
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Correction: Molgrug ignores the dire peril facing his work colleagues, and instead tugs futilely at the shard. He realises there is another force in play apart from ice, because it does not budge, nor can the thing layer of ice on the shard or the creature be chipped.

Carmine backpedals and fires off a bolt which goes wide.

ROUND 2:

Brandisher steps up into the gap left by Carmine, and get a solid hit on one of the critters.

Actions from Kerapsis and Nizell

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Nizell simply moved forward into the place left for him and attacks the creature that Kerapsis also faces.

Her longsword bites deap into it's flesh but the tail ( swings wide?)

 

Tail Attack

Longsword

Long Sword Damage

Tail Damage

-----

Nizell, Mage Slayer

Senses: Darkvision 60ft, Telepathy 100ft Spot/Listen +13 
Level 2: HP: 22/22 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
Tail Attack
14
1d20+6 8
Longsword
23
1d20+6 17
Long Sword Damage
10
1d8+4 6
Tail Damage
11
3d6+4 4,2,1
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image.png.70101dd5270428c6f4a8c31d841880e2.pngKerapsis|Female, Medium Outsider (Tanar'ri, Extraplanar, Evil, Chaotic), Vrock, Cleric 2

HP: 14/21 | 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 hisses as one of the undead lands a blow against her. She doubles down her effort in trying to assert her dominance over the undead abominations.

OOC / Actions

Rebuke undead: highest HD that can be affected is 2HD. total number of HD to rebuke is 6. If their HD is half my level or less, I can command up to 2HD and rebuke the rest.

Edited by Polyphemus (see edit history)
Name
Rebuke Undead
11; 6
1d20+2; 2d6+2 [9]; [9,2,2]
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