You know what. The direction this cavern passage is heading really gives me hope to actually find something else down here, than just more dead ends, hungry monsters, and various sorts of funghi.
__________________
In our world, immortality is not for the living. The legend lives on!
In Memoriam Dave Arneson ( April 7th, 2009) & Gary Gygax ( March 4th, 2008).
Wondering what the Dungeon Tiles are like? Take a look here (up to DU5 Sinister Woods).
Suddenly, four moray-like creatures pop out their heads from the rock cyst-like burrow and tries to grab a piece of flesh from you. They resembles a slug made of brownish-gray rock, their head are knobby and splotched with two dull brown eyes.
You failed to spot them.
Spells Active:
Turo Magic Circle vrs Evil (duration 50 minutes) [Everyone gets a +2 deflection bonus to AC and +2 resistance bonus to saves vrs evil creatures from Turo's magic circle vrs. evil.]
Eliyyad Mage Armor.
*inits and first round actions
__________________
Spoiler:
Zirat Igruf, Gladiator (Rhun's ToEE): OOC ; IC ; RG
Turo slams his mace down at the nearest creature, and then steps back away from the thing.
AC: 22 (vrs evil)/20, HP 49/55
Initiative +1
Attack +8, 1d6+2/x2
5' step back away
Turo Spells & Spell Notes
Domains
Community: Use calm emotions as a spell-like ability 1/day, +2 to Diplomacy
Good: Cast good spells at +1 caster level
Inquisition: +4 bonus on all dispel checks
Oracle: Cast divination spells at +2 caster level
Spontaneous Casting
0th level: Cure Minor Wounds
1st level: Bless, Protection from Evil, Detect Chaos, Identify, Cure Light Wounds
2nd level: Status, Aid, Zone of Truth, Augury, Cure Moderate Wounds
3rd level: Prayer, Magic Circle against Evil, Detect Thoughts, Divination, Cure Serious Wounds
4th level: Tongues, Holy Smite, Discern Lies, Commune, Cure Critical Wounds
Current Spells
Orisons (DC 14): Create Water, Detect Magic, Detect Poison, Light, Purify Food and Water
1st (DC 15): Magic Weapon, Lesser Vigor, Shield of Faith, Command, Divine Favor
2nd (DC 16): Lesser Restoration, Hold Person, Spiritual Weapon, Silence
3rd (DC 17): Searing Light, Dispel Magic, Summon Monster III
4th (DC18): Divine Power, Summon Monster IV
__________________ -Rhun
"I believe that imagination is stronger than knowledge - myth is more potent than history - dreams are more powerful than facts - hope always triumphs over experience - laughter is the cure for grief - love is stronger than death." -Robert Fulghum
Allyra steps away from the slug-like creatures and casts one of her summoning spell, but seems too distracted by the sudden attack to successfully complete the invocation.
OOC: Initiative: 12
Allyra has extended Mage Armor running since the morning.
5-ft. step to AE67; cast Summon Monster III defensively (as a standard action) - (Concentration unsuccessful).
__________________
In our world, immortality is not for the living. The legend lives on!
In Memoriam Dave Arneson ( April 7th, 2009) & Gary Gygax ( March 4th, 2008).
Wondering what the Dungeon Tiles are like? Take a look here (up to DU5 Sinister Woods).
Last edited by Thanee; 9th June 2008 at 09:00 AM..
Attacks:Note: +2 damage against undead (favored ennemy)
Melee, Two-handed:
+1 Spiked chain (viper): +11/+6 to hit, 2d4+7 damage, x2, P, 10 ft reach (can strike adjacent foes) to hit: +6/+1 bab +4 str +1 magic; Damage: +1 magic +6 str (2 handed)
Greatsword: +10/+5 to hit, 2d6+6 damage, 19-20/x2, S to hit: +6/+1 bab +4 str; Damage: +6 str (2 handed)
Morningstar: +10/+5 to hit, 1d8+6 damage, x2, P/B to hit: +6 bab +4 str; Damage: +6 str (2 handed)
Melee, 1 handed:
Morningstar: +10/+5 to hit, 1d8+4 damage, x2, P/B to hit: +6/+1 bab +4 str; Damage: +4 str
dagger: +10/+5 to hit, 1d4+4 damage, 19-20/x2, P/S, 10 ft range to hit: +6/+1 bab +4 str; Damage: 4 str
Ranged:
dagger: +9/+4 to hit, 1d4+4 damage, 19-20/x2, P/S, 10 ft range to hit: +6/+1 bab +3 dex; Damage: 4 str
+1 composite longbow (+4 Str): +10/+5 to hit, 1d8+5 damage, x3, P, 110ft range to hit: +6/+1 bab +1 magic +3 dex; Damage: +1 magic +4 STR
Stepping to the side, Eliyyad unleash a destructive lightning bolt, two morays are scorched severely.
Keldar jumps as the slug bites him. "Damn creature, you'll pay for this". He'll tries to smack the beast with his spiked chain, but the creature dodge.
The two wounded shriek and vanish quickly into their holes, the other two bite again the slow responding party members (Allyra and Turo).
The vicious bite results in Allyra losing her concentration.
Turo on the other hand, slams his mace successfully down at the nearest creature, and then steps back away from the thing.
Actions
Eliyyad 5 ft. to AG68, concentration check [Success], casting lightning bolt on morray1 & morray4, dmg 19.
Zariq Slam CM1, 14.
Keldar Attack CM4, 17/9.
Cave moray 1 Ref save vs lightning[Fail]. Tumble 20, flee from sight.
Cave moray 2 Bite Allyra 21, dmg 6.
Cave moray 3 Bite Turo 23, dmg 8.
Cave moray 4 Ref save vs lightning[Fail]. Tumble 22, flee from sight.
Turo - Attack CM3 22, dmg 5, move to AF64.
Allyra Concentration [Fail].
Spells Active:
Turo Magic Circle vrs Evil (duration 50 minutes) [Everyone gets a +2 deflection bonus to AC and +2 resistance bonus to saves vrs evil creatures from Turo's magic circle vrs. evil.]
Eliyyad Mage Armor.
*well, I'm off to Europe, posts will continue after 30.6.
__________________
Spoiler:
Zirat Igruf, Gladiator (Rhun's ToEE): OOC ; IC ; RG
Turo withdraws behind the warriors, leaving them to handle the threat of the strange cave creatures. He chants as he goes, asking Garl Glittergold for healing.
AC: 22 (vrs evil)/20, HP 54/55
Initiative +1
Move behind Keldar/Garon, dropping Lesser Vigor for Cure Light Wounds on self: 1d8+5 = 13
Turo Spells & Spell Notes
Domains
Community: Use calm emotions as a spell-like ability 1/day, +2 to Diplomacy
Good: Cast good spells at +1 caster level
Inquisition: +4 bonus on all dispel checks
Oracle: Cast divination spells at +2 caster level
Spontaneous Casting
0th level: Cure Minor Wounds
1st level: Bless, Protection from Evil, Detect Chaos, Identify, Cure Light Wounds
2nd level: Status, Aid, Zone of Truth, Augury, Cure Moderate Wounds
3rd level: Prayer, Magic Circle against Evil, Detect Thoughts, Divination, Cure Serious Wounds
4th level: Tongues, Holy Smite, Discern Lies, Commune, Cure Critical Wounds
Current Spells
Orisons (DC 14): Create Water, Detect Magic, Detect Poison, Light, Purify Food and Water
1st (DC 15): Magic Weapon, Lesser Vigor, Shield of Faith, Command, Divine Favor
2nd (DC 16): Lesser Restoration, Hold Person, Spiritual Weapon, Silence
3rd (DC 17): Searing Light, Dispel Magic, Summon Monster III
4th (DC18): Divine Power, Summon Monster IV
__________________ -Rhun
"I believe that imagination is stronger than knowledge - myth is more potent than history - dreams are more powerful than facts - hope always triumphs over experience - laughter is the cure for grief - love is stronger than death." -Robert Fulghum
Attacks:Note: +2 damage against undead (favored ennemy)
Melee, Two-handed:
+1 Spiked chain (viper): +11/+6 to hit, 2d4+7 damage, x2, P, 10 ft reach
(can strike adjacent foes)
to hit: +6/+1 bab +4 str +1 magic; Damage: +1 magic +6 str (2 handed)
Greatsword: +10/+5 to hit, 2d6+6 damage, 19-20/x2, S
to hit: +6/+1 bab +4 str; Damage: +6 str (2 handed)
Morningstar: +10/+5 to hit, 1d8+6 damage, x2, P/B
to hit: +6 bab +4 str; Damage: +6 str (2 handed)
Melee, 1 handed:
Morningstar: +10/+5 to hit, 1d8+4 damage, x2, P/B
to hit: +6/+1 bab +4 str; Damage: +4 str
dagger: +10/+5 to hit, 1d4+4 damage, 19-20/x2, P/S, 10 ft range
to hit: +6/+1 bab +4 str; Damage: 4 str
Ranged:
dagger: +9/+4 to hit, 1d4+4 damage, 19-20/x2, P/S, 10 ft range
to hit: +6/+1 bab +3 dex; Damage: 4 str
+1 composite longbow (+4 Str): +10/+5 to hit, 1d8+5 damage, x3, P, 110ft range
to hit: +6/+1 bab +1 magic +3 dex; Damage: +1 magic +4 STR
Stepping to the other side, Eliyyad unleash another destructive lightning bolt, scorching the two morays down, finishing them off.
Silence falls in the columned chamber. No trace of the two other fleeing morays
Actions
Eliyyad – 5 ft. to AD68,casting lightning bolt on morray2 & morray3, dmg 27.
Cave moray 2 – Ref save vs lightning[Fail]. Dead.
Cave moray 3 – Ref save vs lightning[Fail]. Dead.
Spells Active:
Turo – Magic Circle vrs Evil (duration 50 minutes) [Everyone gets a +2 deflection bonus to AC and +2 resistance bonus to saves vrs evil creatures from Turo's magic circle vrs. evil.]
Eliyyad – Mage Armor.
__________________
Spoiler:
Zirat Igruf, Gladiator (Rhun's ToEE): OOC ; IC ; RG
Turo shakes his head and smiles. "Those were strange beasts, to be sure. Is anyone injured?"
__________________ -Rhun
"I believe that imagination is stronger than knowledge - myth is more potent than history - dreams are more powerful than facts - hope always triumphs over experience - laughter is the cure for grief - love is stronger than death." -Robert Fulghum
With a quick prayer to Garl Glittergold, Turo sends his healing power flowing into Allyra's body, closing her wounds and removing the pain. That task done, the gnome moves to help the others search the pillared chamber.
Turo drops Hold Person for Cure Moderate Wounds on Allyra (2d8+8 damage should heal her all the way)
Turo Spells & Spell Notes
Domains
Community: Use calm emotions as a spell-like ability 1/day, +2 to Diplomacy
Good: Cast good spells at +1 caster level
Inquisition: +4 bonus on all dispel checks
Oracle: Cast divination spells at +2 caster level
Spontaneous Casting
0th level: Cure Minor Wounds
1st level: Bless, Protection from Evil, Detect Chaos, Identify, Cure Light Wounds
2nd level: Status, Aid, Zone of Truth, Augury, Cure Moderate Wounds
3rd level: Prayer, Magic Circle against Evil, Detect Thoughts, Divination, Cure Serious Wounds
4th level: Tongues, Holy Smite, Discern Lies, Commune, Cure Critical Wounds
Current Spells
Orisons (DC 14): Create Water, Detect Magic, Detect Poison, Light, Purify Food and Water
1st (DC 15): Magic Weapon, Lesser Vigor, Shield of Faith, Command, Divine Favor
2nd (DC 16): Lesser Restoration, Hold Person, Spiritual Weapon, Silence
3rd (DC 17): Searing Light, Dispel Magic, Summon Monster III
4th (DC18): Divine Power, Summon Monster IV
__________________ -Rhun
"I believe that imagination is stronger than knowledge - myth is more potent than history - dreams are more powerful than facts - hope always triumphs over experience - laughter is the cure for grief - love is stronger than death." -Robert Fulghum
This area has the smell and look of a place where particularly dirty, ogre-like monster would live. You note that the cave is irregularly shaped and has no apparent entrance other than the passage by which your party entered. There are some bones and skulls strewn around. You see a flat rock which appears to have been used as a table - it still has the remains of some creature upon it, as if it were being carved for dinner, for a great knife is stuck into the carcass. There is a place where fires have been lit and cooking done, at the far end of the cave. You see a pile of old hides and skins, a huge creature sleeps among the pile of hides, he is snoring loudly with his back at you.
__________________
Spoiler:
Zirat Igruf, Gladiator (Rhun's ToEE): OOC ; IC ; RG
Keldar whispers VFERY quitely to his companions: "He may be our only way out. We could kill it in his sleep, which would bring us no honor, but may give us another 24hours. However, if we cannot find a way out, we are doomed anyways. Better to try to reason with the beast. If it doesn't cooperate, we can engage it in an honorable battle. In any case, the outcome would be the same. Better to try to bargain with it. I recommend we offer it some tasty food...something it is not used to, in order to negociate. Unfortunately, I am not good with words, and would risk insulting it. But I will stand by our negociator, and swear on my honor that I will bear the first blow, if it comes to that.."