Strahd's "The lost Caverns of Tsojcanth" - Game Ended successfully!

Thanee

First Post
Allyra

“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.”
 

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surprise round.

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.


[sblock=Actions]
Cave moray 1 – Bite Elliyad 20, dmg 6
Cave moray 2 – Bite Allyra 21, dmg 9
Cave moray 3 – Bite Turo 27, dmg 6
Cave moray 4 – Bite Keldar 12.
Allyra – Surprised
Keldar – Surprised.
Eliyyad – Surprised.
Zariq - Surprised.

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.
[/sblock]

*inits and first round actions
 

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Rhun

First Post
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

[sblock=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
[/sblock]
 
Last edited:

Thanee

First Post
Allyra

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).
 
Last edited:


Steve Gorak

Adventurer
OCC: sorry for holding things up! my bad.

Keldar jumps as the slug bites him. "Damn creature, you'll pay for this". He'll smack the beast with his spiked chain.
attack 1=17, damage 1= 10, attack2= 9, damage 2= 10

[sblock]

[highlight]HP: 46/46[/highlight]
[6 + 5.5*2 + 3.5*3 +4.5+ 14 con]

BAB: +6/+1
Grapple: +10
Init: + 3
Speed: 30
30 base

Saves
For: +9
(6 [Base] + 2 [Con] + 1 [Resistance (cloak)]
Ref: +10*
(6 [Base] + 3 [Dex] + 1 [Resistance (cloak)])
Wil: +2
(1 [Base] + 0 [Wis] + 1 [Resistance (cloak)])
*Note: Evasion, Uncanny dodge & trap sense +1, Rogue level 4

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
Special Abilities: [sblock]
Rogue:
• Sneak attack +2d6
• trapfinding
• Evasion
• Trap sense +1
• Uncanny dodge


[/sblock]
 
Last edited:

Round 1 .

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.


[sblock=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.
[/sblock]

*well, I'm off to Europe, posts will continue after 30.6.
 

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Rhun

First Post
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

[sblock=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
[/sblock]
 

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