A Candlekeep Mystery (IC)

FitzTheRuke

Legend
GM: Encounter: Black Dragon Agents vs Meenlocks in the Mossy Maze
MineMossMaze4.jpg

(General Features)
Difficult Terrain: Everywhere (Moss is heavy, terrain uneven)
Visibility: Dark (Underground); Obscured by moss (You can only see adjacent 5')
Name * AC * HP * Hit Dice * PasPrc * Spells * (Notes)
(PCs)
Argenti AC14 HP 31/31 THP 0/7 HD 4/4 PP13 SS 2/2
Cairn AC18 HP 35/43 THP 0/7 HD 4/4 PP13** 2W 1/1 AS 1/1
Crock Jon AC14 HP 15/36 THP 0/7 HD 4/4 PP12* SD 4/4
Ethian AC19* HP 10/27 THP 0/7 HD 4/4 PP16* PIns16 SS 4/4 3/3 CD 0/1
Hawthorne AC14 HP 25/31 THP 0/7 HD 4/4 PP17 PInv17 PIns15
Kaliban AC18* HP 35/35 THP 0/7 HD 4/4 PP10* PED 4/4 (d6's)
Meenlocks AC15 HP 37ea PP14*
-ML1 28/37; ML2 17/37; ML3 0/37 (dead); ML4 13/37;
GM: End Round Three; Begin Round Four
 

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Kobold Stew

Last Guy in the Airlock
Supporter
Crock Jon cxontinues to hold on to the Meenlock, keeping it away from his employers, wherever they may be. He just can't get a good punch in, though.

OOC: DC 11 Wis save 1d20+0=17. Pass
Automatic Grapple damage: 1d4=1 again (notes wrong, obv).

Attack:1d20+6=11 Miss.

One point damage.
 



Neurotic

I plan on living forever. Or die trying.
Cairn moves through Argenti, shoves slightly Ethian aside and pushes by passive meenlock until such time he gets behind it. He raises his hands, but waits for either Ethian or meenlock to snap out of their paralysis.

Move: AK10
Action: Ready maul attack when either meenlock reactivates (passes his save, gets damaged or whatever) or the round passes - both fail their saves
Attack vs meenlock; potential advantage; damage: 1D20+6 = [15]+6 = 21
1D20+6 = [3]+6 = 9
2D6+4 = [5, 1]+4 = 10

The idea is to give Ethian time to un-paralyze
 

DEFCON 1

Legend
Supporter
"Crock Jon is still out there, Kaliban... you with me?" Hawthorne says, as they are moving through the dark tunnels of the cave searching for Crock Jon. "If you want to head back, tell me now..."

OOC: Unless Kaliban wants to go back to the group (in which case they can go back to rejoin the other three), Hawthorne will continue moving south doing a double move... taking the right fork (from his perspective) towards AQ18 and going as far as possible to try and get to around to where Crock Jon is. If the tunnel ends in a dead end, then he will backtrack to take the left fork (AT18).
 

FitzTheRuke

Legend
Having paralyzed Ethian, the meenlock cut the elf free of the rope with his pincers. Argenti was sure that it would try to carry him off if she couldn't stop it.

Hawthorne led Kaliban to the right, pushing his way through some thick moss until they came to what looked like a wide crossroads. Moss was thick on the ground, which sank down into a roughly circular basin-shape. There were two ways forward: Immediately to their right, a tunnel exited the basin low, nearly covered by moss, going deeper into the ground. Across the basin, a tunnel set high in the wall would take them to the north-west. To get there, they would have to cross the dubious-looking waist-high moss and climb. Neither option was particularly appealing.

Crock Jon continued to struggle with his opponent. There was a sharp pain in his leg, and he glanced down to find a pincer holding it tight. Another sharp pain and his arm was also held. He suddenly realized that he was now fighting two meenlocks, and losing fast.

OOC: I assumed that Kaliban will keep following Hawthorne. Crock Jon takes 14 (1 HP left! & 2x dc11 Con saves vs paralasys!); @Leatherhead Argenti to go to roll.
 



Kobold Stew

Last Guy in the Airlock
Supporter
Crock Jon struggles with the foul beast. He knows he is hurting. If only this means the others can escape its horrible clutches.

OOC: 2 x DC 11 con saves: 1d20+4 = 14 (pass) and 18 (pass).
Maybe that's also 2 rounds of auto damage from the grapple? if so 1d4 = 4 and 1 = 5. He'll make punching attempt too, if permitted: (do they need ongoing wis saves too? If so: 1d20+0 = 7 and 13 (fail, pass)
Attack with disadvantage round 1: 1d20+6=11. Miss. (accidentally rolled twice; discounting the second one).
Round 2 attack: 1d20+6=16 (hit) for 6 points damage (11 total).


Not sure if I understood what is happening; please redeploy rolls as needed...
 

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