• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Adventure: A paladin in need (DM:Someone, judge: THB)

The Starling hesitates, looking between the temptingly unlocked iron door and the hallway. "Shouldn't we try the main rooms first?" she asks, unsure of herself. "I mean, this room looks kind of... um, private?" she finishes lamely, waving her hands to try to convey something that she can't quite articulate.

[sblock=ooc Speculation]I have a feeling that the hallway and the larger room leads to our host, the reclusive mage; the "front door", if you will. The iron door with the broken lock seems more of a "back door", the sort of place where people might break into if they considered themselves opponents of the master of the house for whatever reason. Definitely not the sort of place that guests seeking the cooperation of the host would go.

What I'm getting at here is that the choice of path here could represent a declaration of intent: do we intend to go behind the mage's back, or do we want to try working with him first? Following the paladins (if they're really paladins; we know very little about them) seems to suggest that we're not really that interested in getting cooperation from our host.

Metagame-wise, we've been getting hints that this mage won't be friendly: the undead, the traps, the dark lair with the stench and so forth. But they're just hints; it's still plausible that he's just reclusive and, um, morally flexible about undead. And hygiene. His guards didn't attack until we did, and there were several warnings posted before you get to the traps.

I don't much mind either way, but it seems slightly inconsistent to go shouting down the well, announcing our presence and asking to talk, and then go straight for the locked room when we find it.

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"The starling has a point," Halleck agreed. "No doubt you are right Brenwar, and the Paladins went this way, but so far they have been suspiciously quiet. Caution tells me: 'Let's try the other room first,' and so I am inclined to agree. How about you slide that sunrod into the large antechamber and see what we see."
 


The sunrod, tossed again, partially illuminates a large and unadorned room, quite wide, with an exit at the other side.

Since you sense no danger, the group advances cautiously towards the light circle in the middle of the room. You’re startled then when the walls pulse with green light; it draws intrincate lines and symbols arranged in circles that intersect each other forming a pattern of obvious arcane meanings.

Within many of the circles a darkness beat with an increasing rithm. From that, several geysers of viscous mud erupt, forming pools that bulge and raise forming vaguely humanoid shapes. The last two dark holes give unnatural birth to a couple of emaciated humanoids of leathery and repulsive skin, and arms so long that they reach the floor.

Brenwar recognizes those as a rare breed of devil, one that can summon and throw with great precision large spikes of iron. The animated mud creatures are probably elementals of some sort.

[sblock=initiative]

As I said in the recruitment thread, I rolled initiative. Porphyria and Halleck won it over the monsters; they can act first, then the monsters, then the whole group[/sblock]

[sblock=stats]
Mud monsters: AC 16 Fort 17 Ref 15 Will 15 MBA: +7 vs Ac 2d8+4 damage

Impalers: : AC 20 Fort 18 Ref 18 Will 19 MBA: +11 vs Ac 2d6+5 damage[/sblock]


[sblock=map]
paladin2-1.jpg
[/sblock]
 

"Beware the larger devils, they can toss one of those spikes through your eye in a moment's notice."
OOC:
I'm still posting, just really busy for the next two weeks as the semester wraps up. If I for some reason don't post in a couple of days of my turn coming up, then NPC me or let Tenchuu handle it.
 

"Eww, what are those... things?" the Starling asks, whipping her dagger out. She does not wait for an answer, but sends a streak of silvery force on an erratic spiraling path toward one of the larger devils. It strikes squarely, and caroms off toward the nearest mud creature, but the twisting path takes it wide of that monster, spending what remains of its power harmlessly in the wall behind it.

[sblock=actions]Chaos bolt vs. impaler 1: 26 vs. will hits for 14 psychic damage, and the roll is even, so it bounces to mud-guy 2: 12 vs. will misses.

[/sblock]
 

[sblock=Away, sort of]I have some very serious health issues going on in my family. It was completely unexpected, and I'm not sure how long it will be until I can post normally again.

If I can post quickly I will, but feel free to RP my character. Sorry, and thanks.
[/sblock]
 

"Oh my, you're so ug..ullggh," Halleck said, fake-gagging, "I think I just threw up in my mouth." The jape was ineffectual. He shrugged, and stayed close to his companions.

OOC:
Standard: Vicious Mockery vs Mud 1: 1d20+10=12 Miss
Move: Shift to H11 (+1 AC/Ref)
 

Porphyria lets loose her magic, which singes one of the devil's shoulders as he's agile enough to not end with his head carbonized. Your foes don't seem very concerned by Halleck's insults as they charge forward. Brenwar casually deflect their feeble attacks, but the girls at the back aren't so lucky and soon are covered in viscous mud.

As they fight for their lives, the horrid devils summon two very large and cruelly barbed spikes and throw them against your rear ranks. They wound Joy and Porphyria with painful gashes, pinning their clothes and breking their concentration. The mud monsters use this distraction to attack again; under the assault, Porphyria seems about to collapse.

If that wasn't enough, the green lines on the floor and walls intensify, shining in long straight lines. A rumble is heard and tall walls surge from the stone floor accompanied by the sound of stone grinding against stone. And the floor hasn't stopped shaking, as you can see the dirt being disturbed on the places where it's going to move.

[sblock=actions]
Porphyria uses Chaos Bolt, damages impaler 1.
Halleck uses Vicious Mockery, fails to hit, shifts
Mud Laser 1 closes on Joy, attacks with Drowning Slam, only hits Fort 10.
Mud Lasher 3 closes on Porphyria, uses Drowning Slam too, hits Fort 18. Damage is 12 and ongoing 5 (save ends)
Mud Lasher 2 and 4 use Mud Ball on Brenwar, hitting really pathetic numbers. They close in after that.
Impalers target Joy and Porphyria with Barbed Spike, hitting AC 31 (Joy) and 25 (Porphyria); damage is 13 and 7, respectively. They now grant CA until the end of the Impalers’ next round and allow one (each) of the adjacent mud lashers to attack with a MBA. The one against Porphyria hits AC 24 for 20 damage.
Battlefield changes. Thick black lines are stone walls, highlighted squares are trembling.
[/sblock]
[sblock=status]
Unless I commited a mistake, after the last battle and short rest you ended with 5 damage (Brenwar) 4 damage (Halleck) 6 damage (Porphyria), and Joy at full health; Joy would spend a HS though Ardent Surge if Brenwar didn't use Lay on Hands on her, which he didn’t – he used it on Halleck. Correct me if I'm wrong.

Brenwar: 5 damage, 3 HS spent,.
Halleck= 4 damage, 3 HS spent
Porphyria: 38 damage, ongoing 5 damage, grants combat advantage, bloodied 2 HS spent.
Joy: 13 damage, grants combat advantage 3 HS spent
Impaler 1: 14 damage
Impaler 2:
Mud monster 1:
Mud monster 2:
Mud monster 3:
Mud monster 4:
[/sblock]
[sblock=map]
paladin2-2.jpg
[/sblock]
 

Joy stepped away from the mud creature, then swung her heavy curved sword at the beast. The sweeping cut nearly sliced the creature's arm off- though it was tough to be sure with its gooey form. Joy gave a triumphant cry which gave the sorceress a sudden burst of energy.

[sblock= OOC]
>Are the walls high enough to block the impalers from attacking (unless they move)?

>Move: Shift to H12
>Standard: attack Mud 1 with Energizing Strike; 1d20+11 vs. AC= 31 (CRIT, deals 14 damage + 8 crit= 22 total; Starling gets 7 temp HP); rolls Roll Lookup ; Roll Lookup

>Minor: Inspiring Word on Starling- she can spend a surge to get surge +6 HP, and Slide 1 if she wants
[/sblock]
 

Into the Woods

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