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[Adventure] The Mine-Militia Identity. (DM: horticulture; Judge: covaithe)
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<blockquote data-quote="horticulture" data-source="post: 5555276" data-attributes="member: 6671055"><p>The group bursts through the door with a resounding kick and a loud bang as the iron entryway slams against the wall. The iron doors open onto a rough-hewn chamber. Stone steps lead down to a rough floor. Three creatures, similar to dwarves but with spiky beards - duergar, you've learned - stand around a grate in the floor, splashing liquid into it. Between you and the dark dwarves are two giant man-sized ants.</p><p></p><p>The dwarves look up and right at the group, speaking in a baritone voice, <em>"Finally, some action. I say we take one alive to put in the pit."</em></p><p></p><p>Gasps and muffled shouts are coming from the pit. Splashing sounds indicate that someone may be trying to swim but failing to keep their head above water. From the watery choking sounds coming from beneath the grate, they may have only moments to live before they drown!</p><p></p><p>[sblock=Passive Perception 12 or active check]Some liquid the dwarves are dumping into the pit splashes from one of the cups they're holding, and it sizzles when it hits the stone floor. It is undoubtedly acid.[/sblock][sblock=Initiative]Drew - <a href="http://invisiblecastle.com/roller/view/3017758/" target="_blank">1d20+5=21</a></p><p>Sharpe - <a href="http://invisiblecastle.com/roller/view/3017757/" target="_blank">1d20=19</a></p><p>Prime - <a href="http://invisiblecastle.com/roller/view/3017759/" target="_blank">1d20+1=16</a></p><p>Monsters - <a href="http://invisiblecastle.com/roller/view/3017763/" target="_blank">1d20+6=14</a></p><p>Mina - <a href="http://invisiblecastle.com/roller/view/3017760/" target="_blank">1d20=9</a></p><p>Malifixindalaunt - <a href="http://invisiblecastle.com/roller/view/3017761/" target="_blank">1d20=9</a></p><p>Felix - <a href="http://invisiblecastle.com/roller/view/3017754/" target="_blank">1d20+5=6</a>[/sblock][sblock=Map]<img src="http://i309.photobucket.com/albums/kk400/jgormley2/Mine-Militia%20Identity/encounter3rnd1.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>The squares with upward pointing arrows are difficult terrain.[/sblock][sblock=Special Rules] <ul> <li data-xf-list-type="ul">The barrel of acid (I7) is too small to provide cover or block movement. With a DC 10 Strength check as a standard action, the barrel can be spilled into an adjacent square as an attack: +6 vs. Reflex; 1d10+4 damage, and 5 ongoing acid damage (save ends). As a move action, the barrel can be lifted and carried with a DC 10 Strength check.</li> <li data-xf-list-type="ul">The grate over the pit is secured with a simple padlock. Opening it takes a Thievery check (DC 11, standard action). Lifting the grate off the pit takes a Strength check (DC 8, minor action). Doing any of these actions with an enemy adjacent to you will grant an opportunity attack against you.</li> </ul><p>[/sblock][sblock=Status]Duergar Guards - HP: <span style="color: green">??</span>/??</p><p>Giant Ants - HP: <span style="color: green">??</span>/??[/sblock][sblock=Enemies]<strong>Duergar Guards</strong> - AC: 21, F: 17, R: 15, W: 15</p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> +11 vs. AC; 1d10+3</p><p><strong>Giant Ants</strong> - AC: 16, F: 14, R: 15, W: 11</p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> +7 vs. AC; 1d8+4. Deals 1d10 extra damage to any target that already has ongoing acid damage.[/sblock]</p><p></p><p><strong>Drew, Sharpe, and Prime are first; then the monsters; then everyone.</strong>[gm]Please remember to keep an updated statblock with each of your combat posts.[/gm]</p></blockquote><p></p>
[QUOTE="horticulture, post: 5555276, member: 6671055"] The group bursts through the door with a resounding kick and a loud bang as the iron entryway slams against the wall. The iron doors open onto a rough-hewn chamber. Stone steps lead down to a rough floor. Three creatures, similar to dwarves but with spiky beards - duergar, you've learned - stand around a grate in the floor, splashing liquid into it. Between you and the dark dwarves are two giant man-sized ants. The dwarves look up and right at the group, speaking in a baritone voice, [i]"Finally, some action. I say we take one alive to put in the pit."[/i] Gasps and muffled shouts are coming from the pit. Splashing sounds indicate that someone may be trying to swim but failing to keep their head above water. From the watery choking sounds coming from beneath the grate, they may have only moments to live before they drown! [sblock=Passive Perception 12 or active check]Some liquid the dwarves are dumping into the pit splashes from one of the cups they're holding, and it sizzles when it hits the stone floor. It is undoubtedly acid.[/sblock][sblock=Initiative]Drew - [url=http://invisiblecastle.com/roller/view/3017758/]1d20+5=21[/url] Sharpe - [url=http://invisiblecastle.com/roller/view/3017757/]1d20=19[/url] Prime - [url=http://invisiblecastle.com/roller/view/3017759/]1d20+1=16[/url] Monsters - [url=http://invisiblecastle.com/roller/view/3017763/]1d20+6=14[/url] Mina - [url=http://invisiblecastle.com/roller/view/3017760/]1d20=9[/url] Malifixindalaunt - [url=http://invisiblecastle.com/roller/view/3017761/]1d20=9[/url] Felix - [url=http://invisiblecastle.com/roller/view/3017754/]1d20+5=6[/url][/sblock][sblock=Map][IMG]http://i309.photobucket.com/albums/kk400/jgormley2/Mine-Militia%20Identity/encounter3rnd1.png[/IMG] The squares with upward pointing arrows are difficult terrain.[/sblock][sblock=Special Rules][list][*]The barrel of acid (I7) is too small to provide cover or block movement. With a DC 10 Strength check as a standard action, the barrel can be spilled into an adjacent square as an attack: +6 vs. Reflex; 1d10+4 damage, and 5 ongoing acid damage (save ends). As a move action, the barrel can be lifted and carried with a DC 10 Strength check. [*]The grate over the pit is secured with a simple padlock. Opening it takes a Thievery check (DC 11, standard action). Lifting the grate off the pit takes a Strength check (DC 8, minor action). Doing any of these actions with an enemy adjacent to you will grant an opportunity attack against you.[/list][/sblock][sblock=Status]Duergar Guards - HP: [color="green"]??[/color]/?? Giant Ants - HP: [color="green"]??[/color]/??[/sblock][sblock=Enemies][B]Duergar Guards[/B] - AC: 21, F: 17, R: 15, W: 15 :melee: +11 vs. AC; 1d10+3 [B]Giant Ants[/B] - AC: 16, F: 14, R: 15, W: 11 :melee: +7 vs. AC; 1d8+4. Deals 1d10 extra damage to any target that already has ongoing acid damage.[/sblock] [B]Drew, Sharpe, and Prime are first; then the monsters; then everyone.[/B][gm]Please remember to keep an updated statblock with each of your combat posts.[/gm] [/QUOTE]
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[Adventure] The Mine-Militia Identity. (DM: horticulture; Judge: covaithe)
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