City of the Spider Queen

Copied from the OOC thread:

Morrolan Initiative: Initiative (1d20+2=3)
Fafnir Initiative: Initiative (1d20+5=11)

Tactical Grid:
CotSQEnc1Map1.jpg


OOC: Honestly, now that I can see the map clearly, not sure why Morrolan would have been at J-5. I think he should still be at F-5. If the room was looking empty, then Aden and Dargun would be at J-4 & J-5 getting ambushed with Morrolan at I-5.

But... it's only a game so play on. :p
 

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"Aim for their underbellies," says Renard. "These creatures are tender there and unable to defend effectively."

[sblock=OOC]On his turn, Renard will give the above advice on fighting the lions to provide a bonus to attack rolls. If they count as magical beasts, please use the Arcana result; if they are outsiders, please use the Planes result.
[sblock=Dark Knowledge: Tactics]
Tactics: The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus to attack rolls made against them. If the archivist succeeds on his Knowledge check (DC15) by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.[/sblock]
He will also use Spellcraft to determine whether the lions can be dismissed with dispel magic. If so, he will cast dispel magic to dismiss the summoning. If not, he will pull a wand of inflict moderate wounds out of his Handy Haversack.[/sblock]
 
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Dargun is momentarily surprised when the glyph goes off. However, he quickly recovers and rushes to Morrolan aide. Moving into position where he can attack one of the lions, he executes a right-handed chop to the lion's throat. The lion managed to dodge at the last minute avoiding most of the damage as Dargum barely managed to hit it.

[sblock=OOC]Move to J,4/W,m. Unarmed attack[/sblock][sblock=Statblock]MOVE: 35'
Defence: AC 24, HP 90/90, DR 5/Magic
Fort: +8, +10 against Poison
Reflex: +8
Will: +10
+2 to saving throws against spells and spell-like effects

Attack: Init +5
Unarmed Strike* +13/+8, 1d10+6, 20/x2
Grapple +17/+12
GreatClub (+1, wounding) +10/5, 1d10+10, 20/x2

* Treat Unarmed attack as magic weapons for the purpose of dealing damage to creatures with damage reduction. Also treat as Chaotic weapon.
[/sblock]
 
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Platinus: Celestial Fleshraker, Druid Warshaper

When the roars of battle sound out, Platinus and Slash slide lithely through the others and squeeze through the door one at a time. Slash makes a tumbling leap through the air, once through the door, landing easily on the other side of the first lion as Platinus moves into flanking position behind the duskblade. They take advantage of their long reach and lash out with large natural weapons.

[sblock=Combat Block]Free: Roar, S Initiative (1d20+4=17), P Initiative (1d20+2=5)
Move: S to (N,4/O,5), P to (H,4/I,5)
Standard: Bite (1d20+14=21, 2d6+1d6+3=15) +DC 20 Fort save, Claw (1d20+17=27, 1d8+1d4+10=16) +DC 21 Fort Save[sblock=Slash]Slash
Earthbound Fleshraker Warbeast
Large Animal, Earth Subtype
Hit Dice: 11d8+54 (142 hp)
Initiative: +4
Speed: 60 ft. (12 squares), Burrow 10ft. (2 squares)
Armor Class: 31 (+3 Dex, +15 natural, +3 armor, -1 size), touch 13, flat-footed 22
Base Attack/Grapple: +6/+20
Attack: Claw +15 melee (1d8+10+poison+1d4 force)
Full Attack: 2 claws +15 melee (1d8+10+poison+1d4 force) and bite
+15 melee (1d8+5+1d4 force) and tail +15 melee (1d8+5+poison+1d4 force)
Space/Reach: 10 ft./10 ft.
Special Attacks: Leaping pounce, Poison 1d6Dex/1d6Dex DC 21, rake 1d8+10+1d4 force
Special Qualities: Low-light vision, scent
Extraordinary Abilities: DR 5/magic (Natural Attacks considered magic), Earth Mastery
Saves: Fort +13, Ref +10, Will +6(+10)
Abilities: Str 31, Dex 17, Con 22, Int 2, Wis 16, Cha 12
Skills: Hide +8*, Jump +35, Tumble +11, Survival +5
Feats: Improved Natural Attack (claw), Track, Raptor School, Multi-Attack, Improved Multi-Attack
Gear: Piercer Cloak, Pearl of Speech, Psychokintetic Belt of Mighty Fists, Studded Leather Barding
[sblock=Description]Slash is all claws and spines dripping poison. Much of her mottled gray and black hide is covered by her simple black studded leather barding. She always moves right next to Platinus unless he tells her otherwise. The fact that she can now speak in her native elemental tongue gives her no end of joy.[/sblock]
[sblock=Features]Earthbound Companion: She gains +2Str, -2Dex, +3NA, 10ft burrow
Earth Mastery(Ex), DR 5/magic (Ex)
- Earth Mastery: +1/+1 hit/dmg when both she and enemy touch ground.
-4/-4 hit/dmg vs air or waterborn enemies.
Warbeast Training: +1HD, +3Str, +3Con, +2Wis, +10ft speed, Proficiency with L/M/H armor,
Can be ridin as mount with +2Ride, +1Spot, +1Listen
Natural Bond: Gains bonuses as 9th lvl druid companion.
+6 HD, +6 NA, +3str, +3Dex, +4 Tricks, Link, Shared Spells, Evasion, Devotion, Multi-Attack[/sblock][/sblock][sblock=Platinus]Platinus
Celestial Fleshraker
Large Magical Beast, Extraplanar Subtype
HP: 109/110 = [10d8 + 30]
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 30 (+2 Dex, +8 natural, +8 armor, +3 shield, -1 size), touch 19, flat-footed 28
Base Attack/Grapple: +6/+17
Attack: Claw +12 melee (1d8+7+poison*)
Full Attack: 2 claws +12 melee (1d8+7+poison*) and bite
+12 melee (2d6+3*) and tail +12 melee (2d6+5+poison*)
Space/Reach: 10 ft./10 ft.
Special Attacks: Leaping pounce, rake 1d8+5*,Poison 1d6Dex/1d6Dex DC19, Smite Evil 1/day
Special Qualities: Darkvision 60ft, * Vampiric: +1d6 dmg vs living enemies, I heal same amount
Resistances: Acid 10, Cold 10, Lightning 10
Immunities: Stunning, Critical Hits, Poison
Extraordinary Abilities: DR 5/magic (Natural Attacks considered magic), SR 15
Supernatural Abilities: Morphic Weapons
Saves: Fort +16, Ref +10, Will +10
Abilities: Str 25, Dex 15, Con 19, Int 14, Wis 18, Cha 8
Skills: Concentration +16, Spot +18, Jump +21, Survival +18
Feats: Natural Spell, Exalted Wild Shape, Improved Multi-Attack, Multi-Attack
Gear: See Equipment
[sblock=Features]Celestial Template added
Morphic Weapons - All Natural Weapons are +1 size category[/sblock][/sblock][sblock=prepared Spells]
0: Create Water X3, Cure Minor Wounds X3
1: Claws of the Bear X2, Beast Claws, Lesser Vigor X2
2: Mass Snake Strike X2, Nature's Favor, Lesser Resoration X2
3: Girallon's Blessing X2, Junglerazor, Mass Lesser Vigor
4: Bite of the Wereboar, Moonbolt, Jaws of The wolf
5: Bite of the Weretiger[/sblock][/sblock]
OOC - Are these regular lions, dire lions, elemental lions, Actual Lions of Gold? If they are elemental or constructs then my dmg will be different and there wil be no poison dmg. I think you mean (J,4) Ghost or (m,W) as g,V is in the middle of a wall.
 
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Aden had been covering Morrolan's approach, but the sudden attack had caught everyone off guard. For a moment, his line of fire was obscured, so he needed to wait for a better chance to act.

[sblock=Notes]

Initiative (1d20+6=8)

I guess Aden's turn will be late in the round, so I will decide on the action then, depending on what has happened before.

Provisional action:

If he has not been spotted by the lions (he has partial cover), he will try to get a sneak shot in.
In any event he will let the fighters pass to enter the room and join Morrolan in melee.

What a wonderful map!

[/sblock]
 

The room erupts in a flurry of activity as the group of seasoned adventures take to action.

Slash bites and claws at the lions while Dargun and Morrolan also stike out. But as Renard enters the doorway and sees the gylph he understands excatly what is going on and casts a spell aimed at the glowing rune on the floor.

Suddenly the glow flickers and then goes out, followed by the lions also fading away. The room stands cold and dark once again.

[sblock=OOC] The spellcraft was high enough to know that the gylph summoned the dire lions. So please mark of your dispel magic usage, Hella Tella. [/sblock]
 

The half-draconic man, Morrolan rubs the wound he received from Lions that spring into existence and then vanish into the ether and wonders why his wound it real, Fafnir, apparently I wasn't dreaming. Didn't you see that coming? We need to be better at this in the future, neh?

After triggering one ward, Morrolan is wary of more so he remains in place looking around the room. He suggests, "Aden and Dargun, you guys want to continue searching in here?" Fafnir uses his blindsense ensuring that there are no other moving creatures in the apparently empty room.

<<Is there a room description that I missed?>>

[sblock=Mini Stats]Morrolan AC: 23 (12 Touch; 21 Flatfooted)
HP: 120 (DR 2/-)
Spells Available: 6 O-Level; 7 1st Level; 8 2nd Level

Fafnir AC: 25 (17 Touch; 20 Flatfooted)
HP: 65
Spell Resistance: 19[/sblock]_______________________________

Morrolan1.jpg
Morrolan Character Sheet & Fafnir the Pseudodragon
 

Dargun's adrenaline has just kicked in and he is settling down for a good fight, when his opponents suddenly disappear. "What tha ummer." he exclaims before taking a couple of deep breaths to calm himself back down. "Come on Aden, let's look rarnd"
 

The pair of dinosaurs look mildly disappointed when the lions disappear before they can launch a coordinated full attack to render them into dinner. Then they shrug and wait for the group to either search the chamber or move back out into the hallway.
 

Quickly recovering from the moment of surprise, Aden looks at the doorframe again, and frowns. He helps Morrolan tend to his wounds, and then quietly searches the room.


[sblock=Notes]

Search and DD for current room, plus for two additional doors down the corridor. (1d20+18=26, 1d20+22=23, 1d20+18=28, 1d20+22=28, 1d20+18=36, 1d20+22=26)

[/sblock]

[sblock=Combat Stats]
o HP = 62 (+20 temp. HP)
o AC: 23 = 10 + 7 [armor] + 0 [shield] + 6 [DEX]
o AC Touch: 16 = 10 + 6 [DEX]
o AC Flatfooted: 17 = 10 + 7 [armor] + 0 [shield]
o INIT: +6 = +6 [DEX]
o Listen +12, Spot +15, Search +18, Disable Device +22
o Fort: +4 = +2 [base] +2 [CON]
o Reflex: +8 = +4 [base] +4 [DEX]
o Will: +8 = +8 [base] +0 [WIS]
o Speed: 30 ft.
o Hand Crossbow (ranged): +14 = +5 [BAB] + 6 [DEX] + 1 [Hand Crossbow Focus] +2 [Crossbow]/ DMG = 1d4+5 (P) [Crossbow Sniper], CRIT 19-20x2
o Short Sword (melee): +4 = +5 [BAB] -1 [STR]/ DMG = 1d6-1(S), CRIT 19-20x2
o Caster Level: 10 (Divinations: 11)
o Active Spells: Heart of Air (+10 jump, +10 ft. to fly speed), Heart of Water (swim speed, breath water, +5 escape artist), Heart of Earth (2 times caster level temp HP, +8 versus bull rush, overrun, trip), Heart of Fire (+10 land speed, fire resistance 20) -- if two are active: gain light fortification; if all are active: immune to criticals and sneak attacks. All of these last for 10 hours.


[sblock=Spells Prepared]

(*) = Divination
(_) = Conjuration

- 0 – (4+1 – DC 16)
Acid Splash, Dancing Lights, Detect Magic, Mage Hand, Silent Portal (SC)

- 1 – (4+1+2 – DC 17) +1 repeat (PoP)
Dawnburst (CM), Disguise Self, Grease, Guided Shot* (SC), Orb of Sound, lesser (SC), Prot. from Evil, Shield, Targeting Ray* (SC)

- 2 – (4+1+2 – DC 18)
Cloud of Knives (PHBII), Glitterdust, Heart of Air (CM), Hunter’s Eye* (PHBII) (2), Invisibility, Seeking Ray (PHBII)

- 3 – (3+1+1 – DC 19)
Blacklight (SC) (2), Blink, Heart of Water (CM), Icelance (SC)

- 4 – (2+1+1 – DC 20)
Black Tentacles, Orb of Force (SC), Heart of Earth (CM), Improved Invisibility

- 5 – (1+1+1 – DC 21)
Cloudkill, Dragonsight (SC), Heart of Fire (CM)

[/sblock]
[/sblock]
 
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