Dr. Si's Curse of the Crimson Throne - Beta Group

[SBLOCK=Holyman]
Not yet. The others have encountered derro, but it remains to be seen if they make any noise...

As for rolling healing, sorry, I forgot! You can roll on IC for these things if you like, it doesn't matter. but in this case:

Restores 1d8+3=8 damage.
[/sblock]

[sblock=Manachan and Majenko]
Majenko's sting fails to penetrate the surprisingly tough skin of the second derro, but he manages to jab the calf of the second creature and it slumps to the ground, unconscious. The first derro ignores this going on behind it and steps forward into the chamber, milk-white eyes fixed on Manachan. It raises its crossbow and fires. And misses.

"Chuba jaiya ak!" it says.
[/sblock]

[sblock=Dj'hân]
The derro-glow from the stirge chamber is suddenly dimmed, and Dj'hân can see that Manachan has moved in front of the secret door. The aasimar casts a spell, there are thumps and someone shouting in the derro language back in the stirge room.
[/sblock]

[sblock=Edmond and Brindom]
Up ahead, there are thumps and bumps. You hear what might be Manachan saying something unintelligible, then a squeaky voice shouting something else unintelligible.
[/sblock]

[sblock=OOC]
D&D is pretty piss-poor for called shots, but I think the penalty for focussing on one area of the body about outweighs the bonus for ignoring armour. The attack roll is something of an abstract anyway, plus the derro have natural armour. In this case I've just rolled normally (vs. flat-footed AC) and interpreted the results according to your description.

Majenko sting misses first derro (4+6=10, miss)
Manachan casts mage armour.
Majenko sting hits second derro (20+6=26, crit confrim 6+6=12, no crit). 1 damage plus poison, derro fails save. Bite attack 9+1=10, miss.

Derro #1 takes 5ft. step and fires crossbow at Manachan, misses by miles.
[/sblock]
 

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Edmond thanks Brindom with a nod, moving his shoulder few rounds up and down and then takes Deathwail again.

He then advances through the tunnel.

OOC: if the tunnel doesn't broaden into another room he will exit behind Derro #1 and strike him from behind channeling touch of fatigue.
 

Majenko hops up, catches the air briefly with his outstretched wings and alights just behind the remaining derro. In one smooth motion the pseudodragon executes a half circle to whip his barbed tail towards the creature's legs before lunging forward with fangs bared.

[sblock=OOC]Five foot step closer to the second Derro's space. Melee sting +6 (1d3–2 plus poison, Fort DC 14), bite +1 (1d2–2)
D&D allows a DM to, at his discretion, ascribe circumstantial bonuses and penalties to reflect favorable or unfavorable conditions. I thought this situation might be an appropriate instance to apply a bonus based on the circumstances I described. It's your call of course.
[/sblock]
Dj'hân quickly backtracks towards the tunnel entrance to investigate the goings on in the workroom; moving up behind Manachan. The air in the tunnel begins to stir angrily, ruffling Manachan's hair and loose clothing once the urchin spots the lone derro across the room.

[sblock=OOC]Dj'hân will direct a 30-ft line of fire (2d6 damage; Ref DC 14 half) towards the derro if he remains standing by Dj'hân's turn. He'll endeavor to avoid striking the prone derro by angling his blast upwards if possible.[/sblock]
 

Brindom follows Edmond down the tunnel, "Are you sure you want to go that way and not wait for the others?" he asks quietly.

[sblock=actions]
double move if needed or move and attack if possible (though I think that maybe impossible due to space) [/sblock]

[sblock=Stats]
HP: 37/41
AC: 20 T: 13 FF: 17
Club attack: +1 to hit, 1d6 dmg, critx2, range 10'
[/sblock]




[sblock=Spells]Orisons: Mending, Detect Magic, Create Water, Read Magic
1st lvl: Remove Fear, Cure Light Wounds, Bless, + Protection from Evil
2nd lvl: Restoration,Lesser, Hold Person, + Shield Other
Abilities:
Channel Energy(living): 4/5 (2d6)
Calming Touch: 5/5
Touch of Good: 5/5 [/sblock]
 

Manachan, feeling somewhat more certain of his ability to avoid the Derro's blows, advances into the combat again. He lashes out with his bata, one striking at the little fellow's head and the other jabbing toward it's sternum.

[sblock=Stat Block]
Code:
   HP: 33/33     AC: 16   AC(T): 16   AC(FF): 13
 Init: +06    ST(F):+04   ST(R):+05    ST(W):+07

  BAB: 01       CMB:+01     CMD:+13

Weapon                  Attack    Damage      Critical     Special
Empty Hand              +3        1d6            20/x2     +2 Flurry of Blows
Nunchaku                +3        1d6            20/x2     +2 Flurry of Blows
                                                           +2 CMB Disarms
Crossbow (Heavy)        +3        1d10        19-20/x2

Celestial Bloodline Powers:
    * Heavenly Fire: 1d6+3 Ranged Touch Attack (30') (6/7 per Day)
        (Damage vs. Evil, Heal Good 1/Day Each)

Spells:
    Cantrips            First Level (3/4 per Day)
    * Prestidigitation  * Chill Touch
    * Read Magic        * Mage Armor
    * Resistance
    * Touch of Fatigue
[/sblock]
 

OOC: I typed all this out yesterday and then lost it, and couldn't face doing the whole thing over :eek:

[SBLOCK=Dj'hân, Manachan, Majenko]
Majenko's sting penetrates the derro's skin but it doesn't seem to succumb to his poison. Now that the small blue man is aware of Majenko, it is able to avoid his bite with ease, but the distraction allows Manachan to close and assault with his bata. The derro dodges and blocks with a buckler strapped to his arm, then drops the crossbow and draws a small straight-bladed shortsword, jabbing it at Manachan in one swift move. Manachan's training enables him to read the little man's intent, and he steps aside from the jab.

Dj'hân's fiery blast swirls past Manachan and singes the wild white hair of the derro's head, but it is ducking and weaving too fast to take the full brunt.

"Chuba jayai chakka!" it says.
[/sblock]
[sblock=Edmond, Brindom]
Edmond and Brindom find that the secret tunnel widens into a rough, unlit cavern that opens out to the right. Opposite is another tunnel from which comes a blue glow and the sounds of raised voices, one of which sounds like Manachan.

By the light of Edmond's dancing lights you can see that the right-hand edge of the cave sinks down into slimy mud, leaving a narrow isthmus of solid ground in the middle. This is piled with body parts and, half-sat in the mud, a huge bulbous sack-like creature with a wide toothy maw and three pad-ended tentacles is feasting on the body parts. Two tentacles end in hooked pads, the third pad seems to feature a stack of eyes. It drops a pair of legs as Edmond and Brindom enter the chamber.

"Warm food!" it cries in a slobbery voice. Partly hauling itself out of the mud, one of the tentacles lashes across the room and grabs hold of Edmond.
[/sblock]

[sblock=OOC Dj'hân, Manachan, Majenko]
Majenko sting 11+6=17, hit for 1 damage, derro makes Fort save.
Bite 5+1=6, miss.

Manachan bata flurry (plus flanking) 8+4=12, miss/4+4=8, miss.

Derro, drops crossbow, draws sword, attacks Manachan. Miss.

Dj'hân's fire causes 2d6=10 damage, derro makes Reflex save.
[/sblock]

[sblock=OOC Edmond and Brindom]
The otyugh interrupted your intended actions, but the new initiative order goes:

Otyugh
Edmond
Brindom

Otyugh tentacle attack on Edmond hits, for 3 damage. Grapple attempt 25 vs. CMD of 19, Edmond is grappled.

(From PRD: Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.)

[/sblock]
 

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Manachan keeps a wary eye on the Derro's sword as he drops his sticks and closes with the creature; his training and agility allow him to easily bat the other man's weapon away as he tries to wrap it in a wrestler's embrace.

[sblock=Actions]Attempt to Grapple. CMB (Grapple) is +3, and Improved Grapple negates the Derro's AoO.[/sblock]

[sblock=Stat Block]
Code:
   HP: 33/33     AC: [COLOR="Red"]20[/COLOR]*  AC(T): 16   AC(FF): [COLOR="Red"]17[/COLOR]*
 Init: +06    ST(F):+04   ST(R):+05    ST(W):+07

*Currently +4 due to Mage Armor

  BAB: 01       CMB:+01     CMD:+13

Weapon                  Attack    Damage      Critical     Special
Empty Hand              +3        1d6            20/x2     +2 Flurry of Blows
Nunchaku                +3        1d6            20/x2     +2 Flurry of Blows
                                                           +2 CMB Disarms
Crossbow (Heavy)        +3        1d10        19-20/x2

Celestial Bloodline Powers:
    * Heavenly Fire: 1d6+3 Ranged Touch Attack (30') (6/7 per Day)
        (Damage vs. Evil, Heal Good 1/Day Each)

Spells:
    Cantrips            First Level (3/4 per Day)
    * Prestidigitation  * Chill Touch
    * Read Magic        * Mage Armor
    * Resistance
    * Touch of Fatigue
[/sblock]
 

The vicious pseudodragon continues his assault, tail whipping to and fro in the air before darting once more towards the derro's bare legs. Crest raised, Majenko hisses angrily as he lunges forward with bared fangs.
[sblock=OOC]Melee sting +6 (1d3–2 plus poison, Fort DC 14), bite +1 (1d2–2)[/sblock]

The desiccating gale continues to wind through the room, stirring up eddies of dust while charring and cracking the wooden table legs through which it passes before flowing over the struggling pair on the floor.
[sblock=OOC]30-ft line of fire (2d6 damage; Ref DC 14 half) towards the derro if he remains standing by Dj'hân's turn. He'll endeavor to avoid striking the prone derro by angling his blast over him if possible.[/sblock]
 
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HP 28/31; Grappled

"You'll regret this, beast!" snarls Edmond.

He snaps his arms wide over Deathwail and as he creates triangle with his hands the weapon glows pale blue. The glow swiftly flows into the tentacle holding Edmond.

Concentration; Damage (1d20+8=26, 1d6=1)

OOC: If casting defensively is possible in grapple, combat casting applies and Edmond gets +4 from to his concentration for total of 30. too bad about low damage.

OOC2: Fort DC 14 or suffer 1 STR damage.

OOC3: If it is allowed to try to break free AND cast a spell then
CMD to break grapple (1d20+9=12)
 

"Hey let go of him!" Brindom shouts as he takes a swing at the disgusting creature.

[sblock=actions]
move action(or 5' step) to closest spot to attack from
Standard action: Attack with club +1 to hit (d6 dmg) [/sblock]

[sblock=Stats]
HP: 37/41
AC: 20 T: 13 FF: 17
CMB: +1
Speed: 20'
Fort: +4 Ref: +3 Will: +5

[/sblock]




[sblock=Spells]Orisons: Mending, Detect Magic, Create Water, Read Magic
1st lvl: Remove Fear, Cure Light Wounds, Bless, + Protection from Evil
2nd lvl: Restoration,Lesser, Hold Person, + Shield Other
Abilities:
Channel Energy(living): 4/5 (2d6)
Calming Touch: 5/5
Touch of Good: 5/5 [/sblock]
 
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