The Selgaunt Campaign

Marduke

Well I’ll be a kin of Asmodius! No rope, can’t fly and it’s a long fall. Marduke’s beard twitches as he considers his options. There’s gotta be a way!

OOC: Marduke searches for a way down or odd stonework…Search: 11 (7+2+2 for bein’ a Dwarf). If it looks like Tuggle Butterknees or The Cooper need the space they’re all sharing Marduke will take a 5’ (or more) step back after his abysmal (HA!) search effort.
 
Last edited:

log in or register to remove this ad

glincaelin said:
OOC: Marduke searches for a way down or odd stonework…Search: 11 (7+2+2 for bein’ a Dwarf). If it looks like Tuggle Butterknees or The Cooper need the space they’re all sharing Marduke will take a 5’ (or more) step back after his abysmal (HA!) search effort.

OOC: I need to clarify this a little: if you find a way down, are you taking it (knowing the risk of stepping out onto the bridge)?
 

haiiro said:
OOC: I need to clarify this a little: if you find a way down, are you taking it (knowing the risk of stepping out onto the bridge)?

OOC: well, no. I'll just look this round and see what I see.
 
Last edited:

Round 3 Summary, and Round 4

Peeking around Marduke, Tuggle lets fly a trio of tattoo needles at his closest foe. Its eyes glittering brightly, the weasel opens wide and swallows the needles without apparent effort. The "brain" on its hindquarters glows, and the entire creature grows slightly larger.

Down below, Tal floats -- oddly serene -- inside the gelatinous cube.

The weasel that swallowed Tuggle's spell flings his delta of energy at Artemis, hoping to drive him straight into the heart of the cube. Reflexes firing on the full force of instinct, Artemis's body is moving before his panicked mind has a chance to think, hey, maybe I should, you know, try and dodge that, and it's done -- the missile has no effect on him.

Still crouched, Artemis runs full-tilt towards the far side of the room. He hops over the chasm, dances around patches of debris, and winds up cowering against the far wall. Almost as soon as he arrives, he feels his fear start to dissipate.

Up above, Cupric's metallic hair flies back as he launches into a battle-hymn with great fervor (if not high volume), giving himself just long enough to let the song stir him before he draws back Viper's Tail and fires on the furthest creature. The arrow buries itself to the fletching in the malformed beast's chest, and its mandibles clack wildly as viscous fluid starts to stain its fur. It makes a high-pitched screeching noise that sets your teeth on edge.

Unnoticed by all, Marduke pokes his head around the doorway and scans the closest wall -- looking for enough handholds to make it down to floor level. With the bright guadripartite light of Cupric's spell-globes, he spots what looks like a way down -- not an easy one, but it just might work.

Below him, the cube unsticks itself from that same wall and shudders its way towards Artemis. How it knows where the barbarian went, or what it thinks of its nigh-indigestable meal, no one will ever know. It slimes its way across the room, its bulk sliding it over the chasm with ease, and bears down on Artemis -- in another instant, it will be on top of him.

-----

OOC:

- Tuggle's MM vs. Sg required a caster level check (just like Tal's sword): 17 ([12]+5), no cigar.

- Tal's acid jelly spa treatment netted 4 points of acid damage, also known as none.

- Artemis: the fear is gone, baby, the fear is gone.

- glin, Marduke spotted a tough way down: DC 20 Climb check. You'd only need one check, but moving at more than 1/4 your speed changes the equation.

Updated map, for round 4.

Damage taken so far:

Weasel "Sg" = 1
Weasel "Se" = 18
Cube = 32

Artemis = 3 lethal, 4 subdual
Tal = 20, paralysis

48 hour deadline for round 4: 9:30 PM EST on 11/19.
 
Last edited:

The fur on its chest slick with what can only be blood, the further weasel summons a think patch of greasy slime on the surface of the bridge. This done, it darts underneath the bridge itself, out of sight to everyone but Artemis (at the moment) -- leaving a trail of bloodspots behind it.

After moving into range, the other weasel slings the same web of fear it used on Artemis at Tuggle, spinning the strands of energy across the room at high speed.

Food, "thinks" the cube, as it slams fifty thousand pounds of goo into Artemis.

OOC: Se is going to cast grease on G-1 and G-2 (on the bridge), and then move to G-3 (under the bridge).

Sg moves to J-4 and casts cause fear on Tuggle.

Cube slams Artemis, if he's in range, or moves and slams any other food source that comes into range.
 

Tal

Tastes kind of like warm sea water, thinks Tal, pensively.


OOC: Tal will delay his "action" long enough to come up first in the initiative order. If Tal actually needs to take an action at some point to do this, he'll blow a turning attempt on another divine vigor. I think this kind of delay takes 2 rounds, after which Tal could potentially act on the third - though I'm not entirely sure on that.
 

Xen said:
Tastes kind of like warm sea water, thinks Tal, pensively.


OOC: Tal will delay his "action" long enough to come up first in the initiative order. If Tal actually needs to take an action at some point to do this, he'll blow a turning attempt on another divine vigor. I think this kind of delay takes 2 rounds, after which Tal could potentially act on the third - though I'm not entirely sure on that.

OOC: Hrm. To do this, you would need to delay until the following round (round 5), in which you could act on the initiative count of your choosing -- 22 would put you first. And you're right, by doing that you'd lose your regular turn for round 5, and be able to act on 22 in round 6...except that you may still be paralyzed. So the Divine Vigor would go off in round 5, on count 22, and that'd be your new initiative. ;)

I assume you're using Divine Vigor because it counts as an action, even though a second boost won't stack with the first one (both are enhancement bonuses)?
 
Last edited:

Artemis tumbles out of trouble under the bridge and moves stealthily through the rubble to K-6. He lights his grenade.

OOC: Tumble to avoid AoO=19 (7+12). Trying to put weasel closer to the cube than me, and stay out of the Weasel's threatened area. I try to move sliently & hide while moving (at normal speed) to get to K-6 without the J-4 Weasel noticing. -5 penalties to Hide & Move Silent at normal speed. Hide= 21 (15+11-5) Move Silent= 12 (7+10-5)
 
Last edited:

haiiro said:

I assume you're using Divine Vigor because it counts as an action, even though a second boost won't stack with the first one (both are enhancement bonuses)?

OOC: Quite so. I just figured that, this way, if Tal's paralysis ever wears off, he will be at the top of the batting order. Also, I don't plan on posting much (just assume Tal is having wet dreams of Torm's due diligence), so feel free not to wait for me to post (until Tal is no longer paralyzed).
 
Last edited:

Cupric again bellows out a clear note specifically designed to disrupt the Cubes body.

OOC: Silent sound on the cube. Touch attack 12+3=15. Damage 1+5+2+3+6=17. Fallback plans include peppering whichever weasel I can see with arrows (I'd prefer the wounded one). Attack: 16+5=21 Damage: 4+1 = 5.
If I have a shot on no one and the cube is unavailable for silent sounding, I will start my inspire courage.
 

Pets & Sidekicks

Remove ads

Top