The Selgaunt Campaign

A way down

"Climb down and attack the damn things." yells Tuggle..."My magic does nothing!"
Tuggle casts Rope Trick in order to allow Marduke to join the fray below the bridge.
 

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Marduke

"Hrmph!"

OOC: If some way of descending becomes apparent Marduke will use it (except the DC20 climb...). Otherwise Marduke stays out of the way and delays.
 
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OOC: db and glin: rope trick requires a piece of rope to do it's thang -- it's not a component so much as it is an integral part of the spell. It won't create a rope to go with its trick.

I'm headed out in a little bit, so the 9:30 EST deadline will be kind of mushy anyway -- there's time to hop back in and revise what you want to do. :)

Edit: We seem to slow down a lot on weekends, so I'm just going to let this one wait until Monday (or Sunday, if db responds sooner). ;)
 
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Tuggle

"Ok" Tuggle thinks,"Clearly the weasles aren't having any damage from my magic missile attack...perhaps the cube will be more suseptible. I *think* there's enough cube between the surface and Tal that he'll be ok."

Tuggle casts MM with rolls of 5,5,3 at the cube. IF I have time, I'll also ask Marduke if he has any rope.
 

Round 4 Summary, and Round 5

Hoping not to hit Tal, Tuggle fires off a trio of magic missiles at the cube. Perhaps intent on its next meal, it doesn't seem to notice -- although the needles burrow wide holes through its flesh. Turning to Marduke, Tuggle asks in an offhand sort of way if the dwarf has any rope.

Safely protected by thousands of pounds of living slime, Tal continues to enjoy his jelly bath.

The heavily wounded weasel darts underneath the bridge, pausing just long enough to re-coat the surface with another puddle of magical grease. It's bleeding heavily, and looks frightened -- it's mandibles continue to writhe frantically, slowing only to cast the spell.

At the same time, its comrade moves into range and slings a web of fear at Tuggle. It ensnares the gnome, but he shakes most of it off -- perhaps fuelled by his intense distaste for these . . . things that are an offense to upstanding burrowing creatures everywhere.

Up in the doorway, next to Tuggle, Marduke waits for just the right moment to enter the fray (preferably without falling to his death in the process).

Sandwiched between the wall and fifty thousand pounds of hungry slime, Artemis somersaults out of the cube's way -- easily avoiding its clumsy lunge in his direction -- and comes out of his roll padding quietly towards one of the weasels. It seems totally focused on the bridge, and gives no sign that it heard him. Pleased, the barbarian stealthily lights his readied gremlyn grenade.

As the cube shudders back from its attempt to eat Artemis, Cupric's mouth opens and his fingers tense as another sound, powerful but silent, tears into the cube. With the loudest, wettest splorching sound any of you have ever heard, all fifty thousand pounds of it explode messily. The entire room is coated in cube-slime -- and where the cube "stood" before, Tal is laying on the ground, frozen, with an expression of something very like bliss on his face.

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OOC:

- Tuggle made his save vs. the cause fear: 20 ([17]+3), so he's just shaken for the next round only -- a -2 to penalty to attack rolls, saving throws, skill checks and ability checks.

- The cube rolled missed Artemis with it's AoO vs. his Tumble result. The wounded weasel is in no state to notice him creeping around, and the other couldn't see him -- so just a Listen check, and it rolled a 1.

- Tal readied to use Divine Vigor, which he'll do on count 22 in round 5, resetting his initiative but losing his regular action (except that he's still paralyzed, of course). The DV won't have any effect.

Updated map, for round 5.

New initiative:

Tal = 22 (paralyzed)
Tuggle = 21
DM (Weasels) = 17
Marduke = 12
Artemis = 9
Cupric = 3

Damage taken so far:

Weasel "Sg" = 1
Weasel "Se" = 18
Cube = Very, very dead

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

48 hour deadline for round 5: 10:30 PM EST on 11/24.
 
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Weaselicious

Everyone can see the unwounded weasel arc a ray of dissonance into the center of Cupric's globes of dancing light, trying to shred their magic and make them dissipate. This done, it scoots underneath the bridge, out of sight to everyone but Artemis (who sees it crouch protectively by the other weasel).

Its companion -- also only visible to Artemis (Tal has a great view of the ceiling) -- crawls away, towards the wall directly under the bridge. Hunched over, it calls a globe of that same dissonant energy into its paws and waits.

OOC: Sg uses dispel magic on Cupric's dancing lights globes, and then moves to G-4 under the bridge. If the dispel works, light sources -- currently only Tuggle's everburning torch will become important for some Follies (just something to bear in mind).

Se crawls to G-1 under the bridge and readies a dispel magic of its own.
 

Not wanting to waste his freshly lit grenade, Artemis steps adjacent (J-5) to the Weasel beast and quietly drops the grenade on the ground directly between or behind its feet.

Also, not wanting to miss a rare sneak attack opportunity while an opponent is distracted, Artemis forcefully plants his rapier directly between the shoulder blades of his victim.

I'm not sure if I should consider this a full attack or regular attack. I should be able to drop an item in an adjacent space as a free action (PHB p144), but the level of control I desire may require a action. I'm not sure if I get a flanking bonus or invisibility bonus or not. I'll just roll a bunch of dice and let Martin sort it out.

Option 1: Free action grenade drop + rapier attack.
Rapier Attack: 26=18+8+?. Threaten roll:18=10+8. Damage: 15=1+3+5+6
Grenade Damage: (3d6?) 9=5+2+2.

Option 2: Full attack with grenade drop + rapier attack.
Two weapon penalties - off-hand is light: -4 primary, -8 secondary
Rapier Attack: 22=18+8-4+?. Threaten roll:18=10+8. Damage: 15=1+3+5+6
Grenade Attack: 3=4+7-8+?. Damage: (3d6?) 9=5+2+2.

Backup option in case weasel moves out of 5-ft step range:
Quench the grenade fuse with thumb as a free action. Move as necessary to attack the weasel with the rapier with sneak attack.
I'll reroll the attack in case I can't use the good one above.
Rapier Attack: 19=11+8+?. Damage: 11=5+1+5

Whew.

Edit: I guess we were writing replies at the same time.

 
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Artemis tries his hardest to wave his arms around like he's casting magic, and makes some vocalizations like Tuggle & Cupric make when they're casting.

Bluff: 21=16+5. Perform(Dance): 14=9+5.

At the last moment, he pitches his lit grenade over to the lightly damaged weasel's face(Sg), hoping he'll try to take a bite as it explodes.

Thrown Grenade Attack: 15=8+7. Damage: 14=5+4+5.
 

Well, it's worth a shot...

"Okay, so you want to play a game of 'who's the better tactical magician...'", Cupric mutters under his breath, recognizing the spell Sg is casting. "Hrmph... Try this then!"
As soon as his dancing lights winks out (if it does) Cupric casts another but is careful to direct the globes in such a way that they remain out of line-of-sight of the weasels by using the bridge as "cover".
Cupric then readies a "boom-arrow" for shooting next round, all the while trying a little psy-ops.
"Listen, whomever or whatever you are. You have already lost this situation. Your slime is gone, and you have tasted just a little of the pain we can inflict with our weapons. I credit you with your surprise, but that is now gone and if you do not surrender right now, we will grant you no quarter."

OOC: If the weasel fails its caster level check for the dispel magic I will instead start bard song and ready the "boom-arrow" as well as maneuvering the current lights in a way to force the weasels into the open if they want line-of-sigh to dispel. I will have done the talking before the song. So here are the rolls for Cupric this round:
Knowledge Arcana: 7+7=14
Bluff 18 + 13 = 31 (!)
Diplomacy 7 + 15 = 22
Intimidate 5 + 5 = 10
 

No rope for love or money

I swear, Gnomes are daft! “Uh, not two breaths ago I asked if any of you had rope!”

OOC: Marduke…delays. :)
 
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