The Selgaunt Campaign

Cupric draws his bow as he takes cover in the newly opened doorway, as he scans the room for possible targets he casts Dancing Lights. I am dispersing the three torch equivalent globes to cover as much of the room as possible.
OOC: I am doing the "lean out just far enough to get a good shot" thing with the doorway.
 

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Entering the fray

Tuggle cranes his neck (and moves his feet if necessary) to see beyond the door way. He will peek between lumbering human sized legs if need be. Taking his cue from the firing/muttered expletives of his friends, he fires off a round of magic missile toward the ooze. He fights off a twinge of guilt about not "mage handing" the door open, but rationalizes that if the boys with the big muscles don't have to use them occasionally, they will atrophy, wither, and eventually become useless. Of course, if asked directly, he will turn the force of all his (considerable) charm toward making the explaination more palatable.

OOC: I roll MM for 2, 3, and 4 points total.
 

Marduke the Confused

“In the name of Grummish the Incontinent – WHAT GIVES?!” Marduke bellows into the corridor after turning to face the sudden flurry of activity.

I always miss the good stuff…well, then again that's probably why I’ve lived so long! Hep! Better go save someone!

Marduke hefts his urgosh, pushes his cloak aside and advances.

OOC: Marduke will move up to the rear of whoever is last in the congo line…to M27? Do I go before Cupric? Where am I and who are all these strange people? (check the OOC page for more questions). Also: M has darkvision…can I see anything from there?
 
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Round 1 - Partial

OOC: This is going to be tricky...

With Artemis already a few steps out onto the canted bridge, and Tal blocking the doorway as he describes the room beyond it, Tuggle darts down the corridor and peers around the aasimar. As the sphere of torchlight expands, the gnome's dark-adapted eyes see the whole chamber -- and he focuses in on the largest thing in it: the vast six-sided slimepile that's creeping up towards the gap in the bridge.

Wrinkling his nose with distaste, Tuggle fires off three magical tattoo needles. They home in unerringly and strike the cube along its top surface, having almost no effect.

From the doorway, Tal shouts a warning to Artemis about the cube, and also about whatever is hiding in the rubble on the far side of the room. Then he clasps his holy symbol and calls forth a spirit weapon: Torm's fearsome greatsword.

Shining with the pure light of faith, it streaks across the room to strike the creature lurking in the debris. Artemis and Tuggle catch a glimpse of a ferret-like head with large insectile eyes and overlapping mandibles, and then the sword is upon it.

Unfortunately, Torm's judgment is a bit less effective than usual: the creature's head darts out, it's snapping mandibles yawn open, and it inhales Tal's spiritual weapon. Like smoke, the sword dissipates and is drawn into the beast's greedy mouth. Its fur ruffles and the whole creature actually grows slightly as it absorbs the magical energy.

Tal is already in motion, brushing past Artemis as he heads out onto the bridge. He draws his crossbow as he moves into a firing position -- and then things start to get messy.

Two long, sleek shapes emerge from the large pile of rubble. Their bodies are nearly four feet long, and they immediately remind you of weasels. They have bulging, insect-like eyes that shimmer with swirls of color, and pronged mandibles that quiver around their mouths. From midway down their backs to their haunches, they have no fur -- instead, a noisome, scabrous patch of something that looks very much like a brain covers that part of their bodies. The one Tal had already seen has a lighter pelt than the other, and is slightly smaller.

The small one scampers nimbly out of the rubble and darts a bit closer to the bridge. It posts up on its hind legs and weaves its front paws in a complex series of motions -- and a patch of thick, viscous grease appears on the bridge, right under Tal and Artemis.

Simultaneously, the larger creature scampers over to the base of the stairs and circles around until it's facing the bridge. It too stands up and casts a spell, and a gleaming wedge of blue energy darts from its paws and streaks towards Talishmere.

He tries to duck out of the way, but too late: the triangle slams into him, lifts him up, and carries him off the bridge at high speed -- tossing him to the floor about ten feet away. Tal hits the ground with a tremendous clangor, narrowly missing landing in the gelatinous cube, and somehow manages to hold onto his crossbow.

Where before his feet were firmly planted on the pink stone of the bridge, now Artemis is standing on a slippery layer of grease -- and then, in an instant, he's flat on his arse in it. He slides around, but manages to keep himself on the bridge.

Bellowing in confusion, Marduke rushes up to the doorway and stops next to Tuggle. Hefting his urgrosh, he peers into the room with his darkvision. He sees the two ferretlike creatures off to the left, Artemis sliding around in front of him, and Tal flat on his back off to the right, on the floor of the chamber -- not far from the gelatinous cube.

OOC: I stopped just before Artemis's action because a lot has changed since the start of the round -- two new combatants, Tal's fall, and the fact that Art himself is prone and in a puddle of grease.

Artemis, here's your chance to revise your action, if you want to. You don't think standing up in the slime will cause you to fall down again -- but moving likely will. As soon as you've made your decision, I'll finish the round. Cupric, based on what you posted it seems like your course would stay the same (let me know if I'm wrong), and the same goes for Marduke, glin.

Here's the map as it stands just before Artemis's action: updated map, round 1.

In-game background for the narrative above, in order of occurrence:

- When Tal's spiritual weapon attacked the bug-eyed creature, he needed to make a caster level check, and got a 19 ([15]+4). It failed. This was not a check to overcome spell resistance.

- When the weasel-things moved, that was because they delayed their action until a specific circumstance came about. Their new initiative is 17.

- Tal got a Reflex save against the delta of energy: 3 ([1]+2). He got knocked back 11 feet (3d6 roll), and then fell the 30 feet to the ground, taking 3d6 damage for the fall: 15 points. Ouch.

- Artemis then got a Reflex save to avoid slipping in the grease: 9 ([2]+7), which failed. It was followed up with a DC 10 Reflex save to see if he stayed on the bridge: 13 ([6]+7), which succeeded.

Let me know what you think about my combat description, and how effectively I'm conveying cues about the environment and your foes, over in the OOC thread. :)
 
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OOC: Well if I haven't gotten to putting away the rapier, I'll hold onto it.

"Magic eating weasels!" Artemis shouts. On his back & holding his rapier, Artemis grasps the edge of the bridge and slides himself off in the direction of the magic weasels, attacking them fiercely when he is in range.

Landing in H-1. He will jump & tumble toward "Sg." And will attack if he can get close enough this round. Or next round if he can't.
Jump=14 (5+9), Tumble=29 (17+12), Attack=16 (8+8), Damage=1
 

Round 1 Completed, Start of Round 2!

OOC: Picking up with Artemis's action...

With a cry of, "Magic eating weasels!" Artemis somehow endeavors to flop gracefully off of the bridge, rapier in hand, and land upright. Still moving, he dives and rolls over the chasm -- it's deep, but only about a foot wide in most places -- as he heads for the closest insect-weasel.

Coming out of his series of rolls just in front of it, he continues the motion and thrusts deftly at the creature with his rapier -- but misjudges slightly, managing only to skim one of its paws with the tip.

Cupric paces up to the doorway, drawing his bow as he approaches the battle. Using the doorway for cover, he casts dancing lights into the room. As the four globes of light skim away from his outstretched hand, Cupric guides them with his mind until they are in the center of the room and spread out as far as they can be.

This lights up the room quite brightly, with only the furthest reaches -- by the broken archway, and the central door at the top of the stairs -- still somewhat in shadow. The radius of Tuggle's torchlight is suddenly much less important: now everyone can see equally well as the battle gets underway.

One part of it gets underway rather slowly, but then again it doesn't have far to go. The cube shudders slightly as it changes direction, sliding heavily across the floor towards Tal for a few inches -- and then putting on a hideous burst of speed, one corner deforming around the heap of rubble as it lunges for him.

It hits him, tilting over as it slams a wall of acidic slime down onto the aasimar. The acid doesn't affect him, but the crushing force does -- and a second after that, so does the paralysis. As the ooze forms back up into its cubic shape, the coating of jelly that covers Tal extends its icy fingers into his muscles -- he can't move at all.

OOC: In-game background again:

- You said Jump and Tumble, Artemis, but either will work for doing a controlled fall -- so I went with Tumble, as it's higher: DC 15, you beat it by miles. That takes 30' at 3d6 damage and turns it into 1d6 lethal, 1d6 subdual: 3 lethal, 4 subdual. Nice.

- Artemis hit the creature, just not very hard. ;)

- Dancing lights can create four globes, though you mentioned three in your post, tdr. I assumed you wanted a nice, brightly lit room, so I went with all four in the most effective spot possible.

- Tal & the cube: Tal is prone, which gives him -4 to AC. The cube rolled a 17 and hit, doing 1d6 slam damage + 1d6 acid: 5 slam, 3 acid. The 3 acid is soaked up by Tal's resist acid 5 (go aasimar!), so he takes 5 total.

Tal got a Fortitude save vs. paralysis: 14 ([10]+4). He is immobile. Tal's history of "bad luck with oozes" continues...

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Round 2

Updated map, for round 2.

New initiative order:

Tuggle = 21
Tal = 18 (paralyzed)
DM (Weasels) = 17 (after delaying in round 1)
Marduke = 12
Artemis = 9
Cupric = 3
DM (Cube) = 1

Damage taken so far:

Weasel "Sg" = 1
Cube = 9

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

48 hour deadline for round 2: 1:00 AM EST on 11/13.
 
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Round 2: Monsters' Actions

The mandible-ferret Artemis is trying to skewer skitters back a few feet, then posts again and spins a web of unwholesome magical threads and flings it at the barbarian.

The larger one looks hungrily at the three Follies crowded into the doorway above, faceted eyes shining in the light of Cupric's globes. It stands on its hind legs and waits, little paws weaving in front of it. Whorls of magic illuminate its claws -- to the eyes of experienced adventurers, a spell held at the ready.

The cube shudders as it prepares to engulf Tal, after which it can consume him at its leisure.

OOC: Sg (by Artemis) will take a 5-foot step back to M-4, then cast cause fear on the barbarian.

Se is readying a spell and watching the Follies by the door closely. (This is one that cast grease last round.)

Unless something diverts it, the cube will move diagonally into D-E-F-2 and engulf Tal. Because he is paralyzed, it will succeed automatically. It is concerned only with eating the easiest meal that presents itself.
 

Tal


OOC: And for my next trick... I will... um...
Lay paralyzed in this puddle of goo!
Actually, if it requires no motion, Tal will use the divine vigor feat. If it requires motion, he will lay on the ground burning with Torm's vengeance - or is that the acid?
 

Xen said:
Actually, if it requires no motion, Tal will use the divine vigor feat. If it requires motion, he will lay on the ground burning with Torm's vengeance - or is that the acid?

OOC: Unlike actually turning/rebuking undead (where you have to present your holy symbol), Divine Vigor only requires that you "spend a turn/rebuke attempt." I'm going to rule that this requires no motion -- you just get all vigorous.

As for the acid, your resistance means there's only a 1 in 6 chance it'll affect Tal every time he gets hit with it. ;)
 

Tal


OOC: Yup, considering he has to hit -10 to die, the probability of that happening within the next 16 rounds is like 3.5e-11% (assuming no HP loss due to bleeding on the way). He'll take the +2 to con, (+4 Hp) all the same!
:D I'll add it in on his init this round!
 
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