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Author Topic: Legends of Gueryth: D&D 3.5 [4/5]  (Read 13228 times)

Harbingerjm

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Re: Legends of Gueryth: D&D 3.5 [4/5]
« Reply #195 on: August 02, 2014, 08:54:28 pm »

((Hmmm, can we get a map of the room, with our, the fungus, the table, etc's placement?))
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Tawa

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Re: Legends of Gueryth: D&D 3.5 [4/5]
« Reply #196 on: August 02, 2014, 09:05:18 pm »

Saeberth hears a voice in the back of his head.

don't attack the mushroom guy or you're going to die

Saeberth assumes that it's the legendary spirit said to haunt his home island, the Boy of Ninety-Nine Flames, a child who was supposedly killed in a forest fire and keeps watch over the natives. Saeberth backs away from the room and slams the door shut.
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flame99

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Re: Legends of Gueryth: D&D 3.5 [4/5]
« Reply #197 on: August 02, 2014, 09:09:43 pm »

Spoiler: Quickly-done map (click to show/hide)
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GiglameshDespair

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Re: Legends of Gueryth: D&D 3.5 [4/5]
« Reply #198 on: August 03, 2014, 10:50:12 am »

Zarn lurched towards the purple plant-creature while Chaika darted in, grabbed the key, and quickly ran out, shutting the door behind her.

The zombie would fight until it was destroyed, and by that point the fungus would have long since forgotten about the adventurers.
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flame99

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Re: Legends of Gueryth: D&D 3.5 [4/5]
« Reply #199 on: August 03, 2014, 03:50:36 pm »

Zarn successfully distracts the Purple Fungus, giving Chaika enough time to get the key and run. Through the door, you hear a few painful-sounding thuds, then silence. Trying the key in the large doors, it fits, unlocking the door. Opening it reveals a large room covered in elaborate runes, with pentagrams and summoning circles littering the floor. In the center is a pedestal, on which a skull sits, covered in similar runes. At the far end is a man who is, judging by his extraordinarily pale skin and the amount of blood on and around him, a vampire. He's sitting at a desk covered in various writings.
As you come into the room, he looks up and sees the party. He shouts something in a language you don't understand, though it's likely profanities, before making a few gestures and intonations. The stagnant air in the room seems to begin moving, before becoming a small whirlwind in the center of the room. A great flash of heat, light, and sound comes, before three giant scorpions appear in the center of the room.

Initiative time!
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Tawa

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Re: Legends of Gueryth: D&D 3.5 [4/5]
« Reply #200 on: August 03, 2014, 03:52:37 pm »

((Oh noes! The EARTH FIEND is coming up! :P))

Roll: 11!

Stabbity fun times, as usual.
« Last Edit: August 03, 2014, 04:52:44 pm by Tawarochir »
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GiglameshDespair

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Re: Legends of Gueryth: D&D 3.5 [4/5]
« Reply #201 on: August 03, 2014, 04:33:53 pm »

Init 1d20+7=12

The remaining zombie attacks a giant scorpion. Chaika zaps a second one with a ray of enfeeblement.
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Harbingerjm

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Re: Legends of Gueryth: D&D 3.5 [4/5]
« Reply #202 on: August 04, 2014, 03:47:08 am »

A Vampire, huh. Just how large are the Scorpions?
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GiglameshDespair

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Re: Legends of Gueryth: D&D 3.5 [4/5]
« Reply #203 on: August 04, 2014, 12:19:01 pm »

Good question.

Actually, just generally, can we have more descriptions of enemies and stuff? Is the vamp armed, armoured?
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flame99

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Re: Legends of Gueryth: D&D 3.5 [4/5]
« Reply #204 on: August 04, 2014, 12:32:23 pm »

The vampire doesn't appear to be armed nor armoured, save for an intricate looking cloak and some rather tattered clothes. The scorpions are about equal in size to you, though a little shorter.
((The scorpions are medium size, is what I'm trying to say.))
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Harbingerjm

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Re: Legends of Gueryth: D&D 3.5 [4/5]
« Reply #205 on: August 04, 2014, 12:39:26 pm »

Hmmm. What does +8 to Spellcraft tell me about what just happened, along with +10 to Knowledge (nature) and +4 to Knowledges... Arcana, Religion and The Planes (I suspect are the relevant knowledges)?
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flame99

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Re: Legends of Gueryth: D&D 3.5 [4/5]
« Reply #206 on: August 04, 2014, 12:55:45 pm »

You can tell that the Vampire just cast Summon Monster III. Additionally, you're able to identify the cloak he's wearing as a Cape of Mountebank, though it's very heavily faded.
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Harbingerjm

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Re: Legends of Gueryth: D&D 3.5 [4/5]
« Reply #207 on: August 04, 2014, 01:05:55 pm »

1d20=1
Ouch.
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Flying Dice

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Re: Legends of Gueryth: D&D 3.5 [4/5]
« Reply #208 on: August 04, 2014, 03:55:01 pm »

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flame99

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Re: Legends of Gueryth: D&D 3.5 [4/5]
« Reply #209 on: August 05, 2014, 12:39:34 pm »

Spoiler: Initiative (click to show/hide)
The vampire begins to speak in heavily broken Common, clearly used to speaking more guttural tongues.
"Fear name of Tyraach! Tremble 'fore Skull Plague, for you make enemy of power this sun!"
With that, he activates the Cape, disappearing in a cloud of smoke. His scorpion followers begin to charge the party, with #1 going towards Ishmael, and the other two attacking Malkor.
Scorpion #1 misses by a long shot, and wastes Smite Good on the missed shot. Not that it would have done anything to Ishmael anyways.
Scorpion #2 and #3 also both activate Smite Good, though only #2 hits. It gouges out a sizable amount of flesh through Malkor's armour [5 damage], tackles and pins him, then begins to constrict around the unfortunate cleric [5 damage]. He manages to keep consciousness, though only just.

((Okay, I might have made the scorpions a little too hardcore... Anyways, Flying Dice, you're up.))

EDIT: A quick overview of the situation. The party is standing near the entrance to the room, with Gulthun, Ishmael, Saeberth, and Malkor in the front line, and Chaika and Rikas in the back line. Malkor is disabled and being grappled by scorpion #2. Ishmael can hit any of the three scorpions, Saeberth can only hit #1, and Gulthun can't hit any without moving, so he's not attacking this turn. I can toss together another poorly-done Roll20 map if the description above isn't enough.
« Last Edit: August 05, 2014, 12:54:05 pm by flameboy99 »
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