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Author Topic: Legends of Gueryth: D&D 3.5 [4/5]  (Read 13225 times)

GiglameshDespair

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Re: Legends of Gueryth: D&D 3.5 [4/5]
« Reply #210 on: August 05, 2014, 02:26:22 pm »

The remaining zombie lurches towards Scorp #1. With Charnal Touch at will, it's injuries only mean a thing if it dies.


 Chaika zaps scorp #2 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 #211 on: August 05, 2014, 09:39:23 pm »

Ok... To get 3 Fiendish (Medium) monstrous scorpions, that's at least Summon Monster 3 with a damn fine dice roll, possibly a higher level one or a Maximised spell. Let's assume lowest possible, so excellent dice roll from a level 5 wizard or cleric, level 6 sorcerer, or level 7 bard.
Now, to get that to be cast before we even get to make initiative rolls... Well, boss, so probably GM fiat surprise round. But to get it down short enough to be cast in one round, rather than spending his turn to have it go off at the beginning of his next turn, it needs to be Quickened. That immediately rules out spontaneous casters, so it's a Cleric or Wizard, and it adds +4 to the spell slot level needed, so a level 7 spell; thus, at least a level 13 Cleric or Wizard.
Add Vampire template on top of that and, well.
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flame99

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Re: Legends of Gueryth: D&D 3.5 [4/5]
« Reply #212 on: August 05, 2014, 09:44:06 pm »

* flameboy99 notices the casting time on Summon Monster III and begins swearing profusely
Er...That was a mistake. The spell isn't quickened and I'm not going to be that cruel to you as far as bosses go. Yet.
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Flying Dice

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Re: Legends of Gueryth: D&D 3.5 [4/5]
« Reply #213 on: August 07, 2014, 08:01:53 pm »

Rikas sneers, "Vampires. How delightful. And petty, always so dreadfully petty."

Cast Enlarge Person on Saeberth.
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flame99

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Re: Legends of Gueryth: D&D 3.5 [4/5]
« Reply #214 on: August 07, 2014, 08:42:56 pm »

Spoiler: Initiative (click to show/hide)
Gulthun begins moving slowly towards the first scorpion, though it can't do anything about it at the moment. Rikas begins a series of complex intonations, coupled with a few cryptic gestures, beginning a spell of size. Chaika begins similar incantations, and from her hands springs a softly glowing multicolored beam of energy. It strikes the second scorpion squarely, and you can see the creature withering in size.
« Last Edit: August 07, 2014, 08:54:25 pm by flameboy99 »
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Tawa

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Re: Legends of Gueryth: D&D 3.5 [4/5]
« Reply #215 on: August 07, 2014, 08:51:57 pm »

-ignore-
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Harbingerjm

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Re: Legends of Gueryth: D&D 3.5 [4/5]
« Reply #216 on: August 15, 2014, 05:20:39 am »

Well, since Tawarochir doesn't seem to want to post an action and Malkor is still uncontrolled... I gues- wait...

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.
Improved Grab (Ex)
To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

"Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature."
Both the Scorpion and Malkor are Medium.
So yeah.
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Tawa

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Re: Legends of Gueryth: D&D 3.5 [4/5]
« Reply #217 on: August 15, 2014, 11:21:34 am »

What?

Stabbity fun times, as usual.

I don't really care which one I stab.
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Flying Dice

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Re: Legends of Gueryth: D&D 3.5 [4/5]
« Reply #218 on: August 15, 2014, 12:35:22 pm »

What?
((Medium-sized scorpion used an Improved Grab grapple on a Medium-sized PC. Improved Grab can only be used on targets one size category smaller or less than the creature using it (aka a Small creature or smaller in this case).

Also, even if it was rules-legal, either flameboy didn't do the opposed roll for the grapple check or didn't post it.

As far as I can tell, the scorpions have some sort of homebrewed Smite ability without any link to CHA bonus, given that their SRD entry doesn't mention it, and their CHA is truly abysmal.

Incidentally, there's a useful tool out there for calculating the difficulty of encounters as well as appropriate XP gain and loot. Three Medium-sized monstrous scorpions would already be EL3 for an effective party level of 1.3, though the former is understated due to the homebrew Smiting scorpions and the latter overstated because one of our two frontliners is NPC'd. And that's without including the vampire [BB?]EG if he sticks around. Just a thought.  :-\

It's probably not terribly bad as long as we stick to the proper rules for Improved Grab and if they couldn't smite, though that's not as bad as it could be since text implies that it's 1/day, given the 'wasted'. Though, granted, it might just be a less than subtle attempt to kill off the missing player's character to open up room for someone else, in which case full steam ahead!))
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Tawa

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Re: Legends of Gueryth: D&D 3.5 [4/5]
« Reply #219 on: August 15, 2014, 12:54:38 pm »

((I said "What?" because he said I hadn't posted an action.))
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Flying Dice

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Re: Legends of Gueryth: D&D 3.5 [4/5]
« Reply #220 on: August 15, 2014, 02:14:28 pm »

((I said "What?" because he said I hadn't posted an action.))
((Ah, my mistake.))
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flame99

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Re: Legends of Gueryth: D&D 3.5 [4/5]
« Reply #221 on: August 15, 2014, 02:47:12 pm »

((The scorpions are fiendish, and therefore can use Smite Good 1/day. I can't believe I didn't see the thing about Improved Grab, though. And yes, I have been trying to kill off Malkor, but I won't intentionally break the rules to do so. Also, sorry for screwing up the rules so often, I haven't played any D&D for quite a while. I haven't been showing any rolls that I make, to help with the flow of the update writing, which is frankly already abysmal.))

Spoiler: Initiative (click to show/hide)

Malkor is actually at 5 HP, and isn't pinned currently.

Saeberth swings at Scorpion #1, shattering a sizable portion of chitin, and causing it to writhe in pain. However, it still clings to life, though just barely. Malkor drives his shortspear into #2, and wounds it similarly to #1.
« Last Edit: August 15, 2014, 04:43:59 pm by flameboy99 »
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Flying Dice

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Re: Legends of Gueryth: D&D 3.5 [4/5]
« Reply #222 on: August 15, 2014, 04:25:45 pm »

((No worries, I screw up plenty of times myself. If I ever call out mistakes, it's because it's a learning process for all of us, even veterans, rather than because I'm mad or something.  :) ))
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Harbingerjm

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Re: Legends of Gueryth: D&D 3.5 [4/5]
« Reply #223 on: August 16, 2014, 12:52:59 am »

How close is Ishmael to the scorpions? If within reach, Attack and then 5 Foot Step back. If not, retreat to just outside the door.
"The scorpions are summoned, they will disappear soon! If we get outside and close the door, we do not need to waste effort on fighting them!"
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flame99

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Re: Legends of Gueryth: D&D 3.5 [4/5]
« Reply #224 on: August 16, 2014, 09:19:14 pm »

Spoiler: Initiative (click to show/hide)
Ishmael swings at Scorpion #1, but it's exoskeleton stops the spear without any meaningful damage. The druid then steps back, into the doorway of the room.
The vampire activates his cape, disappearing in a cloud of smoke (For real this time!), as the scorpions prepare to attack again. #2 and #3 both strike Malkor, each attacking with both claws, and bringing their venomous stings down on the poor cleric. Though #2's attacks are clumsy and easily dodged, in avoiding them he hits #3's claws. One of the pincers and it's sting bounce off of his thick armor, but one claw finds its way into a hole in Malkor's protections, dealing 4 damage, leaving Malkor at 1 health. Finally, Scorpion #1 takes a swing at Saeberth, and only one claw manages to get past his defenses, dealing 5 damage.
Gulthun, now close enough to attack, drives his blade into scorpion #1, but the zombie is slow and halting, and the scorpion dodges easily.
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