FOURTHCORE TEAM DEATHMATCH

May 7, 2012

LCTN: Underground

THIS IS SCENE #4 IN A PLAY-BY-POST D&D GAME

Many elements of it are unique and innovative, with several key twists that will catch the players by surprise. The adventure is deadly and devious, with victory going only to those clever enough to take it. Though it may not be a traditional Fourthcore deathtrap dungeon, I assure you, dear reader, that it holds many of the ideals of Fourthcore close to its heart.

I will keep these posts easily collapsible, so that readers may easily skip past them if they wish. Although, really, you'd be missing out.

Welcome back, dungeoneer!


Opening the hatch reveals a tubular chasm yawning before you with brick-clad walls. The sounds of splashing water echo up from the depths. A mildew-laden stench wafts up from the fetid dungeon below. A series of rusty iron loops are embedded in the walls of the tunnel.


Bathed in the light of the burning torch, you see a brick-walled chamber with a vaulted ceiling. Water spills in from cracks in the walls and ceiling, forming a murky pool that can been seen to get progressively deeper as it gets further away from the rusty iron ladder.




Hidden beneath the murky water is an otyugh; feeding off of the filth of a 1,000-year-old Dwarven sewer, carrying flesh eating bacteria on its toothed tentacles, and harboring a nest of plague rats in its mouth!



94 comments:

  1. Duurkala frowns, looking down the pit. "This is...unexpected." Pulling a rope out of his pack, Duurkala ties one end around his waist, and hands the other end to Ghaaldar. "Hold tight."

    Stepping to the ledge, Duurkala slowly lowers himself down to the first rusty iron loop, keeping firm hold of the ledge above as he gradually puts weight on the makeshift ladder.

    Holding myself so that if it gives I don't fall, but in case I roll horribly, Ghaaldar should be able to keep me from plummeting down to my death...

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  2. Ghaaldar stands steady with Duurkala's rope both fastened tightly around his own arms. "Be careful, old friend. These iron loops don't appear to be very stable."

    [Tech]
    Strength +5 in case Ghaaldar needs to try and keep Duurkala from falling.

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    Replies
    1. Duurkala slowly descends down the chasm, ropes tied tightly about his waist. He gingerly steps on each of the metal rungs as he descends. When the aged warrior places weight upon the third rung, the stone keeping it in place cracks away and sends the bit of iron clanging down! Ghaaldar arms flex in response, keeping Duurkala safe.

      Once down on solid ground, about 20 ft. below the hatch, Duurkala lights a torch to look about and observe his surroundings (images updated above)

      Bathed in the light of the burning torch, you see a brick-walled chamber with a vaulted ceiling. Water spills in from cracks in the walls and ceiling, forming a murky pool that can been seen to get progressively deeper as it gets further away from the rusty iron ladder.

      Delete
  3. The monk circles the hole in the ground several times, not really looking at it, more just trying to think. "Someone is going to have to be the last one down, we can't all be lowered by a rope. And I'm not sure our ogre will be easily lowered at all, if he ever makes his way through that door." Lotus resumes his pacing. "While I am not eager to volunteer...I am assuming I am the most...capable. I am willing to entertain suggestion..."

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  4. "Is there something to tie the rope to? we've got lots of extra rope, we can tie it to something 20-30 feet away from the pit."

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  5. Duurkala sees bubbles break the surface of the murky water and the induced current of flowing sludge as something large swims beneath the surface.

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  6. "We must make haste. I do not like Duurkala, much less a member our our tribe, being down there by himself." Handing the rope to Lotus after having tied it around himself, Ghaaldar says, "Hold on tight, I'm going down to join him."

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  7. "We could tie it off to the shield, or to the top rung which seems to be sturdy."

    Tech:
    Perception on the top rung, +6

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    Replies
    1. Drum-Haak peers at the top ladder rung. The stonework seems uncracked, the steel, though rusted, appears thick and sturdy. He believes that it will hold weight and not fall.

      [TECH]
      Perception Check hidden

      Delete
  8. mavarothix will offer to go down first and test the rope.

    Athletics +6

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    Replies
    1. Boldly moving, the scaled sneak descends down the shaft via ladder held to iron rung. He descends safely!

      Everyone is now assumed to be repelling down, except for Grimlock, who needs to decide how he wants to get past the electrified doors.

      Delete
  9. Turning to Black Lotus, Drum-Haak says: "Once the rest of us make it down safely, do you want to tie it off and make your descent? You're probably the best at securing the rope."

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  10. As the rest of the group comes down, Duurkala points out the bubbles and movement. "Be on your guard. There's something alive down here, and I can't imagine it would take kindly to tramping through the water..."

    http://starwars.wikia.com/wiki/Dianoga

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  11. OOC: What do you propose to do with Grimlock? He hasn't risked the door due to the potential for harm to himself. (I haven't been idle, I had a readied action with the DM, but it never came into play)

    I don't see him being very co-operative climbing down a hole for a similar reason. That can't be easy while shackled...

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    Replies
    1. OOC: Try it, and we'll heal you when you get to the other side? Alternately, throw more bodies until the door is jammed open even further.

      Delete
  12. The sludge-filled waters begin swirling around, forming a gentle vortex of turbulent water.

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  13. Ghaaldar sees the motion in the water and draws his broadsword, wary of the movement. "Lotus, Grimlock, it would surely be wise for you to join us down here."

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  14. Lotus growls for the ogre top hurry. "Come, Grimlock. I can only assist you down this hole if we are both here, and I can't promise I will be for much longer. Brave the lightning-door."

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  15. Calling up, Drum-Haak says, "Whatever large beast is in the water down here, it would surely provide you a good meal and impressive trophy."

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  16. Mavarothix will take up a defensive position at T12 while trying to avoid going into the water or otherwise being seen/detected by whatever's in it, either by jumping or going around along the wall, which ever seems easier. (Athletics 6, acrobatics 10, stealth 10)

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    Replies
    1. OOC: I believe that will have to be a standing jump check from T15 to T12 if you are trying to avoid stepping in the water. I just want to make sure that's what you want here before the dice hit the digital table.

      Delete
    2. Mavarothix coils up his wiry frame and leaps out, clawed feet soaring through the air as he keeps his eye focused on landing safely on the other side of the gurgling waters. His monastic training may have left him fit and disciplined, but his poor diet and many days spent in deep meditation has left Mavarothix's scaly hide scrawny and underdeveloped.

      With a violent SPLASH! he lands in the waters, immediately grabbing the attention of the aquatic beast lairing underneath the fetid effluvium. Beneath the rotting filth of a 1,000 year old sewers rises forth a creature known as an otyugh.

      A hideous beast that feeds off of the detritus and filth of the surface world, this creature has four stubby legs and four long, writhing, barbed tentacles surrounding an enormous toothy mouth that opens to a gaping 8 ft. maw.

      When Mavarothix splashes down, a tentacle immediately feels the vibrations and lashes out at its prey. Needle-like teeth sink into Mavarothix's arm, cutting past the scales and wrapping around his entire body as he finds himself enveloped by a tentacle harboring a colony of flesh-eating bacteria.

      The otyugh then rises its bulk from the water and bellows out an echoing roar, alerting the conflicting Grimlock as the defeated Ogre contemplates the electrified steel door in front of him. When the hideous filth-eater opens its cavernous mouth, an entire rat's nest can be seen to have made within the mouth, spilling several of the scurrying, disease-carrying rodents.

      ROLL FOR INITIATIVE!!!

      OOC: ... and by that I mean, I am about to roll your initiative for you.

      [TECH]
      Athletics Check (12)+6; 1 square cleared!

      (14)+11 +2 {hiding} vs. AC 18; HIT!
      for (7)+(2)+6 = 15 damage, ongoing 5 necrotic damage (save ends), and grabbed (until escape).

      Delete
  17. INITIATIVE ORDER
    =======================
    Black Lotus: (17) +6 = 23
    Ghaaldar: (18) +2 = 20
    Kulimvorith: (17) +1 = 18

    Otyugh: (12) +5 = 17
    (wins tie with Drum-Haak due to higher Init modifier)

    Drum-Haak: (14) +3 = 17
    Grimlock: (11) +3 = 14
    Mavarothix: (04) +5 = 09
    Duurkala: (04) +2 = 06

    Thus Black Lotus, Ghaaldar, and Kulimvorith may act before the Otyugh takes its turn. They collectively have three days of real time to post actions, or be delayed. Deadline would then be late morning of Tuesday May 14th (weekends don't count).

    All water squares are treated as difficult terrain for creatures without a swim speed.

    No Gotcha's: The otyugh has an aura of putrescent stench. Creatures starting their turn adjacent to the otyugh must succeed on an Endurance check or vomit uncontrollable, being dazed and slowed until the start of their next turn.

    Lots of maps and whatnot updated above. For a real scare, go ahead and Google Search "flesh eating bacteria".

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  18. Drum-Haak calls to his allies, "I will search my memory for lore on this dire beast, but in the meantime it might behoove the quicker ones among us to try the same."

    [Tech]
    Free action: above text.

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  19. Lotus grows tired of waiting. Checking again to make sure the rope is secure, he speeds his way down the rope to any square he can occupy at the ground floor (I assume U15, as it's the closest unoccupied square). From there, he summons his martial training to fling himself towards the waylaid Dragonborn, positioning himself to attack as soon as possible, and then braces himself for battle.

    [Move] Descend the rope, Athletics +6
    [Move] Crane's Wings (Movement) to U12, Athletics +11
    [Minor] Activate Stoneskin Cloth Armor, gain 5 temp HP

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    Replies
    1. Black Lotus deftly skims across the water to land behind the grappled Mavarothix "Help is on the way!"

      [TECH]
      Athletics Check (17)+11; 2 squares jumped

      Delete
    2. OOC, I forget the rules on this, but if I (or anyone else for that matter) slide/push the enemy to a square that's not adjacent to me, does that end the grab, or am I moved along with the creature?

      Delete
  20. OOC: Does the Otyugh look like it will attack or grab onto creatures that approach it? i.e., if I charge am I going to get grabbed before I can smack the thing?

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    Replies
    1. OOC: No threatening reach or any kind of "gotchas" like that.

      Delete
  21. Grimlock savagely kicks a dwarf into the door, trying to push it open further before squeezing through.

    Tech: Str check is +6 or +13 Athletics, take your pick.
    Grim will pass through regardless and approach the pit once his initiative is reached.

    I'm posting now because I don't know if I'l catch it when my turn comes up.

    ReplyDelete
  22. Ghaaldar watches in amazement and disbelief as the foul rat-spewing sewer creature rises from the murky water pooled on the floor of the tunnel before him. Reacting quickly Ghaaldar surges forward with his shield held steadily before him and his sword raised eagerly in hand. "Kill this foul abomination and do it quickly!"

    OOC: Just so I don't forget, a quick reminder about my Bravura Presence: If you use an Action Point to take an action, you can, on a hit, either move or make a basic attack as a free action. On a miss you grant combat advantage until the end of your next turn.

    [TECH]
    Standard: Flattening Charge to W13 - +9 vs Fortitude, 1d10+5 damage and the target is knocked prone. If the power hits it is not expended. On a miss the Sewer-Monster gains CA vs me until the start of my next turn.

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    1. Stout oaken shield held aloft, Ghaaldar the Mighty leaps forward to plow into the spine-covered, tentacled creature with all of his strength. His strength is misplaced, however, and the proud Dhakaani warlord slips on the muck and slime, ending up facing the beast sideways, his flanks exposed.

      A serious tactical error. One that should never have been made. Can Ghaaldar's sense of perfectionism and discipline ever let him live with the shame?

      [TECH]
      (1) HUMILIATION!

      Delete
  23. Kulimvorith hears the clamor of battle below quickly descends into the sewer and without hesitating unleashes a burst of fire at the tentacled monstrosity, takes a moment to gather his strength once more and unleashes a second gout.

    Move: athletics down +6
    Standard: Elemental bolt +9 vs. reflex 1d12 +1d6 + 10
    Note: on a hit Free action elemental escalation to add 1d10 damage and shift free action into square U16.

    Action point! elemental bolt again

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    1. Flames trail down the taught rope when Kulimvorith leaps into action to rain fiery death on all whom stand in his way. With eyes of hot coals, black smoke pours out of his nostrils like the ancient wyrms of ages past. Fire and motherfucking brimstone rain down at Kulimvorith's command to sear the filth-beast!

      You are seared!

      [TECH]
      (15)+9 vs. Reflex 17; HIT!
      for d12(12)+d10(10)+d6(2)+10 = 34 fire damage!
      Baller!

      (18)+9 vs. Reflex 17; HIT!
      for another (12)+(3)+10 = 25 fare damage!

      Delete
  24. OOC since I just hit with an action point attack can I now make a basic attack, per Gaaldar? if so I shoot another elemental bolt

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    Replies
    1. OOC: No way, just like in the last encounter, you've got to call that option out before you make the attack. It's a risk vs. reward kind of thing, and calling it out now (when you know you hit) isn't exactly fair.

      I'll let youtake back the attack to use the AP now for a possible extra basic atack, but also possible miss and grant combat advantage. Eh? Eh?

      Delete
  25. Rubbery, tooth-lined tentacles flail about in a rage!!! Sharpened incisors slither past nimble Mavarothix to clamp down on the strong forearm of Black Lotus, who was hiding behind the scaly Dragonborn and did not expect such deft maneuvering! Infectious suckers rip and tear at his delicate skin, leaving horrible scars that shall never heal.

    A tentacle flails about Ghaaldar, but I guess two wrongs make a right, as he is spared from the attack.

    The rat's nest living in the mouth of the otyugh seems now too much to bear. Heaving several times, the creature's disgusting, shit-covered body convulses before expelling a vomit-covered downpour of plague ratsdirectly into Ghaaldar's face! The rats scurry and scamper every which way, desperately looking for safety and panicking, biting and clawing any soft flesh they come across. Ghaaldar is wracked with the pain of 1,000 disease-carrying bites!

    Lastly, Mavarothix, already held down by a writhing tentacle, is brought into the expansive gullet of the beast! A mouth filled with 12" long teeth and large enough to swallow a dog whole opens up for Mavarothix, eager to throw some fuel to the fire of the filth-dwellers incessant, never-ending hunger! The teeth clamp down and knock Mavarothix out for the count. His legs dangle out of the giant mouth as a reminder of the creature, the person, that once was.

    [TECH]
    Charnel Lash [Melee 3]vs. Black Lotus: (20) CRITICAL HIT!
    (8)+(8)+6 damage, pulled, and ongoing 5 necrotic damage (save ends).

    Charnel Lash vs. Ghaaldar: (1) HUMILIATION!
    Plague Rat Vomit vs. Ghaaldar: (6)+9 +2 {CA} vs. Fortitude 16; HIT!
    for (5)+(2)+6 and ongoing "rat" damage, which does bad things when you fail the save

    Action Point, Bite vs. Mavarothix: (12)+11 vs. AC 18; HIT!
    for (2)+(6)+(6)+17 damage and exposed to filth fever

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  26. PER previous post, Grimlock tries his luck with throwing dead Dwarves at the electrified steel door and jumping through!

    [TECH]
    (11)+7 vs. Reflex 16; HIT!
    for (5)+(5)+(2)+12 lightning damage and dazed (save ends).

    Grimlock has taken his turn and is just on the sewer side of the electrified steel door.

    All six of the rest of the party can now take their turns whenever they please. Everyone has a collective 3 days of real time to post, so deadline is late at night (EST) Wednesday.

    When Ghaaldar takes his turn, I'll roll to see if the sickening stench of the otyugh overpowers him to make him dazed and slowed.

    Similar with Mavarothix, but since he is unconscious, I'lll save his death save and everything for the end of the dungeoneers' turns to give you guys as much a chance to rescue him as you can.

    Maps and stats (finally) updated.

    HAVE AT THEE!

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  27. This comment has been removed by the author.

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  28. OOC: Quick revision, sorry.

    Shocked at the sudden appearance of the Otyugh, and concerned for the safety of Mavarothix, Drum-Haak summons his arcane might to blast the creature back, and slide his unconscious ally out of its reach.

    [TECH]
    Standard: Magic Missile vs the Otyugh.
    6 Damage and push 1 square diagonally down and left (Master's Wand)

    Move: Moment of Escape on Mavarothix
    Slide him out of the Otyugh's reach to U15.

    Minor: Monster Knowledge Check
    Dungeoneering +6

    ReplyDelete
    Replies
    1. Drun-Haak has read frustratingly little about these muck-dwelling creatures, and can offer up only that they are known to be blind. Which explains the "having no eyes" thing.

      Using his magics, Drum-Haak shoots out sparks and fireworks, slipping the unconscious body of Mavarothix to safety!

      [TECH]
      Dungeoneering Check (2)+6

      Delete
  29. Grimlock peers into the dim sewer beneath him and wrinkles his nose in disgust. Rarely does he encounter a beast so foul as to make him nauseous.

    The ogre makes a wookiee-ish growl that might pass for "Oh, hell naw!" in that foreign tongue and then he settles in at the top of the ladder and studies the otyugh in can he must hunt one int eh future--or in case the hated daakhani start dying. At the latter thought, Grimlock smiles momentarily before another wave of stench makes him gag. The shackles clink and rattle as he to covers his nose.

    OOC: It's the Bog of Enternal Stench down there! Better you guys than I.

    ReplyDelete
  30. Duurkala gives an angry snarl as he watches this pile of living refuse attack his allies. Duurkala's battle chant takes on a faster, driving edge, as he raises his shield, the very sight of the ancient Dhaakani symbol on the front filling his allies with hope and vigor as he charges through the muck up to the Otyugh.

    [tech]
    Minor: Song of Savagery, if I hit Ghaaldar gains a +4 bonus to damage
    Minor: Preservation Shield - Every ally within 5 squares of me (everyone) gains 10 temporary hit points
    Standard: Charge to X13. +12 vs. AC (+9 +1 charge +2 flanking with Black Lotus). Damage: 2d8+5 (basic attack + 1d8 from the Vanguard Longsword Property)

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    Replies
    1. Duurkala begins a rousing song of savagery and calls upon the protective powers of a mystic shield recovered as spoils of war from one of the old veteran's military campaigns of long ago. Sword held high, Duurkala charges forward to the front once more, hacking away madly, severing a putrid tentacle clean off at the nub!

      [TECH]
      (19)+9 +1 vs. AC 22; HIT!
      for (1)+(7)+5 damage! Bloodied!

      OOC: Drum-Haak's magic missile actually pushed the otyugh to X12, but whatev's, my bad for not updating the map, right!

      Delete
  31. Kulimvorith once again focuses his raging torrent upon the abomination attempting to cleanse the beast in fire.

    Tech: Elemental Bolt! +9 vs. reflex 1d12 +1d6 +10
    Note: On hit Free action: Elemental escalation! 1d10 additional damage.

    ReplyDelete
  32. OOC: I now realize that it sounds like Kulimvorith is showing the Otyugh his dick and I will now role-play as if that were the case

    ReplyDelete
    Replies
    1. Kulimvorith summons another gout of flames, breathing out a scorching shot of fiery phlegm and searing the excrement-eating subterranean otyugh.

      [TECH]
      (9)+9 vs. Reflex 17; HIT!
      for (7)+(7)+(5)+10 = 29 fire damage! Hot hot hot!

      No rush, just a note that now Ghaaldar and Black Lotus still have their turns to act before I hit up Mavarothix's unconscious turn and then the otyugh and rat swarm take their actions for the round.

      OOC: Escalation is twice per encounter, had to look that one up. DDi character builder, you piece of shit!

      Delete
    2. Ooh, didn't realize that the rat swarm was an entirely separate enemy. If I remember right, Escalation also targets a secondary creature within 5 of the first one, so shouldn't Kulimvorith also have flamed the rats?

      Delete
    3. OOC: That was a little unclear. Judge Mills Lane says, "I'll allow it!"

      The fires incinerating the otyugh set forth by Kulimvorith arc over, burning a path of utter destruction that scorches the edge of the horde of crawling plague rats!

      [TECH]
      (13)+9 vs. Reflex 14; HIT!
      for 29/2 = 14 fire damage!

      Delete
  33. OOC: Nice catch I didn't realize the rats were not part of the Otyugh either

    ReplyDelete
  34. Black Lotus, having been recently freed from the beast's grip, decides to pay the beast back in kind. After taking a moment to tend to his wounds, the familiar breeze begins to blow through the sewers. The breeze suddenly intensifies, and the monk chooses this moment to strike!

    [Standard] Second Wind
    [Action Point]
    [Move] Shift to W11
    [Standard] Wind Through the Willows: +7 vs Reflex on both enemies, 2d8+6 damage, those hit are slowed and cannot charge UEoNT, and I shift to W10 (regardless of hit)
    [Free] Using Bravura Presence, Monk Unarmed Strike on the Otyugh: +9 vs AC, 1d10+7
    [Free] On either hit, Centered Flurry of Blows on the Otyugh: 4 damage and push it 1 space South

    ReplyDelete
    Replies
    1. Black Lotus is still grabbed by the otyugh (and thus can't move as indicated), because, correct me if I'm wrong here, but I believe it can maintain that grab so long as you are still within his reach of 3.

      Delete
    2. Umm...shit.

      If that is indeed the case, then...wait, am I in V10 or V11?

      Delete
    3. Black Lotus is in V11. All his conditions (grabbed, bloodied, ongoing necrotic) are shown in V10.

      Delete
    4. How do I break from a grab? Opposing Strength check? Slide/push him?

      Delete
    5. With the escape action. What is this, amateur hour?

      Move Action: Athletics vs. Fortitude or Acrobatics vs. Reflex

      Delete
    6. And you can shift if successful.

      Delete
    7. Oh thank God, I was desperately trying to figure out how I could get where I needed to be without any move actions.

      I'll do the same as above, except replace my [Move] with an Athletics vs Fort then shift.

      If the break is unsuccessful, then...

      [Standard] Wind in the Willows as above (still hits both)
      [Free] Flurry of blows, but this time against the ratswarm

      Delete
    8. Oh, I would like to make the break before Second Wind and Action Pointing, and if it fails I will do neither of those things.

      Delete
    9. My bad, my Athletics is +6.

      Ok I think I'm done posting forever.

      Delete
    10. Black Lotus strains his this arms against the slim-coated tentacles, but remains firmly entrenched.

      [TECH]
      Escape Attempt (13)+6 vs. Fortitude 23; FAIL!

      OOC: Second Wind? Another Escape Attempt?

      Delete
    11. Yeah...I said above I wanted to Wind in the Willows, but, screw that.

      [Standard -> Move] Escape Attempt, Acrobatics (+6) vs Reflex. If successful, shift to V10

      Delete
    12. Black Lotus sees the weak point in his enemy's defense, and like Sun Tzu, strikes out like lightning! The cunning warrior scrunches his body in, slips out of the muck-covered tentacles grasp, breaks a tooth off of that tentacle, and then stabs the otyugh with its own dental weapon, followed up by a solid roundhouse kick!

      [TECH]
      (11)+6 vs. Reflex 17; Success!
      Action Point, Wind in the Willows: (12)+7 vs. Reflex 17; HIT!
      for (4)+(7)+6+4 = 21 damage! and slowed and pushed into the waterfall looking area
      Bravura Presence Attack: (2)+9 vs. AC 22; MISS!
      Save vs. Necrotic (6); FAIL!
      It occured to me that I never rolled for Grimlock's dazing ... Save (9); FAIL!
      Map updates later.

      Delete
    13. Wind in the Willows does not push the target, it lets me shift anywhere within the blast, and I would like to shift so I'm base to base with the Otyugh, but not touching the rats.

      Also, Wind in the Willows was a close blast 3, the rats should have been hit as well.

      Delete
  35. Ghaaldar's humiliation only serves to invigorate him and fill him with rage. Stepping past the swarm of rats spewed from the mouth of the vile sewer-creature, Ghaaldar shouts loudly to to the fallen Kobold, "There is not time to rest, Mavarothix, rise and help us battle this creature!" Turning to his ally Duurkala grinning, "let us strike him together, old friend!"

    [TECH]
    *Move: Shift to W12
    *Minor: Inspiring Word on Mavarothix (Spends and regains a healing surge + 1d6 extra HP)
    *Free: Above text
    *Standard: Hammer and Anvil vs Otyugh! (+9 vs Reflex, 1d10+5 damage +4 damage from Duurkala - Duurkala can make a free MBA vs the Otyugh with a +3 damage bonus)

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    Replies
    1. Mavarothix narrowly avoids death and is roused back to fighting form by the stalwart words and deeds of Ghaaldar. "Don't you die on me!"

      Fire in his eye, Ghaaldar hurls himself into the thick of battle, disregarding all notions of his own safety so that others may fight on. The terrible beast otyugh's body shudders on the impact of Dhakaani shield and steel.

      All the while, however, the plague carried by vomited rats begins working its way to destroying Ghaaldar from the inside.

      OOC: Mavarothix's turn is up to close the dungeoneers' round. The stat summary listed above includes the ongoing damages for Ghaaldar, Mavarothix, and Black Lotus.

      [TECH]
      Inspiring Word: 12+(3) HP regained
      Hammer & Anvil: (12)+9 vs. Reflex 17; HIT!
      for (9)+5+4 damage!
      Melee Basic: (1) HUMILIATION!
      Save vs. Rats: (1) again! Darn the luck!
      Ghaaldar permanently lowers his maximum hit points by 1.

      Delete
    2. OOC: Can I use Hobgoblin Presence now or should I have used it when I first was afflicted by the rat's evil ways?

      Delete
    3. Yes! Anyone with the Hobgoblin Resilience power who is taking an effect that a save can end, just let me know if you want to use it. I want to be forgiving about the exact timing here as much as possible.

      [TECH]
      Save vs. Rats (18); Success!
      I'll consider the first failed save to be the bonus save (so no penalty to HP), and then this roll of 18 to be the one that ends your turn.

      Delete
  36. "[Free] On either hit, Centered Flurry of Blows on the Otyugh: 4 damage and push it 1 space South"

    ReplyDelete
    Replies
    1. My statement was still technically true.

      Delete
    2. OOC: Your character was grabbed at V11, then escaped the grab to shift to W11 (as stated). The plague rats are at V12, the otyugh was at X10, X11, Y10, Y11. Show me how a blast 3 hits both the rats and the otyugh.

      Delete
    3. Ah, I mixed up blast and burst, my apologies.

      I still stand by the original statement, though. Wind of the Willows did NOT push him.

      Flurry of Blows did.

      Delete
  37. Replies
    1. Mavarothix, you have escaped with the fortuitous aid of Drum-Haak. I wonder if that means you owe him one? Regardless, you are alive (though prone, bloodied, and rotting away from a flesh-eating bacteria) and it is your turn.

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    2. OOC: Actually, it was Ghaaldar!

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    3. OOC: I think he meant Drum-Haak's push 'n' slide combo (sounds a little obscene, but meh.

      Team effort FTW! (or if not quite win, then save at least).

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    4. OOC: Good call! And that does sound obscene! Dhaakani might FTW!

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    2. OOC: let's try this again since my last actions weren't so well written out...

      Mav will stand up, shake the saliva out of his ear and thank Drum-Haak for the healing.
      Throwing a dagger, I'll make a ranged basic attack against the large squid creature that almost ate me.
      +7+1(dragonborn fury)+1(bloodthirsty ki focus)for a total of +9 vs AC to do 1D4+5 damage
      Minor Action: Cold Dragon Breath vs rat swarm: +7 vs Ref, 1D6+2 cold damage - on hit, free action:
      cat and mouse: shift 3 to U12, gain total concealment against the rats until the start of my next turn or until taking damage from an attack.
      2nd Free action: flurry of blows - 4 fire damage. If I also hit the squid thing, I'll use that as the triggering attack for my flurry and the rats get -2 to attack rolls for attacks that include me as a target.

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  39. OOC: FYI guys, I got a bit of a crisis at work this morning. I'll have Mav's die rolls and the otyugh's counterattack maybe sometime this afternoon.

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  40. Grimlock reels from the stench of the otyugh, even from his seat at the top of the ladder. He tastes the rising gorge in the back of his throat and steadfastly refuses to move any closer.

    OOC: Grim is dazed and stands his ground unless compelled to do otherwise. His bulk blocks the escape of anyone coming up the ladder.

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  41. A flash of steel peels out of Mavarothix's robes, sailing across the fetid chamber. The blade plunges into the depths of the otyugh's maw, impaling the soft flesh on the roof its mouth! Mavarothix then lets loose the breath of his ancestors, freezing the swarm of vermin and making a pack of rat -sicles! All the while, though, Mavarothix can't help but look down at the ugly sight of the wound left behind by the otyugh's bite. Putrid, rotting flesh slough's off from his midsection to expose the raw flesh to all manner of infection.

    [TECH]
    Dagger: (17)+7+1 vs. AC 22; HIT!
    for (3)+5 +1 {ki focus boosts damage, not attack}

    Dragon Breath: (18)+7+1 vs. Reflex 17; HIT!
    for (6)+2 +5 {vulnerable to close attacks} +4 {flurry of bows} = 17 cold damage

    Save vs. Necrotic (3); Fail!

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  43. Backed into a corner and beaten down, the otygh begins to fear for its survival in the first tmie since the dawn of its miserable life. A primal terror overcomes it, and it lashes out frantically at anything that moves, whipping toothy tentacles with a fury unseen before. Jagged canines and sharpened incisors sink into soft flesh, grabbing a hold of Black Lotus and duurkala, carving a path of destruction and rotting flesh through armor both magical and mundane. The swarm of plague rats, already battered and scattered, are swept away n the frenzy. Dying, twitching rats now lie impaled on all of the otyugh's tentacles.

    [TECH]
    Rats: (9)+6 +2 {flank} vs. AC 19; MISS!

    Rat Recharge (3); Fail!
    Otyugh vs. Duurkala: (6)+11 +2 {flank} vs. AC 19; HIT!
    Otyugh vs. Black Lotus: (9)+11 vs. AC 19; HIT!
    Otyugh vs. Ghaaldar: (7)+11 vs. AC 19; MISS!
    Otyugh vs. Rats: (19)+11 vs. AC 15; HIT!
    for (1)+(8)+10 = 19 damage

    All dungeoneers can now take their turns!

    Grimlock staggers forward, hustling down the spiral stairs as fast as his shackled legs will take him. Resting for a moment, he leans his muscled shoulder against the wall and calms down his pained breathing, sweat rolling off his brow, scorch marks on his sides. A glance down the nearby shaft downward tells him what his nose had detected long ago: stay out!

    [TECH]
    Grimlock Save vs. Dazed (19, again); Success!

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    Replies
    1. OOC: And of course, if your character has a reaction/interrupt they would like to use, let me know. For this encounter at least, I don't want to be too picky about most detailed timing here.

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    2. OOC: Also, if it wasn't obvious from the icons, Duurkala and Black Lotus are both bloodied, grabbed, and taking ongoing 5 necrotic damage (save ends).

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  44. Seeing more of his allies brought to near-death by the foul beast, Drum-Haak draws himself to his full height. He then bolsters the valiant monk, before channeling the foul beast's anger against itself.

    [TECH]
    Minor: Majestic Word on Black Lotus, healing surge +4.

    Standard: Charm of Misplaced Wrath vs Otyugh
    +5 vs Will
    Hit: The creature is dazed EONT.
    Effect: It makes an MBA against itself with a +2 power bonus to the damage roll.

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  45. Kulimvorith ignoring the rats focuses he righteous hate upon the otyugh one more time.

    Tech elemental bolt +9 vs reflex 1d12 +1d6 +10

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  46. Duurkala looks down at the slimy tentacles around him and snarls and tries to brush off the slime and muck covering him.

    While some would look at the older Dhaakani and see a hobgoblin in the twilight of his years, Duurkala is more than that. He is a conduit to a long and glorious history of a mighty race. Tapping into that conduit, Duurkala's wounds begin mending as the ghosts of the past empire spring up around him and guide his sword as he strikes the filthy creature who dared touch him.

    [tech]
    Immediate Interupt: Hobgoblin Resilience to make a saving throw to end the ongoing damage
    Minor: Skalds Aura on himself to heal 9+1d6 damage
    Standard: Rally the Spectral Host
    Attack - +9 vs. AC
    Hit - 2d8+5 damage,
    Effect - I activate an aura 2. Allies within the aura gain a +1 to attack & a +2 bonus to damage
    Move: Escape attempt - Athletics +6 vs. Reflex, shift to W11

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  47. From a nice, safe distance; Drum-Haak and Kulimvorith weave together the strands of creation to transform the natural world into a form more to their liking. Drum-Haak clearly enjoys the twisting of desires, whereas Kulimvorith dreams lustfully of a world set ablaze. Their spells combine to see the stumbling monster baked alive as it thrashes about, rolling in the much in a vain attempt at putting out the dragonfire.

    OTYUGH DEFEATED!!!

    Dungeoneers, you have hacked your way through to victory, but at a great cost. Many are badly wounded, and will need all the strength they can muster for the coming challenges. Moreover, one of your tribe has suffered a virulent infection, Filth Fever, that will be difficult to overcome (details forthcoming).

    Panting and exhausted, you all rest yourselves against the rock and have a moment to take stock of your situation, strategize, sharpen weapons, mend armor, heal wounds; and tell sad, sad tales of days gone by.

    The Dungeon Master takes the liberty of rolling for saves vs. ongoing damage and spending healing surges and gaining an additional 1d6+4 hit points per healing surge. You may thank Duurkala for that. Final healing surge and hit point values have been updated. Speak up if there is something that needs discussion or elaboration, or if you want to blow through those precious healing surges to be at tip-top hit points, if that didn't happen already.

    [TECH]
    Charm: (15)+5 vs. Will 20; HIT!
    Self-Attack: (8)+11 vs. AC 22; MISS!
    Elemental Bolt: (13)+9 +2 {dazed} vs. Reflex 17; HIT!
    for (12)+(6)+10 fire damage
    Disease Exposure (4); Fail!

    Mavarothix Save vs. Necrotic (3); FAIL!
    Duurkala Hobgoblin Resilience (1); FAIL!
    Duurkala Save vs. Necrotic (6); FAIL!
    Ghaaldar {standard action} grants Duurkala a Save vs. Necrotic (16); Success! Finally!
    Black Lotus takes his turn, drops to -1 HP, and then Save vs. Necrotic (4); Fail!

    Ghaaldar {standard action} grants Black Lotus a Save vs. Necrotic (2); Fail!
    Duurkala {standard action} grants Black Lotus a Save vs. Necrotic (8); Fail!
    Drum-Haak {standard action} grants Black Lotus a Save vs. Necrotic (18); Success!

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  48. FILTH FEVER
    Level 6 Elite Disease

    Stage 0: The target recovers from the disease.

    Stage 1: Initial Effect. The target takes a -5 penalty to their healing surge value.

    Stage 2: The target takes a -2 penalty to all defenses.

    Stage 3: Final Stage. The target cannot spend healing surges.

    Check: At the end of each SHORT REST, the target makes an Endurance check if it is at Stage 1 or 2.
    * 14 or lower: The stage of the disease increases.
    * 15-22: No Change
    * 23 or higher: The stage of the disease decreases.

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  49. THE SAGA OF THE LOST CROWN OF TESH-NAGA CONTINUES: Side Passage

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